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Traditional and digital pedagogy

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Uploaded by on Nov 23, 2007

An MIT Linear Algebra course is contrasted to a computer game Algebra II course from Tabula Digita.

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Education

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Uploader Comments (samsw12)

  • I understand what you are trying to do with this video but that MIT lecture is by Gilbert Strang. And he is a brilliant teacher! I have personally seen a lot of his lectures and I can tell you that he presents the material in a very intuitive way. There are things in linear algebra (and mathematics in general) that cannot be taught using a video game. All I'm saying is that you shouldn't have chosen this lecture video as your "evil school" footage because Gilbert deserves more respect than that.

  • @chhabrakadabra Thank you for your post. Dr. Strang was chosen because he is one of the best examples of an excellent professor. He would have changed my life if I had been blessed to have someone with his skill. The intent is to compare the very best of traditional instruction with the very newest of digital instruction. Digital instruction is still in its infancy and has a long way to go to equal a Dr. Strang.

  • Panbora: Thank you for your comment. Perhaps engagement is required before imagination can be stimulated. Neither digital nor traditional have a monopoloy on engagement and yes a balanced approach provides the option for the best of each. This is not either / or. Both have a well deserved place.

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  • You don't quite connect the two. I left this video feeling like I should go play games rather than learn. The irony here, those games are designed by people who have taken traditional classes. I am a huge supporter of the video game influence on education. World of Warcraft gave me a sneak-peak to Old English.

  • I agree that there is a need for balance. One does not need to demonise the 'old' way of teaching. However, right now, the reality is that the emphasis is still very much on the 20th century approach. Sometimes, this approach, in a more interactive, modified form is perfect for learning the basics, foundation data needed (grammar, spelling etc...). But after the basics are covered, students NEED approaches that will prepare them for the future.

  • New digital innovations offer so much potential for sparking imagination, in particular media that allow for user-generated (i.e. student-generated) content. Imagine a student watching a video or playing a game, then re-mixing the content to tell a story in their own words, or with their own point of view. Or building 3D models in a virtual sandbox. Of course, the benefits for students with different learning styles are huge.

  • Right on!!! Who is going to start making the games that help teaching? I think Nintendo Wii is helping get people off thier butts when they play, but who is going to start stimulating the mind for things that kids need to know?

  • Digital makes things easier. Yet, it kills imagination, which is one of the most important faculties of the mind. Perhaps some kind of a balanced approach..?

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