- Apr 2016
-
gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.com
-
connecting qualitymedia representations with conceptual insights from disciplinary inquiry
My argument always, along with learning how to use new literacies and media creation there are Design Literacies. Things like use of fonts, graphics, layout, color, etc. These things make media consumption legible or at least easier. As an instructor communicating this, on top of course requirements as well as game-like exploration is like another layer of new literacy expression that is seldom understood or taught, yet is actually really valuable for the perception of quality.
-
quality of how pre-service teachers represented theirinquiry-as-play
-
- Mar 2016
-
www.youtube.com www.youtube.com
-
1:20 / 16:23
"For several decades the gaming industry catered almost exclusively to a straight white male demographic."
I don't know where there is evidence to back up ALL of this claim, but, a Wikipedia entry for "Women and Video Games" cites "historical prevalence" and uses statistics to back it from 1982-present.
-
0:39 / 16:23
It seems I can only select the time stamp and annotate without a quote?
-
- Feb 2016
-
scottnicholson.com scottnicholson.com
-
generic game activity that doesn't match the underlying non-game setting will create a hollow gamification experien
All too common.
-
ful is to allow players to set their own goal
-
c user, however, they have to be relevant to that user
-
l motivation. Allowing users to self-identify with goals or groups that are meaningful is much more likely to produceautonomous, internalized behaviors, as the user is able to connect these goals to other values he or she already holds.
-
e goal of this paper is to explore theories useful in user-centered gamification that is meaningful to the user and therefore does not depend upon external rewards
-
almost all forms of rewards (except for non-controlling verbal rewards) reduced internal mot
-
the potential long-term negative impact of gamifica
-
One problem is with the name. By putting the term "game" first, it implies that the entire activity will become an engaging experience, when, in reality, gamification typically uses only the least interesting part of a game -the scoring system
An important distinction. Recall "-ification" rather than from the "game". -Ian Bogost "Gamification Is Bullshit."
-
-
gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.com
-
In order to garner some initial insights regarding their engagement with the game, we also gave them access to a video game lab where they could play many popular games such as Guitar Hero and Halo.
Okay! Here they set up a sort of affinity space for gaming in the game lab where the participants may talk about any sort of game but perhaps, divulge something about their play experience with Gamestar.
-
ponents. Their purpose was to simulate as completely as possible the overall experience of playing Gamestar Mechan
"simulate" is key to prototyping.
-
olving initial versions of the look and feel for the game interface, the narrative and the play experience, all of which were documented digitally in a design document and a shared
Key characteristics of "pre-alpha." Often times there is no "game" just document(s) about the game.
-
Such theories necessarily forfeit any claims to grand generaliz
-
h, the goal for the Gamestar Mechanic team has been to produce a learning environment that encourage the appropriation of what Gee refers to as the big “D” Discourse of game designers (1996). By discourse, he refers to an “identity toolkit” represented by the ways of doing, communicating, thinking, and interacting with the material world that people use to demarcate an identity as members of a particular community to others (in this case, an identity as game designers).
(D)iscourse is defined here for us clearly and refers back to the work of Gee back in 1996. This Discourse has been used by many academics and scholars to discuss the way in which people construct identity often times through the means of 21st century social constructs.
-
Council of Master Mechanics, some of which are represented by game characters but which can also be impersonated by live players. To do so, they must complete a series of jobs that involve playing, designing, documenting and repairing games, as well as discussing their games and having them rated and critiqued by others.
Definitely a big "D" Discourse!
-
-
www.theatlantic.com www.theatlantic.com
-
The title of this symposium shorthands these points for me: the slogan "For the Win," accompanied by a turgid budgetary arrow and a tumescent rocket, suggesting the inevitable priapism this powerful pill will bring about--a Viagra for engagement dysfunction, engorgement guaranteed for up to one fiscal quarter
The narrative for this reading in my head is Edward Norton's character from Fight Club.
