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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.
  • ...80 more annotations...
  • 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.
Roland Gesthuizen

Should Students and Teachers Be Online "Friends"? | Education.com - 2 views

  • “A teacher needs to be a role model, mentor, and advice giver – not a ‘friend.’” When a high school student gains access into a teacher’s network of friends and acquaintances and is able to view their family photos, for instance, the student-teacher dynamic is altered.
  • While students may be eager to find and friend their teachers on Facebook, many of them understand the implied rules and boundaries of this virtual environment. “I do understand why my teachers do not want me to add them until I graduate,” says Jegaraj.
  • sites like Facebook are social environments. Teachers guide students in a professional capacity, and being social doesn’t seem like part of the job description
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    "In the virtual world, the definition of a student-teacher relationship is hazy, particularly on social networks like Facebook and MySpace, where adults and teens share the same forums to connect and keep in touch with friends, classmates, relatives, and co-workers. Chances are, your teen has already found her teachers on Facebook and sent friend requests to join their networks."
Thieme Hennis

Saffron launches new open source enterprise social network at LT show - 1 views

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    "At next week's Learning Technologies Exhibition Saffron Interactive (Stand 33) will be demonstrating Saffron Share, a corporate social network, personal portfolio and community knowledge base for collaboration and 'just-in-time' learning. The product is based on the open source Elgg social networking engine. "
Scott Kinkoph

BYOD: Increase Chances for Success! - 44 views

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started by Scott Kinkoph on 22 Oct 12 no follow-up yet
Karen Polstra

Classroom 2.0 - 62 views

    • Justin Shorb
       
      How many members of the Diigo Ed group are using this forum? I don't want to be overwhelmed by too many social networking groups that I become inundated with too much information to be a truly participating member of any of them. I like the Diigo Ed group, so far!
    • Monika King
       
      I enjoy reading the items in the Forum, but I have yet to contribute.
    • Meredith Johnson
       
      I find the two forums match very well for what my interests are in education.
    • Deb White Groebner
       
      While I am new to the Diigo Ed group (and like it so far), I joined CR 2.0 a year and a half ago and have thoroughly enjoyed the conversations, info, and (especially) the webinars! Lots of good sharing all around.
    • Antwon Lincoln
       
      Just a wonderful resource for all who are in to connecting classrooms with technology!
    • Phil Taylor
       
      I also belong to Diigo in Education as well as four of EDTech type groups, as well as one that I have created for my school.
    • Gerald Carey
       
      I also can see different uses for these two forums.
    • Susan Wanke
       
      I've been using Diigo and the group Diigo in Education for quite some time, but Classroom 2.0 is active with tons of ideas for all of us.
  • social network for those interested in Web 2.0 and Social Media in education
  • Classroom 2.0 is a free, community-supported network. We especially hope that those who are "beginners" will find this a supportive comfortable place to start being part of the digital dialog. Because of spammers, we have to approve all memberships here. While your membership is pending you are still welcome to peruse the site or attend any events!
    • Molly Hinkle
       
      I'm wondering how the value of this will balance with the time required to do it right!
    • Karen Polstra
       
      Me too.  I just joined.  We will see.
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    Online social networking at its best. This Ning page is centered around using online resources in today's classrooms. Excellent group!
  • ...5 more comments...
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    The community for educators using Web 2.0 and collaborative technologies!
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    I've been using it the last 3 weeks. There is a large group of educators there and usefull shared information.
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    I just joined the Classroom 2.0 ning about a week ago. It appears to have some valuable information. I am new to social networking, but am looking forward to the experience. I am very interested in Web 2.0 technologies so the ning seemed like a good place to start.
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    This is an interesting website with a great collection of tools for use in e-learning, blended classrooms and traditional teaching.
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    This is an interesting website with a great collection of tools for use in e-learning, blended classrooms and traditional teaching.
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    web 2,  classroom practice
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    This is an interesting website with a great collection of tools for use in e-learning, blended classrooms and traditional teaching.
Stacy Olson

ORBIS - The Stanford Geospatial Network Model of the Roman World - 102 views

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    A cool interactive map of the Roman Empire. A great tool to experiment with different modes of travel, over different routes, different seasons, etc. through the Roman Empire. 
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    ORBIS: The Stanford Geospatial Network Model of the Roman World reconstructs the time cost and financial expense associated with a wide range of different types of travel in antiquity. The model is based on a simplified version of the giant network of cities, roads, rivers and sea lanes that framed movement across the Roman Empire. It broadly reflects conditions around 200 CE but also covers a few sites and roads created in late antiquity.
Sandy Dewey

Blogs and Online Social Networks as User Centric Service Tools in Academic Libraries: A... - 0 views

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    Abstract: Modern academic libraries cater the information needs of a more demanding and tech-savvy new generation user group that prefers to reside in an open, self-generated online environment largely supported by Web 2.0 technologies. To reach the users where they are, the libraries should revamp their service strategies by incorporating tools like blogs and online social networks. Blog is a handy technology for library professionals which can be reshaped as an information and publicity tool, as a feedback instrument, as an interactive and collaborative learning medium and as a facility for library promotion. Online social networks connect like minded people who share information, ideas and feelings. The unparalleled growth of user bases of these networks presents an opportunity before academic libraries that may be harnessed by making the library an active member of these communities. The experience of an academic library in India shows that reaching the user at their own time and space is more easy and productive when we adapt new web technologies.
jodi tompkins

Gist - Connected People Change History - 34 views

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    All your contacts in one place. Your contacts are everywhere. In email, social networks, and many other sources. Gist brings your contacts into one place to give you the only full view of your network making it easy to find anyone, anytime.
Dave Powers

NCTM Online - The Unofficial National Council of Teachers of Mathematics Online Member ... - 1 views

