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Communities of praxis the SL and OLPC components of a mixed-reality primer Presented at Internet Research 9.0,ITU, Copenhagen, Denmark Oct. 18, 2008 Alexandra Bal, Ryerson University, Canada
What do the OLPC and SL have in common? Image from:  fuse-project  http://content.zdnet.com/2346-12554_22-37929-10.html Mobile Learning Laptop Virtual World 1. They are  Social Media. 2. They mirror  cyberpunk  culture. 3. They form mixed social realities.
1. Social Media - Facilitate  users’  participation.  -  Mediate  human relationships.  - peer to peer culture based on  sharing and co-production of knowledge and experience.  OLPC : Collaborative activities of physically  co-present   peers. Second Life : Geographically  dispersed and virtually embodied  peers.  They are becoming  sociological construct : People can build their own  social organizations  deployed in both virtual and physical spaces.
OLPC and SL are designed as social constructionist environments Individuals and groups are constructing their own learning and social reality. Learning happens within  self organizing  informal learning communities. Both physical and virtual. Source:  http://marianina.com/blog/wp-content/uploads/2007/07/Socialnetworkingvisualisation.jpg
Learning within Informal Communities of interests Children are learning within informal social networks based on  their  interests.  Learning happens by informal sharing of  experiences (Freire, 1978) with members of communities of interests. Social Constructivism: Children learn from their and other children's  experiences  and  social contexts  (Vygotsky, 1978)‏. Source: http://www.flickr.com/photos/olpc/2784915332/in/photostream/
Learning within Informal Communities of Practices Lived experiences + Action  create learning. Learning driven by discovery and experimentation (Papert, 1992). Children  co-construct  meaning and experiences   via co-production of  cultural  artefacts (Ito, 2008). Source: http://bp3.blogger.com/
2. Cyberpunk Imaginaries ? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Theoretical Framework OLPC and SL designers are interested in deploying  alternate social, economic and industrial models. ->  promote delocalized and self-organizing informal collectives,  where social agents' actions influence social change. OLPC = Desire to introduce new industrial framework  (to  reindustrialise  (Tremblay, 1998; Moeglin, 2004)) to cultural production such as education based on social constructionist values.
3. Mixed Social Realities Networks blur the boundaries between  Personal-Informal-Professional networks  (Gensollen, 2007)‏  . ->  multiple value systems  coexists and creates hybrid social innovations that blend:  1.  Learning Styles : From behaviorist to social constructionist. 2.  Economies:  Product– Services- Gift. 3.  Social organizational models  : Hierarchical – Networked -Self-organizing Communities. ->  Alternate industrial models  can emerge from these new forms.
Traditional social constructivist social innovation model New social  and economy models  Blend existing  of individuals and institutions  (Moeglin, 2004) framework .
Industrial Frameworks Different educational models correspond to particular  capitalist industrial frameworks (Boltanski and Chiappello, 2001) .  Behaviorism:  Taylorist Industry Socialize to  - Institutional hierarchies - standard use of time and  space - passive behaviours and  routines - Competition
70s Innovation Industries Cognitivism: Hierarchies lessens. The institution functions as a  collective :  Innovating workers  share knowledge to advance progress within the institution. Professional communities  within  Institutions. Socialize to:  - standard use of time and space, - active behaviours and routines, - Professional Social Networks, - Collaboration.
90s: Network Industries Social Constructivism: Institutional boundaries  soften. Value is created and shared by  members of a network  instead of by individual  companies (Kelley, 1998).  Creation of  professional  communities tied to discipline  instead  of  organization. Socialize to  - autonomy, - Coo-petition (Brandenburger and Nalebuff, 1997), - virtual space.
Peer 2 Peer Industries ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Socio-constructionist Institutions ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Social Constructionist Framework New social  and economy models  stems from the cross between values,  culture and contexts  of  users entrepreneurs  (Shah and Tripsas, 2007)   who create their  own social reality  and  influence institutions (Berger and Luckmannn, 1966) ‏
OLPC innovators Children  are producing  tomorrow's social, economic and industrial Innovations .
Conclusion OLCP program:  Short-circuiting  the traditional  authorities  of diffusion of culture and change the nature of economic and political  territories . 3 rd  world countries  allow to bypass western world infrastructures which are controlled by bureaucratic processes developed over 100 years ago which stops innovation from being quickly adopted.  Countries without such constrains, will develop new economic and social models which, as they become economic power themselves, could influence the western world and force it to adapt.  -  Global virtually embodied smart mob as a peer workforce?

