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Metalearning
Meta-
learner
guidebook
Writer:
Perus Saranurak
Futuring your futures
Design Dissertation
MA Design Futures and Metadesign, Goldsmiths, University of London, UK
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Game of Knowing
Writer:
Perus Saranurak
Personalise learning process and
motivation for designing futures.
Design Dissertation
MA Design Futures and Metadesign, Goldsmiths, University of London, UK
Design Dissertation
MA Design Futures and Metadesign, Goldsmiths, university of London, UK
Cover image:
Landscape of Learning
by Perus Saranurak and Yu Hsiang Chen (Anderson Chen)
“How can you know what you don’t know?”
Metalearning
Meta-
learner
guidebook
Writer:
Perus Saranurak
Futuring your futures
Design Dissertation
MA Design Futures and Metadesign, Goldsmiths, University of London, UK
MMMM
F
M
Fu
Me
u
Me
t
e
tu
e
W
ur
et
W
r
et
W
P
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r
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ta
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Metalearning
Futuring your futures
Game of knowing
Personalise learning process and
motivation for designing futures.
Writer:
Perus Saranurak
MA Design Futures student
[Product designer and Metadesigner]
Cognitive designer
Readers:
Self-learners
Educational Designers
MA Design Futures
Goldsmiths, university of London
1nd
edition
Abstract
In 1970, the futurist Alvin Toffler said “today’s fact becomes tomorrow’s
misinformation”. Over 40 years later, the changes are accelerating even
faster than expected, due to developments in technology. The
connectivity has many influences in learning. How can designers help to
develop new methods for learning within these times of rapid change? It
is my belief that today’s learners need to become more active and
responsive rather than passive. In the past people could rely upon
knowledge for longer periods of time. This research studied about the
concept of “Metalearning”; leaning methods for the future; focusing on
the aspect of self-learning and collaborative learning. Then it provided
the materials for designing the metalearning tools.
MA Design Futures and Metadesign, Department of Design, Goldsmiths,
University of London, United Kingdom
http://www.gold.ac.uk/pg/ma-design-futures/
Perus Saranurak, 2014
First edition printed on 15th
September 2014
Design by Perus Saranurak
Printed and bound in London by Perus Saranurak
To Hannah Jones, Mathilda Tham, John Backwell and John Wood,
who extend my perspective of futures and design possibilities
To my family,
who give me the freedom to think, and always support
To you,
who think life can be re-designed.
Content
Introduction: .......................................................................................................... viii 
Glossary .................................................................................................................... xii 
Chapter 1: Future - Futuring Your Futures..........................................................2 
Chapter 2: As a designer,......................................................................................... 6 
Chapter 3: Understand Learning..........................................................................12 
Chapter 4: Metalearning........................................................................................ 26 
Chapter 5: Motivation of learning....................................................................... 36 
Chapter 6: Game of Knowing ...............................................................................46 
Chapter 7: Conclusion............................................................................................ 59 
Chapter 8: Self-reflection..................................................................................... 61 
Appendix 1: Metalearning Tools .......................................................................... 65 
Appendix 2: the results of the interview............................................................75 
Appendix 3: Recommended learning environments........................................77 
Appendix 4: Finding what is learning? ............................................................... 79 
Reference ................................................................................................................. 82 
Bibliography.............................................................................................................84 
Image reference...................................................................................................... 85 
vii
FIGURE 1: FUTURES ARE CONNECTED
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ix
My Learning Journey
From my first essay ‘Hacking Happiness’ which I develop my skills,
knowledge and understanding about sustainability. That essay brought
the sustainability to touch with the individual’s now. From the idea that
provides the mindset which everyone can access to happiness. To raise
their awareness that sustainability always engage with their life(style).
FIGURE 3: PREVIOUS RESEARCH IN MA DESIGN FUTURES
Also, my next essays are about designer role involving with community
and empowering learning experience. For this dissertation, I would like to
develop my view of the awareness of sustainability further. To support
the diversity in society, Game of knowing tries to develop the concept of
sustainability to engage with individual’s futures. I believe that today’s
technology is ready to support diversity in society, but people are not
ready. They only need a spark to activate and motivate them. Game of
Knowing is the platform for re-conceptualizing the understanding of
knowledge.
x
FIGURE 4: ONE OF METALEARNING TOOLS - LEARNING JOURNEY
xi
I appreciate to exchange ideas, experiences and opinions with you about
this topic Hacking Happiness.
Contract:
Perus Saranurak
MA Design Futures + Metadesign (2013-2014)
http://designfutures2013.tumblr.com
Email: more.openmore@gmail.com
https://www.linkedin.com/in/perus
https://goldsmiths.academia.edu/PerusSaranurak/
http://cargocollective.com/monkix
xii
Glossary
Metadesign – a designing process to re-frame paradigms, perceptions and
the design process itself to be more holistic.
Prosumer – an active consumer who not only wait and take from the
market, but also takes a role to produce, predict or improve their own
life.
Learner – it is not the student, learner is one who passions in developing
one’s self and can motivate oneself to learn. The learner is a type of
future human.
Metalearning – a process when learners are learning and designing how
they learn.
Epistemology – a branch of philosophy study about the nature of
knowing.
Motivation – the inherent energy drives people into actions.
MA Design Futures, Goldsmiths, University of London
1
If you can fast forward your life to
preview your future and if you don’t
like that future, what will you do?
FIGURE 5: RELATIONS IN CHAPTER 1
Game of Knowing: from earning to Metalearning
2
Chapter 1: Future - Futuring Your Futures
FIGURE 6: NOT THIS - CHANGE YOUR FUTURE
“Would everyone be able to design their own future?” This idea had
been developed from the ontological concept of being and life; from
Michael Foucault (1972) “Power/knowledge”, which answers what
articulates our thinking that we think following the way we educated and
informed; and Scott Adams (2011) said "You are what you learn. [
] If you
don’t like who you are, you have the option of learning until you become
someone else. There's almost nothing you can't learn your way out of”.
Learning can articulate the learner’s future.
According to the futurist Alvin Toffler (1970), he explained effects of
technology will lead to an information overload and the acceleration of
pace of information. He said “Today’s fact becomes tomorrow’s
misinformation” in 1970, when personal computers and internet weren’t
available, and now the rapid development of technology keeps
accelerating the change. Moreover, the connectivity from the 21st
century
technology has influential impacts on the reliability, functionality and
essence of information and knowledge. To solve this situation, he
suggested people should develop their learning skills for living in the
future.
MA Design Futures, Goldsmiths, University of London
3
"The illiterate will not be those who cannot read and write,
but those who cannot learn, unlearn, and relearn."
- Herbert Gerjuoy (cite by Alvin Toffler, 1970)
From Toffler’s learning skills, reading is different from learning. Someone
is good at reading, but they possibly cannot learn. This dissertation would
like to develop the Toffler’s notion about the learning skill further. This
research will introduce ‘metalearning skills’, which is a learning skill how
to develop one’s own learning skills.
Future scenario:
The future of this research is where everyone is able to design their own
futures, following individual interest. Future community would be seen as
one unit of many independent. This diversity in society would be emerged
by a social value, which becomes stronger by the impacts of connectivity.
It supports the collaboration to become the fundamental way of living.
Future people are willing to involve and support each other more. Also, it
is possible to see that the social connection becomes more valuable than
money. It is because the synergistic values of a social connection can
create change and it grows holistically by use. In contrast, the value of
money is for transferring and it cannot grow from itself.
To answer “Would everyone be able to design their own future?”
Yes, from this place of the world spinning, everyone has to be
metalearner to remain their authority of being (learning wisdoms) in this
collaborative world. This research focuses on how to assist learners to
be able to create their own learning style and motivate themselves in
learning.
Game of Knowing: from earning to Metalearning
4
FIGURE 7: DESIGN FUTURES
MA Design Futures, Goldsmiths, University of London
5
"The future is not something we enter.
The future is something we create."
-Leonard I. Sweet.
FIGURE 8: RELATIONS IN CHAPTER 2
Game of Knowing: from earning to Metalearning
6
Chapter 2: As a designer,
In the future world learners (future human) would be able to create their
own learning style and motivate themselves. How can a designer create
this world? Beforehand, this chapter would like to introduce what are the
roles of designers, and it would explain the design proposal for futuring
the future.
The Roles of (Futuring) designers:
Generally in the world driven by economics, the roles of designers have
been seen as a technology-driven, utility-driven, aesthetics and
storytellers. However, from studying in the MA Design Futures
programme, the roles of designers could be more related to society and
change. For this research objective, this chapter will describe the
designer’s roles, in terms of the development of community and
humanity.
Designer as a Facilitator or a Co-creator
Dott (2007 cited by ICSID) brought design to contribute to societal
challenges (health, education, food and energy). The role of a designer will
be seen as Facilitator and Co-creator. Designers work with community
and use design-led tools to lead communities to be actively involved in
issues.
Designer as a Capability builder
Tan (2014) introduced this role as building design-led skills among people
to address challenges themselves. In the same way, the research from
Northumbria Design (Yee, Joyce, Tan, Lauren and Meredith, Philip, 2009)
introduced this role in term of e-learning service. Design role could be a
‘conduit’ of knowledge.
As tutorial with John Backwell (13 Aug 2014), in the development of a
novice to an expert, designer can design the training devices to support
MA Design Futures, Goldsmiths, University of London
7
the different levels of learners and motivate them further. For instance, a
mitre block for a carpenter and train wheels of a bicycle are made for
increasing the rate of success.
Designer as a Liberator
In Design Futuring, Tony Fry (2009) indicated the role of designer in the
scope of humanity. “It is not just that we are born into a designed world
but that our interaction with the world is designed” (Fry 2009, 25). And in
Design as Politic, design creates the understanding of the world, as
world-making, and our existing (Fry 2011, 234). And engagement with the
design is the gate to freedom (Fry 2011, 209). So the role of designers
could be the one who reveals the new opportunity to the world and free
the freedom. It is because design can turn unused things into functional
materials that will change the perception of the world. Like before the
Thomas Edison’s light bulb was created, no one understands how
functional of the electricity.
In terms of education, Carl Rogers (1994, 304) defined the freedom is not
only the determined sequence of cause and effect. The freedom of
learning is able to bring the learner to the existing in a different
dimension.
Designer as an Activist or a Change Agent
“Design Activism” was coined by Flua-luke (2009). In this role, designer’s
capabilities are able to create a counter-narrative, “aimed at generating
and balancing positive social, institutional, environmental and/or
economic change”. Also, MA Design Future programme (2013) introduced
a change agent, who organizes and/or facilitates the change to happen in
society.
From these definitions, Designers are who not can create products,
objects or things, but designers are who can create changes in
humanity. From a design perspective, Thomas Edison invented a light bulb
that revealed a usable function of electricity. The light bulb is a tool for
Game of Knowing: from earning to Metalearning
8
delivering the value of new function (Cheek, 2014). Even now LED could
replace the light bulb from its efficiency, but the function that Edison’s
light bulb performed still remained. It is because the world had been
changed since the first light bulb was created.
This designed research tended to reveal the function of self-learning as
the ‘futuring your future’. If there is a tool to personalise learning
process, everyone possibly design their own future. For this research, the
responsibility of a designer is to design the mobility of learning mindset.
The Design Proposal
Knowledge and education become commodities. Students are consumers
that pay money to the academic education system. Then it provides them
learning materials, it standardizes them and it gives them a new status
called a graduated certification. In the 21st century, technology enables
the new dimension in learning (freely access, interact and track activities).
However, most of learning methods (including self-learning and self-
determined) still require and be controlled from an educator’s role.
Perhaps it is because the learning methods were written from educators,
what if a designer designs tools to free learning method from the
academic authorities?
From design perspectives and the concept of prosumer, design is able to
motivate a passive consumer to be an active consumer’s community. “Can
learning happen without a teacher?” likewise the learner can DIY their
knowledge.
Moreover, this research tended to enrich the “future with diversity and
freedom of being”. It reduces the monopoly of the possible futures, in
terms of academic education. As a design piece, this research will
communicate the concept of a metalearning, which potentially lead to
“futuring your future” and enrich self-authority in future.
MA Design Futures, Goldsmiths, University of London
9
Methodology
This research itself is a metadesign tool, as a guidebook of futuring, which
provided metalearning materials (as its contents and its reading
experiences). For creating metalearning tools, there are 2 steps to be a
metalearner:
(1) Tool for being Active learning
 Provide the fundamental material for understanding learning and
metalearning
 Motivation and mindset for growability: step to unknown and new
things
(2) Tool for Collaborative learning
 Tools - Platform or environment for collaborative learning
FIGURE 9: 2 STEPS TO BECOME METALEARNERS
(This diagram, develop from collaborative with my classmate from writing a co-
dissertation)
From these 2 steps, readers could understand the diversity of learning
potentials and views. This research will provide the diverse reviews of
learning theories for an extensive understanding about capability
Game of Knowing: from earning to Metalearning
10
improvement. To simplify the complex data, this research chooses
visualisation methods to explain and compare between different learning
concepts.
Also, it will introduce some technology-support learning approaches
which help learners to be able to personalize and DIY their own self-
learning style.
For interviewing, this research chose MA design students at Goldsmiths,
University of London as a sample group because the design programmes
here uses a teaching style in the same direction as andragogy (an adult-
learning style). So the students have to choose their learning topics.
Moreover, MA Design Futures programme’s teaching style is same as
heutagogy, which stimulates students to review their learning process
and learn from it.
The methods of self-developing and making decisions are useful for
designing metalearning tools further. Also, this research did not design
“How can learning experience be fun?” In the other ways, this research
tends to explore “How can a fun experience be a learning material?”
MA Design Futures, Goldsmiths, University of London
11
Everything could be changed when you
know how to see it from different
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FIGURE 10: RELATIONS IN CHAPTER 3
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MA Design Futures, Goldsmiths, University of London
13
individual competence, and it can be divided into three phases: outcome,
process, material.
Different scopes of learning
According to Harris and Schwahn (1961, cited by Knowles), learning could
be distinguished into 3 different scales:
● Learning as product - the end-result or outcome of the learning
experience.
● Learning as process - to attain a given learning product or
outcome.
● Learning as function - the critical aspects to make learning
possible, such as motivation, retention, and transfer
These definitions see the previous scale as the material of the next scale,
such as the learning as process is the learning material of learning as
function. For metalearners, to know one learning process could be adapt
for getting knowledge or skills from different ways. And, in the function
scale, it could be used to compare and develop the other learning
processes.
FIGURE 12: LEARNING IS DIFFERENT SCOPES
Game of Knowing: from earning to Metalearning
14
Epistemology
It is the processes to transform and interpret experiences into functional
or usable competences. In MA Design Future class, Mathilda’s lecture (27
May 2014) introduced the idea of “epistemology”, the branch of
philosophy study about the nature of knowing. From studying this, it
could be seen as the similar process of learning (the individual
interpretation and understanding). According to Reason and Bradbury
(2008), there are 4 types of knowing in epistemology:
● Experiential: knowledge is from conscious being as the ontology of
a real world as given
● Presentational: languages and arts are the communication tools. By
using for articulating, encoding and decoding an idea, it also benefit
the learner’s self.
● Propositional (theory): decoding from other people’s experience
or knowledge, such as book and lecture.
● Practical: learning by body, feelings and senses, tacit knowing
These 4 types of knowing can be seen that learning has various ways. This
could lead to the diversity of learning styles, but the traditional education
puts the value on propositional knowing much more than the other types,
which learner can learn from their actions. So, if the learners understand
and be able to choose, they can create their own learning styles, which
could be much more effective and motivated than the universal style
because everyone is different.
MA Design Futures, Goldsmiths, University of London
15
FIGURE 13: LEARNING IS DIVERSE
Instructional Continuum
As the epistemology holding the principle of learning, moreover, there are
instructional continuums (Rogers, 1994), which exposed the different
strategies of learning (from a teacher-focused to a student-focused):
● Lecture
● Questioning
● Drill and practice
● Demonstration
● Discussion
● Cooperative groups
● Guided discovery
● Contracts
● Role-play
● Projects
● Inquiry
● Self-assessment
Game of Knowing: from earning to Metalearning
16
From the diagram, it could help to clarify the elements and the diversity in
learning process. By understanding these, the learner could be able to try,
create, and evaluate individual learning styles that suit with the learner’s
self.
What could we develop from learning?
The learning outcome could be seen generally as personal knowledge or
skills. Moreover,
Learning processes propose to improve the learner’s capabilities, which
could be distinguished in many directions. According to Knowles (1990),
he provided various definitions of learning outcome from many theorists
in his book ‘Adult learning’:
● Motor skills - Gagne (1972)
● Verbal information - Gagne (1972)
● Intellectual skills - Gagne (1972)
● Cognitive Strategies - Gagne (1972)
● New behaviour - Crow and Crow (1963), Haggard (1963)
● Habit - Crow and Crow (1963)
● Attitude - Gagne (1972), Crow and Crow (1963)
● Personal adjustment - Crow and Crow (1963)
● Social adjustment - Crow and Crow (1963)
● Autonomous - Jourard (1972)
● Self-actualization - Maslow (1970)
MA Design Futures, Goldsmiths, University of London
17
FIGURE 14: WHAT CAN LEARNING DO?
