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Tuesday, November 13, 2018

Cognitive bias mitigation

From Wikipedia, the free encyclopedia

Cognitive bias mitigation is the prevention and reduction of the negative effects of cognitive biases – unconscious, automatic influences on human judgment and decision making that reliably produce reasoning errors.

Coherent, comprehensive theories of cognitive bias mitigation are lacking. This article describes debiasing tools, methods, proposals and other initiatives, in academic and professional disciplines concerned with the efficacy of human reasoning, associated with the concept of cognitive bias mitigation; most address mitigation tacitly rather than explicitly.

A long-standing debate regarding human decision making bears on the development of a theory and practice of bias mitigation. This debate contrasts the rational economic agent standard for decision making versus one grounded in human social needs and motivations. The debate also contrasts the methods used to analyze and predict human decision making, i.e. formal analysis emphasizing intellectual capacities versus heuristics emphasizing emotional states. This article identifies elements relevant to this debate.

Context

A large body of evidence has established that a defining characteristic of cognitive biases is that they manifest automatically and unconsciously over a wide range of human reasoning, so even those aware of the existence of the phenomenon are unable to detect, let alone mitigate, their manifestation via awareness only.

Real-world effects of cognitive bias

There are few studies explicitly linking cognitive biases to real-world incidents with highly negative outcomes. Examples:
  • One study explicitly focused on cognitive bias as a potential contributor to a disaster-level event; this study examined the causes of the loss of several members of two expedition teams on Mount Everest on two consecutive days in 1996. This study concluded that several cognitive biases were 'in play' on the mountain, along with other human dynamics. This was a case of highly trained, experienced people breaking their own rules, apparently under the influence of the overconfidence effect, the sunk cost fallacy, the availability heuristic, and perhaps other cognitive biases. Five people, including both expedition leaders, lost their lives despite explicit warnings in briefings prior to and during the ascent of Everest. In addition to the leaders' mistakes, most team members, though they recognized their leader's faulty judgments, failed to insist on following through on the established ascent rules.
  • In a 2010 MarketBeat study, German researchers examined the role that certain cognitive biases may have had in the global financial crisis beginning in 2007. Their conclusion was that the expertise level of stock analysts and traders made them highly resistant to signals that did not conform to their beliefs in the continuation of the status quo. In the grip of strong confirmation bias reinforced by the overconfidence effect and the status quo bias, they apparently could not see the signals of financial collapse, even after they had become evident to non-experts.
  • Similarly, Kahneman, a Nobel Laureate in Economics, reports in a peer-reviewed study that highly experienced financial managers performed 'no better than chance', largely due to similar factors as reported in the study above, which he termed the "illusion of skill".
There are numerous investigations of incidents determining that human error was central to highly negative potential or actual real-world outcomes, in which manifestation of cognitive biases is a plausible component. Examples:
  • The 'Gimli Glider' Incident, in which a July 23, 1983 Air Canada flight from Montreal to Edmonton ran out of fuel 41,000 feet over Manitoba because of a measurement error on refueling, an outcome later determined to be the result of a series of unchecked assumptions made by ground personnel. Without power to operate radio, radar or other navigation aids, and only manual operation of the aircraft's control surfaces, the flight crew managed to locate an abandoned Canadian Air Force landing strip near Gimli, Manitoba. Without engine power, and with only manual wheel braking, the pilot put the aircraft down, complete with 61 passengers plus crew, and safely brought it to a stop. This outcome was the result of skill (the pilot had glider experience) and luck (the co-pilot just happened to know about the airstrip); no lives were lost, the damage to the aircraft was modest, and there were knowledgeable survivors to inform modifications to fueling procedures at all Canadian airports.
  • The Loss of the Mars Climate Orbiter, which on September 23, 1999 "encountered Mars at an improperly low altitude" and was lost. NASA described the systemic cause of this mishap as an organizational failure, with the specific, proximate cause being unchecked assumptions across mission teams regarding the mix of metric and United States customary units used in different systems on the craft. A host of cognitive biases can be imagined in this situation: confirmation bias, hindsight bias, overconfidence effect, availability bias, and even the meta-bias bias blind spot.
  • The Sullivan Mine Incident of May 18, 2006, in which two mining professionals and two paramedics at the closed Sullivan mine in British Columbia, Canada, all specifically trained in safety measures, lost their lives by failing to understand a life-threatening situation that in hindsight was obvious. The first person to succumb failed to accurately discern an anoxic environment at the bottom of a sump within a sampling shed, accessed by a ladder. After the first fatality, three other co-workers, all trained in hazardous operational situations, one after the other lost their lives in exactly the same manner, each apparently discounting the evidence of the previous victims' fate. The power of confirmation bias alone would be sufficient to explain why this happened, but other cognitive biases probably manifested as well.
  • The London Ambulance Service Failures, in which several Computer Aided Dispatch (CAD) system failures resulted in out-of-specification service delays and reports of deaths attributed to these delays. A 1992 system failure was particularly impactful, with service delays of up to 11 hours resulting in an estimated 30 unnecessary deaths in addition to hundreds of delayed medical procedures. This incident is one example of how large computer system development projects exhibit major flaws in planning, design, execution, test, deployment and maintenance.
  • Atul Gawande, an accomplished professional in the medical field, recounts the results of an initiative at a major US hospital, in which a test run showed that doctors skipped at least one of only 5 steps in 1/3 of certain surgery cases, after which nurses were given the authority and responsibility to catch doctors missing any steps in a simple checklist aimed at reducing central line infections. In the subsequent 15-month period, infection rates went from 11% to 0%, 8 deaths were avoided and some $2 million in avoidable costs were saved.
  • Other disaster-level examples of negative outcomes resulting from human error, possibly including multiple cognitive biases: the Three Mile Island nuclear meltdown, the loss of the Space Shuttle Challenger, the Chernobyl nuclear reactor fire, the downing of an Iran Air passenger aircraft, the ineffective response to the Hurricane Katrina weather event, and many more.
Each of the approximately 100 cognitive biases known to date can also produce negative outcomes in our everyday lives, though rarely as serious as in the examples above. An illustrative selection, recounted in multiple studies:
  • Confirmation bias, the tendency to seek out only that information that supports one's preconceptions, and to discount that which does not. For example, hearing only one side of a political debate, or, failing to accept the evidence that one's job has become redundant.
  • Framing effect, the tendency to react to how information is framed, beyond its factual content. For example, choosing no surgery when told it has a 10% failure rate, where one would have opted for surgery if told it has a 90% success rate, or, opting not to choose organ donation as part of driver's license renewal when the default is 'No'.
  • Anchoring bias, the tendency to produce an estimate near a cue amount that may or may not have been intentionally offered. For example, producing a quote based on a manager's preferences, or, negotiating a house purchase price from the starting amount suggested by a real estate agent rather than an objective assessment of value.
  • Gambler's fallacy (aka sunk cost bias), the failure to reset one's expectations based on one's current situation. For example, refusing to pay again to purchase a replacement for a lost ticket to a desired entertainment, or, refusing to sell a sizable long stock position in a rapidly falling market.
  • Representativeness heuristic, the tendency to judge something as belonging to a class based on a few salient characteristics without accounting for base rates of those characteristics. For example, the belief that one will not become an alcoholic because one lacks some characteristic of an alcoholic stereotype, or, that one has a higher probability to win the lottery because one buys tickets from the same kind of vendor as several known big winners.
  • Halo effect, the tendency to attribute unverified capabilities in a person based on an observed capability. For example, believing an Oscar-winning actor's assertion regarding the harvest of Atlantic seals, or, assuming that a tall, handsome man is intelligent and kind.
  • Hindsight bias, the tendency to assess one's previous decisions as more efficacious than they were. For example, 'recalling' one's prediction that Vancouver would lose the 2011 Stanley Cup, or, 'remembering' to have identified the proximate cause of the 2007 Great Recession.
  • Availability heuristic, the tendency to estimate that what is easily remembered is more likely than that which is not. For example, estimating that an information meeting on municipal planning will be boring because the last such meeting you attended (on a different topic) was so, or, not believing your Member of Parliament's promise to fight for women's equality because he didn't show up to your home bake sale fundraiser for him.
  • Bandwagon effect, the tendency to do or believe what others do or believe. For example, voting for a political candidate because your father unfailingly voted for that candidate's party, or, not objecting to a bully's harassment because the rest of your peers don't.

