Submission for the Education Conference civilian initiative
Summary of Concept relating to Conference Topics
Topic 1
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Unite Asgardian educators into a single network and design the future ...
Submission for the Education Conference civilian initiative
Summary of Concept relating to Conference Topics
Topic 1
.
Unite Asgardian educators into a single network and design the future educational system of Asgardia.
Topic 4
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Philosophical-ideological and cosmopolitan aspects of the educational system of Asgardia.
In order to unite educators into a single network, a cross-compatible blockchain system should be utilised that allows open sharing and transparency of information via users’ smartphones, tablets and computers to ensure as many people can access the network as possible. With the design of the future educational system of Asgardia to be based on the concept of ‘open education’ that allows and encourages students to share knowledge with others in a collaborative culture of learning. Those who are experienced with pedagogy and andragogy can work with designers to develop blueprints for the teaching model. By uniting educators and students into a singular network for learning and teaching, the workloads of the teacher is reduced while access to learning is increased for the students. Future systems based on this model will see an equally educated nation emerge.
The philosophy behind Education Innovation Network (EIN) is the belief that all should have access to quality education and be encouraged to share that knowledge with others to gain greater insights where one cannot gain alone. Furthermore, the ideology is that we should prepare students for the future and not the past by developing new methods of teaching to replace the old traditional models that prepare students for jobs that no longer exist. By helping students tackle future problems and giving them equal opportunities for education that is accessible on their smart devices, we are creating an ecosystem and community that supports them in unity and collaboration as one people, not segmented by class.
In-Depth Concept Summary
The traditional education systems of the majority of current schools fail to nurture the way individual students learn in and out of the classroom. Over the last decade we have seen big changes in the way businesses operate, market shifts and new innovative practices emerge within the workplace. With the rapid changes in technology and culture, the world has new approaches on not just conducting business but also education. In Australia, the nation is becoming more ethically and culturally diverse and more active in using mobile and digital technologies however, we are not seeing the percentage of Australian students completing their Year 12 high school education, new education methods are slowly introduced to teacher education and schools, and the performance of Australian students undertaking international assessments of maths, science and literacy skills has “steadily declined”.
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A reason for this decline could be due to the fact that traditional schooling methods are too ‘dry’ and fail to engage the students at every opportunity. In marketing, there is the practice of managing customer touchpoints (points of interaction) where any interaction may alter the way customers perception about a product, brand, business or service and can be innovated upon to improve user experiences.
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The same practices could be applied within an educational system or framework where educational experiences by students can be designed to help improve engagement and learning processes. In addition to this, the utilisation of various technologies such as blockchain, virtual and augmented reality, and online teaching & learning methods could allow students to be constantly engaged in learning activities inside and outside classroom environments and create a culture of learning within the digital and physical spaces.
NOVA Education Innovation Network (EIN) will implement a blockchain-based system designed for the students of today. The system is connected via mobile and computer applications and websites in which the students can log in at any time to complete learning tasks, assignments and projects. Smart contracts within the blockchain network prevents cheating by students when completing work and maintains transparency of information as well as secure protection of personal work. Students are required to create an avatar to be used within the NOVA EIN, where they can “level up” and earn points to be used towards digital goods and services on a store within the network, this network connects educators with students and can work better in conjunction with a digital social platform for public and private communications. This ‘gamification’
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of educational experiences allows students to be more engaged in their learning activities and provides incentive to continue by applying findings from both operant conditioning
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and the law of effect
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into the process of gamifying experiences of the user(s).
With the NOVA EIN, a culture of learning and collaborative sharing of knowledge will be established, as well as an ideology of continued self-improvement for the betterment of Asgardia and the nation of Asgardia within a community-centred education system that is student-centric, innovative and allows all Asgardians to move forward in the same pace education-wise so that the objective of “[ensuring] equal opportunities in space for all Asgardians”
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is preserved. Allowing Asgardia to be one of the key players in innovating future education systems and further developing Asgardia into a thriving technocratic space state with philosophical ideals of equal opportunity, unity and collaboration, and progressing humankind in space.
Using the NOVA Education Innovation Network all Asgardians can have access to education – classes, assessments, discussions, projects. With this open education model, the learning experience will be convenient, engaging and accessible at any time on any device with educators from the Asgardian community able to provide their teaching to students on-demand, educators will also have the freedom to set their own topics of learning as well as the coursework and projects for the students to complete. Giving both students and educators within Asgardia the freedom and opportunities to learn and teach, no longer only confined to conventional classrooms.
Citations
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Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I. & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons. 1(58), 411-420.
4.
Skinner, B. F. (1938). The behavior of organisms: An experimental analysis. New York: Appleton-Century.
5
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Thorndike, E. L. (1905). The elements of psychology. New York: AG Seiler.
Previous Article on Education >
https://asgardia.space/en/blog/32958-nova-amp-asgardia-innovation-for-education/
Steven "Edrick" Wang
NOVA Innovations - Chief Innovation Strategist
Swinburne University of Technology
BA - Innovation and Design (2019):
Minor in International Relations and Security,
Specialisation in Design Management.