Difference between revisions of "Education"

From AdCiv
Jump to: navigation, search
Line 14: Line 14:
 
<div style="float:right; width:49%"> <!-- This margin should be right of the above -->
 
<div style="float:right; width:49%"> <!-- This margin should be right of the above -->
 
{{frame1|Collaboratively generated educational material}}
 
{{frame1|Collaboratively generated educational material}}
 +
{{frame1|Letting educational material do its thing}}
 
{{frame1|Games, worlds and models}}
 
{{frame1|Games, worlds and models}}
 
<!-- {{frame1|Interacting with software and other people}} -->
 
<!-- {{frame1|Interacting with software and other people}} -->

Revision as of 07:03, 23 April 2010

edit  

Intro

Will it look like this in the future? Hopefully not...
Ignorance is a contributing factor in many of the problems we face today, such as AIDS, pollution and food production. A first-rate education for the citizenry synergizes 11px-Wikipedia_logo.jpg with every other element of an advanced civilization: scientific discovery happens faster, open collaborative projects grow faster and at a better quality, public health improves, solutions to our problems come faster and ambitious projects like colonising space or curing cancer become more and more feasible.

There is no reason whatsoever for education to be a scarce resource. Education is a resource of information, rather than of physical goods, and reproducing information is free. In a world of universal connectivity, education can be ubiquitous if it is made freely available online. This is a task for open collaboration.

It is no secret that the schooling system nowadays is in a crisis. Our schools are based on a factory-line model: a child goes in one end, is processed according to a standard procedure and comes out the other end with a certificate. No regard is paid to the person's interests, curiosity, creativity, passion. Students are taught outdated material from a peculiar selection of often irrelevant or downright boring subjects. Their flexibility and capacity to deal with unexpected, non-obvious solutions are not encouraged, and are often actively suppressed. They are not free to pursue their passions and talents. They are not given the chance to apply their skills in any practical way. And worst of all, most students simply hate school. (One study [1] found that only 10-33% of students report being satisfied with school. The same study found that most students feel their teachers are uninterested in supporting them.)

How can we promote better education? The answer seems simple: make learning truly interesting, more relevant to the individual and make proper use of modern media. An inflexible curriculum only benefits the schools and assessment bodies.

It is becoming ever easier to create interactive 3-D environments such as those found in advanced computer games. With the right scripting for interaction and behaviour, these can make a captivating experience where the student hardly realises they are learning.

It is a crime for education not to be interesting! Luckily, for every module of every subject there are educators (and others) who are truly gifted at explaining and teaching key concepts. We must make better use of these people in conjunction with open collaboration and the latest technology to disseminate knowledge to all who wish to learn, wherever they might be in the world.

edit  

Sections

edit  

Compiling the best explanations of ideas

Some rare people have an exceptional talent at explaining difficult concepts clearly and interestingly. Masters of verbal explanation include Alan Watts, Carl Sagan 11px-Wikipedia_logo.jpg and David Attenborough 11px-Wikipedia_logo.jpg, but there are also those with talent at crafting visual, diagrammatic, experimental, interactive or other non-verbal ways to convey ideas. Hans Rosling's colorful visualizations of data are a great example of this. A well-made animation can allow us to easily understand a complex process, see for example these videos of DNA transcription.

Alan Kay, the founder of the Viewpoints research Institute, in his TED talk gave some remarkable examples of the power of good explanations, including a method of teaching differentiation to six-year-olds.

For the first time in human history, we have the means to pull all of these educational materials together in one place, covering every level of education and every subject, and make it freely available to the world's youth. That means is open collaboration.

It is a matter of finding the best teachers in the world and encouraging them to contribute to the common educational resources for humanity (like those linked to above). It may be necessary at first to incentivize contributions from these people, and it is vital to publicize open-source education as much as possible, to generate the greatest possible collaboration. Occasionally particularly talented teachers spring up such as Sudhir Karandikar who got 91 of 104 high-school students to pass a college-level course. Wouldn't it make sense to videotape these people and make their lessons available to the world? Academicearth.org is making an organized effort to find great educators and film their lessons, but there is another, complimentary approach — to allow online communities to upload lessons and allow the best teachers to organically rise to the top.

As with all open collaborations, plenty of bad material is submitted (have a look around Connexions for examples). But with the help of ratings, recommendations and dynamic testing, the cream will soon rise to the top. One exciting possibility of a large-scale online learning system is dynamically testing different lessons so that the most effective can be found. Imagine three different videos have been created explaining how molecules come together in a chemical reaction. If these are put into an open-source learning hub, they can each be shown to thousands of users. After seeing one of the three videos, each user is tested on their understanding of the chemical equation. From the results of these tests, the software will be able to know which of the three videos is most effective at explaining the chemical reaction. Anki is an open-source software program that has used this method to calculate the optimal time intervals for repeating facts in order to facilitate memorization.

