University Report: Informal Learning Processes Investigation Summary
VerifiedAdded on 2022/10/13
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This report provides an investigation summary of informal learning processes, drawing on research from Kumasi (2014), Gee (2003), and True Sport (2014). The paper explores the benefits and challenges of learning outside the traditional classroom setting, focusing on connected learning, the educational potential of video games, and the positive impact of sports. The discussion highlights how connected learning can enhance engagement, how video games can influence behavior and decision-making, and how True Sport promotes positive development. The report addresses the key questions surrounding informal learning, its effectiveness, and its role in developing essential skills. The student has used APA format to cite all four resources.

Running Head: INFORMAL LEARNING PROCESSES
INFORMAL LEARNING PROCESSES
Name of the Student
Name of the University
Author Note
INFORMAL LEARNING PROCESSES
Name of the Student
Name of the University
Author Note
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1INFORMAL LEARNING PROCESSES
Abstract:
This research paper aims to put forward a brief discussion regarding the learning processes in
various ways. Therefore, the discussion will consist of the factors related to the informal
learning methods, such as Connected Learning, Learning Process through Video Games and
the positive role models and teaching ethics of True Sport in achieving emotional, social,
physical and psychological benefits. Henceforth, the discussion will focus on some readings
that will make the reader understand the process of learning outside the classroom can be
beneficial in terms of developing and evaluating the informal learning process. The
discussion will also put forward and illustrate the challenges in offering the specific ideas
related to informal learning process outside the classroom.
Keywords: learning, connected learning, informal learning, video games, True Sport,
Challenges, benefits, ethics, evaluation, classroom
Abstract:
This research paper aims to put forward a brief discussion regarding the learning processes in
various ways. Therefore, the discussion will consist of the factors related to the informal
learning methods, such as Connected Learning, Learning Process through Video Games and
the positive role models and teaching ethics of True Sport in achieving emotional, social,
physical and psychological benefits. Henceforth, the discussion will focus on some readings
that will make the reader understand the process of learning outside the classroom can be
beneficial in terms of developing and evaluating the informal learning process. The
discussion will also put forward and illustrate the challenges in offering the specific ideas
related to informal learning process outside the classroom.
Keywords: learning, connected learning, informal learning, video games, True Sport,
Challenges, benefits, ethics, evaluation, classroom

