![]() Between the designers on their screens, designing, and the consumers, clicking on their screens, consuming, is a hazy zone of expanded supply chains, atomized production, and global logistics-a world of manufacturing where the laborer, too, according to Marx at least, is removed from the product. We look, click, and here they are, delivered to our doorstep. Our relationship with objects is strangely passive. I’d argue that this love/hate relationship comes from the way we relate to things, mediated by the gauzy layers of consumerism. In it, we see our own reflection surrounded by a dark aura of sweatshops, child labor, wage exploitation, pollution, and other dubious specters of globalized production. In other words, as much as we love, covet, and dream of things, we feel a profound sense of revulsion to that same object lust. Research in Learning Technology, 26, 2035-2047.Call it the third law of late capitalist consumerism: For all our rampant objectophilia, we have an equal and opposite amount of objectophobia. Playful learning: Tools, techniques, and tactics. “Bridging activities,” new media literacies, and advanced foreign language proficiency. Community formation and the world as Its own model. The Routledge Handbook of Second Language Acquisition and Pragmatics. Learning in the Making: A Comparative Case Study of Three Makerspaces. K., Brahms, L., Jacobs-Priebe, L., & Owens, T. Foundations of problem-based learning: Some explanatory notes. What are the digital wilds? Language Learning & Technology, 23(1), 1–7. MacArthur Foundation Reports on Digital Media and Learning. Quest to learn: Developing the school for digital kids. Salen, K., Torres, R., Wolozin, L., Rufo-Tepper, R., and Shapiro, A. Language Learning & Technology, 17(3), 74–93. Podcasting for language learning through iTunes U: The learner’s view. Design, make, play: Growing the next generation of STEM innovators, 50-70. It looks like fun, but are they learning. Petrich, Wilkinson and Bevan (2013) learning in makerspaces because agency (exploration driven by children). Upper Saddle River, NJ: Pearson Prentice Hall. A Multiliteracies Framework for Collegiate Foreign Language. Social Identity, Investment, and Language Learning. A pedagogy of multiliteracies: Designing social futures. Invent to learn: Making, tinkering, and engineering in the classroom. ![]() Voyage across a constellation of information: Information literacy in interest-driven learning communities. Podcasting communities and second language pronunciation. Situated learning: Legitimate peripheral participation. Paris: Editions des archives contemporaines. In Précis de plurilinguisme et du pluriculturalisme (Eds. Creative confidence: unleashing the creative potential within us all. The Little Book of Design Research Ethics. The Maker Revolution: Building a Future on Creativity and Innovation in an Exponential World. Barab (Eds.), Games Learning & Society: Learning and meaning in a digital age (pp. Participatory media spaces: A design perspective on learning with media and technology in the 21st century. Harvard Educational Review, 83(1), 15-39. Expanding our “Frames” of Mind for Education and the Arts. Conference paper delivered at IV Jornadas de HCI (Popayam, Colombia). Maker movement in education: maker mindset and makerspaces. Podcasting: An Effective Tool for Honing Language Students' Pronunciation? Language Learning & Technology, 13(3), 66–86. The core of ‘design thinking’ and its application. Oxford, UK: Oxford University Press.ĭorst, K. Lantolf (Ed.), Sociocultural theory and second language learning, (pp. Sociocultural contributions to understanding the foreign and second language classroom. Pittsburgh, PA: Carnegie Mellon University ETC Press Signature.ĭonato, R. The Transformational Framework: A Process Tool for the Development of Transformational Games. United States: O’Malley Creadon Productions.Ĭulyba, S. Maker-centered learning: Empowering young people to shape their worlds. Bu?ching (Eds.), FabLabs: Of machines, makers, and inventors. Digital fabrication and “making” in education: The democratization of invention. Making English Speakers: Makerspaces as Constructivist Language Environments.
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