A seminar can be a wonderful setting for lecture and discussion, a group gathered around a table to focus on a specific topic for a couple hours. The minimal setting provides few distractions and keeps people focused on the topic at hand. A good lecture communicates a focused chunk of information, allowing the whole concept to unfold in the listeners’ minds. These time honored formats work well when dealing with subject matter that requires lengthy digestion before the student is ready to put forth questions and ideas of their own.
The traditional classroom format, however, is rarely a good setting for learning technical skills. The vast majority of students learn these concepts best when hands-on practice is central, and in combination with discussion, lectures, and reading. With most subjects taught at the university level, students already have the foundation of skills needed to approach the material. With most technical subjects, the students have to learn to read and write, in effect, before they can grasp the concepts in a meaningful manner. For example, to develop software, one must know how to program, even an excellent understanding of the concepts alone is not sufficient.
The major difference between these processes of learning is the length of the feedback loop. When working with theoretical concepts, it takes a significant section time to absorb and process each chunk of information before the student can start to discuss the ideas. With programming, there are many details that take a long time to explain that become quite apparent when trying it immediately, each tiny step along the way. An essential part of learning programming and electronics, among other things, is rapid feedback. The student hears a bit of new knowledge, attempts to utilize it, then sees what works and what didn’t. This is what makes hands-on learning work. Therefore, theory should be kept in seminars and lectures, and the essential skills should be broken out into hands-on sessions. In new media, these two sections are equally important; one needs to know the theory to understand the design issues, while technical skills are required in order to implement ideas effectively.
When practicioners have a solid understanding of the concepts combined with competence with the technology, their approach to the tools they use changes. Then it is not sufficient to just use the tools that someone else created. Instead, they customize their tools in a meaningful manner. In effect, the tools themselves should no longer be read-only, but instead, read/write. This approach works well when incorporated into the learning environment, giving the students a sense of ownership over the tools they use. I believe this is far more important than the latest, greatest features. Great art and media has been made with the tools of 50, 500, or even 5000 years ago, and many a talented artist has been distracted by the latest nifty technology.