To do this beyond the most simple examples, the next generation of educational content creators are going to have to get good at identifying and building systems. Spreadsheets, STELLA, and some of Forio's tools all are places to practice. Computer games are places to see the results of some interesting systems that others have built.
Just some of the terms that soon should be commonpace are:
- Energy of activation
- Feedback
- Feedback loops
- Negative feedback loops
- Blancing factors
- Delay
- Pendulums
- Noise
- Load balancing
- All-or-nothing activation
- Fuzzy logic
- Throttles
- Butterfly effect
- Geometric growth
- Primary variables
- Secondary and tertiary variables
- Chaos theory
- Rate determining steps
- Calibrating agents
- Nodes and supernodes
- Short-term fixes
- State-based systems
1 comment:
It would be less confusing to comment here if one of you Clarks would kindly change your name.
That said, I agree with Clark A but see his systems vocabulary as but one of many lenses through which to improve learning effectiveness. If, for example, I put on my storyteller glasses, I'd tell you that you need to know about personas, dialog, emotion, metaphor, myth, etc.
I've been toying with the concept of pattern languages for instruction & performance improvement. This approach recognizes the utility of designing from different perspectives.
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