Aaron Doering (born 1971 in Good Thunder, Minnesota) is an American explorer, author, public speaker, and adventure learning pioneer. He was a full professor at the University of Minnesota until 2019, [1] and the director and co-founder of the Learning Technologies Media Lab. Doering is a laureate of the humanitarian Tech Awards, and was a fellow for the University of Minnesota Institute on the Environment. [2] He is also a fellow for the Royal Canadian Geographical Society.
Raised on a farm in southern Minnesota, Doering's early ties to the land fueled a lifelong passion for the environment and for education. [3] He studied geography and worked as a middle school teacher prior to obtaining his PhD in Learning Technologies, and from there moved on to teach, design online learning experiences, and conduct research at the postsecondary level. Doering has shared that he believes our personal actions have a huge impact on our environment and that we need to be cognizant of how we're all interconnected. [3]
Doering has delivered free online education programs with a focus on STEM, geography and GIS, climate change, and global cultures to students worldwide through adventure learning programs such as the Changing Earth (begun in 2016 and ongoing), [4] [5] [6] Arctic Transect 2004, [7] [8] [9] the GoNorth! Adventure Learning Series (2006–2010), [10] [11] [12] Earthducation (2010–2014), and North of Sixty° (2013). [13]
Doering has been on a number of education-related dogsledding and pulling expeditions throughout the Arctic region at least annually since 2004. These expeditions have taken him across many regions of the circumpolar Arctic, including the Northwest Territories and Nunavut in Canada; Fennoscandia; Greenland; Chukotka in Russia; and the Arctic National Wildlife Refuge in Alaska, USA. [13]
In addition to expeditions in the Arctic, Doering has traveled to climate hotspots around the globe as part of the Earthducation project. Earthducation is centered on studying intersections between education and sustainability by working together with individuals, communities, and organizations worldwide to create an ecological narrative of educational beliefs. To date, Doering and the Earthducation team have traveled to Burkina Faso, Africa (2011); northern Norway in Europe (2011); Australia (2012); Peru and Chile in South America (2012); Alaska, USA, and the Baffin Island, Nunavut, Canada, in North America (2013); and Nepal, Asia (2014). The final Earthducation expedition took the team to Antarctica. [14]
Adventure learning (AL) is a hybrid distance education approach defined by Doering in 2006. [15] AL provides students with opportunities to explore real-world issues through authentic learning experiences within collaborative online learning environments and is anchored in experiential and inquiry-based learning. [15] It includes educational activities that work in conjunction with the authentic experiences of researchers in the field. For example, within an AL program, the curriculum, the experiences and observations of the researchers, and the online collaboration and interaction opportunities for participating learners are delivered synchronously so that learners are able to make connections between what is happening in the real world and their studies, and then reflect on those events and present potential solutions to issues that are raised. [16]
Doering's academic writing focuses on how adventure learning impacts the classroom experience; on designing and developing online learning environments; on the use of GIS in the K12 classroom; and on K-12 technology integration. He's published journal articles, book chapters, and conference proceedings, and is co-author of the textbook Integrating Educational Technology into Teaching, and co-editor of The New Landscape of Mobile Learning: Redesigning Education in an App-based World. [2] He has worked on projects including EarthXplorers, WeExplore, [17] and North of Sixty°.
