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Game of knowing
An alternative self-directed learning approach
By Perus Saranurak | 6 June 2014
Goldsmiths, University of London
Design Symposium 2014
Tool
Framework
Learning Curiosity
Technology
Main areas
For developing an alternative self-directed learning approach
“If children have interest, education
happens”– Sir Arthur C. Clark in Sugata Mitra’s TED talk
Self-learning environment
http://en.wikipedia.org/wiki/Massive_open_online_course
Learning Curiosity
Technology
Internet influences
Self-learning environment
MOOC
Massive Open Online Course aims at unlimited
participation and open access via the web
SOLE
Self Organized Learning Environments (Sugata
Mitra) is a growing classroom practice to
promote independent learning.
Learning Curiosity
Technology
MOOC
Massive Open Online Course aims at unlimited
participation and open access via the web
SOLE
Self Organized Learning Environments (Sugata
Mitra) is a growing classroom practice to
promote independent learning.
Self-learning environment
Learning Curiosity
Technology
BIG
QUESTION
Learning Curiosity
My area
We are naturally curious.
Technology
Can we understand our own curiosity
and develop ourselves from it?
For developing an alternative self-directed learning approach
Learning
Learning
Purpose
To create an alternative self-directed learning
approach by using a computing programme to
identify and report curiosity
Learning Curiosity
TechnologyLearning
Learning
Example of tools:
1. Tracking curiosity - Programing for web tracking and record the journey
Tools for curiosity
Expected approaches
Game of knowing
An alternative self-directed learning approach.
Learning Curiosity
Technology
Tool
Expected approaches
Game of knowing Curiosity
(1) Identify
1. Identification of curiosity
Actions
Tracking program
Expected approaches
Game of knowing Curiosity
(2) Network of knowing
Curiosity
Curiosity
Curiosity
Curiosity
1. Identification of curiosity
2. Network of knowing
Expected approaches
Game of knowing
(3) Development of knowing
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
1. Identification of curiosity
2. Network of knowing
3. Journey of knowing
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
300
hours
1
hour
1,000
hours
Expected approaches
Game of knowing
1. Identification of curiosity
2. Network of knowing
3. Journey of knowing
4. Landscape of knowing
(4) Progress of knowing
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Expected approaches
Game of knowing
1. Identification of curiosity
2. Network of knowing
3. Journey of knowing
4. Landscape of knowing
5. Co-learning environment
(5) companion
Sum up
Game of knowing
Technology
Learning Curiosity
Tool
An alternative self-directed learning approach.
Self-directed, self-developed and self-motivated
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Curiosity
Game of knowing
An alternative self-directed learning approach.
Q&A
• What can guide you in developing knowledge ?
• How much curiosity impact on your learning ?
• Could you give an example of your curiosity
improves your leaning or leads to a new
unexpected area ?
Game of knowing
An alternative self-directed learning approach.
Further step
• Design for How People Learn by Julie Dirksen
• 21st century skills www.p21.org
• ‘Heutagogy, self-determined learning’ by Lisa Marie Blaschke
and http://heutagogycop.wordpress.com/
• ‘Gamification’ by Ben Bett
What is ?Curiosity
To want to know → Epistemology
Experiential Presentational Propositional Practical
Tracking curiosity

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'Game of Knowing' in Design Symposium 2014

Notas del editor

  1. I will start with the Simple Quote that would be the framework of my whole dissertation.
  2. Internet become the suitable environment for learning
  3. 2 relevant concept of self learning Mooc provides the space for edcuactional institutes or instructors to open their course which internet users can easy to access. Sole provides curriculum which start from asking big question and let students work together and use internet to answer the question. - self-discovery, sharing and spontaneity
  4. That motivates use to do
  5. That motivates use to do
  6. Experiential:  Knowledge created by a conscious being, fully aware of and grounded in the immediacy of the direct sensory environment, while mindful of the duality of our mental imagery and the real world. Heron and Reason accept the ontology of a real world as given.                  Presentational: Knowledge generated by and communicated through a variety of richly imagined artistry. This is Knowledge as metaphor as described in the Mythos vs Logos dialogue. Heron and Reason elevate the arts other than language in this section, arguing that language as tool may constrain the presentational knowledge in hierarchical ways                  Propositional: Heron and Reason describe this as formal theoretical, conceptual knowledge, encoded in language.  They characterize the dominant modern propositional knowledge in terms of logical positivism and Cartesian duality, and express concerns with the way it may serve to irreconcilably separate the subjective and objective. They allude to a causal argument that leads from language to subject/object dichotomy to man-made ecological disaster to highlight a problem of taking untempered formal propositional knowledge to extremes.                        Practical: Heron and Reason emphasizes the AR tradition of the primacy of the practical. My sense was of a back-propagation of validity and quality from the practical which suggests we are sensible for pursuing the paths of the experiential and presentational forms of knowledge as they can be later validated through practice. This is knowledge in action that has consequences which can be compared to alternatives and then valued by human judgment. This is knowledge supported by a body of knowledge and a community of practice.  
  7. If we can see our map of interests, we can direct and design our journey of improvement
  8. Experiential:  Knowledge created by a conscious being, fully aware of and grounded in the immediacy of the direct sensory environment, while mindful of the duality of our mental imagery and the real world. Heron and Reason accept the ontology of a real world as given.                  Presentational: Knowledge generated by and communicated through a variety of richly imagined artistry        Propositional: Heron and Reason describe this as formal theoretical, conceptual knowledge, encoded in language.                      Practical: Heron and Reason emphasizes the AR tradition of the primacy of the practical.