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    Since there is no official member online network, why not join the unofficial network.
Mark McDonough

Diigo 101 - Student Learning with Diigo - 110 views

  • Diigo is much more than a simple web annotation or social bookmarking tool. It is an online research and collaborative research tool that integrates tags, digital highlights, interactive sticky notes, captured snapshots, and group-based collaboration, allowing a whole new process of online information management, learning, and teaching in the 21st Century.
    • terenceonline
       
      Good Summary of Diigo
  • My Network is a new Diigo social features that adds to the product's strength. My Network creates a "content-centric social network," in which people are connected by what they clip, tag, and highlight. Users will be able to collaborate with other users based not on who is a friend to whom, but rather by who is interested in what. My network delivers web content specifically tailored to a user interests and shows users with similar interest. Participation in a larger network is made possible with its community features that connects users with people with common interests; thus, building global communities around topics and knowledge, tags, and sites.
  • Digest of Internet Information, Groups and Other Stuff (Diigo) is a powerful free social bookmarking website with annotating capabilities.
    • Mark McDonough
       
      Bold the first letters of the Diigo acronym: Digest, Internet, Information, ...
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    Diigo is much more than a simple web annotation or social bookmarking tool. It is an online research and collaborative research tool that integrates tags, digital highlights, interactive sticky notes, captured snapshots, and group-based collaboration, allowing a whole new process of online information management, learning, and teaching in the 21st Century. 
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    This is a great resource on Diigo and how to use.
Roland Gesthuizen

Are you on LinkedIN? | Integrating Technology in the Primary Classroom - 57 views

  • Teachers are warned that schools are scouring social networking sites and googling potential candidates for school positions.
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    Recently I read on the oz-teachers mailing list a warning for teachers about using social networking sites unprofessionally. This UK article, suggests that teachers should be cautious of what they post online and check what information is available about them. Teachers are warned that schools are scouring social networking sites and googling potential candidates for school positions. This warning is not of concern to me. I am very wary about thinking before posting. I use Facebook in a limited way, while using Twitter for entirely professional reasons.
Erin Warham

Online Learning is so last year… | 21st Century Collaborative - 97 views

  • It requires us to continually reinvent ourselves, to stay on top of where research and practice meet and to balance the desire for easy and structured with messy and self-directed.
  • are people confusing talking to people online with deep, connected learning?
  • Personal Learning Networks are one of the three prongs necessary to be a do it yourself learner in today’s world.
  • ...2 more annotations...
  • If all I do is network I do not shift or grow because I am missing the opportunity to go deep and actually learn by doing. It takes both: Networks and Community. Online, global communities of practice and f2f learning communities in my local context.
  • those of us who are online learning prefer networks. Networks like we have on Twitter or other electronic spaces where we can share short snips of conversations and where our ideas are met with like minded support and agreement
    • A Gardner
       
      Are we settling for 'like minded' instead of seeking a little opposition to ensure the validity of our choices?
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    "Is there value in knowing how to start, lead, implement, empower, and use online communities for the type of collaboration that is going to provide significant shift? The kind where we all bring our best giftings to the table and use them together to create something new and powerful. Are online communities the focus or merely the venue through which we learn?"
Diana Irene Saldana

The Future of Education - Charting the Course of Teaching and Learning in a Networked W... - 49 views

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    Charting the Course of Teaching and Learning in a Networked World. The future of education, social network
psmiley

SmartBlog on Education - Personal learning networks: Advice from the trenches - SmartBr... - 24 views

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    We already know this, so share with someone who doesn't yet know it!
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    Personal learning networks: Advice from the trenches by Tom Murray http://t.co/SDa8N51uw8 via @SBEducation #Edchat
Thieme Hennis

About « OERRH - 19 views

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    "The Open Educational Resources Research Hub (OER Research Hub) provides a focus for research, designed to give answers to the overall question 'What is the impact of OER on learning and teaching practices?' and identify the particular influence of openness. We do this by working in collaboration with projects across four education sectors (K12, college, higher education and informal) extending a network of research with shared methods and shared results. By the end of this research we will have evidence for what works and when, but also established methods and instruments for broader engagement in researching the impact of openness on learning. OER are not just another educational innovation. They influence policy and change practices. In previous research (OpenLearn, Bridge to Success and OLnet) we have seen changes in institutions, teacher practice and in the effectiveness of learning. We integrate research alongside action to discover and support changes in broader initiatives. Our framework provides the means to gather data and the tools to tackle barriers. The project combines: A targeted collaboration program with existing OER projects An internationalfellowship program Networking to make connections A hub for research data and OER excellence in practice The collaborations cover different sectors and issues, these include: the opening up of classroom based teaching to open content; the large-scale decision points implied by open textbooks for community colleges; the extension of technology beyond textbook through eBook and simulation; the challenge of teacher training in India; and the ways that OER can support less formal approaches to learning. By basing good practice on practical experience and research we can help tackle practical problems whilst building the evidence bank needed by all."
SJCNY Trainers

4 Educational Social Networks You're Not Yet Using - Edudemic - 106 views

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    "We've heard about Learnist, Lore, Edmodo, and the many other educational social networks. But what else is out there? If you're an early adopter or simply like being the 'cool' teacher in the lounge … then make sure you know about these relatively new offerings."
Glenn Hervieux

#etmooc (Written June 2012): Why Networks Matter | Penny Bentley - 10 views

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    Great rationale for why networks matter. Peggy Bentlley does a marvelous job of using Tweets to support the points she makes in her blog post. Must read!
Sam Boswell

ASCD Express 8.09 - The What and Why of a Professional Learning Network - 34 views

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    ASCD article on the importance of professional learning networks
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