PBL, Gaming, Bored Students, New Jobs


Why are skills and competencies such as collaboration and reflection becoming so important for our students to learn? Should students really be given the choice about how they engage in the learning process? Is entrepreneurship something that people need to learn how to do? If so, why?

At The Future Learning Project we take a critical approach to examining what the future of learning might look like, and what factors are influencing how and why schools and education systems need to evolve. This week's focus is:

1. A framework for what high-quality, effective project-based learning can look like.

2. How teenage gamers are making serious money in a way that wasn't possible even 5 years ago.

3. Why students get bored at school, and what the 'Big Four' of student engagement are.

4. Now-common jobs that didn't exist at all 20 years ago.

We've been having a close look at High Quality Project Based Learning (https://hqpbl.org) recently, and are impressed with this framework that's been released. Sourced via The Hechinger Report, the framework is a short, focused document describing the six criteria for effective project based learning (PBL), with a focus on the student experience. PBL is emerging as an important instructional approach globally, providing students with the opportunity to learn and apply a range of knowledge, skills and competencies. The six criteria from https://hqpbl.org are:

1. Intellectual challenge and accomplishment 2. Authenticity 3. Public product 4. Collaboration 5. Project management 6. Reflection

Each criteria is framed by a statement of intent and guiding questions, and the research underpinning the framework is thorough.

Together with the UN Global Goals and the World Economic Forum's 21st Century Skills, a curriculum or learning system could be readily developed to enhance learning in schools and help students become future-ready. What are we waiting for?

This article via BBC Future has caught our attention, and it wasn't the 'millionaires' reference in the title. It's about how teenagers are expanding a traditional form of DIY entrepreneurship and finding new expression and ways to make money that didn't exist even five years ago.

Video game design, live-streaming games, gaming competitions in newly-built eSport stadiums and training others to become gamers are all legitimate ways of building and sharing expertise within communities, helping others and making money. It's big business too - gaming is worth USD$ 36 billion a year, and the article provides a good insight into how technology is creating wealth and opportunity in short timeframes.

Those who are successful at it caution others to stay in school and 'get an education', but opportunities will like continue to open up in the wider industry as it continues to grow. Few will become millionaires, but it is heartening to see opportunities for entrepreneurship become more and more accessible.

Is entrepreneurship a skill that can be learned? Should students learn how to be entrepreneurs when they are young? If so, how?

Brookings (https://www.brookings.edu) has been looking at the challenge of student disengagement, in this case through a lens of bored students within traditional classrooms and education systems that do not in any way align with students' reality and the world they live and grow in.

This article briefly shares some 21st Century pedagogies and suggestions for teachers and school administrators, before zeroing in on the big four of student engagement:

1. Listening - encouraging students to share opinions, and taking them seriously.

2. Choosing - providing opportunities for students to make choices about how they engage in the learning process.

3. Co-authoring - collaboration and participation in projects, products and activities.

4. Co-responsibility - working alongside students, and engaging them as authentic partners in the learning process.

This is sound practice, and what we regard as an absolute minimum in engaging and collaborating with students effectively. Unfortunately, in many cases this simply does not happen for our students - a failure to engage is a failure to development a life-long interest in learning - an essential habit in a dynamic and ever-changing world.

A short share from Yudu to finish, with a list of now-common jobs that didn't exist at all 20 years ago. While the creation of new job types has happened for as long as humans have worked, what's changing now is the rate. It's increasing rapidly, and chances are it will continue to accelerate as technology changes and improves ever more rapidly.

Are schools having conversations with their communities about this? How are young people becoming aware of new opportunities in the world of work? How can they position and prepare for them while still at school?

Thank you for joining us this week - for regular updates and articles subscribe and follow our Facebook Page. Please don't forget to comment on our articles and posts - we want to share ideas, critical thought and constructive feedback.

Sean

#Projectbasedlearning #Gaming #StudentEngagement #NewJobs

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