ConnectivismLearning Theory for the Digital Age
“One of the most persuasive factors isthe shrinking half-life of knowledge. The“half-life of knowledge” is the time spanfrom when knowledge is gained to whenit becomes obsolete. Half of what isknown today was not known 10 yearsago.” Source: George Siemens Quote from: http://www.elearnspace.org/Articles/connectivism.htm
Principles of Connectivism Learning and knowledge rests in diversity of opinions. Learning is a process of connecting specialized nodes or information sources. Learning may reside in non-human appliances. Capacity to know more is more critical than what is currently known
Principles of Connectivism Nurturing and maintaining connections is needed to facilitate continual learning. Ability to see connections between fields, ideas, and concepts is a core skill. Currency (accurate, up-to-date knowledge) is the intent of all connectivist learning activities.
Principles of Connectivism Decision-making is itself a learning process. Choosing what to learn and the meaning of incoming information is seen through the lens of a shifting reality. While there is a right answer now, it may be wrong tomorrow due to alterations in the information climate affecting the decision.
Community Funding of DS106Found at: http://www.kickstarter.com/projects/jimgroom/ds106-the-open-online-community-of-digital-storyte
Anne Frank MOOCEducators use a virtual world and a MOOC (massive open online course) to teachabout the holocaust. Imagine "entering the book" as an avatar and exploring thecramped quarters where Anne Frank lived in hiding.
Good MOOC, Bad MOOC Venture capitalists who have poured at least $20-million into the 20-person Coursera storefront must be impatient for these revenue streams to get settled. So far they’re considering the following: a) Charging for certification and testing. b) Vending of tutorial services, translations, facilitation of small-group discussion and peer learning, etc. c) Direct tuition for courses or clusters of courses in relation to certification, standard distance-ed practice, just with the new midscale Coursera brand. Harvard and MIT, for instance are trying to have their brand cake and dilute it too by branding their Edx courses as the product of “Harvardx” and “MITx.” d) Miscellaneous revenue sources, like advertising and employment-service revenue from job seekers and potential employers.
Future of Education MOOC October 8 – November 16, 2012 #cfhe12
Future of Education MOOC 1. Net pedagogies 2. Entrepreneurship and commercial activity 3. Big data and analytics 4. Distributed Research 5. Power Shifts
Current/Future of Education MOOC http://edfuture.net/
Games Based Learning MOOC II October 8 – November 18th
M stands for Modest “Coursera gamification12 is totally LMS. OTOH #gamemooc has morphed into a wonderfully supportive guild of educators.”
6 Weeks Week 1 Games Based Learning Intro and Research Week 2 Game Mechanics Week 3 Gamification Week 4 Immersive Environments Week 5 Games and Mobile Week 6 Assessment in Games
Social NetworkKnowledge Construction Level 1 – Identify the Network Level 2 – Lurking Level 3 – Contributing Level 4 – Creating Level 5 – Leading
Games MOOC II Brave Beginner Track Advanced Track Lurk and Learn!
Live Events Online Google Hangout on Air as a quick overview each Monday Morning Tweetchat each Wednesday evening Thursday livestreamed discussion or panel of guests through Google Hangout on Air and also through Second Life.
Tweetchat Wednesday night games based learning tweetchat 7 pm MT One hour Hashtag #gamemooc
Badges Game Based Learning Networked Educator Brave Beginner