Monday, October 14, 2013

US Ed-Today and Tomorrow


The world of education has seen an increase in the adult student population
to meet the demands of a globalization. Hess (2006) expounds:
The media's "typical" college student lives on a campus at a four-year institution.
But that describes no more than a sixth of the total college population. In fact,
there are more college attendees over the age of 30 than such "typical" students.
The most significant shift in higher education is the massive growth in the
adult-student population.
Androgogy, the study of adult learning or the act of learning adults is a field that has experienced an increase due to the demands that this demographic has had on institutions of higher learning. Many adults, like myself have chosen to direct their attention to the design of instruction for online learning to help facilitate the need to address adult learning and likewise enjoy the career of education while experiencing the freedom lacking in a traditional brick and mortar educational institution. This area is one that places a special emphasis on technological prowess and competencies. Student-centered, brain-based research are woven with the schools of education, psychology and technology to create a vibrant and experiential experience that facilitates learning for not only present adult learners but future generations.

 “…We are in the midst of one of the most dramatic technological revolutions in history that is changing everything from the ways that we work, communicate, and spend our leisure time. The technological revolution centers on computer, information, communication, and multimedia technologies, is often interpreted as the beginnings of a knowledge or information society, and therefore ascribes education a central role in every aspect of life,”  (Kellner, D., 2013). Students are increasingly privy to various streams of technological infrastructures by means of news, entertainment, social networking via the internet, and other forms of media pieces such as handhelds. Gaming plays a large part in the way students’ cognitive structures respond to information. Being constantly provided with an array of options, the mind is carried away into a realm where learning can be most trying. The transition from the vividness of the pulsating colors, customizable avatars, and anticipatory game play experiences are ones that the world of education have been keeping a watchful eye on.  Entire theories have been based on the interactivity and engagement features that these games hold. Using these tenets to create carefully carve out learning E-learning experiences are the things that professional such as Interactive designers and Instructional designers and programmers work to realize. However, these decisions are not ones made as insular, self-directed choices. Experimental discovery in a collaborative environment is at the heart of the matter.

“To cultivate new literacies for democratizing education and society in the new
millennium, we need the Deweyean experimental method of trying out and testing ideas in how computers and new information technology can aid reading, research, and teaching traditional material. This involves trial and error, attempting to discern what works and what does not in using new media to democratize and enhance education. Thus, like Dewey, we need to perceive the interconnection of science, technology, education, and democracy in the present conjuncture. To have a enlivened democracy, we must have educated and informed citizens who require training in science and technology, and acquisition of new multiple literacies. Cultivating multiple literacies involves the scientific method of trial and error, seeking collaborative solutions to problems, and working together to democratically reconstruct education and society,”
(Kellner, D., 2013).
The preceding quote is representative of how technology is evidenced in the present age. The method of experimenting where trial and error and scientific processes are employed is pivotal to the success of the technology’s efficacy. By not sticking to one specific construct or model, true learning can be actualized by taking what has been gleaned and utilizing it for varied purposes. There is an article written by Jensen (2006), where children at play is discussed in detail. Children learn while at play, where they are exploring what is around them and making inquiries and coming to conclusions on their own. In like fashion are researchers and indeed educators to systematically employ this child-like attitude with reference to researching technology’s use in education.  By doing so, there is a collaboration which is fostered, one that is not specific to researchers, but to each professional in the process. Implicit in this research is the right to uniformly provide opportunities for researchers to come to conclusions democratically. By seeing what works for the majority can inform policy and legislation that underlies the appropriation of funds for technology in education. This is a specific way of targeting an area of inquiry and providing data that substantiates its implementation qualitatively and quantitatively.
Increased globalization plays a huge role in the aforementioned matters of  collaborative exploration and inquiry with regards to technology. Countries compete daily for resources of time money, and invest large sums of collateral in advertizing to their demographic. The process of globalization is one that will urge countries to become more competitive as can be evidenced in the White House Science Fair video. (White House, 2013). While many public schools have world class rigor, many lack the essentials to develop students to the level where they need to be in order to present a science project at the White House. Inconsistencies in expectations lead many parents like myself to have a preference for private instruction.
It is my personal belief that the right for a parent to choose which school their child attends is that parent’s prerogative. US Education needs to meet the demands of globalization in order to become more competitive with other countries.  Ina conversation I had today with a teacher in training, he said he spoke with a woman from Europe who said “ Oh we did that already” when he was  explaining to her what his course of study was in his college level calculus course. American Public school education has done an excellent job of making Common core standards mandatory. These are standards that have been developed from world standards in education from other countries. (Common core, 2013). However it is rife with inconsistencies in clear expectations, as is evidenced by academic test scores, district policies and classroom expectations.


References
WDPI, (2013). Wisconsin Department of Public Instruction. Retrieved from: http://standards.dpi.wi.gov/stn_ccss
Kellner, D. (1995).  New media and new Literacies: reconstructing education for the
new millennium.  Retrieved from:
http://pages.gseis.ucla.edu/faculty/kellner/essays/newmedianewliteracies.pdf
Resnick, M. (2006). Computer as Paintbrush: Technology, Play, and the Creative Society.
Retrieved from: http://web.media.mit.edu/~mres/papers/playlearn-handout.pdf
White House (2013) Education to Innovate: media piece. Retrieved from:
http://www.whitehouse.gov/issues/education/educate-innovate
Hess, (2011). Old School: college's most important trend is the rise of the adults: The Atlantic. Retrieved from: http://www.theatlantic.com/business/archive/2011/09/old-school-colleges-most-important-trend-is-the-rise-of-the-adult-student/245823/


No comments:

Post a Comment