Not Signed-In
Which clippings match 'Engagement' keyword pg.1 of 14
04 AUGUST 2012

What is a PLE?

"For students and lifelong adult learners, we can think of such a permanent home domain as a personal learning environment (PLE). It is not one particular cloud app, rather it is the 'pure web' with a toolset enabling the person/owner of that domain to constantly adapt it to new developments. It grows with the person over time and constantly reflects new 'interior designs' and 'remodeling' as needed. A PLE allows the owner of it to be a true author, contributor, and social interactor with the wider web ecology while still maintaining the stability of a personal home base on the web which is not dependent on the evolving marketing strategies of free portal services...

Unlike the 'exhibition model' digital portfolios, a PLE is much more naturally attuned to the authentic personal and professional needs of the owner. Of course, as in a digital portfolio, we all like to naturally exhibit/display new features. However the passive role of an 'exhibit' is only one of many features of a fluid PLE site. Along with exhibiting this or that project, a PLE might just as likely be hosting a discussion on a particular topic, asking visitors to complete a quick survey, providing a quick 'breaking news' report about storm damage in one neighborhood, contributing a 'how to' screencast video on a recently learned technique…the possibilities are endless!"

(W3PLE, 2011)

TAGS

2011 • a fluid PLE site • active role • authentic needs • authorship • cloud app • cloud computing • constant remodeling • constantly adapting • content creation servicescontent nodecontributors • course project • creating opportunities • digital portfolio • digital portfolios • discussion and exchange • e-learningengagementevidence of experimentation • evolving content • evolving form • evolving marketing strategies • exhibition model • free portal services • learning communitylearning design support environmentlearning trajectory • needs of the owner • online portfolioopen learning • permanent home domain • personal and professional needs • Personal Learning Environment • personal needs • platform independent • PLE • professional needs • pure web • real-worldResponsive Open Learning EnvironmentsROLE (acronym)social construction of meaning • social interactor • social mediastudenttoolset • W3PLE • Web 3.0 • web ecology

CONTRIBUTOR

Simon Perkins
08 JULY 2012

From LMS to VLE or from supermarkets to airports: Classifying elearning platforms using metaphors

"This paper presents a rational model developed to make sense of various elearning platforms currently in use in Australian universities. The conceptualisation and organisation of the elearning platforms is underpinned by an educational psychology framework of social construction of meaning, data visualisation and story telling for meaning making. The model explains how various elearning platforms can be integrated to represent a threedimensional, hierarchical construct that has the potential to aid understandings about the utility of information systems (IS) for learning and teaching. The model shows that LAMS, which has gained increasing popularity in Europe (Laurillard & Masterman, 2010), is usefully depicted as a ‘middle ground’ system, successfully bridging conventional LMSs and more advanced IS, referred here as (MU)VLEs (Multi-User Virtual Learning Environments). The model has important implications on how university lecturers, classroom teachers and students come to engage with an increasingly complex elearning environment."

(Eva Dobozy & Patricia Reynolds, LAMS Conference Sydney 2010)

Dobozy, E. & Reynolds, P. (2010). From LMS to VLE or from supermarkets to airports: Classifying elearning platforms using metaphors. Proceedings of the 5th International LAMS Conference 2010. http://lamsfoundation.org/lams2010sydney/papers.htm

1

TAGS

2010airport • airport metaphor • AustraliaAustralian universitiesclassification scheme • classifying • classroomcollaborationconceptual modelconceptualisationconference paper • constructivist approach • data visualisationDiana Laurillarde-learninge-learning application • e-learning conference • e-learning platformeducational psychologyelearning • elearning environments • elearning platforms • electronic portfolioengagement • Eva Dobozy • hierarchical orderinginformation systemsinformation visualisation • IS • LAMS • LAMS Conference • learninglearning and teachinglearning designlearning design support environmentlecturer • Liz Masterman • LMSmeaning makingmetaphor • Multi-User Virtual Learning Environments • MUVLE • Patricia Reynolds • pedagogysocial construction of meaningsocial constructivism • social-constructivist approach • storytellingstudentssupermarketteaching • user requirements • visual metaphorVLE

CONTRIBUTOR

Simon Perkins
03 JULY 2012

Sense of adventure: what happened to playgrounds that give children space?

