The Value of Media Literacy Education in the 21st Century: A Conversation with Tessa Jolls (Part Three)

Henry: I really appreciate the work the CML does in translating research into awareness and action, in trying to build a more sustainable and scalable movement for media literacy. As someone who sees themselves first and foremost as a researcher, I am deeply committed to translating our research into language that can be broadly accessible and providing resources which can be deployed within important conversations; I see this blog as part of the work I try to do to broker between different groups of people who should be talking to each other. My team through the years has done a fair amount of applied work with educators, trying to get our materials out in the field. We've come to the same conclusion you have that media literacy is at least as much about rethinking education as it is about rethinking media. We found very early on that developing resources were never enough unless you also helped to train the teachers who would be using those materials. This took us down the path of developing and running teacher training programs in New Hampshire and California, and then publishing a series of white papers which dealt with what we saw as best practices in fostering participatory learning, practices that both dealt with how to integrate the new media literacies into school curriculum but also how to couple them with progressive pedagogies that are very much in line with those that Masterman describes above -- pedagogies that are very much informed by thinkers such as Dewey and Freire. See, for example:

 

http://henryjenkins.org/2012/12/play-participatory-learning-and-you.html

http://henryjenkins.org/2012/12/shall-we-play.html

http://henryjenkins.org/2012/09/designing-with-teachers-participatory-approaches-to-professional-development-in-education.html

 

We are back in the trenches again with the latest phase of our work, this time emerging from extensive research (interviews with more than 200 young activists) about the political and civic lives of American youth: We've now built an archive featuring videos produced by young activists around a range of causes, many of them appropriating and remixing elements from popular culture, many of them using tools and tactics associated with participatory culture. This time, we are testing these materials in collaboration with the National Writing Project, and working with their teachers (as well as the organizations we study) to develop activities and lesson plans which might allow educators to integrate our materials and insights into their teaching. One thing we've learned through the years is that our core strength is ultimately in cultural theory and research and thanks to my move to USC, coupled with media production capacities; we have some understanding of core pedagogical issues; but we do better working hand in hand with classroom teachers to develop the actual activities that make sense in the public schools. And we count on the power of various networks -- including both the Media Literacy Movement and those folks involved with the DML world -- to get word out about what we've created. This is why I place such a high priority in building partnerships which can help us work together to achieve our shared goals.

 

The issue of whether representation remains the core of contemporary media literacy is a complex one, it seems to me. Representation is a powerful principle, one which helps to explain the ways we use media to make sense of ourselves and our lives, and it remains very pertinent in a world where we are encouraging young people to develop a stronger sense of their own public voices, to tell their own stories, to create their own media. Looking critically at existing representations, thinking ethically about the choices they make as they create their own representations as media producers remain core to any understanding of media literacy, but young people are also participating in media which are more focused on social exchanges and personal interactions in which the creation of texts is secondary to the cementing of social bonds.  If we were developing media literacy in response to the telephone rather than television, would we be asking different questions, have different priorities?

 

Representation is itself a process, to be sure, but we also often use it to refer to a product or text: a representation. The disciplines which do much of the heavy lifting on media literacy education -- especially language arts but also arts education -- tend to focus heavily on texts, and so as the term representation gets translated into their vocabulary, it is not surprising that it comes to circle around texts. This focus on texts can lead us to think in terms of readers and writers/producers but not in terms of participants in an ongoing communication process. And this is a key reason why my vocabulary tends to place a greater emphasis on notions of participation than on notions of representation.

 

TESSA:  Ah...and so down the rabbit hole we go. And we are going on a slippery slope because as you said, it’s complicated.  I'm enjoying the ride!

Which universe are we describing? The physical world that surrounds us and that we perceive on a local and physical level -- the world that surrounds us with physical media like logos and traffic signs and billboards and movies and music and candy wrappers -- or the alternative global village or digital media that we access only through the assistance of hardware and software media like the internet in general or Instagram or Facebook or games?  In each case, the media are man-made, which means that men (and oh yes let's be sure to be inclusive and say women too) construct these media messages and devices. Construction always calls for decisions on the part of the creator(s), who sets the initial limits and boundaries through which we may experience his or her creation -- media construction, whether digital or not, is a physical representation of the creator's intention.

So fundamentally, construction and (implicitly) representation must take place before participation is possible.  And participatory culture (whether we participate online or off) is both an input to and an outcome of construction/representation -- and the fusion constantly changes the nature of and the expression of the construction, which always has emotional, social and cultural implications. There is a chicken-or-egg quality to the cultural issues and their intersection with media, but it can also be argued that an individual's mind and group culture itself are also constructions/representations.

But back to media...As an example, let's think about video games.  The games are media constructions and they provide a software "box" in which players operate, and this software box is constrained by the hardware platform.  The creator of the game designed the game intentionally -- to share a worldview and/or to profit from game purchases. Players engage with the game text itself and interact with each other to experience the game in a myriad of ways -- visual, verbal, social, emotional -- and often players invent new ways of experiencing the game through mods or hardware and they amplify their experiences together.  But because the construction itself is constrained, there are inevitably frames and experiences that are included and excluded.

So much depends on how we parse the world we live in!  But at the same time, to take a scientific approach towards media literacy, we need boundaries and concepts that define and describe a specific field of inquiry -- that of media, in this case. While the cementing of social bonds through media use may be a primary goal for youth or adults, media are still the means toward an end, while also acknowledging that digital spaces (constructions) multiply possibilities for and the nature of social engagement exponentially.

I agree with you, Henry, that the focus on the word “texts" -- because of its traditional association with physical media -- generally limits people's perceptions about participating in an ongoing communication process that digital media enable.  In today's context in the global village, the notion of text expands so that "text" may become the entire "box" that encompasses the digital world itself, and the cultural representations within the box and outside it. We now have the physical world and the digital world and their intertwining and as Steve Jobs famously espoused, we need to "think different."

 

Henry: Your phrase above, "construction and (implicitly) representationmust take place before participation is possible," hints at the core hesitation which I am trying to flag here. I absolutely agree on the term construction in this sentence and with your discussion of the many different ways that construction takes place on the level of technological constraints and socio-cultural conventions. I have always been drawn to Lisa Gitelman's definition of media: she argues that a medium is a technology that enables communication and also a set of associated 'protocols' or social and cultural practices that have grown up around the technology. She writes, "Protocols express a huge variety of social, economic, and material relationships. So telephony includes the salutation 'Hello?' (for English speakers, for example) and includes the monthly billing cycle and includes the wires and cables that materially connect our phones...And protocols are far from static." These features change over time, work differently in different cultural contexts, and are influenced by the other media that intersect with them at any given moment. So, our models of different media and of the media ecology have to be very nimble to respond to those transitions. But, all of this can be described in terms of the construction of media messages, audiences, and contexts. I would just expand contexts to include not simply forms of production but also the terms, the social norms, that shape our participation.

 

However, I do have some questions about whether "representation" can stand in for the totality of the communication process. We might start with the distinction art critics might draw between representational and abstract art: surely, an abstract painting is a media text, but does it fall under the category of representation. Sure, in an abstract or "implicit" way, such a painting represents the artist's vision  but at some point, we need to agree either that representation is not the only thing going on here or that the word representation has been stretched so thin that it no longer serves a useful purpose.  So, I would absolutely agree that representation is an important concept to draw into discussions of media literacy, especially given the links between representation (as a mimetic process) and representation (as a political concept) so that we can speak of the struggles of marginalized groups to gain media representation as a struggle that impacts their power in society.

 

But, if we go back to my earlier question about what would have happened if media literacy had taken shape in response to the telephone rather than radio, film or television (depending on which strands we are discussing), we should think about the properties of the telephone (as Gitelman invites us to do here). We do not talk about telephone calls as texts -- unless of course we are talking about transcripts or recordings of them. We might ascribe to phone calls a broader range of motives besides power and profit. We do not talk about telephone calls in terms of authors and readers -- but rather in terms of participants. There are certainly all kinds of representations involved in telephone calls -- from Goffman's performance of self in everyday life to the narratives we are recounting with each other -- but we might well argue that the call allows for communication that operates on other levels and that perhaps the most important thing going on through the call is the establishment of interpersonal relations between the participants. When we say to each other, "I just wanted to hear your voice," we are speaking about the telephone call as something much closer to pure expression -- like the abstract painting -- than representation (in much the same way that Marshall McLuhan argued that the light bulb was a medium of "pure information"). Not quite, of course, which is why this is complicated.Yes, there is interpretation involved in the telephone call and definitely construction. In no sense do I mean to imply that the telephone call is somehow transparent. But the media literacy skills we need to understand the telephone call may focus much more on the social relationships being performed and the ways they are embodied through Gitelman's protocals than they have to do with any notion of texts or audiences which seems to go hand in hand with representation as it is being discussed here.

 

As we turn towards digital media, some of it does generate texts in the classical sense of the term -- a podcast or a YouTube video or a blog post, though it matters that these are forms which we can directly engage and respond through the same medium to the same audience and that these tools enable many-to-many forms of communication. Some forms and uses of digital media are much more important because of the communication processes they enable than they are in terms of the product of that communication -- text messaging, for example, or Twitter, come to mind, as having more in common with the telephone than with television. So, what I would argue for is not the displacement of media literacy's historic focus on representation but an expansion of concepts to be able to more fully capture the roles that these new media platforms and processes play in our lives.

 

I know in doing this I am edging back towards the idea that you are obejecting to, the idea that media literacy has historically been framed in terms of mass media literacies -- and this is somewhat unfair on the conceptual level. Yes, media literacy covers a broad array of different media in theory but the fact remains that if I went to a media literacy conference at the time that our white paper was first published, the over-whelming majority of talks would have centered around various forms of mass media, including film, television, advertising, and print based media, with some noteworthy exceptions. What gave Media Literacy its urgency throughout most of its history was the pervasive role of television in American culture just as the digital is what gives new media literacies their urgency. When I looked at the production projects being proposed, most of them were modeled on the public service announcement, itself a product of the one-way communication practices of broadcast media, rather than the kinds of dialogic production practices we are finding on Youtube or Tumbler. I like Jessica Clarke's term, "public-moblizing media", which stresses a different dynamic between those participating in these media exchanges.  This has changed dramatically over the past decade, we are seeing more work done on the participatory dimensions of media, we are seeing more projects that involve remix practices, though there is still a tendency to think about media in terms of texts rather than process, practices, or to use your word above, relationships that are being mediated through various kinds of communication technologies. Organizations like NAMLA have more than caught up with the changing media environment, but I would argue there needs to be a process of continuous questioning of core assumptions as we work through what if anything is different about the media environment today than at the time some of the founding work in media literacy was first produced.

The Value of Media Literacy Education in the 21st Century: A Conversation with Tessa Jolls (Part One)

Tessa Jolls has been a long-time advocate of media literacy education in the United States and around the world. I was honored to be able to attend an event last year at which she was presented with the Jessie McCanse Award from the National Telemedium Council in recognition of her lifetime commitment to fostering media literacy. Jolls was one of the very first media literacy advocates to welcome me to the field and to rally behind the work of our New Media Literacies initiative. Since 1999, she has been the President and CEO of the Center for Media Literacy, where she has pushed hard to develop some shared principles and core questions that might inform a diverse array of media literacy initiatives, and where has shown consistent flexibility and vision in redefining media literacy for the 21st century. Thus, I was troubled when she told me that she was seeing the Media Literacy movement and the Digital Media and Learning communities talking past each other, often failing to recognize and grab onto moments of potential collaboration. We decided it would be helpful to have a public conversation together which explored some of these issues. Our hope in doing so is that we can expand this discussion to include other media literacy/DML leaders and find ways to be more effective at working together around common concerns.

Across this five part exchange, we talk through core assumptions guiding our work, including dealing with the relationship between research, pedagogy, and practice, the importance of construction and representation as concepts in media literacy work, and how media literacy principles do or do not change as they confront new technologies and new environments. We both throw ourselves -- heart and mind -- into these e-mail exchanges this summer and we both learned plenty in the process.

 

Henry: When I and other researchers from MIT wrote the 2006 white paper, Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, we were very aware of building on the foundations of the Media Literacy movement as it had taken shape in North America over the prior several decades.

 

We made a number of gestures across the paper, which were intended to pay tribute to what had been accomplished, to signal the continuities as well as differences  our vision for the "new media literacies." For example, early in the paper, we emphasized that the newer skills and competencies we were identifying built on the foundation of traditional print-based literacies, core research skills, core technical skills, and media literacies. We wrote, "As media literacy advocates have claimed during the past several decades, students also must acquire a basic understanding of the ways media representations structure our perceptions of the world; the economic and cultural contexts within which mass media is produced and circulated; the motives and goals that shape the media they consume; and alternative practices that operate outside the commercial mainstream....What we are calling here the new media literacies should be taken as an expansion of, rather than a substitution for, the mass media literacies." (20).

