Notes
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.
Kumasi, K. (2014). Connected learning: Linking academics, popular culture, and digital literacy in a Young Urban Scholars Book Club. Teacher Librarian, 41(3), 8â15.
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., & TekinbaĹ, 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 âas 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 skillsâ (p. 5). They wanted to understand âboth the design and uptake of the game within the context of connected learningâ (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:
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- 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)
â...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.â (p. 5)
â...continuous participation within an ecosystem of technology-centered learning circles can help deepen the participantsâ expertise and social skills.â (p. 43)
âPlayers 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.â (p. 44).
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), 158â177.
Bilandzic describes a study that âexplored implications for design of interactive learning enviornments through 18 months of ethnographic observations of peopleâs interactions at âHack the Eveningâ (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 technologyâ (p. 1 in authorâs copy; consult published version for final page number). The study aimed to address âhow free-choice learning environments can provided connected learning opportunities, in particular through an interactive, participatory and inspiring socio-cultural context for learning?â (p. 3 in authorâs copy; consult published version for final page number) and the following three related questions:
- What factors facilitate the connected learning experience of members within the group?
- How does the public library as a location for the meetup group affect the participantsâ learnign experience?
- What are challenges and barriers for connected learning as experienced by the group, and how can libraries address those? (p. 3 in authorâs copy; consult published version for final page number)
Bilandzic draws a distinction between events like Hack the Evening and traditional âfree-choice learning  environmentsâ such as libraries and museums âwhere learning is primarily supported through the physical environmentâ (p. 24 in authorâs 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:
- Increasing the awareness of social learning opportunities within a learning environment
- Facilitating an open, collaborative and interactive culture among users in learning environments
- Providing access to contempoerary learning tools and materials for âlearning-by-doingâ activities
- Supporting informal socialisation and hangouts between participants inside as well as outside the learning space premises and opening hours (p. 25 in authorâs 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.