Doering along with his North of Sixty° team trekked 238 km from Arctic Bay to Pond Inlet on skis and snowshoes. A project of the Adventure Learning program, the goal was to find how are the people coping up with the climate change in the North and on what levels it is getting affected. It was. [18] [19] [20]
The now-defunct program, AgCultures, was pitched as an adventure learning program on agriculture and food science. Teachers would have had access to a free online STEM curriculum, funded by CHS. [21] In October 2020, in an article headlined "Donors Pull Support for U of M after Professor Spending Scandal", [22] KSTP News reported that "CHS confirmed it discontinued support for Doering's educational research project, called AgCultures, after it learned of misspending." The same news report "uncovered expense reports that showed Aaron Doering charged the university for tens of thousands of dollars in personal expenses and listed romantic partners as 'consultants' on expensive trips around the world." [22]
In 2010, Doering and two of his colleagues at the University of Minnesota, Charles Miller and Cassandra Scharber, founded the Learning Technologies Media Lab, with the support of the College of Education and Human Development. The mission of LTML is to create and inspire opportunities for global collaboration in addressing humanity's most pressing educational, social, and environmental issues by designing and evaluating innovative technology-mediated solutions for learners, educators, researchers, and organizations. [2] Doering resigned his position while "under investigation for questionable spending of taxpayer money at the university," according to a news article from November 13, 2019. [23]
On December 26, 2018, Doering was arrested at the home of his girlfriend and charged with two felony counts of domestic assault by strangulation. [24] [25] In February 2019, during Doering's trial, the prosecution brought two other women forward as witnesses, his ex-wife and a former fiancé, to confirm Doering's history of abuse. [26] Public records include a police report filed against him for strangulation and battery by the fiancé one year prior. On April 17, 2019, Doering pled guilty [27] and in June 2019 was sentenced to serve 180 days in the Hennepin County jail. [28] At his sentencing, Doering said, "I've struggled with my relationships and my sobriety. It's culminating with me being here, sitting amongst my mistakes." [28] On November 13, 2019, it was announced that Doering had resigned from his post at the University of Minnesota. [1]
This section of a biography of a living person does not include any references or sources .(November 2019) |
Distance education, also known as distance learning, is the education of students who may not always be physically present at school, or where the learner and the teacher are separated in both time and distance. Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via mail. Distance education is a technology-mediated modality and has evolved with the evolution of technologies such as video conferencing, TV, and the Internet. Today, it usually involves online education and the learning is usually mediated by some form of technology. A distance learning program can either be completely a remote learning, or a combination of both online learning and traditional offline classroom instruction. Other modalities include distance learning with complementary virtual environment or teaching in virtual environment (e-learning).
Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of knowledge. The process consists broadly of determining the state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition. The outcome of this instruction may be directly observable and scientifically measured or completely hidden and assumed. There are many instructional design models, but many are based on the ADDIE model with the five phases: analysis, design, development, implementation, and evaluation.
Experiential education is a philosophy of education that describes the process that occurs between a teacher and student that infuses direct experience with the learning environment and content. This concept is distinct from experiential learning, however experiential learning is a subfield and operates under the methodologies associated with experiential education. The Association for Experiential Education regards experiential education as "a philosophy that informs many methodologies in which educators purposefully engage with learners in direct experience and focused reflection in order to increase knowledge, develop skills, clarify values, and develop people's capacity to contribute to their communities". The Journal of Experiential Education publishes peer-reviewed empirical and theoretical academic research within the field.
Experiential learning (ExL) is the process of learning through experience, and is more narrowly defined as "learning through reflection on doing". Hands-on learning can be a form of experiential learning, but does not necessarily involve students reflecting on their product. Experiential learning is distinct from rote or didactic learning, in which the learner plays a comparatively passive role. It is related to, but not synonymous with, other forms of active learning such as action learning, adventure learning, free-choice learning, cooperative learning, service-learning, and situated learning.
Collaborative learning is a situation in which two or more people learn or attempt to learn something together. Unlike individual learning, people engaged in collaborative learning capitalize on one another's resources and skills. More specifically, collaborative learning is based on the model that knowledge can be created within a population where members actively interact by sharing experiences and take on asymmetric roles. Put differently, collaborative learning refers to methodologies and environments in which learners engage in a common task where each individual depends on and is accountable to each other. These include both face-to-face conversations and computer discussions. Methods for examining collaborative learning processes include conversation analysis and statistical discourse analysis.
M-learning, or mobile learning, is a form of distance education or technology enhanced active learning where learners use portable devices such as mobile phones to learn anywhere and anytime. The portability that mobile devices provide allows for learning anywhere, hence the term "mobile" in "mobile learning." M-learning devices include computers, MP3 players, mobile phones, and tablets. M-learning can be an important part of informal learning.
The University of Minnesota Crookston (UMN–Crookston) is a public college in Crookston, Minnesota. One of five campuses in the University of Minnesota system, UMN Crookston had a fall 2022 enrollment of 1,489 undergraduate students. Students come from 20 countries and 40 states.
