Collaborative Learning: Difference between revisions
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Such are thus the affordances: | Such are thus the affordances: | ||
#'''getting ahead in one's professional life by decades'''. If one has not to undergo hazing, learning from the ground up because information is either trade secret or effectively trade secret. | #'''getting ahead in one's professional life by decades'''. If one has not to undergo hazing, learning from the ground up because information is either trade secret or effectively trade secret - is the norm. Imagine the norm shifting to a condition where new players are effectively welcomed and mentored - not to uphold the clan but to innovate from the get go. Life would be different - because any pro or any industry player first has to start up, then catch up, then potentially become innovative. Imagine in the absence of professional or industry warfare - one could go straight to innovation - bypassing the startup and catch-up game. True, experience has no substitute - but imagine what could happen if one can base their acquisition of experience upon best practice - not reinventing the wheel or negotiating old boys' networks. This is part of [[Leveling the Playing Field]] | ||
=Links= | =Links= | ||
*[[Learning Collaboration]] | *[[Learning Collaboration]] |
Revision as of 00:14, 3 September 2024
About
Collaborative learning is learning that relies on Time-binding. Time Binding means that prior knowhow is available and transparent. In the absence of Time-binding, such as with proprietary design, secret standards, or trade secrets - learning is inefficient.
This is obvious, but as of 2024 remains an elephant in the room of post-scarcity theory.
Collaborative Learning, which occurs when prior art is available, means that information is shared freely for a shift away from scarcity enterprise.
Such are thus the affordances:
- getting ahead in one's professional life by decades. If one has not to undergo hazing, learning from the ground up because information is either trade secret or effectively trade secret - is the norm. Imagine the norm shifting to a condition where new players are effectively welcomed and mentored - not to uphold the clan but to innovate from the get go. Life would be different - because any pro or any industry player first has to start up, then catch up, then potentially become innovative. Imagine in the absence of professional or industry warfare - one could go straight to innovation - bypassing the startup and catch-up game. True, experience has no substitute - but imagine what could happen if one can base their acquisition of experience upon best practice - not reinventing the wheel or negotiating old boys' networks. This is part of Leveling the Playing Field