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| Content Provider | ACM Digital Library |
|---|---|
| Author | Caldwell, Glenda Bilandzic, Mark Foth, Marcus |
| Abstract | Ambient media architecture can provide place-based collaborative learning experiences and pathways for social interactions that would not be otherwise possible. This paper is concerned with ways of enhancing peer-to-peer learning affordances in library spaces; how can the library facilitate the community of library users to learn from each other? We report on the findings of a study that employed a participatory design method where participants were asked to reflect and draw places, social networks, and activities that they use to work (be creative, productive), play (have fun, socialize, be entertained), and learn (acquire new information, knowledge, or skills). The results illustrate how informal learning -- learning outside the formal education system -- is facilitated by a personal selection of physical and socio-cultural environments, as well as online tools, platforms, and networks. This paper sheds light on participants' individually curated ecologies of their work, play, and learning related networks and the hybrid (physical and digital) nature of these places. These insights reveal opportunities for ambient media architecture to increase awareness of and connections between people's hybrid personal learning environments. |
| Starting Page | 13 |
| Ending Page | 22 |
| Page Count | 10 |
| File Format | |
| ISBN | 9781450317924 |
| DOI | 10.1145/2421076.2421080 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2012-11-15 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Personal learning environments Visitor engagement Responsive architecture Participatory design Urban informatics Free-choice learning Library studies Informal learning Ambient media |
| Content Type | Text |
| Resource Type | Article |
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