Also from Freeman (1813), "...the learning of the letters in their detached situation, is a dry, tedious, discouraging process. But learning them, in learning words, is, it is presumed, much more tolerable. Indeed, the difference resembles that which is experienced by two travellers engaged in a toilsome journey, one of whom is amused with a variety of objects that attract his notice, and thus beguile the tediousness of the way; while the other sees no beauty in the surrounding scenery, but is perpetually poring over his present toil, and the disheartening distance that separates him from the end of his journey. We always like to observe too, that we are making a progress; and this animates us, in encountering difficulties. On the other hand, if we seem to make no advances, we are in great danger of abandoning our pursuit." (pg. 17)
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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