These learning outcomes could affect the learner differently, that could
be grouped into 2 directions: ‘learning as change to control behaviours’
(like Skinner in 1968, Haggard in 1963 and Cronbach in 1963), and ‘learning
as a growth of personal potential’ (likes Gagne in 1972 and Rogers).
By understanding different dimensions of learning outcome, there are
many potential in learning, which learners gain a freedom to develop
themselves. These outcomes are only the sample of many capabilities,
which depended on the learner’s mindset (in page 44)
Game of Knowing: from earning to Metalearning
18
Where is learning from?
How is knowledge made from? According to "From Data to Wisdom" by
Ackoff’ (1989 cited by Bellinger, G., Castro, D. and Mills, A., 2004), he
classified the information into 5 levels:
● Data - a raw thing has no meaning by itself. It represents only its
existence.
● Information - a data which has been given a meaning (from rational
connection)
● Knowledge - the collection of information, it could create by a
synergy of many information
● Understand - the process of synthesising new knowledge from old
knowledge, like learning, not memorizing
● Wisdom - the explorative mindset to the unknown area
From this development [data → information → knowledge →
understanding → wisdom], it could give the idea that learning has
different levels and each level use different material.
For example, John Wood (2013) introduced the word “synergy” to the
Design Futures class. From the word itself, “synergy” could be data. When
John Wood explained the meaning that “synergy is the greater effect
from an interaction between 2 different things” - now the student
understand ‘synergy’ as the information and the explanation as the
knowledge. When Hannah suggested students to do the workshop of
bisociation, creating of new keyword from synergy 2 keywords, it brings
the ‘synergy’ to the level of understanding. After students tried this
concept in different contexts or different purposes, that would create a
unique wisdom about ‘synergy’
From DIKW, It could be seen in the same diagram of Harris and Schwahn
(1961) classification.
MA Design Futures, Goldsmiths, University of London
19
FIGURE 15: LEARNING FOR WISDOM
Futuring is a Learning for Wisdoms: Changing World views
From my experience of learning new things, it possibly changes the
learner’s world view. For example, Learning can change the world views
from my experiences if we see learning as a function that we can choose
the future abilities;
● Learning metadesign - it extended my design perspective;
● Studying product design - it gave me the eye of producer. When I
see a plastic product, I will see the detail to understand how it was
produced automatically.
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Game of Knowing: from earning to Metalearning
24
Summary of learning
Learning changes the way of living and interpreting the world. Hopefully,
this chapter can help you to see different views and scopes of learning
and understand them, thus it possibly form a new value of learning that
relates to your personality. According to Rogers (1994, 286), the adult
learning is based on personal understanding of the meaningful and
valuing process. And the next chapter will introduce you about
understand your own learning process, ‘metalearning’.
MA Design Futures, Goldsmiths, University of London
25
Impossible is a state of your mind.
FIGURE 22: RELATIONS IN CHAPTER 4
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URE 24: LEONA
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RE 25: METALEA
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MA Design Futures, Goldsmiths, University of London
29
FIGURE 26: UNDERSTAND THE PROBLEMS IN LEARNING
The 5 Learning Gaps
The gaps make the learning process unsuccessful. Through the process of
learning, there are many problems which make the learning process
unsuccessful, ineffective, difficult or unsatisfied for learners. Julia Dirksen
(2012) provided the very simple and clear explanation of how people learn
in her book ‘Design for how people learn’. She addressed the 5 key
aspects, called gaps of learning, which is very important to understand to
design a learning platform.
The
is lik
●
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FIGURE 27: LEA
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30
EARNING GAPS
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MA Design Futures, Goldsmiths, University of London
31
● Communication gaps - even everything is ready, the
miscommunication can lead you to the wrong journey: the feeling
of communication gap is “why? , it could be misunderstood”
Relation between the Gaps
Skills and Knowledge fulfil each other
Learning is like to improve capability and understanding. Also, by
improving knowledge, it will improve the learner’s skills and vice versa.
Skills → knowledge
For example, to improve a carpenter capability, the learner has to improve
his cutting skill from practicing. While practicing, he also improves his
knowledge, understanding the movement and wood texture. His body and
his brain remember practicing experience to improve his carpenter
capability.
Knowledge → skills
On the other hands, in learning other languages, the learner is able to
start from the fundamental knowledge, such as alphabets and greeting
sentences. Then the learner is able to practice writing skills, reading skills,
speaking skills and listening skills. Also, in each skill
From self-reviewing on my learning experience in MA Design Futures
programme, an autoethnography, the relations between skills and
knowledge:
● Knowledge for accessing skills and knowledge
● Skills for accessing knowledge and skills
● Skills for using knowledge
● Knowledge for sharpening skills
● Knowledge for extending skills
● Knowledge for synergizing skills
● Skills for synergizing knowledge
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32
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Game of Knowing: from earning to Metalearning
34
Motivation drives action.
Even the learner has basic knowledge and skills in the best learning
environment, but the learning process, capability development, won’t
happen if the learner doesn’t take an action. Motivation is like a fuel for
the learning process.
In general education, we are motivated by teacher, grade and level to
move the learning process. However, for self-learning, There are no
score, no tutor, and no classroom. The learner has to motivate one’s self.
So the learning motivation could be seen as the most important element.
This research will describe about it in the next chapter.
FIGURE 31: SYSTEMS BETWEEN THE LEARNING GAPS
MA Design Futures, Goldsmiths, University of London
35
How to distract yourself from the
distraction?
FIGURE 32: RELATIONS IN CHAPTER 5
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RE 33: HOW TO
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Game of Knowing: from earning to Metalearning
38
(1:30), tutoring (1:1), and mastery learning (1:30) - the ratio of teacher and
student. That research tried to develop the teaching strategy to improve
the achievement of the group study (1:30) to be same as tutoring (1:1).
The key of teaching strategy is the Higher Mental Processes (HMP) making
learning material be more engaged with the learner’s behaviour and living.
It could be seen the performance of student relates to the way of
teaching. Ben Bett (2013) said in his TED talk that we can succeed in
learning if we have been taught in the right way. He introduced the
learning should be personalized to match with each individual learner, and
he developed the learning strategy with gamification, game-like
mechanics in non-game environments. Also, gamification could be seen in
many e-learning systems and many applications nowadays.
From his experiment about the gamification in learning, Gamification can:
● Increase the participation of students: from anywhere, also it’s
fun-based
● Predict grades: by analysing student’s progress and plot their
possible
● Highlight ‘at risk’ students: to diagnose them, develop learning
environments for their better perform.
It could increase the number of participants but it has a limit that it
cannot control the quality of the participation, 70% of the participants
only gave a useless answer “yes, I agree” for getting a point. So he
suggested the gamification should reward at competence, not
completion.
Play is misunderstood
For some “work is productive, play is frivolous” this message may be
useful for unifying workers during the Industrial Revolution. According to
Aaron Dignan (2011), now Digital Revolution, play is an energy source. We
are born curious. Children always play, fun and curiosity motivate them to
learn to explore new thing.
MA Design Futures, Goldsmiths, University of London
39
A play is also the key of learning and creativity. Tim Brown (2008) said in
Ted that, to form the design team, friendship is the shortcut to play and
trust allows creating the risks, which is a spark of creative ideas.
In my view, “play”, “work”, “train”, “try”, “against”,
 are the same in term
of doing a task, but they merely contain different motivations in the
processes. Without any motivation would lead to laziness, which is most
of the interviewees mention it as a distraction of the learning process.
Motivation in learning (from extrinsic to intrinsic)
From my studying, I found the relative topics about motivation for
learning. Daniel H. Pink (2009) explains about the 2 types of motivation in
‘Drive: the surprising truth about what motivates us’:
● Extrinsic motivation
● Intrinsic motivation
Extrinsic motivation is the problem in lifelong learning
Extrinsic motivation has been used generally for driving people to
complete tasks. Grade, score, reward, bonus, punishment or blame is the
traditional treatment in education and workspace to motivate students
or workers to improve their performance. However, in terms of learning,
Daniel Pink (2009, 59) mentioned that extrinsic motivation will reduce
learner’s performance and creativity. Moreover, the learner prefers to
cheat, use a shortcut or focus in the short-term. Moreover, it can be
addictive and kill individual intrinsic motivation too.
From Pink’s many experiments, extrinsic motivation is good when the
task is boring, meaningless and routine. Including it will affect the
learner’s mindset to get addicted to the lure. The learner should be more
Game of Knowing: from earning to Metalearning
40
concern in their process than the outcome. So if the learning style is
boring or meaningless for students, it should adjust itself, not turn
student’s attention to extrinsic motivation because
Intrinsic motivation for learning
In ‘Drive’ Pink (2009) showed the 3 remarkable elements for supporting
intrinsic motivation, which have been used further in developing learning
method and the gamification:
Autonomy
Autonomy means acting with choice; it is different from independence
(90)
- Type I behaviour emerges when people have autonomy over the 4 T’s
(94):
● Task - what people do
● Time - when they do it
● Technique - how they do it
● Team - whom they do it with
Mastery
Pink defined mastery as “the desire to get better and better at something
that matters”. Autonomy leads the learner to engagement, which is
required for solving complex problems or improving learner’s self-
capabilities through the task. Mastery is the satisfaction through the
process, which requires the understanding of 3 laws of mastery (Pink,
2009, 120):
● Mastery is a mindset (from Dweck’s ‘growth mindset’)
● Mastery is a pain (as Grit)
● Mastery is an Asymptote, feel close but never reach it.
Purpose
As human, we have been purpose seekers. Psychologist Mihaly
Csikszentmihalyi (cited by Pink, 2009, 134) said “purpose provides the
MA Design Futures, Goldsmiths, University of London
41
activation energy for living” and he thinks that “evolution has had a hand
in selecting people who had a sense of doing something beyond
themselves.” According to Pink, purpose motive created by 3
organizational ingredients:
● Goals
● Words
● Policies
Intrinsic motivation tends to give the meaningful and sustainability in
improvement. In contrast, the system in academic education is set from
the principle of extrinsic motivation-driven. It should be re-balanced the
weight between intrinsic.
FIGURE 35: WHAT IS INTRINSIC MOTIVATION?
Furthermore, in terms of learner itself, Pink (2009, 77) gave a clear
comparison between extrinsic-motivated learner (Type X) and intrinsic-
motivated learner (Type I). The intrinsic-motivated learner tends to be
more sustainable and greater in physical and mental well-being.
Pink suggested Type I mindset is trainable, fortunately. No one is born
with this mindset. And it does not depend on age, gender or nationality.
Game of Knowing: from earning to Metalearning
42
More you exercise, more your mindset improves, and you could become
the ‘growth mindset’ learner.
FIGURE 36: INTERVIEW ABOUT SELF-MOTIVATING
How to drive yourself
Jonathan Haidt (cited by Dirksen, 2012) explains about the brain being like
a rider and an elephant in his book The Happiness Hypothesis.
FIGURE 37: ELEPHANT AND RIDER
Learning is like to control an elephant, learner self. This is the hard work
to drag an elephant if it doesn’t want to. Also, self-control is limited to
how long the learner can force themselves to pay attention, Dirksen
(2012, 131). Instead of dragging the elephant, she suggested to ‘attract
MA Design Futures, Goldsmiths, University of London
43
the elephant’ by making the learning experience engage with your
interest and curiosity. She suggested ways to engage the elephant:
● Tell it stories
● Surprise it
● Show it shiny things
● Tell it all the other elephants are doing it
● Leverage the elephant’s habits
From Dirksen’s idea, it could be found the intrinsic motivation (rewarding
intrinsically) is not from only self-understanding. It could be effected
from social proof, which Robert Cialdini described in ‘Influence: The
Psychology of Persuasion’ (cited by Dirksen, 2012, 147) that an activity is
worthwhile if other people are doing it.
From studying Dirksen’s ‘Design for How People Learn’ and Pink’s ‘Drive’,
this research tries to map these 2 concepts together. And it could be seen
as the intrinsic drive could be from 2 sides’ self-understanding and social
proof.
FIGURE 38: MAP OF DIVERSE TYPE OF SELF-MOTIVATION
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Game of Knowing: from earning to Metalearning
46
Chapter 6: Game of Knowing
From learning experience in MA Design Futures programme, I have tried
and created some metalearning tools. It is because the programme is
open for exploring ideas and I generally feel a lack of motivation, it is
quite hard to motivate myself in learning. So ‘Game of knowing’ is the
metalearning tools have been developed for motivating and supporting
different learning processes from myself and some interviewed students.
It could be categorized into 3 levels:
 Game of Knowing: Individual
 Game of Knowing: Collaboration
 Game of Knowing: System
From the interview, the useful factor in learning could be seen as
teachers, books and online resource. However, the most satisfied factors
are friends and classmates. What if the learners are able to learn from
their friends more, such as similar epistemological approach with
teachers or online resources? The learning experiences would be more
motivated and fun.
FIGURE 41: ANALYSE LEARNING RESOURCES
MA Design Futures, Goldsmiths, University of London
47
This research is not designed “How can learning experience be fun?”. In
the other ways, this research tends to explore “How can a fun
experience be a learning material?”
FIGURE 42: PRINCIPLE OF METALEARNING TOOLS
Metalearning methods
Self-understanding
Before a journey begins, you need to know where you are now. There is
the simple method from Alan Webber (cited by Pink, 2009, 160) to
understand your driving force. First, answer 2 questions in each single
sentence: “what gets you up in the morning?” and “what keeps you up at
night?”, then change until you like them. Both of your answers could be
used as life compass, which relate to individual intrinsic motivation,
whether autonomy, mastery, and purpose.
As in the MA Design Futures class, we have to design our own role for
each project. This method helps to understand our capability and goals.
Game of Knowing: from earning to Metalearning
48
Learn from learning experience: Self-reviewing and Sharing
Motivation or mindset is like a muscle. We can exercise to improve them
or challenge to do difficult tasks to see the improvement over time.
Blaschke (2012, 65) suggested that by documenting the learning journey,
it can develop cognitive and metacognitive skill. Also, Pink (2009) stated
that to improve yourself, you have to be honest to yourself. This method
is self-review.
 Check the goal of the task
 Check the aspect of your work
 Which moments produced a feeling of “flow”?
 How to make it better next time.
According to Rogers (1994, 206), he forms the group of students and let
them analyse their personal strengths and weaknesses with others. As
the result, “when the individual has to take the responsibility for deciding
what criteria are important to him, what goals must be achieved, and the
extent to which he has achieved those goals, then he has truly learned to
take responsibility for himself and his directions.” This process could fulfil
the learner’s intrinsic motivation as autonomy and a purpose (in page 40).
The self-assessment will be effective by conferring with others.
From Pink and Rogers, It requires the environment, where people freely
to analyse themselves and share their successes, failures and the
experiences through the learning process with the group. According to
growth mindset (Dweck, 2013), the learner should consider on their
development processes more than the end result.
Enriching collaborative process and its assessment
From many workshops about collaborative in Design Futures class, it
could prove that we can learn from classmate, other students or peers; by
explaining ideas (presenting, sharing), it is the practices of theory; by
discussing with friends, help me to articulate and visualize my ideas. Also
swapping and sharing different experiences and resources of learning.
MA Design Futures, Goldsmiths, University of London
49
FIGURE 43: COLLABORATIVE AND PEER LEARNING
From this experience, in my views, it could build up self-efficiency and
autonomy in their ideas. Also, it makes students have to understand can
clarify their project - learning by presenting in epistemology.
Rogers (1994, 201) found the ‘peer-teaching’ has many benefits for
students. As one of his experiments, he made a classroom that students
were taught by the selected previous students, not by a teacher. He
found that the student who learned showed greater confidence and more
motivation to work and an improved attitude. Moreover, the students,
who taught, gain in their own self-assurance and their willingness to
assume responsibility. Several of them worked hard to extend and
improve their own knowledge.
In my opinion, ‘peer-teaching’ has a potential to solve the 2 sigma
problem (Bloom, 1984). The learning efficiency will drop by the ratio
between a teacher and a student is 1:30. If the student can teach and
Game of Knowing: from earning to Metalearning
50
learn from other students the ratio that would be 31:30, including
oneself, the class could be more efficient and more motivating.
The concept of collaborative learning (Blaschke, 2012, 66) is to encourage
students to share experiences and knowledge. For me, it could be seen as
the whole classroom becomes one unit of learning.
Kelly McGonigal (2013), health psychologist, said in her TED talk ‘How to
make stress your friend’ that by contacting and helping friends make
stress become healthier.
Engaging community
For the previous projects, Clara and I introduced and designed the
alternative learning platform to bring local community and education
systems are able to engage more. Practical experience will benefit the
students to develop their creativity in adapting theoretical knowledge to
practical skill. Also the engagement will make the learning project would
be more meaningful (see appendix 4).
According to Rogers (1994, 194), he gave examples that the learning
direction involves with the existing local issues, such as homeless or smog
problem. As learning from a real situation, the learner will learn how to
approach people in the community and how to listen. Further, the
learning experience is more valuable than in the classroom.
