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2020 | OriginalPaper | Buchkapitel

Adventure Cards, Process Wheels, and a Vision for Digital Storytelling: Learning from Leonardo

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Abstract

This work examines the phenomenon of the Living Lab Transaction and several user-engagement innovation tools developed to maximize meaningful interactions at the Massachusetts Institute of Technology (MIT), a private research university located in the northeastern region of the United States. Although much of the research at MIT is focused outwardly on solving universal challenges such as poverty, world hunger, and global economic issues, many students, scholars, and staff intentionally use the 168-acre campus—located within the city of Cambridge, Massachusetts—as a working laboratory in which to experiment with ideas, inventions, technologies, and new ways of thinking [In recent years, MIT has demonstrated a significant commitment to using the campus as a test bed (i.e., “living labs”), as evidenced in the launch of an Office of Sustainability that advances the educational mission of the institute (2013), in the Plan for Action on Climate Change (2015), in the creation of a new full-time appointment (i.e., the “Living Lab Design Manager”) with responsibilities for cultivating research that uses the campus as a test bed for innovation (2016), and in the Pathways to Sustainable Leadership document (Campus Sustainability Task Force, 2017)]. New tools such as the Process Wheels, the Learning Adventure Card user interface/database, and the Discover Living Lab Web App, which are based on the conceptual Urban Living Lab Learning Frameworks (UL3), are introduced as examples of customizable, shared resources that cultivate leadership, team building, and creative problem-solving skills. The tools address common challenges that can thwart agility for project teams; they are designed to facilitate deeper learning and new ways of seeing by weaving together knowledge from fields such as cognitive science, fine arts, developmental psychology, philosophy, organizational behavior, applied mathematics (game theory), and from popular culture.

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Fußnoten
1
“Digital natives” are those born after 1980, who have grown up with video games, instant messaging, and smartphones and who prefer to learn from hyperlinked, random access, digital sources and with the assistance of online cameras, simulations, games, wikis, and blogs that they help create (Kelly et al. 2009).
 
2
The Adventure Card Library (LAC Interface and Knowledge Database) refers to a robust database that contains several hundred data points collected on living lab research (see the section “The Learning Adventure Card Concept” for details).
 
3
Lablets are those research activities that do not yet meet the criteria for living labs but are using the campus as a test bed. These are typically of shorter duration and effective at quickly testing ideas and research questions. (The act of pursuing these projects is called “lableting.”).
 
4
The LAB-O-RAMA is an annual gathering of academic and operational partners designed to provide a place to tell the stories of living lab research, to show recent findings and technologies, and to make connections for existing or new work.
 
5
The Incubator Fund is an external donor program with earmarked funding for research using the campus as a test bed.
 
6
The DataPool is a centralized resource that can collect and store data from disparate sources, enable automation through computer programming, and enhance the analytic capabilities of operational units.
 
7
Dot-voting (also known as dotmocracy) is an established facilitation method used to describe voting with dot stickers or marks with a marker pen. The author utilized dot-voting as a gamification strategy to incentivize input from those participating in themed events.
 
8
To view the Living Lab Finder, see https://​datapool.​mit.​edu/​living-lab-finder.
 
9
The Learning Adventure Card Concept was leveraged to obtain over $250,000 in design and development work conducted by a team of data specialists at Intersystems Corporation, an industry-leading vendor for database management, rapid application development and integration, and healthcare information, and the Web App Tool was featured at the 2017 Global Summit event in Palm Dessert, California.
 
10
Social distance is the degree of emotional connection people have with each other. Groups with low levels of social distance feel close and congenial, while those with high levels of social distance face greater challenges in developing satisfying interactions (Neeley 2015).
 
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Metadaten
Titel
Adventure Cards, Process Wheels, and a Vision for Digital Storytelling: Learning from Leonardo
verfasst von
Paul J. Wolff III
Copyright-Jahr
2020
DOI
https://doi.org/10.1007/978-3-030-15604-6_26