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Showing papers on "Experiential learning published in 2005"


01 Jan 2005

4,663 citations


Journal ArticleDOI
TL;DR: The authors examine recent developments in theory and research on experiential learning and explore how this work can enhance experientual learning and how to apply it to real-life experiences, using the foundational theories of John Dewey and Kurt Lewin.
Abstract: Drawing on the foundational theories of John Dewey and Kurt Lewin, we examine recent developments in theory and research on experiential learning and explore how this work can enhance experiential ...

3,917 citations


Journal ArticleDOI
TL;DR: In this article, three categories of diversity that have been shown to have important implications for teaching and learning are differences in students' learning styles (characteristic ways of taking in and processing information), approaches to learning (surface, deep, and strategic), and intellectual development levels (attitudes about the nature of knowledge and how it should be acquired and evaluated).
Abstract: Students have different levels of motivation, different attitudes about teaching and learning, and different responses to specific classroom environments and instructional practices. The more thoroughly instructors understand the differences, the better chance they have of meeting the diverse learning needs of all of their students. Three categories of diversity that have been shown to have important implications for teaching and learning are differences in students' learning styles (characteristic ways of taking in and processing information), approaches to learning (surface, deep, and strategic), and intellectual development levels (attitudes about the nature of knowledge and how it should be acquired and evaluated). This article reviews models that have been developed for each of these categories, outlines their pedagogical implications, and suggests areas for further study.

1,587 citations


Journal ArticleDOI
TL;DR: In this article, the authors focus on classroom-based pedagogies of engagement, particularly cooperative and problem-based learning, and present a brief history, theoretical roots, research support, summary of practices, and suggestions for redesigning engineering classes and programs to include more student engagement.
Abstract: Educators, researchers, and policy makers have advocated student involvement for some time as an essential aspect of meaningful learning. In the past twenty years engineering educators have implemented several means of better engaging their undergraduate students, including active and cooperative learning, learning communities, service learning, cooperative education, inquiry and problem-based learning, and team projects. This paper focuses on classroom-based pedagogies of engagement, particularly cooperative and problem-based learning. It includes a brief history, theoretical roots, research support, summary of practices, and suggestions for redesigning engineering classes and programs to include more student engagement. The paper also lays out the research ahead for advancing pedagogies aimed at more fully enhancing students’ involvement in their learning.

1,342 citations


Journal ArticleDOI
TL;DR: In this article, the authors assessed the depth of online learning, with a focus on the nature of online interaction in four distance education course designs, and found that structure and leadership were crucial for online learners to take a deep and meaningful approach to learning.
Abstract: This study assessed the depth of online learning, with a focus on the nature of online interaction in four distance education course designs. The Study Process Questionnaire was used to measure the shift in students' approach to learning from the beginning to the end of the courses. Design had a significant impact on the nature of the interaction and whether students approached learning in a deep and meaningful manner. Structure and leadership were found to be crucial for online learners to take a deep and meaningful approach to learning.

1,305 citations


Journal ArticleDOI
TL;DR: An experiential gaming model that is based onexperiential learning theory, flow theory and game design is presented and stresses the importance of providing the player with immediate feedback, clear goals and challenges that are matched to his/her skill level.
Abstract: Online games satisfy the basic requirements of learning environments and can provide engaging learning experiences for students. However, a model that successfully integrates educational theory and game design aspects do not exist. Thus, in this paper an experiential gaming model that is based on experiential learning theory, flow theory and game design is presented. The model stresses the importance of providing the player with immediate feedback, clear goals and challenges that are matched to his/her skill level. The flow theory is used as a framework to facilitate positive user experience in order to maximize the impact of educational games. Especially, the factors that contribute to flow experience are discussed. The experiential gaming model can be used to design and analyse educational computer games. However, the model works only as a link between educational theory and game design and does not provide the means to a whole game design project.

