Constructivism, inspired by the work of John Dewey, is a theory of learning that’s quite consistent with our approach in designing to ruzuku.  
Constructivism is a learning theory or educational philosophy that many educators began to consider in the 1990s. One of the primary tenets of this philosophy is that learners construct their own meaning from new information, as they interact with reality or others with different perspectives. Constructivist learning environments require students to utilize their prior knowledge and experiences to formulate new, related, and/or adaptive concepts in learning. Under this framework the role of the teacher becomes that of a facilitator, providing guidance so that learners can construct their own knowledge. Constructivist educators must make sure that the prior learning experiences are appropriate and related to the concepts being taught. Jonassen (1997) suggests “well-structured” learning environments are useful for novice learners and that “ill-structured” environments are only useful for more advanced learners. Educators utilizing technology when teaching with a constructivist perspective should choose technologies that reinforce prior learning perhaps in a problem-solving environment. (Wikipedia)
Dewey suggested teachers be “guides” rather than “directors” — we use the same term, Guide, in ruzuku.   This article provides a general, high-level introduction to constructivism and its application in online learning.

Toward constructivism for adult learners in online learning environments

By | November 8th, 2010|Uncategorized|0 Comments Great talk from Lift about how kids teach the Great talk from Lift about how kids teach themselves. I’m very curious about the motivating factors for these kids as compared to kids in more affluent regions — as well as what kinds of self/collective-organizing and self/collective-teaching would happen if the task were with [...]

By | November 8th, 2010|Uncategorized|0 Comments

“Illumen bottom line – while the jury is still out on how much games can impact teaching, the influence of digital game-based learning (in one form or another) on the overall learning environment is likely to be profound. The convergence of technology, infrastructure, need and attitude are all hitting a synchronous rhythm. If you haven’t yet, start small…  but start now.”

Creating Games-That-Teach

By | November 7th, 2010|Uncategorized|0 Comments

On Potential Experience | UX Booth

Design for interactive media requires us to break down our concept of individual, anachronistic beauty and consider the timeliness of experience. Experience design is temporal. The timeline of interaction—past interactions, present options, potential interactions, and future assumptions—is our canvas.

By | November 5th, 2010|Uncategorized|0 Comments