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IN THE BUBBLE JOHN THACKARA - witz cultural

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Learning 153<br />

rapid, mass, large-scale learning, too. J. C. Herz’s investigations of the online<br />

gaming world reveal numerous examples of networks in which professionals—particularly<br />

those involved in fast-evolving technical domains—<br />

share information and experience. As Howard Rheingold confirms so<br />

cogently in Smart Mobs, we don’t have to reinvent the concept of collaboration:<br />

It’s in our nature as humans to collaborate, and this existing social<br />

characteristic is being amplified and accelerated by new communication<br />

tools ranging from data mining and ratings software to wireless devices. 50<br />

A well-known example is Slashdot, 51 a website for technology news and<br />

discussion. Unlike that of a traditional technical journal, in which a small<br />

team of specialist writers roam the world’s trade fairs and labs and then<br />

write articles about technology, the editorial content of Slashdot is created<br />

by its users. Any Slashdotter can submit a text or comment on one<br />

already there. Submissions to Slashdot are filtered and rated by moderators.<br />

Despite the craze for ‘‘social software’’ and the growth of websites such<br />

as LinkedIn and Orkut that promise to revolutionize our social and profesional<br />

lives, the Internet does not own mass collaboration. In all forms<br />

of learning, the best collaboration involves live contact, and this, too, can<br />

be designed. To give just one example, ‘‘OroOro’’ was a three-day event<br />

organized by Caroline Nevejan, research director of the Amsterdam University<br />

of Professional Education, with its twenty-two thousand students and<br />

more than one thousand teachers. Nevejan was looking for ways to support<br />

collaboration among teachers fatigued by years of forced continuous<br />

reorganization and by a government intent on pushing more and more<br />

students through the system. Many of the university’s teachers were being<br />

confronted by students who knew more about the technical details<br />

of their subject—for example, Java programming—than the teachers did.<br />

It was a recipe for demoralization. ‘‘My job was not to bring in yet more<br />

technology—we already had that,’’ Nevejan told me at the time, ‘‘but to<br />

design processes that would enable our teachers and students to make<br />

better use of new tools.’’ The aim of ‘‘OroOro’’ was to accelerate this new<br />

approach. Part symposium, part hands-on workshop, it enabled 1,000<br />

teachers to explore together new ways to organize relationships between<br />

what—and who—we know. 52<br />

The lesson of projects like ‘‘OroOro’’ is that communities of practice<br />

can be designed—in this case, within a single institution—and they are<br />

not principally about technology. Communities of practice are defined by

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