Right feedback and Assessment in collaborative activities
“To improve an activity, people need a right feedback” Bill Gate said in his
TED talk about improving a teacher’s quality. To support the learning
motivation, the learners should know how to self-reward (Pink 2009). The
reward should not be the “if-then” reward - like “if I do this, then I will
do that” because it will reduce your purpose of the first task, in the same
way as extrinsic motivation. Pink suggested that a better way to reward is
the “now that” reward - like “now I did it, it could be that”. It grows an
autonomy, mastery and purpose.
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Game of Knowing: from earning to Metalearning
52
FIGURE 46: ‘PROJECT DIARY’ SEE APPENDIX 1
Game of knowing tries to use a visualization process follow the principle
of the growth mindset (Dweck, 2013). The learner is possible to see the
direction of self-development of each learner’s curiosity.
MA Design Futures, Goldsmiths, University of London
53
FIGURE 47: PERSONAL LEARNING JOURNEY’ FROM QUESTIONNAIRES SEE APPENDIX 1
Moreover, the visualization of the learning process can be used to
support the collaborative learning by connecting each learning journey
together. As the concept of social proof (Dirksen, 2012), people always
compare with others that motivate learning process.
FIGURE 48: COLLECTING DATA FROM THE SURVEY
Game of Knowing: from earning to Metalearning
54
FIGURE 49: CONNECT LEARNING JOURNEYS SHOW SIMILAR VALUE
Further by mapping all learning journeys from everyone in the
community, which could see the landscape of knowledge. This creates the
privileged opportunity “to know what you don’t know”. Unknown thing
is curious, it is passionate. The journey to an unknown could be felt
difficult, dangerous and uncontrollable. And most people, when they
become adult, afraid to fail. They don’t want to challenge themselves, and
fix their capability steady.
This tool will facilitate people could have their journey into the unknown
safely, fun, and meaningful. To prepare people to get ready to be the
metalearner, who could survive in the future.
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Goldsmiths,
55
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Game of Knowing: from earning to Metalearning
56
compare with the writers. By connectivity, sharing experiences can
support the learning method to be beyond the individual levels.
 Motivate as a social proof (in page 43)
 Valuing personal experiences
 Open-source of learning experience: from to do list -> to challenge
or how to list
 Environment for knowledge Prosumer: Being a producer, not only
be passive.
 Creating supportive community: sharing and teaching each other
 The gate to a diversity of ecology by opening the possibility to
compare and review different views.
 Know what you don’t know and see the route to there.
Game of knowing: system
 Assessment of metalearning - experience-base, process-based
 Platform for show the process, not only for the outcome
 Real time feedback - Agile working method
 Personalize
Learning Landscape
FIGURE 51: CREATE LEARNING LANDSCAPE FROM THE SURVEY DATA
MA Design Futures, Goldsmiths, University of London
57
Yu Hsiang Chen (Anderson Chen) and I created the ‘Learning Landscape’. It
is a sample tool of ‘Game of Knowing’. It is because the knowledge is
subjective. By detecting and joining all the learning journeys together, it
can be plotted onto a map, which is a useful material for the metalearners
to create their own possible journey later.
Learning Landscape used data from a survey of each MA design student
about their project name and keywords of each work. It can reflect each
student journey and see how related and different in each student and
their programme.
This research saw the potential of peer-teaching and created the
prototype to experiment and express this concept. After interviewing the
sample group, they thought it would be useful and encourage student to
interact with others.
Further step:
The way to assess the process and collaboration should be educated and
promote to be functional for learners, teacher and communities. When I
experimented on the ‘Real-time dissertation’ (in appendix 1) – open the
project for others can visit and comment, I invited teachers and friends.
Even some of them visited and looked at my work, but they did not
participate at all.
For celebrating the collaboration and working process, the assessment is
the learners’ feedback, which can encourage the collaborative activities
happened. It should be developed for future education.
How to enrich the value of collaborative learning?
Game of Knowing: from earning to Metalearning
58
FIGURE 52: RELATIONS IN CHAPTER 7
MA Design Futures, Goldsmiths, University of London
59
Chapter 7: Conclusion
Can people create their own futures?
Learning, the process of self-development, is not only the achievement of
knowledge. It could be seen as a process of creating individual future.
An academic education seems as a monopoly of a knowledge industry, and
a learner is a consumer, who pays for receiving a pack of knowledge and
certificate. For more powerful of academic authority, the certification
tends to be more important than the knowledge (as in Thailand, my
hometown). As a designer, I would like to create an alternative future for
people by designing metalearning tools; to create the freedom to learn;
and possibility for people to design their own futures.
How to create metalearing tools
There are too many ways in learning methods. This research puts them in
the same wardrobe and encourage learners to mix and match by
themselves. It is able to make unique learning styles, which suit with the
learners or to challenge ourselves by trying a new style. Consequently,
the exploration in self-learning could enrich the large opportunity to
develop the learning method and challenge the limit of the potential of
self-learning with teacher and without. From challenges, both would
develop, not like a monopoly.
In 2014, there are many kid inventors. Some of them invent the world
changing invention, such as cheapest cancel detector, energy from
touching. With the internet technology, no one can prove traditional
learning style is absolutely the best way to learn, on the other hands; it
could not be sure for self-learning style. However, self-learning is free.
And the accessibility, which reduce the authority for academic, is
increasing freedom of self-learning, which is a key for future.
Metalearning, self-taught, is not only to understand self-learning method.
It needs to understand how to self-motivate through learning process.
The motivation relates to the learner’s mindset, which can be trained. The
Game of Knowing: from earning to Metalearning
60
mindset develops learner’s experience to be more meaningful as the
learning experience. For me, this could be the key for a sustainable
development.
The learning process is possible to come from the experience of the
learner oneself or others. The connectivity could enable people to share
their knowledge and learning processes, then learning from others as a
Collaborative learning environment. Personal view, the experiences form
each individual could be the meaningful learning material.
Questioning on ethic
This research tends to enrich the individual freedom of being in the
future. In terms of ethic, some people believe too much freedom could
lead to improper directions, develop bad habits or ruin the unity.
On the other hands, from my basic understanding of Nietzsche’s
Existentialism, people should have a right to develop the things that they
want. That would be developed diversity. In my opinion, I agreed with
both ideas. Each person should be equal in designing their own future,
and the frame of ethic should be seen as the commitment to a global-
scale community: be honest and take a responsibility in their behaviours.
This research would like to question why the knowledge, the thing that
should develops humanity, becomes a commodity and only authorize to
the academia, in term of status.
In terms of collaborative learning,
As my previous research about money from Technonature class ‘Money to
tiny big journey’, it explained the essential of money and how to fulfil this
meaningless object. Extending from this topic, What if we can use the
knowledge as the currency, instead of money, the meaning-given
object?
MA Design Futures, Goldsmiths, University of London
61
FIGURE 53: RELATIONS IN CHAPTER 8
Game of Knowing: from earning to Metalearning
62
Chapter 8: Self-reflection
For my profession, this research provides the different level ideas for
changing behaviour and cleared my view for my future design role.
Reflect on background
The problems from my hometown, Thailand, lead me to form this topic.
While I was studying in MA Design Futures (2013-2014), there were many
conflicts in Thailand about politic views, corruption, ethics,
monopolization, human rights, inequality, status racism, fallacies and also
ignorance.
For me, the authority of thinking is controlled, according to Foucault’s
‘Power/Knowledge’. To de-authorize, I started to study from the general
method of an individual development, which call ‘learning’. And I tried to
develop it to be an alternative learning approach ‘metalearning’ - self-
taught, self-motivated and independent from a teacher. This research
could one direction to solve the problems in my hometown.
Whilst studying in goldsmiths, I understand how important of it. And my
design vision had been changed through this course. And for this research
topic, this is quite challenging for me because I don’t have any
background about this before. On the other hands, this made this
research as a representative of my self-learning process about learning.
In my opinion, this is a perfect situation of writing about metalearning.
I had experienced many paradoxes of the education system. For example,
design programmes tended to develop student’s creativity, but design
students had to think and develop their ideas follow the teacher view.
From researching, there is a paradox of some self-learning methods that
teacher give an order to students to learn by themselves and the teacher
will check the learning outcome. In my opinion, to be forced to learn and
to learn by themselves are very different in terms of motivation. Even
self-learning method in education system tend to improve the learning
MA Design Futures, Goldsmiths, University of London
63
skills, it also requires the self-motivated skills and the mindset of
learners.
Reflect on the project itself
By studying in MA Design Futures and Researching in this area, it helped
me to answer myself. Metadesign could bring the design perspective to be
broader and help to address the problem of the problem.
A paradox of Andragogy
Also from interviewing some design students at Goldsmiths, I found the
paradox of andragogy learning style. It is a paradox of learning mindset
between tutors and students. As andragogy, the teacher will focus on the
learning process of students, but the students, who used to study in
pedagogy for more than 10 years, will expect the teacher to consider on
their project’s outcomes as well. The paradox of learning mindset could
not be solved only by a written description in a programme handbook
because it is not easy and it takes time to understand the new paradigm.
Students also had to adapt ourselves to think and behave following the
new belief.
From interview with students in MA Design Futures, most of students feel
confused about the course objective, and some of them feel that tutors
should pay more consideration on the student’s projects. In my opinion, it
is possible to be fixed by role-play workshop, let students experience
with all senses.
Reflect on the process
The driving forces for this project are my curiosity and the how I see the
potential of this project in the future. These are like the meaningful
energy to drive me researching.
Following the curiosity that would very fun, however, that require to
articulate and present the idea to the listener too. It is because only doing
the process of collecting data cannot make learner understand. Also,
Game of Knowing: from earning to Metalearning
64
presenting ideas to others is the process to logically construct an
understanding, which is the self-learning in the free-interpreted
environment. This dissertation is also the part of my self-learning
process.
By doing this research, sometimes I feel that I am too much controlled on
myself and a bit confuse about my direction that is my willing or I only
force myself to willing this way.
Reflect on my future
This research seeks the opportunity to improve the capability of self-
directed learning. This could be the one of many movements to enrich
diversity in future society. For my long term goal, I would like to develop
the tool to encourage individuals to form their own knowledge
consciously and unconsciously (from any activities, experiences of
themselves or their community). This would be my further profession
This could be the specific study of design for disabling authority, which is
the role of my design futures.
MA Design Futures, Goldsmiths, University of London
65
Appendix 1: Metalearning Tools
This part will show the experiments for this project - Game of Knowing
and other approaches.
Time Colour Coding
From/Inspired: Creative Routines created by INFO WE TRUST, which use data
from Mason Currey’s Daily Rituals: How Artists Work
[http://infowetrust.com/2014/03/26/creative-routines/]
What is it: Tracking myself daily activities and report it.
After this I found there is an application “RescueTime” which
can track every activity used in devices (laptop and mobile)
and represent daily activities in one bar graph.
Expect: Self-understanding and comparing for self-improvement
Feedback: When colouring by myself, it encourages self-awareness.
Tt can reflect to see the difference of personal time spending
could lead to different productivity.
Game of Knowing: from earning to Metalearning
66
Self-Reviewing On Self-Learning
From/inspired: MA Design Futures class
What is it Writing piece is very useful for self-learning because the
learners have to articulate and reflect what they gain. This
process recalled the memory and crystallizes the personal
understanding. By continuously writing a self-review, it can
be seen as a journey.
The digital native in these days would be familiar with RPG
game which let the player can create their own journey and
practice the skill as they want.
Expect: Fun of gain – growth mindset
Self-awareness of time spends
Feedback:
Cur
Trac
and
acti
I ha
func





We
From
Wha
riosity S
cking the
unconsci
vities.
ave deve
ctions.
 Web hi
 Library
 Project
 Self-re
 Landsc
collabo
eb histor
m/inspired
at is it:
MA Desi
Seeker
learning
ous). I trie
loped thi
story reco
y record
t diary
flecting S
ape from
oration – (
(Try usin
ry recor
d: 


Many
and
activ
Crea
web
gn Futures, G
processe
ed to deve
is concep
ord
urvey
m group
learning t
ng web hist
rding
Self-rev
Best fri
you
Recordin
y people s
phone. In t
vity could b
te a progr
browser.
Goldsmiths,
67
es reveals
elop the t
pt in diff
exploring
together a
story to ana
view
ends who
ng sound w
spend mos
terms of s
be seen as
ram to trac
Then ana
University of
learner’s
tracking sy
ferent co
g journey
as a one un
alyse my cu
are stayin
while tutor
st of the d
earching a
a learning
ck my inte
alyse and
f London
curiositi
ystems fo
ntexts an
y – deve
nit)
uriosity.)
ng beside
ring (with p
day with t
nd explori
process.
ernet activi
synthesise
es (consc
or the inte
nd scope
elopments
and revie
permission
their comp
ng, an inte
ities throu
e the dat
cious
ernet
s of
s in
wing
)
puter
ernet
ugh a
ta to
Game of Knowing: from earning to Metalearning
68
become a mapping of knowing. Growing the tree of your
curiosity
Expect: Autonomy - by revealing interesting keywords through
internet activity with unconsciously or consciously.
Feedback: However, it is not accurate enough to represent my
curiosity because, the limit of my knowledge and skill in
programming, it is difficult to use computer to form the
accurate keywords from using the website’s addresses or
web titles.
Also by using data from internet activities, it should be
concerned about the privacy issue of the users.
Library record
From/inspired: Developing from ‘web history record’ to be more accurate
in learning activities
What is it Each book has different interesting topic inside. I call this
project ‘Bibliography Farm’ – the place to cultivate your
knowledge.
I will use the library book-borrowing database as the
curiosity data. It is also the same principle.
I planned to use library record from each student, and link
the data with a reading list from each programme
handbook, as suggestion for students. On the other hands,
the library record from students could be the optional
reading list for tutors and new students.
Expect: The tracking curiosity system would be more precise by
using a small and specific data
Feedback:
MA Design Futures, Goldsmiths, University of London
69
From a project diary to journey
Project diary
From/inspired: Learning journals
What is it From the personal project diary which is more precise to
address the interest
Expect:
Feedback: However, it still needs to develop to make it more useful in
understanding the area of interest and direction of learning
development.
Game of Knowing: from earning to Metalearning
70
Self-reflecting Survey
From/inspired: Learning journals
What is it ‘The Personal Learning Journey’. Creating the self-reflecting survey
form. Gathering information.
[https://docs.google.com/forms/d/1OUbcfSuGcgrXIYKAnu4WLDKx
M6Mn-tdU75G4NsMDv3Q/viewform?usp=send_form]
Expect:
Feedback:
Dev
We
exp
othe
veloping
cannot
erience. S
er people
MA Desi
g for co
know wh
So we nee
experienc
gn Futures, G
llaborat
hat we d
ed others
ce?
Goldsmiths,
71
tive app
don’t kno
s to comp
University of
roaches
ow by o
pare. Wha
f London
s
nly reflec
t if we ca
cting on
an learn f
our
from
Game of Knowing: from earning to Metalearning
72
Landscape from group exploring journey
From/inspired: Pinterest/Pearltree
By exploring the different of knowing and experience people
can learn from others which I hope it can reduce boundary
and increase empathy between people.
What is it: The journey to know the new adventure.
Moreover, ‘Design how people learn’ Visualizing progress can
be compared with colleagues for
Making the connected lines from the same keyword or the
user can decide. Also, it can be suggested by other students.
Expect: [ ] Comparing make learner know new things because we
cannot know what we don’t know.
[ ] Show the student who has already studied on the
interesting topic as the teacher. And the teaching process
empowers the understanding of both students (presenting
and listening)
[ ] Encouraging learners like the leader board system in games.
Feedback: Would be easier if the participant can fill their keywords while
they were working on each of their projects. From interviews,
I highly agreed that when approach a new project, if the
student can inform their keyword for their project.
(The platform not only for searching, but matching.)
The abstract of each project should be informed, it would be
better for a primitive study from different views.
Ass
From
Wha
Expe
Feed
sessmen
m/inspired
at is it
ect:
dback:
MA Desi
nt of me
d: 

Asses
spend
Partic
writin
qualif
It can
and in
involv
home
Becau
learni
learni
proble
should
Sampl
gn Futures, G
etalearn
Epistemo
RescueTi
sment no
ding)
cipation w
ng, discuss,
fy the know
be seen a
nteracting
ve with co
town’s kno
use the tim
ng proces
ng style
em. Ken R
d be to dia
le concept
Goldsmiths,
73
ing
ology
me applica
ot outcom
with friend
, debate, t
wledge.
as a game
with oth
ommunitie
owledge or
me that lea
ss. This all
and more
Robinson s
gnose, not
to reveal d
University of
ation
me, but
ds, others
teach) cou
which got
er users;
es or othe
r culture.
rner spend
lows teach
e easily d
said that t
t only stan
diverse wa
f London
from pro
or even
uld use to
t the level
exchange
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diagnose
the purpos
dardize.
ys of learn
ocesses (
self (suc
be the aim
l up by he
diverse id
ments, sha
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the stude
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ning
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aring
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test
Game of Knowing: from earning to Metalearning
74
Real-time dissertation
From/inspired:  Agile working style,
 GitHub – the online open space for collaborative
programming.
