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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Virtual Learning Places: A Perspective on Future Learning Environments and Experiences</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Carlo Giovannella ISIM_lab Scuola IaD &amp; Phys. Dept. University of Rome Tor Vergata Viale della Ricerca Scientifica</institution>
          ,
          <addr-line>1 I-00133 Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2009</year>
      </pub-date>
      <fpage>10</fpage>
      <lpage>17</lpage>
      <abstract>
        <p>In this paper, I go through the evolution of the learning environments to justify the need for Virtual Learning Places (VLP). I also describe, briefly, the design principle that are inspiring the development of a concrete realization of a VLP - LIFE - and the open challenge on which we are currently working on: a) the ecological monitoring of the experience and of the experience styles; b) the promotion of a Design literacy.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Virtual Learning Environment</kwd>
        <kwd>Personal Learning Environment</kwd>
        <kwd>Virtual Learning Place</kwd>
        <kwd>DULP</kwd>
        <kwd>Learning as experience</kwd>
        <kwd>Experience's dimensions</kwd>
        <kwd>Experience's styles</kwd>
        <kwd>Design literacy</kwd>
        <kwd>Ecological Monitoring of the experience</kwd>
        <kwd>LIFE</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. ONCE UPON THE TIME A KING</title>
    </sec>
    <sec id="sec-2">
      <title>CALLED "COURSE" ...</title>
      <p>Long before "Technology Enhanced Learning" became
popular, at the time the "web" had just taken off and
everyone was enthusiastic about "e-learning", the
technological solutions proposed to realize on-line
learning processes relied on the so-called CMSs (Content
Management Systems), and were basically identified with
them. A fact that indicates how the focus of learning - in
this case we cannot use the term "education" - was the
content. Next step was the substitution of CMSs with
LMSs (Learning Management Systems), "familiarly"
called platforms that allowed to aggregate and organize
contents along timelines and paths of sense, i.e. to
organize and deliver courses and modules, accompaning
them with periodic assessments and, eventually,
evaluations. During the years, such deterministic vision of
learning, that perfectly matched with a "corporate" vision
of education, seeking mainly to optimize costs and
efficiency of the learning processes, produced a plethora
of "markers" (called tags) aimed to promote a
standardized description, representation and delivering of
contents and processes [1]. Educators, on the other hands,
since the beginning, perceived such vision as inattentive
to the pedagogical reasons. For educators, indeed,
flexibility is a vital factor, on many different levels:
methodological, procedural, of vision, content.
It was during such climate of transformation that were
introduced the so-called VLE (Virtual Learning
Environment), some of which [2] over time reached a
widespread diffusion thanks to the adoption of
opensource strategies. Such environments, supported by
considerably large communities of developers and users,
have met, and continue to meet, needs and expectations
that basic stakeholders (e.g. school educators) have about
the technological support/enhancements to learning. The
reason for this lies mainly in the still limited diffusion of
a reasonable level of media, technological and
technopedagogical literacies that, in turn, results in a preference
for tools that allow one to replicate and to amplify
activities usually carried on during learning processes
they used to deliver face to face. Despite many attempts
to update the VLEs with new features that, in the
statements of the developers, should serve to support
more open and collaborative educational processes, such
environments remain basically LMS - centered on the
object course - whose design and development are guided
by the beacons of standardization and efficiency in the
delivery of content. Inevitably, such a design philosophy
stumbles in the following critical remarks:
the structure of the platform is designed to create
watertight compartments, coincident with the
courses/modules, that do not foresee shared spaces;
watertight compartments to which the process'
manager may aggregate, as attributes of the module,
all sort of constituent and functional elements which
contribute to define a typical learning process:
teachers, learners, contents, forum, chat, assessment
module, etc. ...);
relations are asymmetric and favor the maintenance
of the roles that characterize traditional teaching
processes (e.g. teacher and student);
lack of efficient mechanisms to share and export
content (Learning Objects, LO, have no relevance in
the world of informal peer-to-peer exchanges); hence
a weak interrelation with the "world" outside a
specific training process, due to: i) poor external
visibility of the outcomes produced during the
training process, ii) a limited time windows within
which students have access to contents and activities
with a consequent weakening of the learning
community, iii) lack of interrelation between
different training processes.</p>
      <p>From the pedagogical point of view, moreover, the design
of the traditional VLE has been criticized [3], especially
by those who deal with Life Long Learning, LLL for two
main reasons:
lack of attention to learning as social practice
focused on dialogic exchange (including
