DIGITAL LIBRARY
CYBERCULTURE AS ONLINE TRAINING STRATEGY FOR CULTURAL MANAGEMENT
Universidad Nacional Autónoma de México (MEXICO)
About this paper:
Appears in: EDULEARN11 Proceedings
Publication year: 2011
Pages: 399-405
ISBN: 978-84-615-0441-1
ISSN: 2340-1117
Conference name: 3rd International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2011
Location: Barcelona, Spain
Abstract:
Cultural management is one of the most important issues of social development (Maass, 2006). Community workshop guided by the cultural manager, is effective in short, medium and long term, not only in the development of each member of a neighborhood but also in whole community in order to strengthen the social network, its learning and development of its creativity.
So then, community work is the ability to solve problems. For this reason we want to share our experience of an online training proposal for cultural management aimed at developing “local knowledge emerging communities” (Gonzalez, Amozurrutia and Maass, 2003). Develop Cyberculture is the main idea in this educational process. This is a proposal by a collaborative and problem-based learning.
Cyberculture training means generating and providing a new collective organization way that operates through three processes in distributed intelligence: a) stimulation process, b) connectivity process and c) consistency process. These three processes involve individual and collective changes because cognitive structures of community members suffer a reconfiguration (Piaget and Garcia, 1982).
At the same time, Cyberculture implies the development of three major cultures: information culture, knowledge culture and communication culture (Gonzalez, Amozurrutia and Maass, 2003).
Then, the questions are: How to develop online collective processes of stimulation, connectivity and consistency, distributed intelligence environments? And What Cyberculture strategy on line involves? We will answer them on this paper.
Keywords:
Cultural management, Emerging Communities, Local Knowledge, Ciberculture, stimulation process, connectivity process, consistency processes.