Often working in collaboration with adult allies, they leverage digital media and emerging modes of connectivity to achieve voice and influence in public spheres.
The use of digital media in participatory culture
Often working in collaboration with adult allies, they leverage digital media and emerging modes of connectivity to achieve voice and influence in public spheres.
The use of digital media in participatory culture
“cultural acupuncture,”
Interesting term
Recent researchhas found that the game promotes civic outcomes such as ecological stewardship, an understanding and appreciation of community action, and social responsibility.34
Such a good idea for a educational game
many youth are in “empty chambers” where they are not exposed to any perspectives on societal issues.
Interesting, I wonder if this number has fluctuated recently
In addition, platforms are increasingly designed to focus users on information and contacts consistent with preferences revealed by prior behaviors.
I can see how echo-chambers can be considered both good and bad depending on the values of the individual in the first place
Political theorists have long extolled exposure to a wide range of perspectives as an essential support for a free and democratic society.20
Will this generation fix the America we know now? I had a teacher in high school that would tell us constantly that my generation had to fix what his generation caused, he was a baby boomer, but I feel like a good percentage of people in his generation are reluctant to change
More than two hundred such guildscan be categorized as “political” in focus.
Look what the k-pop community is doing with twitter
Participation in online communities oftenfunctions much like offline, extracurricular activities, which have been found to foster later civic engagement by teaching skills, by developing a sense of agency and productive group norms, and by fostering an appreciation of the potential of collective action.
People don't understand that you don't lose your empathy as. soon as you log on and participate in online communities
Recent survey findings suggest that youth under twenty-five are more oftenrecruitedfor civic or political activities online than through other methods and when compared to their older counterparts.9
It is the digital age
Three out of five (61 percent) voters aged 18!29 who get their election news from the Internet reporting going online because it is more convenient than other methods of accessing political information.4
The internet is also a great space to dig for information and learn
“They are still relatively untainted by the social pressures and inhibitions that set in with growing older and they are also less entrenched/acclimated to the traditional school model.”
But what if this new school model incorporating ARG's is lost as they moved up grades and schools?
“Mechanics” are what game designers call the collection of rules and structures that produce the actual gameplay.
What if students go above and beyond and try to exploit the games mechanics? I watched this video about 2 teams of AI playing against each other in a game of hide and seek and after millions of iterations learned how to exploit the games mechanics to win. This is a type of learning but would it beneficial for students?
There’s nothing wrong with cool, but if it’s our primary criterion, we are catering to our students instead of challenging them.
Both engaging the students in the games primary purpose, to teach, and it's aesthetics
“low-performing students,” for “students with emotional/behavioral issues,” and for “students with cognitive or developmental issues.
Yea me and my friends in high school have talked about this a lot
hey “gamify” learning by replacing grades with levels and merit badges;
Ooooh connection here, in the conference/meeting with the people in France about their idea for badges for certain levels of achievements in students education
One study, published in Nature, showed that playing fast-paced “action based” video games improves “attentional processing” and also “induces long-lasting improvements in contrast sensitivity, a basic visual function that commonly deteriorates with age.”
I'm pretty sure games like Call of Duty we're used by the military to improve attention and reaction time in soldiers, right? I could be wrong
62 percent of online gamers hold a favorable view of people from different cultures compared to 50 percent of non-gamers. Unlike school, where the diversity of the institution is rarely reflected by individuals’ peer groups, interactive online gaming correlates with a more diverse group of friends
Yes!
Social benefit: Gamers are able to translate the prosocial skills that they learn from co-playing or multi-player gameplay to “peer and family relations outside the gaming environment.”
Definitely felt this one
This is one reason games have such potential as tools for learning: they are really nothing more than complex problems waiting to be solved by players in a way that is both fun and challenging.
In the first lab of my programming class we played a game to help us understand the over-arching idea of programming and loops
Such an approach to education doesn’t so much discount engagement as a condition of learning as erase it altogether.
