learning

70, 20, 10

I've been talking about 70, 20, 10 models for a good time, and it seems that it's applicable in a wide number of different contexts. Generally, it relates to the idea that the majority of time, focus, attention or resources should be focused on established practices or core methods, but room should be left for both extending those core approaches and taking them in new directions, but also for completely new ideas and input.

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Serious Games Promoting Tacit Knowledge Sharing

The 70, 20, 10 Model

The 70,20,10 model for learning and development seeks to blend different approaches to into a sum greater than its parts. Powerful learning, the theory goes, is comprised of:

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Ollie Nørsterud Gardener on Creating Originals through Enterprise Learning

Can social networks be environments for real learning? What would happen if you tried to mash up social networking and knowledge management with a human-centred approach to how people learn and develop in organisations?

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Elaborating on Agile Learning

I resist requests to pin down Agile Learning with a tight definition. I see it as a family of approaches, and when you've seen a few of these approaches perhaps you start to detect the family resemblances, and spot more distant relatives. Sure, the approaches share some things in common. The main thing, I think, is that they offer a response to the unprecedented circumstances we find ourselves in now, characterised by enormous richness of learning resources and tools, combined with harsh austerity in financial (and thus human) resources. I also happen to think that a degree of self-organising by learners is a promising path to take.

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When Ideas Have Sex

Matt Ridley shows that the reason why humans have advanced as a culture was because we were able to exchange ideas and learn from each other.

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Transforming Education: Learning Powered by Serious Games

Via: Interactive Multimedia Technology - National Educational Technology Plan Draft – A Must-Read
 
Lynn V. Marentette draws our attention to the National Educational Technology Plan (NETP) 2010 released on 3/5/10 in draft format.
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Free eBook - Beyond Fun: Serious Games and Media

BEYOND FUN: Serious Games and Media focuses on strategies for applying games, simulations and interactive experiences in learning contexts. The contributors orchestrated this collection together, reading and writing as a whole so that concepts resonate across articles. Throughout, the promises and problems of implementing games and media in learning experiences are explored. The articles have been authored by Clark Aldrich, Ian Bogost, Mia Consalvo, William Crosbie, Drew Davidson, Simon Egenfeldt-Nielsen, Melinda Jackson, Donna Leishman, Michael Mateas, Marc Prensky, Scott Rettberg, Kurt Squire, David Thomas, Siobhan Thomas, Jill Walker Rettberg, and Jenny Weight.

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Let’s Talk about the Other F Word

In our society FAIL is a four-letter word.

Yet, when I gave my CU Commencement Speech, Dare to Fail, I was blown away by the conversation it started. So many people reached out with stories of their own failures and the powerful things they learned. Failure is in the air.

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Sociality Is Learning

This post was originally written for the DML Central Blog. If you're interested in Digital Media and Learning, you definitely want to check this blog out.

As adults, we take social skills for granted... until we encounter someone who lacks them. Helping children develop social skills is viewed as a reasonable educational endeavor in elementary school, but by high school, educators switch to more "serious" subjects.

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