The Six Learnings
The Six Learnings: Curriculum Framework and Disciplinary Intuitions
- Students are more engaged, learning is more authentic and understandings are more enduring because performance tasks are designed with greater recognition of context and connectedness.
- How will teachers benefit as a curriculum designer?
The Six Learnings framework and its undergirding theory of Disciplinary Intuitions together form a frame to facilitate teachers’ reflective questions on one’s approach to curriculum design and student learning. -
Instead of simply surfacing students’ misconceptions, after going through this programme, teachers will be able to uncover where the roots of the misconceptions lie, namely the intuitions that the students bring with them. In this way, students’ thinking is made more visible to teachers, and teachers are more able to address the students’ misunderstandings.
What Is The Six Learnings?
The Six Learnings curricular framework informs the design of learning environments for students to apply their learning. It can support many subject and co-curricular activities.
The Six Learnings complements the theory of Disciplinary Intuitions. From the premise that tacit intuitions are developed through personal experiences and prior knowledge, the framework supports the design of collaborative and immersive learning environments, which helps surface learners’ pre-conceptions or misunderstandings so that they can be dialogued on.
This framework describes six possible areas of curriculum design.
1) Learning by Exploring
This is learning that results from exploration of installations, communities, and landscapes within the immersive world itself. Depending on the nature of the learning task, such explorations could be scaffolded to varying degrees. For instance, a group of learners in a geography class might collect data on wind patterns at different locations in a virtual environment, so that they could subsequently test their hypotheses on various aspects of meteorology and climatology.
2) Learning by Collaborating
This refers to learning that results from students working in teams, either on problem-solving tasks or other forms of structured inquiry to enhance their metacognitive habits and understanding of the social dynamics of group work.
3) Learning by Being
This is learning that results from exploration of self and identity. Such learning involves the assumptions of identities and dispositions through enculturation. A common learning design would be role-playing in an immersive environment. For example, by engaging in activities within true-to-scale and contextually accurate learning environments designed by the teacher, students’ responses to issues facing community stakeholders in the real world are more thoughtful and deliberate, and a greater sense of empathy is achieved.
4) Learning by Building
This refers to learning that results from tasks that require learners to build objects and /or script them. Such activities could potentially involve the demonstration of mathematical understandings of trigonometry and physics, the learners’ sense of aesthetics, as well as their grasp of the logical algorithmic flows inherent in a scripting language.
5) Learning by Championing
Referring to learning that results from raising awareness of the social needs of various communities, this learning could easily be a focus in the humanities. For example, learners might be tasked to design an installation/exhibit in an immersive learning environment that sought to raise awareness and educate the general public about particular causes that might be meaningful to them.
6) Learning by Expressing
This refers to students’ articulating their learnings from their interactions within the immersive environment using various media. For example, it could encompass the authoring and editing of blogs and podcasts, storyboarding, the technical aspects of audio- and video-editing, as well as the principles of literary critique and creative writing.
How Does the Six Learnings Work?
Students are given opportunities to,
- surface their emerging conceptual understanding; which make visible their tacit intuition,
- dialogue around the emerged conceptual understanding, and
- appropriate their conceptual disciplinary knowledge. For instance, to think like a scientist or a historian.
How Did Students Respond?
- The intervention project significantly sustained the intrinsic motivation of students during lessons.
- In addition, student learning gains from a range of assessment types were found. These gains in assessment scores are directly attributable to the intervention, as well as indirectly through constructs such as motivation, self-directedness and self-efficacy.
- Students were also observed to demonstrate significant improvement in their higher-order thinking skills.
How Can Teachers Get Started?
- Teachers should first consider their learning goals and how they wish to engage their students. The lesson resources on this site provide a glimpse of the possible ways of engaging students to learn through the six potential areas.
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Interested educators can approach the Principal Investigator for more classroom resources and any queries regarding the framework and implementation.
Implementation Tips
- It is recommended to target just one or two areas of The Six Learnings framework on the basis of how well they align with the school vision and the intended learning objectives.
- Many of these immersive environments are open-source, which reduces the financial cost for teachers and schools.
Related Links
- The Six Learnings website
- ReEd Vol 2 2011 “Transforming Research into Popular Practice” [PDF]
- SingTeach Issue 52 Mar 2015 “Bringing Second Life to Geography Lessons”
Further Readings
- Lim, K. Y. T. (2009). The Six Learnings of Second Life: A Framework for Designing Curricular Interventions In-world. Journal of Virtual Worlds Research, 2(1), 3-11.
- Lim, K. Y. T. (2016, June 23). The Spontaneous Emergence of Maker Dispositions in Schools: A Case Example from Singapore. UNESCO Bangkok, ICT in Education.
- Lim, K. Y. T. (ed.). (2015). Disciplinary Intuitions and the design of learning environments. Dordrecht, The Netherlands: Springer.
Research Projects
The following projects are associated with The Six Learnings research:
- The Starling Project
- Extending The Six Learnings Framework for Curricular Design in Virtual Worlds
Research Team
To learn more about The Six Learnings, please contact the Principal Investigator Dr Kenneth Lim at kenneth.lim@nie.edu.sg..
Principal Investigator
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Dr Kenneth LIM, Office of Research Education (OER), NIE
Research Assistants
- Mr YUEN Ming De, OER, NIE
- Mr Ahmed Hazyl HILMY, OER, NIE
- Mr Derek CHUA
- Mr Richard LEE
Acknowledgments
This research on The Six Learnings was funded by Singapore Ministry of Education (MOE) under the Education Research Funding Programme (OER 05/09 LYT), Singapore National Research Foundation (NRF) under the eduLab Programme (NRF2011-EDU001-EL004, NRF2013-EDU001-IHL02 & NRF2014-EDU001-IHL05) and administered by National Institute of Education (NIE), Nanyang Technological University, Singapore. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the Singapore MOE, Singapore NRF and NIE.
This knowledge resource was written by Ms Monica Ong in June 2017, updated by Ms Monica Lim and Mr Jared Martens Wong on 4 January 2022.