It is even possible in to program software to dynamically model the student's mastery of the material and adjust the difficulty level accordingly. This ensures that the difficulty is always at a level that challenges the student to the full of their ability without being either so easy as to bore them, nor so difficult as to baffle them. Such dynamic difficulty balancing 11px-Wikipedia_logo.jpg is being introduced more and more in computer games. It is ideal for creating that peak state of creative engagement which Mihály Csíkszentmihályi named Flow 11px-Wikipedia_logo.jpg and which has been identified as a key factor in fulfilment, learning and growth.

Teachers if they wish could then use any of this material where appropriate, and use their own skills to check it has been understood by their students and elaborate further where necessary. The current education system necessitates the same thing to be explained again and again by millions of teachers around the world - a massive reduplication of effort. It would be a better use of teachers' time to have just a few top-quality explanations of each idea available on-demand, so that teachers can spend time giving students personalized attention.

With open collaboration, we have the opportunity to create a global educational curriculum for all levels of education and all disciplines, built from nothing but the most engaging, most colorful, most entertaining and effective explanations, as determined by statistical data gathered from thousands of samples.
It will be exciting to see the results of this sort of education. How much music, physics, chemistry, mathematics, programming, engineering will a young person of eighteen have mastered when they have studied these materials full-time since the age of three or four? How many languages will they speak? How will our medical system change when all our doctors have been trained by 3-D interactive visualizations of human anatomy and biochemistry?
What we are talking about here will be more powerful than any educational system yet seen. However, unlike the "best" educations of the old system, these materials will be as available to a farmer's daughter in Malawi as a politician's son in New York.

edit  

Collaboratively generated educational material

Educational material can be created and edited collaboratively, constantly evolving and increasing in both quantity and quality, similar to the evolution of the famous wikipedia 11px-Wikipedia_logo.jpg.

Such material is made available free for anyone — teachers or students — to use and customise for their own purposes. This project is in early days, but is very much under way already. Listed below are several sites

Stanford University are running an experimental new course from October-December 2011. It is an introductory college course in artificial intelligence, led by Peter Norvig and Sebastian Thrun (a leading developer of self-driving cars). The course is available to all free of charge and combines video lectures with online quizzes and assessments. As of August 2011, over 130,000 people have signed up. In the coming years, courses like this are sure become become more interactive and multiply to cover a greater range of subjects.

Film_icon.png Video of Salman Khan of Khan Academy and the teachers of the Stanford online AI Class talking about the new kind of education - free, online, lifelong, curiosity-driven, student-directed education.

edit  

Letting educational material do its thing

edit  

Games, worlds and models

Some skills -- such as walking, riding a bicycle, putting a basketball in the hoop, and swimming -- are most rapidly learned by actually doing it, perhaps with someone who already knows how to do it putting your hands in the right place, etc.

Other skills -- such as skyscraper design, aircraft engine-out recovery, parachuting, leading troops into battle, urban planning, etc. -- are generally considered not appropriate for beginners. These skills are today generally learned with a bunch of classroom lectures and simulation. For example, modern flight simulators have a combination of computer graphics (simulating the view out the front window) and robotics (moving the simulator round to simulate the "feel" of climbing, spiraling, rough landing, etc.).

Improvements in computer graphics and robotics can improve education in several ways, including:

  • The simulation looks and feels more like reality to the person being trained, so when that person does it "for real" it feels more familiar, and there is less risk of "overtraining to the simulator" -- learning to do things in a way that won't work in reality.
  • Simulators themselves have dropped in price and require less effort on the part of the teacher to set up and monitor each round of simulation, removing some of the barriers that keep most people from ever learning those skills.
  • Things that were once "too expensive" for beginners keep falling in price, eventually passing the threshold where it's faster and cheaper to go ahead and do it "for real" (throwing away or recycling the early common beginner's mistakes) than to train how to do it in a classroom and with a simulator. For example, "printing a newspaper" is far easier and cheaper today with copiers and computer printers than it was with earlier printing press or even earlier manual copying. For example, "building a chair" is much easier and has less risk of bloodshed using Grid Beam than using raw lumber and a circular saw.

See also: Free and open-source computer-aided design/Virtual environments for scenario modelling. World Game 11px-Wikipedia_logo.jpg. Edutainment 11px-Wikipedia_logo.jpg.

20px-Printer.jpg[print version] 20px-Update.png[update] 20px-Logo.png [site map]

Detailed tour: Left_arrow.png previous page | next page Right_arrow.png