 

Later, in the document, we do challenge whether some of the core frameworks of the media literacy movement have been adequately framed to acknowledge and take account of instances where young people are themselves producing and circulating media, rather than consuming media produced by others, but these were intended as fairly local critiques in recognition of the need to continually re-appraise and reframe our tools to reflect new developments and new contexts. This same passage flags what we saw as some of the core virtues of those same conceptual frameworks: "There is much to praise in these questions: they understand media as operating within a social and cultural context; they recognize that what we take from a message is different from what the author intended; they focus on interpretation and context as well as motivation; they are not tied up with a language of victimization....One of the biggest contributions of the media literacy movement has been this focus on inquiry, identifying key questions that can be asked of a broad range of different media forms and experiences." (59)

 

If we flash forward to the current moment, it seems that there remain many mutual misunderstandings between advocates for media literacy (who come from these rich traditions) and newer researchers who have entered the field through the Digital Media and Learning tradition.

 

I am hoping we can use this conversation as a means of clearing the air and clarifying our mutual perspectives around these topics. I had felt at the time and rereading it now, I still feel, that it was very clear in signaling my enormous respect for all who have come before in promoting media literacy and Tessa, you have been an early and key supporter of my efforts. So, it troubles me to hear of some of the misperceptions you've encountered. Can you share with us some of the things that concern you?

 

Tessa:  I remember well the excitement that I felt when you published your white paper in 2006 (Confronting the Challenge of Participative Culture: Media Education for the 21st Century) -- it was (and is!) a profound and significant examination of the new media emerging from the technology advances of our time, and a document that contributed great advances to understanding media literacy skills needed in our society.   Personally, I’ve always embraced your work because I see the added-value to the field and how it builds upon and is compatible with what has come before, and I’ve been puzzled as to why there seem to be rifts when it is far more beneficial to acknowledge our commonality and to leverage it to gain traction in the bigger world of education. Now is an excellent time to reflect and to see “where we are now” and where we might go.

 

I agree with you, that there are mutual misunderstandings between media literacy advocates who have long practiced in the field and newer researchers who have entered the field through the Digital Media and Learning tradition.  Maybe part of the friction comes simply from the words “new media literacies.”  By definition, what is not new is now old — and in our society, being “old” is often considered neither attractive nor cutting edge nor fashionable nor relevant.  But we need to continue to challenge and confront.   When you issued your white paper, It was like you were the town crier shouting, “The British are coming! The British are coming!”  Yes, the internet had arrived, along with (and these were cited in the report) Friendster, Facebook, MySpace, message boards, metagaming or game clans…Twitter was yet to come, as well as Tumblr, Snapchat and Instagram and and and….

 

But in response to your challenge — beyond a small group of media literacy advocates and academic researchers and some concerned parents — most people in the education world particularly were saying “Why should we fight? and  “If it’s so important, where are all the troops?”  Thankfully, the fear surrounding using the internet, the need for tools of discernment — and the genuine opportunities that the internet and social media present to empower people — have helped instill in the public more of a sense of urgency that has propelled renewed interest in media literacy education.

 

BUT because media literacy education has been ignored and neglected in schools through the years, there was no foundation laid for why media literacy is important, for its foundational concepts and for how to deliver the pedagogy (more on the foundation needed later).  There were few if any troops to call on to be able to deliver media literacy education — very few had been taught, and no one could then teach it on the mass scale that is needed.  And efforts to penetrate the education system in the U.S. meet with resistance since the system itself is based on a 20th century approach emphasizing content knowledge over process skills and a factory model that is incompatible with the collaborative networks and new curricular approaches needed today.

 

One response to the frustrations of dealing with the education system was — and is — to put technology in the hands of the youth and have faith that they will figure it all out.   Using the technology approach, the iPhone is the “school” and anyone who uses it adeptly is the master and anyone over 30 is, well, handicapped at best.   New technologies enable this approach because now, hardware and software are available and production has been democratized — everyone is a producer, a collaborator, a distributor and a participant.  While experiential and project-based learning is truly exciting and an important component of media literacy, it is not synonymous because the outcome of the technology approach is often limited to technical proficiency without critical autonomy. Whether using an iPad, a pencil or a videocam, pressing the right buttons is important but not enough!   This is where many media literacy advocates, including myself, feel that the train has left the station because some researchers, educators and parents, too, think that just learning to use the technology is enough (they probably don’t know about or have access to  alternatives) and they pursue technology projects with no credible media literacy components.

 

Henry: What’s in a name? Nothing but headaches, it would seem.

 

MacArthur was pretty committed to the phrase, New Media Literacies, so we worked hard to try to figure out what kind of meaning to attach to it. We grappled with the issue of whether the emphasis should be the New Media Literacies, the New Media Literacies, or the New Media Literacies. I did want to signal continuities with the Media Literacy movement, so it did not seem altogether a problematic term, but I was also worried about the connotations you describe here. This is one reason why I was so explicit that we were not leaving behind traditional literacies, media literacy, research skills, or technical skills, but that what we were describing were an added layer or an extension of each that now needed to be factored into our consideration of what an ideal curriculum looked like. I did not want to imply that these skills were entirely new -- many were things we should have and some of us had been teaching all along -- nor were they exclusively about new media per se. We’ve always insisted that these were not technical skills but rather social skills and cultural competencies, and that these were things that can be taught in low tech or no tech ways (and should be, rather than waiting for low income schools to catch up in terms of their technical infrastructure before introducing these literacies into the curriculum.) Despite having spent much of my career at MIT, I have worked hard to avoid any and all forms of technological determinism.

 

Still, there’s some power to attaching yourself to the digital revolution rhetoric (as well as many pitfalls) insofar as it provides some urgency to the message, but ultimately I frame these skills in relation to the idea of a participatory culture rather than in terms of digital change. This is also why I have had reservations all along about MacArthur’s phrase, Digital Media and Learning, since it implies that we are interested only or exclusively in digital media, and that has never been my focus. Keep in mind both that I wrote the white paper in the wake of writing Convergence Culture, which was all about “Where old and new media collide,” and that it emerged from the context of the Comparative Media Studies program, which studied the interplay across media. We find that when we do workshops for teachers and students, they often anticipate that technologies are going to be much more central to our work than they are. Our first task is always to achieve that shift from a focus on technologies to a focus on culture.

 

I share your concern that in many cases, we are now bringing technologies into the classroom as if doing so would substitute for a more comprehensive approach to media literacy. As Liz Losh notes in her recent book, the focus on technology turns media education into something that can be sold -- like getting whole school districts to buy iPads -- and can be purchased from the school budget, rather than something which as the white paper suggests, should require a fundamental paradigm shift in the ways we teach all school subjects.

 

That said, I got into some trouble with the original white paper in reducing the rich kinds of conceptual models that surround, say, the Computer Club House movement to purely technical skills comparable to penmanship.  (Sorry Mitch) Most of the work which gets presented at the DML conference is about the fusion of hands-on technical processes, whether tied to hacking, games-based learning, the Maker movement, etc., with rich conceptual frameworks which are intended to allow people to understand at a deeper level how the constraints and affordances of digital media impact the world around us. To me, this is a kind of media literacy, though less tied to notions of representation or messaging than previous kinds of media literacy work has promoted. If one does not displace the other, they certainly can co-exist within a more comprehensive model which considers the nature of platforms and programming alongside the questions about who produces which representations for which audiences with which motives. 

In many ways, what we were trying to do with the white paper was to build a coalition which would include people interested in engaging with new media platforms and practices, people committed to promoting media literacy, and teachers seeking new ways to animate the teaching of their disciplines. Where our work has been successful, we have brought together these interests. Such an approach has tended as you suggest here to pull media literacy advocates into more active engagement with notions of media change and new technologies, but it also has the intent to draw people who want to teach using new technology to confront the participation gap, the transparency issues, and the ethical challenges we identify in the white paper and through doing so, to pull media literacy more actively into their teaching practice.

 

MORE TO COME

Tessa Jolls is President and CEO of the Center for Media Literacy, a position she has held since 1999. She also founded the Consortium for Media Literacy, a nonprofit which provides research and a monthly newsletter publication. During her tenure at CML, she restructured the organization to focus, grow and change, preparing to meet the demand for an expanded vision of literacy for the 21st Century. Her primary focus is working in partnership to demonstrate how media literacy works through school and community-based implementation programs.

Kids on YouTube: An Interview with Patricia Lange (Part Four)

You describe in the book some of the kinds of “media skirmishes” that take place in the family around conflicting representational ideologies about what should be recorded and what should be shared. How do these conflicts differ from, say, earlier moments when children and youth objected to having their pictures taken? Does the presence of an online audience change these dynamics in a significant way?

It has often been assumed that kids do not think through the publication of their media while responsible parents do. I did not find such neat age-based divisions in my research. Some kids were quite savvy about what it meant to be posting things of themselves online and they did not always wish to do so. Kids did not always agree with their parents’ more public video blogging philosophies.

In addition, I have observed many instances in which parents posted images of their children in unflattering terms, and they often did so when kids were so young they did not have any sense of “choice” or understanding of what was going on. There is a point over time at which kids do become more knowledgeable and it is possible to talk about having a meaningful choice about what goes online.

However, rather than see media responsibility as solely age-driven, my book talks about mediated dispositions, and how different individuals have varying levels of interest in being in videos, for tolerating risk, and for circulating their image widely. Because mediating human images is potentially damaging and permanent, I hope that people will take away a sense of the importance of talking about choices within families.

Hopefully, people will take media skirmishes seriously, not only as a rite of passage as children grow up, but more generally as a form of collaborative media in which people negotiate different representational ideologies over the recording and circulation of human images.

 

You note that being “self taught” is a value strongly embraced by many youth included in your study and link this value back to hacker culture more generally. You write in the book’s conclusion, “scholars in informal learning should investigate why being self-taught is an important value, what is meant by this term, and under which circumstances being self-taught is productive.” What kinds of provisional answers does your book provide for these questions?

 Performing a technical identity in many facets of U.S. culture often includes a fierce allegiance to being self-taught. Reading historical accounts of hackers and talking to today’s engineers reveals a logic behind wanting to have hands-on experience with a technology. Experts want to be able to understand a technology in a fundamental way, to manipulate and achieve mastery over it.

However, interviews that I conducted revealed that being “self-taught” carries with it many connotations, not all of which are helpful for encouraging informal learning or peer-to-peer mentoring. The term tends to vary widely and should be unpacked in particular contexts. For example, for some technologists, being self-taught means it is okay to examine online tutorials and manuals, while for others, such activity is anathema.

The term self-taught cannot be taken for granted, but should be explored more fully whenever it is used, especially in research projects on informal or self-directed learning. Kids who try and maintain what they think are appropriate technical identities by eschewing tutorials may actually complicate their learning. Should their self-actualization be sacrificed on the alter of an assumed tech-savvy identity based on being “self-taught”? In an effort to appear technical, kids may risk self-sabotaging their efforts to improve by rejecting valuable resources.

Moving forward, a key challenge will be to find ways to encourage kids to take advantage of available resources. Otherwise, we might see deepening technical divides that are based not only on traditional identity variables, such as class, but also on nuanced interactions and cultural values, such as technical identity performances. Eschewing resources, perhaps unnecessarily, would be tragic given the digital resources that are available to boost digital literacies and technological skills. Being “self-taught” has many connotations, and not all approaches to being self-taught are equally effective for everyone.

Patricia G. Lange is an Anthropologist and Assistant Professor of Critical Studies at California College of the Arts (CCA) in San Francisco. Recognized as an expert in studies of new media and YouTube, her work focuses on technical identity performance and use of video to creatively express the self. Her new book (Left Coast Press, Forthcoming, 2014) is called Kids on YouTube: Technical Identities and Digital Literacies, which draws on a two-year, deeply engaged ethnographic project on YouTube and video bloggers to explore how video is used in informal learning environments. She also released her ethnographic film, Hey Watch This! Sharing the Self Through Media (2013), which was recently accepted for screening in Paris at Ethnografilm, an international film festival showcasing films that visually depict social worlds.Hey Watch This! provides a unique diachronic look at the rise and fall of YouTube as a social media site, and offers a poignant look at how YouTubers envision their digital legacies after their deaths. At CCA, she teaches courses in anthropology of technology; digital cultures; new media and civic engagement; space, place and time; and ethnography for design. Prior to joining CCA, she was a Postdoctoral Fellow at the School of Cinematic Arts at the University of Southern California. More information may be found on her websites:https://www.cca.edu/academics/faculty/plange and patriciaglange.org.

Kids on YouTube: An Interview with Patricia Lange (Part One)

Not long after I launched this blog, I featured an interview with Mimi Ito and the graduate students from USC and Berkeley who worked with her on the Digital Youth Project. One of the first projects funded by the MacArthur Digital Media and Learning Initiative, this project did a large scale,multi-site ethnography to try to understand mechanisms of informal learning and the contexts where young people were encountering digital media. From this research came the now classic typography of "Hanging Out, Messing Around, and Geeking Out" to describe different modes of engagement in and through networked technologies, a framework which has now informed everything from the design of public libraries to the development of curriculum. Looking retrospectively, Ito and her co-P.I., the late Peter Lyman, had assembled and shaped a team of some of the top digital scholars of their generation, as becomes clearer as they have begun to publish their solo works. I was lucky enough to have gotten to know many of them through their work on this project and to have maintain contact with them through the years, watching them develop their own distinctive strands of research.