1,217 citations


Journal ArticleDOI
Diamanto Politis1
TL;DR: In this paper, the authors present a conceptual framework that explains the process of entrepreneurial learning as an experiential process and identifies three main components in the process: entrepreneurs' career experience, the transformation process, and entrepreneurial knowledge.
Abstract: The present article seeks to advance the theoretical knowledge of entrepreneurial learning by reviewing and synthesizing available research into a conceptual framework that explains the process of entrepreneurial learning as an experiential process. The framework identifies three main components in the process of entrepreneurial learning: entrepreneurs' career experience, the transformation process, and entrepreneurial knowledge in terms of effectiveness in recognizing and acting on entrepreneurial opportunities and coping with the liabilities of newness. Based on the arguments in the article, five major propositions were developed to refine our understanding of entrepreneurial learning. Finally, theoretical and practical implications were discussed.

1,129 citations


Journal ArticleDOI
TL;DR: In this article, an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies is presented.
Abstract: Will video games change the way we learn? We argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies. We argue that to understand the future of learning, we have to look beyond schools to the emerging arena of video games. We suggest that video games matter because they present players with simulated worlds: worlds which, if well constructed, are not just about facts or isolated skills, but embody particular social practices. Video games thus make it possible for players to participate in valued communities of practice and as a result develop the ways of thinking that organize those practices. Most educational games to date have been produced in the absence of any coherent theory of learning or underlying body of research. We argue here for such a theory—and for research that addresses the important questions about this relatively new medium that such a theory implies. Video games and the future of learning Page 3 Video games and the future of learning Computers are changing our world: how we work... how we shop... how we entertain ourselves... how we communicate... how we engage in politics... how we care for our health.... The list goes on and on. But will computers change the way we learn? We answer: Yes. Computers are already changing the way we learn—and if you want to understand how, look at video games. Look at video games, not because games that are currently available are going to replace schools as we know them any time soon, but because they give a glimpse of how we might create new and more powerful ways to learn in schools, communities, and workplaces—new ways to learn for a new information age. Look at video games because, although they are wildly popular with adolescents and young adults, they are more than just toys. Look at video games because they create new social and cultural worlds: worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. We want to be clear from the start that video games are no panacea. Like books and movies, they can be used in anti-social ways. Games are inherently simplifications of reality, and current games often incorporate—or are based on—violent and sometimes misogynistic themes. Critics suggest that the lessons people learn from playing video games as they currently exist are not always desirable. But even the harshest critics agree that we learn something from playing video games. The question is: how can we use the power of video games as a constructive force in schools, homes, and at work? In answer to that question, we argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe Page 4 Video games and the future of learning an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies. Video games as virtual worlds for learning The first step towards understanding how video games can (and we argue, will) transform education is changing the widely shared perspective that games are “mere entertainment.” More than a multi-billion dollar industry, more than a compelling toy for both children and adults, more than a route to computer literacy, video games are important because they let people participate in new worlds. They let players think, talk, and act—they let players inhabit—roles otherwise inaccessible to them. A 16 year old in Korea playing Lineage can become an international financier, trading raw materials, buying and selling goods in different parts of the virtual world, and speculating on currencies. A Deus Ex player can experience life as a government special agent, where the lines between state-sponsored violence and terrorism are called into question. These rich virtual worlds are what make games such powerful contexts for learning. In game worlds, learning no longer means confronting words and symbols separated from the things those words and symbols are about in the first place. The inverse square law of gravity is no longer something understood solely through an equation; students can gain virtual experience walking on worlds with smaller mass than the Earth, or plan manned space flights that require understanding the changing effects of gravitational forces in different parts of the solar system. In virtual worlds, learners experience the concrete realities that words and symbols describe. Through such experiences, across multiple contexts, learners can understand Page 5 Video games and the future of learning complex concepts without losing the connection between abstract ideas and the real problems they can be used to solve. In other words, the virtual worlds of games are powerful because they make it possible to develop situated understanding. Although the stereotype of the gamer is a lone teenager seated in front of a computer, game play is also a thoroughly social phenomenon. The clearest examples are massively multiplayer online games: games where thousands of players are simultaneously online at any given time, participating in virtual worlds with their own economies, political systems, and cultures. But careful study shows that most games—from console action games to PC strategy games—have robust game playing communities. Whereas schools largely sequester students from one another and from the outside world, games bring players together, competitively and cooperatively, into the virtual world of the game and the social community of game players. In schools, students largely work alone with school-sanctioned materials; avid gamers seek out news sites, read and write faqs, participate in discussion forums, and most importantly, become critical consumers of information. Classroom work rarely has an impact outside of the classroom; its only real audience is the teacher. Game players, in contrast, develop reputations in online communities, cultivate audiences as writers through discussion forums, and occasionally even take up careers as professional gamers, traders of online commodities, or game modders and designers. The virtual worlds of games are powerful, in other words, because playing games means developing a set of effective social practices. By participating in these social practices, game players have an opportunity to explore new identities. In one well-publicized case, a heated political contest erupted for the president 1 As Julian Dibbell, a journalist for Wired and Rolling Stone, has shown, it is possible to make a better living trading online currencies than one does as a freelance journalist! Page 6 Video games and the future of learning of Alphaville, one of the towns in The Sims Online. Arthur Baynes, the 21 year old incumbent was running against Laura McKnight, a 14 year old girl. The muckraking, accusations of voter fraud, and political jockeying taught young Laura about the realities of politics; the election also gained national attention on NPR as pundits debated the significance of games where teens could not only argue and debate politics, but run a political system where the virtual lives of thousands of real players were at stake. The substance of Laura’s campaign, political alliances, and platform—a platform which called for a stronger police force and an overhaul of the judicial system—shows how deep the disconnect has become between the kinds of experiences made available in schools and those available in online worlds. The virtual worlds of games are rich contexts for learning because they make it possible for players to experiment with new and powerful identities. The communities that game players form similarly organize meaningful learning experiences outside of school contexts. In the various web sites devoted to the game Civilization, for example, players organize themselves around shared goal of developing expertise in the game and the skills, habits, and understandings that requires. At Apolyton.net (a site devoted to the game), players post news feeds, participate in discussion forums, and trade screenshots of the game. But they also run a radio station, exchange saved game files in order to collaborate and compete, create custom modifications, and, perhaps, most uniquely, run their own University to teach other players to play the game more deeply. Apolyton University shows us how part of expert gaming is developing a set of values—values that highlight enlightened risk-taking, entrepreneurialship, and expertise, rather than formal accreditation emphasized by institutional education (Beck & Wade, 2004). If we look at the development of

