In this study our goal is to conduct a "connective ethnography" that focuses on how gaming expertise spreads across a network of youth at an after-school club that simultaneously participates in a multi-player virtual environment (MUVE). We draw on multiple sources of information: observations, interviews, video recordings, online tracking and chat data, and hundreds of hours of play in the virtual environment of Whyville ourselves. By focusing on one particular type of insider knowledge, called teleporting, we traced youth learning in a variety of online and offlien social contexts, both from
Sustainability will be the great challenge for many cultural institutions in the first quarter of the 21st Century. Changing patterns of government, corporate, and individual support, new demographics, and new ways of creating, preserving, and sharing information are all challenging the sustainability of museums and other cultural institutions. In 2001 a meeting of science museum leaders in Bristol identified 3 distinct but interacting dimensions to sustainability: financial, intellectual, and social. Financial crises are the most obvious threats to the survival of institutions, but
This article conceptualizes and measures collaboration. An empirically validated theory of collaboration, one that can inform both theory and practice, demands a systematic approach to understanding the meaning and measurement of collaboration. We present findings from a study that develops and tests the construct validity of a multidimensional model of collaboration. Data collected using a mail questionnaire sent to 1382 directors of organizations that participate in a large national service program provides the basis for a higher order confirmatory factor analysis. The model that emerges
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Ann Marie ThompsonJames PerryTheodore Miller