To date

An increasing number of academic and professional disciplines are identifying means of cognitive bias mitigation. Notable examples in the field of debiasing, is a model by the NeuroLeadership Institute that categorizes over 150 known cognitive biases into a decision-making framework.

What follows is a characterization of the assumptions, theories, methods and results, in disciplines concerned with the efficacy of human reasoning, that plausibly bear on a theory and/or practice of cognitive bias mitigation. In most cases this is based on explicit reference to cognitive biases or their mitigation, in others on unstated but self-evident applicability. This characterization is organized along lines reflecting historical segmentation of disciplines, though in practice there is a significant amount of overlap.

Decision theory

Decision theory, a discipline with its roots grounded in neo-classical economics, is explicitly focused on human reasoning, judgment, choice and decision making, primarily in 'one-shot games' between two agents with or without perfect information. The theoretical underpinning of decision theory assumes that all decision makers are rational agents trying to maximize the economic expected value/utility of their choices, and that to accomplish this they utilize formal analytical methods such as mathematics, probability, statistics, and logic under cognitive resource constraints.

Normative, or prescriptive, decision theory concerns itself with what people should do, given the goal of maximizing expected value/utility; in this approach there is no explicit representation in practitioners' models of unconscious factors such as cognitive biases, i.e. all factors are considered conscious choice parameters for all agents. Practitioners tend to treat deviations from what a rational agent would do as 'errors of irrationality', with the implication that cognitive bias mitigation can only be achieved by decision makers becoming more like rational agents, though no explicit measures for achieving this are proffered.

Positive, or descriptive, decision theory concerns itself with what people actually do; practitioners tend to acknowledge the persistent existence of 'irrational' behavior, and while some mention human motivation and biases as possible contributors to such behavior, these factors are not made explicit in their models. Practitioners tend to treat deviations from what a rational agent would do as evidence of important, but as yet not understood, decision-making variables, and have as yet no explicit or implicit contributions to make to a theory and practice of cognitive bias mitigation.

Game theory

Game theory, a discipline with roots in economics and system dynamics, is a method of studying strategic decision making in situations involving multi-step interactions with multiple agents with or without perfect information. As with decision theory, the theoretical underpinning of game theory assumes that all decision makers are rational agents trying to maximize the economic expected value/utility of their choices, and that to accomplish this they utilize formal analytical methods such as mathematics, probability, statistics, and logic under cognitive resource constraints.

One major difference between decision theory and game theory is the notion of 'equilibrium', a situation in which all agents agree on a strategy because any deviation from this strategy punishes the deviating agent. Despite analytical proofs of the existence of at least one equilibrium in a wide range of scenarios, game theory predictions, like those in decision theory, often do not match actual human choices. As with decision theory, practitioners tend to view such deviations as 'irrational', and rather than attempt to model such behavior, by implication hold that cognitive bias mitigation can only be achieved by decision makers becoming more like rational agents.

In the full range of game theory models there are many that do not guarantee the existence of equilibria, i.e. there are conflict situations where there is no set of agents' strategies that all agents agree are in their best interests. However, even when theoretical equilibria exist, i.e. when optimal decision strategies are available for all agents, real-life decision-makers often do not find them; indeed they sometimes apparently do not even try to find them, suggesting that some agents are not consistently 'rational'. game theory does not appear to accommodate any kind of agent other than the rational agent.

Behavioral economics

Unlike neo-classical economics and decision theory, behavioral economics and the related field, behavioral finance, explicitly consider the effects of social, cognitive and emotional factors on individuals' economic decisions. These disciplines combine insights from psychology and neo-classical economics to achieve this.

Prospect theory was an early inspiration for this discipline, and has been further developed by its practitioners. It is one of the earliest economic theories that explicitly acknowledge the notion of cognitive bias, though the model itself accounts for only a few, including loss aversion, anchoring and adjustment bias, endowment effect, and perhaps others. No mention is made in formal prospect theory of cognitive bias mitigation, and there is no evidence of peer-reviewed work on cognitive bias mitigation in other areas of this discipline.

However, Daniel Kahneman and others have authored recent articles in business and trade magazines addressing the notion of cognitive bias mitigation in a limited form. These contributions assert that cognitive bias mitigation is necessary and offer general suggestions for how to achieve it, though the guidance is limited to only a few cognitive biases and is not self-evidently generalizable to others.

Neuroeconomics

Neuroeconomics is a discipline made possible by advances in brain activity imaging technologies. This discipline merges some of the ideas in experimental economics, behavioral economics, cognitive science and social science in an attempt to better understand the neural basis for human decision making.

fMRI experiments suggest that the limbic system is consistently involved in resolving economic decision situations that have emotional valence, the inference being that this part of the human brain is implicated in creating the deviations from rational agent choices noted in emotionally valent economic decision making. Practitioners in this discipline have demonstrated correlations between brain activity in this part of the brain and prospection activity, and neuronal activation has been shown to have measurable, consistent effects on decision making. These results must be considered speculative and preliminary, but are nonetheless suggestive of the possibility of real-time identification of brain states associated with cognitive bias manifestation, and the possibility of purposeful interventions at the neuronal level to achieve cognitive bias mitigation.

Cognitive psychology

Several streams of investigation in this discipline are noteworthy for their possible relevance to a theory of cognitive bias mitigation.

One approach to mitigation originally suggested by Daniel Kahneman and Amos Tversky, expanded upon by others, and applied in real-life situations, is reference class forecasting. This approach involves three steps: with a specific project in mind, identify a number of past projects that share a large number of elements with the project under scrutiny; for this group of projects, establish a probability distribution of the parameter that is being forecast; and, compare the specific project with the group of similar projects, in order to establish the most likely value of the selected parameter for the specific project. This simply stated method masks potential complexity regarding application to real-life projects: few projects are characterizable by a single parameter; multiple parameters exponentially complicates the process; gathering sufficient data on which to build robust probability distributions is problematic; and, project outcomes are rarely unambiguous and their reportage is often skewed by stakeholders' interests. Nonetheless, this approach has merit as part of a cognitive bias mitigation protocol when the process is applied with a maximum of diligence, in situations where good data is available and all stakeholders can be expected to cooperate.

A concept rooted in considerations of the actual machinery of human reasoning, bounded rationality is one that may inform significant advances in cognitive bias mitigation. Originally conceived of by Herbert A. Simon in the 1960s and leading to the concept of satisficing as opposed to optimizing, this idea found experimental expression in the work of Gerd Gigerenzer and others. One line of Gigerenzer's work led to the "Fast and Frugal" framing of the human reasoning mechanism, which focused on the primacy of 'recognition' in decision making, backed up by tie-resolving heuristics operating in a low cognitive resource environment. In a series of objective tests, models based on this approach outperformed models based on rational agents maximizing their utility using formal analytical methods. One contribution to a theory and practice of cognitive bias mitigation from this approach is that it addresses mitigation without explicitly targeting individual cognitive biases and focuses on the reasoning mechanism itself to avoid cognitive biases manifestation.

Intensive situational training is capable of providing individuals with what appears to be cognitive bias mitigation in decision making, but amounts to a fixed strategy of selecting the single best response to recognized situations regardless of the 'noise' in the environment. Studies and anecdotes reported in popular-audience media of firefighter captains, military platoon leaders and others making correct, snap judgments under extreme duress suggest that these responses are likely not generalizable and may contribute to a theory and practice of cognitive bias mitigation only the general idea of domain-specific intensive training.

Similarly, expert-level training in such foundational disciplines as mathematics, statistics, probability, logic, etc. can be useful for cognitive bias mitigation when the expected standard of performance reflects such formal analytical methods. However, a study of software engineering professionals suggests that for the task of estimating software projects, despite the strong analytical aspect of this task, standards of performance focusing on workplace social context were much more dominant than formal analytical methods. This finding, if generalizable to other tasks and disciplines, would discount the potential of expert-level training as a cognitive bias mitigation approach, and could contribute a narrow but important idea to a theory and practice of cognitive bias mitigation.
Laboratory experiments in which cognitive bias mitigation is an explicit goal are rare. One 1980 study explored the notion of reducing the optimism bias by showing subjects other subjects' outputs from a reasoning task, with the result that their subsequent decision-making was somewhat debiased.