Later this month, Patricia Lange, one member of the Digital Youth team, publishes her first solo book,  Kids on YouTube: Technical Identities and Digital Literacies. I recall having her interview me for her video blog after one of my very first meetings with this group; she later shared with me a rough cut of a documentary she produced about the culture of video-blogging, and more recently, she's shared drafts of the chapters for what has become an outstanding book about how childhood and parenting is playing out differently in an era of video sharing and other forms of participatory culture.

Patricia Lange’s Kids on YouTube raises important issues about the ways that our current participatory media practices intersect contemporary family life and help to shape the ways that young people form their sense of themselves and the world around them. Through vividly drawn accounts of the roles which media-making and sharing plays in the lives of particular families, Lange convincingly demonstrates why these activities matter in terms of fostering new literacies, enabling new social relationships, and sustaining new forms of civic engagement.

Lange has immersed herself into this culture of video production and sharing, asking core questions, and making contributions to central critical debates around participatory culture, connected learning, the risks and rewards of online publishing, the hacker ethos, gender and technology, and the development of young citizens, all of which she speaks to in the course of this extended interview.

 

We first met through your work on the Digital Youth Project. Looking backwards, this project’s report, Hanging Out, Messing Around, and Geeking Out, has proven to be a landmark in the emergence of the Digital Media and Learning movement. Reflecting backwards, what do you see as the legacy of this project and what impact did it have on your own intellectual development?

The Digital Youth Project was a joint effort between teams of researchers at the University of Southern California and the University of California, Berkeley who were interested in studying informal learning in digital environments. Participating in the Digital Youth project was truly an honor. I am deeply grateful to the MacArthur Foundation, and to Mimi Ito and Peter Lyman, whose vision about reformulating education through informal learning inspired the research. I think the Digital Youth Project reinforced the benefits of teamwork in conducting contemporary research in digital environments. The researchers came from many different backgrounds, and that brought advantages and challenges. But it was interesting to compare the findings of numerous projects operating under one research umbrella.

Media ecologies are complex and shifting, and it is instructive to know, are the findings gleaned by studying any particular set of technologies or websites limited to those sites, or are there patterns that reach across different theoretical lenses, methodological approaches, technological platforms, and research populations? This amazing project gave us the opportunity to explore those questions in a way that is more difficult when researchers are conducting separate projects on their own.

It was also quite exciting to see our research applied to the design of educational efforts such as the YOUmedia after school space in the Harold Washington Library Center in downtown Chicago. Drawing on the findings of the Digital Youth report, the YOUmedia space acknowledges the way that youth engage in varied ways with media and technology.

Our report found that kids’ engagements range from casual, socially-motivated encounters to highly-geeked out ways of making media. Recent reports in the media seem unaware of how academics contribute to the design and improvement of everyday spaces and processes. I am proud of this implementation of our research and I am hopeful that these and other spaces that draw on our research may facilitate the kinds of educational change that many of us in the field of informal learning are trying to re-imagine.

The project began by focusing on the rubric of “digital youth.” At that time, it was obvious that kids and youth were growing up with a range of technologies that even the younger members of the team did not have access to in their own childhoods. However, as the project progressed and was completed, it became quite clear that “digital youth” were quite a varied bunch. Not all digital youth were created equally. While operating under this rubric, the research also simultaneously challenged it, which I think is also an important legacy of the project.

My project on YouTube pushed back on conceptions of “digital natives.” It became apparent that kids exhibited vastly different media dispositions with regard to how comfortable they felt sharing videos of themselves to the world. Further, my analysis of how people perform affiliation to technologies showed dramatic variation in terms of family background in technical expertise, kids’ interest in technology, and professional aspirations.

Terms such as “digital natives” imply that all kids are equally well versed in all technologies, and such was not the case in my study. In the same household, an older brother may be far more technically-oriented than a younger brother, and in some cases, it was technically savvy parents who encouraged kids to develop video blogging skills. Yet, not all kids adopted their parents’ enthusiasm for messing around with computers and creating videos. Some kids' outright rejection of their parents’ video interests severely challenge the concept of kids’ digital autochthony. Not all kids emerge into the world ready to make videos in a seriously geeky way, and making that assumption is problematic for creating strategies to nurture diverse youth’s digital skills and interests.

I also observed bifurcated technological skills. Some kids even saw themselves as being so much more expert than some of their peers that it was difficult to mentor their less tech-savvy friends. They did not even share basic technical vocabulary, which led to a break down in informal learning opportunities. Wide gaps in technical abilities in kids urge us to question and challenge how ageist rubrics obscure the investigation of important nuances that could be instrumental in improving informal learning dynamics, which are not guaranteed to work simply because they occur among peers.

For me, one of legacies of the Digital Youth Project was to show the advantages of challenging and even pushing back on initial research rubrics, and questioning their assumptions. The project reinforced the idea that it is advantageous to ask critical questions about any research paradigm one is operating under at a given time. Rather than wait till the project is over, it is reasonable to keep an open-mind as research is being conducted. I believe the project models how it is possible and desirable to step back, even during the research process, and question a rubric while simultaneously contributing to it in a fundamental way. These kinds of self-reflective questions are challenging but ultimately healthy.

 

In your introduction, you challenge some of the established categories we use to talk about these forms of productions -- including the notion of “amateur”, “grassroots,” and “Home Mode Media.” Instead, you propose a category of “personally expressive media.” What do you see as some of the limits of these more familiar categories? Why do you put such an emphasis on “personal expression”?

Years ago, Robert Stebbins (1980) wrote extensively about how “amateur” and “professional” categories are not as neatly divided as they are often assumed to be. Although he was writing generally about amateurism and professionalism and not media creation, his lessons apply in the video realm as well. We need to dust off our Stebbins and reacquaint ourselves with his ideas! Failure to do so risks aligning researchers with media discourses that seek to minimalize so-called “vernacular” accomplishments.

During my investigation, I saw a kaleidoscopic of media ontologies. In other words, videos came from many different people with a variety of backgrounds and skills. For example, I interviewed a former television producer, Ryanne Hodson, who was a champion of video blogging. She believed that making videos was another type of literacy that people should cultivate in order to spread their message. What status should her video blogs have?

She was quite literate in professional media production, but her personal blog was not operating in a professional context. She had control over her own video blog which was not produced under the auspices of traditional media institutions.

How should we categorize the work of teenagers whose family members had attended film school, or had family members who had a television show on a local cable access station? Are these creators operating in some kind of vernacular innocence? No they are not. I found that the amateur/professional divide became slippery and not particularly helpful for understanding people’s phenomenological experiences of their mediated moments of video creation.

“Home mode” is another category that is often misunderstood in research. When anthropologist Richard Chalfen (1987) initially introduced it, he was attempting to address a gap in the anthropological record on everyday media. Many people tend to wildly over-generalize anything they see on YouTube as “home mode,” because it was made at home or with friends. But home mode referred to a specific type of intimate media that was made for a relatively small group. People who made the media knew who were in the pictures and vice versa, generally speaking.

But examining his work more carefully shows that Chalfen bracketed out anyone who was trying to distribute his or her media to widespread audiences. He specifically stated that he was not interested in media created in camera clubs, or in academic settings, or by anyone else with aspirations to become more knowledgeable about making media. His research had an important theoretical purpose; it made sense to study everyday media makers at home who did not have professional or even advanced amateur aspirations.

But the people studied under the Digital Youth project, and in my study of Kids on YouTube varied tremendously with regard to their goals, skills, and what I refer to as their media dispositions. Some of them loved making videos with a passion, while others found it simply odd to make videos to show to the world. Some people may have captured home gaffes and put them online with the intention of becoming a YouTube partner and trying to make money with their “innocent” videos.

Rather than attempt to adjudicate complex questions of amateur/professional media ontologies using arbitrary criteria, I found it more useful to see this media as a form of personal expression that might shift status within and across attention and money-making economies. A video maker’s status might also depend upon their dispositions and future desires with what they hoped to gain by making media.

My research goal was to find some way of talking about media with complex or ever-shifting ontological statuses in ways that did not pre-judge videos. Such divisions are often used to minimize so-called vernacular abilities and elevate professional statuses, a binary discourse which simply does not theoretically hold when analyzing media made by so many different people, who often have direct experience of or are influenced by knowledgeable mentors in professional media-making contexts. Exploring how and to what degree people were able to develop skills to convey their personal message seemed to be a far more fruitful project.

 

 

Patricia G. Lange is an Anthropologist and Assistant Professor of Critical Studies at California College of the Arts (CCA) in San Francisco. Recognized as an expert in studies of new media and YouTube, her work focuses on technical identity performance and use of video to creatively express the self. Her new book (Left Coast Press, Forthcoming, 2014) is called Kids on YouTube: Technical Identities and Digital Literacies, which draws on a two-year, deeply engaged ethnographic project on YouTube and video bloggers to explore how video is used in informal learning environments. She also released her ethnographic film, Hey Watch This! Sharing the Self Through Media (2013), which was recently accepted for screening in Paris at Ethnografilm, an international film festival showcasing films that visually depict social worlds.Hey Watch This! provides a unique diachronic look at the rise and fall of YouTube as a social media site, and offers a poignant look at how YouTubers envision their digital legacies after their deaths. At CCA, she teaches courses in anthropology of technology; digital cultures; new media and civic engagement; space, place and time; and ethnography for design. Prior to joining CCA, she was a Postdoctoral Fellow at the School of Cinematic Arts at the University of Southern California. More information may be found on her websites:https://www.cca.edu/academics/faculty/plange and patriciaglange.org.

Participatory Poland (Part One): Participatory Poland -- An Introduction

This past May, I received an email from Agata Zarzycka, Assistant Professor of Literature at the Department of English Studies, Wrocław University:

"We are writing to you on behalf of a team of academics and doctoral students from the Department of English Studies, University of Wrocław, Poland, inspired by your words from the foreword to the Polish edition of The Convergence Culture, where you wrote about your specifically American focus and range of experience, but also about the impossibility of ignoring the mutual exchange between medialized cultural movements across the world. You also mentioned your potential interest in supporting a dialog between participants and commentators of American and Polish popular culture, which has encouraged us to ask for your opinion about the general concept and the possible collaboration potential of the combined didactic and research-oriented project aimed the cultivation of ''new media literacies'' among high school students – an enterprise that, to the best of our knowledge, no one has yet ventured to launch in the academic context. "

I was well aware that there was growing interest in my work there: the very first translation of my work, Convergence Culture: Where Old and New Media Collide, was into Polish and I shared this account of a visit my wife and I made to this country several years ago in this blog: Part One, Part Two, and more recently, I featured a report by Polish researchers on the intellectual property struggles in their country. There are dramatic cultural changes taking place in Poland, which has also been a key pillar in the Creative Commons movement.

As our correspondence continued, and as they shared with me the curriculum they were developing, I was impressed by the thoughtfulness with which they were seeking to translate some of my ideas about participatory culture and new media literacies for the Polish academic setting, but I challenged them to think even more deeply about what the concept of participatory culture might mean in contemporary, Post-Communist Poland, and about what kinds of lived experiences Polish students might be having with these practices.  After all, part of the goal is to have students bring their own expertise and passions into the educational setting. In response, they launched a remarkable project, which brought together key scholars and aca-fan from Poland, to write a series of overview essays describing different participatory practices in their country. I was blown away by this response, and even more so, by the depth and richness of what they produced. I am very honored to be in the position to share these reports with readers around the world via this blog.

I hope you will learn as much from the Participatory Poland series as I have, and I hope that it will inspire scholars in other countries to consider producing similar accounts of what participatory culture might mean in their national contexts. I would love to see proposals from elsewhere which might fill similar gaps in our understanding of traditional and contemporary cultural practices.

This first piece, broken down into two installments, provides the context through which to understand this series, an account of the dramatic cultural and political changes which have impacted Poland over the past few decades.

PARTICIPATORY POLAND: AN INTRODUCTION

 

Agata Zarzycka and Justyna Deszcz-Tryhubczak

Department of English Studies

University of Wroclaw

Poland

 

 

THE SCOPE AND GOALS OF THE REPORT

This essay introduces the “Participatory Poland” report: a series of essays in which Polish aca-fen analyze several branches of Polish participatory culture and try to locate their specificity by considering the historical context in which it has so far developed. While we are aware that the factors involved in this phenomenon are numerous and complex enough to become a material for at least one book, which makes our Introduction selective and imperfect by definition, we have attempted to characterize the background for the discussions to follow in the subsequent blog entries and show their shared relevance as facets of the contemporary “participatory Poland”.

Undoubtedly, a groundbreaking feature of the Internet-boosted participatory culture is its globalized character, resulting in what Henry Jenkins calls “pop cosmopolitanism” (Fans 155-156) and providing common cultural and civic “languages” connecting people from all over the world. Because of that, however, we find it even more interesting to see how the “local color” of fan-based practices can be shaped by the heritage of national, historical and political factors that are seemingly detached from the fandom community, whose traditions, in their most influential form, have originated in the English-speaking, and specifically American, cultural sphere.

