Metalearning - Bring personal creativity and motivation to curiosity-led learning systems (ecology of wisdom)
"Today's fact becomes tomorrow's misinformation" stated Alvin Toffler, futurologist, in 1970. Now changes are accelerating due to the development of technology and connectivity. New learning methods are being developed and learners should not be passive because the knowledge cannot be relied upon for long.
This project introduces the idea of "Game of Knowing" the platform to support active learners to improve their interest through self-learning and collaborating. the concept of Metal
You should read this if you ... :
- you want to know the role of designers, not in the terms of economic. (sociology, philosophy or changes) --- see page 6 (19 in SlideShare)
- you want to improve your capability, learn about self-learning or DIY your futures --- start from page 12 (25 in SlideShare)
- you are cognitive designer who is interested in motivation --- see page 36 (49 in SlideShare)
- you are interested in self-learning tools --- see page 46 (59 in SlideShare) and Appendix 1 page 65 (78 in SlideShare)
- you are 'Metalearner' --- free the read through this book and contact me I am also looking for chatting with you too.
Even I have already submitted this MA dissertation, but I think it's still not proper complete. I would like to develop it further. please feel free to give me any comments .
The Journey of Stepping Out of a Comfort Zone: self-report of a co-creating p...Perus Saranurak
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Perus Saranurak and Wenyuan Hu (Ryan), 30 Apr 2014, MA Design Futures and Metadesign at Goldsmiths, University of London, London, UK. Postgraduate project work 'Metadesign 2'.
Studying work in Metadesign 2, Co-authorship project with Wenyuan Hu (Ryan)
The reports of the designing process "the seed of change";
The NEURON+ system and Chat-up Chat-up
this essay explain how we develop idea and introduce the tools for collaboration
Hacking Happiness - sustainability from inside outPerus Saranurak
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"Even someone knows what behaviours are harmful for the world, but they keep doing, Why?"
This essay re-define happiness and needs into the terms of sustainability by introducing an alternative guided life. This guided life focuses on accessing straight to happiness and try to shift the paradigm of consumerism to be 'Prosumer'. This concept I call it "Hacking Happiness".
"Happiness", a simple word, which everyone possibly understand and experience, generally means the state of positive feeling. But in these days, as we live in capitalism, happiness seems to be more and more expensive and difficult to reach them because it lay on many elements becoming more complex.
Hacking Happiness - will create a shortcut to happiness in sustainable way
by: Perus Saranurak, 22 Nov 2013, Volume 1 -Futures of Sustainability, MA Design Futures and Metadesign at Goldsmiths, University of London, London, UK. Postgraduate project work 'Future of Sustainability'.
âhow can designers inspire the members of the community to raise their awareness in the living area?â
Shifting the role of "designers" to "facilitators", From object to workshop, and let's the members in community can develop their living together, under the concept of Prosumer (an active consumer)
This essay tries to extend this concept from an individual scale to a collaborative scale â designing the momentum to activate community. The writer tends to explore the practical and tangible solutions for creating the guideline of future sociability. Moreover, it would be good if the community member could involve in developing their area.
Transform the role of "designers" to "facilitators"
by: Perus Saranurak, 16 Jan 2014,Volume 2 -Futures of Sociability, MA Design Futures and Metadesign at Goldsmiths, University of London, London, UK. Postgraduate project work 'Future of Sociability'.
The Journey of Stepping Out of a Comfort Zone: self-report of a co-creating p...Perus Saranurak
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Perus Saranurak and Wenyuan Hu (Ryan), 30 Apr 2014, MA Design Futures and Metadesign at Goldsmiths, University of London, London, UK. Postgraduate project work 'Metadesign 2'.
Studying work in Metadesign 2, Co-authorship project with Wenyuan Hu (Ryan)
The reports of the designing process "the seed of change";
The NEURON+ system and Chat-up Chat-up
this essay explain how we develop idea and introduce the tools for collaboration
Hacking Happiness - sustainability from inside outPerus Saranurak
Â
"Even someone knows what behaviours are harmful for the world, but they keep doing, Why?"
