Learning Through Tinkering
summary
Claims that relevant IT knowledge has a half-life 2–5 years, and concrete experiments using Java/JavaFX for a small physics engine (location, velocity, acceleration, gravity and wind forces) produce a readable companion cube game that works. Attempts with OpenCV facial recognition for class attendance fail and expose bias (racist facial-recognition mistake), while using Teachable Machine lets a browser model map arm positions to game controls. Reverse engineering Pokémon Go surfaces Protocol Buffers and S2 mapping; bubblebox.be proves simple web tools can help elders connect.
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chapters (16)
- 0:00Introduction
- 1:25IT knowledge half-life
- 3:38Lifelong learning challenges
- 4:00Finding the right things to learn
- 5:47Zone of proximal development
- 7:54Cognitive load theory
- 11:48Focus on concepts
- 15:16Applying learning with Bloom's
- 17:43Tinkering as learning
- 18:24One learning goal
- 26:28Reflecting on projects
- 31:22Learning goals awareness
- 40:56Sharing knowledge
- 43:44Skills impact
- 44:27Your learning responsibility
- 46:13Conclusion








