Hey all,
My name is Tylin Van Ausdal. I’m an HR manager for the airplane manufacturer, Boeing. I work on the periphery of the learning, development, and education organizations of the company. My team helps employees and managers develop themselves. We don’t get to design the content or delivery method, we help with getting the employee or manager to see what options are available to them and feel capable to work through the learning module.
I want to transition fully into the learning organization and I’m using the Penn LDT Masters program to get myself ready for my next career move. I’m deeply interested in how adults learn and pushing on the boundaries of how educators enable learning. I want to see my company evolve it’s learning strategy to one that involves the learner in a more authentic, engaging manner. We should be using mobile devices for far more of our learning opportunities.
Thoughts regarding “WILD for Learning”
I live in the world of corporate training for adult learners and have longed for the increased use of motile technology in adult education. Many of the important lessons our employees need to learn can be aided by the concepts shared in the reading.
Augmenting physical space with information exchanges would be valuable for providing a safety lesson. This could be accomplished by allowing the learner to actively engage with a live environment and experience the safety training by scanning different safety risk and immediately learning about mitigation actions they can take to avoid safety hazards. Or better yet, a virtual reality walk through a manufacturing plant where safety hazards could play out without causing any harm to a real person.
Today’s mobile devises have become so efficient that I’m dependent on them to gather, obtain, share, and validate knowledge. They enable me to take the inquisitive moment from my everyday life and learn from experts. I’m never more than a few feet away from limitless answers and resources to teach me.
Pea, R. D., & Maldonado, H. (2006). WILD for learning: Interacting through new computing devices anytime, anywhere. In R. K. Sawyer (Ed.), The Cambridge Handbook of the Learning Sciences (pp. 427–441). New York: Cambridge University Press.