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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.
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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.
Randolph Hollingsworth

Five Competencies for Culturally Competent Teaching and Learning | Faculty Focus - 0 views

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    1. Culturally competent teaching and learning facilitates critical reflection. 2. Culturally competent teaching and learning demands respect for others. 3. Culturally competent teaching and learning involves accommodating individual learners. 4. Culturally competent teaching and learning requires the use of intercultural communication skills. 5. Culturally competent teaching and learning requires focused activities and intentionally structured environments.
Marc Patton

Online Educational Delivery Models: A Descriptive View - 31 views

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    Early course delivery via the web had started by 1994, soon followed by a more structured approach using the new category of course management systems.1 Since that time, online education has slowly but steadily grown in popularity, to the point that in the fall of 2010, almost one-third of U.S. postsecondary students were taking at least one course online.
Roland Gesthuizen

Technology as "Hamburger Helper" - Rick Hess Straight Up - Education Week - 32 views

  • technology is a powerful tool for driving productivity and quality, in schooling as elsewhere; the problem is not with the technology, but with how we've used it.
  • regard technology as the means to the end you'd like to achieve, rather than an end in itself
  • 99 percent of the time, the biggest impact of technology is optimizing familiar tasks and routines--freeing up talent, time, and dollars for better uses
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    "Technology can be a powerful lever for rethinking schools and systems. But it's the rethinking that matters, not the technology. Technology provides tools to help solve problems smarter, deliver knowledge, support students, extend and deepen instruction, and refashion cost structures. Unfortunately, too many educators, industry shills, and technology enthusiasts seem to imagine that the technology itself will be a difference maker."
Jennie Snyder

The Influencer checklist | johnstepper - 39 views

  • ut “Influencer” describes how to tap into 6 very different sources of influence to change specific “vital behaviors” 
  • The checklist
  • Personal motivation
  • ...5 more annotations...
  • Personal Ability
  • ocial motivation
  • Social ability
  • Structural motivation
  • Structural ability
Margaret Moore-Taylor

Blubbr - Create Interactive Quizzes Using YouTube Clips - 133 views

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    Blubbr is a neat quiz creation service that I recently learned about on Free Technology for Teachers. Using Blubbr you can create interactive quizzes that are based on YouTube clips. Your quizzes can be about anything of your choosing. The structure of the quizzes has a viewer watch a short clip then answer a multiple choice question about the clip. Viewers know right away if they chose the correct answer or not.  Great for reinforcing a topic on internet safety, social netiquette, social skills etc.
Steven Szalaj

Playing For All Kinds of Possibilities - NYTimes.com - 0 views

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    A study explores the difference in problem solving between the "play" approach that children use, and the more structured approach used by adults.
Lauren Rosen

Flip This: Bloom's Taxonomy Should Start with Creating | MindShift - 7 views

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    Flipping Blooms Taxonomy. Great article. Every time we ask students to use a new structure to talk about themselves and then let them figure out why the sentence order is what it is, we arepracticing this. We see greater results as they move to higher levels of production making more errors but experimenting and learning from their mistakes in production.
Rachael Hodges

Five Best Practices for the Flipped Classroom | Edutopia - 186 views

  • It doesn't solve anything. It is a great first step in reframing the role of the teacher in the classroom. It fosters the "guide on the side" mentality and role, rather than that of the "sage of the stage." It helps move a classroom culture towards student construction of knowledge rather than the teacher having to tell the knowledge to students.
  • We must first focus on creating the engagement and then look at structures, like the flipped classroom, that can support.
  • If the flipped classroom is truly to become innovative, then it must be paired with transparent and/or embedded reason to know the content.
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  • One of the best way to create the "need to know" is to use a pedagogical model that demands this.
  • Will you demand that all students watch the video, or is it a way to differentiate and allow choice
  • Will you allow or rely on mobile learning for students to watch it?
  • Lack of technology doesn't necessarily close the door to the flipped classroom model, but it might require some intentional planning and differentiation.
  • you must build in reflective activities to have students think about what they learned, how it will help them, its relevance
  • Students need metacognition to connect content to objectives
  • The focus should be on teacher practice, then tools and structures.
  • Ok, I'll be honest. I get very nervous when I hear education reformists and politicians tout how "incredible" the flipped classroom model (1), or how it will "solve" many of the problems of education. It doesn't solve anything. It is a
drmaddin