In Poland, the emergence of fandom as we know it was belated by several decades. Nevertheless, the cultural and social potential for participatory entertainment proved powerful enough to quickly bring about a whole spectrum of movements that continue to evolve. The preliminary edition of the report is composed of close-ups on just a few samples from various parts of that spectrum: speculative fiction as the core inspiration for the contemporary participatory culture; historical reconstruction as a movement closely connected to the local context; role-playing games as a form of entertainment which, once adopted by Polish practitioners, have proved flexible and responsive to various, more or less nationality-dependent activities; comics as possibly the most directly subversive and politically involved phenomenon; manga as an example of a genuinely foreign factor that has become a noticeably nationalized element of the participatory landscape in Poland; and finally bra-fitting, which, while inspired by prosumerism rather than fandom activity, constitutes one of uniquely successful Polish grassroots movements. While participatory culture is most often associated with digital media or fandom centered around cult pop cultural works, its crucial aspects as defined by Jenkins et al. in Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2009), underline also other aspects of participation – the collectivity of the experience, the appreciation of the input of others, the experience of belonging to a community supporting the activity, and the development of a grassroots organization based on more experienced participants introducing and guiding newbies etc. (Jenkins e. a. 7). Thus, although not all movements discussed in the report can be traced back to fan activity inspired by some originally offered official material, they share those features of participatory culture that make it a prominent phenomenon in the sphere of contemporary civic activism.

 

POLITICAL AND HISTORICAL CONTEXT

 

The boom of most movements explored in this report could be observed either in the 1990s – the first post-communist decade in Poland – or in the young capitalism of the first decade of the 21st century. In the U.S., the time between the 1960s and the end of 1980s, though far from peaceful in terms of social and political issues, brought a natural growth and formation of core fandom phenomena which together with the digital media revolution were to bring participatory culture to the level of a new cultural paradigm that we experience now: J. R. R. Tolkien’s writings spiraled up to the status of cult texts, reinforcing on their way the development of role-playing games; movies and TV shows such as Star Wars and Star Trek triggered large-scale fan communities; and the comic-book underground flourished. In Poland, the growth of popular culture in the same period, though enjoying some highlights, especially in the 1970s, was marked and limited by political and cultural isolation from the rest of the world, oppression, poverty, political infiltration and resistance, propaganda, censorship and fear. Obviously, this is not to say that American fandom developed in a socio-political void. It was the post-McCarthyist reaction that implicitly led to the cultural revolution of the 1960s, fuelled by the hippie movement and accompanied, among others, by a boom of American interest in Tolkien. Fandom-related phenomena and cultural practices have on a regular basis been scrutinized for their supposed moral harmfulness and psychological threats, as exemplified in the 1950s by the famous Senate activities inspired by Fredrick Wertham with regard to comic books in the 50s, the Bothered About Dungeons and Dragons activity in the 80s, or the post-Columbine media panic leading to Henry Jenkins’ 1999 intervention in defense of Goth and gaming cultures in Congress in 1999. In 2010, a politically loaded TED performance of Lawrence Lessig, who considers the copyright issues in the Internet remix culture from the perspective of Right – Left conflicts, underlined the political dimension of contemporary fandom-related practices on the structural level (http://www.ted.com/talks/lessig_nyed.html).

Still, regardless of the unquestionably dynamic bonds of American participatory culture with broader social and political contexts, one of the factors that make the growth of similar movements in Poland significantly different is the position and functions of grassroots and otherwise informal collective activity in general. Two stereotypical images of community actions as shaped throughout the socialist period might be compared, however remotely, to the American distinction between grassroots and astroturfing. On the one hand, the so called “czyn społeczny” (subbotnik) practice in frames of which communist authorities forced people to carry out unpaid work for the “common good,” as well as the general pressure on the society to manifest fake enthusiasm for the imposed ideology, negatively affected the concept of collective activity and laced most such initiatives with a political undertone unwanted by the participants. On the other hand, it is exactly through the more or less spontaneous grassroots resistance movements as reflected by the very name of “Solidarity” that the most serious and effective campaign against the regime was waged until its successful conclusion in 1989. In the social reality so heavily conditioned by one or another aspect of the nationwide political conflict, it was difficult to set up any kind of shared activity that would not have to, at some point, position itself somewhere in its spectrum. That is why the discussion of the development of Polish participatory culture necessitates historical contextualization.

The 1945 intervention of the Soviet army in Poland resulted in the establishment of the communist government, which in turn meant that the country soon became a socialist state following the Soviet model. Poland, or rather the People’s Republic of Poland, as it was officially known from 1952 to 1989, remained under that influence until 1989 but open social opposition to the communist rule existed throughout the period, assuming a variety of forms and guises, including initiatives inspired by popular culture. In the late 1940s and early 1950s Poland had its share of Stalinist rule, such as strong censorship, ideological manipulation and persecution of the Roman Catholic Church. A short interval of “thaw” came after Stalin’s death in 1953 and resulted in bloodily quenched worker protests in 1956. In October that year Władysław Gomułka became first secretary of the PZPR (the Polish United Workers’ Party), proclaiming that Poland was to follow the Polish way to socialism, defined by the specificities of the country’s traditions. Nevertheless, the years 1956-1980 were marked by a progressing economic crisis and the growing dissent on the part of the Church, workers and the intelligentsia.

Of particular importance in that period was the Warsaw Pact of 1968 (a mutual defense treaty between communist countries of Central and Eastern Europe during the Cold War), students’ protests against the lack of intellectual and cultural freedom in March 1968, and widespread strikes in shipyards and factories on the Baltic coast in 1970. In 1970 Gomułka was replaced by Edward Gierek, whose idea to assuage social discontent was to introduce moderate liberalization and boost the economy by massive borrowing from the West. The latter resulted in another crisis, the increase in food prices and social unrest. Simultaneously, the Helsinki Accords in 1975, the growing influence of the Catholic Church under the leadership of Cardinal Stefan Wyszyński, and the papacy of Cardinal Karol Wojtyła (1978) as well as his visit to Poland in 1979, culminated in the formation of Solidarity, the free national trade union. Solidarity’s growing membership and its unrelenting opposition to the regime on the one hand and the pressure of the Soviet Union on the Polish government to deal with the turbulent situation on the other led to the declaration of Martial Law in December 1981 by general Wojciech Jaruzelski.

Everyday life became difficult. The borders were closed and travelling in the country was drastically limited. Moreover, curfew was introduced between 10 p.m. and 6 a.m. Also numerous Solidarity activists were imprisoned without court sentence, and Solidarity itself was officially dissolved. Nevertheless, the communist regime was weakening. In 1989 the Polish Round Table was formed as a forum for discussions between the government, Solidarity and other opposition groups. The first democratic elections took place in summer 1989, sweeping communism away, and the Catholic intellectual Tadeusz Mazowiecki became prime minister. The post-communist era in the history of Poland began.

Unfortunately, despite the triumphant victory of democracy and capitalism over communism, for many Poles the transition from the predemocratic Poland to a liberal economic system, democracy, as well as the integration into the European Union, has proved difficult and disillusioning. As Leszek Koczanowicz puts it,

[c]ommunism in Poland as well as in other European countries led to the total absorption of the public sphere by the state apparatus. Communist ideology adapted almost the whole field of traditional thinking, reformulating it in collective terms. In the fight against “bourgeois” ideology, stress was put on the deficiencies of the concept of individualism as a useful tool for understanding and organizing social reality. Instead, communist ideology proposed a collective solution which was embodied in the idea of the Communist Party. (43)

Therefore it is no wonder that the mentality of Homo sovieticus – a type of a human being who is enslaved by the system but who is also glad to have his or her basic needs satisfied by it (Tischner 125) – cannot be smoothly replaced by a radically new national identity stemming not only from the sense of responsibility for oneself but also from a conscious exercise of one’s civic and personal freedom in a plural society. Simultaneously, as Elżbieta Matynia points out, Polish social and cultural life remains to be shaped by the romantic salvational paradigm of Poland as torn by foreign powers (153-154). For Matynia, its most significant elements are “the general preoccupation with history” and “the recounting of a heroic past”; the idea of a persecuted nation, typically linked with the Catholic religion; and “in the absence of a satisfying reality, a life within symbols and allegories, a community of the spirit, nurtured by family memories of the resistance experience and shared by each generation” (154).

Bartłomiej Radziejewski identifies a unifying and potentially more empowering root of Polish traditional rebelliousness in the “Sarmatian spirit” echoing the nobles’ democracy of the 15th and 16th century, which affirmed individual independence and the distrust of government (n.p.). Throughout the 1990s, however, a radically different, but equally influential element of Polish post-totalitarian mentality has developed in the form of “communist nostalgia” (Koczanowicz 8), which stems from people’s sense of uncertainty in the new political situation. As Koczanowicz comments, Poles “who got used to living in circumstances defined by communist bureaucracy came to feel lost in the new situation of market economy” (8). Moreover, as he continues, for many the previous system was ideal just because it was predictable and secure, as well as enabling people to assume a clear moral stance (8): “Freedom became for most of them [people] too much of a burden” (52).

One of the most recent phenomena shaping contemporary Polish identity is post-post-communism, which could be defined as a sense of anxiety about “losing identity in the face of globalization, immigration, and the power of international institutions” (Koczanowicz 149). Hence, as Koczanowicz argues, Poles desire the restoration of traditional values on the ideological level and the strengthening of the role of state perceived “as a system of organizations” (149).

As can be concluded, Poland in the first decades of the 21st century is to a large extent driven by the longing for the past. As Koczanowicz explains, “[t]he social time of the Polish society (the ontology of expectations) is predominantly colonized by the attitude toward the traditional national and religious values. People imagine that traditional values should serve as a point of reference in the changing social reality for the long time” (150-151). The significance of such philosophy and past-oriented sentiments may be expected to decrease in the relatively younger generations of today’s 30- or 20-year-olds, not to mention teenagers. Still, the unease connected with the lack of a coherent and optimistic alternative, combined with the general challenges of existence in the late capitalist reality, are reasons why the imprint of the socialist period remains relevant.

In terms of Polish participatory culture development, the experience of socialism not only induced the fundamental fandom initiatives with a subversive undertone, but also inspired some politics-focused initiatives. A spectacular example of the political employment of participatory techniques is Orange Alternative movement.

 (MORE TO COME)

 

Dr. Agata Zarzycka is Assistant Professor of Literature at the Department of English Studies, Wrocław University. She has authored a monograph on role-playing games, Socialized Fiction: Role-Playing Games as a Multidimensional Space of Interaction between Literary Theory and Practice (2009). Her other publications deal with role-playing games, fantasy literature and participatory culture. Her current research project is devoted to Gothic influences on popular culture. She is also interested in remix, game studies, fandom and subcultures, as well as broadly understood speculative fiction.

Dr. Justyna Deszcz-Tryhubczak is Assistant Professor of Literature and Director of the Center for Young People’s Literature and Culture at the Department of English Studies, Wroclaw University, Poland. She has published a monograph on Salman Rushdie, Rushdie in Wonderland: “Fairytaleness” in Salman Rushdie’s Fiction (Peter Lang 2004). She has also published articles on Salman Rushdie, Angela Carter, fairy tales, YA fantasy, and Polish children’s literature, for example in Folklore and Marvels & Tales. She co-edited Towards or Back to Human Values? Spiritual and Moral Dimensions of Contemporary Fantasy (Cambridge Scholars Press 2006), Considering Fantasy: Ethical, Didactic and Therapeutic Aspects of Fantasy in Literature and Film (ATUT 2007), and Relevant across Cultures: Visions of Connectedness and Earth Citizenship in Modern Fantasy for Young Readers (ATUT 2009). Her research interests include children’s literature and culture, reader response, utopianism, ecocriticism, and intermediality. As Director of the Center for Young People’s Literature and Culture, she organizes and coordinates numerous creative workshops and courses for children and young adults. Since 2012 she has been on the editorial board of Filoteknos: Children’s Literature-Cultural Mediation-Anthropology of Childhood, the first Polish academic journal in the field. In 2003 and 2004 she was awarded the Scholarships of the Foundation for Polish Science for young scholars. Her expertise was recognised internationally in 2004 through the Study Fellowship at the International Youth Library in Munich and in 2013, through Kosciuszko Foundation Fellowship and Fulbright Senior Advanced Research Award to work at the Institute of Effective Education and the Department of Childhood Studies, at Rutgers University.

A Whale Of A Tale!: Ricardo Pitts-Wiley Brings Mixed Magic to LA

Last February, I announced here the release of Reading in a Participatory Culture, a print book, and Flows of Reading, a d-book extension, both focused around work my teams (first at MIT and then at USC) have done exploring how we might help educators and students learn about literary works through actively remixing them. Our central case study has been the work of playwright-actor-educator Ricardo Pitts-Wiley from the Mixed Magic Theater, who was successful at getting incarcerated youth to read and engage with Herman Melville's Moby-Dick by having them re-imagine and re-write it for the 21st century. You can read more about this project here. And you can check out the Flows of Reading d-book for free here. 
If you live in Los Angeles, you have a chance to learn more about Pitts-Wiley and his work first hand. I've been able to bring Ricardo for a residency at USC this fall, which will start with a public event at the Los Angeles Public Library on September 26. Ricardo is going to be recruiting a mixed race cast of high school and college aged actors from across the Los Angeles area and producing a staged reading of his play, Moby-Dick: Then and Now, which will be performed as part of a USC Visions and Voices event on Oct. 11th. You can get full details of both events below. I hope to see some of you there. We are already hearing from all kinds of artists here in Southern California who have sought creative inspiration from Melville's novel and used it as a springboard for their own work. But you don't have to love the great white whale to benefit from our approach to teaching traditional literary works in a digital culture, and we encourage teachers and educators of all kinds to explore how they might apply our model to thinking about many other cultural texts.
For those who live on the East Coast, our team will also be speaking and doing workshops at the National Writing Project's national conference in Boston on Nov. 21.
Thursday, September 26, 2013 7:15 PM
Mark Taper Auditorium-Central Library
Thu, Sep 26, 7:15 PM [ALOUD]
Remixing Moby Dick: Media Studies Meets the Great White Whale 
Henry Jenkins, Wyn Kelley, and Ricardo Pitts-Wiley

Over a multi-year collaboration, playwright and director Ricardo Pitts-Wiley, Melville scholar Wyn Kelley, and media expert Henry Jenkins have developed a new approach for teaching Moby-Dick in the age of YouTube and hip-hop. They will explore how "learning through remixing" can speak to contemporary youth, why Melville might be understood as the master mash-up artist of the 19th century, and what might have happened if Captain Ahab had been a 21st century gang leader.