Aldo "Van Eyck believed playgrounds should challenge a child's imagination without jarring the adult's aesthetic sensibilities. His abstract, elementary forms - often manufactured out of metal tubes like modernist furniture - were meant to belong in a well-mannered streetscape. During the same period in Britain, however, we were developing a tradition of playground design that was almost diametrically opposed. The first 'junk' playgrounds emerged amid the rubble of the Blitz, and the results were far less polite. Consisting of makeshift structures cobbled together out of roof beams and detritus, they were often designed with the assistance of the children themselves. That essential character survives today in descendants such as Glamis Adventure Playground in Shadwell, east London, a riot of skew-whiff woodwork and clashing colours, and an odd hybrid of post-war austerity and postmodern assemblage.

The junk playground model was created by the Danish architect Carl Theodor Sorensen, who believed playgrounds should reflect the imagination of the child not the architect. In 1943, having observed the creative way children play in construction sites, he developed the prototype junk playground on the Emdrup housing estate in Copenhagen.

The concept was brought to Britain by Lady Allen of Hurtwood, who tested it out on the site of a bombed church in Camberwell and then built dozens of what she called 'adventure playgrounds' - the term 'junk' tended to turn local mothers into nimbys. Not only did Allen feel that ordinary playgrounds were sterile places ('it is little wonder that [children] prefer the dumps of rough wood and piles of bricks and rubbish of the bombed sites'), but she believed in the healing effects of exposing children to the urban scars of warfare. At the same time, having them take part in the post-war reconstruction effort was deemed a good way of shaping model citizens.

Essentially, all playgrounds are designed to do the same thing: to help children develop their abilities, use up excess energy and keep them off the streets. But the ideology of the adventure playground is interesting for several reasons. First, there's the notion of not restricting children to the repetitive motions of the slide or swing, because the sooner you reach the technical limits of the equipment, the sooner you have to stretch those limits - hence all those swings you see coiled around the crossbar. The adventure playground was designed to liberate the wild thing within and, by exposing children to risk, teach them personal responsibility (all forms of play are underpinned by some form of didactism, so it's worth reminding ourselves that this is also simply more fun). Just as crucially, it was intrinsic to the concept that children be involved in designing the playgrounds, dreaming up weird structures and adapting them later by tacking on extra elements. This participatory dimension, managed by volunteer play leaders, is key to the development of their creativity.

It's curious how much the ethos of the adventure playground chimes with the language of a new era of design today: a 'participatory' process, recycled materials, an adaptive product. It doesn't sound like the 1940s. But equally valuable is the zone of exception that the adventure playground represents in the city, one of improvisation and informality that, pace Van Eyck, does not blend in to a polite streetscape.

Today, there are few true adventure playgrounds left, but occasionally another is built that follows all the essential tenets, such as the Kilburn Grange Park playground in north London, designed last year by Erect Architecture and based on the ideas of local kids. Increasingly, though, 'adventure playgrounds' are produced by specialist manufacturers and merely designed to look rustic. You can't adapt them, or at least anyone who tried would be carted off. These are the products of a health and safety culture that watered down adventure playgrounds in the 1980s and 90s. There was a minor revival a few years ago, when the Labour government invested £230m in new play spaces across England, but the coalition government freed that budget up for other uses, so it was short-lived. And now, with the cuts, several adventure playgrounds, including the giant ones in Battersea and Kilburn, face losing the play workers that make such playgrounds what they are.

It's worth remembering just how cheap and yet how luxurious these spaces are. We should let kids loose on this new breed of sanitised playground, to inject a little of the old spirit in them. I hear the builder behind Kilburn Grange Park salvaged the formwork from Zaha Hadid's Olympic diving towers - that could come in handy."

(Justin McGuirk, Tuesday 3 July 2012 15.40 BST, The Guardian)

1

TAGS

1940s19431980s1990sad-hocadventure playgroundAldo van EyckAlfred Trachselausterity • Battersea • bomb site • Camberwell • Carl Theodor Sorensen • challenge imagination • child imagination • children • clashing colours • coalition government • cobbled together • construction site • CopenhagencreativityDanishDenmarkdetritus • didactic • didactism • dream up • elementary forms • Emdrup housing estate • Empress Frederick • engagement • Erect Architecture • exposure to risk • formwork • free expressionfun • Glamis Adventure Playground • healing effects • health and safety culture • hybridimaginationimprovisation • informality • junkjunk playground • junk playgrounds • Justin McGuirk • Kilburn Grange Park • Labour governmentLady Allen of Hurtwoodlearning • makeshift • model citizen • modernismmodernist aesthetic • modernist furniture • new era of design • NIMBY • open-endedparticipatoryparticipatory processpersonal responsibilityplay • play leader • play spaces • play worker • playground • playground design • playscapespost-war • post-war reconstruction • postmodern assemblagerecycled materialsrisk-takingRobinson Crusoe • rough wood • rubbish • rustic • salvaged • sanitised • scriptible spaces • Shadwell • skew-whiff • sterile places • streetscape • Theodor Sorenson • urban scars • warfare • weird structures • Zaha Hadid Olympic