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Communities of praxis the SL and OLPC components of a mixed-reality primer

  • 1. Communities of praxis the SL and OLPC components of a mixed-reality primer Presented at Internet Research 9.0,ITU, Copenhagen, Denmark Oct. 18, 2008 Alexandra Bal, Ryerson University, Canada
  • 2. What do the OLPC and SL have in common? Image from: fuse-project http://content.zdnet.com/2346-12554_22-37929-10.html Mobile Learning Laptop Virtual World 1. They are Social Media. 2. They mirror cyberpunk culture. 3. They form mixed social realities.
  • 3. 1. Social Media - Facilitate users’ participation. - Mediate human relationships. - peer to peer culture based on sharing and co-production of knowledge and experience. OLPC : Collaborative activities of physically co-present peers. Second Life : Geographically dispersed and virtually embodied peers. They are becoming sociological construct : People can build their own social organizations deployed in both virtual and physical spaces.
  • 4. OLPC and SL are designed as social constructionist environments Individuals and groups are constructing their own learning and social reality. Learning happens within self organizing informal learning communities. Both physical and virtual. Source: http://marianina.com/blog/wp-content/uploads/2007/07/Socialnetworkingvisualisation.jpg
  • 5. Learning within Informal Communities of interests Children are learning within informal social networks based on their interests. Learning happens by informal sharing of experiences (Freire, 1978) with members of communities of interests. Social Constructivism: Children learn from their and other children's experiences and social contexts (Vygotsky, 1978)‏. Source: http://www.flickr.com/photos/olpc/2784915332/in/photostream/
  • 6. Learning within Informal Communities of Practices Lived experiences + Action create learning. Learning driven by discovery and experimentation (Papert, 1992). Children co-construct meaning and experiences via co-production of cultural artefacts (Ito, 2008). Source: http://bp3.blogger.com/
  • 7.
  • 8. Theoretical Framework OLPC and SL designers are interested in deploying alternate social, economic and industrial models. -> promote delocalized and self-organizing informal collectives, where social agents' actions influence social change. OLPC = Desire to introduce new industrial framework (to reindustrialise (Tremblay, 1998; Moeglin, 2004)) to cultural production such as education based on social constructionist values.
  • 9. 3. Mixed Social Realities Networks blur the boundaries between Personal-Informal-Professional networks (Gensollen, 2007)‏ . -> multiple value systems coexists and creates hybrid social innovations that blend: 1. Learning Styles : From behaviorist to social constructionist. 2. Economies: Product– Services- Gift. 3. Social organizational models : Hierarchical – Networked -Self-organizing Communities. -> Alternate industrial models can emerge from these new forms.
  • 10. Traditional social constructivist social innovation model New social and economy models Blend existing of individuals and institutions (Moeglin, 2004) framework .
  • 11. Industrial Frameworks Different educational models correspond to particular capitalist industrial frameworks (Boltanski and Chiappello, 2001) . Behaviorism: Taylorist Industry Socialize to - Institutional hierarchies - standard use of time and space - passive behaviours and routines - Competition
  • 12. 70s Innovation Industries Cognitivism: Hierarchies lessens. The institution functions as a collective : Innovating workers share knowledge to advance progress within the institution. Professional communities within Institutions. Socialize to: - standard use of time and space, - active behaviours and routines, - Professional Social Networks, - Collaboration.
  • 13. 90s: Network Industries Social Constructivism: Institutional boundaries soften. Value is created and shared by members of a network instead of by individual companies (Kelley, 1998). Creation of professional communities tied to discipline instead of organization. Socialize to - autonomy, - Coo-petition (Brandenburger and Nalebuff, 1997), - virtual space.
  • 14.
  • 15.
  • 16. Social Constructionist Framework New social and economy models stems from the cross between values, culture and contexts of users entrepreneurs (Shah and Tripsas, 2007) who create their own social reality and influence institutions (Berger and Luckmannn, 1966) ‏
  • 17. OLPC innovators Children are producing tomorrow's social, economic and industrial Innovations .
  • 18. Conclusion OLCP program: Short-circuiting the traditional authorities of diffusion of culture and change the nature of economic and political territories . 3 rd world countries allow to bypass western world infrastructures which are controlled by bureaucratic processes developed over 100 years ago which stops innovation from being quickly adopted. Countries without such constrains, will develop new economic and social models which, as they become economic power themselves, could influence the western world and force it to adapt. - Global virtually embodied smart mob as a peer workforce?