learn?” on virtual and on real environments. So….
We ask: How do people learn? Much research as
been done on learning styles, and there is no doubt
that we can apply those principles to e-learning and
b-learning contents and course design. People learn
in different ways, but it seems that there are three
primary ways to learn (Bersin, 2004):
• Visual Learners: Approximately 50 to 70
percent of the population. People on this cluster
relate most effectively to written information,
diagrams, images and pictures. Visual learners
like to take notes, write on the whiteboard,
create and view power point slides with
graphics.
• Auditory Learners: Approximately 20 to 40
percent of the population. The best way to learn
is hearing. These people like to listen to lectures
and take notes later.
• Kinaesthetic Learners: approximately 5 to 20
percent of the population. Learn best through
touching and doing things. These people learn
by imitating, trying, holding and feeling things.
As some researchers have argued and defended
previously (e.g. Fernandes and Rocha, 2006a)
people learn best by doing, the often called
“experiential learning”. This was the principle used
on all the activities underlying the TIP’ project, the
case study presented in this paper.
Table 1: Six models of learning.
Approach Techniques used (examples)
6. Teaching
Mentoring, manager assistance,
on-line coaching
5. Doing
Simulations, on-the-job exercises,
labs, web interactivities, scenarios
4. Watching
Demonstrations, instructors,
video, replays, animations,
scenarios
3. Hearing
Lectures, discussions, audios,
webinars
2. Seeing Graphics, images, videos
Higher
level of
Mastery
↑
Low
levels of
Mastery
1. Reading Web pages, books, documents
Adapted from Bersin (2004, p. 35)
According to Bersin (2004) there are mainly six
modes of learning according to the mastery you
want to obtain at the end of the program: reading,
seeing, hearing, watching, doing, and teaching.
“Mastery” is a combination of proficiency and
retention. Proficiency measures the ability for
learners to perform a task accurately and retention
the ability for the learner to remember and apply the
task to many different situations.
There are many questions on e-learning that are still
open, and with different answers according to the
contextual, personal and organizational variables.
Doing so, goes considerable way towards addressing
these issues, delivery, maintenance, cost, content
quality, target audience in a single way. But, we can
also ask if the e-learning field is moving fast enough
to warrant the attention lavished on the subject?
Every organization must take the best out of its own
resources, creativity and different ways for using the
same tools striving renewed answers approaches to
challenges that emerge each day. There is the need
to design new business models based on the use of
several tools available on the organizations, and
according to the target audience defined.
In this paper the authors explore one particular
activity “This is an Idea!” (TiaI!) enclosured in one
hands-on project “Think Industry Project” (TIP).
TIP merges new ways of learning (e-learning) and
traditional learning.
2 CASE STUDY: TIP “THIS IS AN
IDEA!”
Hands-on programs have been originally proposed
as means to increase student achievement (in science
education), and in the authors approach, hands-on
projects such a TIP, also intent to promote general
conscience on several issues, and be the basis for a
differentiation for career interests. There are several
theoretical rationales for hands-on programs that are
explored by Fernandes and Rocha (2006) and
applied on TIP activities. Scientific knowledge for
reality as youngsters know it is the main work base
for the several TIP’ activities. Researchers identify
mainly two broad domains of scientific knowledge:
(1) content knowledge, and (2) process skills
knowledge (Glynn & Duit, 1995; Lawson, 1995),
the authors’ extent it to a third one, (3) Real world
knowledge. Content knowledge, also known as
declarative knowledge includes the real “contents”
that students are supposed to know, remember and
understand, such as theories, principles, facts,
theorems, laws, etc.. Process skills or procedural
knowledge are the techniques and approaches to
solving a problem, such as observation,
measurement, hypothesis formulation and testing,
among many others. Real world awareness it’s the
link of both of the former to real life contexts
namely industry and possible impacts. It allows
youngsters to give a meaning to their knowledge,
promoting the learning and development of a global
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