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The concept of double-loop learning was introduced by Chris Argyris in the 1970s. Double-loop learning entails the modification of goals or decision-making rules in the light of experience. In double-loop learning, individuals or organizations not only correct errors based on existing rules or assumptions (which is known as single-loop learning ...
Double-loop learning (see diagram below) is used when it is necessary to change the mental model on which a decision depends. Unlike single loops, this model includes a shift in understanding, from simple and static to broader and more dynamic, such as taking into account the changes in the surroundings and the need for expression changes in ...
Connectivism is a recent theory of networked learning, which focuses on learning as making connections. The Learning as a Network (LaaN) theory builds upon connectivism, complexity theory, and double-loop learning. It starts from the learner and views learning as the continuous creation of a personal knowledge network (PKN). [60]
The organizational deutero-learning concept identified by Argyris and Schon [7] [8] defines when organizations learn how to carry out single-loop and double-loop learning. It has also been described as learning how to learn [ 9 ] through a process of collaborative inquiry and reflection (evaluative inquiry).
A game modeled after the iterated prisoner's dilemma is a central focus of the 2012 video game Zero Escape: Virtue's Last Reward and a minor part in its 2016 sequel Zero Escape: Zero Time Dilemma. In The Mysterious Benedict Society and the Prisoner's Dilemma by Trenton Lee Stewart , the main characters start by playing a version of the game and ...
Today's Strands game revolves around a craft that involves lots of sawdust. NYT Strands Spangram Hint: Is it Vertical or Horizontal? Today's spangram is vertical (top to bottom).
A compulsion loop may be distinguished further from a core loop; while many games have a core loop of activities that a player may repeat over and over again, such as combat within a role-playing game, a compulsion loop is particularly designed to guide the player into anticipation for the potential reward from specific activities. [1]
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