* Part of the Library Foundation of Los Angeles and Los Angeles Public Library’s month-long citywide initiative "What Ever Happened to Moby Dick?"

 

Henry Jenkins is Provost's Professor of Communication, Journalism, and Cinematic Arts at the University of Southern California. He has written and edited more than fifteen books on media and popular culture, including Spreadable Media: Creating Meaning and Value in a Networked Culture with Sam Ford and Joshua Green. His other published works reflect the wide range of his research interests, touching on democracy and new media, the “wow factor” of popular culture, science-fiction fan communities, and the early history of film comedy. His most recent book, Reading in a Participatory Culture: Remixing Moby-Dick for the Literature Classroom was written with Wyn Kelley, Katie Clinton, Jenna McWilliams, Erin Reilly, and Ricardo Pitts-Wiley.

Wyn Kelley teaches in the Literature Section at the Massachusetts Institute of Technology, and is author of Melville's City: Literary and Urban Form in Nineteenth-Century New York and of Herman Melville: An Introduction. She also co-author Reading in a Participatory Culture: Re-Mixing Moby-Dick in the English Classroom with Henry Jenkins and Ricardo Pitts-Wiley. She is former Associate Editor of the Melville Society journal Leviathan, and editor of the Blackwell Companion to Herman Melville. A founding member of the Melville Society Cultural Project, she has collaborated with the New Bedford Whaling Museum on lecture series, conferences, exhibits, and a scholarly archive. She serves as Associate Director ofMEL (Melville Electronic Library), an NEH-supported interactive digital archive for reading, editing, and visualizing Melville’s texts.

Ricardo Pitts-Wiley is the co-founder of the Mixed Magic Theatre, a non-profit arts organization dedicated to presenting a diversity of cultural and ethnic images and ideas on the stage. While serving as Mixed Magic Theatre’s director, Pitts-Wiley gained national and international acclaim for his page-to-stage adaptation of Moby Dick, titled Moby Dick: Then and Now. This production, which was presented at the Kennedy Center for the Arts in Washington, DC, is the centerpiece of a national teachers study guide and is featured in the book, Reading in A Participatory Culture. In addition to his work as an adapter of classic literature Pitts-Wiley is also the composer of over 150 songs and the author of 12 plays with music including:Waiting for Bessie SmithCelebrations: An African Odyssey, andThe Spirit Warrior’s Dream.

Is School Enough?: Forthcoming PBS Documentary

If you live in the Los Angeles area, I invite you to join me for what promises to be an exciting screening and discussion on Sept. 5 of Is School Enough?,  a new documentary, produced for PBS, which deals with the concept of "connected learning" as it has been articulated by the MacArthur Foundation's Digital Media and Learning Initiative. Details are below. If you do not live in Southern California, I would encourage you to check online here and see when and where this documentary might be airing in your area. Here's a preview of the film.

Many of you will already know New Learners in the 21st Century, which aired a few years back.  You can check out this film online here. For my money, this is probably the best film produced on the new forms of learning that have emerged within a networked culture, one which explains why these approaches matter to educators, researchers, students, and parents, and one which moves far beyond the usual focus on "risks" and "dangers" that have dominated some other PBS documentaries on these topics. I was proud to have been included in the New Learners documentary and even more excited when the filmmaker, Stephen Brown, consulted with me about this new production. I was able to help connect him with the incredible work being done by the Harry Potter Alliance, which becomes a key segment of Is School Enough?, and I ended up being a talking head featured in this film. Indeed, I get the Aaron Sorkin-like final speech summing up the vision as a whole. :-) I've seen the film when an earlier cut was screeened earlier this year at the Digital Media and Learning conference, and I am looking forward to joining this discussion at USC.

 

SCA Events

IS SCHOOL ENOUGH?

Make Reservations »

September 5, 2013, 7:00 P.M.

The Ray Stark Family Theatre, SCA 108, George Lucas Building, USC School of Cinematic Arts Complex, 900 W. 34th Street, Los Angeles, CA 90007

Cinematheque108, The Pearson Foundation, and PBS invite you and a guest to a special screening of

Is School Enough?

Followed by a panel discussion with Stephen Brown, Producer/Director of Is School Enough?; Henry Jenkins, Provost Professor of Communication, Journalism, and Cinematic Arts, USC; Juan Devis, Public Media Producer, KCET; Sujata Bhatt,  Founder and Lead Teacher, the Incubator School, Los Angeles; and Abby Larus, Member, the Harry Potter Alliance and student at Duke University.
7:00 P.M. on Thursday, September 5th, 2013
The Ray Stark Family Theatre, SCA 108 900 W. 34th Street, Los Angeles, CA 90007
FREE ADMISSION. OPEN TO THE PUBLIC.

Released to PBS stations on September 3, 2013.

About Is School Enough?

While policy-makers and educational experts try to determine the best “system” for delivering a world-class education to tens of millions of students across the country, many young people are finding their own ways of expressing themselves, pursuing interests, and participating in communities that are both on and offline. Largely unmediated by school and teachers, these young people, without really being aware of it, are connecting how they learn with what they care most about. Too commonly, young people are asked to solve problems in the classroom that have no relationship to the real world or relevance to their lives. Memorization and the measurement of what we know is the final basis for evaluating a students’ success; moreover, it’s the final evaluation of a teacher’s success as well. But in what ways do we ask our students to apply what they’ve learned in the classroom to something that’s happening in the world outside of it?

In what ways do we reward the authentic learning and work that young people do that is not validated and evaluated by our educational institutions? In this highly connected world that is powered by what we need when we need it, is school really enough?

Designed for parents and educators inside and out of the classroom, Is School Enough? – a one hour documentary - examines how young people are using everyday tools - including today's digital ones - to explore interests, connect with others, solve problems, and change the world around them. It is a call to action that moves the discourse away from how do we fix schools to how can we support, sustain and galvanize learning by helping students solve problems in their everyday lives.

Is School Enough? is a production of tpt National Productions, in association with Mobile Digital Arts. Not rated. Running time: 60 minutes.

Visit the Official Website: http://www.pbs.org/program/school-enough/

About the Guests

Stephen Brown, Producer/Director of Is School Enough?

Stephen Brown is President and Executive Producer at Mobile Digital Arts. Mobile Digital Arts uses film and video production as a way to showcase and advocate for innovative educational practices, digital media programs, and 21st century approaches to learning. Brown produced Reborn, New Orleans Schools, a feature documentary about the school reform movement after Hurricane Katrina; A 21st Century Education, a series of twelve short films about innovation in education; and Digital Media and Learning, eleven short films profiling the work of leading researchers, educators and thinkers on the impact that digital media is having on young learners. Mobile Digital Arts’ production – Digital Media, New Learners of the 21st Century – aired nationally on PBS in February 2011. He is also producing an on-going series of films with the OECD about the world’s best performing educational systems. Brown is currently the General Manager of the New Learning Institute for the Pearson Foundation.

Henry Jenkins, Provost's Professor of Communication, Journalism, and Cinematic Arts at the University of Southern California

Jenkins arrived at USC in Fall 2009 after spending the past decade as the Director of the MIT Comparative Media Studies Program and the Peter de Florez Professor of Humanities. He is the author and/or editor of twelve books on various aspects of media and popular culture, including Textual Poachers: Television Fans and Participatory Culture, Hop on Pop: The Politics and Pleasures of Popular Culture and From Barbie to Mortal Kombat: Gender and Computer Games. His newest books include Convergence Culture: Where Old and New Media Collide and Fans, Bloggers and Gamers: Exploring Participatory Culture. He is currently co-authoring a book on "spreadable media" with Sam Ford and Joshua Green. He has written for Technology Review, Computer Games, Salon, and The Huffington Post.

Juan Devis, Public Media Producer, KCET

Juan Devis is a Public Media producer, whose work crosses across platforms – video, film, interactive media and gaming. His work, regardless of the medium is often produced collaboratively allowing for a greater exchange of ideas in the production of media. Devis iscurrently the Director of Program Development and Production for the largest independent television station in the United States, KCET. Devis has charted the stations’ new Arts and Culture initiative, Artbound, consisting of a television series, an online networked cultural hub and the creation programmatic partnerships with cultural institutions in Southern California. In addition, Devis has spear headed a new slate of series that are either in production or development, some of these include the Presidential Japan Prize Winner Departures, Live @ the Ford among others. For over a decade, Devis has worked with a number of non-profit organizations and media arts institutions in Los Angeles serving as producer, director, educator and board member. Some of these include: The City Project - Outpost for Contemporary Art - PBS World - LA Freewaves - OnRamp Arts - Center for Innovative Education – Los Feliz Charter SchoolFor the Arts.

Sujata Bhatt,  Founder and Lead Teacher, the Incubator School, Los Angeles

Sujata Bhatt is the founder of the Incubator School, an LAUSD-Future is Now Schools, 6-12 pilot school that opened this August aiming to launch the entrepreneurial teams of tomorrow. Inc. reimagines the traditional school day as a mix of individualized computer-based learning and deep, collaborative engagement via design thinking, real world problem-solving, and game-based learning.  The schooldraws upon Bhatt's 12 years' experience working as a Nationally Board Certified teacher in a Title 1 school in LAUSD as well as her background in education reform, technology, and startups. She has developed 'big picture' educational policy as a Teaching Policy Fellow with Teach Plus and with Our Schools, Our Voice, and Future is Now Schools. She has written on education reform in The Los Angeles Times, The Huffington Post, The Washington Post, Education Week, Eduwonk, and The Impatient Optimist. She also serves on the Joan Ganz Cooney Center @ Sesame Workshop's Games and Learning Publishing Council and is a member of the founding team of Outthink Inc., a startup that produces gamified science iPad apps.

Abby Larus, Member, the Harry Potter Alliance and student at Duke University

Abby Larus is a second-year student at Duke University. She's been involved in the Harry Potter fan community online since middleschool, when she began working with the Harry Potter Alliance, an organization that encourages civic activism by relating real world problems to the issues in the Harry Potter books. Abby started her work with the HPA as a Chapter Organizer, applying the HPA’s campaigns locally in North Carolina. She later became a volunteer on the organization’s communications staff, before taking on the role of Assistant Campaign Director. Abby has since transitioned to a position outside of the HPA, where she is the Associate Director of Logistics for LeakyCon, the largest annual Harry Potter fan convention. But she hasn't forgotten her roots - a portion of LeakyCon's proceeds go towards the HPA every year.

About The Pearson Foundation

The Pearson Foundation is an independent 501(c)(3) nonprofit organization that aims to make a difference by promoting literacy, learning, and great teaching. The Foundation collaborates with leading businesses, nonprofits, and education experts to share good practice; foster innovation; and find workable solutions to the educational disadvantages facing young people and adults across the globe.

More information on the Pearson Foundation can be found at www.pearsonfoundation.org.

About Cinematheque108

Cinematheque108 is an alternative screening series sponsored by the Critical Studies Department at the University of Southern California's School of Cinematic Arts. The series offers a rare selection of events that highlight noteworthy experimental, documentary, and/or foreign films, many of which can not be seen anywhere else. Cinematheque108 is an educational forum that aims to expand understanding of alternative film and media. All screenings are free of charge and open to the pubic.

Check-In & Reservations

This screening is free of charge and open to the public. Please bring a valid ID or print out of your reservation confirmation, which will automatically be sent to your e-mail account upon successfully making an RSVP through this website. Doors will open at 6:30 P.M.

All SCA screenings are OVERBOOKED to ensure seating capacity in the theater, therefore seating is not guaranteed based on RSVPs. The RSVP list will be checked in on a first-come, first-served basis until the theater is full. Once the theater has reached capacity, we will no longer be able to admit guests, regardless of RSVP status.

Parking

The USC School of Cinematic Arts is located at 900 W. 34th St., Los Angeles, CA 90007. Parking passes may be purchased for $8.00 at USC Entrance Gate #5, located at the intersection of W. Jefferson Blvd. & McClintock Avenue. We recommend parking in outdoor Lot M or V, or Parking Structure D, at the far end of 34th Street. Please note that Parking Structure D cannot accommodate tall vehicles such as SUVs. Metered street parking is also available along Jefferson Blvd.

