In the 5th-century BC, the philosopher Lao-Tse (also Lao-tzu) wrote "If you tell me, I will listen. If you show me, I will see. But if you let me experience, I will learn." And so began one of the first active learning philosophies. Other Chinese philosophers, such as Kung Fu-tse (Latinized as Confucius) and Han Fei-Tzu, followed Lao-Tse by using a method that closely resembles what we now call the case method or case study. A member of the study group would present a paradox, which would be in the form of a parable. They would then discuss it and explore possible resolutions. (Clark, 2008)
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...
Comments