著者
松浦 李恵 岡部 大介 大石 紗織
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.22, no.2, pp.268-281, 2015-06-01 (Released:2015-12-01)
参考文献数
23
被引用文献数
1

This paper analyzes the relationship between participation and learning represented in ethnographic case studies of ten informants aged 23-59 participating in a common-based peer production site, the FabLab Kamakura community. Digital-based personal fabrication is a new wave culture of mavens, who are devoted to alternatives to massproduction, and are on a mission “to make (almost) anything”. FabLab Kamakura is a valuable venue for exchanging information about, for example, digital tools, Arduino,crafts, textiles, and so on. First we frame this work as an effort to think about their participation and learning using the concept of “wildfire activity theory”(Engeström,2009) and “legitimate peripheral participation (LPP)”from Lave and Wenger (1991). Then we argue an overview of FabLab culture in Japan and at FabLab Kamakura. Us-ing SCAT methodology (Otani, 2011), we group our findings in two different categories:(1) learning through participation in FabLab Kamakura, (2) the visualization of weakties and mobility through participation in wildfire activities. We conclude that partic-ipants at FabLab Kamakura are producing and designing available artifacts for their lives and works, and in doing so, what they are designing is the physical manifestation of their very thoughts.
著者
松浦 李恵 加藤 文俊 岡部 大介
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.26, no.4, pp.440-455, 2019-12-01 (Released:2020-03-01)
参考文献数
24

This paper analyzes the relationship between costume making as a hobby and interaction with the other family members and articfacts in a room represented in fieldwork study of a female informant aged 26 participating in “Costume Play” community. First we frame this work as an effort to think about their making at home using the concept of “interest-driven” activities and poaching. Then we share our methodology based on video observation and reflective interview. Our analysis of the scenes revealed that a hobby at home (especially, sawing) is a valuable venue for observing about subjective design process with some artifacts not only for sawing but also TV, DVD, laptop,smart phone and so on. In addition, continuing one’s hobby at home is to collocate one’s interest with the other family members’ multiple interests.
著者
松浦 李恵 岡部 大介
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.21, no.1, pp.141-154, 2014-03-01 (Released:2015-02-02)
参考文献数
24
被引用文献数
1

This paper analyzes the relationship between agencies and artifacts represented in ethnographic case studies of ten female informants aged 20–25 participating in the cos-play community. Cosplay is a female-dominated niche subculture of extreme fans and mavens, who are devoted to dressing up as characters from manga, games, and anime. “Cosplayers” are highly conscious of quality standards for costumes, makeup, and ac-cessories. Cosplay events and dedicated SNSs for cosplayers are a valuable venue for exchanging information about costume making. First we frame this work as an effort to think about their agencies using the concept of hybrid collective and activity theory. Then we share an overview of cosplay culture in Japan and our methodologies based on interviews and fieldwork. Using SCAT (Otani, 2011) methodology, we group our find-ings in two different categories: (1) Cosplayers’ agencies and relationships with others mediated by usage of particular artifacts, (2) Cosplayers agencies visualized through socio-artificial scaffolding and collective achievement. We conclude that cosplayers are producing and standardizing available artifacts for their cosplay objects, and in doing so, they are designing their agencies. We consider that the activities like them are one appearance we can observe in the other our mundane communities not apply only to cosplay one. Not only to cosplay, however we consider that these kinds of activities apply to other mundane communities.
著者
松浦 李恵 岡部 大介 渡辺 ゆうか
出版者
日本教育工学会
雑誌
日本教育工学会論文誌 (ISSN:13498290)
巻号頁・発行日
vol.44, no.3, pp.325-333, 2021-03-10 (Released:2021-03-15)
参考文献数
11

本論文では,高等学校のコンピュータルームに3D プリンタやレーザーカッターといったデジタル工作機械を取り入れ,「情報科」の授業カリキュラムを実施した事例を報告する.授業を受けた生徒は182人である.本授業実践において,生徒らはアイデアを発想し,形にする方法を学んだ.制作過程は生徒らによってドキュメント化された.調査者は,実践者として授業に関わりながら,授業の動画撮影,生徒への質問紙調査と,生徒と教員への半構造化インタビュー,フィールドノートへの記述を行った.本論文では,学習者の成果や学習者の振り返りに関するデータを示すことを通して,デジタル工作機械を用いたSTE(A)M 教育について議論を深める.
著者
松浦 李恵 岡部 大介 大石 紗織
出版者
Japanese Cognitive Science Society
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.22, no.2, pp.268-281, 2015

This paper analyzes the relationship between participation and learning represented<br> in ethnographic case studies of ten informants aged 23-59 participating in a common-<br>based peer production site, the FabLab Kamakura community. Digital-based personal<br> fabrication is a new wave culture of mavens, who are devoted to alternatives to mass<br>production, and are on a mission "to make (almost) anything". FabLab Kamakura is a<br> valuable venue for exchanging information about, for example, digital tools, Arduino,<br>crafts, textiles, and so on. First we frame this work as an effort to think about their<br> participation and learning using the concept of "wildfire activity theory"(Engeström,<br>2009) and "legitimate peripheral participation (LPP)"from Lave and Wenger (1991).<br> Then we argue an overview of FabLab culture in Japan and at FabLab Kamakura. Us-<br>ing SCAT methodology (Otani, 2011), we group our findings in two different categories:<br>(1) learning through participation in FabLab Kamakura, (2) the visualization of weak<br>ties and mobility through participation in wildfire activities. We conclude that partic-<br>ipants at FabLab Kamakura are producing and designing available artifacts for their<br> lives and works, and in doing so, what they are designing is the physical manifestation<br> of their very thoughts.
著者
松浦 李恵 岡部 大介
出版者
Japanese Cognitive Science Society
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.21, no.1, pp.141-154, 2014

This paper analyzes the relationship between agencies and artifacts represented in<br> ethnographic case studies of ten female informants aged 20–25 participating in the cos-<br>play community. Cosplay is a female-dominated niche subculture of extreme fans and<br> mavens, who are devoted to dressing up as characters from manga, games, and anime.<br> "Cosplayers" are highly conscious of quality standards for costumes, makeup, and ac-<br>cessories. Cosplay events and dedicated SNSs for cosplayers are a valuable venue for<br> exchanging information about costume making. First we frame this work as an effort<br> to think about their agencies using the concept of hybrid collective and activity theory.<br> Then we share an overview of cosplay culture in Japan and our methodologies based on<br> interviews and fieldwork. Using SCAT (Otani, 2011) methodology, we group our find-<br>ings in two different categories: (1) Cosplayers' agencies and relationships with others<br> mediated by usage of particular artifacts, (2) Cosplayers agencies visualized through<br> socio-artificial scaffolding and collective achievement. We conclude that cosplayers are<br> producing and standardizing available artifacts for their cosplay objects, and in doing<br> so, they are designing their agencies. We consider that the activities like them are one<br> appearance we can observe in the other our mundane communities not apply only to<br> cosplay one. Not only to cosplay, however we consider that these kinds of activities<br> apply to other mundane communities.