 

The "Creative Child" Meets the "Digital Native": An Interview with Amy Ogata (Part One)

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The Post-War American family turns out to have been a much more complex phenomenon than our stereotypical images of Leave It To Beaver might suggest. The Baby Boom generation, invested in critiquing the values of their parents, left us with an image of the era which is highly conservative, ideologically repressive, emotionally sterile, and materialistic -- there's some truth to these cliches, of course, but there was much more going on. In particular, there was an attempt, coming out of the Second World War, to embrace a conscious project of designing and developing a new generation which would be free of the prejudices of the old, which would be capable of confronting global problems and making intelligent decisions about the Bomb, which would be democratic to its core and thus resistant to future Hitlers, and above all, which would be free of inhibitions which might block their most creative and expressive instincts.

I've long been fascinated by this period but rarely have I seen it written about with the depth and insights that Amy F. Ogata brings to her new book, Designing the Creative Child: Playthings and Places in Midcentury America. Ogata brings a design/art history perspective to bear on the period, telling us more about the ways that ideas about children as expressive beings helped to inform the design of toys, playspaces, schools, libraries, museums, and other public institutions, and beyond that, she offers some glimpses in how these ideas about creativity helped to shape children's books, television, and other popular culture texts. I came to the book for the insights that it might give us into the children's media of the 1950s and 1960s, but I left with a much more immediate sense of how a deeper understanding of how ideas about childhood during that period might speak to our present concerns. As I wrote as a blurb for the book:

At a time when the news media is again concerned about a crisis in American creativity, schools are cutting funding for arts education, major foundations are modeling ways that students and teachers might 'play' with new media, and museums worry about declining youth attendance, Designing the Creative Child makes an important intervention, reminding us that these debates build on a much longer history of efforts to support and enhance the creative development of American youth. I admire this fascinating, multidisciplinary account, which couples close attention to the design of everyday cultural materials with an awareness of the debates in educational theory, public policy, children's literature, and abstract art that informed them.

So, the following interview is designed to explore those points of intersection between the "creative child" as imagined in the post-war period and the "digital native" as conceived in the early 21st century. As a careful historian, Ogata was careful to make some nuanced distinctions between the two, yet she was open to exploring the ways that these older concepts about childhood might still be informing some of our current discussions about digital media and learning.

You open the book with a quote from Arnold Gesell who writes that “by nature” the child was “a creative artist of sorts....We may well be amazed at his resourcefulness, his extraordinary capacity for original activity, inventions and discovery.” This formulation reminds me of contemporary formulations of children as “digital natives” who "naturally" know how to navigate the online world. What do you see as some cornerstones of this belief in the “creative” child? Is the goal for adults to facilitate and support this creativity or to get out of the way and avoid stiffling it?

This is an interesting analogy and one I had not considered. Gesell is articulating a sense of surprise and admiration, and it resembles how we speak about children navigating digital devices. What the concepts of the "creative child" and the "digital native" share is an essentialist belief that children are somehow "naturally" inclined toward certain expressions or activities, and it is very hard to support these kinds of overwhelming generalities. Moreover, while we might praise the "naive" and untutored, behind these sentiments I also detect both a patronizing quality and a sense of loss or regret on the part of the adult. The idea of the creative child is one invented by adults and, as I argue, it serves many different interests, from toy manufacturers to art museums, Cold War ideologues to serious scientists.

The cornerstone of the idea of the creative child is that he or she possesses "natural" insight that comes out in play. Another related belief is that childhood creativity is a fleeting quality that has the potential to provide future gains for the child, her parents, and the nation. Because the idea of nurturing creativity in children was so widespread (and such a big business) after World War II, we tend to understand children's creativity in limited, usually positive terms and we expect it to take certain forms. This, perhaps, is where the creative child and digital native part ways, given the lingering popular suspicion around children and the digital environment (the belief that kids might get themselves or others in trouble). In the historical case I outline, it is a parent's responsibility to facilitate a child's creativity by providing toys, amusements, and spaces for play. But the public was also invested in some of these notions, evident in new public schools, spaces for exploration such as museums, and in art education programs.

What connection existed between the ideal of the creative, expressive child and the growing consumer culture of the post-war period? What kinds of products were able to attach themselves to this particular construction of childhood?

The consumer dimension was a powerful one and has become even more so today. It's hard to escape the rhetoric of creativity if you're shopping for toys or games, or other things like clothing and schools. The child's block, the cardboard box, and crayons were some of the most romanticized and widely prescribed amusements of the postwar age. In addition there were some objects, created by architects and designers, which were deliberately arty and were sold specifically as creativity toys.

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Magnet Master was a magnetic building toy designed by Arthur Carrara and developed as a product of the Walker Art Center. There were no instructions or diagrams because, the museum reasoned, children didn't need them and would do better on their own. The Philadelphia architect Anne Tyng developed a building toy she attempted to market under the idea of stimulating children to build and explore. Charles and Ray Eames's 1950s paper toys were similar but used different materials and were more widely available and for a longer time. But other products, once so ubiquitous, have now completely disappeared. The simple indoor fabric playhouse that draped over a card table is gone, in part because people no longer have those standard-sized card tables.

To what degree was the ideal of the creative child bound up with particular experiences of class, race, and gender? This is, was the expressive child more likely to be middle class, white and male, or did these writers offer a more multicultural understanding of what constituted creativity?

CPlaythings1The figure of the creative child in this historical era is extremely middle class, but not exclusively male and not exclusively white. In the early 1950s, white children are implied in the toy ads and housing schemes, by the early 60s, this is still dominant but less so. Creative Playthings placed ads in Ebony, for example, and the Brooklyn Children's Museum's 1970 renovation was very much designed with the local Crown Heights neighborhood in mind. The creative child is a construction that aims to overlook difference while simultaneously selling exclusivity. This is one of the paradoxes of the idea. Creativity is described as something that all children are supposed to possess "naturally," but at the same time parents and teachers are told that it needs careful tending and stimulation, usually through specific kinds of toys and materials.

What role did television play in promoting and supporting this concept of childhood creativity?

 

 

Television was of course a central force for the representation of childhood in postwar America and had a role to play in helping to create the specific figure of the creative child. I spend most of my book describing material and spatial forms that do this work, but there are several programs that also had an important role in the making of the idea. Winky Dink, which asked the child to "finish" the story by drawing on a special screen affixed to the TV itself, is an obvious example for harnessing the child's agency, but the character who, I think, best represents the image of the postwar creative child is Gumby.

Gumby's energy and imagination are represented in the many physical forms he takes, and the way he and his sidekick Pokey move in and out of stories, eras, and places. His exuberant inquisitiveness sometimes brings havoc upon himself and his family, but this is of course resolved before the end of the program. The way creativity is constructed on television and in children's books emphasizes the positive and tends toward happy endings.

Often, across the book, it seems that children’s imaginations are linked to various forms of abstraction. What was the relationship between childhood and the modern art world during this period?

You are right about this. Abstraction is one of the recurring motifs of the designed objects and spaces I discuss. Frank Caplan, who was one of the founders of Creative Playthings, believed that undefined shapes and unpainted forms would help to stimulate a child's imagination. The company sought out artists to design toys and playgrounds to enhance their business and for cognitive developmental reasons, but also because they were genuinely interested in the links between modern art and design and objects for children; they collaborated several times with the Museum of Modern Art. This occurred at a time when abstract painting and sculpture was gaining prestige in both the U.S. and Europe, and had a propagandistic role in the Cold War. However, the twinning of abstraction and a child's imagination (evident in forms like children's drawings) is an older idea. Early twentieth-century European modernists deeply admired the representational strategies of children's art. This notion comes back with new vigor in the "Creative Art" education curriculum that asked pupils to express their experiences rather than copy models. There was, then, a demand placed on children to be creative, and often abstract.

 Amy F. Ogata is associate professor at the Bard Graduate Center: Decorative Arts, Design History, Material Culture in New York City. She is the author of Art Nouveau and the Social Vision of Living. Her new book, Designing the Creative Child: Playthings and Places in Midcentury America was recently published by the University of Minnesota Press.

T is for Transmedia...

T is for Transmedia from Annenberg Innovation Lab on Vimeo.

Today, the Annenberg Innovation Lab at USC and the Joan Ganz Cooney Center announced the release of "T is for Transmedia: Learning Through Transmedia Play." The report is written by Becky Herr-Stephenson and Meryl Alper, under the supervision of Erin Reilly. This paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning. Building off of a review of the existing popular and scholarly literature about transmedia and children, this report identifies key links between transmedia and learning, highlights key characteristics of transmedia play, and presents core principles for and extended case studies of meaningful transmedia play experiences.

"We really have two goals for the report," says co-author Becky Herr-Stephenson. "Our first is to get educators thinking about how they might incorporate transmedia play into activities, lesson plans, or projects. Our second goal is to put the design recommendations before media makers in the hopes that the principles will reinforce the good work people are already doing as well as encourage others to bring play and learning to the forefront of their transmedia projects.”

“T is for Transmedia” is embedded below and is also available for download here.

I know that this report is going to generate a lot of interest from the transmedia enthusiasts and new media literacy educators who constitute this blog's most loyal readers, so to give you a taste of what to expect, I am sharing with you the introduction I contributed to this project.

There's a Monster at the End of This Report

There is a monster at the end of this report (well, maybe there is, but you won’t know for sure until you turn all of the pages and read what we have to say).

But, it is telling that most of you probably recognize this phrase as a reference to a classic children’s book, written by Jon Stone, illustrated by Michael Smollen, released in 1971 just a few years after Sesame Street debutted on PBS, and “starring lovable, furry old Grover.” Much has been made of the ways that Sesame Street reinvented children’s television, embracing rather than running away from the properties of its medium, incorporating tricks from advertising, parodies of popular culture, songs and skits, into something which encouraged the active engagement of its young viewers. Yet, far less has been made of the fact that Sesame Street from the very start encouraged its young fans to follow it across media platforms - from television to records, books, stuffed toys, public performances, feature films, and much more. Certainly, the then-Children’s Television Workshop’s steps in that direction were cautious, given the anxieties many parents have about the commercialization of children’s culture. But, over time, much of the American public came to embrace those experiments in transmedia storytelling as part of what made Sesame Street such a powerful learning system. In a 2007 online poll, the American Education Association voted The Monster At the End of This Book onto a list of “Teachers’ Top 100 Books for Children,” and a few years later, the School Library Journal gave it a prominent spot on its list of the Top 100 picture books.

Part of what makes The Monster so compelling is that it is as reflexive about the nature of the printed book as a medium as Sesame Street was about our experiences of watching and learning from television. Reading this book becomes a kind of play as children scream with a mixture of fear and delight as we turn each page, wondering when the scary monster is going to appear, only to discover that it is “lovable furry old Grover” who is the monster we warmly welcome at the end of the book. Grover tries to do everything he can to block us from turning the pages, from tying knots to constructing brick walls, from begging to harranging us, yet the desire to read overcomes all of the walls he might try to erect. The children’s book has long been a site for domestic performance, as parents and children alike try out different voices, make sound effects, respond with mock emotions, to the pictures on the page.

This book had effects which go beyond the printed page: Grover emerges as an early fan favorite on Sesame Street as his personality took shape across platforms. When young people pick up The Monster, they already know who Grover is, they know his back story, they understand his motivations, they identify with what he is feeling, and as a result, there is an immediacy about our experience of this book.

Predictably enough, Monster has in recent years evolved into a digital book, an interactive experience children on their iPad. We certainly do not want to exclude adults from the fun - reading books together across generation is perhaps the most powerful way to foster a deeper appreciation of the pleasures of reading. But, Sesame Street has always understood that children do not enjoy equal opportunities to learn. Some children are left on their own while their parents work long hours. Some parents do not have good models for active reading with their children and look for prompts that might allow them to learn how to play and perform and speculate around the printed page. The experience of an e-book version of Monster will ideally supplement and scaffold the experience of reading the traditional picture book, not replace it, but it also adds a new layer to the ever expanding “supersystem” which constitutes the world of Sesame Street. So does The Putamayo Kids Presents Sesame Street Playground, a CD/DVD set which shares with children songs from the many versions of the program which have been localized to languages and cultures around the world, and video clips featuring the original casts in India, Mexico, Russia, or South Africa. And Sesame Street, the longest street in the world, just keeps growing.

Today, we might describe Sesame Street as a transmedia experience - that concept did not exist in 1971 when Monster was first published. Transmedia is an idea that has come into sharper focus over the past decade, having emerged from active conversations between academic researchers, creative artists, policy makers, fan communities, anyone and everyone interested in the future of entertainment and storytelling. Transmedia, by itself, means “across media” and it describes any number of possible relationships which might exist between the various texts that constitute a contemporary entertainment franchise. Marsha Kinder (1991), a media scholar who has written extensively about children’s media, coined the term, “transmedia,” to refer to the “entertainment supersystem” which had emerged around characters such as the Teenage Mutant Ninja Turtles, The Muppet Babies, or the Super Mario Brothers, as personalities and characters that move across media platforms, encouraging their fans to follow them where-ever they appeared. In my own work (Jenkins, 2006), I extended her concept to talk about transmedia storytelling, which refers to the systematic unfolding of elements of a story world across multiple media platforms, with each platform making a unique and original contribution to the experience as a whole.