Will Steger is a prominent spokesperson for the understanding and preservation of the Arctic and has led some of the most significant feats in the field of dogsled expeditions; such as the first confirmed dogsled journey to the North Pole in 1986, the 1,600-mile south–north traverse of Greenland - the longest unsupported dogsled expedition in history at that time in 1988, the historic 3,471-mile International Trans-Antarctic Expedition - the first dogsled traverse of Antarctica (1989–90), and the International Arctic Project - the first and only dogsled traverse of the Arctic Ocean from Russia to Ellesmere Island in Canada during 1995.
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.
Stephen Molyneux is a British educational technologist whose work as Microsoft Professor of Advanced Learning Technology and Apple Distinguished Educator has led to him influencing the use of technologies across the British School system.
Independent study is a form of education offered by many high schools, colleges, and other educational institutions. It is sometimes referred to as directed study, and is an educational activity undertaken by an individual with little to no supervision. Typically a student and professor or teacher agree upon a topic for the student to research with guidance from the instructor for an agreed upon amount of credits. Independent studies provide a way for well-motivated students to pursue a topic of interest that does not necessarily fit into a traditional academic curriculum. They are a way for students to learn specialized material or gain research experience.
EdLab is an education research organization located at Columbia University's Teachers College in New York City. The EdLab attempts to create easier methods of education through communication and advancements in technology, and serves as both a university and community resource center.
Adventure learning is a hybrid distance education approach pioneered at St. Thomas University in the 1990s and defined in 2006 by Aaron Doering of the University of Minnesota.
An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:
Augmented learning is an on-demand learning technique where the environment adapts to the learner. By providing remediation on-demand, learners can gain greater understanding of a topic while stimulating discovery and learning. Technologies incorporating rich media and interaction have demonstrated the educational potential that scholars, teachers and students are embracing. Instead of focusing on memorization, the learner experiences an adaptive learning experience based upon the current context. The augmented content can be dynamically tailored to the learner's natural environment by displaying text, images, video or even playing audio. This additional information is commonly shown in a pop-up window for computer-based environments.
Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities.
Digital learning is learning that is supported by technology. It encompasses any type of learning that is accompanied by technology or by instructional practice that makes effective use of technology. It includes a wide array of practices, including blended and virtual learning.
Open educational practices (OEP) are part of the broader open education landscape, including the openness movement in general. It is a term with multiple layers and dimensions and is often used interchangeably with open pedagogy or open practices. OEP represent teaching and learning techniques that draw upon open and participatory technologies and high-quality open educational resources (OER) in order to facilitate collaborative and flexible learning. Because OEP emerged from the study of OER, there is a strong connection between the two concepts. OEP, for example, often, but not always, involve the application of OER to the teaching and learning process. Open educational practices aim to take the focus beyond building further access to OER and consider how in practice, such resources support education and promote quality and innovation in teaching and learning. The focus in OEP is on reproduction/understanding, connecting information, application, competence, and responsibility rather than the availability of good resources. OEP is a broad concept which can be characterised by a range of collaborative pedagogical practices that include the use, reuse, and creation of OER and that often employ social and participatory technologies for interaction, peer-learning, knowledge creation and sharing, empowerment of learners, and open sharing of teaching practices.
University of Minnesota College of Design is located on both the Saint Paul and Minneapolis campuses of the University of Minnesota-Twin Cities. The College of Design includes the full range of design disciplines and is home to eight undergraduate majors in the fields of architecture, apparel design, graphic design, interior design, landscape architecture, product design, and retail merchandising. There are 23 graduate degree programs, eight undergraduate minors, nine research centers, and the Goldstein Museum of Design.
Online learning involves courses offered by primary institutions that are 100% virtual. Online learning, or virtual classes offered over the internet, is contrasted with traditional courses taken in a brick-and-mortar school building. It is a development in distance education that expanded in the 1990s with the spread of the commercial Internet and the World Wide Web. The learner experience is typically asynchronous but may also incorporate synchronous elements. The vast majority of institutions utilize a learning management system for the administration of online courses. As theories of distance education evolve, digital technologies to support learning and pedagogy continue to transform as well.