From Broadcasting to Transforming

Author(s):  
Maria Antonietta Impedovo ◽  
Rosa Iaquinta

This chapter discusses the construction of knowledge as an innovative approach to traditional teaching. This topic is treated via the presentation of a project about lawfulness that was realized in the Calabria region during the 2010/2011 school year. The study aims to identify within the project central elements that enable students to progress from the mere acquisition of information to a transformation of knowledge, where through applying the teaching, in a constructivist approach to learning, they are able to articulate it in their own language and not that of the teacher as in broadcasted learning environments typical of past generations. The main project-related aspects are investigated, and the role of situated learning and experiential learning is discussed. The changing role of the teacher and the increasing need to understand artifacts, such as tools and signs, are explored.

2012 ◽  
Vol 62 (4) ◽  
pp. 371-392 ◽  
Author(s):  
Kevin M. Roessger

Researchers have yet to agree on an approach that supports how adults best learn novel motor skills in formal educational contexts. The literature fails to adequately discuss adult motor learning from the standpoint of adult education. Instead, the subject is addressed by other disciplines. This review attempts to integrate perspectives across disciplines to enhance understanding of adult motor learning. The review suggests a disciplinary disconnect but finds several potential integrations: (a) a unifying framework between representational motor learning models and reflective practice; (b) the applicability of modeling approaches to experiential frameworks; (c) the relationship between chaining, motor programs, variability of practice, and analogy learning to “doing” and “action” in experiential learning; and (d) the role of embedded motor learning approaches within situated environments. Research should continue to examine how aspects of didactic approaches affect the effectiveness of the modeling approach and how situated learning environments naturalistically use motor learning approaches.


2018 ◽  
Vol 15 (2) ◽  
pp. 306-325
Author(s):  
M. E. Hidayatullah

Abstract: Traditional teaching approach is teacher (teacher directive), while the contemporary approach is focused on the role of the learners (experience-based instruction) in achieving the goals of behavior, which is known through direct experience with the approach of experiential learning. Contemporary approach is expected to increase the understanding and the quality of the lesson learned. This paper will review the approach to experiential learning, and several methods of teaching. Keywords: Contemporary Learning, Experiential, Studying Process, Teaching Process.


Author(s):  
Ellen Chistiansen

The concept of “dwelling” is offered as a foundation for learning and for under-standing the role of space in educational settings. This chapter is a first attemptto connect the concept of dwelling, perceived as power over space in the phe-nomenological sense, with the concept of meta-learning as researched in exper-imental psychology, in distributed cognition, and in experiential learning, allfields sharing the idea that for learning to become self-regulated individualexperiences should be acknowledged, some freedom of choice should be offered,and change should be stimulated. Examples of learning environments with adwelling quality are presented together with a list of behavioral patternstrating the role of space. In this way the chapter shows education managers howto take the quality of dwelling into account in evaluating and designing contextsof learning.


2016 ◽  
Vol 8 (3) ◽  
pp. 204 ◽  
Author(s):  
Juli-Anna Aerila ◽  
Marja-leena Rönkkö ◽  
Satu Grönman

This study reports on pre-school age children becoming familiar with their hometown’s cultural history through children’s literature, personal stories, and craft products. The aim of this study is to discuss the educational value of arts-based activities and authentic learning environments from the perspective of visualizing children’s experiences. In the learning process, children create stories and craft products based on a picture book of a home museum in their town and the experience of visiting the museum. The research is in line with the curriculum of Finnish pre-schools (valid from 2016), according to which children should be offered opportunities to empathize with their immediate environment using a variety of arts-based methods as support. The theoretical framework of this study is based on Kolb’s model of experiential learning, different approaches of arts-based learning and the theory of situated learning by Lave and Wenger. The data consist of children’s oral follow-up stories and craft products. The data were analyzed using qualitative content analysis, which is a valid replicable method for making specific inferences from text to other states or properties of a source. It appears that different learning environments and arts-based, experiential activities contribute to learning in a child-centered way and may vizualize children’s thoughts and experiences, for the teacher, for the children themselves, and for other learners. The different stages of the experiential learning process proved to be beneficial to each other: The materials the children produced during the experiment could be used to activate educational discussions in pre-schools and make them more child-centered. In addition, the literature element and the authentic experience gave the children ideas for their own products..   


2021 ◽  
Vol 12 ◽  
Author(s):  
Yangtao Kong

Due to the birth of positive psychology in the process of education, classroom engagement has been flourished and got a remarkable role in the academic field. The other significant determining factor of success in education is motivation which is in line with classroom engagement. Moreover, based on the constructivist approach, experiential learning (EL) as a new method in education and a learner-centric pedagogy is at the center of attention, as a result of its contributions to improving the value of education which centers on developing abilities, and experiences. The current review makes an effort to consider the role of EL on students’ classroom engagement and motivation by inspecting its backgrounds and values. Subsequently, the efficacy of findings for academic experts in educational contexts is discussed.