A recent research effort by Morewedge and colleagues (2015) found evidence for domain-general forms of debiasing. In two longitudinal experiments, debiasing training techniques featuring interactive games that elicited six cognitive biases (anchoring, bias blind spot, confirmation bias, fundamental attribution error, projection bias, and representativeness), provided participants with individualized feedback, mitigating strategies, and practice, resulted in an immediate reduction of more than 30% in commission of the biases and a long term (2 to 3-month delay) reduction of more than 20%. The instructional videos were also effective, but were less effective than the games.

Evolutionary psychology

This discipline explicitly challenges the prevalent view that humans are rational agents maximizing expected value/utility, using formal analytical methods to do so. Practitioners such as Cosmides, Tooby, Haselton, Confer and others posit that cognitive biases are more properly referred to as cognitive heuristics, and should be viewed as a toolkit of cognitive shortcuts selected for by evolutionary pressure and thus are features rather than flaws, as assumed in the prevalent view. Theoretical models and analyses supporting this view are plentiful. This view suggests that negative reasoning outcomes arise primarily because the reasoning challenges faced by modern humans, and the social and political context within which these are presented, make demands on our ancient 'heuristic toolkit' that at best create confusion as to which heuristics to apply in a given situation, and at worst generate what adherents of the prevalent view call 'reasoning errors'.

In a similar vein, Mercier and Sperber describe a theory for confirmation bias, and possibly other cognitive biases, which is a radical departure from the prevalent view, which holds that human reasoning is intended to assist individual economic decisions. Their view suggests that it evolved as a social phenomenon and that the goal was argumentation, i.e. to convince others and to be careful when others try to convince us. It is too early to tell whether this idea applies more generally to other cognitive biases, but the point of view supporting the theory may be useful in the construction of a theory and practice of cognitive bias mitigation.

There is an emerging convergence between evolutionary psychology and the concept of our reasoning mechanism being segregated (approximately) into 'System 1' and 'System 2'. In this view, System 1 is the 'first line' of cognitive processing of all perceptions, including internally generated 'pseudo-perceptions', which automatically, subconsciously and near-instantaneously produces emotionally valenced judgments of their probable effect on the individual's well-being. By contrast, System 2 is responsible for 'executive control', taking System 1's judgments as advisories, making future predictions, via prospection, of their actualization and then choosing which advisories, if any, to act on. In this view, System 2 is slow, simple-minded and lazy, usually defaulting to System 1 advisories and overriding them only when intensively trained to do so or when cognitive dissonance would result. In this view, our 'heuristic toolkit' resides largely in System 1, conforming to the view of cognitive biases being unconscious, automatic and very difficult to detect and override. Evolutionary psychology practitioners emphasize that our heuristic toolkit, despite the apparent abundance of 'reasoning errors' attributed to it, actually performs exceptionally well, given the rate at which it must operate, the range of judgments it produces, and the stakes involved. The System 1/2 view of the human reasoning mechanism appears to have empirical plausibility and thus may contribute to a theory and practice of cognitive bias mitigation.

Neuroscience

Neuroscience offers empirical support for the concept of segregating the human reasoning mechanism into System 1 and System 2, as described above, based on brain activity imaging experiments using fMRI technology. While this notion must remain speculative until further work is done, it appears to be a productive basis for conceiving options for constructing a theory and practice of cognitive bias mitigation.

Anthropology

Anthropologists have provided generally accepted scenarios of how our progenitors lived and what was important in their lives. These scenarios of social, political, and economic organization are not uniform throughout history or geography, but there is a degree of stability throughout the Paleolithic era, and the Holocene in particular. This, along with the findings in Evolutionary psychology and Neuroscience above, suggests that our cognitive heuristics are at their best when operating in a social, political and economic environment most like that of the Paleolithic/Holocene. If this is true, then one possible means to achieve at least some cognitive bias mitigation is to mimic, as much as possible, Paleolithic/Holocene social, political and economic scenarios when one is performing a reasoning task that could attract negative cognitive bias effects.

Human reliability engineering

A number of paradigms, methods and tools for improving human performance reliability have been developed within the discipline of human reliability engineering. Although there is some attention paid to the human reasoning mechanism itself, the dominant approach is to anticipate problematic situations, constrain human operations through process mandates, and guide human decisions through fixed response protocols specific to the domain involved. While this approach can produce effective responses to critical situations under stress, the protocols involved must be viewed as having limited generalizability beyond the domain for which they were developed, with the implication that solutions in this discipline may provide only generic frameworks to a theory and practice of cognitive bias mitigation.

Machine learning

Machine learning, a branch of artificial intelligence, has been used to investigate human learning and decision making.

One technique particularly applicable to cognitive bias mitigation is neural network learning and choice selection, an approach inspired by the imagined structure and function of actual biological neural networks in the human brain. The multilayer, cross-connected signal collection and propagation structure typical of neural network models, where weights govern the contribution of signals to each connection, allow very small models to perform rather complex decision-making tasks at high fidelity.

In principle, such models are capable of modeling decision making that takes account of human needs and motivations within social contexts, and suggest their consideration in a theory and practice of cognitive bias mitigation. Challenges to realizing this potential: accumulating the considerable amount of appropriate real world 'training sets' for the neural network portion of such models; characterizing real-life decision-making situations and outcomes so as to drive models effectively; and the lack of direct mapping from a neural network's internal structure to components of the human reasoning mechanism.

Software engineering

This discipline, though not focused on improving human reasoning outcomes as an end goal, is one in which the need for such improvement has been explicitly recognized, though the term "cognitive bias mitigation" is not universally used.

One study identifies specific steps to counter the effects of confirmation bias in certain phases of the software engineering lifecycle.

Another study takes a step back from focussing on cognitive biases and describes a framework for identifying "Performance Norms", criteria by which reasoning outcomes are judged correct or incorrect, so as to determine when cognitive bias mitigation is required, to guide identification of the biases that may be 'in play' in a real-world situation, and subsequently to prescribe their mitigations. This study refers to a broad research program with the goal of moving toward a theory and practice of cognitive bias mitigation.

Other

Other initiatives aimed directly at a theory and practice of cognitive bias mitigation may exist within other disciplines under different labels than employed here.

Peace education

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Peace education is the process of acquiring the values, the knowledge and developing the attitudes, skills, and behaviors to live in harmony with oneself, with others, and with the natural environment.

There are numerous United Nations declarations on the importance of peace education. Ban Ki Moon, U.N. Secretary General, has dedicated the International Day of Peace 2013 to peace education in an effort to refocus minds and financing on the preeminence of peace education as the means to bring about a culture of peace. Koichiro Matsuura, the immediate past Director-General of UNESCO, has written of peace education as being of "fundamental importance to the mission of UNESCO and the United Nations". Peace education as a right is something which is now increasingly emphasized by peace researchers such as Betty Reardon and Douglas Roche. There has also been a recent meshing of peace education and human rights education.

Definition

Ian Harris and John Synott have described peace education as a series of "teaching encounters" that draw from people:
  • their desire for peace,
  • nonviolent alternatives for managing conflict, and
  • skills for critical analysis of structural arrangements that produce and legitimize injustice and inequality.
James Page suggests peace education be thought of as "encouraging a commitment to peace as a settled disposition and enhancing the confidence of the individual as an individual agent of peace; as informing the student on the consequences of war and social injustice; as informing the student on the value of peaceful and just social structures and working to uphold or develop such social structures; as encouraging the student to love the world and to imagine a peaceful future; and as caring for the student and encouraging the student to care for others".

Often the theory or philosophy of peace education has been assumed and not articulated. Johan Galtung suggested in 1975 that no theory for peace education existed and that there was clearly an urgent need for such theory. More recently there have been attempts to establish such a theory. Joachim James Calleja has suggested that a philosophical basis for peace education might be located in the Kantian notion of duty. James Page has suggested that a rationale for peace education might be located in virtue ethics, consequentialist ethics, conservative political ethics, aesthetic ethics and the ethics of care.

Since the early decades of the 20th century, "peace education" programs around the world have represented a spectrum of focal themes, including anti-nuclearism, international understanding, environmental responsibility, communication skills, nonviolence, conflict resolution techniques, democracy, human rights awareness, tolerance of diversity, coexistence and gender equality, among others. Some have also addressed spiritual dimensions of inner harmony, or synthesized a number of the foregoing issues into programs on world citizenship. While academic discourse on the subject has increasingly recognized the need for a broader, more holistic approach to peace education, a review of field-based projects reveals that three variations of peace education are most common: conflict resolution training, democracy education, and human rights education. New approaches are emerging and calling into question some of theoretical foundations of the models just mentioned. The most significant of these new approaches focuses on peace education as a process of worldview transformation.