928 citations


01 Jan 2005

895 citations


01 Jan 2005
TL;DR: A framework for theorising about mobile learning is offered, to complement theories of infant, classroom, workplace and informal learning, and to inform the design of new environments and technologies to support mobile learning.
Abstract: Contact address to September 2005: Mike Sharples, Centre for Educational Technology and Distance Learning, University of Birmingham, B15 2TT. Tel: +44 121 414 3966. Contact address from September 2005: Mike Sharples, Learning Sciences Research Institute, University of Nottingham, Jubilee Campus, Wollaton Road, Nottingham, NG8 1BB, UK. Email: mike.sharples@nottingham.ac.uk There is a need to re-conceptualise learning for the mobile age, to recognise the essential role of mobility and communication in the process of learning, and also to indicate the importance of context in establishing meaning, and the transformative effect of digital networks in supporting virtual communities that transcend barriers of age and culture. In this paper we offer a framework for theorising about mobile learning, to complement theories of infant, classroom, workplace and informal learning. A related aim is to inform the design of new environments and technologies to support mobile learning, since the work described here has been developed through a series of projects to design mobile learning technology. In the tradition of Activity Theory we analyse learning as a cultural-historical activity system, mediated by tools that both constrain and support the learners in their goals of transforming their knowledge and skills. We separate two perspectives, or layers, of tool-mediated activity. The semiotic layer describes learning as a semiotic system in which the learner’s object-oriented actions are mediated by cultural tools and signs. The technological layer represents learning as an engagement with technology, in which tools such as computers and mobile phones function as interactive agents in the process of coming to know. These layers can be prised apart, to provide either a semiotic framework to promote discussion with educational theorists to analyse learning in the mobile age, or a technological framework for software developers and engineers to propose requirements for the design and evaluation of new mobile learning systems. Or the layers can be superimposed to examine the dynamics and co-evolution of learning and technology.

