Turkle article and Wenger's article has similar aspects when coming to community. Online gaming environments are the best community place for socializing. Online game envrionments links people around the world, people with different culture backgrounds, different aspect of life point of view. A online place is where people gather up for similar interests, collaborate with one another. For example, I'd like to introduce the game of World of Warcraft (WOW). This is a online game MMORPG style where over 50 million people around the world playes and serviced in 15 languages. People not only stay on the game sever to fight and complete quests to level up, the gaming environment also pushes the users to collaborate and conquer dungeons and others. In this situation people have to talk and work with each other to make the best out of it. No man is an island, sort of suites this situation. In the game, people have to learn to talk and learn to work together. As a heavy online gamer myself, everytime I log-on, friends (online friends) people I know through game starts to talk with about my life and my interests, not only restricted with gaming issues. When someone builds up a guild, people tend to get closer, and work better together. Sometimes people get together to meet up in real life, which is more fun sometimes. However, my point here is that communities help to develop all sorts of aspects. My interest is in language, and language development could be observed in playing online gaming. Bryant article shows that actually playing WOW, develops the language ability for users. As Wenger notes, learning comes from all around not only from community but from practice, identity and meaning. People gather up in the online game to collaborate and through this development occurs.However, i know this posting goes blah blah blah for here and there but, too bad, my prior posting went down the gutter with an error of the psu blog!
MUD's my kind of use of technology
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Online game environment is the key phrase that comes out in this article and response. I wonder, did internet communities and identities originate in the gaming environment? Have these communities evolved into ones that benefit life, other than entertainment? Has a development of online communities benefited education?
I don't play online games mostly because I don't have time to. Sure I think they are neat but just not my cup of tea at this point in my life when so many other things are going on. As I search for ideas of constructing an online community for the curriculum that I am involved in developing I continue to be disappointed. Has anyone out there found an online community structure or tool that will actually work with the restraints of students and enhance their learning, not cause a disruption?
I know our high school had groups of Dungeons & Dragons folks, including some live-action role-players (LARPers) who were near the bottom of the social ladder. I knew people who grew up with MUDs never really developing "friends" outside of their D&D groups, and the general consensus was that these people were missing out on life.
Now World of Warcraft has 10 million players and is suddenly "cool" enough that even fraternities are doing the same stuff that these D&D outcasts were doing five or ten years ago. Is it just the sheer population size that makes it OK, or the nice graphics, or what? Should I tell LARPers they're trendsetters and will be socially accepted now?
in the 1960's U.S.A built this ARPANet for some use which int he 1972 they developed the email and Telnet based system.
Later on 1983 they divided the ARPANet into 2 different uses; Military use MILNet and experiment use ARPNet. This kind of shows that the internet started out as a military or experiment type tool to communicate with each other. As serving the Korean military for 3 years (2000-2002) they still do use the intranet system (formal internet) to keep up with other boot camps which the reason might vary (hobbies, supplies, visits from higher people, etc).
But some how the Internet was based on community reasons to connect other people around the world, that's why it has the name for World wide web.
This did improve or changed the way we live in some good or bad way. but it keeps us to develop ourselves into other conditions. As future teachers or researchers, I guess it's important to recognize this and try to use it in different ways.
for online gaming yes, there has been other reasons that people like to play. It's not that I have nothing to do when I play online, I make time to play online. To me it's place where I meet my friends, my family and many others I feel important in my life. I think it as exercise, you don't go to the gym because you have time, but make time for it, or meeting a friend, you make time for it. Online game same for me. of course this is my case, others do think differently (my parents haha)
For WOW it's not only because the graphics are cool and better than any other game but the balance of the professions and the system how it works, is very addict-able. Many European scholars had use this game for a language tool, and so did I and even now I'm doing the same thing too.
Some think tape listening is good, some think music, some like traditional classroom lecture type to learn language. For me game is the answer and that's one of the reason's I'm here in Penn State.