53 Matching Annotations
  1. Nov 2021
    1. these results challenge the conventional notion that immersion in online communities are distracting or socially isolating and, instead, highlight the potential civic benefits of non-political participation in online communities.

      What about political participation as well?

    1. , members have created a toolkit of strategies to mobilize campaigns addressing issues as varied as voting, body image, marriage equality, fair trade, literacy, child slavery, disaster relief, and hunger. Some campaigns involve shared media production, such as the Body Bind Horcrux campaign that encouraged participants to blog, create videos, and share stories about acceptance of their body and different ways of staying healthy.

      Again, sounds like weaponization of one's own interest against them.

    2. forming a hybrid content world that lies at the intersection of popular culture and social justice narratives.

      This could also lead to greater polarization of pollical sides.

    3. “mechanisms of translation” that enable connections between the cultural and civic, which include tapping content worlds and communities, creative production, and informal discussion.

      Seems like the narrative of also trying to twist an idea for one's own benefit.

    4. DREAM activists–young people who were undocumented and seeking immigration reform. Also known as the Developing Relief and Education for Alien Minors Act, the legislation young people in Zimmerman's study were working towards at the time of her research would grant conditional residency rights to qualifying immigrant students who'd grown up in the United States with undocumented parents.

      This would be a huge positive change for those minors.

    5. “Connected civics” is a way to describe the learning that takes place at the intersection of three realms of activity: young people's agency within peer cultures and public spheres; their deeply felt identities, interests and affinities; and civic engagement and opportunity.

      Seems like it could be a fairly small fraction when talking about the sizes of these spaces on their own.

    6. how embedded the affinity is in direct experiences of inequality and marginalization, are among some fundamental differentiators.

      Couldn't it also be coincidence that these communities had impacts of different natures to their foundation?

    7. Like affinity spaces, affinity networks include groups with tight-knit relationships that might be characterized as a “community,” or what Jenkins describes as “participatory culture.”

      A community based entirely on shared knowledge and interest, having no relation or bias to age, gender, background, etc.

    8. is not meant to signal an individual or innate quality; we see interests as cultivated through social and cultural relationships and located within what we call an “affinity network” of commonly felt identity, practice, and purpose.

      affinity networks can easily have the problem of turning into "echo chambers" of sorts, bouncing ideas both positive and negative.

    9. how can we support young people's learning and development of deeply personal and culturally resonant forms of civic agency?

      Possibly by trying to not influence or control the space in which these connected civics take place? Allow information, thought, and ideas of political nature flow free

    10. a form of learning that mobilizes young people's deeply felt interests and identities in the service of achieving the kind of civic voice and influence that is characteristic of participatory politics.

      Just how powerful would this connected voice of a participatory group be though? What could it achieve?

    11. they can “geek out” together by swapping ideas, techniques and critiques related to projects that tap their deepest interests and aspirations (Ito et al., 2009Ito, M., Baumer, S., Bittanti, M., boyd, danah, Cody, R., Herr-Stephenson, B., … Tripp, L. (2009). Hanging out, messing around, and geeking out: Kids living and learning with new media. Cambridge, MA: MIT Press. [Google Scholar]).

      Geeking out leads to incredibly versatile affinity members within a short period of time.

    12. throughout the day and night

      The digital age is constant and quick, being able to spread information quickly at any time is truly a blessing to those seeking to have their voice heard.

    13. cross-cutting infrastructure

      seems vague

    14. young people

      What age bracket constitutes "young people"?

    15. the concept of “connected civics,” grounded in the idea that young people today are engaging in new forms of politics that are profoundly participatory.

      Would these also be considered mainly digital forms of politics?

  2. Oct 2021
    1. Play is exploration. It involves imagination. It means investigating the world of the game and feeling the frustration, flow, and excitement that goes along with playing it. When you engage with the game, you not only try to see the game from the perspective of your students, you also understand how the game presents the material.

      The exploration and discovery of games is something that closely imitates early childhood in my opinion, which could be why it so greatly stimulates our learning.

    2. The promise of game-based learning lies in the premise that the technology provides an efficient and effective tool with which to replace a points-based extrinsic motivation system with a contextualized hands-on learning experience. Play is useful because it simulates real life experience—physical, emotional, and/or intellectual—in a safe, iterative and social environment that’s not focused on winners and losers.

      Wow.

    3. when digital games were compared to other instruction conditions without digital games, there was a moderate to strong effect in favor of digital games in terms of broad cognitive competencies.”

      This is a huge selling point for any sort of game-based learning environment.

    4. kids who play multi-player games online are more likely to have a positive attitude toward people from another country: 62 percent of online gamers hold a favorable view of people from different cultures compared to 50 percent of non-gamers. Unlike school, where the diversity of the institution is rarely reflected by individuals’ peer groups, interactive online gaming correlates with a more diverse group of friends

      The idea that kids learn early to accept anyone and everyone regardless of their origin is a powerful too that games provide. Being un-biased, especially now-a-days is a very important tool to have.

    5. Cognitive benefit: Games have been shown to improve attention, focus, and reaction time.

      I would have to agree with this statement as well, games have greatly increased my reaction time in almost every situation.

    6. We know from research, however, that doing far outweighs both showing and telling when it comes to learning.

      This really goes to show how effective hands-on learning styles are.

    1. This strikes us as a fascinating social organization where adultswith particular interests/backgrounds/resources can serve as targeted learning brokers for the children.

      Is this an example of participatory groups?

    1. “How, in heaven’s name, do they sell many of these gameswhen they are so long and hard?”

