What if instruction could actually engage students and get them excited about learning? What if school could foster student creativity and support their expanding imaginations? What if educators around the world had the tools to provide students with the 21st century skills to imagine and create their own futures in our ever-changing global society?
Here, Macaroon will introduce you a new learning era.
To learn without thinking is blindness, to think without learning is
idleness
--Confucius
The new learning
fashion is--THINK WHAT YOU LEARN, PRACTICE WHAT YOU THINK, and certainly-- it
is all about COLLABORATION.
Part One What Are They?
Project Based Learning
Project Based Learning is one of a number of educational
approaches aimed at making learning more applicable to life outside the
classroom. It asks students to engage with authentic, experiential questions
and challenges them with thoughtfully designed projects and tasks.
Project Based Learning emphasizes a number of skills that
educators have generally agreed are essential for a “Twenty-first Century
Education”. Those qualities include: collaboration, creativity,
communication, and critical-thinking.
Project Based Learning often involves groups of students
working together to achieve a common goal. The collaborative nature of this
style of learning offers all students an opportunity to leverage their
strengths while diminishing their challenges. Within a team, the group
needs to agree on the plan and negotiation and decision-making needs to occur
to determine the best solution for the project, and many negotiators describe
their negotiation as win-win (Leigh L. Thompson, 2009). It also simulates the
type of tasks that they will encounter outside of school involving group work,
presentation skills, and information drawn from a variety of subject areas.
However, the project-based learning approach leads to a
whole new problem-- conflict amongst students. Collective learning and
self-directed learning in groups are made up of complex processes in terms of
relationship and cooperation. Differences, arguments, debates and conflicts are
inevitable in group- organized learning. Thus, the individual part of PBL will
take “conflicts” as a research subject, discuss the types conflicts, namely task
conflict, process conflict, and relationship conflict, and investigate their
relationship with PBL learning efficiency.
Design-Based Learning
Basically,
design-based learning is a particular form of project-based learning. It is an
instructional learning approach, which students in engineering design embark
upon.
Virtual-Based Learning
Virtual based learning that takes place within the
distance-learning environment goes further in educating students for work in
the 21st century. Virtual teams are teams that do not meet face-to-face and use
computer-mediated communication. Students can be attending the same university
from different geographical locations or be involved in multi-university
projects. Students work with students from different cultures to achieve a
common goal or accomplish a specific task. In most cases, the students have not
known each other previously.Part Two Shifts Analysis
Generally, there are three main SHIFTS in learning process
- From MASTERY to INQUIRY
Mastery takes as its goal a finished target. This might
not always be its intent, but it is the implication whenever we say the goal is
getting a student to the point where they or we can say they have “mastered”
some content or skill. Such a goal does not invite a logical next step.
Contrastingly, inquiry takes as its goal a continuing
cycle of attempting to find things out. Questions beget questions, which beget
questions.
Mastery offers a way post of certainty in what can start
to feel like an endless cycle of inquiry. For students who frustrate easily,
this can be a relief, a respite that allows them to say, “I don’t have the
answers I seek, and I know this for now.”
Inquiry with moments of mastery is an invitation to
greater discovery founded in growing abilities.
- From ONE SHOT to LONG TERM
By contrast, project-based, design-based or virtual teams
learning usually ask for longer time to conduct the teaching and learning issue.
For example, in the design-based learning case, it took 10 weeks to complete a
single project, which might only demand one class hour to accomplish in
traditional learning course.
- From LESSONS to EXPERIMENTAL
Part Three Changes That More than Shifts
|
Less of this
|
More of that
| |
|
Driven by educator preference
|
Driven by student, educator, and
system data
| |
|
Individual learning
|
Collaborative team-based learning
engaged in defined cycles of continuous learning to build deeper expertise,
powerful lessons, and authentic and meaningful assessments
| |
|
Large-group, formal, one-size-fits-all
activities to build awareness and deliver content
|
Transformative learning experiences
that replicate expectations for classroom practice
| |
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Occasional, episodic
"adult-pullout" learning opportunities
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Regularly scheduled learning
opportunities as part of the work day and week
| |
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Low expectations or support for application
of learning
|
High expectations for application of
learning coupled with coaching and other forms of workplace support for
implementation
|
Part Four Demandings and Benefits
COMMUNICATION
AND COLLABORATION
- Communicate Clearly
--Listen
effectively to decipher meaning, including knowledge, values, attitudes and
intentions
--Use
communication for a range of purposes (e.g. to inform, instruct, motivate and
persuade)
--Utilize multiple media and technologies, and know how to judge their
effectiveness a priori as well as assess their impact
--Communicate effectively in diverse environments (including multi-lingual)
- Collaborate with Others
--Demonstrate
ability to work effectively and respectfully with diverse teams
--Exercise
flexibility and willingness to be helpful in making necessary compromises to
accomplish a common goal
--Assume shared responsibility for collaborative work, and value the individual
contributions made by each team member
--Ability in conflicts resloving
--Ability in conflicts resloving
CREATIVITY AND
INNOVATION
- Think Creatively
--Use a wide
range of idea creation techniques (such as brainstorming)
--Create new and
worthwhile ideas (both incremental and radical concepts)
--Elaborate,
refine, analyze and evaluate their own ideas in order to improve and maximize
creative efforts
- Work Creatively with Others
--Develop,
implement and communicate new ideas to others effectively
--Demonstrate
originality and inventiveness in work and understand the real world limits to
adopting new ideas
--View failure as
an opportunity to learn; understand that creativity and innovation is a
long-term, cyclical process of small successes and frequent mistakes
--However, while
most people would agree that teamwork promotes better decision-making (Amy
Edmondson & Diana McLain Smith, 2008), differences, arguments, debates and
conflicts are inevitable in group-oriented learning. Hence, it is very
important that students do not take conflicts onto a relationship level, so as
to achieve better learning results from conflicts in the learning process.
