Challenge 2: The Hole in the Wall Experiment: Difference between revisions

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'''Toolshed link to Googledocs is 404'''
{{c?| Toolshed link to Googledocs is 404 }}


=Notes=
=Notes=
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1. No surprise. I was a self-learner 5 - 10 years ahead of the academic path.
1. No surprise. I was a self-learner 5 - 10 years ahead of the academic path.


2. Similarities - SM heroes figured out how to learn.
2. Similarities - SM heroes figured out how to learn. No guides.
Difference: SM assigned What to learn.
Difference: SM assigned What to learn. Guides set opportunity and launch.


3.
3. Gamification - Prep put into explaining the scope, rules, & requirements eliminates interaction in the classroom.
 
In the cloud: Learning emerges from availability, and encouragement. 
For Gamification, this suggests that learning can be guided by accessibility to books, labs, and experts, while rewarding access and accomplishment. Internalized rewards are more enduring than accolades and physical prizes.
 
 
Engaged: [https://sites.google.com/actonacademy.org/toolshed-year1/hidden/holding-rules-of-engagement-roe]

Latest revision as of 15:36, 26 June 2024

Challenge 2: The Hole in the Wall Experiment []

[1]

https://www.ted.com/talks/sugata_mitra_the_child_driven_education?language=en was broken. I think I found it under another title.


Q: Toolshed link to Googledocs is 404

Notes

Compelling civilization stories or discussions
Simple challenges and quests
Emergent contracts
Rules of engagement and Socratic process seeds
Schedule

1. Launch

Why does this matter?

2. World class example

How have others accomplished this?

3. Process , recipe or algorithm

How might I do this?

4. Gamification

Rewards , teams , exhibitions


Questions

1. No surprise. I was a self-learner 5 - 10 years ahead of the academic path.

2. Similarities - SM heroes figured out how to learn. No guides. Difference: SM assigned What to learn. Guides set opportunity and launch.

3. Gamification - Prep put into explaining the scope, rules, & requirements eliminates interaction in the classroom.

In the cloud: Learning emerges from availability, and encouragement. For Gamification, this suggests that learning can be guided by accessibility to books, labs, and experts, while rewarding access and accomplishment. Internalized rewards are more enduring than accolades and physical prizes.


Engaged: [2]