•Historical background (people have a common things in their past)
•Different opinions (people have something to argue)
•Community as learning enhancement (science/learning is mainly interaction, not individual research)
•Rituals are important. Learning space is inevitably also historical space, architecture and its historical reference gives us signs about the accepted behavior in learning space.
•The game is a fluent metafor for the learning situation. Learning can be considered as game.
Tässä oman laajahkon tutkimukseni tulos pähkinänkuoressa.