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Which clippings match 'Evaluate And Select' keyword pg.1 of 1
28 DECEMBER 2013

Connectivist Learning Theory

"A central tenet of most learning theories is that learning occurs inside a person. Even social constructivist views, which hold that learning is a socially enacted process, promotes the principality of the individual (and her/his physical presence–i.e. brain–based) in learning. These theories do not address learning that occurs outside of people (i.e. learning that is stored and manipulated by technology)... In a networked world, the very manner of information that we acquire is worth exploring. The need to evaluate the worthiness of learning something is a meta–skill that is applied before learning itself begins. When knowledge is subject to paucity, the process of assessing worthiness is assumed to be intrinsic to learning. When knowledge is abundant, the rapid evaluation of knowledge is important. The ability to synthesize and recognize connections and patterns is a valuable skill. Including technology and connection making as learning activities begins to move learning theories into a digital age. We can no longer personally experience and acquire learning that we need to act. We derive our competence from forming connections. Karen Stephenson states: 'Experience has long been considered the best teacher of knowledge. Since we cannot experience everything, other people's experiences, and hence other people, become the surrogate for knowledge. 'I store my knowledge in my friends' is an axiom for collecting knowledge through collecting people.

Connectivism is the integration of principles explored by chaos, network, and complexity and self–organization theories"

(George Siemens, P2P Foundation)

TAGS

accepted knowledge • Albert Bandura • Albert-Laszlo Barabasi • Andrew Clark • Brent Davis • Chris Jones • collective knowledge • complexity of views • connection forming • connections and patterns • connectivism • conventional wisdom • Dave Cormier • David Rumelhart • David Wileydigital age • embodied cognition • Ernst von GlasersfeldEtienne Wengerevaluate and select • evaluate worthiness • evaluation skills • Gavriel Salomon • George Siemens • heedful interrelating • I store my knowledge with my friendsindividualismisolated individualJames Gibson • James McClelland • Jean Lave • Jerome Bruner • Karen Stephenson • Karl Weick • know-how • know-what • know-who • knowledge collectionknowledge commons • knowledge evaluation • knowledge synthesis • learning is socially enacted • learning theory • Lev VygotskyLudwig Wittgenstein • Mark Mason • Marshall McLuhan • Martin de Laat • Marvin Minsky • meta-analysismetacognition • Michael Spivey • Neil Postmannetwork societynetworked world • networks are everywhere • P2P Foundation • patterns of connections • patterns of knowledgepaucity • Paul Churchland • recognition rules • Ronald Barnett • Roy Pea • self-organisation theories • self-organising systemsensemaking • Seymour Papert • shared knowledge • shared learning interests • situated learning • social cognitive theory • social construction of knowledge • social learning theory • social-constructivist approach • Starr-Roxanne Hiltz • systems thinkingwicked problems

CONTRIBUTOR

Simon Perkins
04 MAY 2012

IDEO Method Cards: a thinking tool for understanding human factors

"IDEO Method Cards is a collection of 51 cards representing diverse ways that design teams can understand the people they are designing for. They are used to make a number of different methods accessible to all members of a design team, to explain how and when the methods are best used, and to demonstrate how they have been applied to real design projects.

IDEO's human factors specialists conceived the deck as a design research tool for its staff and clients, to be used by researchers, designers, and engineers to evaluate and select the empathic research methods that best inform specific design initiatives. The tool can be used in various ways – sorted, browsed, searched, spread out, pinned up – as both information and inspiration to human–centered design teams and individuals at various stages to support planning and execution of design programs.

Inspired by playing cards, the cards are classified as four suits – Ask, Watch, Learn, Try – that define the types of activities involved in using each method. Each approach is illustrated by a real–life example of how the method was applied to a specific project. As new methods are developed all the time, the deck will grow and evolve over time.

In its first year, the Method Cards appeared to have unexpected relevance to groups that are not necessarily engaged in design initiatives. Clients report using the tool to explore new approaches to problem–solving, gain perspective, inspire a team, turn a corner, try new approaches, and to adapt and develop their own methods."

(IDEO)

1

TAGS

2003ability to focus • asking • browsed • cards • conceptualisationcreativitycultural probesdecision making • deck of cards • design inspirationdesign methoddesign process • design research tool • design science • design teamdiscovery • empathic research • empathyengineersevaluate and selecthigh performance thinkinghuman factorshuman-centred designIDEOlearning • mental block • methodmethod cardsmethods for design practice • pinned up • playing cards • problem-solving • searched • sorted • spread out • thinking tooltooltools for thinking • trying • turn a corner • understandinguser perspectivewatchingways of thinking

CONTRIBUTOR

Simon Perkins
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