Symposium Presentation at Redesigning Pedagogies Conference

Symposium Presentation at Redesigning Pedagogies Conference

Date & Time

31 May 2011, 00:00

Venue

LT12

Department

Learning Sciences Lab (LSL)
Office of Education Research (OER)

Category

Talks

Events Details

LEARNING THROUGH AND ABOUT DESIGN VIA (NON-)CURRICULAR ENVIRONMENTS

Is a new culture of learning emerging independent of schools?
Powerful learning experiences have always relied on a range of individual and social activities organized within meaningful and intentional environments, but youth need not rely exclusively on schools to cultivate such environments anymore. By focusing on the kinds of digital environments youth engage not only in but also out of school, teachers and curriculum developers can both understand and address critical dimensions of how people learn. This symposium focuses on digital media in order to explore how formal curricular and informal non-curricular learning environments can and cannot engage Singapore youth in a culture of active, intrinsically motivated participation. Four presentations provide a profile of current realities and future possibilities for learning through and about digital media environments. After first describing how Singapore youth use digital media, three presentations overview illustrative curricula used in and beyond classrooms and the attendant opportunities and challenges.

photo

Caption: LSL researchers discuss their projects with audience members during Q&A (from left, JAN Mingfong, Steve ZUIKER, Rose LIANG, & Victor CHEN) 

PRESENTATION #1

Title: The Singapore Digital Youth Project
Author: Rose LIANG
Research notes that youth, through their new media engagements, are
learning much in informal contexts (Ito et al, 2008). The Singapore
Digital Youth project, a study of the new media participation of youth
(from thirteen to seventeen years of age) foregrounds these contexts and investigates their new media use in their homes, in their on-the-ground and online communities. The talk will present some preliminary findings from focus group interviews with Singapore youth on their new media engagements in these different contexts and the meanings they attribute to their participation and interactions with convergent and networked new media ecologies.

PRESENTATION #2

Title: Enacting Citizenship in the Classroom via a Game-based Learning Program
Author: JAN Mingfong
This presentation reports how participatory culture can be designed and enacted in the classroom. In a 10-day role-playing curriculum named Saving Lake Wingra, secondary students (7th grader) participate in defining the future of Lake Wingra, a shrinking urban lake. The curriculum engages students in an open-ended challenge. Students, role-playing as teams of three experts—Environmental Historian, Urban Designer, and Watershed Ecologist—must propose a plan about the future of Lake Wingra. They play a handheld mixed reality game by Lake Wingra, collect data relevant to their final proposal, present and defend their proposals in a simulated City Council meeting.

PRESENTATION #3

Title: A “VisuaPedia” of Visual Culture for Art Education
Author: Steven ZUIKER
Our project is developing an art education website that features a
collaborative drawing and animation studio called Visuapedia. It also
integrates social media tools for circulating creative productions among
peers and a broader public. By combining compelling artistic methods
with narratives developed by and for youth, VisuaPedia organizes a
digital storytelling process that engages both new literacies of the
21st century and disciplinary traditions from the visual arts. Working
together with a Singapore primary and secondary school, we are exploring a learning processes that enables youth to collaborate, create, and share through a open peer culture.

PRESENTATION #4

Title: OpenSpace: Seeding a New Media Participatory Culture
Author: Victor CHEN
In this talk, I argue that although potential of learning embedded in
the new media participatory culture is well documented in the
literature, it is not without problems. Most existing social media
platforms are mainly designed for socialization purposes. Learning is
usually treated as a by-product or add-on. Even if some participants do
learn, it is largely left to chance. Although studies have shown
different growth trajectories, they are slow to evolve. At LSL we
embark on a design research project in developing a platform, known as the OpenSpace, that is tailor-made with the goal of supporting new media literacy learning right from the beginning. We envisage that Singapore youths participating in OpenSpace will actively engage in the new media participatory culture productively.