The process of learning is the process of crossing the gap between Current State and Desired State. The successful process of learning is contigent upon the fundamental Principles of Learning. The Principles of Learning are manifest through practice/exercise/experience/experimentation (hereafter referred to as simply Practice). Practice does not happen unless there is sufficient motivation and confidence. Practice is most meaningful in the proper context or environment. The context is created through physical surroundings, other people, multi-media resources, projects, on-the-job integration, etc... Learners or Instructors, or both, can drive practice. Practice can also be driven from instruction that is captured and presented in media resources (videos, audio, textbooks, etc...).
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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