Innovative Paradigms in Education for the USA by Dr. KRS Murthy
Innovative Paradigms in Education for the USA
Dr. KRS Murthy
https://murthy2022.blogspot.com/2023/05/innovative-paradigms-in-education-for.html
Theme:
Educational and learning methods should be customized for the learner from age 3 to 100, and based on individual learning preferences, which preference and optimized learning style further adaptable and customizable based on the age, starting from the age of curiosity, cultural differences at home, in kindergarten years which is in a formative age away from home to a formal setting away from the parents, especially the mother who is the first teacher to all babies. The customization really starts at home based on the personality of the mother and also the father, siblings, playmates, and also the neighborhood. A very important would be the family income and other financial strata. While some educated parents, who are also financially secure to affluent, actually the range of environments that the child is set up in also enhances or deters the natural learning abilities and enthusiasm with natural learning interest levels, preferences, and initial success in basic learning sets that the child is disposed of before going to a school.
Different people, starting from childhood through growing years and through adulthood also change and evolve to adapt to the circumstances from K-12, college, university, advanced education through a master or doctoral degree, on-the-job training, and progression in the practical job or professional life.
Viewed in a statistical angle, all in life, through their evolution from a baby through tender preteens, teen years, adult years, through different decades of their life fall into a normal statistical distribution. However, if the nation wants to have their citizens be successful in larger numbers, statistically a broader normal curve versus a narrow curve, a customized approach could be developed by creating a specialized approach to firstly and through different stages of learning through formative years in different stages of education, and help the citizens to select the type of education, if they were more theoretical at one end, very hands-on practical at the other end, so that opportunities and options to fit the learning style lead the citizens to the overall success and lifelong happiness during education, entrance to the chosen profession, further to adapt to an overall success making individual citizens proud of themselves.
There are already a variety of tools available in the market to cater to the education industry, including software apps for tutoring, and human tutors for different subjects including Science, Technology, Engineering, Arts, and Mathematics (STEAM), further focused on the need of the students.
I have many inventions in the field of education. As a child prodigy who entered college at the age of 12, earned some very much-needed supplemental income to add financial income value to my parents and my siblings by routinely tutoring students many years older than me, tutoring all subjects while each school teacher specialized in only one subject. As a tutor during my school days, I realized that I learned all the subjects much better and deeper into fundamentals. The students should be able to tutor or lecture their own classmates, or learn the subjects and solve problems in the STEAM subjects together, further creatively think of solving problems, derive science mathematics laws and theorems in their own unique ways, thus learning deeper and in different modes on. their own and as teams of two, three or even four.
While explaining to their own classmates, the students gain confidence; confidence and repeated/reinforced confidence is the key to sound learning better. The team culture, of helping each other, prepares and creates better citizens.
I led a video game company as the CEO in the San Francisco area. I have developed video games based on education techniques. The video games are embedded with different educational contents including, for example, history, geography, mathetics, geometry, classical dynamics, better English grammar, physics, and essentially any knowledge.
I have delivered keynotes on the theme “Video Games based Education for age 3 to 100” While playing video games, the player is in an excited stage and in a frame of mind to learn new things and skills naturally and quickly, which become permanently embedded in the brain. Because of the exited state-based learning, creativity also increases, especially after a night’s sleep. Learning by reading or simply listening to lectures in a classroom setup may not have the same advantage as hands-on learning or video game-based learning.
Please see:
https://www.linkedin.com/pulse/murthys-paradigm-education-training-through-fun-krs-murthy
The students should have practical building and using different tools, and some experimenting to supplement classroom learning and library reading. Ultimately, the students should come up with their own experiment ideas, and first define the experiment with specific attributes to be the foundational basis, application(s) to solve unsolved problems. The students in the beginning explain their experiment plan to the professor, especially to make sure that safety issues are understood, followed, and discussed among the team members.
The experiments could even be in the form of postulates and proofs, riddles, and further discussed with scientists in a reputed national-level R&D laboratory. The students may consider entrepreneurial proposals in the form of a technical proposal and business plan to a VC or successful corporate executives like a CTO, CEO, Chief Marketing Officer, or Chief Scientist, prepare and present in the form of a PPT slide pitch deck for funding.
http://murthyparadigms.blogspot.com/2017/01/education-training-through-fun.html
https://ieeexplore.ieee.org/document/6526751
Dr. KRS Murthy’s Keynote the
Fun-based education for ages from 3 to 100: Lighting the candle of learning passion
Published in: 2013 3rd Interdisciplinary Engineering Design Education Conference
Date of Conference: 04-05 March 2013
Date Added to IEEE Xplore: 10 June 2013
ISBN Information:
INSPEC Accession Number: 13565695
DOI: 10.1109/IEDEC.2013.6526751
Publisher: IEEE
Conference Location: Santa Clara, CA, USA
Abstract:
This paper expounds on the advantages, substantiating the perfect fit of video games for adapting and re-purposing them for the education vertical. The author argues that the most important advantage of a gaming platform to use in education and e-learning verticals is that video games are inherently engaging, highly interactive, a personal experience, very relaxing and fun to the players, which places the player's minds in an excited mental state, making it the best opportunity to strategically embed education contents. In such a unique frame of mind, the player is playing the game to win, yet enjoying the challenge. That frame of mind is also the best suited to learn, not just passively as in reading a book, but actively learning. The frame of mind is also the best to remember the educational content presented to the player.
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