Publications (14) View all

  • Article: Distributed cognition in a virtual world
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    ABSTRACT: Over a 13-month period, the Schome Park Programme operated the first ‘closed’ (i.e. protected) Teen Second Life 1 1. Teen Second Life and Second Life are trademarks of Linden Research, Inc. Teen Second Life has ceased to operate since the time of the project reported on here. View all notes project in Europe. The project organised diverse educational events that centred on use of a virtual world and an associated asynchronous forum and wiki. Students and staff together exploited the affordances of the environment to develop skills and enhance community spirit. One popular activity, initiated by students, involved sailing boats around the project's virtual island, a technically challenging task for beginners. This paper studies the records of one of these sailing regattas. Organising and implementing this event involved considerable technical and interactional challenges. We analyse the following: How do people work together, including through the use of (virtual) artefacts, to solve problems? What particular qualities of the literacy practices surrounding the regatta appear to us to involve learning? Simultaneously, we contribute to the development of methodologies for studying learning in virtual worlds by employing a virtual literacy ethnography. Findings include a diversity of creative approaches that are used when solving problems, the significance of adult behaviour in authentically modelling learning and the value of humour in fostering a learning community. The notion of distributed cognition has implications for characterising learning and analytical approaches to analysis.
    Language and Education. 03/2012; 26(2):151-167.
  • Article: Exploring education systems: towards a typology for future learning?
    Jonathan Rix, Peter Twining
    Educational Research. 12/2007; 49(4):329-341.
  • Article: Lm-Ou-1-Cs
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    ABSTRACT: INTRODUCTION When forecasting the learning situation of the future, we often envision students working with a wide array of on-line tools -- ranging from standard office productivity tools, to various kinds of communication software, to specialised learning environments tailored to particular curricular needs. In this scenario, learners are not only trying to master the subject or domain content, they must also cope with: (1) mastering a potentially complex assortment of software tools, and (2) developing new study habits to make effective use of these tools. A challenge for learners in such a situation is effectively `managing the media mix' to achieve their educational objectives (Laurillard 1995). Recent empirical studies indicate that many learners, particularly those who are inexperienced with computer technologies, feel overwhelmed when faced with this new way of learning (Sumner and Taylor 1998). We are investigating how interactive course maps and study guides can help beginn
    08/2001;
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    Article: A learning community for teens on a virtual island - The Schome Park Teen Second Life Pilot project
    eLearning Papers, Nº. 15, 2009.
  • Article: Not school – not home – schome – the education system for the Information Age
    Peter Twining, Kieron Sheehy

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