Forms

Conflict resolution training

Peace education programs centered on conflict resolution typically focus on the social-behavioural symptoms of conflict, training individuals to resolve inter-personal disputes through techniques of negotiation and (peer) mediation. Learning to manage anger, "fight fair" and improve communication through skills such as listening, turn-taking, identifying needs, and separating facts from emotions, constitute the main elements of these programs. Participants are also encouraged to take responsibility for their actions and to brainstorm together on compromises.

In general, approaches of this type aim to "alter beliefs, attitudes, and behaviours...from negative to positive attitudes toward conflict as a basis for preventing violence" (Van Slyck, Stern and Elbedour, 1999, emphasis added). There are various styles or approaches in conflict resolution training (ADR, Verbal Aikido, NVC) that can give the practitioner the means to accept the conflictual situation and orient it towards a peaceful resolution. As one peer mediation coordinator put it: "Conflict is very natural and normal, but you can't go through your entire life beating everybody up—you have to learn different ways to resolve conflict".

Democracy education

Peace education programs centered on democracy education typically focus on the political processes associated with conflict, and postulate that with an increase in democratic participation the likelihood of societies resolving conflict through violence and war decreases. At the same time, "a democratic society needs the commitment of citizens who accept the inevitability of conflict as well as the necessity for tolerance" (U.S. Department of State, The Culture of Democracy, emphasis added). Thus programs of this kind attempt to foster a conflict-positive orientation in the community by training students to view conflict as a platform for creativity and growth.

Approaches of this type train participants in the skills of critical thinking, debate and coalition-building, and promote the values of freedom of speech, individuality, tolerance of diversity, compromise and conscientious objection. Their aim is to produce "responsible citizens" who will hold their governments accountable to the standards of peace, primarily through adversarial processes. Activities are structured to have students "assume the role of the citizen that chooses, makes decisions, takes positions, argues positions and respects the opinions of others": skills that a multi-party democracy are based upon. Based on the assumption that democracy decreases the likelihood of violence and war, it is assumed that these are the same skills necessary for creating a culture of peace.

Human rights education

Peace education programs centered on raising awareness of human rights typically focus at the level of policies that humanity ought to adopt in order to move closer to a peaceful global community. The aim is to engender a commitment among participants to a vision of structural peace in which all individual members of the human race can exercise their personal freedoms and be legally protected from violence, oppression and indignity.

Approaches of this type familiarize participants with the international covenants and declarations of the United Nations system; train students to recognize violations of the Universal Declaration of Human Rights; and promote tolerance, solidarity, autonomy and self-affirmation at the individual and collective levels.

Human rights education "faces continual elaboration, a significant theory-practice gap and frequent challenge as to its validity". In one practitioner's view:
"Human rights education does not work in communities fraught with conflict unless it is part of a comprehensive approach... In fact, such education can be counterproductive and lead to greater conflict if people become aware of rights which are not realized. In this respect, human rights education can increase the potential for conflict"
To prevent these outcomes, many such programs are now being combined with aspects of conflict resolution and democracy education schools of thought, along with training in nonviolent action.

Worldview transformation

Some approaches to peace education start from insights gleaned from psychology which recognize the developmental nature of human psychosocial dispositions. Essentially, while conflict-promoting attitudes and behaviours are characteristic of earlier phases of human development, unity-promoting attitudes and behaviours emerge in later phases of healthy development. H.B. Danesh (2002a, 2002b, 2004, 2005, 2007, 2008a, 2008b) proposes an "Integrative Theory of Peace" in which peace is understood as a psychosocial, political, moral and spiritual reality. Peace education, he says, must focus on the healthy development and maturation of human consciousness through assisting people to examine and transform their worldviews. Worldviews are defined as the subconscious lens (acquired through cultural, family, historical, religious and societal influences) through which people perceive four key issues: 1) the nature of reality, 2) human nature, 3) the purpose of existence, 4) the principles governing appropriate human relationships. Surveying a mass of material, Danesh argues that the majority of people and societies in the world hold conflict-based worldviews, which express themselves in conflicted intrapersonal, interpersonal, intergroup, and international relationships. He subdivides conflict-based worldviews into two main categories which he correlates to phases of human development: the Survival-Based Worldview and the Identity-Based Worldview. It is through the acquisition of a more integrative, Unity-Based Worldview that human capacity to mitigate conflict, create unity in the context of diversity, and establish sustainable cultures of peace, is increased—be it in the home, at school, at work, or in the international community.

Critical peace education

Modern forms of peace education relate to new scholarly explorations and applications of techniques used in peace education internationally, in plural communities and with individuals. Critical Peace Education (Bajaj 2008, 2015; Bajaj & Hantzopoulos 2016; Trifonas & Wright 2013) is an emancipatory pursuit that seeks to link education to the goals and foci of social justice disrupting inequality through critical pedagogy (Freire 2003). Critical peace education addresses the critique that peace education is imperial and impository mimicking the 'interventionism' of Western peacebuilding by foregrounding local practices and narratives into peace education (Salomon 2004; MacGinty & Richmond 2007; Golding 2017). The project of critical peace education includes conceiving of education as a space of transformation where students and teachers become change agents that recognise past and present experiences of inequity and bias and where schools become strategic sites for fostering emancipatory change.

Yogic peace education

Where Critical Peace Education is emancipatory, seeking to foster full humanity in society for everyone, yogic peace education (Standish & Joyce 2017) in concerned with transforming personal (as opposed to interpersonal, structural or societal/cultural) violence. In yogic peace education, techniques from yogic science are utilised to alter the physical, mental and spiritual instrument of humanity (the self) to address violence that comes from within. Contemporary peace education (similar to all peace education) relate to specific forms of violence (and their transformation) and similar to teaching human rights and conflict resolution in schools critical peace education and yogic peace education are complementary curricula that seek to foster positive peace and decrease violence in society.

Criticism

Toh Swee-Hin (1997) observes that each of the various streams of peace education "inevitably have their own dynamics and 'autonomy' in terms of theory and practice". "Salomon (2002) has described how the challenges, goals, and methods of peace education differ substantially between areas characterized by intractable conflict, interethnic tension, or relative tranquility".

Salomon (2002) raises the problem and its consequences:
"Imagine that medical practitioners would not distinguish between invasive surgery to remove malignant tumors and surgery to correct one's vision. Imagine also that while surgeries are practiced, no research and no evaluation of their differential effectiveness accompany them. The field would be considered neither very serious nor very trustworthy. Luckily enough, such a state of affairs does not describe the field of medicine, but it comes pretty close to describing the field of peace education. First, too many profoundly different kinds of activities taking place in an exceedingly wide array of contexts are all lumped under the same category label of "peace education" as if they belong together. Second, for whatever reason, the field's scholarship in the form of theorizing, research and program evaluation badly lags behind practice… In the absence of clarity of what peace education really is, or how its different varieties relate to each other, it is unclear how experience with one variant of peace education in one region can usefully inform programs in another region."
According to Clarke-Habibi (2005), "A general or integrated theory of peace is needed: one that can holistically account for the intrapersonal, inter-personal, inter-group and international dynamics of peace, as well as its main principles and pre-requisites. An essential component of this integrated theory must also be the recognition that a culture of peace can only result from an authentic process of transformation, both individual and collective."

News about Peace Education

Up-to-date news about peace education initiatives is provided by the Global Campaign for Peace Education on their website. Another source is the Culture of Peace News Network, which is dedicated to education for a culture of peace. See especially the CPNN section Where is Peace Education Taking Place?

Pedagogy

From Wikipedia, the free encyclopedia

Pedagogy (/ˈpɛdəɡɒi/, /ˈpɛdəɡi/, or /ˈpɛdəɡɒɡi/) (most commonly understood as the approach to teaching) refers more broadly to the theory and practice of education, and how this influences the growth of learners. Pedagogy, taken as an academic discipline, is the study of how knowledge and skills are exchanged in an educational context, and it considers the interactions that take place during learning. Pedagogies vary greatly, as they reflect the different social, political, cultural contexts from which they emerge. Theories of pedagogy increasingly identify the student as an agent, and the teacher as a facilitator. Conventional western pedagogies, however, view the teacher as knowledge holder and student as the recipient of knowledge (described by Paulo Freire as "banking methods").

