" Education is not the filling of a pail, but the lighting of a fire. " ~ William Butler Yeats.
As distance education matures, the practice of learning enables the learner to meet competencies (as prescribed by Andragogy) and be a capable learner (as envisioned by Heutagogy). Just as Blooms Taxonomy promotes the progression of higher order thinking, Heutagogy promotes higher order action, such as self efficacy and situational analysis or ability to apply competencies to new and unfamiliar situations.
The What:
Healthcare education is prime for using Web 4.0 technologies like augmented reality (AR) and Virtual Reality (VR) to work as a team from varied locations to learn how to practice medicine.
Issues addressed:
1. The key element of Heutagogy that prior innovations did not enable : How to inspire learners to ask deep questions about the universe around them. The use of a simulation presents the environment where a education mentor presents the resources and most importantly shows the learner where to look, not what to see.
2. In university education, curriculum leaders must meet accreditation standards still coming to terms with androgyny principles that promote competency education. Showing a learner is capable of continuing their learning through life long research is possible with the data collected from the simulation experience. Affective context is met by giving the learner a learning experience enabling them to grow and recording the journey for record keeping.
The How:
With healthcare education, innovative companies like CAE Healthcare are using Microsoft Hololens to create augmented reality simulations for sharing the practice of medicine with learners. Yes, the setup requires a large scale dummy patient. What if the distance learner could print parts of the dummy needed to complete the simulation activity with a 3D printer or learners could rent the pieces through a netflix style education service.
The Why:
The world is becoming more and more connected and providing more ways for learners to think more deeply and be capable of solving the problems of the future faster. Giving a learner the experience of solving problems in a global team broadens the learner's skills and perspective.
Distance Education 2.0 to Distance Education 4.0 with mobilized screenless education.
References
Anderson, T. (2010). Theories for learning with emerging technologies. In G. Veletsianos (Ed.), Emerging technologies in distance education. Edmonton: Athabasca University Press. Retrieved from http://www.aupress.ca/books/120177/ebook/02_Veletsianos_2010-Emerging_Technologies_in_Distance_Education.pdf
Canning, N. (2010). Playing with heutagogy: Exploring strategies to empower mature learners in higher education. Journal of Further and Higher Education, 34(1), 59-71.
Canning, N. & Callan, S. (2010). Heutagogy: Spirals of reflection to empower learners in higher education. Reflective Practice, 11(1), 71-82.
Hase, S., & Kenyon, C. (2000). From andragogy to heutagogy. In UltiBase Articles. Retrieved from http://ultibase.rmit.edu.au/Articles/dec00/hase2.htm
Kenyon, C., & Hase, S. (2001). Moving from andragogy to heutagogy in vocational education. Retrieved from http://www.avetra.org.au/abstracts_and_papers_2001/Hase-Kenyon_full.pdf
Knowles, M. (1975). Self-directed learning: A guide for learners and teachers. United States of America: Cambridge Adult Education.
Lee, M.J.W., & McLoughlin, C. (2007). Teaching and learning in the Web 2.0 era: Empowering students through learner-generated content. Instructional Technology and Distance Learning, 4(10). Retrieved from http://itdl.org/Journal/Oct_07/article02.htm
The World Bank. (2003). Lifelong learning in the global knowledge economy: Challenges for developing countries. Washington, D.C.: The World Bank. Retrieved from http://siteresources.worldbank.org/INTLL/Resources/Lifelong-Learning-in-the-Global-Knowledge-Economy/lifelonglearning_GKE.pdf
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