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Tan Wee Hoe & Xu Limin University of Warwick

Deep learning and innovative skills development: a potential solution to education dilemma in China. Tan Wee Hoe & Xu Limin University of Warwick. Overview. Exploration of the relationships between the need for innovative skills and the lack of deep learning among Chinese students.

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Tan Wee Hoe & Xu Limin University of Warwick

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  1. Deep learning and innovative skills development: a potential solution to education dilemma in China Tan Wee Hoe & XuLimin University of Warwick

  2. Overview • Exploration of the relationships between the need for innovative skills and the lack of deep learning among Chinese students. • Conjectured factors of the identified gap in the relationship. • GBL as a potential solution to fill in the gap • Aim: to promote the use of electronic games as an ICT measure to promote deep learning among students • Discussion on the possible danger of GBL

  3. The need for innovative skills • To transform China from world manufacturing-oriented factory to a cradle of world-class intellectual property. • Available through deep learning. • Deep learning: focuses on the learner being able to transfer knowledge to other situations and make sense of novel ideas, could be used in developing creative and innovative skills.

  4. The dilemma • University entrance examination: • Most of the educational resources in schools are devised for the purpose of obtaining excellent results of in examination • The practice of surface learning • Surface learning: to cope with course requirements, which emphasis on rote learning and lack of reflection or understanding upon the purpose of the study. • The importance of deep learning is neglected or ignored.

  5. The dilemma • The importance of deep learning is neglected if not ignored. • Underuse of graduates as knowledge workers due to the incapability of transferring knowledge and skills gained through formal education.

  6. Game-based learning as a potential solution • GBL: a form of learner-centred learning that uses games for educational purposes. • Key potential of games: engaging learning experience. • “Flow” state: the conditions of an engaged player. • A solution to blend both surface and deep learning approach.

  7. Possible danger of GBL • With the potential of leading game players to immerse into the flow state, good games can also lead to addiction. • Addiction in game playing is a combination of behavioural, cognitive and affective conditions occurred on game players who make game playing as an essential matter of life. • It leads players to neglect about most of daily living matters, and spend most of their efforts, money and time on game playing. • To make the most of the potential of GBL, issues related to addiction should be serious taken into account.

  8. Questions & Answers

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