AI Technology and Personalized Learning Design—Uncovering Unconscious Incompetence

Author(s):  
Doug Lynch ◽  
Ulrik Juul Christensen ◽  
Nicholas J. Howe
2019 ◽  
pp. 72-84
Author(s):  
Hamdy Abdelaziz

Online learning technology and design has maximized and optimized the potential chances of personalized, customized, and adaptive learning. This theoretical paper is proposing a new dynamic pedagogical intervention model for effective personalized learning design. The author is trying to share a personal and practical answer to the following two questions: (a) What are the disruptive learning principles of the third renaissance learning paradigm that impact pedagogical engineering and intervention for personalized learning design? (b) What is the suggested model for effective online pedagogical intervention to promote personalized learning design? This perspective was guided by ten emergent disruptive learning principles of the third renaissance learning paradigm that impact online pedagogical engineering, management and intervention for personalized learning design. Effective online pedagogical intervention has four major dimensions that are grounded/interacted and focused on four metaphoric lenses: (a) types of learners (4Cs): Casual, Committed, Concentrated and Continuing; (b) pedagogical levels (4Ps): Intelligent, Agile, Distributed and Situated Pedagogy; (c) intervention levels (4Es): Enriching, Enhancing, Engaging and Empowering; and (d) online assessment frames (4As): Assessment of learning, Assessment for learning, Assessment as learning, and Assessment in learning.


2019 ◽  
pp. 3121-334
Author(s):  
Carmen Palumbo ◽  
Antinea Ambretti ◽  
Giovanna Ferraioli

Over the past few decades, the adoption of an inclusive approach to education has stimulated a reflection on the educational value of body and movement within teaching-learning process in order to break down all barriers to learning and promote the full participation of young people to school activities. Indeed,body and movement represent an important didactic "medium" for developing individualized and personalized learning paths that take into account the specific needs and characteristics of students thus contributing to their global and harmonious development.


Author(s):  
Theodora Aruan ◽  
Abdul Hamid K ◽  
Samsidar Tanjung

Abstrak: Penelitian ini bertujuan untuk: (1) mengembangkan multimedia pembelajaran pada mata kuliah Pengetahuan Alat Pengolahan dan Penyajian Makanan yang layak digunakan pada mahasiswa program studi Tata Boga. (2) mengetahui efektifitas multimedia pembelajaran pada mata kuliah Pengetahuan Alat Pengolahan dan Penyajian Makanan program studi Tata Boga. Penelitian menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran dari Dick and Carey. Metode penelitian ini terdiri dari dua tahapan, yang mana pada tahap I merupakan tahap uji coba produk yang terdiri dari: (1) validasi ahli desain pembelajaran, (2) validasi ahli materi pelajaran, (3) validasi ahli media pembelajaran, (4) uji coba perorangan, (5) uji coba kelompok kecil, dan (6) uji coba lapangan terbatas. Hasil penelitian menunjukkan: (1) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (82,17%), (2) uji ahli materi berada pada kualifikasi sangat baik (89,5%), (3) uji ahli media berada pada kualifikasi sangat baik (85%), (4) uji coba perorangan berada pada kualifikasi sangat baik (87%),  (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (86%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (83,8%). Kata Kunci: multimedia, pembelajaran, pengetahuan alat pengolahan dan penyajian makanan Abstract: This study aims to: (1) develop learning multimedia in the subject of Knowledge Processing and Presentation Tools that are suitable for use in culinary study program students. (2) knowing the effectiveness of learning multimedia in the subject of Food Processing and Food Processing Program Knowledge and Processing Tools. The study used the Borg and Gall product development model combined with learning design models from Dick and Carey. This research method consists of two stages, which in stage I is the product testing phase which consists of: (1) validation of learning design experts, (2) expert material validation, (3) validation of learning media experts, (4) test try individuals, (5) small group trials, and (6) limited field trials. The results showed: (1) the learning design expert test was in very good qualification (82.17%), (2) the material expert test was in very good qualification (89.5%), (3) the media expert test was in the qualification very good (85%), (4) individual trials are in very good qualifications (87%), (5) small group trials are in very good qualifications (86%), and (6) limited field trials are at very good qualification (83.8%). Keywords: multimedia, learning, knowledge of processing and serving food


2019 ◽  
Author(s):  
POHSUN WANG

Basic shape is one of the most important components of the learning design process. Using Western design thinking to understand shape, color and composition layout and attempting to reinterpret the application of traditional calligraphy from a design point of view—whether it is the expression of form or the meaning of content—are both important aspects of design thinking. The writing patterns of traditional calligraphy and the design creation of modern experiments may have different biases. If the artistic value of "the brush and ink of the time" is compared to the science and technology of innovation as the main appeal, the expressiveness of the traditional writing mode is obviously difficult to achieve. Using science and technology as an option for design creation is a difficult way to proceed; however, technology, ideas and thinking can still be in sync with the cultural issues of an entire era. This is also the test of the times to which contemporary creations are subjected. There are infinite possibilities for development, and it is worthwhile to explore these possibilities together with artistic aspirants. On the other hand, if we follow the well-beaten path of the status quo, the creativity of traditional calligraphic art will wither, it will deviate from the larger environment of the era in which it operates, and it will inevitably be neglected and pushed out by other art categories. The design and creation process uses the traditional calligraphy characters and drums as the theme, assisted by digital tools in the creation, and finally transforms the traditional calligraphy visual form into an expression of the art of science and technology.


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