 Co-writing experience with Ryan
The co-writing experiences in MA Design Future. Those
experiences could be a bit stress in negotiating ideas
between partners, however, working with a partner motivate
myself in working.
What is it: Bring social network experience into an academic
environment
Expect: [ ] Process as the learning outcome, tutors could be able to
access to Student working process. That student could get a
diagnose or advices
[ ] Motivate student by the involvement
[ ] Getting a feedback review quicker, and develop quicker
[ ] Present the work could increase the feeling of authority.
Feedback: However, in this experiment, I found it is not helpful for
motivating because there is no meaningful interaction, such
as an opinion or a question. According to intrinsic motivation
from Pink, the meaningful feedback can support the purpose
MA Design Futures, Goldsmiths, University of London
75
Appendix 2: the results of the interview
The result of interviews from a sample group showed that the Design
Department at Goldsmiths seems successful in motivating student in self-
learning. The sample group rarely lack of interest, “it is boring / I don’t
want to do it”.
However, the obstructed feelings are gradually increased through the
study time. Especially, they feel lack of help.
Game of Knowing: from earning to Metalearning
76
The most useful learning resource is the online resource and teacher,
following by course curriculum and reading material.
MA Design Futures, Goldsmiths, University of London
77
Appendix 3: Recommended learning
environments
For the concept of ‘learning environment 2.0’, there are many different
places, which match with different level of leaner’s skills and styles. This
part collected some examples for further studying on self-learning
environment.
MOOC
http://www.slideshare.net/fredgarnett/moocs-equity-inclusion
Self-Organised Learning Environments (SOLEs)
https://www.theschoolinthecloud.org/library/resources/choosing-the-right-
big-question
To create the classroom follows the condition of curiosity. The student will be
free to learn – from them self.
Self-Organised Learning Environments (SOLEs) in an English School: an example
of transformative pedagogy?
http://www.oerj.org/View?action=viewPDF&paper=109 (pdf)
Environment that user internet for growth a self-learning capacity
Kahn academy
https://www.youtube.com/watch?v=gM95HHI4gLk
Khan Academy showed the potential of online video course.
 Control speed (pause and repeat) without feeling like wasting teacher
time. Review the old lecture.
 Autism can learn
 Own time own place
 Get brain around the concept (not force to understand)
 Can move forward faster by seeing the next step – when learners know
how to ride bicycles (passing a first level) then showing them a unicycle,
if they want to go further they will learn.
Game of Knowing: from earning to Metalearning
78
 See the tree of other students should develop student’s curiosity
Code school
The outstanding thing is that it allows users to create courses and the course is
like practical project.
Pearltrees / Biblio / blackboard:
After the Design futures symposium, Denis O’brien suggests me to try the
“Pearltrees” application – the online storage for growing personal knowledge
and sharing. Through my experience, it is like a bookmark which easy to
organize the knowing resources. And the most significant feature is every user
can look to other user Pearltrees that is the chance to explore the unknown.
So by creating/collecting their own learning material, it reflects what students
have learned and also it facilitate other students.
Bibblio enable learners to create learning materials, forming a community
following interest and sharing content http://bibblio.org/concept
https://www.youtube.com/watch?v=x-k3AJlKs8c
https://www.youtube.com/watch?v=a3BbmX-
idsM&list=PLontYaReEU1uzg9FcSX8FxFdRBH1Z2j6J
About personalize, a group could be seen as information, and the collection of
group is knowledge that represents the user. To reach the level of
understanding that user requires an interaction with that user.
MA Design Futures, Goldsmiths, University of London
79
Appendix 4: Finding what is learning?
#1 Methodology for understanding “Learning”
Game of Knowing: from earning to Metalearning
80
A proto
MA Desi
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gn Futures, G
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Goldsmiths,
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n learning aactivities
Game of Knowing: from earning to Metalearning
82
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Game of Knowing: couriosity-lead learning method -> Metalearning by Perus Saranurak

  • 1. Metalearning Meta- learner guidebook Writer: Perus Saranurak Futuring your futures Design Dissertation MA Design Futures and Metadesign, Goldsmiths, University of London, UK MMMM F M Fu Me u Me t e tu e W ur et W r et W P in et r P n ta it Pe ng ta t e g ta e e y a er er yo al M r: r o al M : ru ou le M u u le M us ur e M s r f e M s f ea M S fu ea M S ut a M S tu a M Sa u ar M a ur ar M ar re r M l r e rn M l ra es rn M l a s n M l a n M l n ni M l n ni M le nu in M le u in Me le u n Me le ur n Me le r ng Me le ra ng Me le a g Me e ak g e e k g e e k g e e g k g e e g e e g e e g e e g e e g et ea g et ea g et ea g et ea gu et ea gu et ea gu et ea gu et ea gu et ea gu t a gu t a gu ta a gu ta a gu ta a u ta a u ta ar ui ta ar ui ta ar ui ta ar ui ta ar ui ta ar uid a ar uid a ar uid a r uid a r uid a- r id a- r id a- rn id D a- rn id D a- rn id De a- rn id De M a- rn d es M a- rn de es MA a- rn de sig MA a- rn de ig A a- rn de gn A D - rn de gn D - rn de n De - rn de D e - rn de D es - n de Dis si - n de is ig - n de ss gn - n de se gn - n de se n - n e er F - n e rt Fu - n e rta Fu - n eb ta ut - n eb at tu - ne eb ti tu - ne eb tio ur ne eb o re ne eb on re ne eb n es ne eb s ne eb s a ne eb a ne eb an ne eb nd ne b nd ne b d e b M e bo M e bo Me e bo e e bo et e bo ta e bo a e bo ad e bo de e bo e e bo es e bo si e bo sig e o g er o gn er o n, er o n, er o G er oo G er oo Go er oo o er oo ol er oo ld er oo ds er oo s r oo sm r oo m r oo mi r oo it r o th r o th r o hs r o s, r o s, r o U r o U r ok Un r ok n r ok ni r ok iv r ok ve r ok ve r ok er ok rs k s k sit k t k ty k y k o k o k of k f k L k Lo k oonnnddooonnn,, UUUKK Game of Knowing Writer: Perus Saranurak Personalise learning process and motivation for designing futures. Design Dissertation MA Design Futures and Metadesign, Goldsmiths, University of London, UK
  • 2. Design Dissertation MA Design Futures and Metadesign, Goldsmiths, university of London, UK Cover image: Landscape of Learning by Perus Saranurak and Yu Hsiang Chen (Anderson Chen) “How can you know what you don’t know?”
  • 3. Metalearning Meta- learner guidebook Writer: Perus Saranurak Futuring your futures Design Dissertation MA Design Futures and Metadesign, Goldsmiths, University of London, UK MMMM F M Fu Me u Me t e tu e W ur et W r et W P in et r P n ta it Pe ng ta t e g ta e e y a er er yo al M r: r o al M : ru ou le M u u le M us ur e M s r f e M s f ea M S fu ea M S ut a M S tu a M Sa u ar M a ur ar M ar re r M l r e rn M l ra es rn M l a s n M l a n M l n ni M l n ni M le nu in M le u in Me le u n Me le ur n Me le r ng Me le ra ng Me le a g Me e ak g e e k g e e k g e e g k g e e g e e g e e g e e g e e g et ea g et ea g et ea g et ea gu et ea gu et ea gu et ea gu et ea gu et ea gu t a gu t a gu ta a gu ta a gu ta a u ta a u ta ar ui ta ar ui ta ar ui ta ar ui ta ar ui ta ar uid a ar uid a ar uid a r uid a r uid a- r id a- r id a- rn id D a- rn id D a- rn id De a- rn id De M a- rn d es M a- rn de es MA a- rn de sig MA a- rn de ig A a- rn de gn A D - rn de gn D - rn de n De - rn de D e - rn de D es - n de Dis si - n de is ig - n de ss gn - n de se gn - n de se n - n e er F - n e rt Fu - n e rta Fu - n eb ta ut - n eb at tu - ne eb ti tu - ne eb tio ur ne eb o re ne eb on re ne eb n es ne eb s ne eb s a ne eb a ne eb an ne eb nd ne b nd ne b d e b M e bo M e bo Me e bo e e bo et e bo ta e bo a e bo ad e bo de e bo e e bo es e bo si e bo sig e o g er o gn er o n, er o n, er o G er oo G er oo Go er oo o er oo ol er oo ld er oo ds er oo s r oo sm r oo m r oo mi r oo it r o th r o th r o hs r o s, r o s, r o U r o U r ok Un r ok n r ok ni r ok iv r ok ve r ok ve r ok er ok rs k s k sit k t k ty k y k o k o k of k f k L k Lo k oonnnddooonnn,, UUUKK
  • 4. Metalearning Futuring your futures Game of knowing Personalise learning process and motivation for designing futures. Writer: Perus Saranurak MA Design Futures student [Product designer and Metadesigner] Cognitive designer Readers: Self-learners Educational Designers MA Design Futures Goldsmiths, university of London 1nd edition
  • 5. Abstract In 1970, the futurist Alvin Toffler said “today’s fact becomes tomorrow’s misinformation”. Over 40 years later, the changes are accelerating even faster than expected, due to developments in technology. The connectivity has many influences in learning. How can designers help to develop new methods for learning within these times of rapid change? It is my belief that today’s learners need to become more active and responsive rather than passive. In the past people could rely upon knowledge for longer periods of time. This research studied about the concept of “Metalearning”; leaning methods for the future; focusing on the aspect of self-learning and collaborative learning. Then it provided the materials for designing the metalearning tools. MA Design Futures and Metadesign, Department of Design, Goldsmiths, University of London, United Kingdom http://www.gold.ac.uk/pg/ma-design-futures/ Perus Saranurak, 2014 First edition printed on 15th September 2014 Design by Perus Saranurak Printed and bound in London by Perus Saranurak
  • 6. To Hannah Jones, Mathilda Tham, John Backwell and John Wood, who extend my perspective of futures and design possibilities To my family, who give me the freedom to think, and always support To you, who think life can be re-designed.
  • 7. Content Introduction: .......................................................................................................... viii  Glossary .................................................................................................................... xii  Chapter 1: Future - Futuring Your Futures..........................................................2  Chapter 2: As a designer,......................................................................................... 6  Chapter 3: Understand Learning..........................................................................12  Chapter 4: Metalearning........................................................................................ 26  Chapter 5: Motivation of learning....................................................................... 36  Chapter 6: Game of Knowing ...............................................................................46  Chapter 7: Conclusion............................................................................................ 59  Chapter 8: Self-reflection..................................................................................... 61  Appendix 1: Metalearning Tools .......................................................................... 65  Appendix 2: the results of the interview............................................................75  Appendix 3: Recommended learning environments........................................77  Appendix 4: Finding what is learning? ............................................................... 79  Reference ................................................................................................................. 82  Bibliography.............................................................................................................84  Image reference...................................................................................................... 85 
  • 8. vii FIGURE 1: FUTURES ARE CONNECTED
  • 9. Thro fram enco wou bett “fut of “me This styl min Key colla ough stu meworks ouraging uld we be ter future turing you “learning etalearnin s research e and m dsets. words: m aborative udying th stretched me to th e in the fu es?”. This ur future” g” and g”. h focus on motivate t etalearnin learning Intr he MA D d my desi hink abou uture?”, a s research ”, from a “prosume how to a themselve ng, prosum FIGURE 2: 6 R viii roduct Design Fu gn perspe ut “what and “how h would e synergisti er”, and ssist learn es, as de mer, futur RELATIONS IN T ion: utures pr ectives an would th to facilit xpress th ic approac introdu ners to cre esign the ring, epist THIS RESEARCH ogramme, nd capabi he future ate socie e designe ch betwee ce the eate their mobility temology, H , metade ilities. It be?”, “w ety to ach ed concep en the th method r own lear y of lear , connecti esign kept what hieve pt of eory for rning rning ivity,
  • 10. ix My Learning Journey From my first essay ‘Hacking Happiness’ which I develop my skills, knowledge and understanding about sustainability. That essay brought the sustainability to touch with the individual’s now. From the idea that provides the mindset which everyone can access to happiness. To raise their awareness that sustainability always engage with their life(style). FIGURE 3: PREVIOUS RESEARCH IN MA DESIGN FUTURES Also, my next essays are about designer role involving with community and empowering learning experience. For this dissertation, I would like to develop my view of the awareness of sustainability further. To support the diversity in society, Game of knowing tries to develop the concept of sustainability to engage with individual’s futures. I believe that today’s technology is ready to support diversity in society, but people are not ready. They only need a spark to activate and motivate them. Game of Knowing is the platform for re-conceptualizing the understanding of knowledge.
  • 11. x FIGURE 4: ONE OF METALEARNING TOOLS - LEARNING JOURNEY
  • 12. xi I appreciate to exchange ideas, experiences and opinions with you about this topic Hacking Happiness. Contract: Perus Saranurak MA Design Futures + Metadesign (2013-2014) http://designfutures2013.tumblr.com Email: more.openmore@gmail.com https://www.linkedin.com/in/perus https://goldsmiths.academia.edu/PerusSaranurak/ http://cargocollective.com/monkix
  • 13. xii Glossary Metadesign – a designing process to re-frame paradigms, perceptions and the design process itself to be more holistic. Prosumer – an active consumer who not only wait and take from the market, but also takes a role to produce, predict or improve their own life. Learner – it is not the student, learner is one who passions in developing one’s self and can motivate oneself to learn. The learner is a type of future human. Metalearning – a process when learners are learning and designing how they learn. Epistemology – a branch of philosophy study about the nature of knowing. Motivation – the inherent energy drives people into actions.
  • 14. MA Design Futures, Goldsmiths, University of London 1 If you can fast forward your life to preview your future and if you don’t like that future, what will you do? FIGURE 5: RELATIONS IN CHAPTER 1
  • 15. Game of Knowing: from earning to Metalearning 2 Chapter 1: Future - Futuring Your Futures FIGURE 6: NOT THIS - CHANGE YOUR FUTURE “Would everyone be able to design their own future?” This idea had been developed from the ontological concept of being and life; from Michael Foucault (1972) “Power/knowledge”, which answers what articulates our thinking that we think following the way we educated and informed; and Scott Adams (2011) said "You are what you learn. [
] If you don’t like who you are, you have the option of learning until you become someone else. There's almost nothing you can't learn your way out of”. Learning can articulate the learner’s future. According to the futurist Alvin Toffler (1970), he explained effects of technology will lead to an information overload and the acceleration of pace of information. He said “Today’s fact becomes tomorrow’s misinformation” in 1970, when personal computers and internet weren’t available, and now the rapid development of technology keeps accelerating the change. Moreover, the connectivity from the 21st century technology has influential impacts on the reliability, functionality and essence of information and knowledge. To solve this situation, he suggested people should develop their learning skills for living in the future.
  • 16. MA Design Futures, Goldsmiths, University of London 3 "The illiterate will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn." - Herbert Gerjuoy (cite by Alvin Toffler, 1970) From Toffler’s learning skills, reading is different from learning. Someone is good at reading, but they possibly cannot learn. This dissertation would like to develop the Toffler’s notion about the learning skill further. This research will introduce ‘metalearning skills’, which is a learning skill how to develop one’s own learning skills. Future scenario: The future of this research is where everyone is able to design their own futures, following individual interest. Future community would be seen as one unit of many independent. This diversity in society would be emerged by a social value, which becomes stronger by the impacts of connectivity. It supports the collaboration to become the fundamental way of living. Future people are willing to involve and support each other more. Also, it is possible to see that the social connection becomes more valuable than money. It is because the synergistic values of a social connection can create change and it grows holistically by use. In contrast, the value of money is for transferring and it cannot grow from itself. To answer “Would everyone be able to design their own future?” Yes, from this place of the world spinning, everyone has to be metalearner to remain their authority of being (learning wisdoms) in this collaborative world. This research focuses on how to assist learners to be able to create their own learning style and motivate themselves in learning.