Monster at the End of the Book builds off what we know of Grover on television but it creates a new kind of experience that takes advantage of the distinctive affordances of the printed book, which is designed to be read aloud in the child’s bedroom or playroom. Follow that Bird expands upon the time we get to spend with Big Bird while watching the television series in order to flesh out his backstory, situate him within a quest narrative, and suggest how much he means to the larger Sesame Street community. Neither example builds on extensive narrative information that must be remembered across different texts -- that would not necessarily be appropriate for younger viewers -- but it does reward fans who apply what they learned in one context to each new appearance of the characters.

Each of these texts, thus, contributes something to our knowledge of this fictional realm, and each takes advantage of those things their respective medium does best. We want the depiction of Oscar or Cookie Monster or the Count in a Sesame Street game to be consistent with what we see on television, but we also want the game to provide us with an interactive experience that is only possible in digital media. By combining media with different affordances, we create a more layered entertainment experience. Or at least, that’s the theory. A good transmedia narrative uses these various cross-platform extensions to flesh out the world, to extend the time line, to deepen our familiarity with the characters, and to increase our engagement.

With an educational property like Sesame Street, transmedia does something else - it reinforces the learning both by encouraging us to reread and re-experience a particularly pleasurable narrative (something, as we all know, kids are often inclined to do with little or no adult encouragement) and because they are invited to connect together pieces of information across multiple installments. In his book, The Tipping Point, Malcolm Gladwell (2000) describes the original Sesame Street as “sticky,” suggesting that young people become so drawn to its vivid characters that they keep coming back for more and in the process, these repeated encounters reinforce what they learn from its curricular design.

Transmedia encourages additive comprehension. We learn something new as we follow the story across media. This distinguishes it from cross-media, which refers to the use of these other media platforms as simple delivery mechanisms for the same old content. So, if we watch Sesame Street online or on a DVD and change nothing else about the content, that’s cross-media. We might also distinguish transmedia from multimedia. Multimedia might use multiple kinds of media - words, pictures, sounds, videos - which are brought together in a single package: so, in the old days, there might be a CD-ROM developed around Sesame Street, where clicking a button opens us up to a range of different kinds of media. In transmedia, there’s something powerful about how the reader is incited to search out dispersed content and reassemble it into a meaningful mental model.

In a hunting society, children learn by playing with bows and arrows. In an information society, they learn to play with information. That’s part of why we think transmedia learning is such a potentially transformative concept. A science fiction writer has to construct a world which can extend across media platforms, but there already exist many rich worlds - the world under the sea, the universe beyond the Earth, the ancient world, the people who live on the other side of the planet -- which are central to our desired curriculum. Perhaps, the best way to learn about them is to explore their stories, their environments, across media platforms, much as we acquire a deeper affection for Grover through repeated encounters.

Like any other kind of storytelling, transmedia is something which can be done well or badly. You can be attentive to the possibilities of expanding a story in new directions or you can simply slap a logo on something and pretend like it’s part of the same franchise. Transmedia can be enriching or exploitative, can be motivated by the crudest of economic motives or shaped by the most cutting edge learning science. But, when transmedia is done well, it creates a deeply engaging, immersive experience, which multiplies the number of learning opportunities.

Young people do not simply consume transmedia narratives; rather, transmedia encourages playful participation. In my book, Convergence Culture (2006), I talk about attractors (things that draw together an audience) and activators (elements which give the audience something to do, especially in a network society, ways to interact with each other around the shared content). Narrative-inflected play is hardly new. Go back and reread the great children’s books of the 19th century. There’s Meg in Little Women developing a backyard game based on Pilgrim’s Progress. There’s Tom Sawyer in Mark Twain’s novel pretending to be a pirate or Robin Hood. There’s Anne, she of the Green Gables, who re-enacts the story of the Lady in the Lake. Each of these books remind us that children before the era of mass media actively engaged with stories told to them by adults and transformed them into resources for their own creative play.

In the 20th century, mass media displaced many traditional forms of storytelling, but children’s play with narrative remained meaningful as a way of trying on adult roles and expanding core stories that matter to them. And this is what this report means by transmedia play. Certainly, adults have some legitimate worries about commercial media “colonizing” their children’s imaginations, but keep in mind that the human imagination feeds upon the culture around it and children show enormous capacity to re-imagine the stories that enter their lives.

Transmedia encourages this kind of creative reworking. The scattered fragments of a transmedia story are like pieces of a puzzle; they encourage curiosity, exploration, experimentation, and problem solving. Transmedia’s process of dispersal creates gaps which require our active speculation: some call this negative capability. Transmedia processes show us that there are more than one way to tell story, that there is always more we can learn about the characters and their world, and that represents a provocation to imagine aspects of these characters that have not yet made it to the screen. Young people make these stories their own through their active imaginations. The stuffed toy becomes their avatar: they use it to work through their problems; they use it as a vehicle for their emotions; they project their own personality onto the plush or for that matter, they use it a a stand in for some other powerful figure in their life. For a short moment, as they are reading about or manipulating Grover, they become the monster, and again, that’s a valuable experience. The child psychologist Bruno Betellheim (1976) tells us that young people need to read stories which acknowledge the darker sides of life, because children know that they are not always good and they need resources for thinking through how they should respond to the things that frighten them in the real world.

So, there you have the core concepts of this report - transmedia stories, transmedia play, transmedia learning. Put them all together and something magical happens.

Transmedia is not the monster at the end of the book; it’s not something you need to be afraid of encountering. So far, we know more about transmedia in entertainment and branding contexts than in relation to learning. That’s not a reason to take off running down the street. That’s a reason for people who care deeply about insuring the most diverse learning opportunities for our children to take transmedia seriously, to try to understand how to link multiple media together to create new pedagogical experiences, to be ready to explore how we might play together around the materials of a transmedia franchise, to invite children to explore what it means to read a story across the borders and boundaries between different texts and different media. This report offers some rich exemplars of groups who are doing well by children through their creation of powerful and transformative transmedia experiences, and it offers some design principles so that educators and producers might generate more meaningful, even mind blowing, transmedia experiences for the coming generation.

What's All the Fuss About Connected Learning?

Last week, the MacArthur Foundation released a significant new report, Connected Learning: An Agenda for Research and Design, which should warrant the close attention of my regular readers, especially those of you who are strongly invested in thinking about the nature of education within a networked era. The report comes more than six years after the launch of the Digital Media and Learning initiative and represents an important re-assessment of what's working and what's not as institutions at all levels have responded to the changes which are impacting our information environment. The authors of the report include some of the most important American and British thinkers about youth, new media, and education:

Mizuko Ito...Kris Gutiérrez...Sonia Livingstone... Bill Penuel...Jean Rhodes...Katie Salen..Juliet Schor...Julian Sefton-Green....S. Craig Watkins 

The report is sobering in its acknowledgment of some of the real challenges confronting us, especially in its focus on the growing inequalities in terms of access not simply to the technological infrastructure but to the skills and opportunities required to meaningfully participate in the new media environment:

Despite its power to advance learning, many parents, educators, and policymakers perceive new media as a distraction from academic learning, civic engagement,and future opportunity. Digital media also threaten to exacerbate growing inequities in education. Progressive digital media users ... are a privileged minority. There is also a growing gap between the progressive use of digital media outside of the classroom, and the no-frills offerings of most public schools that educate our most vulnerable populations. This gap contributes to widespread alienation from educa- tional institutions, particularly among non-dominant youth. Without a proactive educational reform agenda that begins with questions of equity, leverages both in-school and out-of-school learning, and embraces the opportunities new media offer for learning, we risk a growth in educational alienation by our most vulnerable populations....

This report is skeptical and hard-nosed, challenging some of the optimism which has fueled previous work in the Digital Media and Literacy tradition, raising concerns about what is happening to those who are being excluded from meaningful participation. The authors raise alarms about how all young people are impacted by an educational process which gives them few chances to pursue their own passions and interests within a regime of standardized testing and a fragmented media environment where children have much greater access to highly commercial sites than to those which speak to them as citizens and learners.

The report raises these issues while also recognizing the very real educational opportunities DML scholars have identified when we look at those communities which have proven rewarding for a growing number of young participants, communities which have a shared ethical commitment to encouraging and scaffolding their participation. The authors believe something valuable is taking place in many corners of the web (and in the context of young people's everyday engagements with media.):

Young people can have diverse pathways into connected learning. Schools, homes, afterschool clubs, religious institutions, and community centers and the parents, teachers, friends, mentors and coaches that young people find at these diverse locales, all potentially have a role to play in guiding young people to connected learning. Connected learning takes root when young people find peers who share interests, when academic institutions recognize and make interest-driven learning relevant to school, and when community institutions provide resources and safe spaces for more peer- driven forms of learning.

Examples of learning environments that are currently integrating the spheres of peers, interests, and academic pursuits include athletics programs that are tied to in-school recognition, certain arts and civic learning programs, and interest-driven academic programs such as math, chess, or robotics competitions. These connected learning environments ideally embody values of equity, social belonging, and participation. Further, connected learning environments are generally characterized by a sense of shared purpose, a focus on production, and openly networked infrastructures.

The report is skeptical, not cynical. It asks hard questions precisely so we can empower meaningful change. The authors do not fall prey to the paralysis which consumes so much academic writing, but rather they offer a number of concrete recommendations about what new kinds of educational structures and practices need to emerge. What I admire most about this report is this movement between critique and advocacy, between analysis of existing problems and the willingness to find concrete solutions. I have admired these pragmatic qualities in many of these authors individually in the past. See, for example, my previous interviews with Mimi Ito, Craig Watkins, and Sonia Livingstone, about their research.  

The report includes rich case studies, demonstrating the kinds of experiences some youth have enjoyed through joining the Harry Potter Alliance, enrolling in New York City's Quest to Learn School, or participating in the after school offerings of the Chicago Public Library's YouMedia Center. Such projects illustrate what happens when everything comes together. Here, for example, is a bit from a sidebar written by Sangita Shresthova and Neta  Kliger-Vilenchik, two researchers from my Civic Paths team at USC's Annenberg School, dealing with the learning culture which has grown up around the Harry Potter Alliance:

Although fun and social in nature, involvement in HPA pushes young people to connect their recre- ational interests to social and political issues that they might not otherwise be familiar with. Because HPA turns its attention to many issues, ranging from net neutrality to fair trade and voter registra- tion, this forces participants to study up in a range of new areas. Almost every campaign is accompa- nied by a period of learning about the new issue and making sense of it. Chapter leaders will often educate the group on a new issue. Participants also talk about how involvement in HPA helped them see the political messages within Harry Potter. One chapter has gone as far as opening a 6-week study group on “Harry Potter as a tool for social change,” discussing links between the narratives and real-world issues. In other words, HPA is a site of hybridization and translation between political and fantasy-centered frames of reference.

Coincidentally, Andrew Slack, HPA's Founder and Leader, also released a new TED talks video last week, which is a wonderful illustration of the HPA approach at work.

Here, Slack is very much in his element, speaking to a room of youth, giving himself over to his inner fan boy, and at the same time, encouraging critical media literacies and informed engagement with social issues. You also get a sense here of how Slack and others in his organization are moving beyond a focus on Harry Potter fandom and seeking to demonstrate how we might learn from a range of popular media and literary texts.

Such educational opportunities are exciting -- they have sustained my own enthusiasm over the better part of a decade now -- but they are not in and of themselves enough, not as long as many young people lack the kind of adult mentorship which might help them to identify meaningful online experiences or make connections between what they are learning in these communities and the demands of more formalized education.

The heart of the report seeks to identify design principles which might address these concerns:

Our hypothesis is that in order to develop these cross-cutting repertoires of practice, young people need concrete and sustained social networks, relationships, institutional linkages, shared activities and communication infrastructures that connect their social, academic, and interest-driven learning. It is not enough for young people to have knowledge “in their head” and expect that they can apply it appropriately and effectively in varied settings on their own. They need caring adults, supportive peers, shared cultural references, and authentic ways of contributing to shared practices in order to mobilize their skills and knowledge. In contrast to the voluminous literature and research on cognitive and individual models of transfer, there has been very little work that looks more ecologically at the relational, infrastructural, and institutional settings that undergird effective translation and transfer between formal instruction and varied practices.

I can't begin to do justice to this report. You need to read it yourself, and then, we need to launch some serious conversations about its implications for our own practices.

 

Once You Open Your Laptop...: Final Exam

For the past week, I have been sharing insights and materials from my Technology and Culture class last semester. As I described last week,  we had explored how to integrate transactional memory, collective intelligence, and participatory culture practices into the design and implementation of the class. We built collective problem solving into the class from day one, gradually formalized student's membership into teams which would acquire skills at working through challenges together, and culminated the term with a collective final exam, which would demonstrate what these teams could do when they pooled knowledge and worked together under deadline pressure. What follows is the exam, exactly as it was presented to the students. We are offering it as an example to help other educators think about how they might redesign their teaching practice to encourage students to be more effective at producing and sharing knowledge through online networks.  

Teams should select three (3) of the following four (4) questions to address on the exam. Collectively, you should strive to answer the questions as fully as possible. Be sure to address each part of the question.