-
-
gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.comuntitled22
-
using thegame as a context for design was her leading value
-
This scrutiny—in turn—affected Tyler’s play, as he would then hold the controller so his competition could watchhis hand movements and see that he was not entering the codes
-
a link between gameplay and identity formation,
-
Rather we see the reason that games, or more specificallycollaborative interactions around video game play, are good learning environments
-
Across fourvignettes, we see real variation in the learning arrangements involved. Pure cases of clearlymore expert players teaching more inexperienced players are not what we see; instead, wewitness more complex situations in which less able players provide instruction to betterplayers
-
, our interest is in theway in which this learning occurred—through an evolving sequence of interactions betweenthe boys and the spontaneous use of an unconnected controller as an instructional device
-
strongest themes in this study—young people organize themselves toteach and learn together, with adult intervention and as a taken for granted, as a natural partof playing video games together
This is interesting because people have most likely learned as family groups since before the time of recorded human history. Through playing games this is one way learning can be replicated in this manner at home.
-
laboratory studies would suggestshould be beyond the capacity of an eight-year-old
It's interesting that this research described this as "beyond the capacity" of 8 yr old learning.
What are 8 year olds doing with games today?
-
Mikey providing assistance to Maddy as she requests it, illustratingthe working apprenticeship that formed between them.
-
In other words, the tutorials, not Rachel, were in control of thetiming and direction of the learning.
Anyone ever felt this way when playing a video game? Was it annoying, helpful, mix of both?
-
she sought out the learning resource that allowed her the greatestcontrol over the learning experience.
-
most of the learning happens in the context ofvaried arrangements of people working together
-
Rachel’s brother functions for her as a just-in-time guide and instructor for a course of learning she herself is organizing in the moment
-
more permeable and blurred than the separate worlds view would suggest
-
tangled up11with other cultural practices, which include relations with siblings and parents, patterns oflearning at home and school, as well as imagined futures for oneself
I'm glad this was called out as learning in the home environment would affect this research due to a number of factors such as these.
-
video game play as a cultural practice worthy of study in its own right.
-
writing about video games is what we will call theseparate worldsviewof video game play
-
This is part of a larger project tounderstand learning within and across informal and formal settings.
-
We visited each focal participant ap-proximately once a week and observed his or her play. Among our core participants we hadfour boys and four girls, including two sets of siblings. We purposefully selected participantsin our study to maximize variation; this is a common strategy when pursuing a new researchdirection because it helps define an uncharted territory
It's important to note how this study was set up and who are the participants and how the researchers interacted with the participants.
-
The research we describe in this chapter is ethnographic, based on a six-month-long studyof young people in different families playing video games in their homes, using their owngames and game systems
-
Considerthe following thought experiment: imagine that a learning scientist definitely proved, allother things being the same, that a year spent immersed in a game-based curriculum betterprepared a young person for a successful life and career than that same year spent in atraditional high school curriculum?
Interesting! Can we find any resources to support this thought, as in a study or examples of GBL curriculum?
-
what kindof effect, on how that person leads others in collective action
-
-
www.macfound.org www.macfound.orguntitled97
-
We are still experimenting with how towork within these knowledge cultures
-
The proliferation of digital technologies requires aconcerted effort to envision activities that enable students to engage in more complexproblem domains.
Yet, I've found these new technologies potentially open up a "can of worms" of other various, perhaps not intended, problems to solve. We can design or mod a game with well designed API but now we have to learn how to create art, graphic design, and intuitive interaction. These problems arise from the result of being enabled to be productive with the technologies but how do we teach well thought out solutions to complex problems that are deserving of it's own course or field of study?
-
A classroom designed to foster distributed cognition encourages students to participatewith a range of people, artifacts, and devices.The various forms of participation compos-ing such cognitive activity might be understood more generally as the skill of knowinghow to act within distributed knowledge systems
-
Distributed intelligence is notsimply a technical skill, although it depends on knowing how to use tools effectively; it is also acognitive skill, which involves thinking across “brain, body, and world.”The term “distributedintelligence” emphasizes the role that technologies play in this process, but it is closely relatedto the social production of knowledge that we are calling collective intelligence
-
Humans are able to play much more complex games(and to solve much more complex problems) in a world in which keeping track of key dataand enacting well-understood computational processes can be trusted to the processing powerof the computer, and they can thus focus more attention on strategic decision making
-
Rather, wecan understand cognitive activity as shared among a number of people and artifacts, and cogni-tive acts as learning to think with other people and artifacts.
