Neuroeducation is the field of study concerned with the activities that occur in the brain when individuals learn.
It blends the practices and knowledge of various fields, including neuroscience, psychology, cognitive science, and education.
The collaboration between educators and neuroscientists helps produce findings that can be applied in a classroom setting or in curriculum design.
They aim to improve methods of teaching using peer-reviewed research on how the brain enables learning, working memory, intelligence, creative thinking and more.
One of the major goals of neuroeducation is to bridge the gap between researchers and educators. This direct link prevents the so-called “middle men” of the brain-based learning industry.
These middlemen profit off misinformed ideas about how the brain works, also known as “neuromyths”. These myths include concepts like “left brain vs. right brain thinking” and the myth that “we only use 10% of our brains”.
Major Findings in Neuroeducation
Neuroeducation touches upon various aspects of both learning and neuroscience.
Here are some key findings from research done in neuroeducation.
Memory
Memory is an important aspect of learning. Research in cognitive psychology has provided insight into how to best improve your memory. Techniques such as chunking or spaced repetition take advantage of how the mind processes information to help learners memorize quicker and more efficiently.
Software such as Anki makes remembering things easier by employing a spaced-repetition system (SRS)
Because of it’s effectiveness, Anki is used in language learning and in classroom settings. A study in 2015 found that 31% of students who responded to a medical education survey reported using Anki as a study resource.
Attention
It is an understatement to say that attention is essential for any learning experience. One of the many goals of neuroeducation is to understand how various learning techniques affect attention.
For example, studies show that there is some evidence that the prevalence of the Internet and social media affect attention in children. Studies also show a negative impact of multitasking in digital environments.
Educators can use these findings to determine how they can approach students who are already affected by smartphones and the internet.
Multimodality
Neuroeducation research shows that variety is key to learning. Using different approaches and mediums to represent ideas boosts attention and retention in students.
Educators can present information in unique ways or teach students multiple methods to arrive at a solution.
This multimodal approach can be achieved through using digital learning platforms.
For example, the language learning app Duolingo uses visual, textual, and auditory elements to test users about vocabulary words.
Neurodiversity
Neurological research will help students with learning disabilities and learning problems such as ADHD and dyslexia.
By looking at the interaction between the neurobiology of learning and its disorders, we will see large impacts on how we identify and provide support for children with learning challenges.
Dyslexia research in particular, has been a central field in educational neuroscience. Researchers are interested in how successful reading interventions influence reading and how neuroimaging can help predict reading performance.
Metacognition
Studies by neuroscientists, and psychologists show the importance of metacognition, the awareness of one’s thoughts while learning, in education.
For example, having an awareness of the “growth mindset” improves student’s results.
Asking the right questions, and reflecting on test results are one of many ways metacognition can be used as a tool for students to perform better.
Neuroeducation Applications
There are many possible applications of neuroeducation that require using technology. Here are some examples:
Adaptive Educational Systems
Adaptive learning refers to the educational method which uses computer algorithms and artificial intelligence to generate a learning experience unique to each learner. Research in neuroscience informs adaptive learning technology.
For example, the company DreamBox Learning offers intelligent adaptive learning technology to K-8 mathematics students. DreamBox offers personalized learning experiences for each student.
The program tracks how students interact with the various problems and immediately adjusts the level of difficulty, number of hints, pacing, and more. The technology allows students to progress with the lesson at a pace that best benefits them.
Computer Programming
Numerous studies that focus on computer programming and code writing using brain imaging techniques.
Researchers have discovered a relationship between coding and writing, and are developing ways to improve the programming experience using machine learning techniques.
Further research indicates that reading computer code does not require the regions of the brain which are needed for language processing. Reading code seems to be more like solving a math problem or a crossword puzzle.
These findings can inform computer science educators to find ways to teach coding most effectively.
Video Games
Studies show that surgeons who had played video games in the past made 32% less errors during an examination. Video games can engage their players in ways that have never been seen in a classroom setting before.
Current research into the brain’s reward system shows the potential of adding educational video games into the classroom. This gamification of learning is informed by practices in game design.
Websites such as Khan Academy use the concepts of levels and badges to incentivize learning and give students a sense of progress and accomplishment.
Criticism
Despite efforts in combining the microscopic neural processes to macroscopic behaviors in classrooms, there remains a gap in the research.
Critics of neuroeducation argue that the study of brain-behavior is too far removed from real-life practical learning strategies in the classroom.
New technologies such as educational video games may also be problematic for some children.
The reward system of video games may be engaging but may also become distracting, with the child focusing on the rewards rather than the content itself.
Conclusion
The rise of neuroeducation is something to look out for, especially because the children of today are growing up in a world that is vastly different from their parents.
The amount of information available, the multitude of interactive ways you can teach using technology, is worth exploring in the classroom.
Collecting data for neuroscience has always been a difficult task because children learn in classrooms and not in labs.
Learning involves more than just answering a test—it involves attention, interest, motivation, and more.
When educators and neuroscientists collaborate, both benefit. Educators create curriculums and learning activities that are backed by data.
Researchers can now see the effects of their research applied in the real world.
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