Saturday, October 03, 2009

Games that Teach: Junana in a non-alternative present!




Junana mined a lot of research being done on the use of games in education. PBS did a program about this. Check out the Games that Teach section on PBS's Digital Nation site. We need to stop asking when schools are going to integrate gaming into their curriculum, and ask how!

Photo Credit: http://www.flickr.com/photos/rofi/2647699204/sizes/m/ rofi cc licensed

Thursday, September 24, 2009

Prankmeisters are real... or not



In Junana, Scratchy spent a good deal of time at college working out pranks to gain cred and have fun. In the actual Reed College there is a fine tradition of pranking, one that has the entire city of Portland on edge at times. One of Reed's former prankmeisters, Igor Vamos, joined in the Guerilla Theater of the Absurd, and pranked the campus and the town for years. Now a member of the Yes Men, he continues to bring live theatre into corporate meetings across the planet.
What is the essence of a great prank? It has to be more than a simple joke. A great prank needs to mine the river of absurdity that all forms of the serious create by their posturing. The serious and the absurd are linked at the waist, and the prank flings open the curtain on this fact.

photo credit: http://www.flickr.com/photos/oter/3574042146/ oter cc license on flickr

Monday, September 14, 2009

Do the Brainwave exercises and Jorge will smile at you


How does the Brainwave in Junana work? Why don't schools use this now? These are questions I've gotten from readers. I have to remind them here that Junana is fiction. The Brainwave exercise is based on current research into "brain-based education." The links between education and the workings of the brain have been explored for quite a time. Harvard's Graduate School of Education has a program called Mind, Brain, and Education, which is devoted to advancing knowledge in this area. In Junana, the Brainwave looks at the intersection between short- and long-term memory. It proposes some physical movements that help the brain open up long-term memory so that students retain more of what they experience. This is the type of potential impact that new brain-based education findings are looking to achieve. Eric Jensen has a great overview piece on brain-based education.

Don't forget to do the Brainwave everymorning... or drink your latte!

photo credit: http://www.flickr.com/photos/urbanmkr/266895606/ urbanmkr cc license

Friday, September 04, 2009

Living in the Museum Museum

When Desi tells the tale of the "museum museum" we are left with a sense that, as absurd as this might sound, it's no different than the kinds of cultural recycling we are encountering today in movies, music, and fashion. All around us, people with the means to produce new cultural objects are choosing instead to repackage and represent the same old content. Comic books, blogs, and soon Tweets will be recycled into movies (I confess, I loved the Iron Man flick). Fair enough, if it sells, right? Still, at some point we need to leave the museum, step out of the box, and find new ways to build new cultural capital. The means of doing so are all around us (you probably have an HD camcorder somewhere within reach). When Queen Victoria opened up the Crystal Palace in 1851 (photo), she started a century and a half of museum building. At the time it was extraordinary. Now, it's just lame, particularly when you are surrounded by cultural objects directly from the museum museum that has become our cultural engine.
photo URL: http://en.wikipedia.org/wiki/File:Crystal_Palace_-_Queen_Victoria_opens_the_Great_Exhibition.jpg

Friday, August 28, 2009

Social Networking design patterns: Scratchy would be all over these

Again a great link off of BoingBoing (thanks to Cory and the crew). There is a group looking into the design patterns (=templates) for building social networking software. They have a website here:
Designing Social Interfaces (a wiki that you can help build over time!).
The core authors, Christian Crumlish and Erin Malone, also are doing a book on this which is coming out from O'Reilly. At the top of the wiki, they describe what a "pattern" is--a definition that will sound familiar to anyone about level 2 of the Game:

"A pattern describes an optimal solution to a common problem within a specific context.

A pattern is not a finished piece of code or design. Rather, it reflects the sum total of a community's knowledge and experience or expertise in a given domain.

When we talk about patterns, we often start by noticing social behavior patterns. These are patterns in what people do, with or without interfaces designed for those purposes. These patterns are interesting and fun to talk about and they help us understand what's likely to happen, but they are not the primary focus of this project.

The patterns in this collection are social design patterns (a.k.a. social user experience design patterns). They are interaction pattern [sic] for people designing social interfaces."

Since I'm on a team designing a social network platform, these patterns are extremely valuable. I've been enjoying the wiki, and will be buying the book as soon as it is out!

Saturday, August 22, 2009

Junana at Gnomedex... the other future is here now

The crowd here at Gnomedex is exploring facets of Junana-like technology and society, particularly the notion of trust, which, in Junana, is based on an identity that is assembled from self-confessed information. Trust, at Gnomedex, is assembled from a Tweet-storm of corroboratory information and self confession. People are learning to be authentic as a feature of being successful. This might be another template... you can't fool the twitter stream.

Sunday, August 02, 2009

Reader Comments for the Book

Here is where you can add your own comment about the book. The best of these (not necessarily the most effusive in their praise) will be added to the front of the revised edition.

About the Five Skillings (part one)

Most of the Five Skillings comes from a forthcoming book by a Santa Barbara psychotherapist, which notes that the main reason that people do not get results from therapy is that they have fallen out of balance in one or more aspects of their core relationship to the themselves and others. The point is that they can work on these skillings independently from therapy and start to feel much better through these practices on their own. And then they can also start to realize the benefits of therapy on those problems that are external to their core relationships.

The other side of the skillings comes from a thread in sociology which tells us that our society (within modernity) is increasingly removing our ability to acquire basic skills (for example, making shelters or clothing, or growing food, or teaching our children). We are an increasingly unskilled lot. Look for this as one of the tones for "Game Nation."

The credit for the body as the primary relationship to the world owes its inspiration from the marvelous work of Dr. Michael Luan in Santa Barbara. Michael has a singular perspective about the road to a healthy body and mind, and he has helped (and continues to help) many people regain their sense of a positive relation between the body and the world.

Saturday, August 01, 2009

Junana Technology I

A lot of the technology described in Junana is based on actual working technologies that the author discovered while working in the field of digital libraries. From the templates to the brain wave: these are already being developed. Social networking sites, such as Facebook, already handle hundreds of millions of users; while other sites, such as Second Life, allow users to create their own avatars and interact in virtual spaces. Search engines commonly mine the entire internet for the content of their searches. They then parse this in various ways to reveal key components.

Raph Koster's Theory of Fun outlines how learning is at the heart of the best video games. And so the Game simply takes this to its most-fun conclusion. What are your thoughts on Junana technology?

Wednesday, July 29, 2009

Junana on Facebook

If you are a Facebook member you can get into a conversation about Junana on Facebook.
Junana on Facebook

Saturday, January 24, 2009

Junana License

Creative Commons License
Junana by Bruce Caron is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License.
Based on a work at junana.blogspot.com.
Permissions beyond the scope of this license may be available at http://junana.blogspot.com/2009/01/junana-more-license-goodies.html.

Junana, The Free Digital Copy

The whole book is available in html at Junana.com

The Pdf version of the book is available here.

Junana, More License Goodies

If you want to use Junana in ways that you are not sure fit into its license, contact bruce (at) junana.com to ask. Thanks!