2INFORMAL LEARNING PROCESSES
INFORMAL LEARNING PROCESSES
Learning, the process of relating ideas and making decisions according to the
situations that need appropriate actions of the factors related to the approach of relating
sentiments as well as having a sense of agency to witness countless initiatives of improving
inner self. Learning can originate from many places rather than just reading books in the
classrooms. Learning is a continuously developing aspect of making self-progress. However,
some parents, as well as teachers, consider learning only comes from reading books the
classrooms rather than being a bookworm in the library. The learning methods are developing
with time. Such as the process of connected learning is a method of forming a book club to
work with teenagers and make them read books related to their specific interests. This
process helps to form academics real culture as well as interests in the learner being (Kumasi,
2014).
This discussion will focus on the evidence related to Video games, which often
considered as the root of bad habits growing inside the kids. However, video games affect the
informal learning process by making changes in the behavioural aspects. Video games, based
on mythological characters or historical events, such as Age of Mythology, provide many
informations related to aspects of mythology. Henceforth, gamers usually get to know
historical information and learn to overcome the hurdles through the ways of gaming. Video
games generally enhance the capability of the users by growing levels of gaming methods.
This way, the gamers subconsciously learn to face hurdles with time. Video games also help
in making decisions at the right time while being in a game; therefore, it helps to make people
learn to get better at making decisions as well (Paul Jee, 2003).
The specific challenges in the informal learning process can be observed significantly
in the role of sports in the life of children. Sport fulfils all the greatest potential related to
INFORMAL LEARNING PROCESSES
Learning, the process of relating ideas and making decisions according to the
situations that need appropriate actions of the factors related to the approach of relating
sentiments as well as having a sense of agency to witness countless initiatives of improving
inner self. Learning can originate from many places rather than just reading books in the
classrooms. Learning is a continuously developing aspect of making self-progress. However,
some parents, as well as teachers, consider learning only comes from reading books the
classrooms rather than being a bookworm in the library. The learning methods are developing
with time. Such as the process of connected learning is a method of forming a book club to
work with teenagers and make them read books related to their specific interests. This
process helps to form academics real culture as well as interests in the learner being (Kumasi,
2014).
This discussion will focus on the evidence related to Video games, which often
considered as the root of bad habits growing inside the kids. However, video games affect the
informal learning process by making changes in the behavioural aspects. Video games, based
on mythological characters or historical events, such as Age of Mythology, provide many
informations related to aspects of mythology. Henceforth, gamers usually get to know
historical information and learn to overcome the hurdles through the ways of gaming. Video
games generally enhance the capability of the users by growing levels of gaming methods.
This way, the gamers subconsciously learn to face hurdles with time. Video games also help
in making decisions at the right time while being in a game; therefore, it helps to make people
learn to get better at making decisions as well (Paul Jee, 2003).
The specific challenges in the informal learning process can be observed significantly
in the role of sports in the life of children. Sport fulfils all the greatest potential related to
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3INFORMAL LEARNING PROCESSES
learning how to overcome and enhance decision making process incoherently. Sport plays a
significant role in the learning process. Most people like being a spectator while an athlete
learning how to overcome and enhance decision making process incoherently. Sport plays a
significant role in the learning process. Most people like being a spectator while an athlete
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4INFORMAL LEARNING PROCESSES
Plays. Children who tend to choose true sports over any other activities are more likely to be
engaging and harness positivity in the course of their development in the informal learning
process. Sports help to make fair decisions while making fun for the kids. The kids generally
decide positively in a sporty event as well as in other aspects (Davidson Maddox, 2012). The
challenges to keep the kids busy in making themselves go for sportsmanship to be fair in their
decisions in later life.
The key questions regarding this learning are mainly focused on learning and
developing learning methods with time to enhance the decision making skills among
children.
What are the main sources of learning?
In which ways learning can be effective rather than just reading books in the classroom?
Is connected learning a good method to enhance the learning process among teenagers?
How can video games help children in their learning process?
Does sport help in making a better decision-maker in the course of the learning process?
Plays. Children who tend to choose true sports over any other activities are more likely to be
engaging and harness positivity in the course of their development in the informal learning
process. Sports help to make fair decisions while making fun for the kids. The kids generally
decide positively in a sporty event as well as in other aspects (Davidson Maddox, 2012). The
challenges to keep the kids busy in making themselves go for sportsmanship to be fair in their
decisions in later life.
The key questions regarding this learning are mainly focused on learning and
developing learning methods with time to enhance the decision making skills among
children.
What are the main sources of learning?
In which ways learning can be effective rather than just reading books in the classroom?
Is connected learning a good method to enhance the learning process among teenagers?
How can video games help children in their learning process?
Does sport help in making a better decision-maker in the course of the learning process?

5INFORMAL LEARNING PROCESSES
Citations and References:
Davidson Maddox, S. (2012). True Sport: What We Stand to Lose in Our Obsession to Win.
Truesport.org.
Kumasi, K. (2014). Connected LearningLinking Academics, Popular Culture, and Digital
Literacy in a Young Urban Scholars Book Club. Digitalcommons.wayne.edu.
Paul Jee, J. (2003). What Video Games Have to Teach Us About Learning and Literacy.
Lorishyba.pbworks.com.
True Sport. (2014). Psychological and Social Benefits of Playing True Sport.
Files.leagueathletics.com.
Citations and References:
Davidson Maddox, S. (2012). True Sport: What We Stand to Lose in Our Obsession to Win.
Truesport.org.
Kumasi, K. (2014). Connected LearningLinking Academics, Popular Culture, and Digital
Literacy in a Young Urban Scholars Book Club. Digitalcommons.wayne.edu.
Paul Jee, J. (2003). What Video Games Have to Teach Us About Learning and Literacy.
Lorishyba.pbworks.com.
True Sport. (2014). Psychological and Social Benefits of Playing True Sport.
Files.leagueathletics.com.
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