虚拟空间中的动态学习:意义的生产者和消费者。

S. Abrams, J. Rowsell
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引用次数: 4

摘要

21世纪的教育包括动态学习,这种学习因固定和多变的虚拟空间中的互动而变得复杂,考虑学生作为互动技术的生产者和消费者的权力、代理和意识程度是很重要的。在学校之外,学生参与意义创造实践,媒体,如视频游戏和网站,拥抱某些“权力技术”——空间、监视和记录(福柯,1977)——来塑造消费者的思维和行为。本文呼吁关注学生和媒体管理者在权力结构的发展和维护中的作用,对学生与虚拟文本的互动以及生产者/设计师在塑造读写体验方面的关键影响提出了新的理解。一项对30家媒体网站(如Club Penguin和MyPopStudio)生产商进行的为期3年的纵向研究,以及对4名青少年游戏玩家和他们玩电子游戏的情况进行的为期8个月的研究,都揭示了促进和限制学生导航型读写能力的监管措施。了解这些虚拟空间的动态,以及它们如何调节和创造一种依赖于协作和沟通的学习文化,教育工作者可以利用学生培养的合作技能,帮助学生磨练对数字素养的批判性敏感性和理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamic Learning in Virtual Spaces: Producers and Consumers of Meaning.
Twenty-first century education includes dynamic learning that is complicated by interactions in both fixed and protean virtual spaces, and it is important to consider the degree of power, agency, and awareness students have as producers and consumers of interactive technology. Outside of school, students engage in meaning making practices, and media, such as video games and websites, embrace certain “technologies of power”—space, surveillance, and documentation (Foucault, 1977)—to shape consumers' thinking and behavior. This article calls attention to the role of students and media executives in the development and maintenance of power structures, presenting new understandings of students' interactions with virtual texts and the producers'/designers' critical influence in shaping literacy experiences. Data from a three-year longitudinal study of thirty media producers of sites, such as Club Penguin and MyPopStudio, and an eight-month study of four adolescent gamers and their video game playing both reveal regulatory measures that promote and constrain student-navigated literacies. Understanding the dynamics of these virtual spaces and how they regulate and create a learning culture that hinges on collaboration and communication, educators can capitalize on the cooperative skills students develop and help students hone a critical sensitivity and understanding of their digital literacies.
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