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Interests-in-motion in an informal, media-rich learning setting

机译:在非正式的,内容丰富的学习环境中的运动兴趣

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Much of the literature related to connected learning approaches youth interests as fixed on specific disciplines or activities (e.g. STEM, music production, or game design). As such, mentors design youth-focused programs to serve those interests. Through a micro-ethnographic analysis of two youth’s Minecraft-centered gameplay in a public library, this article makes two primary contributions to research on learning within, and the design of, informal, media-rich settings. First, rather than approach youth interests as fixed on specific disciplines or activities (e.g. STEM, music production, or video games), this article traces youth interests as they spark and emerge among individuals and groups. Then, it follows those interests as they subsequently spread over time, becoming interests-in-motion. Second, recognition of these interests-in-motion can lead mentors to develop program designs that enable learners to work with artifacts (digital and physical) that learners can progressively configure and re-configure over time. Mentors, then, design-in-time as they harness the energy surrounding those emergent interests, creating extending learning opportunities in response.
机译:与关联学习有关的许多文献都着眼于特定学科或活动(例如STEM,音乐制作或游戏设计)的青年兴趣。因此,导师设计了针对年轻人的课程来服务于这些兴趣。通过对两个年轻人在公共图书馆中以Minecraft为中心的游戏进行的人种学分析,本文对研究非正式学习和设计丰富的媒体环境做出了两个主要贡献。首先,本文不是针对特定学科或活动(例如STEM,音乐制作或视频游戏)中固定的青年兴趣,而是跟踪青年兴趣在个人和团体中的兴起和兴起。然后,随着这些利益随时间的流逝而逐渐发展起来,成为运动中的利益。其次,对这些运动兴趣的认识可以促使导师开发程序设计,使学习者能够使用人工学习的东西(数字和物理),随着时间的推移,学习者可以逐步对其进行配置和重新配置。然后,导师在利用这些新兴兴趣周围的能量时及时进行设计,从而创造出扩展的学习机会作为回应。

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