      It is the difficulty of the game itself that makes people enjoy it, and thus sells more copies

    2. what I am doingplaying video game

      I often find myself asking the same, but usually it's a quick and fleeting thought

    3. We eachhave a core identity that relates to all our other identities

      Defining our own core identity is a good intrinsic exercise

    4. Different people can read the world differently just as they can readdifferent types of texts differently.

      Being free to interpret our world is one of the greatest abilities of humans

    1. This vision of teachers continually modifying and publishing docu-ments as an integral part of their professional practice suggests a radicallydifferent role for information technologists; it suggests that informationtechnologists might be in the business of maintaining knowledge-aggre-gating tools, creating and supporting knowledge-building communities,and providing tools for teachers to identify and organize usefulresources.

      Incredible summary of the idea that teachers and schools need to innovate to stay viable.

    2. Because games are by definition associated with fantasy, many educa-tors quickly move toward highly fictionalized contexts for producinggames

      Games don't have to be fictionalized, this is inside the box thinking and limits creativity.

    3. Few students investigated the environment itself forclues. On occasion, students literally walked through piles of goose drop-pings (almost stepping on live geese in the process) because they were sofixated on the PDAs.

      This is amazing, it shows how powerful of a focus-tool digital learning is.

    4. How do we provide students sufficient scaffolding that theyneed to engage in effective inquiry, while still giving them some agencyor sense of control over their actions?

      Games do this pretty well in my opinion.

    5. Research on people who self-identify as gamers suggests that prolongedparticipation in game cultures may lead to a more active, problem-solv-ing orientation to learning.

      This explains why many gamers seem to take on engineering careers .

    6. the over-whelming majority of activity was dedicated to social knowledge construc-tion.

      This shows that people are inclined to help people within their participatory groups without much "Gate-Keeping"

    7. projective identities—identities that are a melding of ourselves andour game identities, possible selves that the game invites us to inhabit.Second, digital media are deeply participatory

      The interesting part to me is how people create these identities sometimes without realization, and take on specific rolls within that community

    8. Will we continue to ban these technologies, or willwe come up with pedagogical models that leverage students’ constantconnectivity?

      The logical solution I believe is to come up with new creative ways of teaching that aren't threatened by technology and the availability of information online.

    9. Recent news headlines tell of studentsusing cameras to digitize tests and send them via e-mail, or usingInternet-enabled cell phones to cheat in any number of ways

      This fails to see the idea that students were cheating and attempting to cheat long before the technologies existed.

    10. schools remain in a print-based culture

      Now more than ever schools are striving to implement more technologies, but the traditional notion of teaching still remains

    1. This way you can better help decide whether the central themes we see emerging ring true to you

      Important to keep an open and unbiased view on emerging changes in the systems of learning

    2. Educators seek to free ideas that have been isolated through disciplinary walls and rigidly defined roles. They use MML to push back on the traditional boundaries of School to connect learning to the real world

      We absolutely need to push the status-quo of traditional learning more.

    3. Media delivered via a mobile device for the purpose of learning

      Could be argued that literally any kind of learning could fit into this category.

    4. now I’m thinking about multimedia and all the conversations going back to the 90’s about multimedia in education, like the promise of the CD-ROM. And learning, well at least I think I know what that is.

      It really depends on how deep you want the scope of the term "mobile" to go

    5. conversation that is evolving in pace with the swift embedding of mobile technologies into all aspects of life. Two years is a long time in the world of mobile. Newcomers are able to cheaply and quickly produce truly fascinating work that would have been hard to imagine emerging into practicality from inexperience two short years ago.

      Good summary of how quickly the digital world can change in just a few years time. Things that weren't thought possible two years ago can now be the norm.

  3. Sep 2021
    1. the set of abilities and skills where aural, visual, and digital literacy overlap

      A huge definition

    2. Beck and Wade conclude that gamers were more open to takingrisks and engaging in competition but also more open to collaborating with others and morewilling to revise earlier assumptions.

      Gaming promotes cooperation, teamwork, communication, and many more attributes. Even to this day.

    3. Not every member must contribute, but all must believe they are free to contribute whenready and that what they contribute will be appropriately valued.

      The feeling of being free to express one's self can not be overlooked, it is important for innovation and creation of new technologies.

    4. community involvement.T

      decentralized learning?

    5. Schools as institutionshave been slow to react to the emergence of this new participatory culture;

      a great argument for the case of why brick and mortar schools are failing at properly preparing children for life after school.

    6. Some have argued that children and youth acquire these key skills and competencies on theirown by interacting with popular culture.Three concerns, however, suggest the need for policyand pedagogical interventions:

      Who exactly has argued this?

  4. Aug 2021
    1. He also drew on Internet-based resources, professional movies, and storyboarding examples within videogames as inspirations and sources of learning.

      The internet is an incredible place to draw information from. I wonder what sort of algorithms helped him find videos that solidified his interest.

    2. Idea Generation, Feedback, and Revision

      Reminds me of feedback loops from programming.

    3. Digital technologies offer children and adolescents rich opportunities to design and create artwork, movies, games, animations, interactive robots, and other artifacts.

      I wish I had these sorts of opportunities available to me while growing up in a lower than average income family

    4. A teenage girl sits at a large green table with her head bent over a Venn diagram. A younger boy sits at a nearby computer searching for images on the Internet using Google. This familiar scene of after-school concentration can be found in any number of American community contexts, including a public library, a local school, or a family kitchen.

      Even though this paints nice imagery, it shows a dating to the material as not many kids use public libraries besides at the university level. Library usage in USA

    1. Buckets of screws, springs, nuts, and bolts line the shipping-container-sized room. In one corner, there are 5 3D printers and a Glowforge laser cutter; in another, an assortment of spray paint cans and filaments.

      Sounds like a great description of a man with an incredible workshop.