I know when I'm being submentioned.

Chris, I'm glad to hear that my read posts are both heartwarming and providing useful data. I think they reveal as much about how I read as they reveal about anything else. As you may have guessed, I'm working my way down your IndieWeb research page, with some forays into your most recent posts here and there. I saw this one because I subscribed to your firehose in Inoreader.

I like having paths to follow, and it’s been inordinately helpful to be able to follow the ones you’ve laid out. Thank you for all the sharing you do!


I read this book twice last year and just re-read it again in anticipation of Austin Kleon’s latest book, Keep Going. I definitely just carried it around in my bag for months. I have a lot of great notes on this book, and I’ll share them when I get the chance, but I wanted to go ahead and get this post up.






Ahhhh! flappy hands




Kumasi, K. (2014). Connected learning: Linking academics, popular culture, and digital literacy in a Young Urban Scholars Book Club. Teacher Librarian, 41(3), 8–15.

Kumasi describes a Young Urban Scholars Book Club as a model connected learning program designed to meet the needs of youth who could “become disconnected from school and life if the right kind of learning opportunities are not available to them” (p. 8).


Kow, Y. M., Young, T., & Tekinbaş, K. S. (2014). Crafting the metagame: Connected learning in the Starcraft II community. Digital Media and Learning Research Hub.

Kow and colleagues describe a study of StarCraft II, a real-time strategy game, and the community surrounding it. They selected the game “as a research site because of its intellectual demands, academic relevance, and networked peer support driving players to strive to learn and achieve higher levels of gaming skills” (p. 5). They wanted to understand “both the design and uptake of the game within the context of connected learning” (p. 5), so they interviewed both players and members of the game-development team. They found that players and developers both brought up learning in the interviews.

They found that StarCraft II is a learning environment in which many features of connected learning are present:

    • Competition
    • Production
    • Peer-support
    • Interest-powered learning
    • Community
    • Openly-networked supports, provided both my the designers of the game and the community of players
    • Social interaction and expertise that translates across contexts (home, school, public IRL, online)
They found that “several design features of the game…. enable both the competitive and productive practices at play within the community” and that participation in the game “offers participants a chance to develop soft skills that seem highly relevant to future work environments, characterized by constant competition and nonstop learning” (p. 43).
“...at the core of learning that takes place within StarCraft II is a model in which players are connected by media content developed by players themselves, using the game editing tools or other social network tools, as well as an active and peer-supported social network.” (p. 5)
“...continuous participation within an ecosystem of technology-centered learning circles can help deepen the participants’ expertise and social skills.” (p. 43)
“Players can move at their own pace, take advantage of a diverse set of resources created by other players, and are invited to contribute their own knowledge and expertise.” (p. 44).




April 1: Fool

We listened to Lovefool We glittered and glued I have rarely been so present As I was in that past


Found myself thinking, “I want to play a map game but like a handholdy one, not Breath of the Wild, what was that AV Club article that mentioned a bunch of map games, again?” and found this in my Pocket archive and re-read it and now I’m installing Horizon Zero Dawn on the PS4.


Bilandzic, M. (2013). Connected learning in the library as a product of hacking, making, social diversity and messiness. Interactive Learning Environments, 24(1), 158–177.

Bilandzic describes a study that “explored implications for design of interactive learning enviornments through 18 months of ethnographic observations of people’s interactions at “Hack the Evening” (HTE)… a meetup group initiated at the State Library of Queensland in Brisbane, Australia… dedicated to provide visitors with opportunities for connected learning in relation to hacking, making and do-it-yourself technology” (p. 1 in author’s copy; consult published version for final page number). The study aimed to address “how free-choice learning environments can provided connected learning opportunities, in particular through an interactive, participatory and inspiring socio-cultural context for learning?” (p. 3 in author’s copy; consult published version for final page number) and the following three related questions:

  1. What factors facilitate the connected learning experience of members within the group?
  2. How does the public library as a location for the meetup group affect the participants’ learnign experience?
  3. What are challenges and barriers for connected learning as experienced by the group, and how can libraries address those? (p. 3 in author’s copy; consult published version for final page number)
Two factors contributed to HTE’s success as a connected learning environment: uncoordinated interactions between participants and diversity in participants’ backgrounds, skills, and expertise. Designing environments that facilitate these interactions through an “open, uncoordinated and flexible meeting agenda” (p. 24 in author’s copy; consult published version for final page number) and invite diverse participants in can create space for connected learning to take place.

Bilandzic draws a distinction between events like Hack the Evening and traditional “free-choice learning  environments” such as libraries and museums “where learning is primarily supported through the physical environment” (p. 24 in author’s copy; consult published version for final page number). HTE focuses on designing a socio-cultural context where people can learn not only in a self-directed manner, but also socially and collaboratively. [Bilandzic’s emphasis on socio-cultural context is consonant with Lloyd’s and others’ work on sociocultural models of information literacy.]

Bilandzic offers four suggestions for interventions to help overcome barriers for connected learning:

  1. Increasing the awareness of social learning opportunities within a learning environment
  2. Facilitating an open, collaborative and interactive culture among users in learning environments
  3. Providing access to contempoerary learning tools and materials for “learning-by-doing” activities
  4. Supporting informal socialisation and hangouts between participants inside as well as outside the learning space premises and opening hours (p. 25 in author’s copy; consult published version for final page number).







You might look at Archive of Our Own, which has a large volunteer cohort of tag wranglers, and the work of Ludi Price on the information behavior of fans, when you get around to exploring how people manage large taxonomies and combine free text with controlled vocabularies.