e-Learning Ecologies MOOC’s Updates

Essential Update #2 -Active knowledge making || concept prosumers

Active knowledge making, especially in a digital ecology or environment, asks learners to not only consume but also produce knowledge. There is a shift in education from cognition to knowledge representation (Coursera video: Active knowledge making - part 2C). The traditional focus on long-term memory, where learners have to reproduce knowledge, is no longer that important in our current society as this new digital era makes sure that all sorts of information is available to us at all times. This gives the opportunity to produce a different kind of learner, a learner that develops knowledge while finding knowledge. For example, there is so much information available that a learner needs to go through piles of information on the web, choosing to ignore or use certain information. This also contributes to a sense of agency of the learner. It gives the possibility of taking a different angle towards a subject. A ‘prosumer’ is a good example of active knowledge making, where consumers are actively involved in customizing products or services (Cope & Kalantzis, 379).

In the following example I have chosen Ready4Work, a serious game our company works with. This game helps unemployed youth or students to discover their place on the job market. It starts with a quiz that should be seen as an assessment of the player, discovering the players natural gifts and interests. While playing the game, every answer and action is analysed and shapes the individual path of the player. Within this game and the theory of active knowledge making the player (learner) can be seen as a prosumer. During the game a player comes across real live challenges of companies that need feedback or creative input on products or services. As the player completes challenges, the player has had the opportunity to learn and develop their set of skills on the job market, while simultaneously contributing and customizing a service and/or product. The game takes the player or prosumer seriously as a possible producer of knowledge or co-creator for a product or service. This also contributes to the new innovative and creative workers employers nowadays are looking for.

For more information on Ready4Work: http://www.ready4work.info/ (Dutch)

YouTube clip on Ready4Work: http://www.ready4worknb.nl/ (Dutch)

Cope, B., & Kalantzis, M. (2015). Learning and New Media in The Sage Handbook.