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  1. Feb 2016
    1. The evaluation of students and schools is predicated on individual achievement, typically measured by assessments of students‘ recall of facts and application of skills in isolation from other people, resources, or tools.

      Is the isolation of student knowledge and achievement good preparation for leaving school and entering the workplace? ILT5320

    2. The public display of individual expertise is less important than contributing to the collective knowledge of the space.

      This is what keeps the space dynamic and alive. The willingness to share knowledge in order to build a system that is ever-evolving and shareable. ILT5320

    3. students do not see and learn from prior student work, nor do they use that work as a starting point for their own innovations and achievement. They have no sense that their own work might be used and appreciated by others.

      Could something like online portfolios improve this? ILT5320

    4. These latter variables are backgrounded,though they can be used (or not) strategically by individuals if and when they choose to use them for their own purposes

      This makes me very nervous. I idea that race, class, gender, disability and other identities are simply "backgrounded" - by whom? With the members' permission? Actively "backgrounding" something about someone that they haven't chosen sounds strange to me. I understand how this works in an online/virtual space, though. ILT5320

    1. the FanLib controversy was an eye-opener for me and for many other fans I know. Although Web 2.0 companies are taking their models from participatory culture, they are also fully responsive to the demands of consumer capitalism

      Corporatization and profiting of fan-created content ILT5320

    2. The digital divide has to do with access to technologies; the participation gap has to do with access to social skills and cultural competencies that emerge from participating in the online world. Although our culture is becoming more participatory, some people are being locked out of participation, a trend that can foster greater economic, civic, and cultural inequalities.

      Who is being locked out of participation, how and why? ILT5320

    3. the rise of digital culture has demonstrated to a larger public that the kind of participatory culture that fandom embodies is not a fluke but may be a key influence on the future directions our culture is taking

      Fans have discovered that they are not alone ILT5320

    4. changes that have made fans in particular and participatory culture in general absolutely central to the ways the industry thinks and operates

      Without fans there would be no culture ILT5320

  2. literaturaefilme.files.wordpress.com literaturaefilme.files.wordpress.com
    1. some 500 million people around the globe are employing a common platform or online service and a range of ‘skill sets’ to do something we can all recognize as patterned routines

      Facebooking has become a social practice

    2. Do you agree with the claims that ‘someone who “freezes” language as a digitally encoded passage of speech and uploads it to the internet as a podcast is engaging in literacy’ and so, equally, is ‘someone who photoshops an image – whether or not it includes a written text component’?

      I agree because there is an intentional process involving tools and whose function is to transmit knowledge across a platform unbound by time and space for the benefit of others: a coordination of knowledge, technology and skills

    3. ‘Discourse’ names the patterning of coordinations, their recognizability, as well as that of their elements.

      discourse = membership

    4. Almost anything available online becomes a resource for diverse kinds of meaning-making.

      and re-mixing

    5. The meaning to be ‘fi lled in’ might be much more relational than literal or, even, ‘linguistic’ or ‘semantic’ in a strict sense. It might be more about expressing solidarity or affi nity with particular people

      Is this why when sometimes feel like we have nothing to say to people if, for instance, we don't feel a solidarity of affinity with them? We can't "fill in the blanks" with them

    6. One is articulation, which is performed in the production of ‘the outwardly made sign’ (e.g., writing). The other is interpretation, which involves producing ‘the inwardly made sign’ in reading (see also Gee 2004: Ch. 6).

      passive language skills like listening and reading vs. language production skills like speaking and writing

    7. practices that would be impossible, or impossibly cumbersome, without encoded thought and language

      I think of access to higher ed for people who can't come to campus, for example. Without the encoded thought and language of online learning practices, college classes would only be accessible to student who could show up at a certain time and place

    8. Perhaps what is most important about literacy as a social phenomenon is that it enables people to do what cannot be done by orality alone. Literacy enables human beings to communicate and share meanings in ways that go beyond the use of voice within face-to-face settings (which is orality).

      And literacy makes social practice mobile, not confined by space and time

    9. What do you think Reckwitz (2002: 252) means when he says that the ‘mental patterns’ involved in practices are not the private ‘“possession” of an individual “deep inside”’ but, rather, are ‘part of the social practice’?

      In order for a practice to be a social practice, it has to be performed by many - otherwise it's just the eccentricity of an individual

    10. a symbol system and a technology for producing and disseminating it’

      technology for producing and disseminating symbols: pencil, typewriter, computer, voice recorder, etc

    11. changes in ideas about how something might be done will generate new tasks that call for refi nements in knowledge (theory, concepts, etc.), skills and processes, and technologies.

      = NEW literacies

    12. A practice, then, consists of three components: technology, knowledge and skills’

      The necessary tools + the knowledge of how to use them + the ability to perform a sequence of actions to complete the task

    13. practices are routines and, to that extent (relatively) stable and recognizable as particular ways of doing things, they are nonetheless dynamic, mutable, and not completely monolithic

      There is variety in practice. Some variety leads to the creation of new practices.