-
presence of artifacts or information appliances and that expand andaugment human’s cognitive capacities
-
intelligence is accomplished ratherthan possessed
-
the distributedcognition perspective holds that intelligence is distributed across “brain, body, and world”(Clark, 1997), looping through an extended technological and sociocultural environment(Clark, 2003)
-
hypothesisabout how the world works and the best ways of bringing itsproperties under their control.
-
Games follow something akin to the scientific process
-
Games not only provide a rationalefor learning: what players learn is put immediately to use to solve compelling problems withreal consequences in the world of the game
-
Part of what makes play valuable as a mode of problem-solving and learning is that it lowersthe emotional stakes of failing: players are encouraged to suspend some of the real world conse-quences of the represented actions, to take risks and learn through trial and error
-
activi-ty is deeply motivated
-
fun (which in our sometimes still puritanical cul-ture gets defined as the opposite of seriousness) to engagement
-
When children are deep at play they engage with the fierce, intense attention that we’d liketo see them apply to their schoolwork
-
“He learned the meaning of expertise, of knowing aboutsomething well enough that you can start a conversation with a stranger and feel sure of hold-ing your own”
-
Through play, children tryon roles, experiment with culturally central processes, manipulate core resources, and exploretheir immediate environments. As they grow older, play can motivate other forms of learning
-
ystematically and creatively about the many different waysthey might build these skills into their day-to-day activities in ways that are appropriate to thecontent they are teaching
-
mastering these skills remains a key step in preparing youngpeople “to participate fully in public, community, [Creative] andeconomic life
-
Schools are currently still training autonomous problem-solvers, whereas as students enter the workplace, they are increasingly being asked to work inteams, drawing on different sets of expertise, and collaborating to solve problems
-
how meaning emerges collectivelyand collaboratively in the new media environment and how creativity operates differently in anopen-source culture based on sampling, appropriation, transformation, and repurposing
-
new media literacies shouldbe seen as social skills, as ways of interacting within a larger community, and not simply anindividualized skill to be used for personal expression
-
our perceptions ofthe world; the economic and cultural contexts within which mass media is produced and cir-culated; the motives and goals that shape the media they consume; and alternative practices thatoperate outside the commercial mainstream.
-
Students also need to develop technical skills.They need to know how to log on, to search, touse various programs, to focus a camera, to edit footage, to do some basic programming and soforth.Yet, to reduce the new media literacies to technical skills would be a mistake on theorder of confusing penmanship with composition. Because the technologies are undergoingsuch rapid change, it is probably impossible to codify which technologies or techniques stu-dents must know
-
. Among other things, they need to knowhow to access books and articles through a library; to take notes on and integrate secondarysources; to assess the reliability of data; to read maps and charts; to make sense of scientific visu-alizations; to grasp what kinds of information are being conveyed by various systems of repre-sentation; to distinguish between fact and fiction, fact and opinion; to construct arguments
-
Even traditional literacies must change to reflect the media changetaking place
-
new media literaciesshould be considered a social skill
-
textual literacyremains a central skill in the twenty-first century
-
A definition of twenty-first century literacy offered by the New Media Consortium (2005) is“the set of abilities and skills where aural, visual, and digital literacy overlap
-
we must rethink which core skills and competencies we want ourchildren to acquire in their learning experiences.The new participatory culture places newemphasis on familiar skills that have long been central to American education; it also requiresteachers to pay greater attention to the social skills and cultural competencies that are emergingin the new media landscape
-
yberspace’s ethicalnorms are in flux: we are taking part in a prolonged experiment in what happens when onelowers the barriers of entry into a communication landscape
-
media education should be to encourage young people to becomemore reflective about the ethical choices they make as participants and communicators and theimpact they have on others.
