Industry workforce planning reports are identifying the need for ‘soft skills’ especially around communication, negotiation, innovation and skills of being about to work together with empathy and insight into the needs of others.
The next wave after STEM is ‘creativity’ and all that comes with it… Innovation, repurposing, making, designing, caring for others … all the beautiful gifts that machines cannot do no matter how well they are programmed
Board games might look like they're old fashioned and simple, but the opportunity for engagement, deeper conversations, getting to know people, having a good laugh and discovering who is the most competitive, is too good an opportunity to miss.
As teachers and trainers, how do we contribute to expanding the way our students think? How do we provide learning opportunities for students to safely experiment with ‘elastic thinking’?
There are a million different ways to go about designing games but games for serious purposes such as formative or summative assessment in courses adds another layer of challenge... how do you make the game fun, engaging AND actually assess what you want to assess?Software such as PowerPoint can be used to create...
A new report out this week from The Australian Industry Group: SURVEY REPORT Workforce Development Needs Skilling: A National Imperative https://cdn.aigroup.com.au/Reports/2018/Survey_Report_WFDNeeds_Skilling_Sept2018.pdf tells is an interesting story of where technology, literacy and training are causing a convergence of both need for skilling and opportunity to achieve this.
#FoundationSkills #Reading #Writing #OralCommunication #Navigatetheworldofwork #Interactwithothers #Gettheworkdone
#Seriousgames #training #Vocational #teamwork #assessment #Andragogy
Interesting speech yesterday by Russel Howcroft at the National Press Club - 15 Aug 2018. (https://www.npc.org.au/speakers/russel-howcroft/ ) 'The Creative Economy Deficit'.
So how do we nurture the gamut of creativity in our students, so that when they get into the workforce, they can be part of, influence and leverage off this new economy?
'Researchers who have looked specifically at how vocational education can prepare people for digital disruption emphasise the importance of acquiring broad technical skills that can be adapted and applied in novel contexts, complemented by what have become known as twenty-first century capabilities' (Baker of Dorking, 2016; Committee for Economic Development of Australia, 2015; Figel, 2008; Gardner, 2006).
Using training games is one way of providing adult learning with the opportunity to develop and practise these skills.
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