Affinity spacesste mxcon13
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Tropf - Anity Spaces Slide
Anity Spaces as Learning
Tools
1
Tropf - Anity Spaces Slide
About Me
2(Gee, 2004)
Doctoral Candidate: School Psychology @ University of Florida
Specialization: Program Evaluation
Minor: Research & Evaluation Methodology
Dissertation (Pending): Motivation, Goal Orientation, and Academic Performance in Educational Games and Anity Spaces
School Psychology Intern with Alachua County Public Schools (Gainesville, Florida area)
Co/founder & CEO of Immersed Games (early ed tech startup)
Tropf - Anity Spaces Slide
Agenda
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1
Agenda
3
Tropf - Anity Spaces Slide
1Literature
ReviewC ommunity of Practice
Affinity Space
2
Agenda
3
Tropf - Anity Spaces Slide
1Literature
ReviewC ommunity of Practice
Affinity Space
2Research
On Affinity Spacesfor Learning
3
Agenda
3
Tropf - Anity Spaces Slide
1Literature
ReviewC ommunity of Practice
Affinity Space
2Research
On Affinity Spacesfor Learning
3
Agenda
3
Tropf - Anity Spaces Slide
1Literature
ReviewC ommunity of Practice
Affinity Space
2Research
On Affinity Spacesfor Learning
3Examples
from Case Studies& research
4
Agenda
3
Tropf - Anity Spaces Slide
1Literature
ReviewC ommunity of Practice
Affinity Space
2Research
On Affinity Spacesfor Learning
3Examples
from Case Studies& research
4Classroom
ImplementationIdeas & discussionfor implementing
Agenda
3
Tropf - Anity Spaces Slide
LiteratureReview
4
Impacting the way people learn
Children now learn frequently in informal settings
Gee argues:
Learning process is more ecient when the learning becomes part of a culture
Learner becomes more involved with learning
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Technological Changes
5
if students think of themselves as scientists, how wil l this impact their practices?
(Gee, 2004)
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“Groups of people who share a concern or passion for something they
do and learn how to do it better as they interact regularly.”
Community of Practice
(Wenger, 2009)
Learning is deeply tied to identity
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Identity within a Community of Practice
7
BecomingSkillful
Developingan Identity+
one process
membership motivates & provides meaning
(Lave, 1991)
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1
Problems Applying Community of Practice
“Community” has connotations of belonging & personal ties (not necessarily accurate)
2 “Community” implies people are ‘members’ (not necessarily anymore)
3 “Community of Practice” term broadly used(makes organizing research dicult)
to online spaces
(Cox, 2005; Gee, 2005; Hayes & Duncan, 2012)
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Online environment where people are organized around a common
endeavor or interest.
Anity Spaces
(Gee, 2004)
Tropf - Defense Slide
Anity Space
Generator
Content Portals
people engage with content through (such
as forums)
for the content to be about(such as the game)
10(Gee, 2005)
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Features of Anity Spaces
11(Gee, 2005)
Common endeavor, not race, class, gender, or disability, is primary.
1
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Features of Anity Spaces
12(Gee, 2005)
Newbies and masters and everyone else share common space.
2
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Features of Anity Spaces
13(Gee, 2005)
Some portals are strong generators.
3
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Features of Anity Spaces
14(Gee, 2005)
Content organization is transformed by interactional organization.
4
content often changed based on portal discussionsstudents get a real impact
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Features of Anity Spaces
15(Gee, 2005)
Both intensive and extensive knowledge are encouraged.
5
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Features of Anity Spaces
16(Gee, 2005)
Both individual and distributed knowledge are valued.
6
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Features of Anity Spaces
17(Gee, 2005)
Dispersed knowledge is encouraged.
7
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Features of Anity Spaces
18(Gee, 2005)
Tacit knowledge is usedand honored.
8
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Features of Anity Spaces
19(Gee, 2005)
There are many dierent forms and routes to participation.
9
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Features of Anity Spaces
20(Gee, 2005)
There are lots of dierent routes to status.
10
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Features of Anity Spaces
21(Gee, 2005)
Leadership is porous and leaders are resources.
11
Extension of spaces onto social media
Anyone can publish, create a new portal, become a generator
Participation multimodal: videos, user art, podcasts, etc.