Western culture after World War II | myHistro - 10 views

    • drmaddin
       
      This is a great storytelling tool for social studies.
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    This is an example of a digital story created in myHistro.  What a cool way to capture a period of time for a project in social studies.
Nigel Coutts

The purpose of education - The Learner's Way - 45 views

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    Behind the rhetoric and politics, education is about the outcomes it achieves for its learners. More than being about the nuances of technology, learning space design, curriculum structures and pedagogical practices schools should have effective answers to questions that focus on what they hope to achieve for their learners. How we answer this question should then dictate the measures we utilise to achieve these goals and it is to these ends that we must apply our efforts.
Elizabeth Resnick

eGFI - For Teachers » Grades 6-8 - 5 views

  • Marshmallow Design Challenge Posted on September 28th, 2011 by mxl In this lesson, K-12 student teams have a limited period of time (18 minutes) to build the tallest free-standing spaghetti structure that can support a marshmallow. They learn how engineers collaborate to design, test, and improve on their ideas, as well as examine hidden assumptions that can derail the creative process and final product. Read More
  • Lesson: Design From Nature Posted on September 25th, 2011 by mxl In this lesson, students in grades 6-8 discover how engineers can use biomimicry to enhance their designs. They learn how careful observation of nature — in this case, reverse engineering a flower — can lead to new innovations and products. Read More
  • Lesson: Concrete for Kids Posted on September 6th, 2011 by mxl Concrete for Kids is a fun, hands-on activity to introduce students to engineering and concrete as an engineered material that engineers use to make the structures we use every day, including bridges, buildings, and roads. In this two-period lesson, teams of students in grades K-12 mix and pour concrete to form beams which, once hardened, are tested to see how much weight they can hold before breaking. Read More
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    Engineering lesson plans.  Sort by grade level.  
Andrew Spinali

Student Led Conferences - Teacher Resources - 93 views

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    Great resource full of documents and handouts regarding student led conferences. I've been trying to place a particular structure on my open house and this site has some awesome stuff.
Aelius Rusticus

Paris Review - The Art of Fiction No. 61, Stanley Elkin - 0 views

  • It’s a rare joke that is funny. Only situations are funny.
    • Aelius Rusticus
       