The pedagogy adopted by teachers shape their actions, judgments, and other teaching strategies by taking into consideration theories of learning, understandings of students and their needs, and the backgrounds and interests of individual students. Its aims may include furthering liberal education (the general development of human potential) to the narrower specifics of vocational education (the imparting and acquisition of specific skills).

Instructive strategies are governed by the pupil's background knowledge and experience, situation, and environment, as well as learning goals set by the student and teacher. One example would be the Socratic method.

The teaching of adults, as a specific group, is referred to as andragogy.

Etymology and pronunciation

The word is a derivative of the Greek παιδαγωγία (paidagōgia), from παιδαγωγός (paidagōgos), itself a synthesis of ἄγω (ágō), "I lead", and παῖς (país, genitive παιδός, paidos) "child": hence, "to lead a child". It is pronounced variously, as /ˈpɛdəɡɒi/, /ˈpɛdəɡi/, or /ˈpɛdəɡɒɡi/. Negative connotations of pedantry have sometimes been intended, or taken, at least from the time of Samuel Pepys in the 1650s.

History

Herbartianism

The educational philosophy and pedagogy of Johann Friedrich Herbart (4 May 1776 – 14 August 1841) highlighted the correlation between personal development and the resulting benefits to society. In other words, Herbart proposed that humans become fulfilled once they establish themselves as productive citizens. Herbartianism refers to the movement underpinned by Herbart's theoretical perspectives. Referring to the teaching process, Herbart suggested five steps as crucial components. Specifically, these five steps include: preparation, presentation, association, generalization, and application. Herbart suggests that pedagogy relates to having assumptions as an educator and a specific set of abilities with a deliberate end goal in mind.

Pedagogical considerations

Hidden curriculum

A hidden curriculum is a side effect of an education, "[lessons] which are learned but not openly intended" such as the transmission of norms, values, and beliefs conveyed in the classroom and the social environment.

Learning space

Learning space or learning setting refers to a physical setting for a learning environment, a place in which teaching and learning occur. The term is commonly used as a more definitive alternative to "classroom," but it may also refer to an indoor or outdoor location, either actual or virtual. Learning spaces are highly diverse in use, learning styles, configuration, location, and educational institution. They support a variety of pedagogies, including quiet study, passive or active learning, kinesthetic or physical learning, vocational learning, experiential learning, and others.

Learning theories

Learning theories are conceptual frameworks describing how knowledge is absorbed, processed, and retained during learning. Cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a world view, is acquired or changed and knowledge and skills retained.

Distance learning

Distance education or long-distance learning is the education of students who may not always be physically present at a school. Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via post. Today it involves online education. Courses that are conducted (51 percent or more) are either hybrid, blended, or 100% distance learning. Massive open online courses (MOOCs), offering large-scale interactive participation and open access through the World Wide Web or other network technologies, are recent developments in distance education. A number of other terms (distributed learning, e-learning, online learning, etc.) are used roughly synonymously with distance education.

Pedagogical approaches

Critical pedagogy

Critical pedagogy is both a pedagogical approach and a broader social movement. Critical pedagogy acknowledges that educational practices are contested and shaped by history, schools are not politically neutral spaces and teaching is political. Decisions regarding the curriculum, disciplinary practices, student testing, textbook selection, the language used by the teacher, and more can empower or disempower students. It recognises that educational practices favour some students over others and some practices harm all students. It also recognises that educational practices often favour some voices and perspectives while marginalising or ignoring others. Another aspect examined is the power the teacher holds over students and the implications of this. Its aims include empowering students to become active and engaged citizens, who are able to actively improve their own lives and their communities.

Critical pedagogical practices may include, listening to and including students’ knowledge and perspectives in class, making connections between school and the broader community, and posing problems to students that encourage them to question assumed knowledge and understandings. The goal of problem posing to students is to enable them to begin to pose their own problems. Teachers acknowledge their position of authority and exhibit this authority through their actions that support students.

Dialogic learning

Dialogic learning is learning that takes place through dialogue. It is typically the result of egalitarian dialogue; in other words, the consequence of a dialogue in which different people provide arguments based on validity claims and not on power claims.

Student-centered learning

Student-centered learning, also known as learner-centered education, broadly encompasses methods of teaching that shift the focus of instruction from the teacher to the student. In original usage, student-centered learning aims to develop learner autonomy and independence by putting responsibility for the learning path in the hands of students. Student-centered instruction focuses on skills and practices that enable lifelong learning and independent problem-solving.

Academic degrees

An academic degree, Ped. D., Doctor of Pedagogy, is awarded honorarily by some US universities to distinguished teachers (in the US and UK, earned degrees within the instructive field are classified as an Ed. D., Doctor of Education or a Ph.D. Doctor of Philosophy). The term is also used to denote an emphasis in education as a specialty in a field (for instance, a Doctor of Music degree in piano pedagogy).

Pedagogues in Europe

Denmark

Four kindergarten children play with toy trucks on a table and a teacher sits with them while they play
Kindergarten children playing with their teacher.

In Denmark, a pedagogue is a practitioner of pedagogy. The term is primarily used for individuals who occupy jobs in pre-school education (such as kindergartens and nurseries) in Scandinavia. But a pedagogue can occupy various kinds of jobs, e.g. in retirement homes, prisons, orphanages, and human resource management. When working with at-risk families or youths they are referred to as social pedagogues.

The pedagogue's job is usually distinguished from a teacher's by primarily focusing on teaching children life-preparing knowledge such as social skills and cultural norms. There is also a very big focus on care and well-being of the child. Many pedagogical institutions also practice social inclusion. The pedagogue's work also consists of supporting the child in their mental and social development.

In Denmark all pedagogues are educated at a series of national institutes for social educators located in all major cities. The education is a 3.5-year academic course, giving the student the title of a Bachelor in Social Education (Danish: Professionsbachelor som pædagog).

It is also possible to earn a master's degree in pedagogy/educational science from the University of Copenhagen. This BA and MA program has a more theoretical focus compared to the more vocational Bachelor in Social Education.

Hungary

In Hungary, the word pedagogue (pedagógus) is synonymous with teacher (tanár); therefore, teachers of both primary and secondary schools may be referred to as pedagogues, a word that appears also in the name of their lobbyist organizations and labor unions (e.g. Labor Union of Pedagogues, Democratic Labor Union of Pedagogues). However, undergraduate education in Pedagogy does not qualify students to become teachers in primary or secondary schools but makes them able to apply to be educational assistants. As of 2013, the 5-year training period was re-installed in place of the undergraduate and postgraduate division which characterized the previous practice.

Modern pedagogy

An article from Kathmandu Post published on June 3, 2018 described the usual first day of school in an academic calendar. Teachers meet their students with distinct traits. Attributional diversity among these children or teens exceeds similarities. Educators have to teach students with different cultural, social, and religious backgrounds. This situation entails a differentiated strategy in pedagogy and not the traditional approach for teachers to accomplish goals efficiently.

American author and educator Carol Ann Tomlinson defined Differentiated Instruction as "teachers' efforts in responding to inconsistencies among students in the classroom." Differentiation refers to methods of teaching. It is not a bunch of worksheets of program of instruction. She explained that Differentiated Instruction gives learners a variety of alternatives for acquiring information. Primary principles comprising the structure of Differentiated Instruction include formative and ongoing assessment, group collaboration, recognition of students' diverse levels of knowledge, problem-solving, and choice in reading and writing experiences.

Howard Gardner, developmental psychologist from Harvard University and author of 30 books translated into 32 languages along with several hundreds of articles, gained prominence in the education sector for his Multiple Intelligences Theory. He named seven of these intelligences in 1983. These are Linguistic, Logical and Mathematical, Visual and Spatial, Body and Kinesthetic, Musical and Rhythmic, Intrapersonal, and Interpersonal. Critics say the popular theory during the last 20 years is based only on Gardner’s intuition instead of empirical data. Another criticism is that the intelligences are too identical for types of personalities. The theory of Howard Gardner came from cognitive research and states these intelligences help people to "know the world, understand themselves, and other people." Said differences dispute an educational system that presumes students can "understand the same materials in the same manner and that a standardized, collective measure is very much impartial towards linguistic approaches in instruction and assessment as well as to some extent logical and quantitative styles."

