dsteding wrote:It isn't specific skills or outcomes that are being kept secret, and I suppose the "playbook" as it is could easily be gleamed from the myriad course reports on the internet.ArcticDiver wrote:
As it plays to this thread I think the treaching sequence laid out in the original post makes a lot of sense. But, keeping specific skills and outcomes secret seems to go against proven teaching theory.
Good teaching is good teaching, regardless.
What isn't being said ahead of time is things like "you are going to lose your mask, you your right post, you your left . . . " that type of stuff. It keeps things dynamic and fluid--a lot like real diving. The instIn my experience, I learned more from talking through things afterwards, but I also learned much by screwing up, or successfully thinking through things.
Lamont, I get your point about being prepared with the basics or even things a bit beyond the basics so you can get to the more interesting stuff. But, the journey is part of the process. My tech class worked well because we didn't stress the details ahead of time--and I think that modern GUE students seem to be hung up on the practice until perfect thing before the class. I have some GUE training at the basic level, but always thought the practice until perfect thing builds an incomplete diver (just like not practicing at all builds a different type of incomplete diver).
I think the a good approach for these types of classes (with Lamont's point in mind) is to focus on basic, personal, skills, and then go work with the instructor. The outcome--being able to successfully execute a tech dive--is no secret, nor are the expectations in terms of skills. There isn't a set path to that outcome because each student is different, and I bet the "playbook" recognizes that. What these classes are absolutely all about are teaching you to think and problem solve underwater--which is a direct result of the fact you cannot go straight to the surface with this type of diving.
There's some sold basic psychology at work in the UTD instruction. In it's worst implimentation, one might make it out to be "games" but from what I've read, the point is not for the instructors to try to be clever or sneaky just to prove how superior they are. The principle of intensity is at work here. FWIW, wiki decribes it this way: "The more intense the material taught, the more likely it will be retained. A sharp, clear, vivid, dramatic, or exciting learning experience teaches more than a routine or boring experience. The principle of intensity implies that a student will learn more from the real thing than from a substitute. For example, a student can get more understanding and appreciation of a movie by watching it than by reading the script. Likewise, a student is likely to gain greater understanding of tasks by performing them rather than merely reading about them. The more immediate and dramatic the learning is to a real situation, the more impressive the learning is upon the student. Real world applications that integrate procedures and tasks that students are capable of learning will make a vivid impression on them." (Emphasis mine) The point here is not just that one learns in the classroom, then goes and does what they learned in the classroom. On the contrary, they learn in the milieu where the unexpected is what is being taught.
This is not unique to UTD. As was said before, good teaching is good teaching.
--Paul