879 citations



Journal ArticleDOI
TL;DR: This article used experiential learning theory to magnify the importance of learning within the process of entrepreneurship, making connections between knowledge, cognition, and creativity to develop the concept of learning asymmetries and illustrates how a greater appreciation for the differences in individual learning will fortify entrepreneurship research.
Abstract: The article uses experiential learning theory to magnify the importance of learning within the process of entrepreneurship. Previous research details the contributions of prior knowledge, creativity, and cognitive mechanisms to the process of opportunity identification and exploitation; however, the literature is devoid of work that directly addresses learning. The extant research assumes learning is occurring but does not directly address the importance of learning to the process. To fully understand the nature of the entrepreneurial process, researchers must take into account how individuals learn and how different modes of learning influence opportunity identification and exploitation. This article makes connections between knowledge, cognition, and creativity to develop the concept of learning asymmetries and illustrates how a greater appreciation for the differences in individual learning will fortify entrepreneurship research.

Journal ArticleDOI
TL;DR: Context Problem‐based learning (PBL) is widely used in higher education but in educational practice problems are often encountered, such as tutors who are too directive, problems that are too well‐structured, and dysfunctional tutorial groups.
Abstract: Context Problem-based learning (PBL) is widely used in higher education. There is evidence available that students and faculty are highly satisfied with PBL. Nevertheless, in educational practice problems are often encountered, such as tutors who are too directive, problems that are too well-structured, and dysfunctional tutorial groups. Purpose The aim of this paper is to demonstrate that PBL has the potential to prepare students more effectively for future learning because it is based on four modern insights into learning: constructive, self-directed, collaborative and contextual. These four learning principles are described and it is explained how they apply to PBL. In addition, available research is reviewed and the current debate in research on PBL is described. Discussion It is argued that problems encountered in educational practice usually stem from poor implementation of PBL. In many cases the way in which PBL is implemented is not consistent with the current insights on learning. Furthermore, it is argued that research on PBL should contribute towards a better understanding of why and how the concepts of constructive, self-directed, collaborative and contextual learning work or do not work and under what circumstances. Examples of studies are given to illustrate this issue.

Book
26 Oct 2005
TL;DR: In this paper, Britzman described the struggle of subjectivities in a secondary school teacher's life, and used discourses to create a teacher identity, which was later used to define a teacher's identity.
Abstract: Contents: D.P. Britzman, Foreword. Preface. A Teaching Life: How and Why This Project Came to Be. What Does It Mean to Be a Secondary School Teacher? The Struggle of Subjectivities: Narratives of Tension. Memories and Enactments: Experiential Narratives of Teaching and Learning. Denying the Mind/Body Split: Narratives About the Embodiment of Teacher Indentity. The Influence of Others: Narratives About Family and Friends. Using Discourse to Create a Teacher Identity: Borderland Narratives. Teaching Is...An Analysis of the Metaphor. What Do I Believe? Statements of Philosophy. To Know Thyself: Final Thoughts About Teacher Identity. Appendices.


Journal ArticleDOI
TL;DR: The article offers a new way to conceptualise what is being ‘blended’ that is theoretically coherent, philosophically defensible and pragmatically informative and attempts to redeem the concept of blended learning.
Abstract: Although the term 'blended learning' is widely used, this article argues against it. Two arguments are advanced. The first is primarily philosophical, although it has several pragmatic implications. It proposes that 'blending' either relies on the idea of dichotomies which are suspect within the context of learning with technology or else becomes ineffective as a discriminating concept and is thus without purpose. The implication of this is that the term 'blended' should either be abandoned or, at the least, radically reconceived. The second argument proposes that learning, from the perspective of the learner, is rarely, if ever, the subject of blended learning. What is actually being addressed are forms of instruction, teaching, or at best, pedagogies. The implication of this is that the term 'learning' should be abandoned. The second half of the article attempts to redeem the concept of blended learning by arguing that learning gains attributed to blended learning may have their explanation in variation theory. It offers a new way to conceptualise what is being 'blended' that is theoretically coherent, philosophically defensible and pragmatically informative. The article concludes by setting an agenda for further work in this area.

