Collaborative Learning: Difference between revisions
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=About= | =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, | 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, | ||
unpublished standards, or trade secrets - learning is inefficient. | |||
This is obvious, but as of 2024 remains an elephant in the room of post-scarcity theory. | This is obvious, but as of 2024 remains an elephant in the room of post-scarcity theory. | ||
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Collaborative Learning, which occurs when prior art is available, means that information is shared freely for a shift away from scarcity enterprise. | Collaborative Learning, which occurs when prior art is available, means that information is shared freely for a shift away from scarcity enterprise. | ||
Because all cutting edge information is trade secret - we are thus in the stone age of learning. This is not a good design for a democratic society, where garbage like this must be taken out. | |||
#''' | Such are thus the affordances if learning were collaborative and time-bound: | ||
#'''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]] | |||
=Applications= | |||
The OSE Apprenticeship intends to place a student at the 10 year point after graduation - within 4 years. By [[Integrated Learning]], we aim to jump start one's path to financial independence, or self-determination, via mastery level performance. Mastery dlis defined as above the 2 sigma point of pay scale in the industry, as digital blacksmiths also capable of civilization design at a basic level of proficiency. While learning key mental models for learning how to learn, and key fundamentals of moral intelligence (democratic bend to a just and inclusive world). All achievable via a full-time effort in 4-6 years of Mastery Learning. | |||
=Links= | =Links= | ||
*[[Learning Collaboration]] | *[[Learning Collaboration]] |
Latest revision as of 00:26, 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, unpublished 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.
Because all cutting edge information is trade secret - we are thus in the stone age of learning. This is not a good design for a democratic society, where garbage like this must be taken out.
Such are thus the affordances if learning were collaborative and time-bound:
- 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
Applications
The OSE Apprenticeship intends to place a student at the 10 year point after graduation - within 4 years. By Integrated Learning, we aim to jump start one's path to financial independence, or self-determination, via mastery level performance. Mastery dlis defined as above the 2 sigma point of pay scale in the industry, as digital blacksmiths also capable of civilization design at a basic level of proficiency. While learning key mental models for learning how to learn, and key fundamentals of moral intelligence (democratic bend to a just and inclusive world). All achievable via a full-time effort in 4-6 years of Mastery Learning.