  • 17. Game of Knowing: from earning to Metalearning 4 FIGURE 7: DESIGN FUTURES
  • 18. MA Design Futures, Goldsmiths, University of London 5 "The future is not something we enter. The future is something we create." -Leonard I. Sweet. FIGURE 8: RELATIONS IN CHAPTER 2
  • 19. Game of Knowing: from earning to Metalearning 6 Chapter 2: As a designer, In the future world learners (future human) would be able to create their own learning style and motivate themselves. How can a designer create this world? Beforehand, this chapter would like to introduce what are the roles of designers, and it would explain the design proposal for futuring the future. The Roles of (Futuring) designers: Generally in the world driven by economics, the roles of designers have been seen as a technology-driven, utility-driven, aesthetics and storytellers. However, from studying in the MA Design Futures programme, the roles of designers could be more related to society and change. For this research objective, this chapter will describe the designer’s roles, in terms of the development of community and humanity. Designer as a Facilitator or a Co-creator Dott (2007 cited by ICSID) brought design to contribute to societal challenges (health, education, food and energy). The role of a designer will be seen as Facilitator and Co-creator. Designers work with community and use design-led tools to lead communities to be actively involved in issues. Designer as a Capability builder Tan (2014) introduced this role as building design-led skills among people to address challenges themselves. In the same way, the research from Northumbria Design (Yee, Joyce, Tan, Lauren and Meredith, Philip, 2009) introduced this role in term of e-learning service. Design role could be a ‘conduit’ of knowledge. As tutorial with John Backwell (13 Aug 2014), in the development of a novice to an expert, designer can design the training devices to support
  • 20. MA Design Futures, Goldsmiths, University of London 7 the different levels of learners and motivate them further. For instance, a mitre block for a carpenter and train wheels of a bicycle are made for increasing the rate of success. Designer as a Liberator In Design Futuring, Tony Fry (2009) indicated the role of designer in the scope of humanity. “It is not just that we are born into a designed world but that our interaction with the world is designed” (Fry 2009, 25). And in Design as Politic, design creates the understanding of the world, as world-making, and our existing (Fry 2011, 234). And engagement with the design is the gate to freedom (Fry 2011, 209). So the role of designers could be the one who reveals the new opportunity to the world and free the freedom. It is because design can turn unused things into functional materials that will change the perception of the world. Like before the Thomas Edison’s light bulb was created, no one understands how functional of the electricity. In terms of education, Carl Rogers (1994, 304) defined the freedom is not only the determined sequence of cause and effect. The freedom of learning is able to bring the learner to the existing in a different dimension. Designer as an Activist or a Change Agent “Design Activism” was coined by Flua-luke (2009). In this role, designer’s capabilities are able to create a counter-narrative, “aimed at generating and balancing positive social, institutional, environmental and/or economic change”. Also, MA Design Future programme (2013) introduced a change agent, who organizes and/or facilitates the change to happen in society. From these definitions, Designers are who not can create products, objects or things, but designers are who can create changes in humanity. From a design perspective, Thomas Edison invented a light bulb that revealed a usable function of electricity. The light bulb is a tool for
  • 21. Game of Knowing: from earning to Metalearning 8 delivering the value of new function (Cheek, 2014). Even now LED could replace the light bulb from its efficiency, but the function that Edison’s light bulb performed still remained. It is because the world had been changed since the first light bulb was created. This designed research tended to reveal the function of self-learning as the ‘futuring your future’. If there is a tool to personalise learning process, everyone possibly design their own future. For this research, the responsibility of a designer is to design the mobility of learning mindset. The Design Proposal Knowledge and education become commodities. Students are consumers that pay money to the academic education system. Then it provides them learning materials, it standardizes them and it gives them a new status called a graduated certification. In the 21st century, technology enables the new dimension in learning (freely access, interact and track activities). However, most of learning methods (including self-learning and self- determined) still require and be controlled from an educator’s role. Perhaps it is because the learning methods were written from educators, what if a designer designs tools to free learning method from the academic authorities? From design perspectives and the concept of prosumer, design is able to motivate a passive consumer to be an active consumer’s community. “Can learning happen without a teacher?” likewise the learner can DIY their knowledge. Moreover, this research tended to enrich the “future with diversity and freedom of being”. It reduces the monopoly of the possible futures, in terms of academic education. As a design piece, this research will communicate the concept of a metalearning, which potentially lead to “futuring your future” and enrich self-authority in future.
  • 22. MA Design Futures, Goldsmiths, University of London 9 Methodology This research itself is a metadesign tool, as a guidebook of futuring, which provided metalearning materials (as its contents and its reading experiences). For creating metalearning tools, there are 2 steps to be a metalearner: (1) Tool for being Active learning  Provide the fundamental material for understanding learning and metalearning  Motivation and mindset for growability: step to unknown and new things (2) Tool for Collaborative learning  Tools - Platform or environment for collaborative learning FIGURE 9: 2 STEPS TO BECOME METALEARNERS (This diagram, develop from collaborative with my classmate from writing a co- dissertation) From these 2 steps, readers could understand the diversity of learning potentials and views. This research will provide the diverse reviews of learning theories for an extensive understanding about capability
  • 23. Game of Knowing: from earning to Metalearning 10 improvement. To simplify the complex data, this research chooses visualisation methods to explain and compare between different learning concepts. Also, it will introduce some technology-support learning approaches which help learners to be able to personalize and DIY their own self- learning style. For interviewing, this research chose MA design students at Goldsmiths, University of London as a sample group because the design programmes here uses a teaching style in the same direction as andragogy (an adult- learning style). So the students have to choose their learning topics. Moreover, MA Design Futures programme’s teaching style is same as heutagogy, which stimulates students to review their learning process and learn from it. The methods of self-developing and making decisions are useful for designing metalearning tools further. Also, this research did not design “How can learning experience be fun?” In the other ways, this research tends to explore “How can a fun experience be a learning material?”
  • 24. MA Design Futures, Goldsmiths, University of London 11 Everything could be changed when you know how to see it from different angles. FIGURE 10: RELATIONS IN CHAPTER 3
  • 25. To u to a this the fram mea Wh Basi the jour Lear or e C understan ask what chapter w various s me the rea aning of “L hat is lea ically, the starting p rney. The Ox Learnin study, e rning is th experience Game Chapte nd what is ‘learning’ would be t scopes an ader’s per “Learning”, arning? e general point to u xford dicti g: (noun) experience he process es. It can e of Knowing er 3: Un learning i is. By co too comp nd underst rception a ”, see Appe definition understand ionary def the acqui , or being t FIGURE 11: s of how t be seen a g: from earnin 12 nderst is the basi llecting m licated. So tanding o bout learn endix 4.) n of Learn d a standa fines “Lea isition of taught. : THE LEARNIN to build up as the obj ng to Metalea tand Le is of self-f many learn o this chap of learning ning. (For ning from ard idea, b rning”: knowledge NG PRINCIPLE p the com jective of arning earnin futuring. T ning theor pter will t g. Perhaps r my proce a diction before be e or skills petence f f learning g Then we n ries toget try to visu s it could ess to find nary would egin a lear s through from activ is to dev need ther, alize d re- d the d be rning vities elop
  • 26. MA Design Futures, Goldsmiths, University of London 13 individual competence, and it can be divided into three phases: outcome, process, material. Different scopes of learning According to Harris and Schwahn (1961, cited by Knowles), learning could be distinguished into 3 different scales: ● Learning as product - the end-result or outcome of the learning experience. ● Learning as process - to attain a given learning product or outcome. ● Learning as function - the critical aspects to make learning possible, such as motivation, retention, and transfer These definitions see the previous scale as the material of the next scale, such as the learning as process is the learning material of learning as function. For metalearners, to know one learning process could be adapt for getting knowledge or skills from different ways. And, in the function scale, it could be used to compare and develop the other learning processes. FIGURE 12: LEARNING IS DIFFERENT SCOPES
  • 27. Game of Knowing: from earning to Metalearning 14 Epistemology It is the processes to transform and interpret experiences into functional or usable competences. In MA Design Future class, Mathilda’s lecture (27 May 2014) introduced the idea of “epistemology”, the branch of philosophy study about the nature of knowing. From studying this, it could be seen as the similar process of learning (the individual interpretation and understanding). According to Reason and Bradbury (2008), there are 4 types of knowing in epistemology: ● Experiential: knowledge is from conscious being as the ontology of a real world as given ● Presentational: languages and arts are the communication tools. By using for articulating, encoding and decoding an idea, it also benefit the learner’s self. ● Propositional (theory): decoding from other people’s experience or knowledge, such as book and lecture. ● Practical: learning by body, feelings and senses, tacit knowing These 4 types of knowing can be seen that learning has various ways. This could lead to the diversity of learning styles, but the traditional education puts the value on propositional knowing much more than the other types, which learner can learn from their actions. So, if the learners understand and be able to choose, they can create their own learning styles, which could be much more effective and motivated than the universal style because everyone is different.
  • 28. MA Design Futures, Goldsmiths, University of London 15 FIGURE 13: LEARNING IS DIVERSE Instructional Continuum As the epistemology holding the principle of learning, moreover, there are instructional continuums (Rogers, 1994), which exposed the different strategies of learning (from a teacher-focused to a student-focused): ● Lecture ● Questioning ● Drill and practice ● Demonstration ● Discussion ● Cooperative groups ● Guided discovery ● Contracts ● Role-play ● Projects ● Inquiry ● Self-assessment
  • 29. Game of Knowing: from earning to Metalearning 16 From the diagram, it could help to clarify the elements and the diversity in learning process. By understanding these, the learner could be able to try, create, and evaluate individual learning styles that suit with the learner’s self. What could we develop from learning? The learning outcome could be seen generally as personal knowledge or skills. Moreover, Learning processes propose to improve the learner’s capabilities, which could be distinguished in many directions. According to Knowles (1990), he provided various definitions of learning outcome from many theorists in his book ‘Adult learning’: ● Motor skills - Gagne (1972) ● Verbal information - Gagne (1972) ● Intellectual skills - Gagne (1972) ● Cognitive Strategies - Gagne (1972) ● New behaviour - Crow and Crow (1963), Haggard (1963) ● Habit - Crow and Crow (1963) ● Attitude - Gagne (1972), Crow and Crow (1963) ● Personal adjustment - Crow and Crow (1963) ● Social adjustment - Crow and Crow (1963) ● Autonomous - Jourard (1972) ● Self-actualization - Maslow (1970)
  • 30. MA Design Futures, Goldsmiths, University of London 17 FIGURE 14: WHAT CAN LEARNING DO? These learning outcomes could affect the learner differently, that could be grouped into 2 directions: ‘learning as change to control behaviours’ (like Skinner in 1968, Haggard in 1963 and Cronbach in 1963), and ‘learning as a growth of personal potential’ (likes Gagne in 1972 and Rogers). By understanding different dimensions of learning outcome, there are many potential in learning, which learners gain a freedom to develop themselves. These outcomes are only the sample of many capabilities, which depended on the learner’s mindset (in page 44)
  • 31. Game of Knowing: from earning to Metalearning 18 Where is learning from? How is knowledge made from? According to "From Data to Wisdom" by Ackoff’ (1989 cited by Bellinger, G., Castro, D. and Mills, A., 2004), he classified the information into 5 levels: ● Data - a raw thing has no meaning by itself. It represents only its existence. ● Information - a data which has been given a meaning (from rational connection) ● Knowledge - the collection of information, it could create by a synergy of many information ● Understand - the process of synthesising new knowledge from old knowledge, like learning, not memorizing ● Wisdom - the explorative mindset to the unknown area From this development [data → information → knowledge → understanding → wisdom], it could give the idea that learning has different levels and each level use different material. For example, John Wood (2013) introduced the word “synergy” to the Design Futures class. From the word itself, “synergy” could be data. When John Wood explained the meaning that “synergy is the greater effect from an interaction between 2 different things” - now the student understand ‘synergy’ as the information and the explanation as the knowledge. When Hannah suggested students to do the workshop of bisociation, creating of new keyword from synergy 2 keywords, it brings the ‘synergy’ to the level of understanding. After students tried this concept in different contexts or different purposes, that would create a unique wisdom about ‘synergy’ From DIKW, It could be seen in the same diagram of Harris and Schwahn (1961) classification.
  • 32. MA Design Futures, Goldsmiths, University of London 19 FIGURE 15: LEARNING FOR WISDOM Futuring is a Learning for Wisdoms: Changing World views From my experience of learning new things, it possibly changes the learner’s world view. For example, Learning can change the world views from my experiences if we see learning as a function that we can choose the future abilities; ● Learning metadesign - it extended my design perspective; ● Studying product design - it gave me the eye of producer. When I see a plastic product, I will see the detail to understand how it was produced automatically.
  • 33. My s I see stre bicy unu saw well On t supe well For rece capa the an e street cyc e the stre eet only a ycle on th sually sm w other pe l illustrate the other ermarket, l because my metap eptors fo acity to se different extra rece Game cling exper ets and tr s a straig he street, ooth and eople on t e my cyclin FIG r hand, I ha , I will see we have d phorical id r same ex ee the wo views fro ptor for U e of Knowing rience cou raffic. From ht line wi , I learne it has ma he street ng experie GURE 16: LEARN ave never the ingre different u dea, Learn xperience rld or inte om human UV light. g: from earnin 20 uld be an e m car driv th junctio d from t any object . The pict ences. RNING CHANGES r learned h edients dif understan nings in th es. The rec erpret in d n’s eye an ng to Metalea example f ving exper ons and st he practi ts and po ture from ES THE WORLDV how to co fferent fro nding of th hese levels ceptor is different w d bee’s ey arning or extend ience, I us top sign. A ces. The llution on “Premium VIEW ok. So wh om my frie he same th s could cr possible t ways. This ye becaus ding view, sed to see After I ro street is n it, and a m Rush” c hen I go to end who c hing. reate the to extend s photo sh se the bee how e the de a not lso I ould o the cook new d the hows e has
  • 34. Lea The jour the you Ped Acco lear ● ● In p to t base self orie dire and lear How the con arning st learner rney and c learning s r new lear dagogy an ording to rning purp ● Pedago ● Andrag pedagogy, the every ed on lear -concept, entation t ect their ragogy ta rning direc wever, bot instructo tents. MA Desi FIGU tyles: w should k creating p styles we rning style nd Andrag Knowles poses that ogy, child gogy, adul the instru learner. O rner. Know , (2) the r to learnin learning ake a role ction (Blas th of ped ors and e gn Futures, G URE 17: LEARN hich is a now whe personal l have bee es to try. gogy s (1950, 6), ; education t educatio uctor will On the oth wles’ andr role of ex g. It could strategie of tutor schke, 201 agogy and education Goldsmiths, 21 NING AS OPPOR an eye w ere our m earning s en taught. , he gave n, is 'educa on, is 'help control a her hands, ragogy bas xperience d be seen es and g and men 12, 58). d andrago n systems University of RTUNITY RECEP we got? mindset ar tyles. It is As well, p the very ating peop ping them and provid , andragog sed on 4 c , (3) read n learners goals. Als tor, whic ogy are cr s, treatin f London PTORS re before s better t perhaps s clear dist ple' and; learn'. de the pro gy curricu concepts: iness to s have the so, the h support reated wit g learner e starting to underst ome coul tinguishin oper mate ulum woul (1) change learn, and e freedom educators ts in learn th the rol rs to ach the tand d be ng of erials d be es in d (4) m to s in ner’s le of hieve
  • 35. Heu From exte the are Keny utagogy ( m the and ension of process o key conce nyon, 2000 Game Pedagogy Andragog self-dete dragogy a andragog of how th epts of he 0, as cited FIGURE e of Knowing FIGURE 18 y: (a child's FIGURE 19: gy: (Adult le ermined le approache gy. Heutag ey learn. ‘ eutagogy ( in Blaschk E 20: HEUTAGO g: from earnin 22 8: PEDAGOGY’S tutor from : ANDRAGOGY learning is n earning) es, heutag gogy tend ‘Double-lo (Argyris & ke, 2012, 5 OGY - THE DO ng to Metalea S PRINCIPLE m paidagƍg ’S PRINCIPLE not educat gogy could ds to get oop learni & Schön, 1 59). OUBLE-LOOP LE arning gĂ­a [Greek]) ting them) d be cons learners t ing’ and ‘s 1996, as ci EARNING ) sidered as to underst self-reflec ited in Ha s the tand ction ase &
  • 36. Heu Now part thes lear to t The ages peo of h How Con ped lear lear utagogy a wadays so ts of our se techno rning path ake an act H different s and req ple need t heutagogy wever, ba nsequently agogical rning styl rning para MA Desi and techn ocial medi online life ologies al h and colla tive role in Heutagogy t learning uired diff to becom y is approp asically w y, the co learning les?” and adigms?” gn Futures, G nology ia and int e. As a he low learn aborative n individu FIGURE 21: y: (Self-det styles ar erent typ e more ac priate to t e were e onsidering style too d “how c Goldsmiths, 23 teractive eutagogica ners to ac learning al learning : HEUTAGOGY termined re develop es of skill ctive and r he object educated g topic is o much t can we s University of website ( al approac ccess info activities. g rather th ’S PRINCIPLE and lifelon ped for th ls. It is my responsive ive of this in peda s “does o be ope hift our f London web 2.0) ch (Blasch ormation So, the l han passiv ng learnin he learner y belief th e learners s research gogical le our perc en for ot thinking are the m hke, 2012, in their earner is ve. ng) rs in diffe hat the fu s. The con h. earning s eption re ther type to diffe main 62), own able erent ture cept tyle. elies s of rent
  • 37. Game of Knowing: from earning to Metalearning 24 Summary of learning Learning changes the way of living and interpreting the world. Hopefully, this chapter can help you to see different views and scopes of learning and understand them, thus it possibly form a new value of learning that relates to your personality. According to Rogers (1994, 286), the adult learning is based on personal understanding of the meaningful and valuing process. And the next chapter will introduce you about understand your own learning process, ‘metalearning’.