Journal ArticleDOI
TL;DR: An overview of research regarding the use of hypermedia to learn about complex science topics and learning more generally, how self-regulated learning can be used as a guiding theoretical framework to examine learning with hypermedia is provided, and several methods for using the findings to facilitate students' self-regulatory learning of complex and challenging science topics are proposed.
Abstract: Research shows that learners of all ages have difficulties deploying key cognitive and metacognitive self-regulatory skills during learning about complex and challenging topics when using open-ended learning environments such as hypermedia. This article provides an overview of the research my students and I have conducted on how the use of self-regulated learning can foster and enhance students' learning about complex science topics using hypermedia. In this article, the term metacognitive tool is used deliberately to highlight (a) the role of metacognitive and self-regulatory processes used by learners during learning and (b) the role of computer environments in prompting, supporting, and modeling students' self-regulatory processes during learning in specific learning contexts (see Azevedo, 2005). I provide an overview of research regarding the use of hypermedia to learn about complex science topics and learning more generally, illustrate how self-regulated learning can be used as a guiding theoretical ...

Journal ArticleDOI
TL;DR: This article used structural equation modeling to evaluate a proposed theoretical model concerning the internal structure of the second language (L2) motivation complex and its impact on motivated behavior and found that integrativeness appears to be the single most important factor, subsuming or mediating the effects of all the other responses to questions asked.
Abstract: Language learning motivation is a complex, composite construct, and although past research has identified a number of its key components, the interrelationship of these components has often been subject to debate. Similarly, the exact contribution of the various motivational components to learning behaviors and learning achievement has also been interpreted in different ways. The purpose of this study is to use structural equation modeling to evaluate a proposed theoretical model concerning the internal structure of the second language (L2) motivation complex and its impact on motivated behavior. The basis of the analysis is survey data collected in Hungary from 8,593 pupils, 13 to 14 years old, on two occasions, in 1993 and in 1999. Our main finding is that integrativeness appears to be the single most important factor, subsuming or mediating the effects of all the other responses to questions asked. In light of this finding, we analyze what motivational content this core component might represent in various settings.

Dissertation
01 Jan 2005

Journal ArticleDOI
TL;DR: This initial investigation illustrates how Active Worlds affords opportunities for experiential learning and situated learning within a collaboration learning environment.
Abstract: Online three-dimensional (3D) virtual worlds are emerging technologies that offer unique learning opportunities for traditional and distributed education. One of the more popular 3D virtual worlds, Active Worlds, is currently being used as a medium for synchronous and asynchronous distance learning. This investigation presents two exploratory case studies of different, but exemplary educational activities using Active Worlds for formal and informal education. The focus of each case study is to investigate how Active Worlds is being used for distance learning and to determine the type of learning experiences afforded by this 3D virtual environment. Whilst more research is necessary to explore fully the potential of 3D virtual worlds for learning, this initial investigation illustrates how Active Worlds affords opportunities for experiential learning and situated learning within a collaboration learning environment.

