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The instructor as a learning leader with a focus on cyberculture

Table of contents:

Anonim

In the current era, the world market has promoted and forced a different form of learning, people no longer have time to attend a classroom to reaffirm knowledge, cyberculture is a culture born from the use of cyberspace of networks that allows the access to information and communication through absolute freedom without restrictions of time, place and space.

The challenge for the cyber-instructor, this has to cover a profile and have a high level of learning, be objective in every instructional process to avoid the boredom of the students, which will depend on the content of the course and the material provided

This essay will address what an instructor is, its qualities and characteristics and on a second level I will enter the reader into cyberculture as a learning tool, what the cyber-instructor is and finally its advantages and disadvantages as well as my particular point of view.

What is an instructor?

The instructor is a person who instructs, has the theoretical and practical domain of one or more specialties or trades, or a part of them. The purpose of the instructor is to transmit their own knowledge and experiences to other individuals who require them to perform correctly in their job or work activity.

The instructor must have mastery of teaching-learning methodologies, these must be in accordance with the type of knowledge to be imparted, as well as the type of training subject to the training process. The role of the instructor consists of being able to support as well as contribute to the acquisition of knowledge and develop the skills and attitudes of change that will allow the collaborator to be effective in their work. The instructor is the person who has the knowledge and experience that will help in the performance, effectiveness and efficiency of the tasks to be executed.

We can define teaching as the act of "instructing, indoctrinating, training with rules or precepts." On the other hand, training is "making someone fit, enabling her for something", which transcends and goes far beyond simply teaching. The above is not enough to say things, but you must implement the system, the method you are teaching. The basic difference is that it is the theory to the practical part.

Trainer is that individual who combines the profile of an instructor, teacher, coach and coach. The term trainer comes from the English "trainer". This is due to the fact that coach in Spanish refers to the person who prepares, trains people in the practice of a sporting activity. Curiously, when referring to training or training, we speak of "guiding and directing" someone who has no notions of where they can go, or does not know their potential where they can go, one of the reasons is because they do not see the way with their own eyes.

Instructor characteristics

  • The instructor must possess certain basic characteristics, such as: Being able to communicate clearly and simply, especially the subjects in which he specializes, Having the ability to organize his work: planning, executing, supervising and evaluating activities Having the capacity to arouse interest through the use of clear and concise language Be patient to guide, operational dexterity and ability to make practical demonstrations Have initiative and creativity to develop procedures and methods appropriate to the characteristics of the participants Know and skillfully handle techniques groups that help you to integrate the groups and promote a pleasant environment so that learning can develop.Have a good memory to identify the participants by name and remember the characteristics of each of the participants Have the virtue of dialogue with all people respecting their criteria, as well as listen to the different opinions of people Decent dress, presentation Adequate staff: this has a favorable or unfavorable impact on the attendees. Be emotionally stable, maintain control of their behavior, in the different situations that may arise. Have self-confidence, patience, understanding, calm, open judgment, enthusiasm to be able to interact with the attendees. Have firm knowledge: have mastery of the topics, documentary base, referential wealth, sufficient exemplification. Also have creative ability, have creativity,in order to quickly elaborate examples and cases that allow clarifying confusing aspects and doubts in ambiguous or unclear situations. Have skill in the use of teaching materials, the different didactic elements. As well as ease of adaptation to different groups: it must promote and maintain stable and harmonious interpersonal relationships, have clear communication, be possessed of good direction, tone of voice and mimicry of verbal communication. Be a responsible and punctual person in all the established activities Be respectful and honest with yourself and with the other attendees.As well as ease of adaptation to different groups: it must promote and maintain stable and harmonious interpersonal relationships, have clear communication, be possessed of good direction, tone of voice and mimicry of verbal communication. Be a responsible and punctual person in all established activities Be respectful and honest with yourself and with the other attendees.As well as ease of adaptation to different groups: it must promote and maintain stable and harmonious interpersonal relationships, have clear communication, be possessed of good direction, tone of voice and mimicry of verbal communication. Be a responsible and punctual person in all the established activities Be respectful and honest with yourself and with the other attendees.

What is cyberculture?

It refers to the culture that is typical of the societies within which digital and information technologies decisively establish the dominant forms of information, communication and knowledge as well as research, production, organization, as well as administration.

Cyberculture, in addition to referring to material and symbolic systems, has the integration of cultural agents and practices, interactions and communications, groups, institutions and organizational systems, it is also a multiplicity of contents and symbolic representations that have values, meanings and interpretations that generate identity.

Cyberculture currently involves the world of processes, activities, goods or services that are generated around the application of information technologies. It seeks to contribute to the access to all kinds of cognitive and innovative competences in pedagogical or cultural processes of learning by learning or doing by creating, and within a circle or training process and a permanent or dynamic creation. The objective of cyberculture is to raise awareness and knowledge about the technologies that locate the social life of the human being, as well as the practical use within a common education and digital culture, which generates the acquisition of the basic elements, including progressive autonomy. action in contemporary cultural and social identity functions.

Cyberculture can be used by everyone as a learning tool.

Cyberculture has all the elements to be used as a learning tool. Given the advantages it presents to facilitate the knowledge transmission process. It offers innovative proposals that invite us to think about new ways of proposing and defining educational and didactic approaches and towards literature and e-learning.

Cyberculture focused on learning generates spaces of imagination, generates possibilities that form alternative options. Cyberculture uses cyberspace as a channel or means of transmission of its knowledge of teaching, learning and the propagation of knowledge.

