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IN THE BUBBLE JOHN THACKARA - witz cultural

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158 Chapter 7<br />

All this is a bottom-up, distributed, self-organizing process. The relevance<br />

of this, for institutions of higher learning, is not that students should create<br />

their own courses. Rather, it is that online content needs to leverage the<br />

same kind of social ecology that drives networked interaction in online<br />

multiplayer games. Says Herz: ‘‘Beyond the technological infrastructure,<br />

there is a <strong>cultural</strong> infrastructure in place to leverage these interpersonal<br />

dynamics. Tools and editing modes allow players to extend the game experience.<br />

But more important than the stand-alone benefit of these assets<br />

is their value as social currency. The creator of a popular level, object, or<br />

plug-in may not receive monetary remuneration. But he garners notice,<br />

and even acclaim, from his fellow gamers.’’ 61<br />

New Geographies of Learning<br />

Technology fixes for education are an old and discredited story. The delivery<br />

of precooked content, by whatever means, is not teaching. Radio,<br />

film, television, the videocassette recorder, fax machines, the personal computer,<br />

the Internet, and now the mobile phone: It was promised of each of<br />

these, in turn, that here was a wonder cure that would transform education<br />

for the better. And yet here we are, hundreds of years after the first books<br />

were printed, and teachers are still giving lectures, and students still line<br />

up to hear them. Why? They do this because the best learning involves<br />

embodiment—live experiences and conversation between people: Most<br />

people prefer talking to one another to talking to themselves. Educational<br />

institutions change slowly and social interaction remains their core activity.<br />

This is not to deny that our learning infrastructures need to evolve.<br />

More than 70 percent of learning experiences in the modern workplace<br />

are informal or accidental, not structured or sponsored by an employer or<br />

a school. 62 This kind of learning is pervasive, continuous, and profoundly<br />

social. It happens wherever people do their work: on a shop floor, around a<br />

conference table, on site with customers, or in a laboratory.<br />

So let’s be optimistic and anticipate a near future in which tech disappears<br />

quietly into the background, just as electricity did a hundred years<br />

ago. What, then, will be the important design issues among those I have<br />

discussed here? There are three that matter. The first issue before us is<br />

time: We need far more time for learning than we allow ourselves now.<br />

The second issue is the need to redesign the job descriptions that define

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