Book
05 Dec 2005
TL;DR: The authors describes how social identification and academic learning can deeply depend on each other, both through a theoretical account of the two processes and a detailed empirical analysis of how students' identities emerge and how students learn curriculum over a year in one classroom.
Abstract: This book describes how social identification and academic learning can deeply depend on each other, both through a theoretical account of the two processes and a detailed empirical analysis of how students' identities emerge and how students learn curriculum over a year in one classroom The book traces the identity development of two students, showing how they came habitually to occupy characteristic roles across an academic year The book also traces two major themes from the curriculum, showing how students came to make increasingly sophisticated arguments about them The book's distinctive contribution is to show in detail how social identification and academic learning became deeply interdependent The two students developed unexpected identities in substantial part because curricular themes provided categories that teachers and students used to identify them And students learned about those curricular themes in part because the two students were socially identified in ways that illuminated those themes

Journal ArticleDOI
TL;DR: In this article, the authors present a broad, critical examination of the potential impact of online learning management systems on teaching and learning in universities and discuss the possible effects of LMS on teaching practices, on student engagement, on the nature of academic work and on the control over academic knowledge.
Abstract: The rapid uptake of campus-wide Learning Management Systems (LMS) is changing the character of the on-campus learning experience. The trend towards LMS as an adjunct to traditional learning modes has been the subject of little research beyond technical analyses of alternative software systems. Drawing on Australian experience, this paper presents a broad, critical examination of the potential impact of these online systems on teaching and learning in universities. It discusses in particular the possible effects of LMS on teaching practices, on student engagement, on the nature of academic work and on the control over academic knowledge.

Journal Article
TL;DR: In this article, Chen et al. examined the nature of teachers' learning during technology professional development activities and the extent to which their subsequent technology-supported pedagogy was innovative.
Abstract: Using a multiple-case embedded research design (Yin, 1994), this study examined the nature of teachers' learning during technology professional development activities and the extent to which their subsequent technology-supported pedagogy was innovative. Four English language arts teachers, who ranged in teaching and technology experience, served as contrasting case studies. Results suggested that the power to develop innovative technology-supported pedagogy lies in the teacher's interpretation of the newly learned technology's value for supporting instruction and learning in the classroom; learning experiences grounded in content-based, technology examples were most effective toward this end. Furthermore, teachers with less professional knowledge (e.g., preservice or novice) and/or less intrinsic interest in identifying uses for technology may need guided or collaborative, content-specific technology learning opportunities, while teachers with more professional knowledge (e.g., veteran) may be able to develop innovative technology-supported pedagogy by bringing their own learning goals to bear in professional development activities. Collaborative, subject-specific technology inquiry groups are proposed as professional development that supports all teachers' learning to integrate technology into their subject areas. ********** We are at a decisive juncture in terms of technology use in elementary, middle and high school education. There is educational promise in the accumulating technological resources that are increasingly available to teachers and school children that contribute to innovative practice and learning across subject areas (e.g., Chen & Armstrong, 2002; Duhaney, 2000). Simultaneously, technology is being used in ways that replicate traditional instructional strategies and learning (Cuban, 1993, 2001). Given the community support for technology use in the classroom (Starkweather, 2002), it is unlikely, even with Cuban's depictions of uninspired technology use in schools, that technology resources will be extracted from schools. Thus, while education is poised for innovation that will allow students to engage in learning with technology in ways they, their teachers, and their parents have never experienced, we still need to reflect on how to make those practices a reality in classrooms today. Indeed, increasing the effectiveness of technology-supported content area teaching has been a national goal (Riley, Holleman, & Roberts, 2000). Yet, only one-third of public school teachers feel "well prepared" or "very well prepared" to integrate the use of computers into their teaching (NCES, 2000), and professional preparation for practicing teachers to integrate technology resources in support of subject area learning has been scant (Milken Exchange on Educational Technology, 2000). An essential question concerning this issue lies in how some teachers learn to infuse technology innovatively into subject area instruction and learning while other teachers adopt technologies in ways that do not significantly change student learning or instruction. Thus, we need to better understand how to best support and promote technology integration among subject-matter teachers in both informal and formal learning contexts. The current study builds upon relevant literature on teacher learning and the factors that may enhance the likelihood that teachers will use technology innovatively to support subject matter learning. LITERATURE REVIEW Teacher Learning There are many teachers for whom the use of technologies for educational purposes is unfamiliar and, in some cases, a daunting prospect. Technology integration requires practicing teachers to assume a learning stance. From a constructivist perspective, "teacher-learners" engage in learning that is a "constructive and iterative process in which the person interprets events on the basis of existing knowledge, beliefs, and dispositions" (Borko & Putnam, 1996). …