  • 38. MA Design Futures, Goldsmiths, University of London 25 Impossible is a state of your mind. FIGURE 22: RELATIONS IN CHAPTER 4
  • 39. The lear the proc styl mat requ and one skill ‘Met whic perc (cite last cha rning. Thu material cess. So ( e; trying terials. To uired new relearn. e’ own lear s. talearning ch learne ception, i ed in Dono Game Cha apter intr s, these m in meta- (meta)lear new met offler (1970 w scope of This chap rning skill g’ was de rs become nquiry, le ohue and e of Knowing apter 4 roduced v materials, scale, as rners cou thod that 70) mentio f learning pter will i , “metalea efined by e aware o earning, a Crosby, 20 FIGURE 23 g: from earnin 26 4: Met various u processed the heut ld explore t never u oned in Fu skill that ntroduce arning”, a Donald M of and inc and growt 2010, 2) 3: LEARNING AS ng to Metalea alearn understand d and outc tagogy foc e and cre used: to m uture Sho is learning learning nd how to Maudsley creasingly th that th S JOURNEYS arning ing ding and comes cou cusing on ate their mix & ma ck that th g how to in term o o develop (1979) as in contro hey have element uld be see n the lear own lear atch diffe he future learn, unl of to dev metalear s “proces ol of habit internaliz s of en as rning rning erent e will earn elop rning s by ts of zed”
  • 40. Met lear jour abo Wh Aut The Auto with self- Wor ÎŽÎčÎŽ The info next lear self for Vinc Pro In t Des con The form stan con con not talearning rn (new th rneys. Fun ut themse ho is the todidact definition odidact: (N hout the b -taught pe rd Origin αÎșτÎčÎșός develop ormation t t step co rn. It is dif -directed. self-educ ci and Tho sumer terms of ign Futur sumer, ‘pr word “P med by c nding for sumers’ m cept, con only to ch MA Desi could be hings). It ndamenta elves. e metale n from dic Noun) a p benefit of erson. from Gre (didaktikos ment of to knowin uld be an fferent fro . Autodida cation and omas Alva sustainab es progra rosumer’, rosumer” ontacting proactive movement sumer fee hoose and gn Futures, G seen as th is like pla ally, the m earner? ctionary: erson who a teacher ek: αᜐτός s, meaning learning ng the pro autodida om andrag acts don’t d a high d Edison ar ble design amme abo balancing (coined b g the role e and pro ts which b edbacks a d receive. Goldsmiths, 27 he capabil anning yo metalearn o has lear r or forma ς (autĂłs, g "teaching skill cou ocess of h act - know gogy, whi t need a te egree of e autodid n, Mathild out from a g between by futuro e of “con oducer. It became cl nd active University of lity to tea ur experi ners woul rned a su al educatio or "self") g"). uld be se how to ge wing how ch teache eacher, th self-moti acts. da (2013) a passive n taker’s ro ologist Alv nsumer” w t has bee earer in t consume f London ch and mo menting a d/have to bject on; a and een as: fr et the info w to direc er allows l hey have a vation, as mentione consumer ole and ma vin Toffler with the en develo these days rs. Consu FIGU otivate se and explo o underst from know ormation. ct yourse learners t an enthus s Leonard ed in the r to an ac aker’s role r in 1980) prefix “p oped in m s, such as mers are URE 24: LEONA VINCE elf to oring tand wing The lf to o be iasm o da MA ctive e. was ro-” many s DIY able NARDO DA
  • 41. This the man they It se do obst sho styl Me Imp Sinc und able By u repe s project b consumin ny people y grow up eems a sim it. Also, w truction, uld know e. talearni proveme ce we ar erstand w e to do so understan eat it and Game brought th ng of kno lose thei . mple proce we still n as Julia to gain an ing: Lear ent e born, n what is pin omething ding the m self-rege e of Knowing his concep owledge, s r willingn FIGUR ess to teac eed tutor Dirksen ( n ability to rning as no one c nk. We gr never did mechanism nerated th g: from earnin 28 pt in the c specifically ess to ex RE 25: METALEA ch ourselv rs to diag (2012) ca o diagnose s plannin can write ow up an or exper m of impr he capabil ng to Metalea context o y in adult plore and EARNING ves, but w gnose our lls learnin e and dev ng a Jou e a book, d improve ience som roving cap lity. arning f a learnin learning. learn new why only fe r learning ng gaps. elop indiv rney of , play gu e our capa mething ne pability, th ng metho It is beca w thing w ew people g problem Metalear vidual lear uitar, walk abilities t ever we b he learner d, as ause when e can s or rners rning k or o be been. r can
  • 42. MA Design Futures, Goldsmiths, University of London 29 FIGURE 26: UNDERSTAND THE PROBLEMS IN LEARNING The 5 Learning Gaps The gaps make the learning process unsuccessful. Through the process of learning, there are many problems which make the learning process unsuccessful, ineffective, difficult or unsatisfied for learners. Julia Dirksen (2012) provided the very simple and clear explanation of how people learn in her book ‘Design for how people learn’. She addressed the 5 key aspects, called gaps of learning, which is very important to understand to design a learning platform.
  • 43. The is lik ● ● ● ● Dirksen's ke a journ ● Knowle need to feeling ● Skill ga are you swimm the fee ● Motiva becaus good, I ● Environ to acce flow: t of envi Game F s learning ey to the edge gaps o prepare g of knowle aps - for a u ready to ming, it req eling of sk tion gaps se of the m I know I ca nment ga ess to kno o guide in ironment g e of Knowing FIGURE 27: LEA gap could top of Eve s - knowl in order ledge gaps journey, o hit the to quires pra kill gaps is s - most p motivation an, but lat ps - it is a owledge: t n the sam gap is “he g: from earnin 30 EARNING GAPS d be expla erest, edge and to take a s is “what? if you hav op of the ctical exp “it’s too d people kno n gap: the ter” an externa to improve me directio elp! I need ng to Metalea S FROM DIRKSE ained in o informat journey, t ?, how?” ve a map a Everest? periences t difficult, I ow how to e feeling of al support e practice on of und d...” arning EN ne scenar ion are lik to be able and all the Likewise to develo am not go o exercise of motivati ter for filin : to keep erstandin rio: If lear ke equipm e to learn: e needed g riding bik op capabili ood enoug e but don’ tion gap is ng other g the learn ng: the fee rning ment : the gear, ke or ties: gh” ’t do “it’s gaps: er in eling
  • 44. MA Design Futures, Goldsmiths, University of London 31 ● Communication gaps - even everything is ready, the miscommunication can lead you to the wrong journey: the feeling of communication gap is “why? , it could be misunderstood” Relation between the Gaps Skills and Knowledge fulfil each other Learning is like to improve capability and understanding. Also, by improving knowledge, it will improve the learner’s skills and vice versa. Skills → knowledge For example, to improve a carpenter capability, the learner has to improve his cutting skill from practicing. While practicing, he also improves his knowledge, understanding the movement and wood texture. His body and his brain remember practicing experience to improve his carpenter capability. Knowledge → skills On the other hands, in learning other languages, the learner is able to start from the fundamental knowledge, such as alphabets and greeting sentences. Then the learner is able to practice writing skills, reading skills, speaking skills and listening skills. Also, in each skill From self-reviewing on my learning experience in MA Design Futures programme, an autoethnography, the relations between skills and knowledge: ● Knowledge for accessing skills and knowledge ● Skills for accessing knowledge and skills ● Skills for using knowledge ● Knowledge for sharpening skills ● Knowledge for extending skills ● Knowledge for synergizing skills ● Skills for synergizing knowledge
  • 45. So, inte and dive Env To s lear und knowledg errelated. skills into ersity in ou vironment succeed in rner. The erstand le Game FIGURE 28 ge and s The last o differen ur knowle t for supp n improvin external earning en e of Knowing 8: INTERRELAT kills usua chapter c nt levels a edge and s FIGURE 29: porting ng capabil effective nvironmen g: from earnin 32 TION BETWEEN ally impro could exte nd can ac skills : LANDSCAPE O lity, it doe factor in nt, learnin ng to Metalea N KNOWLEDGE ove toget end the d chieve fro OF LEARNING es not rely learning ng should arning AND SKILLS ther beca efinition m many w y internall is an env be seen i use they of knowle ways. The ly only on vironment n the sca are edge re is n the t. To le of
  • 46. ‘fun lear Dirk succ allow Tec med heu info opp Kno How real now wou lear be tech time how nction’: ho rning task: ksen expla cess rate w learners hnology f dia creat tagogical ormation portunity t owledge a wever, the ize what wadays we uld be eas rner from more dist hnology tr e, such as w to focus MA Desi ow can le : how to k ained env of on tas s easy to g fills the e te the approach and help to learn an nd skills a e most imp t they g e can acce sy to dev self-learn tracted b ries to sho s advertis on task, i FIG gn Futures, G earner ac keep learn ironment sks; access grow their environme learning hes (Blasc ps us to nd create are suppo portance i got (can ess many elop them ning flow by techno out out lo ing and F n other w GURE 30: MOT Goldsmiths, 33 ccess to i er in the l can supp s to a new r abilities. ent gaps environm schke, 201 deal wit learning m orting eac is the lear see furt things ea mselves, i easily. Pe ology and oud and ca Facebook. words, self TIVATION AS A University of informatio earning fl port the l w ability; of learnin ment wh 12, 62). It th big d material. ch other i rners have ther in “ asier and n contras erhaps you media t atch the u So futur f-motivate FUEL IN LEARN f London on: how ow. earner to facilitate ng. Web 2 ich emp t support ata. This n improvi e to take “self-refle faster tha st, it also unger gen han today user’s attr e learner e through NING to suppo o increase step by s 2.0 and so powering ts exchan is the ing capab an action ection”). at the lea distracts neration c y because raction al should k the task. ort a e the step; ocial the nging new bility. and Also arner the ould e all l the know
  • 47. Game of Knowing: from earning to Metalearning 34 Motivation drives action. Even the learner has basic knowledge and skills in the best learning environment, but the learning process, capability development, won’t happen if the learner doesn’t take an action. Motivation is like a fuel for the learning process. In general education, we are motivated by teacher, grade and level to move the learning process. However, for self-learning, There are no score, no tutor, and no classroom. The learner has to motivate one’s self. So the learning motivation could be seen as the most important element. This research will describe about it in the next chapter. FIGURE 31: SYSTEMS BETWEEN THE LEARNING GAPS
  • 48. MA Design Futures, Goldsmiths, University of London 35 How to distract yourself from the distraction? FIGURE 32: RELATIONS IN CHAPTER 5
  • 49. From edu be stre ‘obs pers of a fund Ob From desi thro faci prog feel with Ch m the de cated, bu smooth. essful, fru structed f sonal mot a car. So damental structed m doing ign depart ough des litators. S gramme. ing by re h tutors. Game hapter efinition ut also sel To impro ustrated, feeling. T tivation of o to unde for creati d feelin FIGUR surveys a tment as sign prog Some stud Most of esearching e of Knowing r 5: Mo of the au lf-motivat ove their lost, or u To overco f learning, erstand t ng person g in lear RE 33: HOW TO and interv a sample gramme i dent feels the sam g and self g: from earnin 36 otivatio utodidact ted. The capabilit unsupport ome, each , which is he mecha nal learnin rning TO MOTIVATE U view with group, th is from a lack of mple grou f-learning ng to Metalea on of l t, self-tau learning p ty, somet ted, this h individu like energ anic of m ng styles UNWILLING LEA MA stud he high-ra the lack f confiden p overco g to clarify arning learnin ught is n processes time the chapter w al learner gy and a s motivation and futur ARNERS dents from ated obstr s of kno ce in the omes the y idea th ng ot only s s would n learner f will call t r has to teering w n could b re. m Goldsm ructed fee owledge early of t helpless en discus self- ever feels them find wheel be a miths eling and their ness ssing
  • 50. In th Calla and From lear influ mai ● ● ● As t and 2-S Gam Benj diffe he same w lan, 2010), they mus m the int rning mo uence the n groups; ● Self-fo time, m ● Interco ● Externa the result destructi Sigma pr mificatio njamin S. B erent ach MA Desi way of the , these fe st be overc FIGURE terview, t tivation e learner. orce - curi money and onnected- al-force - t, the mos ion. roblem t on Bloom (19 hievement gn Futures, G e research eelings be come in o E 34: INTERVIE the samp and dist As the re osity, pre d fear; -force - te cool or ne st influenc to Highe 984) introd t of 30 s Goldsmiths, 37 h of matu combine order to fa EW TO ADDRES ple group traction. esult, the essure and eachers an ew mater ce is the s er Ment duced 2-s students University of re learner d into fee cilitate re SS WHAT IS UN was ask Unders ey could b d meaning nd friends ial // ente self-force al Proce sigma pro between f London rs (Natalie elings of eflective p NWILLING ed about standing be charact gful // laz // commu ertainmen e from bot esses an blem whi conventi e Canning, helplessn practice. t what is which c terized in ziness, mo unication; t or news th motiva d ch shows ional lear , Sue ness, the ould to 3 oney, ; . ation s the rning
  • 51. Game of Knowing: from earning to Metalearning 38 (1:30), tutoring (1:1), and mastery learning (1:30) - the ratio of teacher and student. That research tried to develop the teaching strategy to improve the achievement of the group study (1:30) to be same as tutoring (1:1). The key of teaching strategy is the Higher Mental Processes (HMP) making learning material be more engaged with the learner’s behaviour and living. It could be seen the performance of student relates to the way of teaching. Ben Bett (2013) said in his TED talk that we can succeed in learning if we have been taught in the right way. He introduced the learning should be personalized to match with each individual learner, and he developed the learning strategy with gamification, game-like mechanics in non-game environments. Also, gamification could be seen in many e-learning systems and many applications nowadays. From his experiment about the gamification in learning, Gamification can: ● Increase the participation of students: from anywhere, also it’s fun-based ● Predict grades: by analysing student’s progress and plot their possible ● Highlight ‘at risk’ students: to diagnose them, develop learning environments for their better perform. It could increase the number of participants but it has a limit that it cannot control the quality of the participation, 70% of the participants only gave a useless answer “yes, I agree” for getting a point. So he suggested the gamification should reward at competence, not completion. Play is misunderstood For some “work is productive, play is frivolous” this message may be useful for unifying workers during the Industrial Revolution. According to Aaron Dignan (2011), now Digital Revolution, play is an energy source. We are born curious. Children always play, fun and curiosity motivate them to learn to explore new thing.
  • 52. MA Design Futures, Goldsmiths, University of London 39 A play is also the key of learning and creativity. Tim Brown (2008) said in Ted that, to form the design team, friendship is the shortcut to play and trust allows creating the risks, which is a spark of creative ideas. In my view, “play”, “work”, “train”, “try”, “against”,
 are the same in term of doing a task, but they merely contain different motivations in the processes. Without any motivation would lead to laziness, which is most of the interviewees mention it as a distraction of the learning process. Motivation in learning (from extrinsic to intrinsic) From my studying, I found the relative topics about motivation for learning. Daniel H. Pink (2009) explains about the 2 types of motivation in ‘Drive: the surprising truth about what motivates us’: ● Extrinsic motivation ● Intrinsic motivation Extrinsic motivation is the problem in lifelong learning Extrinsic motivation has been used generally for driving people to complete tasks. Grade, score, reward, bonus, punishment or blame is the traditional treatment in education and workspace to motivate students or workers to improve their performance. However, in terms of learning, Daniel Pink (2009, 59) mentioned that extrinsic motivation will reduce learner’s performance and creativity. Moreover, the learner prefers to cheat, use a shortcut or focus in the short-term. Moreover, it can be addictive and kill individual intrinsic motivation too. From Pink’s many experiments, extrinsic motivation is good when the task is boring, meaningless and routine. Including it will affect the learner’s mindset to get addicted to the lure. The learner should be more
  • 53. Game of Knowing: from earning to Metalearning 40 concern in their process than the outcome. So if the learning style is boring or meaningless for students, it should adjust itself, not turn student’s attention to extrinsic motivation because Intrinsic motivation for learning In ‘Drive’ Pink (2009) showed the 3 remarkable elements for supporting intrinsic motivation, which have been used further in developing learning method and the gamification: Autonomy Autonomy means acting with choice; it is different from independence (90) - Type I behaviour emerges when people have autonomy over the 4 T’s (94): ● Task - what people do ● Time - when they do it ● Technique - how they do it ● Team - whom they do it with Mastery Pink defined mastery as “the desire to get better and better at something that matters”. Autonomy leads the learner to engagement, which is required for solving complex problems or improving learner’s self- capabilities through the task. Mastery is the satisfaction through the process, which requires the understanding of 3 laws of mastery (Pink, 2009, 120): ● Mastery is a mindset (from Dweck’s ‘growth mindset’) ● Mastery is a pain (as Grit) ● Mastery is an Asymptote, feel close but never reach it. Purpose As human, we have been purpose seekers. Psychologist Mihaly Csikszentmihalyi (cited by Pink, 2009, 134) said “purpose provides the
  • 54. MA Design Futures, Goldsmiths, University of London 41 activation energy for living” and he thinks that “evolution has had a hand in selecting people who had a sense of doing something beyond themselves.” According to Pink, purpose motive created by 3 organizational ingredients: ● Goals ● Words ● Policies Intrinsic motivation tends to give the meaningful and sustainability in improvement. In contrast, the system in academic education is set from the principle of extrinsic motivation-driven. It should be re-balanced the weight between intrinsic. FIGURE 35: WHAT IS INTRINSIC MOTIVATION? Furthermore, in terms of learner itself, Pink (2009, 77) gave a clear comparison between extrinsic-motivated learner (Type X) and intrinsic- motivated learner (Type I). The intrinsic-motivated learner tends to be more sustainable and greater in physical and mental well-being. Pink suggested Type I mindset is trainable, fortunately. No one is born with this mindset. And it does not depend on age, gender or nationality.