Learning

From Wikipedia, the free encyclopedia

Learning is the process of acquiring new, or modifying existing, knowledge, behaviors, skills, values, or preferences. The ability to learn is possessed by humans, animals, and some machines; there is also evidence for some kind of learning in some plants. Some learning is immediate, induced by a single event (e.g. being burned by a hot stove), but much skill and knowledge accumulates from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved.

Human learning begins before birth and continues until death as a consequence of ongoing interactions between person and environment. The nature and processes involved in learning are studied in many fields, including educational psychology, neuropsychology, experimental psychology, and pedagogy. Research in such fields has led to the identification of various sorts of learning. For example, learning may occur as a result of habituation, or classical conditioning, operant conditioning or as a result of more complex activities such as play, seen only in relatively intelligent animals. Learning may occur consciously or without conscious awareness. Learning that an aversive event can't be avoided nor escaped may result in a condition called learned helplessness. There is evidence for human behavioral learning prenatally, in which habituation has been observed as early as 32 weeks into gestation, indicating that the central nervous system is sufficiently developed and primed for learning and memory to occur very early on in development.

Play has been approached by several theorists as the first form of learning. Children experiment with the world, learn the rules, and learn to interact through play. Lev Vygotsky agrees that play is pivotal for children's development, since they make meaning of their environment through playing educational games.

Types

Non-associative learning

Non-associative learning refers to "a relatively permanent change in the strength of response to a single stimulus due to repeated exposure to that stimulus. Changes due to such factors as sensory adaptation, fatigue, or injury do not qualify as non-associative learning."

Non-associative learning can be divided into habituation and sensitization.

Habituation

Habituation is an example of non-associative learning in which the strength or probability of a response diminishes when the stimulus is repeated. The response is typically a reflex or unconditioned response. Thus, habituation must be distinguished from extinction, which is an associative process. In operant extinction, for example, a response declines because it is no longer followed by a reward. An example of habituation can be seen in small song birds—if a stuffed owl (or similar predator) is put into the cage, the birds initially react to it as though it were a real predator. Soon the birds react less, showing habituation. If another stuffed owl is introduced (or the same one removed and re-introduced), the birds react to it again as though it were a predator, demonstrating that it is only a very specific stimulus that is habituated to (namely, one particular unmoving owl in one place). The habituation process is faster for stimuli that occur at a high rather than for stimuli that occur at a low rate as well as for the weak and strong stimuli, respectively. Habituation has been shown in essentially every species of animal, as well as the sensitive plant Mimosa pudica and the large protozoan Stentor coeruleus. This concept acts in direct opposition to sensitization.

Sensitization

Sensitization is an example of non-associative learning in which the progressive amplification of a response follows repeated administrations of a stimulus (Bell et al., 1995). This is based on the notion that a defensive reflex to a stimulus such as withdrawal or escape becomes stronger after the exposure to a different harmful or threatening stimulus. An everyday example of this mechanism is the repeated tonic stimulation of peripheral nerves that occurs if a person rubs their arm continuously. After a while, this stimulation creates a warm sensation that eventually turns painful. The pain results from the progressively amplified synaptic response of the peripheral nerves warning that the stimulation is harmful. Sensitisation is thought to underlie both adaptive as well as maladaptive learning processes in the organism.

Active learning

Experiential learning is more efficient than passive learning like reading or listening.
 
Active learning occurs when a person takes control of his/her learning experience. Since understanding information is the key aspect of learning, it is important for learners to recognize what they understand and what they do not. By doing so, they can monitor their own mastery of subjects. Active learning encourages learners to have an internal dialogue in which they verbalize understandings. This and other meta-cognitive strategies can be taught to a child over time. Studies within metacognition have proven the value in active learning, claiming that the learning is usually at a stronger level as a result. In addition, learners have more incentive to learn when they have control over not only how they learn but also what they learn. Active learning is a key characteristic of student-centered learning. Conversely, passive learning and direct instruction are characteristics of teacher-centered learning (or traditional education).

The research works on the human learning process as a complex adaptive system developed by Peter Belohlavek showed that it is the concept that the individual has that drives the accommodation process to assimilate new knowledge in the long-term memory, defining learning as an intrinsically freedom-oriented and active process. As a student-centered learning approach, the unicist reflection driven learning installs adaptive knowledge objects in the mind of the learner based on a cyclic process of: “action-reflection-action” to foster an adaptive behavior.

Associative learning

Associative learning is the process by which a person or animal learns an association between two stimuli or events. In classical conditioning a previously neutral stimulus is repeatedly paired with a reflex eliciting stimulus until eventually the neutral stimulus elicits a response on its own. In operant conditioning, a behavior that is reinforced or punished in the presence of a stimulus becomes more or less likely to occur in the presence of that stimulus.

Operant conditioning

In operant conditioning, a reinforcement (by reward) or instead a punishment given after a given behavior, change the frequency and/or form of that behavior. Stimulus present when the behavior/consequence occurs come to control these behavior modifications.

Classical conditioning

The typical paradigm for classical conditioning involves repeatedly pairing an unconditioned stimulus (which unfailingly evokes a reflexive response) with another previously neutral stimulus (which does not normally evoke the response). Following conditioning, the response occurs both to the unconditioned stimulus and to the other, unrelated stimulus (now referred to as the "conditioned stimulus"). The response to the conditioned stimulus is termed a conditioned response. The classic example is Ivan Pavlov and his dogs. Pavlov fed his dogs meat powder, which naturally made the dogs salivate—salivating is a reflexive response to the meat powder. Meat powder is the unconditioned stimulus (US) and the salivation is the unconditioned response (UR). Pavlov rang a bell before presenting the meat powder. The first time Pavlov rang the bell, the neutral stimulus, the dogs did not salivate, but once he put the meat powder in their mouths they began to salivate. After numerous pairings of bell and food, the dogs learned that the bell signaled that food was about to come, and began to salivate when they heard the bell. Once this occurred, the bell became the conditioned stimulus (CS) and the salivation to the bell became the conditioned response (CR). Classical conditioning has been demonstrated in many species. For example, it is seen in honeybees, in the proboscis extension reflex paradigm. It was recently also demonstrated in garden pea plants.

Another influential person in the world of classical conditioning is John B. Watson. Watson's work was very influential and paved the way for B.F. Skinner's radical behaviorism. Watson's behaviorism (and philosophy of science) stood in direct contrast to Freud and other accounts based largely on introspection. Watson's view was that the introspective method was too subjective, and that we should limit the study of human development to directly observable behaviors. In 1913, Watson published the article "Psychology as the Behaviorist Views," in which he argued that laboratory studies should serve psychology best as a science. Watson's most famous, and controversial, experiment, "Little Albert", where he demonstrated how psychologists can account for the learning of emotion through classical conditioning principles.

Observational learning

Observational learning is learning that occurs through observing the behavior of others. It is a form of social learning which takes various forms, based on various processes. In humans, this form of learning seems to not need reinforcement to occur, but instead, requires a social model such as a parent, sibling, friend, or teacher with surroundings.

Imprinting

Imprinting is a kind of learning occurring at a particular life stage that is rapid and apparently independent of the consequences of behavior. In filial imprinting, young animals, particularly birds, form an association with another individual or in some cases, an object, that they respond to as they would to a parent. In 1935, the Austrian Zoologist Konrad Lorenz discovered that certain birds follow and form a bond if the object makes sounds.

Play

Play generally describes behavior with no particular end in itself, but that improves performance in similar future situations. This is seen in a wide variety of vertebrates besides humans, but is mostly limited to mammals and birds. Cats are known to play with a ball of string when young, which gives them experience with catching prey. Besides inanimate objects, animals may play with other members of their own species or other animals, such as orcas playing with seals they have caught. Play involves a significant cost to animals, such as increased vulnerability to predators and the risk of injury and possibly infection. It also consumes energy, so there must be significant benefits associated with play for it to have evolved. Play is generally seen in younger animals, suggesting a link with learning. However, it may also have other benefits not associated directly with learning, for example improving physical fitness.

Play, as it pertains to humans as a form of learning is central to a child's learning and development. Through play, children learn social skills such as sharing and collaboration. Children develop emotional skills such as learning to deal with the emotion of anger, through play activities. As a form of learning, play also facilitates the development of thinking and language skills in children.

There are five types of play:
  1. sensorimotor play aka functional play, characterized by repetition of activity
  2. role play occurs starting at the age of 3
  3. rule-based play where authoritative prescribed codes of conduct are primary
  4. construction play involves experimentation and building
  5. movement play aka physical play
These five types of play are often intersecting. All types of play generate thinking and problem-solving skills in children. Children learn to think creatively when they learn through play. Specific activities involved in each type of play change over time as humans progress through the lifespan. Play as a form of learning, can occur solitarily, or involve interacting with others.