This essay re-define happiness and needs into the terms of sustainability by introducing an alternative guided life. This guided life focuses on accessing straight to happiness and try to shift the paradigm of consumerism to be 'Prosumer'. This concept I call it "Hacking Happiness".
"Happiness", a simple word, which everyone possibly understand and experience, generally means the state of positive feeling. But in these days, as we live in capitalism, happiness seems to be more and more expensive and difficult to reach them because it lay on many elements becoming more complex.
Hacking Happiness - will create a shortcut to happiness in sustainable way
by: Perus Saranurak, 22 Nov 2013, Volume 1 -Futures of Sustainability, MA Design Futures and Metadesign at Goldsmiths, University of London, London, UK. Postgraduate project work 'Future of Sustainability'.
âhow can designers inspire the members of the community to raise their awareness in the living area?â
Shifting the role of "designers" to "facilitators", From object to workshop, and let's the members in community can develop their living together, under the concept of Prosumer (an active consumer)
This essay tries to extend this concept from an individual scale to a collaborative scale â designing the momentum to activate community. The writer tends to explore the practical and tangible solutions for creating the guideline of future sociability. Moreover, it would be good if the community member could involve in developing their area.
Transform the role of "designers" to "facilitators"
by: Perus Saranurak, 16 Jan 2014,Volume 2 -Futures of Sociability, MA Design Futures and Metadesign at Goldsmiths, University of London, London, UK. Postgraduate project work 'Future of Sociability'.
The Most Prominent International Researchers Illuminating Minds Honored at GR...WomenworldIndia
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This edition features a handful of The Most Prominent International Researchers Illuminating Minds Honored at GRC 2023 that are leading us into a better future.
Conclusion
Architects who spend time to dimension the public sacred, that is who take responsibility for their userâs well-being, will be counted amongst those who contribute in a real and positive way to their communities. We require public sacred places in order to fulfill our fundamental human needs. Without these needs met, people will not be able to excel in other parts of their lives. In a world of threatening environmental collapse, the priority is likely to shift to survival only, but I would argue that the psychological realm of our humanity is equally, if not more important because it is at times so subtle and elusive. Creating quality environments available to anyone, anytime is simply essential and irreplaceable.
The architectural cosmosâthe universe that our profession operates withinâis actually larger than is commonly practiced. We conventionally see the destination of our work to be the Construction Document or Post Occupancy Evaluation at best. However, we could be doing much more to deliver a product that not only functions in utility or beauty; we have the potential to awaken our communities to place values that combat fear, pseudo-adventuring, rootlessness, and untethered status seeking. Energy saved from these vices can be spent in quality ways instead, so it is our responsibility to use our skills for the noblest cause.
In a 70-page paper Dimensioning the Public Sacred I have attempted to explain the full depth and breadth of the architectural cosmos (0-4 dimensions on the y-axis and tools of precision to intuition on the x-axis) and what it may mean to dimension the public sacred so that we may understand the full extent of where our profession can operate. I hope this will allow us to be intentional with our tools in order to produce the maximum outcome possible. Doing more with less, as Buckminster Fuller would say, is the key to a sustainable future.
Why the public sacred over the private sacred? Because the public sacred has the power to be a connection, between architecture and landscape, past and present, public and private, macro and micro, near and far, systems and autonomy, community and self, life and death, human as organism and human as machine, this and that, you and me.
Read the paper and see a 3-part video on the topic here: www.youtube.com/user/amberdaniela
View some of my work and contact me here: http://portfolio-amberdaniela.tumblr.com/
We are very happy to publish this issue of the International Journal of Learning, Teaching and
Educational Research. The International Journal of Learning, Teaching and Educational Research is a
peer-reviewed open-access journal committed to publishing high-quality articles in the field of
education. Submissions may include full-length articles, case studies and innovative solutions to
problems faced by students, educators and directors of educational organisations.
