Too often pedagogy has taken it for granted that consciousness is dealing with exactly the same material in the same form while learning that it does later when the subject is learned, and hence it has given rules for the arrangement of definite ideas instead of for forming the clear, definite ideas out of the vague, confused state popularly called feeling, through a transition stage which we call interest, until the ideas stand out clear and well defined and expressible in words. (Boggs, 1907)
James Paul Gee's 36 principls of learning from What Video Games Have to Teach Us about Learning and Literacy
In his book, What Video Games Have to Teach Us about Learning and Literacy , James Paul Gee identifies 36 principles of learning: Active, Critical Learning principle All aspects of the learning environment (including the ways in which the semiotic domain is designed and presented) are set up to encourage active and critical, not passive, learning. Design Principle Learning about and coming to appreciate design and design principles is core to the learning experience. Semiotic Principle Learning about and coming to appreciate interrelations within and across multiple sign systems (images, words, actions, symbols, artifacts, etc) as a complex system is core to the learning experience. Semiotic Domains Principle Learning involves mastering, at some level, semiotic domains, and being able to participate, at some level, in the affinity group or groups connected to them. Metalevel Thinking about Semiotic Domains Principle Learning involves active and cr...
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