-
participants in theseworlds understand the same experiences in very different terms and follow different ethicalnorms as they face off against each other
-
Ethics become much murkier in game spaces, where identities are assumed and actions are fic-tive, designed to allow broader rein to explore darker fantasie
-
How should teens decide what they shouldor should not post about themselves or their friends
-
Their writing is much more open to the public and can have more far-reaching consequences.
-
Now, consider how few of those qualities might be applied to the emerging participatory cul-tures
-
Their work was free of commercialconstraints and sheltered from outside exposure.The ethical norms and professional practicesthey were acquiring were well understood by the adults around them
-
This is where the transparency issue becomes especially dangerous.Seiter (2005) concludes, “The World Wide Web is a more aggressive and stealthy marketeer tochildren than television ever was, and children need as much information about its businesspractices as teachers and parents can give them”
-
ncreasingly,opportunities to participate online are branded such that even when young people produceand share their own media, they do so under terms set by commercial interests.
-
This research suggests some ten-dency to read “professional” sites as more credible than “amateur” produced materials, althoughstudents lack a well developed set of standards for distinguishing between the two
-
issues of format and design areoften more important than issues of content in determining how much credibility young peo-ple attach to the content of a particular website
In other words, web sites that display information in a more graphically pleasing way win credibility. Shouldn't graphic design and format be a part of these new literacies and 21st century skills and knowledge?
-
Determining thetruth value of information has become increasingly difficult in an age of increasing diversityand ease of access to information
-
how young people (or indeed, any of us) assess the quality ofinformation we receive
-
coupling the pedagogical use of new media technologies with agreater focus on media literacy education
-
Students were adept at formulating “what if ” hypotheses, which they tested through their gameplay.Yet, they lacked a vocabulary to critique how the game itself constructed history, and theyhad difficulty imagining how other games might represent the same historical processes in dif-ferent terms
-
the young people took thegame’s representation of historical evidence at face value, acting as if all of the information inthe game was authentic
-
a differ-ence between trying to master the rules of the game and recognizing the ways those rulesstructure our perception of reality
-
exploit the rules of the system in order to beat the game
-
e limited in their ability to examine the media them-selves
-
another leg up to youth on one side and another disadvantage to youth on theopposite side of the participation gap
-
ontemporary industry values our “portfolios” as much as our knowledge
-
“Increasingly, as computer use is ever less a lifestyle option, ever more an everydaynecessity, inability to use computers or find information on the web is a matter of stigma, ofsocial exclusion; revealing not only changing social norms but also the growing centrality ofcomputers to work, education and politics” (
-
game systems make their way into a growing number of working-class homes, even iflaptops and personal computers do not.Working-class youth may have access to some of thebenefits of play described here, but they may still lack the ability to produce and distributetheir own media
-
Closing the digital divide will depend less on technology and more on providing the skillsand content that is most beneficial
-
Increasingly, children and young people aredivided into those for whom the Internet is an increasingly rich, diverse, engaging andstimulating resource of growing importance in their lives and those for whom it remains anarrow, unengaging, if occasionally useful, resource of rather less significance
-
help youth and adults learn howto use those tools effectively
Thank you! +1 adult learners. Yep, you have to teach the adults how to use the tools before they can facilitate learning of new literacies with children.
-
Tempe, Arizona, charge users a fee: others, such as Philadelphia, Boston, and Cambridge,plan to provide high-speed wireless Internet access free of charge
-
assumes children, on their own, candevelop the ethical norms needed to cope with a complex and diverse social environmentonline (the ethics challenge)
-
The second isthat it assumes that children are actively reflecting on their media experiences and can thusarticulate what they learn from their participation (what we call the transparency problem).
