Virtual Exploratories

Designing for Reflective Practices and Social Innovations in Activity Systems

    Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningpeer review

    Resumé

    This paper proposes the notion of activity-systems to denote a virtual frame of activity that requires mutually coordinated action. The underlying assumption is that such framings may support the informal learning and reflective practices of actors, and especially so, when they are provoking and challenging. It is suggested that the prevailing ‘traditions’ of collaborative learning and knowledge sharing need to be challenged and complemented, if we are to be able to support the variety and the diversity in the repertoires of virtual learning activities. In order to conceptualize such activity-systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued in an ongoing empirical research project ‘Actors and Avatars Communicating in Virtual Worlds’<!--[if !supportFootnotes]-->[1]<!--[endif]-->. This paper presents some of the preliminary findings that exemplify this ongoing empirical research and the methodological approach is briefly introduced, that is, the sense-making ontology and triangle (Dervin et al., 2003), the video-interaction analysis (Henderson & Jordan, 1994), and the method of videoviews (Jensen, 2001, 2005). Also the two analytical concepts ‘intermediaries’ and ‘mediators’ that come from the actor-network theory (Latour, 2005) are introduced.

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    <!--[if !supportFootnotes]-->[1]<!--[endif]--> The research project: Actors and Avatars Communicating in Virtual Worlds – an Empirical Analysis of Actors’ Sense-making Strategies When Based on a Communication Theoretical Approach’ (2006-2007) is supported by the Danish Research Council for Culture and Communication.

    OriginalsprogEngelsk
    TitelInformal Learning and Digital Media: Constructions, Contexts, Consequences
    Antal sider16
    Publikationsdato2006
    StatusUdgivet - 2006
    BegivenhedInformal Learning and Digital Media: Constructions, Contexts, Consequences - Southern University of Denmark, Odense, Danmark
    Varighed: 20 sep. 200623 sep. 2006

    Konference

    KonferenceInformal Learning and Digital Media: Constructions, Contexts, Consequences
    LandDanmark
    BySouthern University of Denmark, Odense
    Periode20/09/200623/09/2006

    Citer dette

    Jensen, S. S. (2006). Virtual Exploratories: Designing for Reflective Practices and Social Innovations in Activity Systems. I Informal Learning and Digital Media: Constructions, Contexts, Consequences
    Jensen, Sisse Siggaard. / Virtual Exploratories : Designing for Reflective Practices and Social Innovations in Activity Systems. Informal Learning and Digital Media: Constructions, Contexts, Consequences. 2006.
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    title = "Virtual Exploratories: Designing for Reflective Practices and Social Innovations in Activity Systems",
    abstract = "This paper proposes the notion of activity-systems to denote a virtual frame of activity that requires mutually coordinated action. The underlying assumption is that such framings may support the informal learning and reflective practices of actors, and especially so, when they are provoking and challenging. It is suggested that the prevailing ‘traditions’ of collaborative learning and knowledge sharing need to be challenged and complemented, if we are to be able to support the variety and the diversity in the repertoires of virtual learning activities. In order to conceptualize such activity-systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued in an ongoing empirical research project ‘Actors and Avatars Communicating in Virtual Worlds’<!--[if !supportFootnotes]-->[1]<!--[endif]-->. This paper presents some of the preliminary findings that exemplify this ongoing empirical research and the methodological approach is briefly introduced, that is, the sense-making ontology and triangle (Dervin et al., 2003), the video-interaction analysis (Henderson & Jordan, 1994), and the method of videoviews (Jensen, 2001, 2005). Also the two analytical concepts ‘intermediaries’ and ‘mediators’ that come from the actor-network theory (Latour, 2005) are introduced.<!--[if !supportFootnotes]--><!--[endif]--> <!--[if !supportFootnotes]-->[1]<!--[endif]--> The research project: Actors and Avatars Communicating in Virtual Worlds – an Empirical Analysis of Actors’ Sense-making Strategies When Based on a Communication Theoretical Approach’ (2006-2007) is supported by the Danish Research Council for Culture and Communication.",
    author = "Jensen, {Sisse Siggaard}",
    year = "2006",
    language = "English",
    booktitle = "Informal Learning and Digital Media: Constructions, Contexts, Consequences",

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    Jensen, SS 2006, Virtual Exploratories: Designing for Reflective Practices and Social Innovations in Activity Systems. i Informal Learning and Digital Media: Constructions, Contexts, Consequences. Informal Learning and Digital Media: Constructions, Contexts, Consequences, Southern University of Denmark, Odense, Danmark, 20/09/2006.

    Virtual Exploratories : Designing for Reflective Practices and Social Innovations in Activity Systems. / Jensen, Sisse Siggaard.

    Informal Learning and Digital Media: Constructions, Contexts, Consequences. 2006.

    Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningpeer review

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    AU - Jensen, Sisse Siggaard

    PY - 2006

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    AB - This paper proposes the notion of activity-systems to denote a virtual frame of activity that requires mutually coordinated action. The underlying assumption is that such framings may support the informal learning and reflective practices of actors, and especially so, when they are provoking and challenging. It is suggested that the prevailing ‘traditions’ of collaborative learning and knowledge sharing need to be challenged and complemented, if we are to be able to support the variety and the diversity in the repertoires of virtual learning activities. In order to conceptualize such activity-systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued in an ongoing empirical research project ‘Actors and Avatars Communicating in Virtual Worlds’<!--[if !supportFootnotes]-->[1]<!--[endif]-->. This paper presents some of the preliminary findings that exemplify this ongoing empirical research and the methodological approach is briefly introduced, that is, the sense-making ontology and triangle (Dervin et al., 2003), the video-interaction analysis (Henderson & Jordan, 1994), and the method of videoviews (Jensen, 2001, 2005). Also the two analytical concepts ‘intermediaries’ and ‘mediators’ that come from the actor-network theory (Latour, 2005) are introduced.<!--[if !supportFootnotes]--><!--[endif]--> <!--[if !supportFootnotes]-->[1]<!--[endif]--> The research project: Actors and Avatars Communicating in Virtual Worlds – an Empirical Analysis of Actors’ Sense-making Strategies When Based on a Communication Theoretical Approach’ (2006-2007) is supported by the Danish Research Council for Culture and Communication.

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    ER -

    Jensen SS. Virtual Exploratories: Designing for Reflective Practices and Social Innovations in Activity Systems. I Informal Learning and Digital Media: Constructions, Contexts, Consequences. 2006