Wonderful Brain

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GAMIFICATION – PLAYING AT (NOT) LEARNING

Wonderful Brain

Defined originally as ‘funware’, it demeans both game playing and education. For clarity, Games are well-crafted stories built in digital form with learning objectives frequently placing the learner in real life decision-making situations. They’ve be clearly invented by instructional designers/educators in lust with technology.

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PARDON MY SIN

Wonderful Brain

In stirring brushwork by the greatest of artists and artisans, and incredible, dynamic sculptures the gospels of the new testament were visual epics to awe and educate illiterate peasants. Grandkids with their digital distractions are not the readers we think we would like them to be. Judaism is a culture based on the word.

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CORPORATE INSTRUCTION IS STILL DISCONNECTED FROM MILLENNIAL LEARNING STYLES – A LIST BASED ON OBSERVATIONS IN THE WORKPLACE

Wonderful Brain

You’d think with all of this proven—and nowhere is it more evident than in large corporations—that learning programs would have been adjusted to align instruction with M proclivities for workplace education. Learning has digital with human feedback. Learning can be collaborative. Learning is couched inside compelling technologies.

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ARTICULATE NON EST REX – 3 REASONS HIGHER ORDER LEARNING IS BEYOND THE MOAT

Wonderful Brain

But I wish those same qualities extended to training, for here, little was produced that could be considered responsible online education. You know, and accept training not education as your outcome. That’s how you get training, not education. Like most subjective or creative ventures, it comes down to choices.