-
young people’s access to new media technologies and theopportunities for participation they represent (what we call the participation gap)
-
Children and youth doknow more about these new media environments than most parents and teachers. In fact, wedo not need to protect them so much as engage them in critical dialogues that help them toarticulate more fully their intuitive understandings of these experiences
Really? Then why are we so focused on "young learners" or children? We assume adult learners can readily be assimilated into participatory culture provided by new literacies? Or that teachers or other adults can adequately guide youth to understanding the meaning of these experiences especially when meaning is negotiated by the culture which the adults may not be a part of?
-
The Kaiser reports collapse a range ofdifferent media consumption and production activities into the general category of “screentime” without reflecting very deeply on the different degrees of social connectivity, creativity,and learning involved
-
Beck and Wade conclude that gamers were more open to takingrisks and engaging in competition but also more open to collaborating with others and morewilling to revise earlier assumptions
-
Today’s children learn through play the skills they will applyto more serious tasks late
-
political debate is conducted almost entirely ‘over theirheads’” (pp. 218-219)
-
A new generation of media-makers and viewers are emerging whichcould lead to a sea change in how media is made and consumed.
-
highly generative environment
-
We can move in and out of informal learning communities
-
peer-to-peer teaching with each partic-ipant constantly motivated to acquire new knowledge
-
Gee (2004) calls such informal learning cultures “affinity spaces,” asking why people learnmore, participate more actively, engage more deeply with popular culture than they do withthe contents of their textbooks.
-
Participatory culture is reworking the rules by whichschool, cultural expression, civic life, and work operate
-
Affiliations— memberships, formal and informal, in online communities centered aroundvarious forms of media, such as Friendster, Facebook, message boards, metagaming, gameclans, or MySpace).Expressions— producing new creative forms, such as digital sampling, skinning andmodding, fan videomaking, fan fiction writing, zines, mash-ups).Collaborative Problem-solving— working together in teams, formal and informal, tocomplete tasks and develop new knowledge (such as through Wikipedia, alternative realitygaming, spoiling).Circulations— Shaping the flow of media (such as podcasting, blogging)
-
participation is a property of culture
-
participatory culture as one:1.With relatively low barriers to artistic expression and civic engagement2.With strong support for creating and sharing one’s creations with others3.With some type of informal mentorship whereby what is known by the most experienced ispassed along to novices 4.Where members believe that their contributions matter5.Where members feel some degree of social connection with one another (at the least theycare what other people think about what they have created).
-
; how to program computers and runa business; how to make a movie and get it distributed—are the kinds of skills we might hopeour best schools would teach.Yet, none of these activities took place in schools. Indeed, manyof these youth were frustrated with school; some dropped out and others chose to graduateearly.They developed much of the skill and knowledge through their participation in the infor-mal learning communities of fans and gamers
-
participate fully in pub-lic, community, [Creative] and economic lif
-
Play— the capacity to experiment with one’s surroundings as a form of problem-solvingPerformance— the ability to adopt alternative identities for the purpose of improvisationand discoverySimulation— the ability to interpret and construct dynamic models of real-worldprocessesAppropriation— the ability to meaningfully sample and remix media contentMultitasking— the ability to scan one’s environment and shift focus as needed to salientdetails.Distributed Cognition— the ability to interact meaningfully with tools that expandmental capacitiesCollective Intelligence— the ability to pool knowledge and compare notes with others toward a common goalJudgment— the ability to evaluate the reliability and credibility of different informationsourcesTransmedia Navigation— the ability to follow the flow of stories and informationacross multiple modalitiesNetworking— the ability to search for, synthesize, and disseminate informationNegotiation— the ability to travel across diverse communities, discerning and respectingmultiple perspectives, and grasping and following alternative norms
-
fostering what we callthe new media literacies: a set of cultural competencies and social skills that young people needin the new media landscape
-
technological access to those of opportunities to participate and to developthe cultural competencies and social skills needed for full involvement.
