I am incorporating a number of web technologies to enable greater learning within our group. To do this, I am using a number of tools for specific processes that will increase their interaction with each other in then learning. To the students, learning a new tool will no doubt be exciting, however it is the purpose behind the tool that is important.
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Teaching and Teching: Health Ed 2.0 - 2 views
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Finally, I'm going to use dabbleboard as a psuedo-back channel. This will be a space for them to post questions and comments, and at the same time allow all of them to respond to the questions or comments. Any unanswered questions will be answered by me after the lesson, and the board saved.
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Social-Networking Sites Draw Teens In | Edutopia - 0 views
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Social-Networking
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Teens
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"Teens gather in networked public spaces to negotiate identity, gossip, support one another, jockey for status, collaborate, share information, flirt, joke, and goof around,"
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To the uninitiated, however, the photos, videos, and cryptic comments that kids post on their personal pages often appear as impenetrable as a tenth grader's cluttered locker. Because schools tend to block access to social-networking sites, many educators have a tough time harnessing their potential as a teaching tool and modeling appropriate networking-site behaviors.
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Educational Leadership:How Teachers Learn:Learning with Blogs and Wikis - 2 views
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What makes professional development even more frustrating to practitioners is that most of the programs we are exposed to are drawn directly from the latest craze sweeping the business world. In the past 10 years, countless schools have read Who Moved My Cheese?, studied The Seven Habits of Highly Effective People, learned to have "Crucial Conversations," and tried to move "from Good to Great."
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With the investment of a bit of time and effort, I've found a group of writers to follow who expose me to more interesting ideas in one day than I've been exposed to in the past 10 years of costly professional development. Professional growth for me starts with 20 minutes of blog browsing each morning, sifting through the thoughts of practitioners whom I might never have been able to learn from otherwise and considering how their work translates into what I do with students.
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This learning has been uniquely authentic, driven by personal interests and connected to classroom realities. Blogs have introduced a measure of differentiation and challenge to my professional learning plan that had long been missing. I wrestle over the characteristics of effective professional development with Patrick Higgins (http://chalkdust101.wordpress.com) and the elements of high-quality instruction for middle grades students with Dina Strasser (http://theline.edublogs.org). Scott McLeod (www.dangerouslyirrelevant.org) forces me to think about driving school change from the system level; and Nancy Flanagan (http://teacherleaders.typepad.com/teacher_in_a_strange_land) helps me understand the connections between education policy and classroom practice. John Holland (http://circle-time.blogspot.com) and Larry Ferlazzo, Brian Crosby, and Alice Mercer (http://inpractice.edublogs.org) open my eyes to the challenges of working in high-needs communities.
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If you're not sure where to begin, explore the blogs that I've organized in my professional Pageflake at www.pageflakes.com/wferriter/16618841. I read these blogs all the time. Some leave me challenged. Some leave me angry. Some leave me jazzed. All leave me energized and ready to learn more. School leaders may be interested in the collection of blogs at www.pageflakes.com/wferriter/23697456.
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A power shift is underway and a tough new business rule is emerging: Harness the new collaboration or perish. Those who fail to grasp this will find themselves ever more isolated—cut off from the networks that are sharing, adapting, and updating knowledge to create value. (Kindle location 268–271)
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Wallwisher.com :: What are YOU creating today? - 42 views
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Description: Wallwisher is an online post-it board. It can be used for making announcements or for posting polling questions. No user registration is required. Works like a notice board. You can choose the level of control; who can view, who can post, and authorize all posts before they go "live". Visit my wall to post your thoughts about this Web 2.0 tool. You can link your sticky notes to videos, images, and websites. http://wallwisher.com/wall/greatwebtool
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Description: Wallwisher is an online post-it board. It can be used for making announcements or for posting polling questions. No user registration is required. Works like a notice board. You can choose the level of control; who can view, who can post, and authorize all posts before they go "live". Visit my wall to post your thoughts about this Web 2.0 tool. You can link your sticky notes to videos, images, and websites. http://wallwisher.com/wall/greatwebtool
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I think its great for back-channelling and group brainstorm. Also, its great for feedback and for communication in staff meetings.
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Today's Meet - 125 views
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I'm going to try this with a couple of my classes next week. I promise to let you know how it goes!
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We'll be using this on our snowdays. Kids and teachers will meet in scheduled classes and continue to work using this as one of our tools.
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could also be used if you are sick and have a sub... maybe questions could be answered from home
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I once held a department meeting when I was out of the building using this. I have also used it while showing a movie to classes; students can comment and get questions answered right away.
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I've used it during a video in class. Kids are able to pose questions to each other, provide comments, state their opinions and express themself. Worked great.
