Skip to main content

Home/ MID822/ Group items tagged article

Rss Feed Group items tagged

HENRI TAN

Curation is a Means to an End, Not the Objective - 0 views

  •  
    This articles sees curation as a catalyst. It also explains the several types of curation. An interesting article to read.
HENRI TAN

The Value of Digital Curation - 0 views

  •  
    The Digital Curation Lifecycle is discussed in this article. You may wish to compare the various stages to the concept of Social Bookmarking.
HENRI TAN

The Digital Curator in Your Future - 0 views

  •  
    This is a must-read article in which Steven Rubel draws the analogy of a musuem curator to a dgitial curator. He also explains why most of Social Bookmarking Tools are 'Aggregators' and not an exact version of Digital Curation Tools
  •  
    Good analogy and it makes it so simple to understand the role of a curator.
  •  
    Bookmarking is easy but to classify and summarise etc is time consuming and tedious. I am wondering if I can get paid by being a digital curator for education materials. .
Noor AIshah

Classroots.org - Gamification in the classroom - 1 views

  • For readers interested in learning more about gamification from the pros, check out these links, too: Avant Game: gaming for a better world with Jane McGonigal. Bruce on Games: Bruce Everiss’s industry-analysis blog, useful for thinking about how games are distributed all around, but seldom through, school. coding conduct: research and presentations on “persuasive design” and gamification from Sebastian Deterding. Design for Learning: Dean Groom’s blog on games, virtual environments, and learning. Epic Win and Mindbloom: two examples of gamified life-management apps. Foursquare and Gowalla: two examples of location-based gamification apps. Game Dev Story: a fun little app that captures a very rough sketch of the gaming industry, it’s decision-making, costs, and career paths. “Gamification Needs to Level Up — Here’s How”: an article about next steps in gamification (and maybe learning design). “Happy 2011: Celebrating frontiers in Game Design”: a great post from the awesome Lost Garden blog about where we are in gaming. Gamepocalypse Now: quick posts about gamification examples and resources from Jesse Schell. iCivics: an example of blended, game-based learning mixing civics games and traditional curriculum; Do I Have a Right? is a student favorite. Progress Wars: a satire of gaming – and role-playing games in particular – that sums up arguments against gaming. Tom Barrett’s games-based learning posts on his edte.ch blog. Wikipedia entries on Flow and Gamificiation
  •  
    Links to more learning about gamification
wittyben

Design as Learning-or "Knowledge Creation"-the SECI Model - 0 views

  • The basic argument is that knowledge creation is a synthesizing process through which an organization interacts with individuals and the environment to transcend emerging contradictions that the organization faces
    • wittyben
       
      What is knowledge creation?
    • wittyben
       
      There is a link between design & learning...
    • wittyben
       
      Design = knowledge creation process
  • ...13 more annotations...
  • Nonaka sees ongoing knowledge creation as the source of continuous innovation and continuous innovation as the source of sustained competitive advantage.
  • designing as a form of learning
  • Curiously, the converse is also true. We might characterize learning as a form of designing. That is, the process of observing, reflecting, and making (and iterating those steps) may aid learning.
  • Maurício Manhães [2], who wrote, “Design and innovation are both knowledge creation processes” [3].
  • SECI stands for socialization, externalization, combination, internalization—a model of knowledge creation proposed by Ikujiro Nonaka [5].
  • something more—to new knowledge. Thus, we might characterize desi
  • “When organizations innovate, they do not simply process information, from the outside in, in order to solve existing problems and adapt to a changing environment. They actually create new knowledge and information, from the inside out, in order to redefine both problems and solutions and, in the process, to re-create their environment.”
  • “Tacit knowledge is personal, context-specific, and therefore hard to formalize and communicate. Explicit or codified knowledge, on the other hand, refers to knowledge that is transmittable in formal, systematic language” [9]. Tacit knowledge tends to be specific to a context (available in a particular time and place), practical, routine, and procedural. Explicit knowledge can transcend a specific context (and is transferable to other times and places) and tends to be rationalizing, theoretical, and declarative.
  • Socialization
  • Externalization
  • Combination
  • Internalization
  • The analysis-synthesis bridge model describes a four-step design process. It begins with 1. directly observing a current situation, 2. reflecting on observations of the current situation to create a model representing essential elements, 3. reflecting on the model of the current situation to create a second model representing essential elements of an improved situation, and 4. instantiating the second model in a physical form or prototype.
1 - 10 of 10
Showing 20 items per page