-
The Participation Gap— the unequal access to the opportunities, experiences, skills, andknowledge that will prepare youth for full participation in the world of tomorrow.The Transparency Problem— The challenges young people face in learning to seeclearly the ways that media shape perceptions of the world.The Ethics Challenge— The breakdown of traditional forms of professional training andsocialization that might prepare young people for their increasingly public roles as mediamakers and community participants
-
Affiliations— memberships, formal and informal, in online communities centeredaround various forms of media, such as Friendster, Facebook, message boards,metagaming, game clans, or MySpace).Expressions— producing new creative forms, such as digital sampling, skinning andmodding, fan videomaking, fan fiction writing, zines, mash-ups).Collaborative Problem-solving— working together in teams, formal and informal,to complete tasks and develop new knowledge (such as through Wikipedia, alternativereality gaming, spoiling).Circulations — Shaping the flow of media (such as podcasting, blogging)
-
According to a recent study from the Pew Internet & American Life project (Lenhardt &Madden, 2005), more than one-half of all teens have created media content, and roughly one-third of teens who use the Internet have shared content they produced.
I wonder how this statistic has changed since popularity of smart phones and accessibility to teens has dramatically increased?
-
For the current generation, games may represent the bestway of tapping that sense of engagement with learning
According to the ESA the average video gamer is 35 and 74% are age 18 or older. Clearly engagement with games and learning could apply to a multi-generational concept. Industry Facts ESA
-
Much writing about twenty-firstcentury literacies seems to assume that communicating through visual, digital, or audiovisualmedia will displace reading and writing.We fundamentally dis-agree
But how has new literacies changed writing and textual forms of communication!?
-
As we think about meaningful pedagogical intervention, we must keep in mind three coreconcerns:• How do we ensure that every child has access to the skills and experiences neededto become a full participant in the social, cultural, economic, and political future ofour society? • How do we ensure that every child has the ability to articulate his or her understandingof how media shapes perceptions of the world? • How do we ensure that every child has been socialized into the emerging ethical stan-dards that should shape their practices as media makers and as participants in online communities?
I would argue these concerns should extend to adult learners as well. Anyone else experienced this either learning or teaching in higher ed situations?
-
What constraints, if any, apply to in online realms? Do young people feel thatsame level of investment in their gaming guilds or their fan communities? Or does the abilityto mask one’s identity or move from one community to another mean there are less immediateconsequences for antisocial behavior?
These are good questions.
-
children’s experi-ences online are shaped by a range of social factors, including class, age, gender, race, nationality,and point of access. He notes, for example, that middle-class youth are more likely to rely onresources and assistance from peers and family within their own homes, and thus seem moreautonomous at school than working-class children, who must often rely more heavily onteachers and peers to make up for a lack of experience at home.The middle-class children thusseem “naturally” superior in their use of technology, further amplifying their own self-confi-dence in their knowledge.
I'm having a hard time accepting findings in reports from ten years ago or more as facts that apply today when it comes to use of technology and access especially with the emergence of mobile technology.
Anyone else struggling with this?
-
What a person can accomplish with an outdated machine in a public library with mandatoryfiltering software and no opportunity for storage or transmission pales in comparison to whatperson can accomplish with a home computer with unfettered Internet access, high band-width, and continuous connectivity. (Current legislation to block access to social networkingsoftware in schools and public libraries will further widen the participation gap.)
In Colorado many libraries have been reinvented for teens with their own personalized space including access to computers equipped with games like Minecraft, ipads, video and audio recording and editing devices, etc. See Anythink
-
young people who create and circulate their own media aremore likely to respect the intellectual property rights of others because they feel a greater stakein the cultural economy
Yes, but what about young people that mashup, remix, or build upon media that is not their intellectual property? Do they consider this "their own media?"
-
Yet, these activities become widespread only if the culture also sup-ports them
Like trying to get people to culturally shift from strictly using the LMS as a learning resource per course?
-
Rather than dealing with each technology in isolation, we would do better to take an ecologi-cal approach, thinking about the interrelationship among all of these different communicationtechnologies, the cultural communities that grow up around them, and the activities they sup-port.
Sounds like "ecological pedagogy." Where have we heard about this before?
