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        <title><![CDATA[Henry Keil : Weblog items tagged with IDGBL2009]]></title>
        <description><![CDATA[The weblog for Henry Keil, hosted on Holyrood Park.]]></description>
        <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/hkeil/weblog/</link>        
        <item>
            <title><![CDATA[Teaching in Informal Learning]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/hkeil/weblog/1986.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/hkeil/weblog/1986.html</guid>
            <pubDate>Sat, 14 Mar 2009 15:27:20 GMT</pubDate>
		<dc:subject><![CDATA[affinity spaces]]></dc:subject>
		<dc:subject><![CDATA[informal learning]]></dc:subject>
		<dc:subject><![CDATA[Game-based learning]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p>On their Web-site Game Based Learning (<a href="http://www.gamebasedlearning.org.uk/">http://www.gamebasedlearning.org.uk/</a>) James P. Gee and Elizabeth Hayes present a short paper on '<em><strong>Public Pedagogy through Video Games: Design, Resources and Affinity Spaces</strong></em>' (<a href="http://www.gamebasedlearning.org.uk/content/view/59/">http://www.gamebasedlearning.org.uk/content/view/59/</a>) in which they exemplify and critique the notion that informal learning outside school compares rather favourably with formal learning within.<br />At the heart of this article is the concept of '<em>Affinity Space</em>' where people with common interests meet and interact to further their passion. Interestingly these <em>Affinity Spaces</em> may be real or virtual and often are not within a school or University environment. In these informal spaces learning happens in the absence of clear rules, hierarchies or social preconceptions, just the opposite of the learner's experience derived from formal learning spaces.</p><p>For these spaces Gee and Hayes advocate the existence of a 'popular culture' which delivers as they call it 'public pedagogy', often in direct competition with the traditional school pedagogy.<br />As a case in point for this assertion they present the case of a young unassuming girl, Jade, who attends after-school activities aimed at encouraging girls to become more technology-interested.</p><p>As Jade was competent in playing the game 'The Sims' it occured to her that it would be nice if she could wear her real fashion clothes in this simulation game. As this was a task her tutors could not help her with they pointed her towards Photoshop with the intent to create and adapt digital images of her favourite clothing and then projecting them onto the avatars in Sims using appropriate game 'mods'.<br />And apparently in many hours of hard work she did mange to work out not only how to do this but also to showcase it to her fellow female students; she was also asked to train those who were keen to learn how to do it themselves.</p><p>Thereafter Jade learnt how to upload her clothes onto the Internet for more people to use them thus obtaining glowing feedback and boosting her normally low self-esteem in the process.<br />The next natural step for Jade was to replicate this approach for the Second Life platform with the difference that this time she could actually sell her products for Linden Dollars and ultimately make real money. </p><p>Whilst she was undertaking these tasks Jade spent a considerable time within certain <em>Affinity Spaces</em> talking to others and reading relevant sources material. In the process Jade did not only learn the specific technical skills within the context of this project but managed to acquire several important transferable skills such as problem-solving and (online) communication, information literacy and teaching skill, and&nbsp; finally how to run a (virtual) business. And all this outside the formal learning space.<br /><br />This obviously begs the question - are we over-teaching during formal contact hours and if yes how can we engage students to learn more informally outside reduced class time. Because there is always the temptation by some learners not to engage in the absence of controlled and supervised learning it will be the role and responsibility of the tutor to identify appropriate activities and affinity spaces tailored to the individual learner and their project.<br />This way the student may transform from a consumer to a 'prosumer' on the Web i.e. a person who generates and produces content of interest to the wider learning community.</p><p>Is this what is meant by Education 2.0? </p>]]></description>
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