Increased expectation for this type of sharing
Even more distributed knowledge - multiple portals
Socializing important (doesn’t all have to be on the endeavor)
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Impact of Social Media
22(Lammers et al., 2012)
also lets new members engage with low risk
Characteristics of anity spaces often not present in classrooms (or more weakly present than online)
Digital natives have access to many anity spaces
Dierent, and possibly more powerful, way to learn & have identity, with anyone developing skills & becoming a leader
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Anity Spaces & Classrooms
23
“What these young people see in school may pale by comparison”
-Gee
(Gee, 2004; Gee, 2005; Squire, 2008)
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Research
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Most research case studies & individual observation such as in ethnography and qualitative research
Tropf - Anity Spaces Slide
Quick Summary
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Fields & Kafai (2007) observed students playing game together
learned by asking questions of strangers or club members in game or helping each other oine
Davies (2006) found learning is social, motivated, embedded in the
participant’s life, enjoyable, and compelling
social patterns around sharing information
development of literacy around games & spaces
Steinkuehler and King (2009) at-risk boys playing game used literacy for
problem solving, researched and created resources, and synthesized information
Thomas (2005) students spent hours improving literacy to improve engagement online
Steinkuehler and Duncan (2008) found most posts for game reflected scientific literacy
Tropf - Anity Spaces Slide
Examples
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Looked at learning through online photography space
Concluded learning taking place was:
Social
Motivated
Embedded in participant’s life
Enjoyable
Compelling
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Online Learning Site
27(Davies, 2006)
Tropf - Anity Spaces Slide 28
Observed online role-playing & fan fiction around Middle Earth
Literature behavior was the most highly valued form of participation & ability in community
Students spent hours improving literacy in order to improve their abilities in the online space
A student explained that since his character was supposed to sound intelligent, he spent lots of time studying how to improve his English - in books, society, articulate people
Students didn’t think of their community as being a ‘learning community’
Tropf - Anity Spaces Slide
Tolkein Fan-Fiction
29(Thomas, 2005)
After School Program with World of Warcraft
for at-risk boys
develop literacy practices using forums
Observed students:
using literacy for problem-solving
researching
creating multi-modal game resources online
synthesized information over multiple resources
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After-School with WoW
30(Steinkuehler & King, 2009)
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Coding WoW forum posts on scientific literacy framework
86% of posts included “social knowledge construction”
Most (65%) also had evidence of evaluative epistemology (i.e. treating knowledge as open-ended process of evaluation and argument)
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Examining WoW Forum Posts
32(Steinkuehler & Duncan, 2008)
used systems based reasoning 58% of posts
built on others’ ideas 37% of posts
used counter-arguments 37% of posts
used data and evidence 28% of posts
model-based reasoning 11% of posts
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does calculations on data
experiments
draws conclusions
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Classroom Implementation
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Anity spaces can be online or oine
Try to think in terms of these types of interactions
Can you adopt these?
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Make Your Classroom Like an Anity Space
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common endeavor is primaryencourages intensive and
extensive knowledgemany dierent forms and
routes to participation
newbies and masters and everyone else share common
space
encourages individual and distributed knowledge
lots of dierent routes to status
some portals are strong generators
encouraged dispersed knowledge
leadership is porous and leaders are resources
content organization is transformed by interactional
organization
uses and honors tacit knowledge
(Gee, 2005)
Remember:
Encouraging distributed/specialized knowledge for projects
Multiple ways to contribute
Multiple ways to leadership (which is fluid)
Encouraging identity with the subject
Can create an informal learning space in the classroom
8th Grade Language Arts Class Example
District 504 around Hunger Games to explore utopian/dystopia societies, connect with current events (eg: women’s rights for education), “grati” wall, digital media beliefs
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Make Your Classroom Like an Anity Space
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dystopian utopianstudent-created digital art on social issues
(Bruozas, 2013)
Classroom Wikipedia
Use existing anity space for students to engage in
Find an online portal for your area for students to contribute to -- or even in person in your local community
Example: Maker Culture (one portal: http://makerfaire.com)
Create your own online forum with assignments students post to it -- all of your classes can interact together, or even pair with multiple teachers
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Using Online Spaces
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Tools for Creating a Portal
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Name URL About
Edmodo https://www.edmodo.com Free social learning system
Wikispaces http://www.wikispaces.com Free Wiki creating for teachers
Free Forums http://www.freeforums.orgFree forums with lots of features
(advertising supported)
ActiveBoard http://activeboard.comEasy forums with unlimited user free plan (advertising supported, $8/mo to remove)
Lefora http://www.lefora.comSimple free forum, also ad supported or
ad removal
Students who didn’t use an online portal said it was because:
“I felt that I had nothing to contribute.”
