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Maureen Greenbaum

Do Teachers Need to Relearn How to Learn? - Redefining my role: Teacher as student - 165 views

  • if a teacher can do a few basic computer skills (format in MS Word, copy and paste, attach a document to an email or upload a photo, and perhaps add a hyperlink) they should be able to transfer that knowledge across various internet programs.
  • Teachers sometimes express surprise when a student can’t write a response to a question that is virtually the same as one they answered the day before simply because it is worded differently. Yet teachers can’t apply what they know about Facebook (or shutterfly, gmail, youtube, etc.) to use edmodo or a wiki? I’m not saying they should be able to master a new program immediately – like anything new it takes time, but they should have the flexibility of thinking to apply what they already know. If teachers can’t transfer their knowledge, how are they going to teach students to do so?
  • Learners are no longer dependent on learning directly from an expert, the information is literally at their fingertips, they just need to know how to access it. And most important, learners of all ages need to be the drivers of their learning. Just like our students, teachers need to seek answers through active exploration. Again, if we are not independent learners, how can we expect our students to be?
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  • Dependent on PD
  • Besides the lack of time and/or motivation, I’m beginning to wonder if teachers really know how to learn new skills independently. We come from a system of education where everything was fed to us. As a student (even through my master’s degree), if I was told I needed to learn something there was a clear process I had to go through to learn it; sign up (and pay) for the right course with the available expert, buy some textbooks, go to class, follow directions, and collect my credits to show that I had learned it. Most PD follows a similar process (although greatly abbreviated). So that is the paradigm that teachers have for their own learning – they feel that they need to be taught something in order to learn it. I’m not sure that they know there is now another way to learn, especially where learning about technology is concerned. But how would they know this new way of learning if it’s rarely been modeled for them? And if this is how they view their own learning, can we really expect them to teach students how to be independent learners?
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    Great insight and reflection on how we learn and how we expect our students to learn.
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    Main points are in a slideshow here: http://www.slideshare.net/sdimbert/relearn
Roland Gesthuizen

Step 1: give every kid a laptop. Step 2: learning begins? - 16 views

  • The state program works with teachers to change their lesson plans appropriately; the goal is to get students to think critically and engage with all subjects through creative work. "Since our beginnings, we've always looked at notions of creation," Mao said. "It's not about consumption of content, it's about the creation of knowledge."
  • making a laptop program effective is only 10 or 20 percent about the hardware itself, with the rest being about making sure the teachers know how to use them and how to lead students to proper learning goals
  • Bolting old lesson plans to new computers will do little, but future programs with strong teacher buy-in and excellent institutional support have the potential to do much more.
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    Countries considering "one-to-one" laptop programs might also compare the OLPC experiences to a different program in Maine. At present, this northeastern state distributes a MacBook to every middle school student and to about half of high school students, for a total of over 70,000 laptops.
Lauren Rosen

Computational Thinking: A Digital Age Skill for Everyone - YouTube - 1 views

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    An Iste video combining 21st Century skills, today's world, and how we can function with today's technology at our fingertips to improve our world for tomorrow. 
Kenuvis Romero

Dangerous: an in-depth investigation into the life of John McAfee (Wired UK) - 0 views

shared by Kenuvis Romero on 23 Jun 13 - No Cached
  •  His business plan: create an antivirus program and give it away on bulletin boards. McAfee didn't expect users to pay. His real aim was to get them to think the software was so necessary that they would install it on their computers at work. They did. Within five years, half of the Fortune 100 companies were running it, and they felt compelled to pay a licence fee. By 1990, McAfee was making $5 million (£3.2 million) a year with few overheads and little investment.
  • His success was due in part to his ability to spread his own paranoia, the fear that there was always somebody about to attack.
Bill Kuykendall

Your Brain on Computers - Attached to Technology and Paying a Price - NYTimes.com - 55 views

  • Scientists say juggling e-mail, phone calls and other incoming information can change how people think and behave. They say our ability to focus is being undermined by bursts of information. These play to a primitive impulse to respond to immediate opportunities and threats. The stimulation provokes excitement — a dopamine squirt — that researchers say can be addictive. In its absence, people feel bored.
  • “The technology is rewiring our brains,” said Nora Volkow, director of the National Institute of Drug Abuse and one of the world’s leading brain scientists. She and other researchers compare the lure of digital stimulation less to that of drugs and alcohol than to food and sex, which are essential but counterproductive in excess.
  • While many people say multitasking makes them more productive, research shows otherwise. Heavy multitaskers actually have more trouble focusing and shutting out irrelevant information, scientists say, and they experience more stress.
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  • The nonstop interactivity is one of the most significant shifts ever in the human environment,
Anthony Santagato

