Are you curious in knowing who Rufi is?
There are some key take away from Helen Keegan’s presentation:
1. Enlightenment, not just employment
2. Education & learning – centered around learners who get -
- looking beyond what’s there
3. We need to make learners curious again
We need to make magic
We need to take risks
4. We need to develop our inbuilt crap-detectors
5. It’s about joining the dots.
6. Curiosity and opportunity of learning – is the key.
I think that is also the underlying principle and basic concepts behind gamification.
Helen also quoted two examples of “lying” (or cheating) to boost the engagement of learning – see this one on Reddit (when it was first started), and the other on a girl who told lies.
I am somewhat reserved when authentic learning relies heavily on crap-detection, despite that such information or site filter and crap detection is an important digital literacy. There are indeed many clearly fake news stories that fooled the media.
Does lying and cheating hurt – to the online or digital learners? If there is a lack of trust on the source of information, or too much camouflaging of the media with those crap-information? What would be the reactions of learners? Would the learners stay away from such media or information sources?
How about the ethical issues and questions that any educators should raise, when experimenting with social media?
Is it an ethical issue if educators deceive learners in the education process? Using human as an object in experiment do carry great risks, and if handled improperly, could lead to a loss of reputation, or even litigation.
To sum up, learning based on social media, webs and internet involves engagement, interaction, and communication. The curiosity to explore, to learn and to interact, not just to consume, but to produce some forms of artifacts (like a blog post), or a comment, or just to communicate by raising one’s voice would all be part of the learning.
How one would react to such interesting experiment of learning would be dependent on the experience of the learners, the attitudes of learners towards learning through social media and networks and the motivation behind.
The motivation to learn could be driven by curiosity - the curiosity to learn, explore, research and cooperate or collaborate with others etc. It could be a product of identity, experience and interaction (like that in playing a game) where a person would like to immerse in, and learning as a production of identity. 09-10-27-CoPs-and-systems-v2.01