collaborative and cooperative ones) tends to prevent
the transformation of tacit knowledge into explicit
knowledge and, thus, its transfer/application outside
the narrow confines of a given training process;
the close structure of the traditional VLEs tend to
prevent or slow down the construction of the virtual
identity of individuals that, indeed, is one of the main
objectives of people involved in LLL (and that led to
the adoption of instruments such, for example, the
eportfolio [4]).</p>
    </sec>
    <sec id="sec-3">
      <title>2. THE REVOLUTION: STUDENTS AS</title>
    </sec>
    <sec id="sec-4">
      <title>MANAGERS OF ENVIRONMENTS,</title>
    </sec>
    <sec id="sec-5">
      <title>PROCESSES AND CARRIERS</title>
      <p>Over the years we observed an astonishingly rapid
transformation in the way people approaches the web and
in the social practices hosted in there. Such phenomena
are evident at most among the youngest generations [5]
and, probably, are producing a modification of their
brain-frame and, therefore, way to learn. Among the most
evident transformations and trends:
a) the tendency towards a more limited use of e-mail,
due to the heavy "pollution" suffered by this
communication channel because of the spamming
and to its lack of immediacy in the construction of
groups of discussion; unless, then, increase the
demand for e-mail notifications to avoid presiding
tents of socializing places, many of which are
actually desert (the main goal of the greatest part of
their inhabitants, in fact, is to appear rather than
participate actively to the social exchanges);
b) a flood of instant communication channels (eg.</p>
      <p>Twitter) that at present integrate also easy ways to
exchange data in real time (Messenger) and/or voice
interaction (Skype); all such communication channels
favor a one-to-one emotionally dense interaction that,
usually, takes place between members of small
communities (easy to create thanks to simple and
rapid procedures for links aggregation);
c) an explosion of blogs and personal websites through
which individuals satisfy their need to act as
protagonists of the great game of internet, even if, in
reality, except for a few cases, everything reduces to
the publication of personal diaries written to the
advantage of few members of small communities of
bloggers - easily identifiable from the list of the
linked blogs - and/or friends;
d) a continuous development of new web services
which include, inter alia, a plethora of social systems
for publishing and sharing contents - link
(de.licio.us), images (flickr), video (youtube), etc.
that have become real "must"; showcases where one
should appear and to which one has to refer, for
example, from their blogs, often used, right now, as
pseudo-aggregators; these social and personal media
are causing a so relevant crisis of the traditional ones
that nowadays the "strategic planning" departments
of the advertising agencies includes in their strategies
synergistic use of the social environments ("viral
advertisement") in order to boost the effectiveness of
their traditional campaigns of "advertisement";
e) the increasing availability of atoms of information
that can be easily captured by special aggregators
able to raise their level of dissemination and social
sharing;
f) the widespread use of folksonomies that as
spontaneous emergencies (bottom-up approach)
represent a valid alternative to traditional ontologies
(top-down approach);
The above transformations induced a certain number of
TEL's experts to theorize the deconstruction of traditional
VLEs to give all students the possibility to build up and
manage their own learning environment, content and
process. Such position intercepted a diffuse desire for
more open social interactions and for a greater
independence in determining their own destiny. In some
sense it can be seen as a revised version of the naturalistic
approach to learning and led to the concepting of a new
typology of learning environments: the PLE (Personal
Learning Environment) [6], services and content
aggregators that can be freely and fully reconfigured by
individuals.</p>
      <p>Of course, the management of a PLE would require:
ability to interact socially not only within their own
PLE, but also on those of others, to contribute to the
collaborative production of content.</p>
      <p>It is quite evident that all the above skills cannot be
found all together in a single individual at any age.
Perhaps they could in part emerge as a characteristic
of what we may define, using an oxymoron, the
"collective-connective individual" but, undoubtedly,
remain the following critical issues:
the difficulty to produce "sense" from an ensemble of
limited information (such as those derived from RSS)
and to filter resources potentially of the same order
of the size of the web;
the difficulty of extracting significant "patterns"
from the "chaos" of internet, that may make very
hard to manage the trajectories of any educational
process;
theencouragement of what we call "territorial
individualism", whose outcome is the production of
weak aggregates, or virtual non-places [7,8] i.e.
places that have no peculiar characteristics and that
may easily lead also to live "non-experience"
Not to be misunderstood, I would like to stress that the
production of non-virtual places is dangerous not because
it questions the existence of training agencies, but
because, it prevents the stratification of the memory. This
latter is the process that drives the transformation of a
physical space in a "place" [9] where it is worth to live.
