diversified process of encounters and experiences, since, as Lemke puts it, “it takes a village toeducate a child” (Lemke 2002, quoted by Owen et al., 06-2006: 11).The tools that support and facilitate communication and interaction in a social contextare called
social software
, a term which, according to Owen et al. (op. cit.), was coined in 2002 by Clay Shirky, a writer and teacher interested in the social implications of Internet technology.In its simple definition, the expression designates “software that supports group interaction”(Shirky 2003, quoted by Owen et al., 06-2006: 12).Besides focusing on the learning forms that are surfacing, resulting from an emphasison the part of organizations and educators on the creation of knowledge, collaboration and practice as core objectives, we also have to try to identify the ways in which the introduction of digital technologies enables new approaches to learning and social interaction (Owen et al., 06-2006), at a time when young people are developing new habits and a new culture
.The authors highlight some subjects that they feel are more relevant in the social andcultural changes taking place, namely:
1. Creativity
– with consumers becoming producers, in very easy ways, this criticalculture of consumption and remix blurs the line between consumption and production.
2. Attention
– the massive, continuous flow of information from different sources provokes a state of mental dispersion that Linda Stone (2005; quoted by Owen et al., 10-2006)labeled
continuous partial attention
. This mental state seems to derive from an “always on”connectivity and present itself in various forms, like, for example, the communicationhappening among members of a technically competent audience, typical of technicalconferences, through chat, instant messaging or blogs (the back channel), which extends andenhances the presentation being delivered (the fore channel).
3. Space
– it is easy to accept the idea of virtual meeting places in the web culture.After all, people think of being online as being “somewhere”, in a space (a site, for example).Furthermore, our perception of “space” is changing, as these pervasive technologies overlay our physical space with augmented reality.
4. Identity
– there are two key issues in how the adoption of digitally rich practices mayhave an impact in our perception of identity: the construction of identity through theconsumption and production of digital media and the interaction between our real identity andour virtual identity.To a certain extent, this notion of bringing together our identities and actions in thevirtual world and in the physical world (we use this formulation because, in our view, it is moreadequate than the one used by Owen, since what goes on in the virtual world is also very much“real”), is one of the central aspects in
A Nomad’s Guide to Learning and Social Software
,written by Ulises Mejias (10-2005).
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The authors designate this “new culture” as “cyberculture”, but we think that cyberculture and digital culture haveolder and deeper roots, embeded in the DNA of the Internet itself and the World Wide Web. For a brief overview of the concept of “cyberculture” see Aelan Biruar Arumpac (2006). A Research Paper on Cyberculture and VirtualPolitics.
Asia Culture Forum 2006
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