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How to change current education to promote lifelong learning The New Transformation 10 th Asia Didac Forum 9-11 Oct, 2019 Bangkok, Thailand Ichiro Miyazawa Programme Specialist Main Contents 1. Key Message 2. Issues of Current Education


  1. How to change current education to promote lifelong learning The New Transformation 10 th Asia Didac Forum 9-11 Oct, 2019 Bangkok, Thailand Ichiro Miyazawa Programme Specialist

  2. Main Contents 1. Key Message 2. Issues of Current Education & Work 3. How do we get data of learners 4. Innovations to Engage Learners and Promote Lifelong Learning 2

  3. Education we need for future was already well defined in 20 th century or even before. Humanize education with Now it is how to put it in practice with technologies for 21 st century technologies! 3

  4. Education breeds confidence. Confidence breeds hope. Hope breeds peace. Confucius (BC551- BC479) 4

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  6. ”The Child who concentrates is immensely happy" Maria Montessori (1870-1952) Italian Physican Founder of the Montessori Schools 10/14/2019 6

  7. 10/14/2019 7

  8. Education has the objective of giving meaning to the lives of the students. This requires making them aware of the value they can create for others, how they can be useful to and be valued by others. Ackoff, Russell L (1919-2009)

  9. "The goal of education is to enable individuals to continue their education" John Dewey (1859-1952) American Philosopher and Psychologist Progressive Education 10/14/2019 9

  10. “ The element is the point at which natural talent meets personal passion. It is also an essential strategy for transforming education, business, and communities to meet the challenges of living and succeeding in the twenty-first century ” Ken Robinson 10

  11. Emotional Intelligence and Mental Resilience for the 21 st Century “The most important thing to learn from Exam is the Failure” Yuval Noah Harari 11

  12. Education in 21 st Century should 1. Inspire and engage learners with joy, 2. make them feel confident, 3. support them so they can find their passion and life purpose, 4. and develop their unique competencies for peace and prosperity in society and the world 12

  13. Required for 1950/60 Required for the future • Efficient • Motivated with • Obedient/not critical clear purposes • Patient • Resilient • No-creativity • High EQ and CQ • Fixed mindset • Full of compassion • Growth mindset 13

  14. “ Mindset ” by Carol Dweck, 14 https://medium.com/leadership-motivation-and-impact/fixed-v-growth-mindset-902e7d0081b3

  15. 2. Issues of Current Education and work ? 15

  16. Life, Education and Learning 3 rd Age K12 HE ECE Work? 0 10 20 30 40 50 60 70 80 90 100 Lifelong Learning 16

  17. On average, 10,000 hours spent in K-12 17

  18. Relationship between percentage of correct answers and family income 85 % of correct answers 80 75 70 Math 65 60 Languague 55 (Japanese) 50 Family income (JPY) 18 Source: http://www.mext.go.jp/b_menu/shingi/chousa/shotou/045/shiryo/__icsFiles/afieldfile/2009/08/06/1282852_2.pdf

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  20. Wealth Share of Top 1 Percentile within a Country/ 100% Region 90% 80% 70% 53.0% 53.5% 56.0% 60% 50% 41.2% 30.7% 32.4% 34.1% 39.4% 40% 30% 18.5% 20% 10% 0% (Credit Suisse, 2015) 20

  21. Students who have felt they are useless 80 72.5% 70 56.4% 60 45.1% 50 35.2% 40 30 20 10 0 Japan USA China Korea Source: Research Life and Self Consciousness of High School Students 2016 21 http://www.niye.go.jp/kenkyu_houkoku/contents/detail/i/98/

  22. Nearly 34% of S. Korean adolescents have thought about suicide over academic pressure http://www.koreaherald.com/view.php?ud=20190724000749 22

  23. Only 27 percent of college graduates have a job related to their major in US ??? https://www.washingtonpost.com/news/wonk/wp/2013/05/2 0/only-27-percent-of-college-grads-have-a-job-related-to- their-major/?noredirect=on&utm_term=.02c530e6ba1f 10/14/2019 23

  24. PERSISTENT YOUTH UNEMPLOYMENT Among 358 million youth globally who are Share of youth not in education, employment, or not in school, training training, total (% of youth population) 45 or employment, 220 40 35 million are in Asia- 30 25 Pacific , of whom 101 20 15 million live in South Asia 10 5 0 Bangladesh Samoa Iran, Islamic Rep. South Africa India Turkey Philippines Indonesia Italy Kyrgyz Republic Brazil Singapore Korea, Rep. Thailand Portugal New Zealand Australia Vietnam Nepal Cambodia Japan Malaysia Note: data range from 2008 to 2014 Source: UNDP, 2016. Asia-Pacific Human Development Report . Data Source: World Economic Forum (2013), The Global Competitiveness Report. Geneva 24

  25. Worldwide, only 13% of employees are engaged at work Engaged Not engaged 13% Actively disengaged 24% 63% 25 Source: http://news.gallup.com/poll/165269/worldwide-employees-engaged-work.aspx