The challenge for the future, thus, in our opinion, is not
the transition from VLE to PLE, but, rather the
construction of virtual "places" that from one hand allow
the osmosis of contents and people and, on the other,
manage to maintain a high degree of recognizability and
attractiveness: i.e. interconnected organisms able to
reconfigure themselves, while maintaining their own
identity, and to expand into the everyday life, far beyond
the boundaries of the "virtual". In the DULP perspective
[10, 11] we call such places: "liquid learning places"</p>
    </sec>
    <sec id="sec-6">
      <title>3. AN OLD BUT ALWAYS NEW AND</title>
    </sec>
    <sec id="sec-7">
      <title>ALTERNATIVE PERSPECTIVE:</title>
    </sec>
    <sec id="sec-8">
      <title>EDUCATION AS EXPERIENCE ... AND</title>
    </sec>
    <sec id="sec-9">
      <title>ITS STRATIFICATION</title>
      <p>In a whatever complex framework the liquidity becomes a
dominant characteristic of the system that can be viewed
either as a pathological condition [12] or as an
opportunity [10] to restart, for example from a renewed
attention to the individual, not considered any longer as
"user" but, rather, as "person" wishing to use the
mediated communication to add "sense" to her/his
education through the immersion in meaningful
experiences, supported by the presence of a discrete
machine.</p>
      <p>Refocusing on the individual means recover her/his
motivation and putting her/him in a position to develop a
critical attitude to analyze the "fluid" in which s/he is
immersed, to identify significant relationships that might
allow her/him to design her/his own experencial
trajectory. It means also to ensure that such experiences
can sediment and stratify to make "places", included
virtual ones, recognizable. It means, as well, to ensure
that all dimensions of the experience benefit of the same
level of
attention.
By the way, which are the characteristics of a personal
experience (including educational ones) that can be
considered universal and meaningful?
We do think [13] that the definition of the
multidimensional space of the personal experiences may
derive from the integration of:
a)
b)
c)
personal characteristics;
dimensions of the human interaction;
any further dimension that can help to describe, in a
manner as complete as possible, an "experience"
"Experiences", indeed, are complex processes based on
interactions, or communicative acts, that operate
simultaneously on multiple levels, the main fuels being
the personal motivation, possibly supported and/or
amplified by a general curiosity or specific expectations
(grounded in your own mental models).</p>
      <p>
        In Figure 1 we have schematically summarized the
characteristics of the human communication that, of
course, are also the basis of all activities experienced by
the individuals:
i)
the four levels of interaction - physical-motor,
cognitive, social and emotional - that when combined
may produce further dependent dimensions, e.g. the
combination of social and emotional levels produces
affect &amp; x-pathy (i.e. sym-pathy, uni-pathy ,
empathy), while the combination of cognitive and social
levels leads to the definition and stratification of the
culture, i.e. the codified DNA that makes a place
(included virtual ones) recognizable:
ii) the continuos coevolution of individuals and
environment;
iii) the temporal dimension, either objective and
subjective
The equivalence between educational processes and
experiences, which has strong historical roots [14],
demands also for the identification of a universal process
able to incorporates and reproduces the essential features
of every kind of activities. To this end we have tried to
identify those features that characterize the behavior of all
organisms of any degree of complexity; the outcome was
the design of the organic processes (OP) [15], a process
based on three parallel layer of functionalities:
- explore: the environment to collect information &amp;
learn;
- elaborate: the information to design/produce;
- communicate: the "products" by means of "actions"
that, in the case of very complex organisms, can
make use also of highly structured and conventional
languages
The correlation of the descriptive multidimensional space
of the personal experience with the organic processes led
us [13] to obtain the framework of Table 1which defines
a set of "experience styles" and their relationship with
each of the three functional layers of the process.
To the 'explore/learn' layer are associated the perceptual
preferences of the individual; for example, the
preferences about specific sensorial channels of input, or
about the media through which communicate (images,
text, sounds, etc.). Each of such preferences, then, may be
further detailed by specifying what we call 'exploring
styles' (used to visualize images, to read, to listen, to
handle, etc.) [
        <xref ref-type="bibr" rid="ref1">16</xref>
        ] The first layer of the OP is certainly
related to the physical level of interaction and, inevitably,
also to the cognitive one, for what concern attention,
memory, interpretative strategies, self-control, etc. More
or less all these elements involve the emotional level too,
and emotions, as well known, affect the sensory inputs
also because of individual inclinations toward specific
emotional nuances. Actually all levels of the human
interaction (see Figure 1) are involved in each layer of the
OP although each one at a different intensity, even null
sometimes.