To learn more about this journal, please visit the website http://www.ijlter.org.
We are grateful to the editor-in-chief, members of the Editorial Board and the reviewers for
accepting only high quality articles in this issue.
We seize this opportunity to thank them for their great collaboration. The Editorial Board is
composed of renowned people from across the world. Each paper is reviewed by at least two blind
reviewers.
We will endeavour to ensure the reputation and quality of this journal with this issue.
Designing for people, effective innovation and sustainabilityMusstanser Tinauli
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Designing for people, effective innovation and sustainability: Introducing experiential factors in an observational framework to evaluate technology assisted systems.
The Most Prominent International Researchers Illuminating Minds Honored at GR...WomenworldIndia
Â
This edition features a handful of The Most Prominent International Researchers Illuminating Minds Honored at GRC 2023 that are leading us into a better future.
Conclusion
Architects who spend time to dimension the public sacred, that is who take responsibility for their userâs well-being, will be counted amongst those who contribute in a real and positive way to their communities. We require public sacred places in order to fulfill our fundamental human needs. Without these needs met, people will not be able to excel in other parts of their lives. In a world of threatening environmental collapse, the priority is likely to shift to survival only, but I would argue that the psychological realm of our humanity is equally, if not more important because it is at times so subtle and elusive. Creating quality environments available to anyone, anytime is simply essential and irreplaceable.
The architectural cosmosâthe universe that our profession operates withinâis actually larger than is commonly practiced. We conventionally see the destination of our work to be the Construction Document or Post Occupancy Evaluation at best. However, we could be doing much more to deliver a product that not only functions in utility or beauty; we have the potential to awaken our communities to place values that combat fear, pseudo-adventuring, rootlessness, and untethered status seeking. Energy saved from these vices can be spent in quality ways instead, so it is our responsibility to use our skills for the noblest cause.
In a 70-page paper Dimensioning the Public Sacred I have attempted to explain the full depth and breadth of the architectural cosmos (0-4 dimensions on the y-axis and tools of precision to intuition on the x-axis) and what it may mean to dimension the public sacred so that we may understand the full extent of where our profession can operate. I hope this will allow us to be intentional with our tools in order to produce the maximum outcome possible. Doing more with less, as Buckminster Fuller would say, is the key to a sustainable future.
Why the public sacred over the private sacred? Because the public sacred has the power to be a connection, between architecture and landscape, past and present, public and private, macro and micro, near and far, systems and autonomy, community and self, life and death, human as organism and human as machine, this and that, you and me.
Read the paper and see a 3-part video on the topic here: www.youtube.com/user/amberdaniela
View some of my work and contact me here: http://portfolio-amberdaniela.tumblr.com/
We are very happy to publish this issue of the International Journal of Learning, Teaching and
Educational Research. The International Journal of Learning, Teaching and Educational Research is a
peer-reviewed open-access journal committed to publishing high-quality articles in the field of
education. Submissions may include full-length articles, case studies and innovative solutions to
problems faced by students, educators and directors of educational organisations.
To learn more about this journal, please visit the website http://www.ijlter.org.
We are grateful to the editor-in-chief, members of the Editorial Board and the reviewers for
accepting only high quality articles in this issue.
We seize this opportunity to thank them for their great collaboration. The Editorial Board is
composed of renowned people from across the world. Each paper is reviewed by at least two blind
reviewers.
We will endeavour to ensure the reputation and quality of this journal with this issue.
Designing for people, effective innovation and sustainabilityMusstanser Tinauli
Â
Designing for people, effective innovation and sustainability: Introducing experiential factors in an observational framework to evaluate technology assisted systems.
Wizards of Learning is a board game design studio which focus on education with fun.
We design board game for organize and coperate which has story or infomation to communicate in playable way.
