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Participatiecultuur Kevin Proctor 
Stephanie de Smale Willem Olderaan FokkeLingeman
Agenda Participatiecultuur Interpretatie Reconfiguratie Constructie Top Down v.s. Bottom Up Software Mods Hardware Mod Serious Gaming Kortegeschiedeniseducatievecomputerprogramma’s Serious gaming in Nederland VoorbeeldGuardian of Eden Digital Immigrants v.s. Digital Natives Digital Divide
Participatiecultuur Participatie Interpretatie Reconfiguratie Constructie Participatie bij games wordt door Raessens onderverdeeld in drie domeinen: interpretatie, reconfiguratie en constructie. Is het binnen alle hedendaagse computergames mogelijk om te participeren binnen alle drie deze domeinen?
Participatiecultuur Interpretatie Active audience Encoding (Design/Production) Decoding (Reception/Consumption) Instead of writing a review or critique, digital cultural critics attempt to modify the program. (Schaefer 2008)
Participatiecultuur Reconfiguratie Exploratieve functie (Ryan 2001) Configuratieve functie (Ryan 2001)
Participatiecultuur Constructie Top Down v.s. Bottom Up Motivatie Communities
Participatiecultuur ,[object Object],Counter Strike Interface addons (bvWoW) SA-MP
Game Mods
Interface Addons
Interface Addons
Hardware Mods ,[object Object],[object Object]
Geschiedenis tot nu 40 jaar geleden Jaren ‘ 60 en ’70 Eind jaren ’70 Tegenwoordig
Redenen om te leren met ICT Onderwijs moet aansluiten bij belevingswereld van jongeren Onderwijs moet jongen voorbereiden: Op omgaan met grote hoeveelheid informatie Op de gevaren van de digitale wereld Integratie van ICT kan het onderwijs verrijken, verbeteren en aantrekkelijker maken voor docenten en leerlingen. Tevens kan het de administratieve lasten van docenten en management verminderen
Voordelen van leren met computer Computer heeft altijd tijd Computer wordt niet ongeduldig Leren met computer is interactief Computer geeft feedback
Tegenwoordig
Guardian of Eden
Digital Immigrantsvs Digital Natives “Childrenare establishinga relationship to knowledgegatheringwhich is aliento theirparents and teachers” (Green, Hannon,2007).
Digital Natives Opgegroeid met internet Student uit US 5000 u lezen 10000 u gamen Denken en verwerken informatie anders - nonlineair
Digital Immigrants Digitale tijdperk is een vreemde taal Aanpassen aan deze nieuwe omgeving
Digital Divide Faciliteiten op school Kennis/houding van docent “Our Digital Immigrant instructors, whospeakanoutdatedlanguage (that of the pre-digitalage), are struggling to teach a populationthatspeaksanentirelynewlanguage.
Literature Squire, K (2003). Video games in Education. International Journal of Intelligent Simulations and Gaming, 2(1).(download) Prensky, M (2001). Digital Natives, Digital Immigrants. On the Horizon, 9(5).(download) Barack, L (2009). Gaming for Change. School Library Journal, 55 (7).(download) Klopfer, E, Osterweil, S & Salen, K (2009)Movinglearning games forward. Obstaclesoppertunities & openness.(download) Schaefer, M (2008). Bastard Culture! Participation & the Extension of Cultural Industries. Amsterdam: Amsterdam University Press.
Youtube Links Counter Strike in RL – link Mario Kart in RL – link
Groepsdiscussie Is er een voorbeeld van een game die niet aan “Meaningful Play” voldoet? En indien dit het geval is, kunnen we dan nog wel van een game spreken?
Groepsdiscussie Hoe wordt er betekenis (meaning) gegeven aan de remediatie van entertainment en educatie, het zogenaamde edutainment, in de huidige computergame industrie?
Groepsdiscussie Zou de speelsheid in de cultuur een begrip zijn dat door de nieuwe huidige - met computers en digitale games opgegroeide - generatie een andere, meer betekenisvolle, nuttige en relevante lading gaat krijgen dan bijvoorbeeld bij diens opa's en oma's die zonder digitale games opgroeiden, in een ander tijdperk?
Groepsdiscussie “Speelt de speler de game, of bespeelt de game de speler? Wie is de baas over wie?”
Nmpc participatie