I noticed this to be especially true with people with trouble learning, like kids with ADHD or ADD, in my high school. Me and some of my friends who also have ADHD have talked about this in depth many times and talked about how it needs to be more student centric and interactive and how standardize testing doesn't necessarily reflect a persons intelligence.
“networked”
I see all the terms being thrown around
We are fluid creatures in the making, since we make our-selves socially through participation with others in various groups.
Poetic, this is a really interesting idea, I never attributed peoples personalities to how they read or understanding it's context
Theirdifferent contexts, social practices, and purposes shape their thinking (andreading) in different ways. Neither way is “right” or “wrong”in general.
Ooooo philosophy
For example, you can think about people who kill themselves to set off abomb, in pursuit of some cause they believe in, as suicide bombers, murder-ers, terrorists, freedom fighters, heroes, psychotics, or in many other differ-ent ways.
You learn this in psychology, that because of peoples difference in perspectives, it's hard to draw a line between good and bad
preferred collaborative decision-making toindependent problem-solving.
I feel like I've definitely seen a lot more of this with newer generations
lone men in theirbasement, hunched over their keyboards.
And theres that argument that video games make people violent
m a fetishizing of whatBransford and Schwartz (1999) called “sequestered problem-solving”:one’s ability to solve problems while (usually) sitting alone, with a penciland perhaps a piece of scratch pa
I feel like this is typical for older generations, but the newer generations prefer to work in collaborative groups
ecent news headlines tell of studentsusing cameras to digitize tests and send them via
Sounds like zoom university
t was pure play.
play!
18not prove him wrong in his ·assumptions about the feasibility of flying machines.
I like this analogy
(p. 3).
I feel like students that lacked interest in specific subjects fell behind because they weren't actively engaged and labeled as if they were just lazy or unwilling
School has an inherent tendency to infantilize children by placing them in a position of having to do as they are told, to occupy themselves with work dictated by someone else and that, moreover, has no intrinsic value—schoolwork is done only because the designer of a curriculum decided that doing the work would shape the doer into a desirable form. (p. 24)
I agree wholeheartedly
It has taken two previous destabilizing innovations—the computer and the internet—and has put them in the pockets of most everyone.6 At this moment in history, so many ideas are suddenly possible, or so much easier as to feel newly possible, because of mobile.
Preach
It was quite a while before
they decided to give us a definition lol.
the active interpretation of mobile technologies to enact the ideals of progressive education: learning as a meaning-making activity, self-determination as a goal and value, learning that is co-constructed among its participants, and learning that happens through making new connections
So everyone retains different goals, but participate in the shared culture of their unique interpretations through the active participations they described? Like a huge, broad affinity group kind of thing, everyone experiences similar attributes of MML but get personalized results?
the many manifestations of handheld, networked computers and data collection devices (e.g. smartphones, digital cameras, GPS devices, and tablets).
Interesting. Never thought of my iphone as a learning device, mostly just use it for social media etc.
These are all Augmented Reality games designed for public audiences.
Sounds like simulation to me 🤓
: Games such as SimLife teach players to think in an active way about complex phenomena (some of them “real life,” some of them not) as dynamic, evolving systems. But they also encourage people to get used to manipulating a system whose core assumptions they do not see and which may or may not be “true.”25
Simulation has pros and cons. Pros include active thinking of real life situations, this involves some aspect of play, experiences give you an edge. Cons include growing accustomed to manipulating a system or set of rules to benefit themselves.
pick up a variety of experiences (e.g., the “right” sort of summer camps, travel, and special activities), skills (not just school-based skills, but a wide variety of interactional, aesthetic, and technological skills), and achievements (honors, awards, projects) in terms of which they can help to define themselves as worthy of admission to elite educational institu-tions and worthy of professional success later in life.24
The more students get to play and build to their experiences, the more of and edge they have academically and professionally.
His interest in computing originally was sparked by playing the popular video gam
I feel like this could be an example of play, his interested in the game sparked experimentation in computer programming.