-
Not every member must contribute, but all must believe they are free to contribute whenready and that what they contribute will be appropriately valued
-
The Pew study did not consider newer forms ofexpression, such as podcasting, game modding or machinima.Nor did it count other forms of creative expression and appro-priation, such as music sampling in the hip hop community
This is important to note as these forms of media creation are incredibly popular, but not included. Again, what's happening today?
-
Contrary to popular stereotypes, these activities are not restricted to white suburban males. Infact, urban youth (40 percent) are somewhat more likely than their suburban (28 percent) orrural (38 percent) counterparts to be media creators. Girls aged 15-17 (27 percent) are morelikely than boys their age (17 percent) to be involved with blogging or other social activitiesonline.The Pew researchers found no significant differences in participation by race-ethnicity
We can assume the ability to practice 21st century skills in order to be "media creators" are equitable?
-
For the purpose of the study,a media creator is someone who created a blog or webpage, posted original artwork, photogra-phy, stories or videos online or remixed online content into their own new creations. Mosthave done two or more of these activities. One-third of teens share what they create onlinewith others, 22 percent have their own websites, 19 percent blog, and 19 percent remix onlinecontent
We need new statistics! Ten years later, what does this landscape of "media creators" look like?
-
-
www.letras.ufrj.br www.letras.ufrj.br
-
reflection on strategy,
-
practice and time on task
-
Schools operate by the bell curve. In a bell curve, the great majority of people are in the middle range of achievement, with a few much better than
-
he rest and a few much worse. Game-related affinity spaces, and other interest-driven spaces like Flicker(a photo sharing site), for example, tend to operate by the principle called the ―80/20‖ or Pareto Principle
-
80/20 organization means such groups can recruit everyone‘s contributions while allowing the most dedicated to produce a great deal more
-
There must always be some students who have lower scores than all others, and some who have higher scores, even if the actual difference in their performance is quite small. In addition to how tests are designed, the way that schools design instruction contributes to an artificial view of people‘s abilities to learn
-
More Awesome than You(MATY). This is a site whose participants pride themselves on being at the ―cutting edge‖ of Simshacks and mods
-
However, its failure to accommodate a wide diversity of skills and backgrounds, and its treatment of newcomers, make it by our definitionnot a nurturing affinity space or, at least, only a partial one
-
How these communities behave is ultimately a matter of the culture a group grows and attempts to sustain
-
Problems are too complex today to trust individual experts. They tend to trust their knowledge too much and pay too little attention to what they do not know, and to what others, perhaps those quite unlike them, do know. We need to grow not expert individuals but knowledge communities
This is interesting to me because it's very much counter to the culture of achievement through standardized testing and professional credentials.
-
we need to understand how affinity spaces are tied to other aspects of the metagame (Game or Game+) that play a significant role in learning associated with games, and how these spaces might lead people to other spaces and types of knowledge that are not specific to games.
-
affinity spaces have much to teach us about fostering people‘s passion and commitment to learning
-
True innovation is as likely, or even more likely, to grow in a space that allows and encourages diversity of skills and backgrounds, than one that is more narrowly defined, no matter how high its status
But is innovation the expected goal or outcome of an affinity space?
-
When this focus on discovering and making good choices lessens, affinity spaces deteriorate
-
Affinity spaces are organized to help people make better choices. They are organized to share information so that new and better choices can be discovered. They are organized, as well, to share information about choices that work and ways to learn how to make better and better choices
-
choose how to ―go on,‖ or how to proceed on a trajectory of actions that will, eventually, lead to succes
-
In an affinity space, people do not judge what other people know by asking them to list what they know and to write down the facts, information, and principles theyknow (i.e., what they have stored in their heads)
Except, in online affinity spaces I do think it is more common to judge what others may know by their profile or "achievements" and "badges." I've noticed these things are becoming more and more common especially in gaming affinity spaces. These profiles allow others to judge what that player "knows." For an example, see World of Warcraft Community Page
-
Indeed, affinity spaces are, in a sense, knowledge communities.
-
people, children and adults, learn more important things in their lives out of school than in it
-
Here is the sad fact: Humans do not learn anything deeply by force. Humans do not learn anything in depth without passion and persistence.