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Nmpc participatie

  • 1. Participatiecultuur Kevin Proctor 
Stephanie de Smale Willem Olderaan FokkeLingeman
  • 2. Agenda Participatiecultuur Interpretatie Reconfiguratie Constructie Top Down v.s. Bottom Up Software Mods Hardware Mod Serious Gaming Kortegeschiedeniseducatievecomputerprogramma’s Serious gaming in Nederland VoorbeeldGuardian of Eden Digital Immigrants v.s. Digital Natives Digital Divide
  • 3. Participatiecultuur Participatie Interpretatie Reconfiguratie Constructie Participatie bij games wordt door Raessens onderverdeeld in drie domeinen: interpretatie, reconfiguratie en constructie. Is het binnen alle hedendaagse computergames mogelijk om te participeren binnen alle drie deze domeinen?
  • 4. Participatiecultuur Interpretatie Active audience Encoding (Design/Production) Decoding (Reception/Consumption) Instead of writing a review or critique, digital cultural critics attempt to modify the program. (Schaefer 2008)
  • 5. Participatiecultuur Reconfiguratie Exploratieve functie (Ryan 2001) Configuratieve functie (Ryan 2001)
  • 6. Participatiecultuur Constructie Top Down v.s. Bottom Up Motivatie Communities
  • 7.
  • 11.
  • 12. Geschiedenis tot nu 40 jaar geleden Jaren ‘ 60 en ’70 Eind jaren ’70 Tegenwoordig
  • 13. Redenen om te leren met ICT Onderwijs moet aansluiten bij belevingswereld van jongeren Onderwijs moet jongen voorbereiden: Op omgaan met grote hoeveelheid informatie Op de gevaren van de digitale wereld Integratie van ICT kan het onderwijs verrijken, verbeteren en aantrekkelijker maken voor docenten en leerlingen. Tevens kan het de administratieve lasten van docenten en management verminderen
  • 14. Voordelen van leren met computer Computer heeft altijd tijd Computer wordt niet ongeduldig Leren met computer is interactief Computer geeft feedback
  • 17. Digital Immigrantsvs Digital Natives “Childrenare establishinga relationship to knowledgegatheringwhich is aliento theirparents and teachers” (Green, Hannon,2007).
  • 18. Digital Natives Opgegroeid met internet Student uit US 5000 u lezen 10000 u gamen Denken en verwerken informatie anders - nonlineair
  • 19. Digital Immigrants Digitale tijdperk is een vreemde taal Aanpassen aan deze nieuwe omgeving
  • 20. Digital Divide Faciliteiten op school Kennis/houding van docent “Our Digital Immigrant instructors, whospeakanoutdatedlanguage (that of the pre-digitalage), are struggling to teach a populationthatspeaksanentirelynewlanguage.
  • 21. Literature Squire, K (2003). Video games in Education. International Journal of Intelligent Simulations and Gaming, 2(1).(download) Prensky, M (2001). Digital Natives, Digital Immigrants. On the Horizon, 9(5).(download) Barack, L (2009). Gaming for Change. School Library Journal, 55 (7).(download) Klopfer, E, Osterweil, S & Salen, K (2009)Movinglearning games forward. Obstaclesoppertunities & openness.(download) Schaefer, M (2008). Bastard Culture! Participation & the Extension of Cultural Industries. Amsterdam: Amsterdam University Press.
  • 22. Youtube Links Counter Strike in RL – link Mario Kart in RL – link
  • 23. Groepsdiscussie Is er een voorbeeld van een game die niet aan “Meaningful Play” voldoet? En indien dit het geval is, kunnen we dan nog wel van een game spreken?
  • 24. Groepsdiscussie Hoe wordt er betekenis (meaning) gegeven aan de remediatie van entertainment en educatie, het zogenaamde edutainment, in de huidige computergame industrie?
  • 25. Groepsdiscussie Zou de speelsheid in de cultuur een begrip zijn dat door de nieuwe huidige - met computers en digitale games opgegroeide - generatie een andere, meer betekenisvolle, nuttige en relevante lading gaat krijgen dan bijvoorbeeld bij diens opa's en oma's die zonder digitale games opgroeiden, in een ander tijdperk?
  • 26. Groepsdiscussie “Speelt de speler de game, of bespeelt de game de speler? Wie is de baas over wie?”

Editor's Notes

  1. “The user is free to move around the database, but this activity does not make history nor does it alter its plot. The user has no influence on the destiny of the virtual world” (Ryan 2001)We also speak of reconfiguration when a player in this process of exploration is invited to give form to these worlds in an active way by selecting one of the many preprogrammed possibilities in a computer game. “The player is building the virtual world by selecting objects and actions from a fixed set of system-internal possibilities.” (Ryan 2001)