àčàž«àčàžàž àžČàžàžàž„àžČàžàžàžàžŁàčàžàčàžàžĄàčàžàžą àžĄàž”àžàž§àžČàžĄàčàžàžàžàčàžČàžàž«àž„àžČàžàž«àž„àžČàžąàžàžàžàžàž€àžàžŽàžàžŁàžŁàžĄàžàžČàžŁàčàž„àčàžàžàžàžŁàčàžàčàžàžĄàžàžąàčàžČàžàčàžŁàžàčàžČàž
àž§àžŽàčàžàžŁàžČàž°àž«àčàžàčàžàžĄàžčàž„àžàžČàžàžàžČàžŁàžàžłàžȘàžłàžŁàž§àžàžàžàžŁàčàžàčàžàžĄàžàžŁàž°àžàžłàžàž” 2020 àžĄàž”àžàžčàčàžàžàžàčàžàžàžȘàžàžàžàžČàžĄ 1092 àžàž àžàž±àžàžàžłàčàžàžą Wizards of Learning àčàž„àž° Lunar Gravity
-----
Overview of Thai board game market analysis. There are 6 different clusters which have different motive and different behavior in board game.
Overview about board game movement in Thailand for 2017-2019 in a perspective of Thai board game designer.
for people who want to understand boardgame market in Thailand in 2019
21 Feb 2016
Teaching is to provide effective learning experiences for students.
Before make a class, Teacher should have these skills:
- Understand Learners.
- Design for Learning.
cite: Julie Dirksen. (2011) DESIGN FOR HOW PEOPLE LEARN.
Branding
A - Sensing brand and branding in everyday life deeper.
K - Branding has many purposes, it is not only for sell. Branding is in everywhere. Tools
P - Being your brand, and communicating yours
What is Market Research ?
A - Everyday-like, we always research on internet behaviors
K - Market Research in What? Why? When? Where? Who? How?
P - Mapping Persona
Basic of Social Network for Business 20-10-2015Perus Saranurak
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Social Network
A - Social Network shift the market in to the next level
K - Case studies, Inbound Marketing, What? Why? When? Where? Who? How?
P - Planing
Infographic Thinking Workshop - Data communicatorPerus Saranurak
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28 July 2015
This workshop tends to give the overview understanding of infographic to researchers and teachers. Also it shows the thinking process how to simplify massive data and create infographic.
12 may 2015
This workshop tends to give the overview understanding of infographic to researchers and teachers. Also it shows the thinking process how to create infographic.
Thanks ChildWatch Ramajitti
I investigate the lifelong and self-determined learning (heutagogy) and creative exploration through the unknown. My purpose is to I try to hack a learning process by creating a tool for helping learners can develop "their own knowledge" and "shift their view of learning framework" (from teacher-centered to learner-centered). This project's called the 'Game of Knowing'.
by: Perus Saranurak, 6 June 2014, MA Design Futures and Metadesign at Goldsmiths, University of London, London, UK. Postgraduate Dissertation work.
My Methods & Processes: The Report how I developed my thinking and working th...Perus Saranurak
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I wrote this essay to communicate with myself in the future to remind the experiences and how I developed my thinking process while studying MA Design Futures at Goldsmiths, University of London.
This essay will introduce and review my process and methods that would relate to studying in âMA Design Futuresâ and âMetadesignâ.
(1st-draft) Money to the Tiny Big Journey: Tracking money for revealing the c...Perus Saranurak
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Perus Saranurak, 15 Mar 2014, MA Design Futures and Metadesign at Goldsmiths, University of London, London, UK. Postgraduate project work 'Technonature'.
We create technology and we are shaped by technology. This essay considers "money" as a technology, and studies about the perception of money and its influences.
Also this essay approaches the perception of money as the object of relationship between people in community.
This is also a part of many project in Goldsmiths, MA Design Futures programme co-working with Ryan in Change Agent project.
