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Leticia Lafuente López

John Seely Brown: Tinkering as a Mode of Knowledge Production - YouTube - 8 views

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    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.
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    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 :)
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    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.
Leticia Lafuente López

Gamification, Learning and World change - 10 views

An interesting video about Second Life being used in Learning: https://www.youtube.com/watch?v=Qj_fKnZRoNI

module3 education learning gamification game

gabrielacordon

Open Knowledge para la vida diaria - 0 views

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    "A veces el conocimiento abierto está más cerca de lo que imaginamos. El hecho de poder intercambiar experiencias y opiniones de temas cotidianos como la visita a una cafetería o el estado del tránsito permite llevar la participación ciudadana a un nuevo nivel." Me pareció un buen ejemplo sobre como se ejerce conocimiento abierto desde la ciudadanía.
Kevin Stranack

Evgeny Morozov: Hackers, Makers, and the Next Industrial Revolution : The New Yorker - 8 views

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    An alternative perspective on some of the hype around makerspaces and hacking, looking into how it supports and extends the neoliberal agenda.
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    For the librarians out there - a contrarian view of makerspaces.
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    It is curious to see that everytime some new technology rises, there are someone saying that it will mean the end of the system (call it capitalism, for instance) and a new real democracy era will arise. Nevertheless, once and over again we see that the technology arrives to everyone's door, but always controlled by someone else. You might have your own car, which was almost imposible in the early 50's, but you depend on how expensive gas is and how many barriers you find in your way; you have internet in your pocket, but every movement you do and every site you visit are being saved in someone's server with we don't know what exact purposes. But we keep hoping and saying, once and over again, that democracy, the real one, will some day florish with a new magical device. I honestly think it is in human nature to try to control and manipulate others; even people that honestly see themselves as good collaborative human beens, when they are under a tense situation, they don't hesitate to hide the truth, manipulate or lie to find adepts to their cause. So only with a genetic mutation we will reach that golden dream!
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    Kevin you mentioned this article to me several weeks ago and I did read it and really appreciated the recommendation. I think it is important for us to think about other perspectives to makerspaces to really understand how libraries should (and do) fit into this changing landscape. The library landscape is definitely changing, and some are really latching on to this idea of makerspaces, and others latching on to the more traditional services that libraries offer. I think that we really need to understand how the concept of makerspaces can fit into developing strong civic skills, critical thinking and appreciation of the arts to really make it fit into libraries, and focus less on the "production" and "innovation" appeal that makerspaces have. I do think that skills that can be honed in makerspaces have the potential to create great global citizens, but only if it is accompanied by deep critical thinking and a broader understanding of the world.
janetw_suiching

Censored Notebook - 2 views

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    Website that publishes the 'news that did not make it onto mainstream media'. There are pretty cool alternatives to certain news that take on an interesting perspective alternate to mainstream framing and broadcasting.
alibabas

Participatory culture anmd Ctizen journalism - 0 views

A newly discovered resources i found with reference to : Participatory culture and citizen journalism The web Link is : http://transmissionproject.org/projects/participatory-culture-foundation

Module 3 Knowledge Open MOOC open access Participatory culture Ctizen journalism Module3

started by alibabas on 31 Oct 14 no follow-up yet
Kaitie Warren

Environmental Attitudes Survey - 4 views

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    Test out this form of citizen science, a 2-3 minute survey on environmental attitudes and education. A friend is involved in this study at the University of Leeds.
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    Easy to take.
pad123

What Is Citizen Science - 8 views

Citizen Science is very good opportunity to General public to participate in real research as amateur scientist. I heard NASA has such projects where citizen can participate in their projects. amat...

module3

shirley

The 4 Flavors of Makerspaces | OEDB.org - 2 views

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    Ellyssa Kroski identified four distinct types of makerspaces
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    A quick and informative read. I had no idea there were distinct maker spaces, and this will make it easier to identify which ones I come across in future :)
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    Thank you for sharing. Something I did not know before.
ricbruno

DIGCOMP: A Framework for Developing and Understanding Digital Competence in Europe - 1 views

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    In week 3 we've addressed how open knowledge can promote active citizenship. A pre-requisite for that is that individuals are equipped with the right set of digital skills. Being digital native does not necessarily imply that one is digital competent. The promotion of digital skills is at least as important as ensuring accessibility to technology. This document is a reference framework to identify what are the different elements of digital skills as these go much beyond than merely knowing how to use a computer. This has been developed by the European Commission, engaging several different stakeholders from several countries, and is being used as a support to strategies for the promotion of digital skills.
eglemarija

Citizen Cyberlab: Learning & creativity aided by ICT - 4 views

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    Citizen Cyberlab's repository of online resources on citizen science: a collection of over 500 references concerning education, crowdsourcing, participation and much more!
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    It is a pity that most of these papers are not open, not free...
Julia Echeverría

Participatory Culture and the Hidden Costs of Sharing - 2 views

" The notion of participatory culture suggests a shift in the role of Internet users and the environment of the Internet. A more active and participatory role is being taken, whereby Internet us...

http:__digitalcommons.mcmaster.ca_cgi_viewcontent.cgi?article=1088&context=mjc module3

started by Julia Echeverría on 21 Sep 14 no follow-up yet
eglemarija

Extremely inspiring (and "crazy" in a good way!) talk about using video games to change... - 9 views

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    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).
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    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.
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    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.
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    A thought-provoking viewpoint of gaming related to reality.Gamers can become empowered in the real world through skills learnt through gaming. Gaming is changing the look of education. 'Latest games are finally unlocking the key to making learning more fun' by Emmanuel Felton. http://hechingerreport.org/content/latest-games-finally-unlocking-key-making-learning-fun_17380/
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    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?
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    Gaming promoters unfortunately for me have a commercial agenda and its always difficult to make that balance of pure learning and commercialization aspect
Leticia Lafuente López

Does Citizen Science = Open Science? - 3 views

8 years in prison just for sharing an article? In spain politicians are taking hundreds of thousands euros from dudose source without paying any taxes and they are not only free, but keeping their ...

module3 open access open knowledge publishing

Leticia Lafuente López

Wikipedia, saber colectivo e idiomas / Wikipedia, colective knowledge and languages - 3 views

Supongo que influye el aspecto cultural, no sólo el nivel educativo. Me refiero a que los países de habla latina, por lo general, comparten una cultura lúdica y sociable, donde la gente emplea una ...

open knowledge module3

Leticia Lafuente López

Periodismo en la era digital - 4 views

Soy licenciada en Periodismo. Estudié la carrera hace 20 años, así que no hice el grado de 4 años, sino la licenciatura de 5. No puedo estar más en desacuerdo con el contenido de este artículo. Me ...

module3 Periodismo ciudadano Era digital

Fernando Carraro

Social Citizen/ Yoáni Sánchez / Humans Rights - 2 views

Hasta parece un relato de lo que se vive en México, gracias por compartir.

module3 open knowledge publishing blog yoani cuba rights citizen

embioptera

The notes from nature tool for unlocking biodiversity records from museum records throu... - 3 views

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    Interesting paper on utilizing citizen science for digitizing natural history collection data. It is nice to get the perspective of how these programs are constructed.
eglemarija

Socientize Project - EU citizen science initiative - 1 views

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    Socientize Project is funded by EU 7th framework program, and hosts several citizen science projects, including SavingEnergy@home (collecting global thermal data), Cell spotting (looking at images of treated cancer cells), Collective Music Experiment (creating music from audio samples), Urban Bees and others. The page also includes links to useful citizen science resources (e.g. Pybossa, EpiCollect, BOINC), policy pecommendations & news regarding citizen science.
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