Quote: "This kind of learning [geeking out] highlights the importance of understanding the power of collaboration. It includes the ways in which the social functions of hanging out and the exploratory functions of messing around can be harnessed and compounded, through collaboration, to produce specialized knowledge networks and Internet-based communities and organizations." Yet another way to look at the "new culture of learning" is through a series of "practices." The transition of change includes a "focus from social agency to personal agency" and to take technology as an "extension of oneself." The process must lead to personal interest and identifying the self amongst many to share with.
Question: The chapter ends with an excellent question that I in turn ask myself, "How can I utilize the available resources, both social and technological, for deep exploration?" The last thing I want, is to find my blog and all my work in the various social media whither away because I cannot uphold the time and effort that is demanded to do so. Because I am new to all this, I feel as if my work is slow and extremely hard to continually proceed, unless it becomes indwelling.
Connection: Finally, I understand where this class was going with the three badges we are to be awarded at the end of the course, which is named to reference this exact chapter. I can clearly see where I stand, from "hanging out...learning how to be with others in spaces that are mediated by digital technology" to making my way to "messing around...[and] begin to take an interest in and focus on the workings and content of the technology and media themselves, tinkering, exploring, and extending [my] understanding." Now, I must visualize my own goals in able to reach "geeking out."
CHAPTER 9:THE NEW CULTURE OF LEARNING FOR A WORLD OF CONSTANT CHANGE
Quote: "In order to succeed, players immerse themselves in the game, creating and constructing identities, relationships, and practices that constitute deep and profound acts of imagination. And that act of immersion is itself, at base, an act of imagination and collaboration." What's important to note here, is the "deep and profound acts of imagination," is what will enable one to adapt to a changing environment. The skill to do so is developed through practicing creativity, and to be creative requires the knowledge of what already is the "norm," then to move past that and contribute. Imagination essentially, from my understanding, is a full cycle, a wheel that spins and takes you to various places, never treading on the same path twice; yet, at the same time requires leading and following as part of nature. The more help spinning that wheel, with the power of many, will allow greater growth in unfamiliar areas.
Question: How do you prevent gaming from becoming an addiction, over consuming of one's time, and distracting from other learning opportunities?
Connection: The problem I've faced when introducing "games" in the classroom, is getting students to break out of their shell. Furthermore, it's difficult to make time for games that can only focus on a small chunk of material while taking a long period of time to play. Although, quite effective, there is too much in curriculum to cover with not enough time to teach all in the same manner. Finding a way to introduce a gaming environment as ideal learning environments will be harder said than done.
Epiphany/Aha: "...if a game is good, you never play it the same way twice." A great quote for teachers, and myself, to ensure that our lessons be as interesting as unique to the group of students per class and to avoid settling for comfortable and easy. To be good requires thought and direction for multiple ways of learning. Material used in classes should constantly be updated and reformatted to improve one's own practice.
Reference:
Thomas, D. & Brown, J. (2011). A New Culture of Learning: Cultivating the Imagination for a World of Constant Change (Kindle Ed.). CreateSpace.