This is our 3rd concept. We create "future scenarios" follow the concept of "Human2.0". We create an implanting technology, called SENSOR+, to extend human senses. We develop this system to solve an internet privacy problem.
We think now the internet profile become a part of that person. And our body have a skin to protect and to sense. So we use the NEURON+ system to sense our internet data. This could open the new experience and can notice when other access our data unfriendly.
Chatup Chatup: System for relationship's value by Perus&RyanPerus Saranurak
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For "The Seed of Change" projects, we create "future scenarios" and this is our 2nd conceptual product. We design this system and device to record and visualize our relationship. This process would bring relationship to tangible form and can be use in various purpose (likewise money). For example, this can encourage friends to meet each other in reality and to start a new relationship with a stranger easier.
We call this project "Chat up Chat up".
13 Mar 2014, MA Design Futures and Metadesign at Goldsmiths, University of London, London, UK. Postgraduate project work 'Metadesign 2
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
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This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
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Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Operation âBlue Starâ is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
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The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesarâs dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empireâs birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empireâs society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
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Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
âą The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
âą The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate âany matterâ at âany timeâ under House Rule X.
âą The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Acetabularia Information For Class 9 .docxvaibhavrinwa19
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Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
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Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Hanâs Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insiderâs LMA Course, this piece examines the courseâs effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Palestine last event orientationfvgnh .pptxRaedMohamed3
Â
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
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
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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
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)
âHow can you know what you donât know?â
3. 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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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 âtodayâs fact becomes tomorrowâs
misinformationâ. 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 todayâs 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 âMetalearningâ; 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: .......................................................................................................... viiiÂ
Glossary .................................................................................................................... xiiÂ
Chapter 1: Future - Futuring Your Futures..........................................................2Â
Chapter 2: As a designer,......................................................................................... 6Â
Chapter 3: Understand Learning..........................................................................12Â
Chapter 4: Metalearning........................................................................................ 26Â
Chapter 5: Motivation of learning....................................................................... 36Â
Chapter 6: Game of Knowing ...............................................................................46Â
Chapter 7: Conclusion............................................................................................ 59Â
Chapter 8: Self-reflection..................................................................................... 61Â
Appendix 1: Metalearning Tools .......................................................................... 65Â
Appendix 2: the results of the interview............................................................75Â
Appendix 3: Recommended learning environments........................................77Â
Appendix 4: Finding what is learning? ............................................................... 79Â
Reference ................................................................................................................. 82Â
Bibliography.............................................................................................................84Â
Image reference...................................................................................................... 85Â
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10. ix
My Learning Journey
From my first essay âHacking Happinessâ which I develop my skills,
knowledge and understanding about sustainability. That essay brought
the sustainability to touch with the individualâs 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 individualâs futures. I believe that todayâs
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.
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 â a designing process to re-frame paradigms, perceptions and
the design process itself to be more holistic.
Prosumer â 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 â it is not the student, learner is one who passions in developing
oneâs self and can motivate oneself to learn. The learner is a type of
future human.
Metalearning â a process when learners are learning and designing how
they learn.
Epistemology â a branch of philosophy study about the nature of
knowing.
Motivation â 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 donât
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
âWould everyone be able to design their own future?â This idea had
been developed from the ontological concept of being and life; from
Michael Foucault (1972) âPower/knowledgeâ, 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. [âŠ] If you
donât 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 ofâ.
Learning can articulate the learnerâs 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 âTodayâs fact becomes tomorrowâs
misinformationâ in 1970, when personal computers and internet werenât
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 Tofflerâs learning skills, reading is different from learning. Someone
is good at reading, but they possibly cannot learn. This dissertation would
like to develop the Tofflerâs notion about the learning skill further. This
research will introduce âmetalearning skillsâ, which is a learning skill how
to develop oneâs 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 âWould everyone be able to design their own future?â
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
designerâs 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
âconduitâ 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. âIt is not just that we are born into a designed world
but that our interaction with the world is designedâ (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 Edisonâs 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
âDesign Activismâ was coined by Flua-luke (2009). In this role, designerâs
capabilities are able to create a counter-narrative, âaimed at generating
and balancing positive social, institutional, environmental and/or
economic changeâ. 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 Edisonâs
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 âfuturing your futureâ. 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 educatorâs 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 consumerâs community. âCan
learning happen without a teacher?â likewise the learner can DIY their
knowledge.