Author(s):  
Annegret Goold ◽  
Jo Coldwell ◽  
Annemieke Craig

<span>As online learning environments continue to evolve, both teachers and students need to adapt to make the most of opportunities afforded by these environments for teaching and learning. The focus of this paper is on the changing role undertaken by tutors in online learning environments. We present a brief review of the current perspectives on the roles and responsibilities suggested for the e-tutor for effective teaching, and then report on a study where roles of e-tutors in a large wholly online unit were examined. The study supports the view that although the role of the e-tutor is similar to that of the face to face tutor in some respects, there are sufficient differences to make e-tutoring challenging to those who have not undertaken such online activities previously. Ongoing professional development is required to meet the changing demands of the technological environment, as well as the changing needs of students.</span>


Author(s):  
Andreas Kratky ◽  
Juri Hwang

The question of how to design and implement efficient remote learning environments gains a new quality in the light of extensive digital education projects such as the One Laptop Per Child (OLPC) initiative. At the core of this consideration is not only the task of developing content for very different cultural settings but also the necessity to reflect the effects of learning processes that operate exclusively with digitally mediated content. This chapter outlines the design strategies of the project Venture to the Interior, an interactive experience that presents selected objects from the collections of the Museum of Natural History in Berlin, Germany, and displays them in a context reflecting the museum as an institution and the practices of collecting as knowledge constitution. The project investigates the role of objects as knowledge devices and the possibilities for a translation of the didactic effects of experiential learning into virtual environments.


2008 ◽  
pp. 390-397
Author(s):  
L. Gjedde

Narrative is fundamental for learning and the construction of meaning. In the design of interactive learning programs, the need for narrative is often neglected, and the emphasis is on information design rather than the design of experiential learning environments. This chapter presents research related to the development of two prototypes of narrative interactive multimedia learning environments, from an experiential and situated learning perspective and proposes a model for a narrative learning process, related to a situated and experiential learning perspective.


Author(s):  
Graham Shaw

The role of faculty within traditional teaching institutions worldwide has always been multidimensional, involving administrative duties, research responsibilities, and a commitment to community service in addition to teaching. In the majority of institutions, this teaching role of faculty has remained unchanged for decades; in fact, most faculty teach the way they themselves were taught using the tried and trusted transmission paradigm in which sections of academic content are divided into 50-minute lectures and delivered to often large groups of passive recipients. There is simply very little incentive to make alterations to a teaching model that has been in place for hundreds of years (Buckley, 2002). Present-day faculty culture often values research productivity and quality over high-quality teaching, and student evaluations tend not to reward faculty prepared to experiment and take risks with models of learning that differ from the students’ previous learning experiences.


2020 ◽  
Author(s):  
Christian Schott

<div>Fieldtrips are an important pedagogic tool for a range of disciplines. Indeed the pedagogic value of</div><div>experiential and situated learning was already promoted in the 1940s by the educational philosopher</div><div>John Dewey (1968). It is widely recognised that such trips allow students to benefit from the rich</div><div>experiential learning such endeavours entail and that situated learning environments assist in</div><div>crystallising learning outcomes (Jakubowski, 2003; Scarce, 1997).</div><div>However, today’s university environments are resource-constrained and traditional residential</div><div>fieldtrips have become less common. In response, we propose that the concept of ‘virtual’ fieldtrips</div><div>presents a potentially powerful tool, which if designed and applied appropriately, might replicate</div><div>some aspects of the ‘real’ fieldtrip experience. A virtual fieldtrip attempts to recreate aspects of the</div><div>real world in digital format where assignments and tasks similar in nature to those set in the</div><div>residential fieldtrip environment would be applied (virtual fieldwork). During the virtual fieldtrip</div><div>the student (in the form of an avatar) is digitally immersed into the social, cultural, economic and</div><div>environmental landscapes that ‘make’ places – something which is only possible at present through</div><div>residential fieldtrip activity. While this project does not propose that traditional residential fieldtrips</div><div>can be replaced by virtual fieldtrips, we believe students going on a virtual fieldtrip and conducting</div><div>virtual fieldwork are exposed to at least some of the valuable nuances of ‘real’ fieldwork.</div><div>In particular, in disciplines such as Tourism Management and Geography the value and indeed need</div><div>for these forms of situated and experiential learning is well established, however, the concept of</div><div>virtual fieldtrips also offers valuable learning environments for other disciplines. It is important to</div><div>note here that virtual reality software such as Second Life has been used by educational institutions</div><div>for many years, with the most frequent use for role play-based learning; for an overview of different</div><div>educational uses of Second Life see this document</div><div>http://piensl.pbworks.com/f/slliteraturereviewa1.pdf by Salt, Atkins, Blackall (2008). However, the</div><div>concept of virtual fieldtrips and the related student task of virtual fieldwork is shown by the</div><div>literature to be a novel use of virtual reality software; and the experience of developing such a</div><div>learning tool is thus worth researching and sharing.</div>


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