      </p>
      <p>
        To the 'elaborate/design' layer belong personal styles used
to process the information (e.g. analytical and sequential
or intuitive and global [
        <xref ref-type="bibr" rid="ref2">17</xref>
        ], influence of emotion, etc.), to
work (active or reflective, individual or collaborative)
and to design (abstract or concrete, inclinations toward
creativity, divergence and innovation). The prevailing
interaction level in this layer is no doubt the cognitive one
that can be more or less 'colored' by emotional and social
implications.
      </p>
      <p>The third layer of the OP, 'actuate/communicate', can be
related to the inclinations of individuals toward
extroversion/introversion, combined with their
preferences regarding mode of social interaction and
communication that, of course, may partially overlap
perceptual preferences (do, say, write, produce images,
etc.) and depend strongly on the ability to interact
emotionally.</p>
      <p>
        As shown in Figure 1 there is at least one "horizontal"
dimension of the "experience" that cannot be neglected in
defining the "experience styles": time. The 'ante', 'during'
and 'post' of an "experience", regardless of their objective
value, are often perceived in a very subjective manner.
The subjectivity of the experience shows itself either at
the perceptual level (duration of time intervals), as
differences in the expectations about an experience and,
as well, in its memory. The subjectivity of the time
dimension is clearly related also to motivation.
Another cross-cutting dimension of the "experience" is
the ludic one, related to the propensity of individuals to
play. Although not completely independent of the other
styles discussed above, it adds to the overall picture the
inclinations of individuals toward 'alea', competition
('agon'), vertigo ('ilinx') and 'mimicry' [
        <xref ref-type="bibr" rid="ref3">18</xref>
        ].
      </p>
      <p>Although the one described here is a reasonable
framework, we would like, anyway, to stress that the
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      <p>To conclude this paragraph I would like to underline that
the above descriptive model of an experience should be
considered as an ideal one because does not take into
account constrains/limits that may be introduced by
machines/systems that are involved in the mediation of
the experience. Indeed only rarely such mediation can be
defined ecological, transparent; almost ever the mediation
introduce filters that modify the relevance of the various
dimensions of the experience. Of course one has to put
enough care in distinguish between filters' effect and truly
relevance of the experience's dimensions.
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    </sec>
    <sec id="sec-10">
      <title>4. BUT IN PRACTICE? LIFE</title>
      <p>
        We started to put in practice the above considerations by
designing and developing a Virtual Learning Place called
LIFE (Learning in Interactive Framework to Experience)
[
        <xref ref-type="bibr" rid="ref4">19</xref>
        ], with the intention to [
        <xref ref-type="bibr" rid="ref5">20</xref>
        ]:
- favor the grow and stratification of the learning "place",
i.e. what can be considered as the basis for the
construction of the identity and the cultural DNA of a
society, although virtual one;
- encourage the development of meaningful social
interactions and the co-construction of knowledge, by
paying attention to restore appropriate symmetric
relationships and equal possibilities in knowledge
production;
- support the development of virtual identity and personal
growth of individuals, thanks to tools designed to valorize
their personal characteristics and, at the same time, their
ability to behave as social actors;
- provide simple ways to import, export and aggregate
data;
- offer the maximum pedagogical flexibility, in order to
support any sort of learning process (included the
'organic' one) and any BC3 (behaviorism, cognitivism,
constructivism, connectivism) combination to better fit
the needs of any specific context;
Taken for granted the inclusion of those tools that are
used in a traditional VLE to manage learning processes
and to publish relevant informations (tools that we do not
discuss here), a "learning place" (LP) is characterized by
the presence of two areas intended to support the
development, respectively, of knowledge and of learning
communities. These two areas must be closely
interrelated because the outcomes of the activities of a
learning community can and should be considered as
candidates for enriching the cultural stratification of the
place. The production of the collective efforts of a
community cannot and should not disappear with the end
of a given process or, for example, with the retirement of
a given teacher. This is why one must provide easy
mechanisms for "move" data between the various areas
used as repository and/or aggregator of knowledge (e.g.
maps, content cards, multimedia archives, etc.) and those
areas characterized by more intense collective and
knowledge production (e.g. design workshops, joint
development of documents, forums, etc.).