  26. % of the engaged/not engaged/actively disengaged at work 15 2 15 15 18 23 24 24 26 31 63 52 84 76 77 61 67 69 68 60 30 29 15 14 11 9 9 8 7 6 Engaged Not engaged Actively disengaged 26 Source: http://news.gallup.com/poll/165269/worldwide-employees-engaged-work.aspx

  27. 3. How to get data of learners? 28

  28. Engagement ? • Student willingness to spend more time and energy on learning • Focusing and Concentrating on learning • Interests and Curiosity • Absorbed into Learning: “ Flow ”

  29. Sample 1 No. Anger Contempt Disgust Fear Happiness Neutral Sadness Surprise 1 0.0001 0.00002 0 0.00061 0 0.98082 0.00772 0.01072 2 0.00065 0.0003 0.00011 0.00012 0.00159 0.99371 0.003 0.00052 3 0 0.00099 0.00001 0 0.99365 0.00505 0.00001 0.00029 4 0.00004 0.00012 0.00002 0.00003 0.00008 0.98895 0.01022 0.00055 5 0 0.00015 0 0.00001 0.00011 0.99932 0.00023 0.00018 6 0.00064 0.00051 0.00007 0.00002 0.00087 0.97168 0.02551 0.00072 7 0 0.00022 0 0 0.0007 0.99906 0 0.00001

  30. Sample 2 No. Anger Contempt Disgust Fear Happiness Neutral Sadness Surprise 1 0.01348 0.0083 0.00337 0.00019 0.01524 0.93788 0.02091 0.00064 2 0.00002 0.00003 0.00001 0 0.00117 0.93076 0.06796 0.00005 3 0.0014 0.00242 0.00034 0.00474 0.00083 0.93058 0.04229 0.0174 4 0.00048 0.00651 0.00062 0.00008 0.00049 0.73268 0.25902 0.00012 5 0.00661 0.00047 0.00015 0.00003 0.00058 0.96884 0.02292 0.00041 6 0.01348 0.0083 0.00337 0.00019 0.01524 0.93788 0.02091 0.00064 7 0.00002 0.00003 0.00001 0 0.00117 0.93076 0.06796 0.00005

  31. Sample 3 No. Anger Contempt Disgust Fear Happiness Neutral Sadness Surprise 1 0.01348 0.0083 0.00337 0.00019 0.01524 0.93788 0.02091 0.00064 2 0.00002 0.00003 0.00001 0 0.00117 0.93076 0.06796 0.00005 3 0.0014 0.00242 0.00034 0.00474 0.00083 0.93058 0.04229 0.0174 4 0.00048 0.00651 0.00062 0.00008 0.00049 0.73268 0.25902 0.00012 5 0.00661 0.00047 0.00015 0.00003 0.00058 0.96884 0.02292 0.00041 6 0.01348 0.0083 0.00337 0.00019 0.01524 0.93788 0.02091 0.00064 7 0.00002 0.00003 0.00001 0 0.00117 0.93076 0.06796 0.00005

  32. 4. Current Innovations to Engage Learners and Promote LLL 34

  33. Innovative Approachs: Learner Experience (LX) 1. Personalized Learning 2. Project Based Learning 3. Learning through Virtual Reality/Augmented Reality 4. Gamifications 10/14/2019 35

  34. 10/14/2019 36

  35. Innovative Approachs 1. Personalized Learning 2. Project Based Learning 3. Learning through Virtual Reality/Augmented Reality 4. Gamifications 10/14/2019 37

  36. 4 pillars of Personalized Learning 1. 2. 4. Each student 3. Students should Learning should have Students should have personal environments "learner profile," follow a learning paths should be documenting “ competency- that help them flexible and his/her academic based to set and structured in a strengths and progression " manage their way to support weaknesses, through topics individual their goals motivations, and academic goals goals 10/14/2019 38 Developed by the Bill & Melinda Gates Foundation, the Michael and Susan Dell Foundation, and EDUCAUSE

  37. 10/14/2019 39

  38. Innovative Approachs 1. Personalized Learning 2. Project Based Learning 3. Learning through Virtual Reality/Augmented Reality 4. Gamifications 10/14/2019 40

  39. Key Elements of PBL Design Thinking Source: Penrose Elementary https://www.d11.org/Page/623 A lot of interesting cases at https://www.edutopia.org/project-based-learning 10/14/2019 41

  40. Innovative Approachs 1. Personalized Learning 2. Project Based Learning 3. Learning through Virtual Reality/Augmented Reality 4. Gamifications 10/14/2019 42

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  44. Innovative Approachs 1. Personalized Learning 2. Project Based Learning 3. Learning through Virtual Reality/Augmented Reality 4. Gamifications 10/14/2019 46

  45. Key Elements of Gamification 1. Frequent monitoring of progress/ improvement 2. Setting Goals 3. Giving Feedbacks 4. Rewarding 5. Competition 10/14/2019 47

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  47. Lifelong Kindergarten 1.Project 2.Passion 3.Peers 4.Play 10/14/2019 49

  48. Happiness/Success Passion/ Work Life Purpose 50

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