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I have also used this at a conference so that our group could backchat during a key presenter
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Plan to use it for discussion during class movie showing, for which I have in the past used Meebo rooms (no longer available) or piratepad: http://the-ed-rush.blogspot.com/2008/11/talking-through-movie.html This looks like it might work very well.
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Recently I had 9th graders talking to each other and me while they read a selection from their text. A couple of students did not like it, but most said it was helpful in understanding the material they were reading.
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I use this often during my PBL activities. As students are researching, they post links to websites that are helpful for others and they post their ideas. At the end of the lesson, we look over the list one last time and make our whole-class decision based on our findings. My 5th graders love it and it has made their problem solving much better since it is based on research and collaboration.
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4th graders used Today's Meet during Social Studies. They provided details related to a topic's main idea while studying a region of the United States. Worked great!
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How the Flipped Classroom Is Radically Transforming Learning - THE DAILY RIFF - Be Smar... - 117 views
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As we roam around the class, we notice the students developing their own collaborative groups. Students are helping each other learn instead of relying on the teacher as the sole disseminator of knowledge.
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One of the greatest benefits of flipping is that overall interaction increases: Teacher to student and student to student. Since the role of the teacher has changed from presenter of content to learning coach, we spend our time talking to kids
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The beauty of these mini-lectures is we are delivering "just in time" instruction when the students are ready for learning.
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Flipping the classroom has transformed our teaching practice. We no longer stand in front of our students and talk at them for thirty to sixty minutes at a time. This radical change has allowed us to take on a different role with our students.
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We think the key is for students to identify learning as their goal, instead of striving for the completion of assignments. We have purposely tried to make our classes places where students carry out meaningful activities instead of completing busy work.
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Our goal is for them to be the best learner possible, and to truly understand the content in our classes. When our students grasp the concept that we are on their side, they respond by doing their best.
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We both remember sitting in parent conferences for years and parents would often ask us how their son or daughter behaved in class.
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You see, the question is a non-issue in our classroom. Since students are coming with the primary focus on learning, the real question is now: Is your student learning or not? If they are not learning, what can we do to help them learn? This is a much more profound question and when we can discuss this with parents, we can really move students into a place which will help them become better learners.
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Chatzy - Free Private Chat Rooms - 58 views
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Chatzy provides you the ability for your students to chat without having to download any software or register for an account. You can have collaborative group discussions without all the fuss.
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A student (or more than one) could be assigned to be the notetaker for the day. Each day the notetaker changes. The rest of the students can view the notes as a homework assignment. This would mean students could be active participants in the classroom without the worry of taking notes
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Sazneo Allows Remote Teams To Communicate In Real-Time - 50 views
www.makeuseof.com/...ote-teams-communicate-realtime
sazneo collaboration communication group team real-time
shared by Greg Hundermark on 11 May 11
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Web meetings made easy - Wiggio - 3 views
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educational-origami - Bloom's Digital Taxonomy - 145 views
edorigami.wikispaces.com/Bloom's+Digital+Taxonomy
bloomstaxonomy blooms taxonomy Karen SJ Kaz remembering understanding applying analysing evaluating creating PDF sheets help guides howto digital approaches wiki education learning pedagogy objects ILT Bash Potter Paul web2.0 tutorials mind maps resources
shared by Paul McKean on 10 Oct 09
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Dennis OConnor liked it
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This is an update to Bloom's Revised Taxonomy which attempts to account for the new behaviours and actions emerging as technology advances and becomes more ubiquitous.