Moreover, this research tended to enrich the âfuture with diversity and
freedom of beingâ. 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
âfuturing your futureâ 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
ï· Provide the fundamental material for understanding learning and
metalearning
ï· Motivation and mindset for growability: step to unknown and new
things
(2) Tool for Collaborative learning
ï· 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 programmeâs 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
âHow can learning experience be fun?â In the other ways, this research
tends to explore âHow can a fun experience be a learning material?â
24. 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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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:
â Learning as product - the end-result or outcome of the learning
experience.
â Learning as process - to attain a given learning product or
outcome.
â 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, Mathildaâs lecture (27
May 2014) introduced the idea of âepistemologyâ, 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:
â Experiential: knowledge is from conscious being as the ontology of
a real world as given
â Presentational: languages and arts are the communication tools. By
using for articulating, encoding and decoding an idea, it also benefit
the learnerâs self.
â Propositional (theory): decoding from other peopleâs experience
or knowledge, such as book and lecture.
â 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):
â Lecture
â Questioning
â Drill and practice
â Demonstration
â Discussion
â Cooperative groups
â Guided discovery
â Contracts
â Role-play
â Projects
â Inquiry
â 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 learnerâs
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 learnerâs 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 âAdult learningâ:
â Motor skills - Gagne (1972)
â Verbal information - Gagne (1972)
â Intellectual skills - Gagne (1972)
â Cognitive Strategies - Gagne (1972)
â New behaviour - Crow and Crow (1963), Haggard (1963)
â Habit - Crow and Crow (1963)
â Attitude - Gagne (1972), Crow and Crow (1963)
â Personal adjustment - Crow and Crow (1963)
â Social adjustment - Crow and Crow (1963)
â Autonomous - Jourard (1972)
â 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: âlearning as change to control behavioursâ
(like Skinner in 1968, Haggard in 1963 and Cronbach in 1963), and âlearning
as a growth of personal potentialâ (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 learnerâs 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
Ackoffâ (1989 cited by Bellinger, G., Castro, D. and Mills, A., 2004), he
classified the information into 5 levels:
â Data - a raw thing has no meaning by itself. It represents only its
existence.
â Information - a data which has been given a meaning (from rational
connection)
â Knowledge - the collection of information, it could create by a
synergy of many information
â Understand - the process of synthesising new knowledge from old
knowledge, like learning, not memorizing
â Wisdom - the explorative mindset to the unknown area
From this development [data â information â knowledge â
understanding â 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 âsynergyâ to the
Design Futures class. From the word itself, âsynergyâ could be data. When
John Wood explained the meaning that âsynergy is the greater effect
from an interaction between 2 different thingsâ - now the student
understand âsynergyâ 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 âsynergyâ to the level of understanding. After students tried this
concept in different contexts or different purposes, that would create a
unique wisdom about âsynergyâ
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
learnerâs 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;
â Learning metadesign - it extended my design perspective;
â 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
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URE 17: LEARN
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: ANDRAGOGY
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FIGURE 21:
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Goldsmiths,
23
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: HEUTAGOGY
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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, âmetalearningâ.
38. MA Design Futures, Goldsmiths, University of London
25
Impossible is a state of your mind.