10 Rules of Teaching in this Century -- Campus Technology - 154 views

  • students must also have tools to manage their own resources and evidence, not just during a course, but 24/7 while they are enrolled, including between semesters.
    • Melissa Cameron
       
      Are we hearing this?
    • Anthony Santagato
       
      it's a cultural change in how we have been thinking even if we thought ourselves to be tech heavy. Tools to manage: Diigo can help...big time...using it already at HS level - :)
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    Speaking of cultural change, it is the first day of term break here, and I have just has a diigo alert that a student has commented on a page that I set as reading. She is behind, and needs reminding of the task. In the new culture of my classroom, my kids know that if they are working, so am I! I have my computer on anyway, and it only takes a moment to respond to her question. She's back on track.
Noelle Kreider

Educational Leadership:Reading to Learn:Can't Get Kids to Read? Make It Social - 45 views

  • "How can we possibly teach reading when our kids just won't read?"
  • classrooms are one of the only text-driven environments that our students experience. Beyond school, U.S. students spend most of their time with media consuming digital information from televisions, radios, and computers. Much of this electronic information is visual or is processed passively, in small bites.
  • So how can you drag the wayward brains in your classroom back to deeper reading? Begin by recognizing that today's students are driven by opportunities to interact with one another. Conversations—whether they are started on Facebook, through text messages, or in the hallways—play a central role in adolescents' lives. Understanding that participation is a priority, the best teachers create social reading experiences and blur lines between fun and work.
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  • One great tool for creating social reading experiences is Diigo
  • Social bookmarking applications like Diigo help my classes explore interesting texts and get students reading actively. As students highlight parts of the text they find compelling and add comments in onscreen threaded discussions, they challenge the thinking of their peers and even of the author.
  • To structure substantial conversations instead of reactive chatter, I defined five specific roles (listed in the Shared Annotation Roles section of the Digitally Speaking site referenced above) for students working in shared annotation groups.
  • Tools such as Diigo are fundamentally changing the reading experience—and effective teachers must adapt to keep their students engaged.
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    article about using Diigo to engage students in reading
Randolph Hollingsworth

EReading Pilot Project - The iPad and Reading and Writing Practices | Center for Instru... - 83 views

  • writing happens across long lengths of time, in little pockets of thinking, and that the little notes and ideas one may jot down at random times throughout a day are just as significant as those moments of longer, sustained writing. In a way, then, the iPad encouraged me as a writer to capture my thoughts in a succinct way and let them percolate for a while until I had time to expand, abandon, or adapt them later at my computer.
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    Denise Comer, Writing Program, with Kenneth Rogerson, Public Policy, and Rebecca Vidra, Environment, examined the pedagogies of integrating ereading technologies into writing intensive courses - preliminary findings are that scholarly reading is easier (notetaking easy) but extensive writing is not convenient... posits that we may be defining "writing" too rigidly
David Sladkey

Using a wireless mouse with your IWB - 107 views

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    I learned a tip yesterday that most certainly will help my students. It is that I should use a wireless mouse in class. Here is what I mean. You just have your mouse with you while you are in the back of the room and then when you need to do anything on your computer you can just scroll your mouse on any available surface. I've used slate's and special pointers before with poor performances. With the mouse I can just naturally move things around. Give it a try.
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    To take that one step further, try the Gyromouse, which operates like a Wii remote so you can scroll, move etc as if it were on a desktop but is actually in thin air. Very cool and very effective. I used one to simulate an interactive whiteboard for years before finally getting one.
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    Do you think I can use it with my Smart TV?
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    We have used the gyration mice in our school for years and I love mine, but we have had about 4 have the gyro die in them, so the longevity is now what I would like.
Cheryl Corte

Animoto - Education Video Slideshows - 88 views

    • Kalin Wilburn
       
      Create an unlimited amount of full length videos with a FREE educator plus account.
    • Neel Brown
       
