More than just playing and making, be able to reflect after creating something new is what makes this new mode of learning different. One step further would then be "open to critiques", then learn from both peers and master.
Seemly Brown also discussed a new "networked identity": based on what one has created and what others have then built on it. This is the idea of building new things from other existing things, but give credit to where credit is due. Provide one's creation or product openly so that others can remix/build something new based on this product. This would be how an ideal knowledge environment would grow and sustain.
A really like the sequence of events he mentioned at the beginning: Create, Reflect, Share. It is so simple yet can result in so much production! And of course, it all starts with imagination :)
Great video! It will be/ is becoming the new mode of learning. We collaborate to create an active knowledge environment. It's definitely a mode of open learning, which can benefit all of us.
The aim of the initiative is to bring the digital revolution to education with a range of actions in three areas: open learning environments, open educational resources, and connectivity and innovation.
Information literacy is a set of abilities requiring individuals to "recognize
when information is needed and have the ability to locate, evaluate,
and use effectively the needed information." Information literacy also
is increasingly important in the contemporary environment of rapid
technological change and proliferating information resources.
Dr Jane McGonigal (a professional game developer) talks about the time spent playing video games (which approximates to the span of human evolution), and that this time has to increase to make any major changes to the world.
I have selected this resource partially in relation to week 3's Clarke's lecture (and others), which talks about using our idle time to do something meaningful - participate in citizen science games, for example.
Dr McGonigal's talk very much illustrates this point - except that it talks about solving global issues through indirect games, e.g. a World Without Oil online game simulates a world in which you have to survive oil shortage. Creator's research shows, that people maintain the skills and habits they have taken up after playing this intense game, which include making better choices for our changing environment. The only difference here from actual citizen science games is that Dr McGonigal's games are fictional (rather than providing direct data / input for actual scientific research), however, they empower people to influence global change, which is the topic of the other lectures this week, especially Morozov's thoughts about the power of internet and connectiveness to create "revolutions".
Although Morozov has taken up a rather critical view, suggesting only those who want it, take the best from the Internet, Dr McGonigal's ideas might be what bridges the two - taking games, which are integral part of many people's lives, especially in the younger generation, and turning them into real "life schools" may help more people get the idea and the essential skills to "fix" their environments.
In all honesty, this is a video I would watch again and again, and recommend it to anyone who would listen (and that doesn't happen often for me).
Very interesting view about gaming in a digital world and gaming in a real world. How to balance both world is the challenge that we are all facing. One can see the advantage of computer gaming but also the disconnect with nature that over gaming can create.
A very interesting perspective. I took a course of Organisational Analysis offered in Coursera by Stanford University and, in the modules of "Learning Organisations" and "Organizational Culture" we reviewed this issue. Gamers usually develop different skills by playing online games as World of Warcraft, such as: communication, decision making, collaborative work, frustration tolerance and goals setting. This is because they practice, in an alternative world, many different real life situations. In addition, in clinical psychology are using virtual games to treat pacients and educate chilldrens. So, for that reasons, i think it is something really possible.
Gamification for learning - using game elements - sounds very promising. Prior to the internet, technology, there were board games or hands on projects - all with the intent to engage and interact with each other. So it is no surprise to me given the appropriate design/project that students can learn and solve real world problems. Letting students choose their persona and role also allows them to make their own future and take ownership for how they want to participate. Just like the original promise of multimedia training that was purported to replace the traditional classroom events and enable getting the "best" teacher recorded for all to have the same experience...I believe it was then thought that the learning experience needs o be "blended". Different techniques - online, face to face, etc.. This is not my field of expertise so these are just personal opinions. If the online game approach can be combined with face to face and tactile/outdoor activities, aka a blended approach - I think that might be very useful. I do also believe that design solutions should be encouraging win win situations to reinforce collaboration and the feeling that all can succeed. One question I might have is how do you measure success in learning?
Gaming promoters unfortunately for me have a commercial agenda and its always difficult to make that balance of pure learning and commercialization aspect
"This article argues for a model of university-level (graduate and undergraduate) publishing education that builds upon a vocational self-identification of incoming students, nurtures a community of practice and professional discourse, and in doing so generates and renews the very culture of publishing. In times of transition and disruption, this is a role uniquely suited to the university, where an environment of collaborative research, development, and innovation can be cultivated. "
Kevin: Muchas gracias por la referencia. Es interesante no solo el artículo que mencionas sino varios de los textos del número monográfico, http://tinyurl.com/nvoq8xq.
Dear Kevin: Thank you very much for the info. Interestingly, not only the article but several of the texts of special issue.
