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3. Module description

“As a person, I have to claim my persona as my own. If I don’t, my clone will do it for me.
”
― Jarod Kintz, Seriously delirious, but not at all serious*

During the course of this module we will attempt to answer the question posed in its title. The world of online digital communication and collaboration afforded by the web, social media and virtual worlds has become an integral part of professional work experience. No longer restricted by physical geography collaboration crosses cultural boundaries and time zones. The ability to operate effectively in this environment is essential for those joining the 21st Century workforce.

Familiarity with the legal frameworks, social conventions and etiquette that frame this online environment is a prerequisite to success. Participants will gain practical experience of collaborating online, negotiating shared outcomes, and delivering results as part of a team. The importance of developing and managing your online identity, or personal brand, will be explored in the context of online communities. You will be introduced to networks and encouraged to explore their interests while developing and refining your own virtual identity and you will have the opportunity to experience community building through participation in a team project.

The class maintains a strong focus on the impact of the regulations and conventions governing the creation and exploitation of content in various contexts to enable students to apply the theory of content creation in online spaces. Collaboration is an integral part of the module which includes a major Team Project. Participation will lead to a practical grasp of the use of online applications that support collaborative work in digital environments, exploring the creation and management of content in both the immediate classroom environment and the myriad digital platforms available, such as:

  • blogs and micro-blog sites;
  • social networks;
  • virtual worlds;
  • video and audio hosting sites.

Underpinning this experience will be an exploration of the nature of being – so that in venturing into the space inhabited by virtual avatars we can maintain a thread of contact with the ‘reality’ of our physical existence. Philosophers, cultural theorists, prophets and academics struggle with the concept of ‘self’ and we will jump into this maelstrom with guides such as Marshall McLuhan who foresaw the Global Village, Bernard Stiegler who proposes a radically different perspective on the impact of digital media, Daniel Dennett who suggests the ‘self’ is an elaborate construct, and Alan Wallace who argues for collaboration between theoretical physics and buddhism. These thinkers will support also our exploration into the nature of digital tools and their impact on our own lives and on society in general.

Module Learning Outcomes

On successful completion of this module students should be able to:

  1. Access online communities and virtual environments.
  2. Employ your own online virtual identity.
  3. Manage the reputation of your personal brand.
  4. Engage collaboratively in a cross-cultural online environment.
  5. Identify appropriate online tools to facilitate and enhance online communication.
  6. Explain how convention and regulation underpin successful virtual communities.
  7. Create original online content.
  8. Differentiate between personal gain and professional responsibility.

Module Content

This content provides a general outline of the topics covered and is subject to change from semester to semester.

1. Welcome to Second Life
Class 1 provides an overview of the module and the topics to be covered during the semester, along with access to the course content available in the University VLE Brightspace. The assessment requirements and processes are discussed also. In advance of the class you must join Second Life.

2. Student Team Project Brief
Class 2 see participants appointed to the Team you will work with for the semester; and we will introduce the brief for the Team Project which underpins the course experience.

3. Teamwork and Collaboration
Class 3 considers the theory and practice of team work and collaboration. The dynamics of forming and developing a team that can deliver on a project will be discussed and you will be introduced to useful virtual collaborative tools.

4. Metaliteracy and Digital Citizenship
Class 4 explores the end of the print era and the increasing need for metaliteracy in the digital age.

5. From Hammer to Pixel
Class 5 explores the thinking of Marshall McLuhan (1911–1980) whose work is central to an understanding of media theory and provides a useful framework for examining digital social media and online collaborative tools.

6. My Avatar and Me – virtual identities
In Class 6 we explore the nature of ‘self’ and consider our online presence – whether through an avatar in a virtual world such as Second Life, or through our engagement with social media.

7. Online Communities and Relationships
For Class 7 we will visit Virtual Ability Island in Second Life to meet the residents of this vibrant and engaging community.

8. Walking away…?
Class 8 looks at the nature of human society and individual responsibility through the lens of science-fiction writer Ursula K Le Guin’s short story The Ones Who Walk Away from Omelas.

9. Presenting your Team Project
In Class 9 we will look at some of the approaches that can be taken to presenting the project and the tools that can be used to present supporting content.

10. Content Produser
Class 10 considers content creation. What does it mean to be a ‘produser’ and does virtual content have any intrinsic value?

11. Warning!
Class 11 will start with the Scientists Warning to Humanity referenced in your Team Project brief and consider it in the context of French philosopher Bernard Stiegler’s call to action.

12. Presenting your Project
In Class 12 each team will present its project.

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*Kintz, J. (2012). Seriously delirious, but not at all serious. Amazon. ASIN: B008KWMPVW.

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