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No pain, no game: use of an online game to explore issues of online identity and the implications for collaborative e-learning

机译:没有痛苦,没有游戏:使用在线游戏来探索在线身份问题以及对协作式电子学习的影响

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摘要

As computer-mediated communication (CMC) is becoming more mainstream in higher education (HE), the issue of social interaction online and its impact on learning has been raised. CMC theorists have argued that shared group identity produces the online social presence necessary for successful interaction but that other identities may be inhibiting. Meanwhile, advocates of the liberating potential of online communication have drawn on postmodern interpretations of identity to argue that the online world offers freedom from the constraints of social identities such as gender and class, but critics argue that social behaviours and stereotypes are not transcended but are reproduced through language and style. Salmon's five-step model promotes social interaction as a basis for collaborative e-learning, but it does not encourage such a critical exploration of online identity. To address these issues, this article explores the development and use of an online identity creation game to examine how participants respond to making online identity more visible, and to review the implications for e-learning. Discourse analysis was used to study the game from a researcher-participant perspective. Nearly all players pursued a low-risk strategy of concentrating on their own identity rather than on those of peers and were anxious about applying social conventions online. While many understood how online identity is constructed though descriptive text, only a minority was aware that style and language can also create identity, thus exhibiting what we term online 'listening' skills. The game made transparent some of the difficulties in developing the online presence required for collaborative e-learning and suggests a more general need for learners to acquire familiarity with the processes of online identity construction.
机译:随着计算机介导的交流(CMC)在高等教育(HE)中变得越来越主流,在线社交互动问题及其对学习的影响也日益凸显。 CMC理论家认为,共享的群体身份会产生成功进行互动所必需的在线社交状态,但其他身份可能会受到抑制。同时,倡导网络交流潜力的倡导者利用对身份的后现代解释认为,网络世界提供了不受性别和阶级等社会身份约束的自由,但批评者认为,社会行为和刻板印象并没有超越,而是被超越了。通过语言和风格进行复制。 Salmon的五步模式促进了社交互动,将其作为协作式电子学习的基础,但它并不鼓励对在线身份进行如此严格的探索。为了解决这些问题,本文探讨了在线身份创建游戏的开发和使用,以研究参与者如何响应使在线身份更加可见,并回顾其对电子学习的影响。话语分析用于从研究者与参与者的角度研究游戏。几乎所有参与者都追求低风险的策略,即专注于自己的身份而不是同龄人的身份,并且急于在网上应用社交惯例。尽管许多人了解如何通过描述性文本来构造在线身份,但只有少数人知道样式和语言也可以创建身份,从而展现了我们所谓的在线“侦听”技能。该游戏使开发协作式电子学习所需的在线状态中的一些困难变得透明,并建议学习者更普遍地需要熟悉在线身份构建的过程。

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