Book Chapter
01 Jan 2005
TL;DR: The term student-centred learning (SCL) has been widely used in the teaching and learning literature as mentioned in this paper and it is also described by a range of terms and this has led to confusion surrounding its implementation.
Abstract: he term student-centred learning (SCL) is widely used in the teaching and learning literature. Many terms have been linked with student-centred learning, such as flexible learning (Taylor 2000), experiential learning (Burnard 1999), self-directed learning and therefore the slightly overused term ‘student-centred learning’ can mean different things to different people. In addition, in practice it is also described by a range of terms and this has led to confusion surrounding its implementation.The concept of student-centred learning has been credited as early as 1905 to Hayward and in 1956 to Dewey’s work (O’Sullivan 2003). Carl Rogers, the father of client-centred counseling, is associated with expanding this approach into a general theory of education (Burnard 1999; Rogoff 1999). The term student-centred learning was also associated with the work of Piaget and more recently with Malcolm Knowles (Burnard 1999). Rogers (1983a:25), in his book ‘Freedom to Learn for the 80s’, describes the shift in power from the expert teacher to the student learner, driven by a need for a change in the traditional environment where in this ‘so-called educational atmosphere, students become passive, apathetic and bored’. In the School system, the concept of child-centred education has been derived, in particular, from the work of Froebel and the idea that the teacher should not ‘interfere with this process of maturation, but act as a guide’ (Simon 1999). Simon highlighted that this was linked with the process of development or ‘readiness’, i.e. the child will learn when he/she is ready (1999).The paradigm shift away from teaching to an emphasis on learning has encouraged power to be moved from the teacher to the student (Barr and Tagg 1995). The teacher-focused/transmission of information formats, such as lecturing, have begun to be increasingly criticised and this has paved the way for a widespread growth of ‘student-centred learning’ as an alternative approach. However, despite widespread use of the term, Lea et al. (2003) maintain that one of the issues with student-centred learning is the fact that ‘many institutions or educators claim to be putting student-centred learning into practice, but in reality they are not’ (2003:322).

Book
03 May 2005
TL;DR: In this paper, a social learning approach to environmental management is presented, which combines people, place and learning, and a new approach to Environmental Management is proposed. And the Ethics of Social Engagement: Learning to Live and Living to Learn.
Abstract: Section I: A Social Learning Approach to Environmental Management * Social Learning: A New Approach to Environmental Management * Traditions of Understanding: Language, Dialogue and Experience * Complex Adaptive Systems: Constructing Mental Models * Section II: Learning Partnerships with Communities * Communities' Self-determination: Whose Interests Count? * Partnerships in Civil Society: Linking Bridging and Bonding Social Capital * Combining People, Place and Learning * Collaborative Learning: Bridging Scales and Interests * Section III: Learning Partnerships with Government * Linking Community and Government: Islands and Beaches * Changing Governments: Councils Embracing the Precautionary Principle * Felt Knowing: A Foundation for Local Government Practice * Section IV: Personal and Professional Learning * The Ethics of Social Engagement: Learning to Live and Living to Learn * Science Communication for Scientists: Reshaping a Culture * The Reflective Practitioner: Practising What We Preach * Section V: Learning for the Future * Lessons from the Past, Learning for the Future * Index

Journal ArticleDOI
TL;DR: This article investigates the formation of a burgeoning digital pedagogy that roots itself in current adult and social learning theories, while integrating social networking, user experience design strategies, and other emerging technologies into the curriculum to support student learning.
Abstract: Raised in the “always on” world of interactive media, the Internet, and digital messaging technologies, today's student has different expectations and learning styles than previous generations. Thi...

