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education to promote lifelong learning The New Transformation 10 th - - PowerPoint PPT Presentation

How to change current education to promote lifelong learning The New Transformation 10 th Asia Didac Forum 9-11 Oct, 2019 Bangkok, Thailand Ichiro Miyazawa Programme Specialist Main Contents 1. Key Message 2. Issues of Current Education


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The New Transformation

10th Asia Didac Forum 9-11 Oct, 2019 Bangkok, Thailand

How to change current education to promote lifelong learning

Ichiro Miyazawa Programme Specialist

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  • 1. Key Message
  • 2. Issues of Current Education & Work
  • 3. How do we get data of learners
  • 4. Innovations to Engage Learners and

Promote Lifelong Learning

Main Contents

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Education we need for future was already well defined in 20th century

  • r even before.

Now it is how to put it in practice with technologies for 21st century

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Humanize education with technologies!

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Education breeds confidence. Confidence breeds hope. Hope breeds peace. Confucius

(BC551- BC479)

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”The Child who concentrates is immensely happy"

Maria Montessori (1870-1952) Italian Physican Founder of the Montessori Schools

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Education has the objective

  • f giving meaning to the lives
  • f the students.

This requires making them aware of the value they can create for others, how they can be useful to and be valued by others. Ackoff, Russell L (1919-2009)

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"The goal of education is to enable individuals to continue their education"

John Dewey (1859-1952) American Philosopher and Psychologist Progressive Education

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“The element is the point at which natural talent meets personal passion. It is also an essential strategy for transforming education, business, and communities to meet the challenges of living and succeeding in the twenty-first century” Ken Robinson

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Emotional Intelligence and Mental Resilience for the 21st Century

“The most important thing to learn from Exam is the Failure”

Yuval Noah Harari

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Education in 21st Century should

1. Inspire and engage learners with joy, 2. make them feel confident, 3. support them so they can find their passion and life purpose, 4. and develop their unique competencies for peace and prosperity in society and the world

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Required for 1950/60

  • Efficient
  • Obedient/not critical
  • Patient
  • No-creativity
  • Fixed mindset

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Required for the future

  • Motivated with

clear purposes

  • Resilient
  • High EQ and CQ
  • Full of compassion
  • Growth mindset
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“Mindset” by Carol Dweck,

https://medium.com/leadership-motivation-and-impact/fixed-v-growth-mindset-902e7d0081b3

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  • 2. Issues of Current Education and

work ?

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10 20 30 40 50 60 70 80 90 100

ECE K12 HE

Life, Education and Learning

Work? 3rd Age Lifelong Learning

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On average, 10,000 hours spent in K-12

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50 55 60 65 70 75 80 85

Math Languague (Japanese)

% of correct answers Family income (JPY)

Relationship between percentage of correct answers and family income

Source: http://www.mext.go.jp/b_menu/shingi/chousa/shotou/045/shiryo/__icsFiles/afieldfile/2009/08/06/1282852_2.pdf

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18.5% 30.7% 32.4% 34.1% 39.4% 53.0% 53.5% 56.0% 41.2%

0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%

Wealth Share of Top 1 Percentile within a Country/ Region

(Credit Suisse, 2015)

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Students who have felt they are useless

72.5% 45.1% 56.4% 35.2%

10 20 30 40 50 60 70 80

Japan USA China Korea

Source: Research Life and Self Consciousness of High School Students 2016 http://www.niye.go.jp/kenkyu_houkoku/contents/detail/i/98/ 21

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Nearly 34% of S. Korean adolescents have thought about suicide over academic pressure

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http://www.koreaherald.com/view.php?ud=20190724000749

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Only 27 percent of college graduates have a job related to their major in US ???

https://www.washingtonpost.com/news/wonk/wp/2013/05/2 0/only-27-percent-of-college-grads-have-a-job-related-to- their-major/?noredirect=on&utm_term=.02c530e6ba1f

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Note: data range from 2008 to 2014 Source: UNDP, 2016. Asia-Pacific Human Development Report. Data Source: World Economic Forum (2013), The Global Competitiveness Report. Geneva

Among 358 million youth globally who are not in school, training

  • r employment, 220

million are in Asia- Pacific, of whom 101 million live in South Asia

5 10 15 20 25 30 35 40 45 Bangladesh Samoa Iran, Islamic Rep.

South Africa India Turkey Philippines Indonesia Italy Kyrgyz Republic Brazil Singapore Korea, Rep. Thailand Portugal New Zealand Australia Vietnam Nepal Cambodia Japan Malaysia

Share of youth not in education, employment, or training, total (% of youth population)

PERSISTENT YOUTH UNEMPLOYMENT

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13% 63% 24%

Engaged Not engaged Actively disengaged

Worldwide, only 13% of employees are engaged at work

Source: http://news.gallup.com/poll/165269/worldwide-employees-engaged-work.aspx

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15 30 6 7 11 9 8 29 9 14

61 52 68 69 67 60 77 63 76 84 24 18 26 24 23 31 15 15 15 2

Engaged Not engaged Actively disengaged

% of the engaged/not engaged/actively disengaged at work

Source: http://news.gallup.com/poll/165269/worldwide-employees-engaged-work.aspx

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  • 3. How to get data of

learners?

