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Constructing Place: The Relationship between PlaceMaking and Sociability in Networked Environments

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Marisa Ponti, G teborg University, Sweden. Lausanne, October 7, 2004. 2. A quote... (Lee, Danis, Miller & Young, 2001). 7. A Typical Classroom. 8 ... – PowerPoint PPT presentation

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Title: Constructing Place: The Relationship between PlaceMaking and Sociability in Networked Environments


1

Constructing Place The Relationship between
Place-Making and Sociability in Networked
Environments A Condition for Productive Learning
Environments Thomas Ryberg, Aalborg University,
Denmark Marisa Ponti, Göteborg University,
Sweden Lausanne, October 7, 2004
2
A quote
  • I feel at home in this forum when a site makes
    you feel this way, it means that it's not just a
    virtual space, but something you live in and you
    make it yours. It feels like being at home!
  • (Source Post from eLearningtouch.it)

3
Are Virtual Spaces Designed to Support Social
Contexts?
  • Pitfalls
  • Focus on technical functionalities
  • Idea that technology-mediated and face to face
    social interactions follow the same patterns
  • Framing behaviour around space and not place

4
  • What fosters a social context?

5
  • Two Beliefs
  • One A sense of place is necessary for a social
    context
  • Two Non-educational environments can tell us
    something about place-making and learning

6
Notion of Place
  • Not a hollow container, but
  • it encodes the cultural and social
    understanding of the behaviour and actions
    appropriate to an environment
  • (Lee, Danis, Miller Young, 2001).

7
A Typical Classroom
8
Elements of the Interior Classroom Space
9
Is Network a Non-Place?
  • It is not any particular space, but a generic
    space. Its context is no context at all. Its
    difference is indifferenceThe Internet is a
    generic space. It is no particular space. Indeed,
    networks are themselves by definition lifted-out
    spaces
  • (Lash, 2001)

10
Place-Making Some Theoretical Basis
  • We act on things based on what they mean for us
  • We create meaning of things by engaging in social
    interactions
  • We change meanings over time

11
Sharing a Territory Three Forms of Knowledge
  • Sensation
  • Use
  • Articulation

12
Setting the scene a small story from my own
life-world
  • Before English teaching navigating complex
    strategy games
  • Beat me playing Magic the gathering complex
    card game
  • Jumped on the net to search for useful cards for
    his deck
  • Bored in English class too easy
  • Only allowed to look at the cards in the break
    entertainment and not learning
  • What do we legitimize as cultural, meaningful
    learning?

Picture of Nephew
13
Assumption
  • From informal sources we can gain valuable
    knowledge on both learning and place-making
  • Game environments researched through the lens of
  • Socio-cultural theories of learning Wenger,
    Engeström
  • Theories from Urban Planning - Chastian

14
The theories
  • Learning theory
  • engaging in real-world practices and activities
  • contributing actively to a community or
    collaboratively creating new systems of activity
  • production of knowledge, meaning and identity
  • Urban planning
  • Builders part of their culture
  • Participate in the collective activities that
    characterise a place
  • Being familiar with the processes of local
    production and the ways in which people live
    there

15
What can we possibly learn from this?
16
Well place-making!
17
Participation, engagement, production!
18
Three concepts important to place-making and
learning
  • Co-production
  • Expanding the range of activities for the
    community
  • Contribute to real world social practices
  • Participants in and co-producers of the culture
    and the environment they inhabit
  • Sense of mastery
  • Strong sense of being in control of oneself
  • Gradual improvement of ability
  • Being recognized
  • Nurturing of identity
  • Developing a identity of participation
  • Belonging to a community and having ones
    competence as a member recognized
  • Developing learning trajectories that spans past,
    present and future

19
Concluding remarks
  • Ability to create a place resides in knowing how
    the other participants use the place, as well as
    in the process of co-constructing meaning,
    practice and activities
  • Not just pointing to a fun factor or that e.g.
    games seem to motivate people but seriously
    asking what are people learning from games or
    other so-called entertainment activities
  • What sort of cognitive, cultural skills do
    people learn by engaging in such
    practices/activities.
  • How does it contribute to their development of
    identity and learning trajectories
  • What does it mean for education if young people
    are increasingly becoming co-producers in their
    self-selected environments?
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