    14. these ‘mental patterns’ are not the private ‘“possession” of an individual “deep inside”’ but, rather, are ‘part of the social practice’ in the sense that Gee (1992) refers to in terms of ‘the social mind’

      Social practices need people in order to exist. One person alone does not sustain a social practice.

    15. that ‘carry over’ from day to day such that on any Tuesday the world looks much the same as it did on Monday, and we know how to ‘go on’?

      ...is literacy really what ensures this? I believe this has a lot to do with power and social capital as well.

    16. ways of being in the world

      What "ways of being in the world" are influencing how literacies are emerging and evolving?

    1. Barr (2007) for instance, used a collective case study approach(with five people, who each played the sameset of five games) to examine the relationship between the interface and the “values” expressedduring play. Values are defined as “a sustained belief that one mode of conduct is preferable toother potential modes of conduct” (p. 3).

      Can "values" also refer to mode of enjoyment as well as mode of play? ie. enjoying playing with friends as opposed to the play itself . ILT5320

    2. replicate people’s enthusiasm for games within a formaleducational context, then there is a need tofirst understand how this enthusiasm occursin everyday gaming practices. This will notonly lead to a greater understanding of howto design more involving commercial games but will also have implications for the designof educational games.

      Goal = to understand the how to generate the enthusiasm of informal play and replicate that in formal educational settings, game design, etc. ILT5320

    3. Itis clear that the links between these conceptsare not well understood and there is a need for further empirical studies to assess how theyrelate to each other. There is also a need for studies that do not look at people playing gamesin isolation but as part of a larger socio-culturalactivity (de Castell & Jenson, 2003; Squire,2005; Pelletier & Oliver, 2006) to fully under-stand how players participate within affinitygroups and semiotic domains. Further, methodsand frameworks need to be developed to aidresearchers in exploring these issues.

      Research needs =

      • how are motivation, engagement and learning related
      • how do people play games in isolation vs. socially
      • research methods in which to do these ILT5320
    4. whether she would benefit from gamesto the same extent

      What's the benefit of playing games? ILT5320

    5. Now it’s justan activity she shares occasionally with her friends

      ...there are probably still choices she makes around which friends she is playing with: does she play with just anyone who happens to be around, or "gamer" friends who are more serious than she is? ILT5320

    6. His main reasonsfor playing are “general escapism, sometimes just to relax and de-stress after a hard day.” He plays different games for different reasons, for instance he enjoys the stories in role-playinggames (RPGs), and the release of frustrationhe experiences when playing action titles.

      escapism, relaxation, to de-stress, immersion in stories, keeping mind sharp, team work, helping others...ILT5320

    7. she does not think she has personallylearnt much from playing them, apart from perhaps “learning to progress.”

      Can you only learn from playing games if you are looking to do so? ILT5320

    8. here are differentmotivations behind various forms of game play,and that engagement can be affected by factorssuch as the player, the game itself, how the player interacts with the game and the contextin which the game is played; all of which willalso affect the process of informal learningoccurring within and around periods of game- play.

      Depending on why a player chooses (or is required) to play a game, and the process of learning will be affected - and this will depend on a variety of social and contextual factors ILT5320

    9. Though Barr (2007) was not interested in explicitly identi-fying learning, it would be interesting to seewhether similar techniques could be used toestablish what and how people learn from gamesand whether this has any relationship to their experiences of motivation and engagement.

      When we talk about learning from games it could be many things: social skills, content knowledge, communication strategy, etc etc ILT5320

    10. Pelletier and Oliver (2006)focus on the learning process that occurs duringgame play itself and without looking for specificlearning outcomes.

      What is learned during the game as opposed to after the game? ILT5320

    11. An example from a gamingcontext would be making the same mistakemore than once due to misunderstanding howan object within the game works.

      What is the role of self-sabotage during game play: testing and experimenting with possibilities in order to learn, not overly concerned with the outcome yet in the early stages of learning the rules and strategies. Why are the stakes higher for some at this point and lower for others? ILT5320

    12. they attempted to come up with a set of rules based on these proposed explanations of player  behaviour that can be viewed as a set of strate-gies the player turns to when learning a newgame e.g., “spot unusual objects and click onthem” (p. 335).

      How can we ascribe motivation and engagement to an individual's play? Is play really just random or can it be intentional? How are curiosity and play related? ILT5320

    13. it could be argued that by not takingthe player’s perspective into account, it is notclear how far the inferences made actuallygovern player behaviour.

      Do players need to be interviewed? Would they be able to identify their own motivation and engagement? ILT5320

    14. argues for an empirical examination of the context andsocio-cultural factors around every-day game- playing, in order to provide greater insight intothe effectiveness of learning through games.

      If we can get to the heart of the how, why, and when of game-playing, can we then increase our understanding of if and how games are effective? ILT5320

    15. Consideration is also given to the suggestionof Boyle and Connolly (2008) that reversaltheory can be helpful in understanding certainemotional flips that people can experiencewhilst playing games.