Journal ArticleDOI
TL;DR: In this paper, learning outcomes are viewed from two theoretical frameworks: Kirkpatrick's levels of evaluation and the CRESST model of learning, which are used to analyse the outcomes claimed in journal articles that report empirical work.
Abstract: Following up on an earlier issue of The Curriculum Journal (Vol. 16, No. 1), this article focuses on learning outcomes in the context of video games. Learning outcomes are viewed from two theoretical frameworks: Kirkpatrick's levels of evaluation and the CRESST model of learning. These are used to analyse the outcomes claimed in journal articles that report empirical work, indicating the usefulness of the frameworks, and the necessity to consider the role of affective learning. The article ends with some comments on the relationship of instructional design to effective games and learning outcomes.

Journal ArticleDOI
TL;DR: In this paper, a repeated measure design including interviews and observational and behavioral measures was used with a random sample of 217 adult visitors to a life science exhibition at a major science center, and the data supported the contention that variables such as prior knowledge, interest, motivation, choice and control, within and between group social interaction, orientation, advance organizers, architecture and exhibition design affect visitor learning.
Abstract: Falk and Dierking's Contextual Model of Learning was used as a theoretical construct for investigating learning within a free-choice setting. A review of previous research identified key variables fundamental to free-choice science learning. The study sought to answer two questions: (1) How do specific independent variables individually contribute to learning outcomes when not studied in isolation? and (2) Does the Contextual Model of Learning provide a useful framework for understanding learning from museums? A repeated measure design including interviews and observational and behavioral measures was used with a random sample of 217 adult visitors to a life science exhibition at a major science center. The data supported the contention that variables such as prior knowledge, interest, motivation, choice and control, within and between group social interaction, orientation, advance organizers, architecture, and exhibition design affect visitor learning. All of these factors were shown to individually influence learning outcomes, but no single factor was capable of adequately explaining visitor learning outcomes across all visitors. The framework provided by the Contextual Model of Learning proved useful for understanding how complex combinations of factors influenced visitor learning. These effects were clearerest when visitors were segmented by entry conditions such as prior knowledge and interest. © 2005 Wiley Periodicals, Inc. Sci Ed89:744–778, 2005

Journal Article
TL;DR: Higher education institutions can prosper by using emerging technologies to deliver instruction matched to the increasingly “neomillennial” learning styles of their students, based on “mediated immersion.”
Abstract: Rapid advances in information technology are reshaping the learning styles of many students in higher education. The standard “world to the desktop” interface is now complemented by ■ multiuser virtual environments in which people’s avatars interact with each other, computer-based agents, and digital artifacts in a simulated context; and ■ augmented realities in which mobile wireless devices infuse overlays of digital data on physical real-world settings. Higher education institutions can prosper by using these emerging technologies to deliver instruction matched to the increasingly “neomillennial” learning styles of their students. Based on “mediated immersion,” these emerging learning styles include: ■ Fluency in multiple media and in simulation-based virtual settings ■ Communal learning involving diverse, tacit, situated experience, with knowledge distributed across a community and a context as well as within an individual ■ A balance among experiential learning, guided mentoring, and collective reflection ■ Expression through nonlinear, associational webs of representations ■ Co-design of learning experiences personalized to individual needs and preferences Many faculty will find such a shift in instruction difficult, but through professional development they can accommodate neomillennial learning styles to continue teaching effectively as the nature of students evolves. Beyond this professional development, to fulfill their students’ evolving needs and interests, colleges and universities must reconsider their investments in physical plant, technology infrastructure, and research. Further, in the long run the mission and structure of higher education might alter due to the effect on civilization of these new interactive media.

Book
10 Mar 2005
TL;DR: Montessori as mentioned in this paper discusses the impact of movement on learning and cognition, including intrinsic rewards and motivation, and the importance of peers in learning and learning from peers in a Montessori environment.
Abstract: Foreword by Renilde Montessori 1. An Answer to the Crisis in Education 2. The Impact of Movement on Learning and Cognition 3. Choice and Perceived Control 4. Interest in Human Learning 5. Extrinsic Rewards and Motivation 6. Learning from Peers 7. Meaningful Contexts for Learning 8. Adult Interaction Styles and Child Outcomes 9. Order in Environment and Mind 10. Education for Children