CONTRIBUTOR

Simon Perkins
08 JUNE 2012

Generation 1992 Creative Competition

"1992 - 20 years ago: all countries belonging to the European Union decided to create a single market. This meant removing the obstacles blocking the free movement of goods, people, services and capital among them.

20 years on, we can travel across Europe without having to show our passports, work and live in another country without any difficulty, and find the best deals across Europe when shopping online. But we all agree that more work needs to be done in order to have a fully functioning European single market.

If you are 20 years old, we want to hear from you: your experiences, stories, complaints and proposals to make Europe a better place to live and work."

(Generation 1992)

1

TAGS

1992 • 20 year old • 20 years • 20 years old • belongingcitizenshipcompetitioncountry • creative competition • engagementEurope • european competition • European single market • European Union • free movement • generation • generation 1992 • generation 92 • immigrationimmigration checksinternational travelmembership • obstacle • participationpassportpassport control • single market • society • work and live in another country

CONTRIBUTOR

Simon Perkins
22 APRIL 2012

Cooperation and collaboration: problem solving and problem finding

"The economists Richard Lester and Michael Piore have studied the firms that sought to create the switching technology, finding that cooperation and collaboration within certain companies allowed them to make headway on the switching technology problem, whereas internal competition at other corporations diminished engineers’ efforts to improve the quality of the switches. Motorola, a success story, developed what it called a 'technology shelf,' created by a small group of engineers, on which were placed possible technical solutions that other teams might use in the future; rather than trying to solve the problem outright, it developed tools whose immediate value was not clear. Nokia grappled with the problem in another collaborative way, creating an open-ended conversation among its engineers in which salespeople and designers were often included. The boundaries among business units in Nokia were deliberately ambiguous, because more than technical information was needed to get a feeling for the problem; lateral thinking was required. Lester and Piore describe the process of communication this entailed as 'fluid, context-dependent, undetermined.'[20]

By contrast, companies like Ericsson proceeded with more seeming clarity and discipline, dividing the problem into its parts. The birth of the new switch was intended to occur through 'the exchange of information' among offices 'rather than the cultivation of an interpretative community.'[21] Rigidly organized, Ericsson fell away. It did eventually solve the switching technology problem, but with greater difficulty; different offices protected their turf. In any organization, individuals or teams that compete and are rewarded for doing better than others will hoard information. In technology firms, hoarding information particularly disables good work.

The corporations that succeeded through cooperation shared with the Linux community that experimental mark of technological craftsmanship, the intimate, fluid join between problem solving and problem finding. Within the framework of competition, by contrast, clear standards of achievement and closure are needed to measure performance and to dole out rewards.

[20] Richard K. Lester and Michael J. Piore, Innovation, the Missing Dimension (Cambridge, Mass.: Harvard University Press, 2004), 98.

[21] Ibid., 104."

(Richard Sennett, 2008, pp.32-33)

1). Sennett, R. (2008). "The Craftsman". New Haven & London, Yale University Press.

1

TAGS

2008boundaries • business units • clarity and discipline • closurecollaborationcommunicationcommunication processcompetitioncompetitive teams • context-dependent communication • cooperationcooperation and collaboration • corporations • craftsmanship • deliberately ambiguous • designers • dividing problems into parts • dole out rewards • engagementengineers • fluid communication • framework of competition • hoarding information • information exchange • information in context • internal competition • interpretative community • lateral thinkingLinux • Linux community • measure performance • Michael Piore • Motorola • Nokia • open-ended conversation • participationperformanceperformativityproblem findingproblem solving and problem findingproblem-solvingreward • Richard Lester • Richard Sennett • salespeople • shareSony Ericssonstandards of achievementsuccess • switching technology • technical information • technical solutions • technological craftsmanship • technology shelf • The Craftsman • undetermined communication

CONTRIBUTOR

Simon Perkins
Sign-In

Sign-In to Folksonomy

Can't access your account?

New to Folksonomy?

Sign-Up or learn more.