      Kalin, I don't see how to sign up for the educator upgrade?
  • videos and presentations. It takes just minutes to create a video which can bring your lessons to life.
  • Animoto makes it easy to share your videos via email, on a blog/website, exported to YouTube, or downloaded to a computer for use in presentations.
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  • images, video clips, music and text.
    • dawhiting
       
      could students use to create quick "process" math videos?
    • Cheryl Corte
       
      Definitely. Choose the right template to build your math videos. Add music (background), Animoto does the rest. Sign-up for an Educators account to create Math videos throughout the year.
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    sign up for education account
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    Neel, You must sign up for an educator account and they automatically give you an Educator Plus account for 184 days, along with a promo code that you can share with up to 50 other individuals (typically students), after the 184 days it only costs $5.00/month or $30/yr. They also offer a referral program so that you can earn an upgraded account for FREE but each referral has to become a paying subscriber.
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    I also am having trouble finding how to sign up for the educator.'s account. I follow the links but they do ot offer the educator option. Any ideas?
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    could student use free version to make quick videos - you only get 30 seconds for free ... but I think that would work toward being concise and planning ahead
Betty O'Connell

Five Common Pitfalls of Online Course Design | Faculty Focus - 102 views

  • days could more accurately be described as the electronic version of class hand-outs. These courses usually consist of a course description, a syllabus, lecture notes, reading lists, and assignment checklists. In other words, whatever materials a student might have viewed on paper in the past are now read onscreen, and whatever presentations a student might have watched in the classroom are now observed on their screen
  • Online Course Design Pitfall #1: Upload your course materials, then call it a day.Reading your course material on a computer screen does not make for a memorable learning experience. Step back and take a fresh look at your content in the larger context of the world and the Web
  • Online Course Design Pitfall #2: Let the course management system drive your thinking.Course management systems (CMS) are usually preconfigured with a course template that instructors are expected to populate with their course description, syllabus, assignments, and announcements. Often these templates
jojomitty

Reshma Saujani Makes the Case for Girls Who Code -- THE Journal - 12 views

    • jojomitty
       
      We have to make sure this changes!!!
  • Why do we let our girls say they hate math
  • "I just have to show them being smart is cool."
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  • educators should encourage girls to learn to write computer code.
    • jojomitty
       
      We need to keep incorporating programs like Hour of Code to encourage ALL students.
  • I think we can close the gender gap in our lifetime
Jason Underwood

Flashcard Machine - Create, Study and Share Online Flash Cards - 53 views

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    I am forwarding you a link for an online flashcard generator that I think may be useful. I like this one because you can:\n* Create your own cards \n* You can use the cards from the existing database\no The cards in the database are categorized by \n Age/grade\n subject\n* You can share cards with the database (and therefore your students)\n* You can practice your cards\no On the computer\no By printing them\no By creating an iPod file\n* You can add pictures\n* You can add audio files\nThere are many flashcard generators out there, but this one is free (for registration) and does everything I need plus, being able to review the cards on the ubiquitous iPod is nifty!\n
Comrad Compadre

Convert PDF to CSV Tables in Tact - 6 views

  • Tabula really is a wonderful tool for extracting data from tables in PDFs. It’s a locally hosted web app that allows you to Select one or more PDFs with the data you want. Identify the area of the page from which to extract the data. Save the data in CSV, TSV, or JSON format. I gave Tabula a try on the same PDF tables I wrote about last night, and it worked perfectly. You may recall that I didn’t like the column headings in the original table. Well, Tabula let me drag a rectangle to select just the data portion of the table, leaving the stuff I didn’t want out of the extracted CSV file.
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    How to use Tabula, a browser based locally hosted web app to convert a PDF to a proper file for view in Excel.
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    Perhaps useful to the educators out there
meghankelly492

Project MUSE - Learning from Masters of Music Creativity: Shaping Compositional Experie... - 7 views

