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Imagining the Enculturation of Online Education

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Abstract

Participation in popular sub-cultures developed through new technologies involves learning rules and protocols for participation that are cross-cultural and cross-lingual. New multimedia games create and incorporate international rituals or protocols for a group of consumers. The development of communication technology has seen increasing numbers of these multi-media games emerging. These multi-media games involve full immersion into a created world. This paper discusses the ways in which learning is seen as active not passive absorption of information. As Combs (2002) states with the internationalisation and decline of a common religion and culture students need to communicate in ritualistic and symbolic acts with one another. In order to participate in the popular cultures children must learn social skills and develop a common culture, building their social and communicative competencies. According to Tobin (2003) university programmes have potential to piggyback on the phenomena providing a 'common culture' for students to learn in.

Keywords

Multi-media games, world building, tertiary education.