Critical point after comparing and contrasting affinity spaces and typical school experiences.
-
―motivate‖) students to do things they may not want to do.
-
while schools are expected to force (or
-
We need to know a great deal more about how they are initiated and sustained
-
nurturing affinity spaces are miracles of human interaction
-
The list above is based on the onlineSimsaffinity spaces we have studied. Other affinity spaces have these features as well. It is possibleto implement these features in face-to-face groups, but it is likely to be more difficult, due to institutional constraints, pre-existing status differentials, and even geographical boundaries that prevent people with common interests from coming together
-
The list above is based on the onlineSimsaffinity spaces we have studied
-
In school, children rarely have an audience who really cares about their work other than the teacher
-
Peopleget encouragement from an audience and feedback from peers, though everyone plays both roles at different times
-
n school, students are expected to be dependent on teachers and textbooks for information, yet getting help from other students often counts as ―cheating.
-
A view of learning that is individually proactive, but does not exclude help, is encouraged
-
In school, roles are not reciprocal.
-
Roles are reciprocal
-
In school, teachers are leaders and bosses, and often are expected to see their role as telling, rather than resourcing learners‘ learning and creativity
-
Leadership is porousand leaders are resources
-
being good at being a student, not necessarily being good at solving problems or innovating
-
There are many different routes to status
-
In school, by and large, everyone is expected to participate in the same way and do all the same things
-
There are many different forms and routes to participation
-
In school, unlike in many workplaces, tacit knowledge counts for little or nothing (at least in the more ―academic‖ –and valued –subject areas)
-
tacit knowledge in words (e.g., when they contribute to a forum thread or engage in group discussion about a shared problem)
-
Tacit knowledge is used and honored; explicit knowledge is encouraged
-
in the classroom, and restricted to general facts and principles found in textbooks or other ―sanctioned‖ material
-
Distributed knowledge, as described above, refers more to an aggregate of knowledge possessed by individuals associated with a community or within a space, and available for problem-solving. The concept of dispersed knowledge originated as way of describing economic systems in which the knowledge of the relevant facts (for example, on supply and demand for particular products) is dispersed among many people and localities (HAYEK, 1945).
-
The use of dispersed knowledge is facilitated
-
Students rarely are encouraged to draw on each other‘s knowledge to supplement their own in academic tasks; in school that is often called ―cheating.‖
-
In school, the development of individual knowledge is valued, and the useof distributed knowledge is given short shrift.
-
Both individual and distributed knowledge are encouraged
-
school, most children rarely become experts or specialists in anything
Do you agree with this assessment?
-
The development of both specialist and broad, general knowledge are encouraged, and specialist knowledge is pooled
-
School content is fixed by teachers, curricula, and textbooks
-
sensitive to the views, values, and interactions of other members of the group
-
comment on and negotiate over content
Meanings are negotiated by the collective of social interactions. This meaning has the ability to change over time.
-
Content is transformed by interaction
-
content is not fixed
-
no sense that their own work might be used and appreciated by others.
With online affinity spaces especially, remixing, building upon, adding to, commenting on, or critiquing helps users learn and establish identity.
-
they do what they are told because they are told to, not because they have chosen it
-
Nurturing affinity spaces enforce high standards through respectful and encouraging mentoring, based on the assumption that, no matter how expert one is, there are always new things to learn and people who know more than you do.
-
Everyone can, if they wish, produce and not just consume
Who recalls "read only" and "read write" practices from New Literacies?
-
School segregates newcomers from more expert students through tracking and grade levels. As a result, students are rarely exposed to the discussions and practices of more advanced learners; they have little sense of the possible learning trajectories available to them. Indeed, learning trajectories are,for the most part, determined for the learners by others, rather than by their own choices or passions.
-
Newbies, masters, and everyone else share a common space.
-
Knowledge is assumed to beassociated with age, and students are measured in terms of standards for their age group, not, for example, in terms of the opportunities they‘ve had to learn.
-
Affinity spaces are not segregated by age
-