FIGURE 22: RELATIONS IN CHAPTER 4
39. The
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FIGURE 23
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Goldsmiths,
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URE 24: LEONA
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28
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RE 25: METALEA
ch ourselv
rs to diag
(2012) ca
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can write
ow up an
or exper
m of impr
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o be
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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 âDesign for how people learnâ. 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
â
â
â
â
Dirksen's
ke a journ
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need to
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ironment g
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FIGURE 27: LEA
gap could
top of Eve
s - knowl
in order
ledge gaps
journey,
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kill gaps is
s - most p
motivation
an, but lat
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owledge: t
n the sam
gap is âhe
g: from earnin
30
EARNING GAPS
d be expla
erest,
edge and
to take a
s is âwhat?
if you hav
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people kno
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S FROM DIRKSE
ained in o
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and all the
Likewise
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ke equipm
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: the
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gaps:
er in
eling
44. MA Design Futures, Goldsmiths, University of London
31
â Communication gaps - even everything is ready, the
miscommunication can lead you to the wrong journey: the feeling
of communication gap is âwhy? , it could be misunderstoodâ
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 learnerâs skills and vice versa.
Skills â 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 â 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:
â Knowledge for accessing skills and knowledge
â Skills for accessing knowledge and skills
â Skills for using knowledge
â Knowledge for sharpening skills
â Knowledge for extending skills
â Knowledge for synergizing skills
â 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
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OF LEARNING
es not rely
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AND SKILLS
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FIG
gn Futures, G
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GURE 30: MOT
Goldsmiths,
33
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environm
schke, 201
deal wit
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TIVATION AS A
University of
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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, wonât
happen if the learner doesnât 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 oneâs 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
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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 learnerâs 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:
â Increase the participation of students: from anywhere, also itâs
fun-based
â Predict grades: by analysing studentâs progress and plot their
possible
â Highlight âat riskâ 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 âyes, I agreeâ for getting a point. So he
suggested the gamification should reward at competence, not
completion.
Play is misunderstood
For some âwork is productive, play is frivolousâ 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, âplayâ, âworkâ, âtrainâ, âtryâ, âagainstâ,⊠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
âDrive: the surprising truth about what motivates usâ:
â Extrinsic motivation
â 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
learnerâs 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 Pinkâs many experiments, extrinsic motivation is good when the
task is boring, meaningless and routine. Including it will affect the
learnerâs 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
studentâs attention to extrinsic motivation because
Intrinsic motivation for learning
In âDriveâ 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 Tâs
(94):
â Task - what people do
â Time - when they do it
â Technique - how they do it
â Team - whom they do it with
Mastery
Pink defined mastery as âthe desire to get better and better at something
that mattersâ. Autonomy leads the learner to engagement, which is
required for solving complex problems or improving learnerâs self-
capabilities through the task. Mastery is the satisfaction through the
process, which requires the understanding of 3 laws of mastery (Pink,
2009, 120):
â Mastery is a mindset (from Dweckâs âgrowth mindsetâ)
â Mastery is a pain (as Grit)
â 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 âpurpose provides the
54. MA Design Futures, Goldsmiths, University of London
41
activation energy for livingâ and he thinks that âevolution has had a hand
in selecting people who had a sense of doing something beyond
themselves.â According to Pink, purpose motive created by 3
organizational ingredients:
â Goals
â Words
â 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 âgrowth mindsetâ 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 doesnât 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 âattract
56. MA Design Futures, Goldsmiths, University of London
43
the elephantâ by making the learning experience engage with your
interest and curiosity. She suggested ways to engage the elephant:
â Tell it stories
â Surprise it
â Show it shiny things
â Tell it all the other elephants are doing it
â Leverage the elephantâs habits
From Dirksenâs 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 âInfluence: The
Psychology of Persuasionâ (cited by Dirksen, 2012, 147) that an activity is
worthwhile if other people are doing it.
From studying Dirksenâs âDesign for How People Learnâ and Pinkâs âDriveâ,
this research tries to map these 2 concepts together. And it could be seen
as the intrinsic drive could be from 2 sidesâ self-understanding and social
proof.