  • n contrast to others who are not as prone to divulge their feelings about their creative process
  • "Variation in style may have historical explanation but [End Page 94] no philosophical justification, for philosophy cannot discriminate between style and style."3
  • The testimonies of the composers concerned bear on questions about (a) the role of the conscious and the unconscious in music creativity, (b) how the compositional process gets started, and (c) how the compositional process moves forward
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  • It is hoped that the themes that emerge by setting twentieth and twenty-first century professional composers' accounts of certain compositional experiences or phases of their creative processes against one another will provide a philosophical framework for teaching composition.
  • Furthermore, the knowledge of how professional composers compose offers the potential of finding the missing link in music education; that is, the writing of music by students within the school curriculum
  • Such involvement may deepen their understanding of musical relationships and how one articulates feelings through sounds beyond rudimentary improvisational and creative activities currently available
  • raw philosophical implications for music composition in schools from recognized composers' voices about their individual composing realities
  • It is hoped that the direct access to these composers' thoughts about the subjective experience of composing Western art music in the second half of the twentieth and the beginning of the twenty-first century may also promote the image of a fragmented culture whose ghettoization in music education is a serious impediment to the development of a comprehensive aesthetic education.
  • n other words, there is a striking unanimity among composers that the role of the unconscious is vital in order to start and/or to complete a work to their own satisfaction.
  • I need . . . to become involved, to come into a state where I do something without knowing why I do i
  • This is a complex problem and difficult to explain: all that one can say is that the unconscious plays an incalculable rol
  • Nonetheless, these self-observations about the complementary roles of the unconscious and conscious aspects of musical creativity do not cover the wide range of claims in psychological research on creativity
  • I strongly believe that, if we cannot explain this process, then we must acknowledge it as a mystery.25 Mysteries are not solved by encouraging us not to declare them to be mysteries
  • When Ligeti was commissioned to write a companion piece for Brahms' Horn Trio, he declared, "When the sound of an instrument or a group of instruments or the human voice finds an echo in me, in the musical idea within me, then I can sit down and compose. [O]therwise I canno
  • Extra-musical images may also provide the composer with ideas and material and contribute to musical creativity.
  • ome composers need to have something for it to react against.38 Xenakis, however, asserted that "all truly creative people escape this foolish side of work, the exaltation of sentiments. They are to be discarded like the fat surrounding meat before it is cooked."
  • as, as these examples show, dreams can also solve certain problems of the creative process.
  • In other words, to compose does not mean to merely carry out an initial idea. The composer reserves the right to change his or her mind after the conception of an idea.
  • n sum, self-imposed restrictions or "boundary conditions"55 seem to provide composers with a kind of pretext to choose from an otherwise chaotic multitude of compositional possibilities that, however, gradually disappears and gets absorbed into the process of composition which is characterized by the composers' aesthetic perceptions and choices.
  • Therefore, it is not surprising that influences from the musical world in which the composer lives play an important role in the creative process
  • Thereby the past is seen as being comprised by a static system of rules and techniques that needs to be innovated and emancipated during the composers' search for their own musical identity.
  • I strongly suggest that we play down basics like who influenced whom, and instead study the way the influence is transformed; in other words: how the artist made it his own.
  • Nothing I found was based on the "masterpiece," on the closed cycle, on passive contemplation or narrowly aesthetic pleasure.61
  • Furthermore, for some composers the musical influence can emerge from the development of computer technology.
  • In sum, the compositional process proceeds in a kind of personal and social tension. In many cases, composers are faced with the tensive conflict between staying with tradition and breaking new ground at each step in the process. Thus, one might conclude that the creative process springs from a systematic viewpoint determined by a number of choices in which certain beliefs, ideas, and influences—by no means isolated from the rest of the composer's life—play a dominant role in the search for new possibilities of expression.
  • If a general educational approach is to emerge from the alloy of composers' experiences of their music creativity, it rests on the realization that the creative process involves a diversity of idiosyncratic conscious and unconscious traits.
  • After all, the creative process is an elusive cultural activity with no recipes for making it happen.
  • n this light, the common thread of composers' idiosyncratic concerns and practices that captures the overall aura of their music creativity pertains to (a) the intangibility of the unconscious throughout the compositional process,68 (b) the development of musical individuality,69 and (c) the desire to transgress existing rules and codes, due to their personal and social conflict between tradition and innovation.70
  • In turn, by making student composers in different classroom settings grasp the essence of influential professional composers' creative concerns, even if they do not intend to become professional composers, we can help them immerse in learning experiences that respect the mysteries of their intuitions, liberate their own practices of critical thinking in music, and dare to create innovative music that expresses against-the-prevailing-grain musical beliefs and ideas.
  • Therefore, it is critical that the music teacher be seen as the facilitator of students' compositional processes helping students explore and continuously discover their own creative personalities and, thus, empowering their personal involvement with music. Any creative work needs individual attention and encouragement for each vision and personal experience are different.
  • After all, the quality of mystery is a common theme in nearly every composer's accoun
  • Failing this, musical creativity remains a predictable academic exercise
  • Music teachers need to possess the generosity to refuse to deny student composers the freedom to reflect their own insights back to them and, in turn, influence the teachers' musical reality
  • Indeed, it is important that music teachers try to establish students gradually as original, independent personalities who try to internalize sounds and, thus, unite themselves with their environment in a continuous creative process.
  • Music teachers, therefore, wishing student composers to express and exercise all their ideas, should grant them ample time to work on their compositions,
  • n sum, music knowledge or techniques and the activation of the student composers' desire for discovery and innovation should evolve together through balanced stimulation.
  • While music creativity has been a component of music education research for decades, some of the themes arising from professional composers' experiences of their creativity, such as the significance of the unconscious, the apprehension towards discovering ones' own musical language, or the personal and social tension between tradition and innovation, among others, have not been adequately recognized in the literature of music education
  • By doing this, I strongly believe that musical creativity in general and composing in particular run the risk of becoming a predictable academic exercise
  • which merely demands problem-solving skills on the part of the student composers (or alleged "critical thinkers").
  • . On the other hand, only few music educators appear to draw their composer students' attention to the importance of the personal and social conflict between staying within a tradition or code, even if it is the Western popular music tradition, and breaking new ground at each step in the creative process and, possibly, shaping new traditions or codes.
  • Culture is a precious human undertaking, and the host of musics, arts, languages, religions, myths, and rituals that comprise it need to be carefully transmitted to the young and transformed in the process."85
  • Nevertheless, further research is needed in which women's voices can be heard that may offer an emancipatory perspective for the instruction of composition in education which will "challenge the political domination of men."
Greta Oppe