  • 55. Game of Knowing: from earning to Metalearning 42 More you exercise, more your mindset improves, and you could become the ‘growth mindset’ learner. FIGURE 36: INTERVIEW ABOUT SELF-MOTIVATING How to drive yourself Jonathan Haidt (cited by Dirksen, 2012) explains about the brain being like a rider and an elephant in his book The Happiness Hypothesis. FIGURE 37: ELEPHANT AND RIDER Learning is like to control an elephant, learner self. This is the hard work to drag an elephant if it doesn’t want to. Also, self-control is limited to how long the learner can force themselves to pay attention, Dirksen (2012, 131). Instead of dragging the elephant, she suggested to ‘attract
  • 56. MA Design Futures, Goldsmiths, University of London 43 the elephant’ by making the learning experience engage with your interest and curiosity. She suggested ways to engage the elephant: ● Tell it stories ● Surprise it ● Show it shiny things ● Tell it all the other elephants are doing it ● Leverage the elephant’s habits From Dirksen’s idea, it could be found the intrinsic motivation (rewarding intrinsically) is not from only self-understanding. It could be effected from social proof, which Robert Cialdini described in ‘Influence: The Psychology of Persuasion’ (cited by Dirksen, 2012, 147) that an activity is worthwhile if other people are doing it. From studying Dirksen’s ‘Design for How People Learn’ and Pink’s ‘Drive’, this research tries to map these 2 concepts together. And it could be seen as the intrinsic drive could be from 2 sides’ self-understanding and social proof. FIGURE 38: MAP OF DIVERSE TYPE OF SELF-MOTIVATION
  • 57. Gro IQ t fixe Psyc perc that to im Actu som con desc ● ● Mor succ have imag ‘fut futu “Gr In a min also pare owth mind test made d and inbo chologist ception of t the brain mprove. ually, the mething n nection ( cribed 2 ty ● Fixed m ● Growth reover, th cess rate i e. Grit is p gination o uring you uring. rit is maki addition, t dset requ o the surro ents and f Game dset and e an impa orn. No m Carol D f intelligen n is fixed a brain can new, the such as b ypes of m mindset - h mindset he psycho is not abo passion an of future ur future’ ng life like to build t uires not o ound peop friends. e of Knowing Grit: self ct on how matter how Dweck (2 nce as fixe and the ta be exerci brain w broad, cre indset. we are bo t - by our ologist An out how ge nd persev become ’, grit co e a marat he grit, th only for th ple, such a g: from earnin 44 f-improve w we see w much yo (2013) ex ed mindse alent are i ised to im will forms eative and orn to be effort we Angela Lee enius lear erance in reality. As uld be th hon, not a he growth he learner as teacher ng to Metalea ement sta intelligen ou afford y plained et. Genera nborn, do prove. By s new co d fast) be e can be e Duckwo rners are b the long- s the obje he most a sprint.” h r, r, FIGURE arning art from m nce. The i your IQ st about th lly, people o not have trying ha onnection ecome sm orth (2014 but how m -term goa ective of powerful Angela Le E 39: GRIT MA DEVELO mindset intelligenc tays the sa he yeste e, who be e a motiva ard or lear ns and m marter. So 4) stated much grit t al to make this rese element ee Duckwo AKES PEOPLE CA OP ce is ame. rday lieve ation rning more she the they e the arch t for orth AN
  • 58. Giv Te Ho ive a m each a ow ab MA Desi man a a man t bout te gn Futures, G a fish, to fish each m FIGURE 40: R Goldsmiths, 45 h, he o h, he's man to RELATIONS IN University of owes y 's fed f to crea N CHAPTER 6 f London you o for life ate art 6 one fis fe. tefact ish. ts?
  • 59. Game of Knowing: from earning to Metalearning 46 Chapter 6: Game of Knowing From learning experience in MA Design Futures programme, I have tried and created some metalearning tools. It is because the programme is open for exploring ideas and I generally feel a lack of motivation, it is quite hard to motivate myself in learning. So ‘Game of knowing’ is the metalearning tools have been developed for motivating and supporting different learning processes from myself and some interviewed students. It could be categorized into 3 levels:  Game of Knowing: Individual  Game of Knowing: Collaboration  Game of Knowing: System From the interview, the useful factor in learning could be seen as teachers, books and online resource. However, the most satisfied factors are friends and classmates. What if the learners are able to learn from their friends more, such as similar epistemological approach with teachers or online resources? The learning experiences would be more motivated and fun. FIGURE 41: ANALYSE LEARNING RESOURCES
  • 60. MA Design Futures, Goldsmiths, University of London 47 This research is not designed “How can learning experience be fun?”. In the other ways, this research tends to explore “How can a fun experience be a learning material?” FIGURE 42: PRINCIPLE OF METALEARNING TOOLS Metalearning methods Self-understanding Before a journey begins, you need to know where you are now. There is the simple method from Alan Webber (cited by Pink, 2009, 160) to understand your driving force. First, answer 2 questions in each single sentence: “what gets you up in the morning?” and “what keeps you up at night?”, then change until you like them. Both of your answers could be used as life compass, which relate to individual intrinsic motivation, whether autonomy, mastery, and purpose. As in the MA Design Futures class, we have to design our own role for each project. This method helps to understand our capability and goals.
  • 61. Game of Knowing: from earning to Metalearning 48 Learn from learning experience: Self-reviewing and Sharing Motivation or mindset is like a muscle. We can exercise to improve them or challenge to do difficult tasks to see the improvement over time. Blaschke (2012, 65) suggested that by documenting the learning journey, it can develop cognitive and metacognitive skill. Also, Pink (2009) stated that to improve yourself, you have to be honest to yourself. This method is self-review.  Check the goal of the task  Check the aspect of your work  Which moments produced a feeling of “flow”?  How to make it better next time. According to Rogers (1994, 206), he forms the group of students and let them analyse their personal strengths and weaknesses with others. As the result, “when the individual has to take the responsibility for deciding what criteria are important to him, what goals must be achieved, and the extent to which he has achieved those goals, then he has truly learned to take responsibility for himself and his directions.” This process could fulfil the learner’s intrinsic motivation as autonomy and a purpose (in page 40). The self-assessment will be effective by conferring with others. From Pink and Rogers, It requires the environment, where people freely to analyse themselves and share their successes, failures and the experiences through the learning process with the group. According to growth mindset (Dweck, 2013), the learner should consider on their development processes more than the end result. Enriching collaborative process and its assessment From many workshops about collaborative in Design Futures class, it could prove that we can learn from classmate, other students or peers; by explaining ideas (presenting, sharing), it is the practices of theory; by discussing with friends, help me to articulate and visualize my ideas. Also swapping and sharing different experiences and resources of learning.
  • 62. MA Design Futures, Goldsmiths, University of London 49 FIGURE 43: COLLABORATIVE AND PEER LEARNING From this experience, in my views, it could build up self-efficiency and autonomy in their ideas. Also, it makes students have to understand can clarify their project - learning by presenting in epistemology. Rogers (1994, 201) found the ‘peer-teaching’ has many benefits for students. As one of his experiments, he made a classroom that students were taught by the selected previous students, not by a teacher. He found that the student who learned showed greater confidence and more motivation to work and an improved attitude. Moreover, the students, who taught, gain in their own self-assurance and their willingness to assume responsibility. Several of them worked hard to extend and improve their own knowledge. In my opinion, ‘peer-teaching’ has a potential to solve the 2 sigma problem (Bloom, 1984). The learning efficiency will drop by the ratio between a teacher and a student is 1:30. If the student can teach and
  • 63. Game of Knowing: from earning to Metalearning 50 learn from other students the ratio that would be 31:30, including oneself, the class could be more efficient and more motivating. The concept of collaborative learning (Blaschke, 2012, 66) is to encourage students to share experiences and knowledge. For me, it could be seen as the whole classroom becomes one unit of learning. Kelly McGonigal (2013), health psychologist, said in her TED talk ‘How to make stress your friend’ that by contacting and helping friends make stress become healthier. Engaging community For the previous projects, Clara and I introduced and designed the alternative learning platform to bring local community and education systems are able to engage more. Practical experience will benefit the students to develop their creativity in adapting theoretical knowledge to practical skill. Also the engagement will make the learning project would be more meaningful (see appendix 4). According to Rogers (1994, 194), he gave examples that the learning direction involves with the existing local issues, such as homeless or smog problem. As learning from a real situation, the learner will learn how to approach people in the community and how to listen. Further, the learning experience is more valuable than in the classroom. Right feedback and Assessment in collaborative activities “To improve an activity, people need a right feedback” Bill Gate said in his TED talk about improving a teacher’s quality. To support the learning motivation, the learners should know how to self-reward (Pink 2009). The reward should not be the “if-then” reward - like “if I do this, then I will do that” because it will reduce your purpose of the first task, in the same way as extrinsic motivation. Pink suggested that a better way to reward is the “now that” reward - like “now I did it, it could be that”. It grows an autonomy, mastery and purpose.
  • 64. Asse dev colla Gam In t whic con the add essment eloped. aborative me of K this part t ch I have cept is ad learner’s ress the m MA Desi for the From th ly, but the nowing FIGURE this resea developed ddressing intrinsic mastery an gn Futures, G collabor he course e assessm develop E 44: ‘WEB HIS arch will i d. It is cal and revie motivatio nd visualiz FIGUR Goldsmiths, 51 ration an e, it en ent focus pment ISTORY RECORD introduce led “Gam wing wha on (Pink, 2 zing the le RE 45: PROJECT University of d workin ncouraged on individ RDING’ SEE APP one of t e of Know t the lear 2009) in g earning pu T DIARY f London ng proce d studen dual outco PENDIX 1 the metal wing”. The rner know growing th rpose. ess could nts to w omes. learning t e fundame ws. To sup he autono be work tools ental port omy,
  • 65. Game of Knowing: from earning to Metalearning 52 FIGURE 46: ‘PROJECT DIARY’ SEE APPENDIX 1 Game of knowing tries to use a visualization process follow the principle of the growth mindset (Dweck, 2013). The learner is possible to see the direction of self-development of each learner’s curiosity.
  • 66. MA Design Futures, Goldsmiths, University of London 53 FIGURE 47: PERSONAL LEARNING JOURNEY’ FROM QUESTIONNAIRES SEE APPENDIX 1 Moreover, the visualization of the learning process can be used to support the collaborative learning by connecting each learning journey together. As the concept of social proof (Dirksen, 2012), people always compare with others that motivate learning process. FIGURE 48: COLLECTING DATA FROM THE SURVEY
  • 67. Game of Knowing: from earning to Metalearning 54 FIGURE 49: CONNECT LEARNING JOURNEYS SHOW SIMILAR VALUE Further by mapping all learning journeys from everyone in the community, which could see the landscape of knowledge. This creates the privileged opportunity “to know what you don’t know”. Unknown thing is curious, it is passionate. The journey to an unknown could be felt difficult, dangerous and uncontrollable. And most people, when they become adult, afraid to fail. They don’t want to challenge themselves, and fix their capability steady. This tool will facilitate people could have their journey into the unknown safely, fun, and meaningful. To prepare people to get ready to be the metalearner, who could survive in the future.
  • 68. Feed mor Kno time con Ben Gam As t the intr the Foc refle      Gam Also exp dback is t re import owing’ is n e spendin cept of ep neficial me of Kno the heuta learner; insic mot traditiona using on ective me  See lea 44).  Unders uncons  Overco on own  Self-mo  Self-as me of Kno o, we can erience. W MA Desi FIGU the very tant than not only to ng and ac pistemolo approac owing: ind gogical ap including ivation as al way to s self-unde thod. arning as a standing sciously ome the o n experien otivated t sessment owing: Co nnot know We need gn Futures, G URE 50: ASSES importan n the res o collect m ctivities an ogy (in pag ches dividual pproach, t a journe s well. It is self-deter erstanding a journey, your int obstructed nce tools with t for impro ollaborati w what w others t Goldsmiths, 55 SSMENT FOLLO t functio ult. The many keyw nd intera ge 14) to c the learni ey that le s the way rmined wa g and rev , long-ter terests a d feeling a self-rewa ovement ve we don’t k to compa University of OWS EPISTEMO n. In heu feedback words, it ction of categorize ng proces earner ch y to transf ay. vealing a rm view, t and your and the d arded. know by re – like f London OLOGY tagogy, t system is also rel the user . ss itself is ooses to form the t new valu o activate rself con istraction only refle reading he proces of ‘Game ated with by using s a reward follow o thinking f ue on a s e grit (in p nsciously n by reflec ecting on a book i ss is e of h the the d for one’s from self- page and cting our s to
  • 69. Game of Knowing: from earning to Metalearning 56 compare with the writers. By connectivity, sharing experiences can support the learning method to be beyond the individual levels.  Motivate as a social proof (in page 43)  Valuing personal experiences  Open-source of learning experience: from to do list -> to challenge or how to list  Environment for knowledge Prosumer: Being a producer, not only be passive.  Creating supportive community: sharing and teaching each other  The gate to a diversity of ecology by opening the possibility to compare and review different views.  Know what you don’t know and see the route to there. Game of knowing: system  Assessment of metalearning - experience-base, process-based  Platform for show the process, not only for the outcome  Real time feedback - Agile working method  Personalize Learning Landscape FIGURE 51: CREATE LEARNING LANDSCAPE FROM THE SURVEY DATA
  • 70. MA Design Futures, Goldsmiths, University of London 57 Yu Hsiang Chen (Anderson Chen) and I created the ‘Learning Landscape’. It is a sample tool of ‘Game of Knowing’. It is because the knowledge is subjective. By detecting and joining all the learning journeys together, it can be plotted onto a map, which is a useful material for the metalearners to create their own possible journey later. Learning Landscape used data from a survey of each MA design student about their project name and keywords of each work. It can reflect each student journey and see how related and different in each student and their programme. This research saw the potential of peer-teaching and created the prototype to experiment and express this concept. After interviewing the sample group, they thought it would be useful and encourage student to interact with others. Further step: The way to assess the process and collaboration should be educated and promote to be functional for learners, teacher and communities. When I experimented on the ‘Real-time dissertation’ (in appendix 1) – open the project for others can visit and comment, I invited teachers and friends. Even some of them visited and looked at my work, but they did not participate at all. For celebrating the collaboration and working process, the assessment is the learners’ feedback, which can encourage the collaborative activities happened. It should be developed for future education. How to enrich the value of collaborative learning?
  • 71. Game of Knowing: from earning to Metalearning 58 FIGURE 52: RELATIONS IN CHAPTER 7
  • 72. MA Design Futures, Goldsmiths, University of London 59 Chapter 7: Conclusion Can people create their own futures? Learning, the process of self-development, is not only the achievement of knowledge. It could be seen as a process of creating individual future. An academic education seems as a monopoly of a knowledge industry, and a learner is a consumer, who pays for receiving a pack of knowledge and certificate. For more powerful of academic authority, the certification tends to be more important than the knowledge (as in Thailand, my hometown). As a designer, I would like to create an alternative future for people by designing metalearning tools; to create the freedom to learn; and possibility for people to design their own futures. How to create metalearing tools There are too many ways in learning methods. This research puts them in the same wardrobe and encourage learners to mix and match by themselves. It is able to make unique learning styles, which suit with the learners or to challenge ourselves by trying a new style. Consequently, the exploration in self-learning could enrich the large opportunity to develop the learning method and challenge the limit of the potential of self-learning with teacher and without. From challenges, both would develop, not like a monopoly. In 2014, there are many kid inventors. Some of them invent the world changing invention, such as cheapest cancel detector, energy from touching. With the internet technology, no one can prove traditional learning style is absolutely the best way to learn, on the other hands; it could not be sure for self-learning style. However, self-learning is free. And the accessibility, which reduce the authority for academic, is increasing freedom of self-learning, which is a key for future. Metalearning, self-taught, is not only to understand self-learning method. It needs to understand how to self-motivate through learning process. The motivation relates to the learner’s mindset, which can be trained. The
  • 73. Game of Knowing: from earning to Metalearning 60 mindset develops learner’s experience to be more meaningful as the learning experience. For me, this could be the key for a sustainable development. The learning process is possible to come from the experience of the learner oneself or others. The connectivity could enable people to share their knowledge and learning processes, then learning from others as a Collaborative learning environment. Personal view, the experiences form each individual could be the meaningful learning material. Questioning on ethic This research tends to enrich the individual freedom of being in the future. In terms of ethic, some people believe too much freedom could lead to improper directions, develop bad habits or ruin the unity. On the other hands, from my basic understanding of Nietzsche’s Existentialism, people should have a right to develop the things that they want. That would be developed diversity. In my opinion, I agreed with both ideas. Each person should be equal in designing their own future, and the frame of ethic should be seen as the commitment to a global- scale community: be honest and take a responsibility in their behaviours. This research would like to question why the knowledge, the thing that should develops humanity, becomes a commodity and only authorize to the academia, in term of status. In terms of collaborative learning, As my previous research about money from Technonature class ‘Money to tiny big journey’, it explained the essential of money and how to fulfil this meaningless object. Extending from this topic, What if we can use the knowledge as the currency, instead of money, the meaning-given object?