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Engagement ?

  • Student willingness to

spend more time and energy on learning

  • Focusing and Concentrating
  • n learning
  • Interests and Curiosity
  • Absorbed into Learning:

“Flow”

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No. Anger Contempt Disgust Fear Happiness Neutral Sadness Surprise 1 0.0001 0.00002 0.00061 0.98082 0.00772 0.01072 2 0.00065 0.0003 0.00011 0.00012 0.00159 0.99371 0.003 0.00052 3 0 0.00099 0.00001 0.99365 0.00505 0.00001 0.00029 4 0.00004 0.00012 0.00002 0.00003 0.00008 0.98895 0.01022 0.00055 5 0 0.00015 0.00001 0.00011 0.99932 0.00023 0.00018 6 0.00064 0.00051 0.00007 0.00002 0.00087 0.97168 0.02551 0.00072 7 0 0.00022 0.0007 0.99906 0.00001

Sample 1

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No. Anger Contempt Disgust Fear Happiness Neutral Sadness Surprise 1 0.01348 0.0083 0.00337 0.00019 0.01524 0.93788 0.02091 0.00064 2 0.00002 0.00003 0.00001 0.00117 0.93076 0.06796 0.00005 3 0.0014 0.00242 0.00034 0.00474 0.00083 0.93058 0.04229 0.0174 4 0.00048 0.00651 0.00062 0.00008 0.00049 0.73268 0.25902 0.00012 5 0.00661 0.00047 0.00015 0.00003 0.00058 0.96884 0.02292 0.00041 6 0.01348 0.0083 0.00337 0.00019 0.01524 0.93788 0.02091 0.00064 7 0.00002 0.00003 0.00001 0.00117 0.93076 0.06796 0.00005

Sample 2

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No. Anger Contempt Disgust Fear Happiness Neutral Sadness Surprise 1 0.01348 0.0083 0.00337 0.00019 0.01524 0.93788 0.02091 0.00064 2 0.00002 0.00003 0.00001 0.00117 0.93076 0.06796 0.00005 3 0.0014 0.00242 0.00034 0.00474 0.00083 0.93058 0.04229 0.0174 4 0.00048 0.00651 0.00062 0.00008 0.00049 0.73268 0.25902 0.00012 5 0.00661 0.00047 0.00015 0.00003 0.00058 0.96884 0.02292 0.00041 6 0.01348 0.0083 0.00337 0.00019 0.01524 0.93788 0.02091 0.00064 7 0.00002 0.00003 0.00001 0.00117 0.93076 0.06796 0.00005

Sample 3

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  • 4. Current

Innovations to Engage Learners and Promote LLL

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  • 1. Personalized Learning
  • 2. Project Based Learning
  • 3. Learning through Virtual

Reality/Augmented Reality

  • 4. Gamifications

Innovative Approachs:

Learner Experience (LX)

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  • 1. Personalized Learning
  • 2. Project Based Learning
  • 3. Learning through Virtual

Reality/Augmented Reality

  • 4. Gamifications

Innovative Approachs

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4. Learning environments should be flexible and structured in a way to support their goals 2. Students should have personal learning paths that help them to set and manage their individual academic goals 3. Students should follow a “competency- based progression" through topics 1. Each student should have "learner profile," documenting his/her academic strengths and weaknesses, motivations, and goals

4 pillars of Personalized Learning

Developed by the Bill & Melinda Gates Foundation, the Michael and Susan Dell Foundation, and EDUCAUSE

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  • 1. Personalized Learning
  • 2. Project Based Learning
  • 3. Learning through Virtual

Reality/Augmented Reality

  • 4. Gamifications

Innovative Approachs

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Key Elements of PBL

Source: Penrose Elementary https://www.d11.org/Page/623 A lot of interesting cases at https://www.edutopia.org/project-based-learning

Design Thinking

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  • 1. Personalized Learning
  • 2. Project Based Learning
  • 3. Learning through Virtual

Reality/Augmented Reality

  • 4. Gamifications

Innovative Approachs

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  • 1. Personalized Learning
  • 2. Project Based Learning
  • 3. Learning through Virtual

Reality/Augmented Reality

  • 4. Gamifications

Innovative Approachs

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1. Frequent monitoring of progress/ improvement 2. Setting Goals 3. Giving Feedbacks 4. Rewarding 5. Competition

Key Elements of Gamification

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Lifelong Kindergarten

1.Project 2.Passion 3.Peers 4.Play

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Happiness/Success

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Passion/ Life Purpose Work

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Education in 21st Century should

1. Inspire and engage learners with joy, 2. make them feel confident, 3. support them so they can find their passion and life purpose, 4. and develop their unique competencies for peace and prosperity in society and the world

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Ichiro Miyazawa

Literacy and Lifelong Learning Program Specialist UNESCO Bangkok

i.miyazawa@unesco.org

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