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Details last edit Oct 9, 2009 12:19 am by achurches - 56 revisions - locked Tags a churches blooms blooms digital taxonomy blooms revised taxonomy digital edorigami learning a churches blooms blooms digital taxonomy blooms revised taxonomy digital edorigami learning a churches blooms blooms digital taxonomy blooms revised taxonomy digital edorigami learning Type a tag name. Press comma or enter to add another. Cancel Table of Contents Synopsis: A little Disclaimer: Introduction and Background: Bloom's Domains of learning The Cognitive Domain - Bloom's Taxonomy Bloom's Revised Taxonomy Bloom's Revised Taxonomy Sub Categories Bloom's as a learning process. Is it important where you start? Must I start with remembering? Bloom's Digital Taxonomy Bloom's Digital Taxonomy Summary Map Bloom's Digital Taxonomy and Collaboration. Resources: Web 2.0 Tutorials Acknowledgements:This is the introduction to Bloom's Digital Taxonomy. The different taxonomical levels can be viewed individually via the navigation bar or below this introduction as embedded pages. Synopsis: This is an update to Bloom's Revised Taxonomy which attempts to account for the new behaviours and actions emerging as technology advances and becomes more ubiquitous. Bloom's Revised Taxonomy accounts for many of the traditional c
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Whiteboards vs. Chart Paper | What's On The Go With Mr. Ro? - 0 views
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iowaonlinelearning - Teaching Standards - 27 views
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Creates a learning community that encourages collaboration and interaction, including student-teacher, student-student, and student-content (SREB D.2, Varvel VII.B, ITS 6.a)
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AEA PD Online Website HomeAbout UsFAQsCurrent InitiativesResearch & ResourcesInstructor ToolboxK-12 Online LearningProject OLLIE Current Projects • Transition Process• Marketing Plan• Job Descriptions guest · Join · Help · Sign In · Teaching StandardsProtected page Details and Tags Print Download PDF Backlinks Source Delete Rename Redirect Permissions Lock discussion (1) history notify me Details last edit by eabbey Mar 11, 2011 6:56 am - 26 revisions Tags none Iowa Online Teaching Standards Composed from Iowa Teaching Standards and Other Resources 1. Demonstrates ability to enhance academic performance and support for the agency's student achievement goals (ITS 1) • Knows and aligns instruction to the achievement goals of the local agency and the state, such as with the Iowa Core (Varvel I.A, ITS 1.f, ITS 3.a) • Continuously uses data to evaluate the accuracy and effectiveness of instructional strategies (SREB J.7, ITS 1.c) • Utilizes a course evaluation and student feedback data to improve the course (Varvel VI.F) • Provides and communicates evidence of learning and course data to students and colleagues (SREB J.6, ITS 1.a) 2. Demonstrates competence in content knowledge (including technological knowledge) appropriate to the instructional position (ITS 2) • Meets the professional teaching standards established by a state-licensing agency, or has the academic credentials in the field in which he or she is teaching (SREB A.1, Varvel II.A) • Knows the content of the subject to be taught and understands how to teach the content to students (SREB A.3, Varvel II.A, ITS 2.a) • Is knowledgeable and has the ability to use computer programs required in online education to improve learning and teaching, including course management software (CMS) and synchronous/asynchronous communication t
Groupiful - Project management made easy. - 51 views
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Exploratree - Exploratree by FutureLab - 32 views
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Exploratree is a free web resource where you can access a library of ready-made interactive thinking guides, print them, edit them or make your own. You can share them and work on them in groups too.
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An oldie but a goodie. Plenty of graphic organisers here - and modifiable.
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Exploratree is a free graphic organizer creation tool. Exloratree users can use pre-made graphic organizer templates which Exploratree refers to as "thinking guides" or create their own templates. The Exploratree thinking guides can be used online or downloaded and printed for offline use.
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ASCD Express 11.06 - Use Mobile Tech to Challenge and Engage Students - 34 views
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I gave the students complete autonomy on how to execute the task, which also increased their excitement about the assignment.
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If teachers design the activity well, students will be too absorbed in what they're doing to be off task.
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They posted their inferences to a shared Padlet wall so they could see one another's posts in real time.
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they had 20 minutes to complete the activity, which was enough time for them to accomplish the task without getting bored or wandering off task.
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Students have more opportunities to learn from one another, and they begin to value their peers as resources in the classroom.
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This collaboration makes it hard for a student to be off task because the group relies on each member to contribute to the final product.
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The Role of Learning Management Systems in Middle Schools - 14 views
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ll learning styles and levels can be met. Teachers can organize their classes and post different documents, assignments, tests, etc. for their students to work on without the students knowing they are receiving something that has been specifically developed for their own level.
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communication increases. Groups are developed within the system for sharing resources, sending messages, and connecting with staff and students.
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built-in reward system in which teachers can give badges to students for good attendance, participation, etc. to reinforce positive behaviors.
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7 Key Considerations for Online and Blended Learning Programs -- THE Journal - 19 views
thejournal.com/...blended-learning-programs.aspx
tie tieclass flipped blended online learning blended learning
shared by clbrink on 01 Jun 18
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Online courses provide students with a level of flexibility and choice
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four- to five-day orientation course
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Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views
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"bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
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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.
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A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
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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
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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.
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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.
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They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
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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.
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the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
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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
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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)
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brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
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virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
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the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
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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
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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
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the relationships that play-partners have with one another offline are often "leveled" within the online world
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appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
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"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).
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such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
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accessible directly from one's home, making them even more accommodating to individual schedules and preferences
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"What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
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"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"
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As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
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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
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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.
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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.
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Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
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The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
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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
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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
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Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
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Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
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This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
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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.
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shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
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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.
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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:
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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.
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Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
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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.
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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.
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In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
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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
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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).
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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.
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Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
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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
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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.
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it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.