  • 74. MA Design Futures, Goldsmiths, University of London 61 FIGURE 53: RELATIONS IN CHAPTER 8
  • 75. Game of Knowing: from earning to Metalearning 62 Chapter 8: Self-reflection For my profession, this research provides the different level ideas for changing behaviour and cleared my view for my future design role. Reflect on background The problems from my hometown, Thailand, lead me to form this topic. While I was studying in MA Design Futures (2013-2014), there were many conflicts in Thailand about politic views, corruption, ethics, monopolization, human rights, inequality, status racism, fallacies and also ignorance. For me, the authority of thinking is controlled, according to Foucault’s ‘Power/Knowledge’. To de-authorize, I started to study from the general method of an individual development, which call ‘learning’. And I tried to develop it to be an alternative learning approach ‘metalearning’ - self- taught, self-motivated and independent from a teacher. This research could one direction to solve the problems in my hometown. Whilst studying in goldsmiths, I understand how important of it. And my design vision had been changed through this course. And for this research topic, this is quite challenging for me because I don’t have any background about this before. On the other hands, this made this research as a representative of my self-learning process about learning. In my opinion, this is a perfect situation of writing about metalearning. I had experienced many paradoxes of the education system. For example, design programmes tended to develop student’s creativity, but design students had to think and develop their ideas follow the teacher view. From researching, there is a paradox of some self-learning methods that teacher give an order to students to learn by themselves and the teacher will check the learning outcome. In my opinion, to be forced to learn and to learn by themselves are very different in terms of motivation. Even self-learning method in education system tend to improve the learning
  • 76. MA Design Futures, Goldsmiths, University of London 63 skills, it also requires the self-motivated skills and the mindset of learners. Reflect on the project itself By studying in MA Design Futures and Researching in this area, it helped me to answer myself. Metadesign could bring the design perspective to be broader and help to address the problem of the problem. A paradox of Andragogy Also from interviewing some design students at Goldsmiths, I found the paradox of andragogy learning style. It is a paradox of learning mindset between tutors and students. As andragogy, the teacher will focus on the learning process of students, but the students, who used to study in pedagogy for more than 10 years, will expect the teacher to consider on their project’s outcomes as well. The paradox of learning mindset could not be solved only by a written description in a programme handbook because it is not easy and it takes time to understand the new paradigm. Students also had to adapt ourselves to think and behave following the new belief. From interview with students in MA Design Futures, most of students feel confused about the course objective, and some of them feel that tutors should pay more consideration on the student’s projects. In my opinion, it is possible to be fixed by role-play workshop, let students experience with all senses. Reflect on the process The driving forces for this project are my curiosity and the how I see the potential of this project in the future. These are like the meaningful energy to drive me researching. Following the curiosity that would very fun, however, that require to articulate and present the idea to the listener too. It is because only doing the process of collecting data cannot make learner understand. Also,
  • 77. Game of Knowing: from earning to Metalearning 64 presenting ideas to others is the process to logically construct an understanding, which is the self-learning in the free-interpreted environment. This dissertation is also the part of my self-learning process. By doing this research, sometimes I feel that I am too much controlled on myself and a bit confuse about my direction that is my willing or I only force myself to willing this way. Reflect on my future This research seeks the opportunity to improve the capability of self- directed learning. This could be the one of many movements to enrich diversity in future society. For my long term goal, I would like to develop the tool to encourage individuals to form their own knowledge consciously and unconsciously (from any activities, experiences of themselves or their community). This would be my further profession This could be the specific study of design for disabling authority, which is the role of my design futures.
  • 78. MA Design Futures, Goldsmiths, University of London 65 Appendix 1: Metalearning Tools This part will show the experiments for this project - Game of Knowing and other approaches. Time Colour Coding From/Inspired: Creative Routines created by INFO WE TRUST, which use data from Mason Currey’s Daily Rituals: How Artists Work [http://infowetrust.com/2014/03/26/creative-routines/] What is it: Tracking myself daily activities and report it. After this I found there is an application “RescueTime” which can track every activity used in devices (laptop and mobile) and represent daily activities in one bar graph. Expect: Self-understanding and comparing for self-improvement Feedback: When colouring by myself, it encourages self-awareness. Tt can reflect to see the difference of personal time spending could lead to different productivity.
  • 79. Game of Knowing: from earning to Metalearning 66 Self-Reviewing On Self-Learning From/inspired: MA Design Futures class What is it Writing piece is very useful for self-learning because the learners have to articulate and reflect what they gain. This process recalled the memory and crystallizes the personal understanding. By continuously writing a self-review, it can be seen as a journey. The digital native in these days would be familiar with RPG game which let the player can create their own journey and practice the skill as they want. Expect: Fun of gain – growth mindset Self-awareness of time spends Feedback:
  • 80. Cur Trac and acti I ha func      We From Wha riosity S cking the unconsci vities. ave deve ctions.  Web hi  Library  Project  Self-re  Landsc collabo eb histor m/inspired at is it: MA Desi Seeker learning ous). I trie loped thi story reco y record t diary flecting S ape from oration – ( (Try usin ry recor d:    Many and activ Crea web gn Futures, G processe ed to deve is concep ord urvey m group learning t ng web hist rding Self-rev Best fri you Recordin y people s phone. In t vity could b te a progr browser. Goldsmiths, 67 es reveals elop the t pt in diff exploring together a story to ana view ends who ng sound w spend mos terms of s be seen as ram to trac Then ana University of learner’s tracking sy ferent co g journey as a one un alyse my cu are stayin while tutor st of the d earching a a learning ck my inte alyse and f London curiositi ystems fo ntexts an y – deve nit) uriosity.) ng beside ring (with p day with t nd explori process. ernet activi synthesise es (consc or the inte nd scope elopments and revie permission their comp ng, an inte ities throu e the dat cious ernet s of s in wing ) puter ernet ugh a ta to
  • 81. Game of Knowing: from earning to Metalearning 68 become a mapping of knowing. Growing the tree of your curiosity Expect: Autonomy - by revealing interesting keywords through internet activity with unconsciously or consciously. Feedback: However, it is not accurate enough to represent my curiosity because, the limit of my knowledge and skill in programming, it is difficult to use computer to form the accurate keywords from using the website’s addresses or web titles. Also by using data from internet activities, it should be concerned about the privacy issue of the users. Library record From/inspired: Developing from ‘web history record’ to be more accurate in learning activities What is it Each book has different interesting topic inside. I call this project ‘Bibliography Farm’ – the place to cultivate your knowledge. I will use the library book-borrowing database as the curiosity data. It is also the same principle. I planned to use library record from each student, and link the data with a reading list from each programme handbook, as suggestion for students. On the other hands, the library record from students could be the optional reading list for tutors and new students. Expect: The tracking curiosity system would be more precise by using a small and specific data Feedback:
  • 82. MA Design Futures, Goldsmiths, University of London 69 From a project diary to journey Project diary From/inspired: Learning journals What is it From the personal project diary which is more precise to address the interest Expect: Feedback: However, it still needs to develop to make it more useful in understanding the area of interest and direction of learning development.
  • 83. Game of Knowing: from earning to Metalearning 70 Self-reflecting Survey From/inspired: Learning journals What is it ‘The Personal Learning Journey’. Creating the self-reflecting survey form. Gathering information. [https://docs.google.com/forms/d/1OUbcfSuGcgrXIYKAnu4WLDKx M6Mn-tdU75G4NsMDv3Q/viewform?usp=send_form] Expect: Feedback:
  • 84. Dev We exp othe veloping cannot erience. S er people MA Desi g for co know wh So we nee experienc gn Futures, G llaborat hat we d ed others ce? Goldsmiths, 71 tive app don’t kno s to comp University of roaches ow by o pare. Wha f London s nly reflec t if we ca cting on an learn f our from
  • 85. Game of Knowing: from earning to Metalearning 72 Landscape from group exploring journey From/inspired: Pinterest/Pearltree By exploring the different of knowing and experience people can learn from others which I hope it can reduce boundary and increase empathy between people. What is it: The journey to know the new adventure. Moreover, ‘Design how people learn’ Visualizing progress can be compared with colleagues for Making the connected lines from the same keyword or the user can decide. Also, it can be suggested by other students. Expect: [ ] Comparing make learner know new things because we cannot know what we don’t know. [ ] Show the student who has already studied on the interesting topic as the teacher. And the teaching process empowers the understanding of both students (presenting and listening) [ ] Encouraging learners like the leader board system in games. Feedback: Would be easier if the participant can fill their keywords while they were working on each of their projects. From interviews, I highly agreed that when approach a new project, if the student can inform their keyword for their project. (The platform not only for searching, but matching.) The abstract of each project should be informed, it would be better for a primitive study from different views.
  • 86. Ass From Wha Expe Feed sessmen m/inspired at is it ect: dback: MA Desi nt of me d:   Asses spend Partic writin qualif It can and in involv home Becau learni learni proble should Sampl gn Futures, G etalearn Epistemo RescueTi sment no ding) cipation w ng, discuss, fy the know be seen a nteracting ve with co town’s kno use the tim ng proces ng style em. Ken R d be to dia le concept Goldsmiths, 73 ing ology me applica ot outcom with friend , debate, t wledge. as a game with oth ommunitie owledge or me that lea ss. This all and more Robinson s gnose, not to reveal d University of ation me, but ds, others teach) cou which got er users; es or othe r culture. rner spend lows teach e easily d said that t t only stan diverse wa f London from pro or even uld use to t the level exchange er departm ds on any t her can an diagnose the purpos dardize. ys of learn ocesses ( self (suc be the aim l up by he diverse id ments, sha task will be nalyse stu the stude se of the ning (time h as m to lping deas, aring e the dent ent’s test
  • 87. Game of Knowing: from earning to Metalearning 74 Real-time dissertation From/inspired:  Agile working style,  GitHub – the online open space for collaborative programming.  Co-writing experience with Ryan The co-writing experiences in MA Design Future. Those experiences could be a bit stress in negotiating ideas between partners, however, working with a partner motivate myself in working. What is it: Bring social network experience into an academic environment Expect: [ ] Process as the learning outcome, tutors could be able to access to Student working process. That student could get a diagnose or advices [ ] Motivate student by the involvement [ ] Getting a feedback review quicker, and develop quicker [ ] Present the work could increase the feeling of authority. Feedback: However, in this experiment, I found it is not helpful for motivating because there is no meaningful interaction, such as an opinion or a question. According to intrinsic motivation from Pink, the meaningful feedback can support the purpose
  • 88. MA Design Futures, Goldsmiths, University of London 75 Appendix 2: the results of the interview The result of interviews from a sample group showed that the Design Department at Goldsmiths seems successful in motivating student in self- learning. The sample group rarely lack of interest, “it is boring / I don’t want to do it”. However, the obstructed feelings are gradually increased through the study time. Especially, they feel lack of help.
  • 89. Game of Knowing: from earning to Metalearning 76 The most useful learning resource is the online resource and teacher, following by course curriculum and reading material.
  • 90. MA Design Futures, Goldsmiths, University of London 77 Appendix 3: Recommended learning environments For the concept of ‘learning environment 2.0’, there are many different places, which match with different level of leaner’s skills and styles. This part collected some examples for further studying on self-learning environment. MOOC http://www.slideshare.net/fredgarnett/moocs-equity-inclusion Self-Organised Learning Environments (SOLEs) https://www.theschoolinthecloud.org/library/resources/choosing-the-right- big-question To create the classroom follows the condition of curiosity. The student will be free to learn – from them self. Self-Organised Learning Environments (SOLEs) in an English School: an example of transformative pedagogy? http://www.oerj.org/View?action=viewPDF&paper=109 (pdf) Environment that user internet for growth a self-learning capacity Kahn academy https://www.youtube.com/watch?v=gM95HHI4gLk Khan Academy showed the potential of online video course.  Control speed (pause and repeat) without feeling like wasting teacher time. Review the old lecture.  Autism can learn  Own time own place  Get brain around the concept (not force to understand)  Can move forward faster by seeing the next step – when learners know how to ride bicycles (passing a first level) then showing them a unicycle, if they want to go further they will learn.
  • 91. Game of Knowing: from earning to Metalearning 78  See the tree of other students should develop student’s curiosity Code school The outstanding thing is that it allows users to create courses and the course is like practical project. Pearltrees / Biblio / blackboard: After the Design futures symposium, Denis O’brien suggests me to try the “Pearltrees” application – the online storage for growing personal knowledge and sharing. Through my experience, it is like a bookmark which easy to organize the knowing resources. And the most significant feature is every user can look to other user Pearltrees that is the chance to explore the unknown. So by creating/collecting their own learning material, it reflects what students have learned and also it facilitate other students. Bibblio enable learners to create learning materials, forming a community following interest and sharing content http://bibblio.org/concept https://www.youtube.com/watch?v=x-k3AJlKs8c https://www.youtube.com/watch?v=a3BbmX- idsM&list=PLontYaReEU1uzg9FcSX8FxFdRBH1Z2j6J About personalize, a group could be seen as information, and the collection of group is knowledge that represents the user. To reach the level of understanding that user requires an interaction with that user.
  • 92. MA Design Futures, Goldsmiths, University of London 79 Appendix 4: Finding what is learning? #1 Methodology for understanding “Learning”
  • 93. Game of Knowing: from earning to Metalearning 80
  • 94. A proto MA Desi otype progr gn Futures, G ram for cat (
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  • 95. Game of Knowing: from earning to Metalearning 82 Reference Adams, S. (2014). Scott Adams Blog: Who Are You? 10/19/2011. [online] www.Dilbert.com. Available at: http://dilbert.com/blog/entry/who_are_you/ [Accessed 5 Sep. 2014]. Bellinger, G., Castro, D. and Mills, A. (2014). Data, Information, Knowledge, & Wisdom. [online] Systems-thinking.org. Available at: http://www.systems- thinking.org/dikw/dikw.htm [Accessed 5 Sep. 2014]. Betts, B. (2013). The 2-Sigma Problem | TEDxWarwick. [online] Tedxwarwick.com. Available at:http://www.tedxwarwick.com/talks/talk.php?year=2013&id=20 [Accessed 6 Sep. 2014]. Blaschke, L. (2012). Heutagogy and lifelong learning: A review of heutagogical practice and self-determined learning. The International Review of Research in Open and Distance Learning, 13(1), pp.56--71. Bloom, B. (1984). The 2 sigma problem: The search for methods of group instruction as effective as one-to-one tutoring. Educational researcher, pp.4--16. Canning, N. and Callan, S. (2010). Heutagogy: Spirals of reflection to empower learners in higher education. Reflective Practice, 11(1), pp.71--82. CHEEK, K. (2014). What’s the future of lighting? A conversation with Howard Brown — dMASS. [online] Dmass.net. Available at: http://www.dmass.net/2011/02/09/whats-the-future-of-lighting-a- conversation-with-howard-brown/ [Accessed 5 Sep. 2014]. Dignan, A. (2011). Game frame. 1st ed. New York: Free Press. Dirksen, J. (2012). Design for how people learn. 1st ed. Berkeley, CA: New Riders. Duckworth, A. (2014). The key to success? Grit. [online] Ted.com. Available at:http://www.ted.com/talks/angela_lee_duckworth_the_key_to_succ ess_grit#t-196466 [Accessed 5 Sep. 2014]. Dweck, C. (2013). Mindset - the new psychology of success. Fry, T. (2009). Design futuring. 1st ed. Oxford: Berg. Fry, T. (2011). Design as politics. 1st ed. New York: Berg. Fuad-Luke, A. (2009). Design activism. 1st ed. London, UK: Earthscan.
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  • 97. Game of Knowing: from earning to Metalearning 84 Bibliography Bono, E. D. (1985). Six thinking hats. Boston: Little, Brown. Brown, T., & Kātz, B. (2009). Change by design: How design thinking transforms organizations and inspires innovation. New York: Harper Business. Kelley, T., & Kelley, D. (2013). Creative confidence: Unleashing the creative potential within us all. New York: WilliamCollins. Koskinen, I. K. (2011). Design research through practice: From the lab, field, and showroom. Waltham, MA: Morgan Kaufmann/Elsevier. Merholz, P. (2008). Subject to change: Creating great products and services for an uncertain world. Sebastopol, CA: O'Reilly Media. Peters, R. S. (1960). The concept of motivation. London: Routledge & Kegan Paul. Sanders, E. B., & Stappers, P. J. (2012). Convivial toolbox: Generative research for the front end of design. Amsterdam: BIS. Udall, N. (n.d.). Riding the creative rollercoaster: How leaders evoke creativity, productivity and innovation. .