Learning is the process of acquiring new or modifying existing knowledge, behaviors, skills, values, or preferences.[1] This project provides information and resources on a variety of learning concepts and approaches.
There are many different views about what "learning" is and what the word means. Learning implies a mental development - new connections between the brain-cells with which we think. Visit Wikiquote: Learning to see some earlier definitions from persons great and good. Famously, an ancient Greek philosopher, some 2500 years ago, said:
There are two basic 'flavors' of learning:
We need both if we are to understand our problems and discover their 'best' solutions.
For example: every electrician has to have training in safety and technology, but education is needed to discover how individual clients prefer their installation by exploring their needs and wants, and then fitting appropriate components that help the user enjoy the work and recommend that service to friends.
Learning styles refer to a range of competing and contested theories that aim to account for differences in individuals' learning. There are many different learning styles models, but a common theme among learning modalities is to include:[2]
Research into preferences for a given learning modality show as much as 65% of the population being visual learners, 30% being auditory learners, and 5% being kinesthetic learners.[3] But it must be noted that these are simply preferences, and a majority of learners do best with a combination of learning modalities. For those developing learning content, the point is not to focus on a particular learning modality, but to instead recognize that any given audience will have a preference for a variety of learning styles.
Active learning is a form of learning in which teaching strives to involve students in the learning process more directly than in other methods. Active learning examples include discussion, think-pair-share activities, group or team learning, games, and learning by teaching. In contrast to passive learning, active learning is associated with greater content mastery and learning achievement.[4]
Contextual learning is based on a constructivist theory of teaching and learning in which subject matter is related to real-world situations, allowing students to make connections between knowledge and their own experiences.[5][6]
Curriculum designed to effectively support contextual learning should include activities for the learner to:[7]
Universal Design for Learning (UDL) is an educational framework based on research in the learning sciences, including cognitive neuroscience, that guides the development of flexible learning environments that can accommodate individual learning differences. Recognizing that the way individuals learn can be unique, the UDL framework calls for creating curriculum from the outset that provides:[8]
Flipped learning is an instructional strategy and a type of blended learning that reverses the traditional learning environment by delivering instructional content, often online, outside of the classroom. It moves activities, including those that may have traditionally been considered homework, into the classroom. In a flipped classroom, students watch online lectures, collaborate in online discussions, or carry out research at home and engage in concepts in the classroom with the guidance of a mentor.[9]
The flipped classroom intentionally shifts instruction to a learner-centered model in which class time explores topics in greater depth and creates meaningful learning opportunities, while educational technologies such as online videos are used to 'deliver content' outside of the classroom.[10]
Augmented learning is an on-demand learning technique where the environment adapts to the learner. By providing remediation on-demand, learners can gain greater understanding of a topic while stimulating discovery and learning. Technologies incorporating rich media and interaction have demonstrated the educational potential that scholars, teachers and students are embracing. Instead of focusing on memorization, the learner experiences an adaptive learning experience based upon the current context. The augmented content can be dynamically tailored to the learner's natural environment by displaying text, images, video or even playing audio (music or speech). This additional information is commonly shown in a pop-up window for computer-based environments.[11]