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Learning Demand

Temenoujka Fuller, Ph.D.

2007

Quantum Learning & Future Quantum Computers

     

What Would be Quantum Learning

 

Meta-Cognitive

Know how you know; The theory of meta-cognition is developed by Flavell.

http://www.gse.buffalo.edu/fas/shuell/CEP564/Metacog.htm  

"According to Flavell (1979, 1987), metacognition consists of both metacognitive knowledge and metacognitive experiences or regulation. Metacognitive knowledge refers to acquired knowledge about cognitive processes, knowledge that can be used to control cognitive processes. Flavell further divides metacognitive knowledge into three categories: knowledge of person variables, task variables and strategy variables."
                                            

Meta-Affective

Know how you feel is developed by Daniel Goleman

http://www.danielgoleman.info/ei/index.html

In 1990, in my role as a science reporter at The New York Times, I chanced upon an article in a small academic journal by two psychologists, John Mayer, now at the University of New Hampshire, and Yale's Peter Salovey.  Mayer and Salovey offered the first formulation of a concept they called "emotional intelligence."

 

Meta-Conative

Know how you act by instinct

According to Katrine Colbe, conation is action derived from instinct; purposeful mode of striving, volition. It is a conscious effort to carry out self-determined acts.

The Latin 'conatus', from which conation is derived, is defined as "any natural tendency, impulse, or directed effort."
 

Katrine Colbe                                                   

Quantum Learning

A superposition of individually entangled cognitive, affective and conative states that leads to maximum learning with minimum friction between learners.

Quantum learning is supported by researches and designers. Students combine available meta-learning opportunities to achieve complex learning goals.

Harmonize self with others using e-learning research

 

What Would be the Quantum Learning

      May be, Quantum Learning would be three-dimensional peer-to-peer meta-tutoring, supported by e-learning research as a feedback on demand.  The goal is with minimum feedback to achieve maximum grade from the others and objective grade from e-researchers.

     The instructors of the future - e-learning researchers. Instructors are mirrors of the events designed by learning designers to create opportunities for learning. The tasks would be two types: learning tasks and real-life tasks. Learning designers will design the learning environments for both tasks. Learning researchers or instructors will evaluate the results of all experiences and the design and will suggest the new level of learning challenges. Periodically, the learning designers will increase or decrease the challenges to optimize the learning for each and all individuals in the group.

      Each learner controls only his or her personal three-dimensional learning mind-space. The goal of quantum learning for the individual is to harmonize personal learning experiences with the learning demand of the others, to learn how to make the content teachable, how to evaluate his or her actions and feelings, to reflect in the direction of the future progress. 

      The difference between the games and quantum learning is in the rules; games have internal rules, while the rule of quantum learning for each individual is to harmonize personal and social experiences. Some games are very close to quantum learning; however, without flexible change of the challenges, no games can work for individuals. 

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2007 Learning Demand