- Implement Innovation
--Innovation
happens when different areas of knowledge or insight come together – sometimes
in one individual’s mind, but most often sparked by two or more people working
together (nGnera Corporation, 2009).
--Act on creative
ideas to make a tangible and useful contribution to the field in which the
innovation will occur
Part Five Global Forces
Impact Analysis
We would like to
analyze the impacts of global forces from two aspects, one is impetus, and
another one is condition.
Impetus means
the positive driving forces. Firstly, the demand on creative people ask for
according change in education method, and project-based learning, design-based
learning and virtual team learning benefit creativity growth so they
are increasingly popular now. Secondly, notions like collaboration, team
spirit are concerned by more and more people, the three new learning ways, as
the excellent tool to nurture team collaboration, are widely used in
schools’ educational application.
In terms of
condition, which means, the factors that make project-based learning,
design-based learning and virtual team learning possible while in the
past, it is almost impossible to conduct it. First of all, we can find that the
three new learning methods ask for high quality teachers, they usually have
to have frontier and broad knowledge structure to deal with students’ problems.
Luckily, nowadays, most teachers are educated better, they can access to
abundant educational or theoretical resources easily, and schools also demand
teachers to have a higher degree like a Master degree. Secondly, the
information technology development also make it possible for project-based
learning, design-based learning and virtual team learning. For example, project
based and design-based learning take Internet as a main media to educate
student, and virtual team learning is basically conducted and rooted in
Internet.
Part Six Future Trend
and Development
As a big
picture, in the future development of team oriented project-based learning
curriculum, conflicts should be put into consideration. Both academic staff and
students need to understand
escalation process of conflicts. It is important to
depersonalize conflict by ensuring that all parties do not judge each other and
to focus the conflicts on the basic issues by concentrating disagreement on
facts (Gordon L. Lippitt, 1982). In this way, they could use conflicts instead
of being
messed up with conflicts.
Design-based
learning spreads only after the 20th century and we believe that as a learning
method, it will be more and more popular in the upcoming era. We feel like
analysis from two aspects, weakening in obstacles and strengthening in driving
forces.
In terms of
obstacles, that is, the high standards demanding on teachers’ quality, it is
true that some teachers complain about that design-based classes are difficult
to handle, and they have to learn more and gain more teaching experiences to
handle with students’ problems and the teaching content. But we believe things
would be easier in future, because teachers now are increasingly better
educated, for example, in the past, a graduate with bachelor degree is
qualified enough to teaching in middle school or high school, but now, at least
in China, a master degree in usually necessary. Besides, young generation is more
likely to learn new knowledge and welcome new teaching method.
Concerning the
driving forces, the demand on creativity and collaboration skills ask for some
new learning method like design-based leaning which cultivate this kinds of
thing. Also, as for design-based learning need Internet or technical conditions
to support the learning process, the development of IT and technology in the
21th century will provide greater opportunity for design-based leaning to grow.
With the development
of technology nowadays, everything is moving on, especially the IT area,
virtual team learning can be a tendency with its support. Technology makes the
world smaller, distance learning is required, and virtual team can handle this
condition. On the other hand, the old educational style is a little bit out of
style, it may not catch up with the modern step, and the creativity and
innovation are very important, virtual team is a relative new idea, we need
this kind new thing to match the society.
From our
perspective, virtual team learning can be a more and more popular learning
method in the future. The current education style may not match the modern life
rhythm, it requires modern teams finish assignments together quickly, but
sometimes they cannot really get together, and that is why virtual teams are
needed.
Furthermore, we
have an expectation about virtual-based learning, which is to make the virtual
experience becoming more and more “real”. With the level of technology becoming
higher and higher, virtual-based learning will become more and more fantastic
with the combination of future high technology. One day, having lessons at home
but feeling exactly like studying at classroom with all the classmates around
would not be a dream anymore.
References
Leigh L.
Thompson. (2009). Win-Win Negotiation: Expanding the Pie.
nGnera
Corporation. (2009). Business Opportunities through Collaboration.
Gordon L.
Lippitt. (1982). Managing Conflict in Today’s Organizations. Training and
Development Journal, July 1982.
Mehalik, M.M., & Schunn, C. (2006). What constitutes good design? A review of empirical studies of design processes. International Journal of Engineering Education, 22 (3)
McALLUM, KIRSTIE. (2013). Workplace Conflict: Three Paths to Peace. IESE Insight. Issue 18. 43
Jay A. Conger. (1998). The necessary art of persuasion. Harvard Business Review. 76 (3)
Ed Catmull. (2008). How Pixar fosters collective creativity. Harvard Business Review. 87 (1)
Mehalik, M.M., & Schunn, C. (2006). What constitutes good design? A review of empirical studies of design processes. International Journal of Engineering Education, 22 (3)
McALLUM, KIRSTIE. (2013). Workplace Conflict: Three Paths to Peace. IESE Insight. Issue 18. 43
Jay A. Conger. (1998). The necessary art of persuasion. Harvard Business Review. 76 (3)
Ed Catmull. (2008). How Pixar fosters collective creativity. Harvard Business Review. 87 (1)




