Developments in interactive media practices of young people (ECE2011)

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Developments in interactive media practices of youths Antoine van den Beemt – 2011

description

Presentation for ECE2011 conference. For details see http://www.ece.salford.ac.uk/

Transcript of Developments in interactive media practices of young people (ECE2011)

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Developments in interactive media practices of youths

Antoine van den Beemt – 2011

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Contents• theory: learning ecology

• research

• conclusion: consequences for learning/education

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Conclusion• don’t ask: which technology to use as

learning tool?

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Conclusie• don’t ask: which technology to use as

learning tool?

• instead: how to connect with the diversity of experiences and preferences of students, starting from a specific learning problem.

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Contemporary youth

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Contemporary youth- impatient, short attention span- always online and connected- networking as a lifestyle - learning by doing, no books- purposeful and practical- multitasking

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Testing assumptions

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Research

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Research• Results

– intensive use

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Research• Results

– intensive use ≠ skilful use

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Research• Results

– intensive use ≠ skilful use– diversity in use

(Kutteroff & Behrens, 2009; Schulmeister, 2008; Van den Beemt, et al, 2011)

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Research• Results

– intensive use ≠ skilful use– diversity in use– specific sets of applications

(Eynon, 2010; Van den Beemt, et al, 2010)

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Research• Results

– intensive use ≠ skilful use– diversity in use– specific sets of applications– peers

(Van den Beemt, et al, 2010)

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Research• Possible responses?

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Research• Possible responses?

• Regardless of the use of interactive media

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Theoretical framework• social action

(Berger & Luckmann, 1966)

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Theoretical framework• social action

• experiences, skills and preferences

(Barron, 2006)

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Theoretical framework• social action

• experiences, skills and preferences

• learning ecology

(Siemens, 2003)

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Theoretical framework• social action

• experiences, skills and preferences

• learning ecology

• interactive media

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Theoretical framework

patterns of

interactive media participation

(Van den Beemt et al, 2010) (Barron, 2006)

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Research

Developments in patterns of interactive media participation

among students

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Research

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• 4 categories of activities:– Browsing– Performing– Interchaning– Authoring

(Van den Beemt, Akkerman, & Simons, 2010, 2011)

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Research

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• 4 categories of activities:– Interacting– Performing– Interchanging– Authoring

(Van den Beemt, Akkerman, & Simons, 2010, 2011)

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Research

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• 4 categories of users:– Traditionalists– Gamers– Networkers– Producers

(Van den Beemt, Akkerman, & Simons, 2010, 2011)

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Research

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• Traditionalists:

(Van den Beemt, Akkerman, & Simons, 2010)

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Research

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• Gamers:

(Van den Beemt, Akkerman, & Simons, 2010)

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Research

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• Networkers:

(Van den Beemt, Akkerman, & Simons, 2010)

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Research

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• Producers:

(Van den Beemt, Akkerman, & Simons, 2010)

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Research

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• 4 categories of users:

Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2009) Jongeren en interactieve media: diversiteit in het gebruik van interactieve media onder jongeren. Kennisnet, Zoetermeer

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• 4 categories of users:

interacting

Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2009) Jongeren en interactieve media: diversiteit in het gebruik van interactieve media onder jongeren. Kennisnet, Zoetermeer

Research

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interactingperforminginterchangingauthoring

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Research

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• 4 categories of users:

interactingperforminginterchangingauthoring

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Research• diversity in activities: stable

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Research• diversity in activities: stable

• diversity in participation: dynamic

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Consequences for education• content production

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Consequences for education• content production

• motivation for out of school use ≠ learning in school

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Consequences for education• content production

• motivation for out of school use ≠ learning in school

• diversity

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Consequences for education

DIVERSITYexperiences, skills,

preferences

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Consequences for education

Learning ecology:experiences, skills,

preferences

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Consequences for education• addressing by:

– permanent status feedback (games)

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Consequences for education• addressing by:

– permanent status feedback (games)– group assignments, peer feedback

(networkers)

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Consequences for education• addressing by:

– permanent status feedback (games)– group assignments, peer feedback

(networkers)– text-based assignments (traditionalists,

networkers)

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Consequences for education• addressing by:

– permanent status feedback (games)– group assignments, peer feedback

(networkers)– text-based assignments (traditionalists,

networkers)– (single player) casual games + group

assignments

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Conclusion• don’t ask: which technology to use as

learning tool?

• instead: how to connect with the diversity of experiences and preferences of students, starting from a specific learning problem.

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• antoine @ manabi.nl

• www.manabi.nl

• @avdbmt

• resgamedu.blogspot

Antoine van den Beemt – 2011