“I find it’s not a very useful way to get answers.”
“I didn’t really need to.”
If you want participation, may need to guide at first
Tropf - Anity Spaces Slide
Practical Notes
41(Moore & Iida, 2010)
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DISCUSSION
?
42
Beavis, C., Apperley, T., Bradford, C., O’Mara, J., & Walsh, C. (2009). Literacy in the digital age: Learning from computer games. English in Education, 43(2), 162–175. doi:10.1111/j.1754-8845.2009.01035.x
Bruozas, M. (2013). Anity spaces at Gray school - Engaging and connected learning! Retrieved http://ccap-team.blogspot.com/2013/03/anity-spaces-at-gray-school-engaging.html
Cox, A. (2005). What are communities of practice? A comparative review of four seminal works. Journal of Information Science, 31(6), 527–540. doi:10.1177/0165551505057016
Davies, J. (2006). Anities and beyond! Developing ways of seeing in online spaces. E-Learning, 3(2), 217. doi:10.2304/elea.2006.3.2.217
DeVane, B. (2012). Whither membership? Identity and social learning in anity spaces. In E. R. Hayes & S. C. Duncan (Eds.), Learning in Video Game Anity Spaces (pp. 162–185). New York, NY: Peter Lang Publishing, Inc.
Fields, D. A., & Kafai, Y. B. (2007). Tracing insider knowledge across time and spaces: A connective ethnography in a teen online game world, 199–208.
Gee, J. P. (2004). Situated Language and Learning: A Critique of Traditional Schooling. New York, NY: Routledge.
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References
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Gee, J. P. (2005). Semiotic social spaces and anity spaces. In Beyond Communities of Practice (pp. 214–232). Cambridge: Cambridge UP.
Hayes, E. R., & Duncan, S. C. (2012). Expanding the Anity Space. In Learning in Video Game Anity Spaces (pp. 1–22). New York, NY: Peter Lang Publishing, Inc.
King, E. M. (2010). Exploring intersections between online and oine anity space participation (pp. 486–487). Presented at the International Conference of the Learning Sciences, International Society of the Learning Sciences.
Lammers, J. C., Curwood, J. S., & Magnifico, A. M. (2012). Toward an anity space methodology: Considerations for literacy research. English Teaching: Practice and Critique, 11(2), 44–58.
Lave, J. (1991). Situating learning in communities of practice. Perspectives on Socially Shared Cognition, 2, 63–82.
Moore, K., & Iida, S. (2010). Students’ perception of supplementary, online activities for Japanese language learning: Groupwork, quiz, and discussion tools. Australasian Journal of Educational Technology, 26(7), 966-979.
Steinkuehler, C., & Duncan, S. (2008). Scientific Habits of Mind in Virtual Worlds. Journal of Science Education and Technology, 17(6), 530–543. doi:10.1007/s10956-008-9120-8
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References
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Steinkuehler, C., & King, E. (2009). Digital literacies for the disengaged: creating after school contexts to support boys' game-based literacy skills. On the Horizon, 17(1), 47–59. doi:10.1108/10748120910936144
Steinkuehler, C., Compton-Lilly, C., & King, E. (2010). Reading in the context of online games, 222–229. Presented at the International Conference of the Learning Sciences.
Squire, K. (2008). Critical education in an interactive age. Mirror Images: Popular Culture and Education, 105–125.
Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. New York: Teachers College Press.
Thomas, A. (2005). Children online: learning in a virtual community of practice. E-Learning and Digital Media, 2(1), 27–38.
Wenger, E. (2000). Communities of Practice and Social Learning Systems. Organization, 7(2), 225–246. doi:10.1177/135050840072002
Wenger, E. (2009, January 31). Communities of practice: a brief introduction. Ewenger.com. Retrieved January 12, 2013, from http://www.ewenger.com/theory/
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References
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