Download - Collab Teach Learning Day11
Collaborative Teaching & Learning
25th November – 18th December 2009
Instructor: Deborah Elzie, Instructional Designer, Tulane University, Payson Center for International Development / Innovative Learning Center
TA: Mike Bagorozi Ndimurukundo. IT Manager, Tulane University/Rwanda Country Office
Interaction in the “Classroom”
Play
Play — the capacity to experiment with one’s surroundings as a form of problem-solving
Lowers emotional stakes of failing
Learn through trial and error
Die and do over.
Gee (2003) notes the textbook is often depersonalized and the abstract prose may make children sometimes feel locked out of the worlds. This may also be true of those who are new to a discipline.
Players move through game worlds. “ Players feel a part of those worlds and have some stake in the events unfolding.”
Play
Further Reading:
Randy Pausch: Innovative Computer Scientist at Carnegie Mellon
Alice – a computer software for teaching students computer science – interactive 3D programming
Storytelling Alice (created by Caitlin Kelleher) for younger students interesting to explore high-level animations that enable users to program social interactions between characters.
Play - Games/Experience Learning through direct experience via a game.
Digiplay Initiative – http://digiplay.info
Try Engineering - http://www.tryengineering.org/play.php
RoboCup 2010 http://www.robocup2010.org
PlayGoogle Sketchup – 3D modeling software example model
3d Warehouse
What other examples of play have you found in your Web experiences?
Performance
Ability to adopt alternative identities for the purpose of improvisation and discovery
Virtual Worlds
Second Life & Virtual Worlds for Academic Healthcare & Education
Further Reading:
Parker, Jan (2009). Academics' virtual identities. Teaching in Higher Education, 14(3), pp. 221–224.
Storytelling
The Creative Process: A Computer Model of Storytelling and Creativity
Simulation
Ability to interpret and construct dynamic models of real-world processes
Transmedia Navigation
Ability to follow the flow of stories and information across multiple modalities
Negotiation
Ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms.
Participatory Literacy SkillsPlay — the capacity to experiment with one’s 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.
Jenkins, H., Clinton, K., Purushotma, R., Robison, A. & Weigel, M. (2006)
Forms of Participatory Culture
Affiliations — memberships, formal and informal, in online communities centered around various forms of media, such as Friendster, Facebook, message boards, metagaming, game clans, or MySpace).
Expressions — producing new creative forms, such as digital sampling, skinning and modding, fan videomaking, fan fiction writing, zines, mash-ups).
Collaborative Problem-solving — working together in teams, formal and informal, to complete tasks and develop new knowledge (such as through Wikipedia, alternative reality gaming, spoiling).
Circulations — Shaping the flow of media (such as podcasting, blogging).
Note: “Interactivity (H. Jenkins, 2006a) is a property of the technology, while participation is a property of culture.”
Gee (2004) - informal learning cultures “affinity spaces