"The Scholarly Communication in Africa Programme (SCAP) was a three-year research and implementation initiative that took place between March 2010 and August 2013. Hosted by the University of Cape Town, the programme engaged the Universities of Botswana, Namibia and Mauritius in a process aimed at better understanding the dynamics around scholarly communication in the Southern African higher education environment and advancing the open access agenda for the purpose of increasing the visibility of African research. This work was made possible by a grant from the Canadian International Development Research Center (IDRC). This report synthesizes research and findings from the four institutional case studies conducted at the Universities of Botswana, Cape Town, Mauritius and Namibia. It provides an overview the scholarly communication activity systems at work in these four Southern African universities."
Thanks for this article. I think it gives a great overview of the current landscape of scholarly publishing in Africa, and concisely states the problems of visibilities (or the lack thereof).
"Data connectivity is intrinsic to most of our daily lives. The place which exists in almost every community large or small, rural or urban, is the public library. Ben Lee argues that not only do libraries provide free access to data, but they do so in an environment which is trustworthy and neutral, geared to learning. Access to digital technology increasingly overlaps with access to opportunity and it is important to recognise the role public libraries already play (and have always played) in keeping the gate to knowledge open. "
"This paper interrogates and situates theoretically from a Marxist perspective various aspects and tensions that inhere in the contemporary academic publishing environment. The focus of the article is on journal publishing. The paper examines both the expanding capitalist control of the academic publishing industry and some of the efforts being made by those seeking to resist and subvert the capitalist model of academic publishing. The paper employs the concepts of primitive accumulation and alienation as a theoretical register for apprehending contemporary erosions of the knowledge commons through the enclosure effects that follow in the wake of capitalist control of academic publishing. Part of my purpose with this discussion will be to advance the case that despite a relatively privileged position vis-à-vis other workers, academic cognitive labourers are caught up within and subject to the constraining and exploitative practices of capitalist production processes."
I think there are real benefits to make the research available to everybody. Because. most of those research works are financed with tax payers money directly or indirectly. So why should there be this private monopolies milking the society and the scientists and blocking the knowledge to be spread?!!!
This is a recently launched online exhibit of 100 objects from the Royal BC Museum in Victoria BC. The collection is not open in the regards to rights (all rights reserved), but an interesting approach to opening up the physical museum collection.
This is really great, and reminds me of the Museum of Anthropology's MOACAT here at UBC:
http://collection-online.moa.ubc.ca/
It's so important to allow access to these collections in the online environment, not only for those individuals that may not be in the same location as the museum or gallery itself, but also for those that may have financial or physical barriers to in-person access.
The Digital Humanities field is addressing this at the academic level. There is so much resistance to collaboration when sharing means someone else may publish your idea first, while at the same time, multiple operating/networked computers can leveraged to do a lot more work and discover a lot more when people work together.
HASTAC is a good resource for learning about digital collaboration in the Humanities. In fact they have just launched a competition about building trust in collaborative environments focusing on education, youth and privacy issues.
"Showing "The World of Science", the map below portrays global research production as expressed through science journals' publishing in the early 2000s. It makes a dramatic point about the complexities of global inequalities in knowledge production and exchange. What would it take to redraw the knowledge production map to realise a vision of a more equitable and accurate world of knowledge?"
The research environment in the global South faces many pressing challenges given resource inequality. Technical and financial issues aside, Laura Czerniewicz asserts it is the values and practices shaped by the Northern research agenda which contribute just as much to the imbalance.
The competencies discussed by Dr. Jenkins in the Module 3 video, for those who are interested, are:
"Play - the capacity to experiment with your surroundings as a form of problem-solving
Performance - the ability to adopt alternative identities for the purpose of improvisation
and discovery
Simulation - the ability to interpret and construct dynamic models of real world
processes
Appropriation - the ability to meaningfully sample and remix media content
Multitasking - the ability to scan one's environment and shift focus as needed to salient
details.
Distributed Cognition - the ability to interact meaningfully with tools that expand
mental capacities
Collective Intelligence - the ability to pool knowledge and compare notes with others
toward a common goal
Judgment - the ability to evaluate the reliability and credibility of different information
sources
Transmedia Navigation - the ability to follow the flow of stories and information
across multiple modalities
Networking - the ability to search for, synthesize, and disseminate information
Negotiation - the ability to travel across diverse communities, discerning and respecting
multiple perspectives, and grasping and following alternative norms."
The report describes potential benefits of citizen science for both science and society, especially given the advent of new mobile technologies that enable remote participation. Who really benefits the most from these developments: the amateurs or the professionals?