FIGURE 38: MAP OF DIVERSE TYPE OF SELF-MOTIVATION
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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 âGame of knowingâ 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:
ï· Game of Knowing: Individual
ï· Game of Knowing: Collaboration
ï· 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 âHow can learning experience be fun?â. In
the other ways, this research tends to explore âHow can a fun
experience be a learning material?â
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: âwhat gets you up in the morning?â and âwhat keeps you up at
night?â, 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.
ï· Check the goal of the task
ï· Check the aspect of your work
ï· Which moments produced a feeling of âflowâ?
ï· 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, âwhen 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.â This process could fulfil
the learnerâs 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 âpeer-teachingâ 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, âpeer-teachingâ 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 âHow to
make stress your friendâ 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
âTo improve an activity, people need a right feedbackâ Bill Gate said in his
TED talk about improving a teacherâs quality. To support the learning
motivation, the learners should know how to self-reward (Pink 2009). The
reward should not be the âif-thenâ reward - like âif I do this, then I will
do thatâ 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 ânow thatâ reward - like ânow I did it, it could be thatâ. It grows an
autonomy, mastery and purpose.
64. Asse
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65. Game of Knowing: from earning to Metalearning
52
FIGURE 46: âPROJECT DIARYâ 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 learnerâs curiosity.
66. MA Design Futures, Goldsmiths, University of London
53
FIGURE 47: PERSONAL LEARNING JOURNEYâ 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 âto know what you donât knowâ. 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 donât 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
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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.
ï· Motivate as a social proof (in page 43)
ï· Valuing personal experiences
ï· Open-source of learning experience: from to do list -> to challenge
or how to list
ï· Environment for knowledge Prosumer: Being a producer, not only
be passive.
ï· Creating supportive community: sharing and teaching each other
ï· The gate to a diversity of ecology by opening the possibility to
compare and review different views.
ï· Know what you donât know and see the route to there.
Game of knowing: system
ï· Assessment of metalearning - experience-base, process-based
ï· Platform for show the process, not only for the outcome
ï· Real time feedback - Agile working method
ï· 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 âLearning Landscapeâ. It
is a sample tool of âGame of Knowingâ. 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 âReal-time dissertationâ (in appendix 1) â 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 learnersâ 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 learnerâs mindset, which can be trained. The
73. Game of Knowing: from earning to Metalearning
60
mindset develops learnerâs 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 Nietzscheâs
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 âMoney to
tiny big journeyâ, 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 Foucaultâs
âPower/Knowledgeâ. To de-authorize, I started to study from the general
method of an individual development, which call âlearningâ. And I tried to
develop it to be an alternative learning approach âmetalearningâ - 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 donât 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 studentâs 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 projectâs 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 studentâs 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 Curreyâs 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 âRescueTimeâ 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 â growth mindset
Self-awareness of time spends
Feedback:
80. Cur
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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 websiteâs 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 âweb history recordâ to be more accurate
in learning activities
What is it Each book has different interesting topic inside. I call this
project âBibliography Farmâ â 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 âThe Personal Learning Journeyâ. 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
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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, âDesign how people learnâ 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 donât 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
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87. Game of Knowing: from earning to Metalearning
74
Real-time dissertation
From/inspired: ï· Agile working style,
ï· GitHub â the online open space for collaborative
programming.
ï· 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, âit is boring / I donât
want to do itâ.
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 âlearning environment 2.0â, there are many different
places, which match with different level of leanerâs 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 â 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.
ï· Control speed (pause and repeat) without feeling like wasting teacher
time. Review the old lecture.
ï· Autism can learn
ï· Own time own place
ï· Get brain around the concept (not force to understand)
ï· Can move forward faster by seeing the next step â 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
ï· See the tree of other students should develop studentâs 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 Oâbrien suggests me to try the
âPearltreesâ application â 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 âLearningâ
94. A proto
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95. Game of Knowing: from earning to Metalearning
82
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