Going Google at TCE - 96 views

Going Google at TCEA 2011   Amidst the freezing weather, teachers were amazed, astonished, and astounded by the things teachers and students can do using Google Apps. One of these Apps is ...

Google tcea apps education educational technology

started by Greta Oppe on 17 Feb 11 no follow-up yet
Adrienne Michetti

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views

    • Adrienne Michetti
       
      This is, I think, why I'm more keen on today's social networks than I am on games -- games do not provide deep emotional support.
  • "bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
    • Adrienne Michetti
       
      Putnam - need to check this article. Interesting; not sure I agree.
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  • According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
  • The evidence to date is mixed
  • A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
    • Adrienne Michetti
       
      SO True
  • It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
  • combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
  • By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability much like the pubs, coffee shops, and other hangouts of old.
  • loosely structured by open-ended narratives
  • They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
  • from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
  • the conclusions of both studies were remarkably aligned.
  • the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
    • Adrienne Michetti
       
      Love this quote.
  • demonstrate the "effects" of game play vs. no game play.
  • first project was a traditional effects study
  • second project, a qualitative study of cognition and learning in MMOs (
  • ethnography
  • sociocultural perspective
  • as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
  • a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
    • Adrienne Michetti
       
      but I wonder why he chose these games -- this is not specified. Only their success in US and abroad?
  • brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
  • the exaggerated self-consciousness of individuals.
  • In what ways might MMOs function as new third places for informal sociability?
  • virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
  • in this section we analyze the structural form of MMOs that warrants this "third place" assertion.
  • eight defining characteristics of third places
  • there is no default obligation
  • To oblige any one person to play requires that explicit agreements be entered into by parties
  • the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
  • Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
    • Adrienne Michetti
       
      and this is why, in my opinion, you will never see games in school. The game cannot be the Third Place because school is a Second Place.
  • Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
  • the relationships that play-partners have with one another offline are often "leveled" within the online world
  • an individual's rank and status in the home, workplace, or society are of no importance
  • appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
  • conversation plays an analogous role
  • "In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
  • third places must also be easy to access
  • such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
  • accessible directly from one's home, making them even more accommodating to individual schedules and preferences
  • barriers to initial access.
  • "What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
  • "It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
  • affective sense
  • As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
  • engendering a sense of reliable mentorship and community stability.
  • Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
  • In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
  • Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
  • Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
  • The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
  • the home-like quality of third places in rooting people
  • Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
  • create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
  • Are virtual communities really communities, or is physical proximity necessary?
  • Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
  • Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
  • operates cyclically within social networks because of their associated norms of reciprocity
  • bridging social capital is inclusive.
  • This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
  • On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
  • bonding social capital is exclusive.
  • social superglue.
  • it can also result in insularity.
  • shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
  • Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
  • One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
  • While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
  • Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
  • It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
  • It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
  • In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
  • However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
  • Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
  • Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
  • Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
  • is to what extent such environments shift the existing balance between bridging and bonding
  • In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
  • Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
  • it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
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