She debated her opponent on National Public Radio and found herself in the center of a debate about the nature of citizenship, how to ensure honest elections, and the future of democracy in a digital age. Alphaville is the largest city in a popular multiplayer game, The Sims Online
This is an example of simulation learning.
describe differing levels of investments in new media activities in a way that integrates an understanding of technical, social, and cultural patterns.
Describing levels to affinity groups?
where insiders and outsiders are defi ned by their participation in a particular semiotic domain.
discussed this in class
As we suggest in the case of interest-driven and friendship-driven participation, these are not unique social and cultural worlds oper-ating with their own internal logic, but rather these forms of participation are defi ned in relation and in opposition to one another.
Interesting.
At the same time, the close attention Luis’s mother paid to his work at the clubhouse allowed her to recognize the importance of capitalizing on his outside interests to motivate his production. She does not seem to have the same detailed level of understanding about what is going on in school.Mother : “I think if ... if they did have this kind of project in school, it would probably keep a lot of children out of trouble from going into the street and trying to fi nd some-thing bad to do. All they have in school is just work, do your homework and recess time. Sometimes I think that during recess they should, you know, the kids that are interested in doing this, give them reasons ... if they want to do something in the computer, let them go do it instead of wasting their time outside fi ghting and arguing like other little kids. They don’t let them go into the computer only when he’s in class. I don’t think they ... they don’t let them use the computers to do fun projects.”
I think there needs to be a healthy balance between general education and digital media and the literacy that comes from both.
His parents attributed some of this to his spending too much time on his extracurricular computer projects, like the computer animation, and sought to limit his work.
I was going to suggest this earlier but wanted to see if they addressed it. I think introducing advanced technology like this to people of younger demographics has its pros and cons. Although they might begin to learn the different digital media outlets, they also might find themselves more distracted because of it. Like when younger kids are always on their cell phone, it becomes something of an addiction.
C o m m u n i t y t e c h n o l o g y c e n t e r s c a n p r o v i d e a n i m p o r t a n t s p a c e f o r y o u t h w i t h l e s s home access, offering multiple opportunities to learn through mentors and material resources (Kafai, Peppler, & Chapman, 2010 ; P e n u e l , e t a l . , 2000 )
I see the idea being presented in this sentence, but upkeep for places like this aren't cheap. My question is how much would it cost for a membership at a place like this? Could a person of low SES afford something like this?
Other studies show that youth who live in communities in areas of lower socio-economic status (SES) like Luis’s often are not using technology at home or at school to do much beyond basic Internet searching, social networking, or typing out a report using Microsoft Word
Learning how to navigate and use the internet to your advantage is not universally seen as a necessity
Parents also played instrumental roles when they shared their technical expertise through informal teaching processes or provided their children with learning resources such as books or new media tools.
I think the internet is a great place to learn how to use the internet/digital media tools
Design activities, including information gathering, creative thinking, prototyping, improvisation, and tinkering, are thought to provide potential pathways to these crucial twenty- fi rst-century capacities (Balsamo, 2010 )
Sounds like they're trying to introduce more technological tools to younger generations as a means of education and collective information gathering and sharing.
Intel Digital Blue stop-animation camera. He is producing his latest movie.
I tried doing this when I was a kid lol
Two weeks later, they were meeting with editors, Tersigni said, and struck a deal with Chronicle Books
That's pretty interesting that her tweets were published.
Kenji Kawakami demonstrates two of his inventions: A “Hayfever Hat” that dispenses toilet paper, and an alarm clock designed to keep users awake. (Photo by YOSHIKAZU TSUNO/AFP via Getty Images)
I've seen these before
A crucial aspect of Benedetto’s inventions is that they’re typically not for sale.He makes a full-time living primarily through brand partnerships with the likes of Call of Duty, DoorDash, and the Almond Board of California, who pay him to create custom unnecessary inventions. Recently, Bud Light requested an iPhone case with a fold-out cup holder.
This is really cool
At 15, he gathered up his savings from a summer lifeguard job, formed an LLC, and built a website.
Impressive at 15