# data[].attributes.body
Relational: people who learn from the MOOC

Spatial:

Temporal: the time the MOOC lasts (around a semester)

Personal:

Analytical: analyse my own learning process (as I will be a participant), would be interesting to know someone else who take this course

Ethical:

# data[].attributes.headline
Learning through Unreal Engine community

# data[].attributes.subject
Learning through Unreal Engine community

# data[].attributes.body
Spatial - only online

Temporal - community content may outlive its usefulness/aplicability since theres constant updates to the engine

# data[].attributes.body
Ethical boundaries:
- anonymity (difficult to determine e.g. age)

Analytical boundaries:
- anonymity (difficult to pick out subjects for analysing)
- no knowledge of seniority or expertise (outside of the community)

Spatial boundaries:
- no nationality (difficult to make the analysis representative on a global scale)

Methods:
- netnographic analysis of the culture on Apple Community (no interaction outside of the online community)

# data[].attributes.body
(Andreas)
Spatial:
- WoW
- Discord (teamspeak)

Temporal: 4 weeks, evenings.

Personal: Former player and active part of the community. Been "away" for 2-3 years.

Ethical:
As communication in-game tend to be rather morbid, full anonymity might be necessary in order to compare in-game communication with the same person acting in teamspeak.

Analytical:
Relational:
(Practical):

# data[].attributes.headline
Netnography and social communities on Facebook

# data[].attributes.subject
Netnography and social communities on Facebook

# data[].attributes.body
Spatial: Similiar groups thoughout the web -> only be using one specific group
Ethical:

# data[].attributes.body
- Temporal: limitations because of the duration of the course (appr. 3 months) --> some MOOCs may take longer
- Spatial: complexity of learning material (games, courses etc.)
- Practical: technical boundaries, no self-attempt possible (e.g. VR Games), difficult to observe other players

Most important perspectives:
- Observer or participant when studying games or apps

# data[].attributes.body
Question:
Can online MOOC's and communities be used for learning a production tool?
- And how efficiently.

Boundaries:
Spatial:
- MOOC's
- Communities
Temporal:
- Time spent learning (4-5 weeks, combined with fulltime studies).
Ethical:
- Copyright.
- Avoid provocative content
- Acquisiton of tool
Analytical:
Personal:
- Learning a graphic tool is relevant for future job opportunities.
Practical:
- This will be done during fulltime studies. Time will be limited.
-

Methods used for documenting projects:
Portfolio, logbook, community interactions through milestone uploads

# data[].attributes.headline
Living and learning in a participatory culture

# data[].attributes.subject
Living and learning in a participatory culture

# data[].attributes.body
Eline, Fiona & Amalie

Eline
- A lot of people using the app, so no knowledge of which participants to use
- Make society more specific
- Important perspective: Theirs, because you want to learn about them

Amalie
- Ethics  (no names)
- Gender
- There is a lot of information and not a lot of time (Netvizz???)
- I have to find people who would like to talk to me about it
- Important perspective: Theirs, because you want to learn about them

Fiona
- Doesn't know if its teaching/learning
- Location (no mountains in Denmark)
- The time
- Can't convert what you've learned to put it in practise
- Important perspective: Own perspective because of teaching

# data[].attributes.body
Boundaries of the project:
Relational - People just starting to learn Chinese
Spatial - Apps and usage of websites, video tutorials and trial by learning.
Temporal - Practice for a few weeks to pass an "exam" kind of thing
Analytical -
Ethical - Hard to apply

# data[].attributes.body
* Lack of technological understanding and skills

* Finding comparable people to observe

* Finding a framework to research

Spatial boundaries:
* Difficult to find people with the same cookies
*

# data[].attributes.body
Perspective/Boundaries:

Investigating the web:
Twitch:
Relational:
Streamers/Subscribers/Followers/Commenters/Advertizers

Spatial:
Confined to one game, with maybe 1-2 streamers

Temporal:

Analytical:

Ethical:
Users are mostly anonymous, so there aren't many ethical boundaries on this subject. However, many users on Twitch are underage

Personal:
The relation between viewer and streamer/entertainer. Why do people donate thousands of dollars to people they barely know?

(Practical):
The perspective and how we will choose to analyse