      I asked my cat why he didn't help me with the elaborate vegetable soup I was preparing. When he had no quick answer, I suggested it was because he had no stock in it. My wit, pedestrian in the grand scheme, nonetheless amused me in the moment. Funny situation or funny word-play? or neither?
  • “The point of life was the possibility it always held out for the exceptional.”
  • to do the kinds of things which people don’t really do in real life but which they do do in fiction—to follow their own irrational—but sane—obsessions which, achieved, would satisfy them. Alas, these guys never catch up with their obsessions.
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  • There isn’t a day that goes by that I don’t think, “Jesus Christ, how many more months do I have left?” or years, I hope. I am totally preoccupied with death. I mean my own death. Barth, for example, has said that he comes from very good stock and expects to live a long time. Bill Gass thinks that one of the reasons he takes so much time writing his novels—it took him ten years to write Omensetter’s Luck—is that he has an infinite amount of time left to him. I don’t believe that I have an infinite amount of time left to me. Probably I would be a healthier man if I did believe it.
  • making a scratch on a stone?
  • it’s not a question of making imaginary leaps or having a third eye. It’s a question of using the two eyes I have—and looking hard and close at things.
  • That kind of observation can be taught. I also try to teach them how to recognize a situation, what legitimately is a situation and what isn’t. Those are the only things that can be taught. I can’t teach a person style. I can’t teach him to write, in terms of language. But I can teach them that things look like other things.
  • Criers and Kibitzers, Kibitzers and Criers, a collection of short stories (1966)
  • junk jewelry’s meteorological condition—its Fall line and Spring.
  • I don’t believe that less is more. I believe that more is more. I believe that less is less, fat fat, thin thin and enough is enough.
  • particular existential writers?
  • the SELF takes precedence.
  • Camus
  • in the better restaurants.
  • Barth is wonderful, but the Barth I really admire is back there in the Golden Age of Barth.
  • Bellow I think is a magnificent writer—probably, with Gass, the best writer in America.
  • I think Gass is the best word-man in America.
  • There’s marvelous language in Pricksongs and Descants but it’s subsidiary to the experiment with structure. I tell you this for your own good, Bob. The reason I like Gass so much is that Gass is not fucking around with structure. He is fucking around with language. That to me is legitimate and acceptable, and the furthest out you can go is the best place to be. That’s what’s so magnificent about Shakespeare. Shakespeare wrote very conventional plays, but the language wasn’t conventional.
  • the great gift of fiction—is that it gives language an opportunity to happen.
  • palimpsest of metaphor right there on the page. One gets a notion of the conceit and one is inspired to work with it as a draftsman might work with some angle that he is interested in getting down correctly.
Christopher Williams

Julia Kristeva - 5 views

  • Theories of the body are particularly important for feminists because historically (in the humanities) the body has been associated with the feminine, the female, or woman, and denigrated as weak, immoral, unclean, or decaying.
    • Christopher Williams
       
      Feminism and post-structuralism operate in binaries: good/evil, truth/lie, love/hate, man/not man(woman)
  • Kristeva emphasizes the maternal function and its importance in the development of subjectivity and access to culture and language. While Freud and Lacan maintain that the child enters the social by virtue of the paternal function, specifically paternal threats of castration, Kristeva asks why, if our only motivation for entering the social is fear, more of us aren't psychotic?
  • Kristeva argues that there are three phases of feminism. She rejects the first phase because it seeks universal equality and overlooks sexual differences. She implicitly criticizes Simone de Beauvoir and the rejection of motherhood; rather than reject motherhood Kristeva insists that we need a new discourse of maternity.
BalancEd Tech

Challenging Reformers' Conventional Wisdom about Structures and Classroom Practice | La... - 49 views

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    It's not enough to change the status quo.
Thieme Hennis

About | The Open Master's Program - 21 views

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    "Learning- even "self-directed learning"- is an inherently social activity. The Open Master's is a global community of small groups for self-directed learners, offering each other the structure, accountability, relationships, and sense of forward direction that are often hard to find outside formal programs and institutions. These groups are using and building on an open source framework of shared practices to help us: Master the art of social, self-directed learning Be more intentional about our learning journeys Take bolder risks in our journeys of becoming Discover and share our unique gifts Ensure that our short-term learning goals feed into our longer-term vision for transformation for ourselves and the world We invite any existing community, organization, or even groups of friends or colleagues to use the Open Master's framework to make their own learning process more intentional.  You can do that simply by: Mapping out a personal plan or curriculum, including a clear statement of purpose and some intentions for your own learning journey, and sharing them on a personal website or blog Bringing the rhythm of semesters back into your life, including regular opportunities for evaluation and reflection Developing deeper relationships with study buddies, mentors, and advisers Starting an Open Master's group with a clear commitment to study together, support each other, and share your work Offering a presentation or organizing a study group on a topic that interests you Maintaining a portfolio of learning projects (including professional work) you've completed and reviewed with peers and mentors We also invite you to link up with the broader global community of Open Master's groups by joining regional or global events to spotlight members, mix with members across groups, and cross-pollinate ideas or strategies that are working in different contexts."
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