      </p>
      <p>
        At the same time, according to the dictates of the
connectivism [
        <xref ref-type="bibr" rid="ref6">21</xref>
        ] it is very important that LPs are not
closed on themselves but, rather, offer opportunities to
expose their history, contents and sometime services
either through techniques of "syndication (e.g. RSS), or
by XML markup, or API, or any other kind of future
technology - and to import equivalent ones from the net.
In fact, although the design and adoption of efficient
mechanisms of data import-export is strategic to stimulate
the co-construction of the "spirit of place", it is also
reasonable to allow for a rapid access to all those sites
that expose important aggregate of knowledge derived by
collective efforts (e.g. Wikipedia, YouTube, etc.). To
satisfy such need it is important to offer simple ways to
aggregate, filter and represent contents. Unfortunately, to
date, the standards developed in the field of education do
not seem to satisfy these requirements and, thus, the
expectations of basic stakeholders and operators of
educational processes, and, in fact, are not used. It is
certainly an issue on which one should meditate more
deeply.
      </p>
      <p>While we are approaching faster and faster a world in
which everyone will be constantly connected to the net at
a flat rate by means her/his own personal devices, there
are still a considerable number of relevant scenarios
within which it would be preferable to work off-line. This
is why the LP, in the future, should be able also to export
some content and services in a off-line usable format
from desktops of laptops or mobile phones, through
widgets and apps.</p>
      <p>
        Another important aspect of the design for "learning
place" is the attention that should be payed to support the
personal experience of the place. In particular, it is
important to make understand the actors that every act
done during a collective activity can also be used to build
their own digital identity. It is relevant, therefore, to offer
personal environments/corners within which one can
build her/his identity with as much as possible freedom
and creativity, drawing from what is has been produced
by the individuals within and outside the learning place.
At the end of this paragraph is worth noting that, in any
case, support for the experiential dimensions lies only in
part in the development of ad hoc tools/technologies,
since the environment must be sufficiently flexible to
accommodate any sort of educational process/experience.
The experience is to be largely supported by the design
process and its management, as well as by the motivation
of individuals. Certainly it is necessary to offer a wide
range of possibilities, in order to minimize the
technological filtering we were referring to at the end of
paragraph 3. For example, in order to promote the game
dimension, we have developed a prototype of serious
game engine [
        <xref ref-type="bibr" rid="ref20">35</xref>
        ]; to facilitate the acquisition of
metacognitive skills we have developed a tool to design,
also collaboratively, concept maps [
        <xref ref-type="bibr" rid="ref7">22</xref>
        ]; to encourage the
development of design skills, we developed a tool to run
a virtual show &amp; tell [
        <xref ref-type="bibr" rid="ref21">36</xref>
        ], etc..
      </p>
      <p>It is my deep conviction that technology should not
reduce the educational processes to stereotypes but rather
encourage: a) the acquisition of meta-design skills; b)
provide tools for self-evaluation with respect to all
dimensions of an experience, possibly in action; c)
promote personalization and contextualization of
educational processes.
To the first two themes are devoted the last two
paragraphs of this article, while the third one will be dealt
with in future papers to come.</p>
    </sec>
    <sec id="sec-11">
      <title>5. PRESENT AND FUTURE</title>
    </sec>
    <sec id="sec-12">
      <title>CHALLENGE N.1: THE ECOLOGICAL</title>
    </sec>
    <sec id="sec-13">
      <title>MONITORING OF THE EXPERIENCE</title>
    </sec>
    <sec id="sec-14">
      <title>AND OF THE EXPERIENCE STYLES</title>
      <p>One of the logical consequences of the increasingly
complexity of the educational processes, like the
"organic" one, is that assessment and evaluation should
converge and integrate into the monitoring of the
educational experience's qualities.</p>
      <p>Being well aware of the objective difficulty to define the
relevant qualities/dimensions of an experience and to
assign them a corresponding reasonable weight with
respect to the learning processes (see paragraph 3), we
are, anyway, faced with the challenge to equip trainers,
and students as well, with tools that may help them in the
quantitative and qualitative monitoring of the activities
carried on during such processes. A request that becomes
even more stringent in on-line processes which lack
multimodal face-to-face interaction.</p>
      <p>Luckily, the educational processes mediated by the
machine, like those taking place on-line or in blended
configuration, generate copious amounts of electronic
traces that, when properly filtered and analyzed, can serve
to achieve our purposes.</p>
      <p>Not by chance, in fact, whatever the tools and
methodologies used, a shrewdness of those who design
educational processes should be to pay attention that each
activity leave at least some traces in a given place. Ideal
from this point of view is the forum because it is
particularly suited to collect analysis, brainstorming,
storytelling, design diaries, etc..</p>
      <p>Texts, in fact, are still the most common traces left by the
learners during their training and, consequently, text
analysis is still the most ecological way to obtain
information on individuals, their socio-relational skills,
the learning process.</p>
      <p>
        Of course, once that traces have been collected we must
ask ourselves what aspects and qualities of the
educational experience we intend to monitor and which
indicators are the most appropriate ones. This is a very
challenging and quite new field of investigation!
