Abstract
In this article we develop some arguments from a research project where the researchers were also participants in the making of a multiplayer online game. The “Siida” project emerged as a challenge to the static and monolithic vision of Indigenous Saami culture and history. It seeks to create an arena for learning founded on new approaches to research-based historical pedagogy. This involvement became the grounds from where we could refl ect upon what design is all about. We will argue that in order to work, design needs to relate to the specifi cities of place and be located as multiple practices. As a methodological tool for the analysis of partial connections between actors’ knowledge practices, we put the concept of material boundary metaphor to work. We tell the ethnographic story of a complex media production as an on-going negotiation between knowledge and technical design.
Highlights
The aim of the Siida project was to create a multiplayer online research-based digital game that could work in a multicultural learning environment
We opened this article by arguing that Siida could be considered as an assemblage constituted through the design project and that all the knowledge practices involved were tied to their location
When we reconsidered the pilot report, we found that it had incorporated a series of standardized forms of interactions, and that these had created disconcertment among some of the actors
Summary
In this article we develop some arguments from a research project where the researchers were participants in the making of a multiplayer online game. The “Siida” project emerged as a challenge to the static and monolithic vision of Indigenous Saami culture and history. It seeks to create an arena for learning founded on new approaches to research-based historical pedagogy. This involvement became the grounds from where we could reflect upon what design is all about. We will argue that in order to work, design needs to relate to the specificities of place and be located as multiple practices. As a methodological tool for the analysis of partial connections between actors’ knowledge practices, we put the concept of material boundary metaphor to work. We tell the ethnographic story of a complex media production as an on-going negotiation between knowledge and technical design
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