Challenge 2: The Hole in the Wall Experiment
Challenge 2: The Hole in the Wall Experiment [∞]
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?
- 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]