In the past we have shown how monitor the cognitive
evolution by mean of a quantitative evaluation of concept
maps [
        <xref ref-type="bibr" rid="ref7">22</xref>
        ]; more recently we have shown that starting
from an analysis of the interaction occurred in a forum it
is possible to monitor the social and emotional
characteristics of educative processes [
        <xref ref-type="bibr" rid="ref8 ref9">23,24</xref>
        ], by
integrating social network analysis (SNA) [
        <xref ref-type="bibr" rid="ref10">25</xref>
        ] and
automatic text analysis (ATA) [
        <xref ref-type="bibr" rid="ref11">26</xref>
        ] ... and the search for
new monitoring methodologies and indicators, of course,
goes on.
      </p>
    </sec>
    <sec id="sec-15">
      <title>6. PRESENT AND FUTURE</title>
    </sec>
    <sec id="sec-16">
      <title>CHALLENGE N.2: DESIGN LITERACY</title>
      <p>
        The acquisition of meta-design abilities requires first of
all the spread of a sufficient level of "design literacy"
among the new generations. Indeed in a situation
dominated by the complexity the ability to design her/his
own trajectory is assuming more and more a central
relevance in education. As compared to the fluctuations
that have characterized the history of education [14]
nature/culture, utopia/pragmatism, humanities/sciences,
theoretical/practical activities - the central position of the
Design, indeed, can be claimed [
        <xref ref-type="bibr" rid="ref12">27</xref>
        ] on many different
levels:
i)
pedagogical, for what concerns the purpose of
educational processes; the ultimate aim, indeed,
should be to enable students to acquire reflective and
meta-design skills in order to be able to continuously
redefine the design of processes and, even, their own
project of life; in other words learners should be able
to put into practice the critical method [
        <xref ref-type="bibr" rid="ref13">28</xref>
        ] that
makes the so-called reflective practitioner [
        <xref ref-type="bibr" rid="ref14">29</xref>
        ] a sort
of reference model in the complexity of
contemporary society – renewing a tradition that
from Socrates comes to date [11];
ii) process level, because the Design enable to respond
to complexity by allowing to define flexible
processes that can, from one side imitate the
organicity of the natural systems and on the other
include the iterativity typical of the scientific method;
to this latter, the design adds the pragmatic aimed at
finalizing modifications of the world (not only its
understanding); therefore the design processes are
not only problem-based, but also project and process
based, i.e. P3BL [
        <xref ref-type="bibr" rid="ref15">30</xref>
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iii) methodological, for the ability to absorb the best of
what is expressed by various disciplines and to
integrate all within the processes mentioned above;
consider, for example, the methodologies derived
from cultural anthropology, that suitably readjusted,
are used in the process of problem setting; those
derived from cognitive science used in the design
and implementation of the tests; those derived from
engineering used in the medium- and high-fidelity
rapid prototyping, etc. [
        <xref ref-type="bibr" rid="ref16 ref17">31, 32</xref>
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iv) didactic, as demonstrated by the continuing tension
in readapting the methods outlined above and in
developing tools and procedures that allow their
practical implementation in different contexts and
situations, in other words by the effort to be at the
same time general and flexible [
        <xref ref-type="bibr" rid="ref18 ref19">33, 34</xref>
        ];
We wish to emphasize that the recognition of the
pedagogical centrality of Design automatically leads to
the need to provide the new environments with tools able
to favor the spread of a sufficient level of "design
literacy". It is not by chance that the letter D of the DULP
vision [10,11] remind us the relevance that the Design is
going to assume as cornerstone of the XXI century's
education, and that in Life we have started the
development of co-design lab.
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    </sec>
    <sec id="sec-17">
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