Training of Thought

HOMEDramafied Thinking Models Critical Thinking
Creative Thinking
Strategic Thinking
Symbolic Thinking
Visual Learning Comics & Graphics
Videos & Film
Narrative Learning
Virtual Learning
Active Learning Classrooms
Online & MOOC's
Virtual Immersion
Interactive Learning Mind Games
Games of Play
Writing Exercises
Collaborative Learning
Peer Feedback
ESL Writing Groups
Edtech Industry Equity Partners
Into the Future
About the AuthorContact
Training of Thought twitter
  • Active Learning
  • Classrooms
  • Online & MOOC's
  • Virtual Immersive

Active learning asks learners to shoulder the responsibility for gaining new knowledge and skills. This may be due to the differing skills of learners in a single classroom, homeschooling or other reasons. Regardless of the context, content needs to continually engage learners to assure they complete their coursework.

Training of Thought focuses instruction on researching and synthesizing new knowledge using tools learners have likely developed searching the internet on their own for information that interests them. Learners are offered hyperlinks to credible sources and media that supports their studies.

The comics and narrative of Training of Thought bypasses the differences amongst learners when they focus on the ideas and opinions of the characters rather than themselves.

Using art, popular culture and reality shows supports each module of Training of Thought to maintain retention and keep learners engaged through to completion.

  Learning to think includes understanding what is and isn't art, and why that is soActive Learning
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Learners do not come to the classroom with the same level of thinking skills, especially in high school and higher education. Educators are required to:

  • use materials that are generic enough to be workable for all learners; or

  • use different materials for different learners.

Although technology is not yet used in all classrooms, eventually it will be and most learners will possess or have easy access to a computer.

Educators and learners can pick and choose learning modules from Training of Thought that best suit the needs of each learner. This allows educators to give special attention to thelearners who need it.

Because the characters of Training of Thought are avatars, they can appear on screen in real time in classrooms to answer questions or they can appear in videos to offer further instruction.
  Learners may find they are more open talking with an avatar than with another person.Classrooms
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Online education and MOOC’s (massive open online courses) are the right solution for many learners. Learning thinking skills is integral to their future success. However, many learners may not see the value of enhancing their thinking skills because there may not be an immediate payoff that addresses their specific needs.

The use of narrative and media in Training of Thought not only engages learners, but sustains their attention. They invest in Penny's story and feel validated because her struggles reflect theirs as they move through the process of developing thinking skills. The writing exercises ensure they demonstrate what they learn and can be put into an appropriate context to meet their learning outcomes.

As part of their active online learning education, Training of Thought encourages learners to connect with other learners for feedback on their written work. They are given instruction in how to give and receive critique to assure the successful rewriting of essays as well as short fiction and scripts.
  When used effectively, reality shows promote the development of thinking skills.Online & Moocs
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Some colleges and universities currently maintain a permanent residence on various platforms, especially Second Lifeā„¢. Learners experiment with tools that support a wide range of skills development. Additionally, this is an environment in which they can interact with experts and other learners from around the world.

Training of Thought has experimented extensively with using virtual worlds for presentation and interaction with audiences through:

  • live theater performance
  • lively real time discussions
  • augmented theater performance using
  • avatars and real life actors
  • machinima (creating videos in virtual worlds).

As the technology improves, more opportunities will evolve for educators and learners to interact in virtual worlds.

  Credible institutions are willing to experiment and innovate.Virtual Immersive
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Penny Visual Learning

  Dramafied Thinking Models
Visual Learning
Active Learning
Interactive Learning
Collaborative Learning
Edtech Industry
Into the Future
The Sanity Patrol
About the Author

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