It should be noted that cyberculture also produces information saturation, this is a copious amount of data, data generated and propagated continuously, it causes the abuse of information which triggers misinformation due to the excessive accumulation of data that leads to loss of meaning of these.

In order to give an educational and learning approach to cyberculture, it should focus not only on assimilating information, but also that the instructor or the person receiving the training has the ability to search, select and analyze the information, who can consult the sources of consultation, who knows how to prioritize them and can generate a critical and reflective attitude towards them. Whoever is imbued in cyberculture is not only spectated in receiving information, but is the protagonist of learning itself, actively acquiring multidirectional interaction.

Learning must be based on ethical and deontological postulates, that is, in the duty of being, in honest management and with high responsibility of the information that circulates in cyberspace.

It should aspire that the person who is within cyberculture, be competent in technological, professional, social and ethical matters. Never lose its origins, its principles and its cultural destiny in navigation and permanent discovery of knowledge.

Cyberculture can be approached to learning from a playful approach and learning through play and fun. It should be noted that the specific topic of videogames in the contemporary world forces us to talk about them through their three generations. The first generation (arcade), refers to the behavioral model of education where the stimulus generates the acquisition of basic skills. The second generation (platforms), refers to the constructivist model, focuses on interaction and the learner. Finally, the third generation ones (virtual worlds, creation of open, collaborative contexts), are parallel to the learning contents, they focus on practice, the determined context and the active participation of people.

At present, the use of information technologies and games, generate pedagogical spaces that promote the development of competences and skills. The avatar is a way for the person to break out of their established social conventions and labels

What is the cyber-instructor?

We can consider that the cyber-instructor is the person who instructs one or more people in a face-to-face, semi-presence or remote way, and who possesses the theoretical and practical knowledge of one or different specialties or areas of knowledge that facilitates the learning process. through cyberspace or information technology space.

This agent can be said to promote and facilitate the construction, research and refutation of knowledge, through teaching-learning methodologies, which must be consistent with the type of knowledge to be imparted, as well as the type of training itself subject to the training process.

From my point of view, the cyber-instructor is more than a generator and central node of information and knowledge, focused on generating practical and tangible results in the individuals who participate in the training, but it is an agent that triggers thought criticism, the habit of self-study and the shower of linear and divergent creative thinking. It stimulates the formation of profiles with the leadership of having the permanent concern of self-training, and seeking continuous improvement in their training, training and education.

Advantages and disadvantages of cyberculture

Advantage

Cyberculture removes geographical barriers, those who receive training can access cyberculture regardless of the geographical position in which they are located.

It also provides flexibility in the schedule because it does not establish a specific moment in time to be able to access the content.

It generates benefits in reducing costs by avoiding expenses that could be generated by transfers or transportation.

It contains technological tools to be able to give you information management, which are necessary to perform professionally in a society that is constantly changing, such as information technology communication platforms.

Another advantage is that self-taught people can self-regulate themselves in their own learning, developing capacities such as attitudes and values ​​of discipline, commitment to achieve responsibility and autonomy.

The advantage of cyberculture lies in the unlimited digitization or the ease of transmission of content through shared and freely accessible technological networks. Transmission, reproduction and storage costs are decreasing as technological advances improve. Likewise, the trend towards gratuitousness means that the contents that circulate through cyberculture are knowledge that over time becomes public goods. Therefore, a point of democratization of the cyberculture of access for all sectors is reached, without distinction of classes, races, creeds or academic training.

On the other hand, interactivity is another advantage, since users not only become consumers, but are also part of the sources that produce knowledge. Information begins to flow in a multidirectional way with unlimited interaction.

Another advantage of cyberculture is that the heritage of history, as well as the generation and storage of files, increases exponentially, which generates unlimited wealth in the generation of new content or easy access to concatenations and comparisons with specific topics..

Disadvantages

There are large sectors of the population in which ignorance or misinformation still exists. Cyberculture is relatively recent, causing the population without access to basic education or with little academic preparation to find it difficult to access. Currently only 25% of the world's population has access to the internet.

There is still a considerable lag in digital literacy. Because it is required to have skills to be able to function in the media environment, mobile or fixed access devices, as well as the ability to transfer data in physical networks.

Another disadvantage is the unreliability of the veracity and reliability of the information sources handled by cyberculture. The ease of becoming a generator of information causes risks in the certainty of the legitimacy of authorship. It generates inconveniences when you want to verify the origin of the information. The publications that are generated on the internet do not pass any type of review or filter and may report information of doubtful or erroneous origin in some cases.

Cyberculture has not yet been able to have the ability to transmit the fidelity of human feelings or emotions due to the use of interfaces that, no matter how closely it resembles both virtual and augmented reality, the third dimension, there is still no capacity to match physical presence or living reality. By eliminating the possibility of interacting physically and in a very personal way, there is the possibility of generating isolation and demotivation.

Within cyberculture, there could be the risk of an analogue blackout or an interruption or failure due to electrical power current, due to some technical impairment in the power supply. Also another disadvantage is the possible technical delay in the feedback that could be generated by some type of interference, noise or external agent that prevents this interaction.

List of documentary material that was used to prepare the essay

  • Derrick de Kerckhove. The skin of culture. Investigating the new electronic reality, Barcelona: Gedisa editorial. 1999 Manuel Castells. The Information Age: Economy, Society and Culture. Volume I. 1996. Andrés Pumarino (2005), “Innovation, technology and education”, La Revista Digital de e-learning de América Latina, No. 50. Rizza, Gaetano, L'intelligenza collettiva di Pierre Lévy, Roma, Zerobook, 2007.
The instructor as a learning leader with a focus on cyberculture