It’s a Puzzle: A Self-Organizing Activity

2017 ◽  
Vol 2 (3) ◽  
pp. 166-178
Author(s):  
Janet McCollum ◽  
Catherine R. Barber

Helping students connect abstract concepts to concrete situations is often a challenge. Students who are unable to make the basic connections are at risk of spending the semester and beyond misunderstanding key points and their application. In this article, we provide a framework that includes debriefing, bridge building, and assimilation to help mitigate the challenge of making the abstract, concrete. We use “It’s a Puzzle,” a fast-paced group activity based on principles of experiential learning theory, to illustrate how we use this framework to help students understand and apply self-organization concepts to concrete situations. “It’s a Puzzle” provides participants with an opportunity to experience self-organization as a group, to reflect on the self-organizing interaction from the perspective of self and group, and to apply the learning experience to self-organization concepts. We have successfully used this activity as an introduction to self-organization at both the undergraduate and graduate level.

2018 ◽  
Vol 33 (3) ◽  
pp. 61-66 ◽  
Author(s):  
Mary S. Stone

ABSTRACT The premise of this essay is that teaching is a continuous learning experience. Experiential learning theory and insights from the Pathways Commission provide the framework for my reflections. I provide examples of learning from books beyond the scope of accounting, and everyday interactions and chance occurrences including those within the accounting profession.


Author(s):  
Timo Lainema ◽  
Eeli Saarinen

This chapter introduces two views of learning relevant for game-based learning: experiential learning theory and the constructivist view on learning. The authors will first discuss, how these views explain learning from a perspective that is relevant for game-based learning. They will also evaluate, how these views on learning relate to assessment of learning through gaming. Last, they will concretize the diversity of the potential learning outcomes of gaming: how, for example, the learner’s previous knowledge, personality, the team members affect the learning experience and outcome. According to constructivism, learning is a constructive process in which the learner is building an internal representation of knowledge. This is something to which game-based education clearly adds value to.


2007 ◽  
Vol 11 (04) ◽  
pp. 277-286 ◽  
Author(s):  
Mihaela Carmen Balaban ◽  
Teodor Silviu Balaban

Two new zinc porphyrins having two meso-undecyl solubilizing groups and two meso-formyl groups or two meso-cyano groups have been prepared in good yields and were shown by stationary absorption and fluorescence spectroscopies to self-organize in nonpolar solvents such as n-heptane. The diformyl and dicyano recognition groups can thus successfully replace the hydroxy and carbonyl recognition groups encountered in the natural self-organizing bacteriochlorophylls and which were, up to now, the only recognition groups used in synthetic or semisynthetic bacteriochlorophyll mimics.


2013 ◽  
Vol 16 (02n03) ◽  
pp. 1350001 ◽  
Author(s):  
GEORG MARTIUS

Self-organizing processes are crucial for the development of living beings. Practical applications in robots may benefit from the self-organization of behavior, e.g., to increase fault tolerance and enhance flexibility, provided that external goals can also be achieved. We present results on the guidance of self-organizing control by visual target stimuli and show a remarkable robustness to sensorimotor disruptions. In a proof of concept study an autonomous wheeled robot is learning an object finding and ball-pushing task from scratch within a few minutes in continuous domains. The robustness is demonstrated by the rapid recovery of the performance after severe changes of the sensor configuration.


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