Social Tagging

Published on 01/12/2009 - Games and methodologies

Co-Learning, Sharing resources, Communities / Networks, Games, P2P, ICTs, Analogies of digital, Collective learning, Exchange, Social networks, Communication tools

Contributors: Platoniq

Social Tagging
The Social Tagging game is inspired by the concept of folksonomy, a form of common categorization by means of designations and key words in a space without hierarchies or predetermined family relationships. It is a process which takes place in social software environments, such as common websites like (favorite links) or Flickr (photos).
This game belongs to a series of methodologies and experimental strategies intended for the establishment and dynamisation of a local Common Bank of Knowledge. The game series is called P2Pedagogics and includes different exercises, in which methodologies of free software, P2P systems and social networks are explained or applied to processes of collective organization, production and common learning.

a) Concept, practise, tool in which it is inspired upon
Folksonomy applied to the organization and dynamization of collective knowledge exchange.

b) Goals
• Dynamizing social relations between individuals (either known or unknown to each other)
• Detecting, evaluating and reusing knowledge and interests of the participants
• Optimizing workgroup
• Collectively sharing knowledge (be it formal or informal, validated or not, theoretical or practical), and
unknowledge (knowledge lacks, doubts, misconceptions, unsolved everyday problems...)
• Making visible the potential and intangible resources of the people gathered for the activity
• Observing people's relationships and prejudices relative to categorization, definition and accreditation of

c) Operating instructions
• All participants are invited to take part in a game-exercise.
• Everyone is given a numbered sticky note where to write his/her name and attach it to their clothes.
• Then more sticky notes are handed out. Everyone must write their knowledge areas and interests in them,
using either keywords or very short sentences to synthesize a specific thing they can teach others, or they
wish or need to learn. They should attach these notes to their clothes as well.
• While they write this, they are given sticky notes stacks of two colors, pink and green. They are asked to
write down the same words they wrote on the notes they "wear", only this time they have to differentiate
between the things they wish to learn (on pink notes) and the ones they can teach (on green notes). Each note
should contain only one word or sentence and the number that identifies the person (the sticky note given at
the beginning of the exercise).
• Everyone is invited to stick the notes on a wall, grouping them according to similarities, common interests
or knowledge domains.
• Colors and keywords are used to find links and possible knowledge exchanges between the present individuals.

d) Things to improve
• Analysis of the relations that arise from the sticky notes map
• Continuity of the relations
• Self-organizing system for spontaneous exchange meetings
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Social Tagging

El juego Social Tagging, diseñado por Platoniq, se inspira en la Folcsonomía aplicada a la organización y dinamización del intercambio de conocimientos entre grupos de personas.