Enculturation

Enculturation is the process by which people learn values and behaviors that are appropriate or necessary in their surrounding culture. Parents, other adults, and peers shape the individual's understanding of these values. If successful, enculturation results in competence in the language, values and rituals of the culture. This is different from acculturation, where a person adopts the values and societal rules of a culture different from their native one.

Multiple examples of enculturation can be found cross-culturally. Collaborative practices in the Mazahua people have shown that participation in everyday interaction and later learning activities contributed to enculturation rooted in nonverbal social experience. As the children participated in everyday activities, they learned the cultural significance of these interactions. The collaborative and helpful behaviors exhibited by Mexican and Mexican-heritage children is a cultural practice known as being "acomedido". Chillihuani girls in Peru described themselves as weaving constantly, following behavior shown by the other adults.

Episodic learning

Episodic learning is a change in behavior that occurs as a result of an event. For example, a fear of dogs that follows being bitten by a dog is episodic learning. Episodic learning is so named because events are recorded into episodic memory, which is one of the three forms of explicit learning and retrieval, along with perceptual memory and semantic memory. Episodic memory remembers events and history that are embedded in experience and this is distinguished from semantic memory, which attempts to extract facts out of their experiential context or - as some describe - a timeless organization of knowledge. For instance, if a person remembers the Grand Canyon from a recent visit, it is an episodic memory. He would use semantic memory to answer someone who would ask him information such as where the Grand Canyon is. A study revealed that humans are very accurate in the recognition of episodic memory even without deliberate intention to memorize it. This is said to indicate a very large storage capacity of the brain for things that people pay attention to.

Multimedia learning

Multimedia learning is where a person uses both auditory and visual stimuli to learn information (Mayer 2001). This type of learning relies on dual-coding theory (Paivio 1971).

E-learning and augmented learning

Electronic learning or e-learning is computer-enhanced learning. A specific and always more diffused e-learning is mobile learning (m-learning), which uses different mobile telecommunication equipment, such as cellular phones.
When a learner interacts with the e-learning environment, it's called augmented learning. By adapting to the needs of individuals, the context-driven instruction can be dynamically tailored to the learner's natural environment. Augmented digital content may include text, images, video, audio (music and voice). By personalizing instruction, augmented learning has been shown to improve learning performance for a lifetime.

Moore (1989) purported that three core types of interaction are necessary for quality, effective online learning:
  • learner–learner (i.e. communication between and among peers with or without the teacher present),
  • learner–instructor (i.e. student teacher communication), and
  • learner–content (i.e. intellectually interacting with content that results in changes in learners' understanding, perceptions, and cognitive structures).
In his theory of transactional distance, Moore (1993) contented that structure and interaction or dialogue bridge the gap in understanding and communication that is created by geographical distances (known as transactional distance).

Rote learning

Rote learning is memorizing information so that it can be recalled by the learner exactly the way it was read or heard. The major technique used for rote learning is learning by repetition, based on the idea that a learner can recall the material exactly (but not its meaning) if the information is repeatedly processed. Rote learning is used in diverse areas, from mathematics to music to religion. Although it has been criticized by some educators, rote learning is a necessary precursor to meaningful learning.

Meaningful learning

Meaningful learning is the concept that learned knowledge (e.g., a fact) is fully understood to the extent that it relates to other knowledge. To this end, meaningful learning contrasts with rote learning in which information is acquired without regard to understanding. Meaningful learning, on the other hand, implies there is a comprehensive knowledge of the context of the facts learned.

Informal learning

Informal learning occurs through the experience of day-to-day situations (for example, one would learn to look ahead while walking because of the danger inherent in not paying attention to where one is going). It is learning from life, during a meal at table with parents, play, exploring, etc.

Formal learning

A depiction of the world's oldest continually operating university, the University of Bologna, Italy

Formal learning is learning that takes place within a teacher-student relationship, such as in a school system. The term formal learning has nothing to do with the formality of the learning, but rather the way it is directed and organized. In formal learning, the learning or training departments set out the goals and objectives of the learning.

Nonformal learning

Nonformal learning is organized learning outside the formal learning system. For example, learning by coming together with people with similar interests and exchanging viewpoints, in clubs or in (international) youth organizations, workshops.

Nonformal learning and combined approaches

The educational system may use a combination of formal, informal, and nonformal learning methods. The UN and EU recognize these different forms of learning (cf. links below). In some schools, students can get points that count in the formal-learning systems if they get work done in informal-learning circuits. They may be given time to assist international youth workshops and training courses, on the condition they prepare, contribute, share and can prove this offered valuable new insight, helped to acquire new skills, a place to get experience in organizing, teaching, etc.

To learn a skill, such as solving a Rubik's Cube quickly, several factors come into play at once:
  • Reading directions helps a player learn the patterns that solve the Rubik's Cube.
  • Practicing the moves repeatedly helps build "muscle memory" and speed.
  • Thinking critically about moves helps find shortcuts, which speeds future attempts.
  • Observing the Rubik's Cube's six colors help anchor solutions in the mind.
  • Revisiting the cube occasionally helps retain the skill.

Tangential learning

Tangential learning is the process by which people self-educate if a topic is exposed to them in a context that they already enjoy. For example, after playing a music-based video game, some people may be motivated to learn how to play a real instrument, or after watching a TV show that references Faust and Lovecraft, some people may be inspired to read the original work. Self-education can be improved with systematization. According to experts in natural learning, self-oriented learning training has proven an effective tool for assisting independent learners with the natural phases of learning.

Extra Credits writer and game designer James Portnow was the first to suggest games as a potential venue for "tangential learning". Mozelius et al. points out that intrinsic integration of learning content seems to be a crucial design factor, and that games that include modules for further self-studies tend to present good results. The built-in encyclopedias in the Civilization games are presented as an example - by using these modules gamers can dig deeper for knowledge about historical events in the gameplay. The importance of rules that regulate learning modules and game experience is discussed by Moreno, C., in a case study about the mobile game Kiwaka (Q55416666). In this game, developed by Landka in collaboration with ESA and ESO, game progress is rewarded with educational content, as opposed to traditional education games where learning activities are rewarded with gameplay.

Incidental learning

In incidental teaching learning is not planned by the instructor or the student, it occurs as a byproduct of another activity — an experience, observation, self-reflection, interaction, unique event, or common routine task. This learning happens in addition to or apart from the instructor's plans and the student's expectations. An example of incidental teaching is when the instructor places a train set on top of a cabinet. If the child points or walks towards the cabinet, the instructor prompts the student to say “train.” Once the student says “train,” he gets access to the train set.

Here are some steps most commonly used in incidental teaching:
  • An instructor will arrange the learning environment so that necessary materials are within the student's sight, but not within his reach, thus impacting his motivation to seek out those materials.
  • An instructor waits for the student to initiate engagement.
  • An instructor prompts the student to respond if needed.
  • An instructor allows access to an item/activity contingent on a correct response from the student.
  • The instructor fades out the prompting process over a period of time and subsequent trials.
Incidental learning is an occurrence that is not generally accounted for using the traditional methods of instructional objectives and outcomes assessment. This type of learning occurs in part as a product of social interaction and active involvement in both online and onsite courses. Research implies that some un-assessed aspects of onsite and online learning challenge the equivalency of education between the two modalities. Both onsite and online learning have distinct advantages with traditional on-campus students experiencing higher degrees of incidental learning in three times as many areas as online students. Additional research is called for to investigate the implications of these findings both conceptually and pedagogically.

Domains

Future school (1901 or 1910)
Benjamin Bloom has suggested three domains of learning:
  • Cognitive: To recall, calculate, discuss, analyze, problem solve, etc.
  • Psychomotor: To dance, swim, ski, dive, drive a car, ride a bike, etc.
  • Affective: To like something or someone, love, appreciate, fear, hate, worship, etc.
These domains are not mutually exclusive. For example, in learning to play chess, the person must learn the rules (cognitive domain)—but must also learn how to set up the chess pieces and how to properly hold and move a chess piece (psychomotor). Furthermore, later in the game the person may even learn to love the game itself, value its applications in life, and appreciate its history (affective domain).

