From the article: "Google offers its engineers 20% of their timetable to work on their own projects – things that they are truly passionate about and not things necessarily in their job description. Fairly radical. And I couldn't help thinking, if it works for Google, could it work for education?"
Summary of Bersin's findings from looking at high-impact learning organizations.
Here are some of the newer findings -- from the article: "Today’s learning organization deals with amazing amounts of content: self-authored, professionally developed and that which is developed in-house. High-performing organizations understand how to curate content, create standards, tag and categorize content. Again, being able to build good content is not enough."
"They understand how to build simulations, game-like training and videos, or they know enough to direct a vendor to do it well. Video today is what HTML and Flash were five years ago — a must-have capability in learning and development."
Call it the "learning paradox": the more you struggle and even fail while you're trying to master new information, the better you're likely to recall and apply that information later.
"The learning paradox is at the heart of 'productive failure,' a phenomenon identified by Manu Kapur. ... Kapur points out that while the model adopted by many teachers and employers when introducing others to new knowledge — providing lots of structure and guidance early on, until the students or workers show that they can do it on their own — makes intuitive sense, it may not be the best way to promote learning. Rather, it’s better to let the neophytes wrestle with the material on their own for a while, refraining from giving them any assistance at the start."
Gamification has tremendous potential in the education space. How can we use it to deliver truly meaningful experiences to students? Learn all about the impact of gaming on education in this infographic.
Via Katherine Stevens
* Some people are left-brained and some are right-brained
* Male and female brains are radically different
* We use only 10 percent of our brains
Be wary of product claims that they are proven by brain research. From the article: "Neuroimaging technologies have really only developed over the last 20 years, so virtually nothing is 'proven' at this point."