Presenter - Victoria Carrington
22/08/08 - UniSA
Email: Victoria.carrington@unisa.edu.au
Blog: Victoriacarrington@blogspot.com
We live in a ‘beta’ culture – everything is still in progress and its messy.
Crisis creates change.
Web 3.0 - Ubiquitous connectivity, semantics, ‘beta’ culture.
Mentoring and scaffolding – informal learning – collaborating.
Web 2.0 / 3.0 is allowing ‘online’ Community of Practice.
This is stuff people have always done – it’s just that they can share it now online.
Web 2.0 allows people to construct and rehearse their identity
Virtual Worlds – as a part of the Web 3.0 – it’s about being ‘together’.
Virtual Worlds for young people
10 and under - Neopets, BarbieGirls (branded), WebKinz, Club Penguin
20 and under – WeeWorld (mirror of actual world), Habbo, Gaia, Club Penguin, Whyville (educational)
Second Life (role play)
Virtual Worlds allow endless customization – consumption/consumer activity
DIY virtual worlds: Cyworld (South Korea) – like social networking sites – powerful pedagogic work
Participatory culture – play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgement, networking, negotiation (Jenkins et al 2006)
In order to function effectively you need to be able to engage in a range of ‘text’ – we are a text based culture – you need to be able to learn digital literacy skills in the actual digital world – education needs to engage with the digital environment to be effectively teaching these skills
Participatory predatory – model of literacy – participatory culture
22/08/08 - UniSA
Email: Victoria.carrington@unisa.edu.au
Blog: Victoriacarrington@blogspot.com
We live in a ‘beta’ culture – everything is still in progress and its messy.
Crisis creates change.
Web 3.0 - Ubiquitous connectivity, semantics, ‘beta’ culture.
Mentoring and scaffolding – informal learning – collaborating.
Web 2.0 / 3.0 is allowing ‘online’ Community of Practice.
This is stuff people have always done – it’s just that they can share it now online.
Web 2.0 allows people to construct and rehearse their identity
Virtual Worlds – as a part of the Web 3.0 – it’s about being ‘together’.
Virtual Worlds for young people
10 and under - Neopets, BarbieGirls (branded), WebKinz, Club Penguin
20 and under – WeeWorld (mirror of actual world), Habbo, Gaia, Club Penguin, Whyville (educational)
Second Life (role play)
Virtual Worlds allow endless customization – consumption/consumer activity
DIY virtual worlds: Cyworld (South Korea) – like social networking sites – powerful pedagogic work
Participatory culture – play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgement, networking, negotiation (Jenkins et al 2006)
In order to function effectively you need to be able to engage in a range of ‘text’ – we are a text based culture – you need to be able to learn digital literacy skills in the actual digital world – education needs to engage with the digital environment to be effectively teaching these skills
Participatory predatory – model of literacy – participatory culture
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