Transfer

Transfer of learning is the application of skill, knowledge or understanding to resolve a novel problem or situation that happens when certain conditions are fulfilled. Research indicates that learning transfer is infrequent; most common when "... cued, primed, and guided..." and has sought to clarify what it is, and how it might be promoted through instruction.

Over the history of its discourse, various hypotheses and definitions have been advanced. First, it is speculated that different types of transfer exist, including: near transfer, the application of skill to solve a novel problem in a similar context; and far transfer, the application of skill to solve novel problem presented in a different context. Furthermore, Perkins and Salomon (1992) suggest that positive transfer in cases when learning supports novel problem solving, and negative transfer occurs when prior learning inhibits performance on highly correlated tasks, such as second or third-language learning. Concepts of positive and negative transfer have a long history; researchers in the early 20th century described the possibility that "...habits or mental acts developed by a particular kind of training may inhibit rather than facilitate other mental activities". Finally, Schwarz, Bransford and Sears (2005) have proposed that transferring knowledge into a situation may differ from transferring knowledge out to a situation as a means to reconcile findings that transfer may both be frequent and challenging to promote.

A significant and long research history has also attempted to explicate the conditions under which transfer of learning might occur. Early research by Ruger, for example, found that the "level of attention", "attitudes", "method of attack" (or method for tackling a problem), a "search for new points of view", "a careful testing of hypothesis" and "generalization" were all valuable approaches for promoting transfer. To encourage transfer through teaching, Perkins and Salomon recommend aligning ("hugging") instruction with practice and assessment, and "bridging", or encouraging learners to reflect on past experiences or make connections between prior knowledge and current content.

Factors affecting learning

External factors

  1. Heredity: A classroom instructor can neither change nor increase heredity, but the student can use and develop it. Some learners are rich in hereditary endowment while others are poor. Each student is unique and has different abilities. The native intelligence is different in individuals. Heredity governs or conditions our ability to learn and the rate of learning. The intelligent learners can establish and see relationship very easily and more quickly.
  2. Status of students: Physical and home conditions also matter: Certain problems like malnutrition i.e.; inadequate supply of nutrients to the body, fatigue i.e.; tiredness, bodily weakness, and bad health are great obstructers in learning. These are some of the physical conditions by which a student can get affected. Home is a place where a family lives. If the home conditions are not proper, the student is affected seriously. Some of the home conditions are bad ventilation, unhygienic living, bad light, etc. These affect the student and his or her rate of learning.
  3. Physical environment: The design, quality, and setting of a learning space, such as a school or classroom, can each be critical to the success of a learning environment. Size, configuration, comfort—fresh air, temperature, light, acoustics, furniture—can all affect a student's learning. The tools used by both instructors and students directly affect how information is conveyed, from display and writing surfaces (blackboards, markerboards, tack surfaces) to digital technologies. For example, if a room is too crowded, stress levels rise, student attention is reduced, and furniture arrangement is restricted. If furniture is incorrectly arranged, sight lines to the instructor or instructional material is limited and the ability to suit the learning or lesson style is restricted. Aesthetics can also play a role, for if student morale suffers, so does motivation to attend school.

Internal factors

There are several internal factors that affect learning. They are
  1. Goals or purposes: Each and everyone has a goal. A goal should be set to each pupil according to the standard expected to him. A goal is an aim or desired result. There are 2 types of goals called immediate and distant goals. A goal that occurs or is done at once is called an immediate goal, and distant goals are those that take time to achieve. Immediate goals should be set before the young learner and distant goals for older learners. Goals should be specific and clear, so that learners understand.
  2. Motivational behavior: Motivation means to provide with a motive. Motivation learners should be motivated so that they stimulate themselves with interest. This behavior arouses and regulates the student's internal energies.
  3. Interest: This is a quality that arouses a feeling. It encourages a student to move over tasks further. During teaching, the instructor must raise interests among students for the best learning. Interest is an apparent (clearly seen or understood) behaviour.
  4. Attention: Attention means consideration. It is concentration or focusing of consciousness upon one object or an idea. If effective learning should take place attention is essential. Instructors must secure the attention of the student.
  5. Drill or practice: This method includes repeating the tasks "n" number of times like needs, phrases, principles, etc. This makes learning more effective.
  6. Fatigue: Generally there are three types of fatigue, i.e., muscular, sensory, and mental. Muscular and sensory fatigues are bodily fatigue. Mental fatigue is in the central nervous system. The remedy is to change teaching methods, e.g., use audio-visual aids, etc.
  7. Aptitude: Aptitude is natural ability. It is a condition in which an individuals ability to acquire certain skills, knowledge through training.
  8. Attitude: It is a way of thinking. The attitude of the student must be tested to find out how much inclination he or she has for learning a subject or topic.
  9. Emotional conditions: Emotions are physiological states of being. Students who answer a question properly or give good results should be praised. This encouragement increases their ability and helps them produce better results. Certain attitudes, such as always finding fault in a student's answer or provoking or embarrassing the student in front of a class are counterproductive.
  10. Speed, Accuracy and retention: Speed is the rapidity of movement. Retention is the act of retaining. These 3 elements depend upon aptitude, attitude, interest, attention and motivation of the students.
  11. Learning activities: Learning depends upon the activities and experiences provided by the teacher, his concept of discipline, methods of teaching and above all his overall personality.
  12. Testing: Various tests measure individual learner differences at the heart of effective learning. Testing helps eliminate subjective elements of measuring pupil differences and performances.
  13. Guidance: Everyone needs guidance in some part or some time in life. Some need it constantly and some very rarely depending on the students conditions. Small learners need more guidance. Guidance is an advice to solve a problem. Guidance involves the art of helping boys and girls in various aspects of academics, improving vocational aspects like choosing careers and recreational aspects like choosing hobbies. Guidance covers the whole gamut of learners problems- learning as well as non- learning.

In animal evolution

Animals gain knowledge in two ways. First is learning—in which an animal gathers information about its environment and uses this information. For example, if an animal eats something that hurts its stomach, it learns not to eat that again. The second is innate knowledge that is genetically inherited. An example of this is when a horse is born and can immediately walk. The horse has not learned this behavior; it simply knows how to do it. In some scenarios, innate knowledge is more beneficial than learned knowledge. However, in other scenarios the opposite is true—animals must learn certain behaviors when it is disadvantageous to have a specific innate behavior. In these situations, learning evolves in the species.

Costs and benefits of learned and innate knowledge

In a changing environment, an animal must constantly gain new information to survive. However, in a stable environment, this same individual needs to gather the information it needs once, and then rely on it for the rest of its life. Therefore, different scenarios better suit either learning or innate knowledge. Essentially, the cost of obtaining certain knowledge versus the benefit of already having it determines whether an animal evolved to learn in a given situation, or whether it innately knew the information. If the cost of gaining the knowledge outweighs the benefit of having it, then the animal does not evolve to learn in this scenario—but instead, non-learning evolves. However, if the benefit of having certain information outweighs the cost of obtaining it, then the animal is far more likely to evolve to have to learn this information.

Non-learning is more likely to evolve in two scenarios. If an environment is static and change does not or rarely occurs, then learning is simply unnecessary. Because there is no need for learning in this scenario—and because learning could prove disadvantageous due to the time it took to learn the information—non-learning evolves. However, if an environment is in a constant state of change, then learning is disadvantageous. Anything learned is immediately irrelevant because of the changing environment. The learned information no longer applies. Essentially, the animal would be just as successful if it took a guess as if it learned. In this situation, non-learning evolves. In fact, a study of Drosophila melanogaster showed that learning can actually lead to a decrease in productivity, possibly because egg-laying behaviors and decisions were impaired by interference from the memories gained from the new learned materials or because of the cost of energy in learning.

However, in environments where change occurs within an animal's lifetime but is not constant, learning is more likely to evolve. Learning is beneficial in these scenarios because an animal can adapt to the new situation, but can still apply the knowledge that it learns for a somewhat extended period of time. Therefore, learning increases the chances of success as opposed to guessing. An example of this is seen in aquatic environments with landscapes subject to change. In these environments, learning is favored because the fish are predisposed to learn the specific spatial cues where they live.

Machine learning

Robots can learn to cooperate.

Machine learning, a branch of artificial intelligence, concerns the construction and study of systems that can learn from data. For example, a machine learning system could be trained on email messages to learn to distinguish between spam and non-spam messages.

Anti-psychiatry

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Anti-psychiatry ...