      From Wikipedia: reversal theory is used "to describe how a person regularly reverses between psychological states, reflecting their motivational style and the meaning they attach to a given situation at a given time. For example, sometimes a roller coaster seems exciting; other times, it may cause anxiety. Sometimes a crying baby creates sympathy; other times it causes irritation." ILT5320

    16. learners do not all agreethat they find games intrinsically motivatingwithin an educational context (Whitton, 2007)and it has also been found that when com-mercial games are used to support learning ineducational environments, the games used donot always appeal to all students (Squire, 2005).

      Games within an educational context are still being used as a "requirement". Instructors or facilitators hope that the gameplay is more fun than traditional teaching/presenting methods, but to an extent learners might still not have a choice ILT5320

    17. it is also possible the lack of empirical support in the area “may indicate thatlearning through immersive worlds involves amore complex understanding of learning, onethat is not so easy to tie to specified learning out-comes”

      What is an understanding of learning that measures something other than learning outcomes? ILT5320

    18. wecan identify how successful commercial gamessupport learning within and around game-playand start to think more about how to supportlearning in more formal contexts.

      How can we replicate the learning in informal contexts - which isn't scripted, mapped out, intentional, or even conscious - to occur in formal contexts, which is predictable, anticipated, planned for, etc? ILT5320

    19. Consalvo (2007) developedthis concept from Bourdieu’s (1984) notion of “cultural capital” in order to: capture how be-ing a member of game culture is about morethan playing games or even playing them well.It’s being knowledgeable about game releasesand secrets, and passing that information onto others. It’s having opinions about whichgame magazines are better and the best sitesfor walkthroughs on the Internet.

      Being a member of a game culture means understanding the rules, customs, inner workings, systems, and having other members to share with. ILT5320

    20. interpersonal motivators; recognition, competi-tion and cooperation (Malone & Lepper, 1987).

      ie., social factors ILT5320

    21. Digital Game Experience Model (DGEM).

      ILT5320

    22. Research in the area of games and learningoften reveals a potential tension between beingmotivated to play a game and being motivatedto learn

      ILT5320

    23. Calleja (2007a) argu-ing that “pinning motivation for game-playingon the notion of fun risks missing importantdimensions of the game experience” (p. 136). AsYee (2006) points out, players often engage inactivities that feel a lot like work because of thetime and energy they have invested in them, as part of their routine game-playing experiences.It seems that the relationship between work and play is more complex than is often assumed.

      How is gameplay and/or learning affected when players feel like they're working instead of playing? ILT5320

    24. Within the domain of rules, theconformist and negativistic states relate to our desire to conform or rebel.

      ILT5320

    25. In telic mode,the player is serious and forward looking, witha focus on achieving goals. Paratelic mode isthe playful mode where the focus in on theactivity itself. Excitement is supposed to occur in the telic state, whilst relaxation occurs in the paratelic.

      ILT5320

    26. This switching between states may helpexplain why different parts of the game-playexperience can be considered as either work or play

      Playing a game that one enjoys and is familiar with vs. immediately starting another, new game that one has to learn from the beginning, with new rules, new strategy, etc. and is totally unfamiliar ILT5320

    27. analysis of paratexts (Consalvo, 2007)offers the potential to identify the developmentof gaming capital and community values, andthus gain insight into why certain games arechosen, why hardcore gamers might play themdifferently to casual games, and into the informallearning processes that occur both inside andoutside of game-play.

      Paratexts offer even further perspective in addition to studying actual players ILT5320

    28. An example from a gamingcontext would be making the same mistakemore than once due to misunderstanding howan object within the game works.

      ....or employing damaging strategies on purpose to test possible outcomes. Deliberately losing or sabotaging one's play during a game is a way to observe learning as it happens, as opposed to playing according to one's actual understanding and then attempting to assess learning afterwards ILT5320

    1. I hypothesize that our kids have not taken up MMOGsbecause they are not surrounded by peers or mentors who play MMOGs and can support them in theirplay.

      Perhaps these kids don't "see themselves" in these spaces. ILT5320

    1. to allow players to identify powerfully with the virtual character or characters they are playing in a game and to become strongly motivated to commit themselves to the virtual world the game is creating with their help.

      Commitment without the usual risks that come with commitment: social anxiety, danger, discomfort, having one's personal space invaded, etc. ILT5320

    2. there is no “remedial” in this learning world. You begin where you begin and move to advanced when you move there. None of this is timed. There are no invidious judgments based on one’s previous “failures.”

      ....like "tracking" in grade school, where regardless of how well you may be doing, you are stuck in the track that you're in. Previous failure precludes the recognition of future achievement. ILT5320

    3. The only way to learn is to see some instances and live with them concretely.

      The friend who taught me how to play Carcassonne was frustrated with me when I kept making moves that would benefit another player in the game - he thought I should be focused on winning, but I was focused on learning the game which, to me, included experimenting with different outcomes. Even outcomes that made me lose! ILT5320