Responses to three (3) of these questions should be emailed to your TA no later than 3:30 pm on Wed. Dec. 5.  Please be sure to list all of the members of your team who participated in responding to these questions and also identify any other people or resources you consulted with in preparing your answers.

1. In his short story, “To Market, To Market: The Re-Branding of Billy Bailey,” Cory Doctorow presents both a celebration and a sharp critique of pervasive marketing and advertising in the 21st century.  Through Billy’s character development, and his interactions with Mitchell McCoy and Ronnie Ryan, Doctorow touches on many of the larger contemporary debates around “spreadable media,” advertising’s most recent “creative revolution,” and the current state of the music industry.

Through an analysis of specific quotations and overall themes in “To Market, To Market,” write an essay that answers the following questions:

  • How does Doctorow present “the power of youth” in advertising?  How does this representation of young people relate to the various roles that youth may take in the consumption, creation, and spread of contemporary media messages?
  • How might the practices Doctorow depicts represent a logical next step in the evolution of the advertising industry’s relations to its consumers which Prof. Jenkins described in his lecture?
  • Does Doctorow portray advertising positively, negatively, or a combination of the two?
  • What tensions exists between “identity” and “industry” in the world of music among different players (specifically fans, artists, and record label representatives)?  How does Doctorow illustrate the ways that “identity” and “industry” converge and diverge?
  • What assumptions does the story make about the ways consumer’s choices are influenced by those made by other consumers? What might be other ways to discuss the role of consumers in contemporary culture?

To support your claims, use at least five (5) class readings (besides “To Market, To Market”), with at least one (1) reading being from each of the following three (3) different days of class readings:

10/29 “How Does Media Spread?” 11/12 “What Will Be the Future of Advertising?” 11/14 “Are Pirates a Threat to Media Industries?”

2. In the United States, women are currently the majority of registered voters, and vote in larger numbers than men.  In addition, the 2012 election ushered in a record number of women elected to the Senate.  However, issues directly related to women’s rights (e.g. reproductive health, equal pay) were infrequently discussed in the recent presidential election and debates.

Two sets of political memes in 2012 focused very specifically on women’s equality issues:

“Texts from Hillary” (http://textsfromhillaryclinton.tumblr.com/) “Binders Full of Women” (http://bindersfullofwomen.tumblr.com/)

Through an analysis of EITHER “Texts from Hillary” OR “Binders Full of Women,” address the following questions. Based on what you’ve learned from earlier discussion section activities, trace the flow of these meme across at least three (3) online communities:

  • Which groups most readily embraced this meme?  How did these memes connect to ongoing discussions within these communities?
  • What kinds of commentaries do these memes make about gender inequalities and power?  How are these commentaries made using elements from popular culture?
  • Find responses to these memes from mainstream journalists. Do they see these kinds of participatory political practices as enhancing or detracting from meaningful political discussion?
  • Did the meanings associated with these memes change over time as they moved across different online communities? If so, how?
  • How open was this meme to expressing alternative ideological perspectives?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

10/24 “What Roles Do New Media Play in American Politics?” 10/29 “How Does Media Spread?” 10/31 “How Generative are Online Communities?”

3. Recent readings have focused on hopes and fears for the printed word, as well as the way narratives can extend across various media.

Describe how your group sees the format of two (2) of the following literary genres evolving over the next ten years: comic book, class textbook, religious tome, science fiction novel, technical manual, children’s picture book, newspaper or news magazine. Be specific in terms of the contexts in which they will be used, and by which communities. Keep in mind that communities are also always in flux. Address the following questions:

  • Which traditional functions of these publications are best served by print? What might digital publication offer that would create new value as compared to print-based counterparts?
  • Cite examples of current digital publishing in this space.  In what ways are these experiments are offering new affordances and demonstrating new relationships to the reading public?
  • What economic factors might push publishers to adopt digital publication, even in those cases where there is not “value added” features?
  • What aspects of these traditional publishing genres are being served by grassroots producers and online communities?
  • What concerns might critics, such as Sven Birkerts or Nicholas Carr, raise about the movement of these functions into digital media?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

10/31 “How Generative are Online Communities?” 11/26 “Is Print Culture Dying?” 11/28 “Has Networked Communication Changed the Ways We Tell Stories?”

4. Trace the rise of "Web 2.0" and which of its components can still be seen in today's web.

  • How was it a new paradigm? What are its key defining traits?
  • Cite several examples of exemplary Web 2.0 companies and the ways they relate to their consumers.
  • Discuss the relationship of Web 2.0 to other key concepts from the class, especially participatory culture, collective intelligence, and circulation.  What aspect of participatory culture are absorbed into Web 2.0 practices, what remains outside of commercial logic, and what are core sources of tension between Web 2.0 and these more grassroots practices?
  • Drawing on critics of Web 2.0, including Geert Lovink and Jenkins/Ford/Green, discuss what concerns people have raised about these emerging corporate practices. Which of these criticism do you agree with and which would you refute or qualify?
  • Does the current incarnation of the web facilitate discussion, self-expression and civic engagement?

To support your claims, use at least five (5) class readings, with at least one (1) reading being from each of the following three (3) different days of class readings:

11/5 “Have There Been Twitter Revolutions?” 11/7 “What is Web 2.0?” 11/14 “Are Pirates a Threat to Media Industries?”

Once You Open Your Laptop...: Activities from My Technology and Culture Class (Part One)

Last time, I shared some of the results of a semester-long effort to integrate forms of transactive memory and collective intelligence into the teaching of an undergraduate lecture hall class on communication technology and culture.  Over the next few installments, I am sharing the discussion prompts and exam questions we developed in this context. Each is designed to support the efforts of small scale 3-4 person teams as they seek to apply concepts from lecture into the investigation of contemporary digital phenomenon. I am sharing these prompts in part because they incorporate so many resources which may be useful for other media scholars and in part because they illustrate the kinds of questions and activities that work on the scale of social interaction we are exploring. As you will notice, the activities became a bit more streamlined as the course went along, reflecting what we learned in terms of how much material the teams could process within the designated classtime and how much background they needed in order to be able to perform the activities. Your experiences will certainly differ in terms of the abilities and backgrounds of your students.

The chunk of activities featured on today's post were ungraded, but intended to give students a chance to work in groups. I will signal when we shifted to graded activities.

I was lucky to be working with three very dedicated and creative Annenberg PhD students, Meryl Alper, Andrew Schrock, and Rhea Vichot, and I've given credit where credit is due here, indicating which activities each of them developed for the class.

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Week 3: Facebook and Privacy (Andrew Schrock)

Introduction: The terms of service (TOS) describe the uses that parent companies that maintain platforms and other web services deem acceptable. Among other things, Facebook's terms of service describes the ways that Facebook captures, analyzes, and uses data related to our online identities and interactions. boyd and Marwick described privacy as "both a social norm and a process” – an entirely public or private life would not be feasible (or particularly enjoyable). Privacy is an extremely complex notion, reliant on culture and social context. Feelings of “privacy violations” are often sudden and leave us feeling confused or helpless, such as when our personal information is displayed in unexpected ways. To help us think through the complex negotiations that occur between individuals, platforms, and privacy, we can interrogate the TOS for possible areas of friction between platform-endorsed uses and individual practices.

 

Team activity: Your assignment is to read the terms of service for Facebook with a critical eye. In teams of 2-3, read a section of the terms of service at http://www.facebook.com/legal/terms. You will be assigned one of the following sections: 2 (sharing), 3 (safety), 4 (registration), 5 (protecting rights of others), 9 (special provisions to developers), or 11 (special provisions to advertisers). Please spend 10 minutes reviewing your section and prepare brief responses to the following questions.

 

Questions: What does Facebook consider private? How does it differ from yours? Do you see clauses that strike you as potential violations of privacy? If so, why?

 

What do you think Facebook frames the terms of service this way? How do you think Facebook uses the data it collects? How does Facebook exercise power?

 

Have you altered the privacy settings of Facebook or used social strategies to deliver messages to friends ("steganography" from danah/alice article)? Can you think of times you or your friends have accidentally or deliberately violated the TOS? If so, why did you?

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Week 4 Wikipedia Mechanics (Rhea Vichot) Warmup (5 Minutes) [Citation Needed:]

 

http://citationneeded.tumblr.com/

 

http://citationneeded.tumblr.com/post/29905972747/whac-a-mole http://citationneeded.tumblr.com/post/31336657830/victor-salva http://citationneeded.tumblr.com/post/28419289190/placeholder-name http://citationneeded.tumblr.com/post/27763947374/cultural-depictions-of-elvis-presley

 

Questions:

 

  • Why is this funny? What kinds of critiques are being made about Wikipedia?

○      the humor is in the failed attempt at creating an “authoratative voice”. There are some critiques of the editorial policies of WIkipedia as well as the attempts to treat all subjects, no matter how trvial or transitory, with the same voice

○      I also feel there is a subtle poke at how white and nerdy Wikipedia editors are, but that’s just my take - RAV Main Activity: How is Wikipedia Structured (Two Parts: 30-35 Minutes Total) Part I (10-15 Minutes) In groups of 2-3, have students look at one of the following Main and Talk Pages (5-10 minutes):

 

After 5 minutes, have each group provide a quick summary of the main points of their assigned page as well as an interesting discussion thread on the talk page.

 

Questions:

 

  • What ideals are being espoused on these pages?

○      SIngular voice

○      Being not a research circle, but a repository for secondhand research

○      WIkipedia believes in “meritocracy” whether or not that is what happens in reality

  • What kinds of concerns are these policies hedging against?

○      Trolls, Abuse

○      Misinformation

○      Infighting, Faction building

  • Does this make you more or less likely to contribute content to Wikipedia?

 

Goals:

  • Understand what Wikipedia’s editorial policy
  • Understand that these editorial Policies are agreed upon and what assumptions may go into those conventions

Part II (20-25 Minutes) In the same groups, they should visit a Wikipedia page on a topic they are familiar with (A novel, Film or TV Show, Comm theory from another class, A piece of technology, or a historical figure or event). They should look at: (1) The structure and content of the main page, (2) The Talk Page and relevant discussion Points, and (3) The history of the Page and Talk, including the first version of the Page. (5-10 Minutes)

 

Examples:

 

Dr. Pepper

http://en.wikipedia.org/wiki/Dr_Pepper

 

Steve Jobs:

http://en.wikipedia.org/wiki/Steve_Jobs

 

The Assassination of John F. Kennedy:

http://en.wikipedia.org/wiki/Kennedy_Assassination

 

50 Shades of Grey:

http://en.wikipedia.org/wiki/50_Shades_of_Grey

 

Questions:

  • What aspects of the topic were on the page. What was relegated to separate pages? What was missing, if anything?
  • What were the main points of controversy in the talk page?
  • What kinds of changes were made over time? Were they updates to the topic? Were they major changes to the content and form of the article?
  • How do the Editorial Policies above shape the content of the page and the discussion on the Talk Page?

○      Calls for citations, for better sources, and for discounting personal anecdotes as Original research and, thus, unsuitable.

Goals:

  • Practice skills needed for the Research Paper
  • Remembering that Wikipedia Pages are Dynamic, both temporally, and content-wise
  • Understand how the editorial Policies above shape the pages displayed

Pull Back: Some Recent Issues  (5-10 Minutes) Gender Gap among Wikipedia Editors:

http://gizmodo.com/5942168/the-wikipedia-gender-divide-visualized

Define Gender Gap? Look Up Wikipedia’s Contributor List:

http://www.nytimes.com/2011/01/31/business/media/31link.html?_r=3

 

Philip Roth encounters trouble editing his own Wikipedia page

http://www.csmonitor.com/Books/chapter-and-verse/2012/0913/Philip-Roth-encounters-trouble-editing-his-own-Wikipedia-page

“An Open Letter to Wikipedia” - Phillip Roth

http://www.newyorker.com/online/blogs/books/2012/09/an-open-letter-to-wikipedia.html

Questions

  • In what ways do the editorial policies act as a barrier to contribution?

○      the weight of citations overwhelms even claims made by the subject of the article in question.

○      The community’s emphasis on meritocracy and “correctness” mobilizes privilege under the guise of “correct voice” and “citable sources” which shuts out marginalized voices.

  • What possible alternatives could there be to increase participation and the kinds of voices represented on Wikipedia?

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Week 5 Advertising a New Medium (Meryl Alper)

Warmup (10 min): “Advertising” New Media

 

Screen 2 YouTube clips: 1)Lots-o'-Huggin' Bear Commercial (circa 1983)

2)Japanese Lots-o-Huggin bear commercial

Questions:

Who do you think is the intended audience for these commercials?

What do you think these videos are trying to sell?

 

Main Activity: Advertising “New” Media (30 minutes: 20 minutes in group, 10 minute share with class)

 

Humans tend to overestimate the “newness” of new media.  Not only do many technologies build on what innovations came before them, but the way a medium is advertised also builds, incrementally and creatively, on prior advertisements and advertising styles.

 

In the book chapter you read, Lynn Spigel talks about “popular media discourses” - ways people talk about or represent (through media) how society experiences media.  Spigel’s big claim is that popular media discourses about television and the family reflected sometimes conflicting viewpoints: that TV would bring families together, drive them apart, but also a hybrid of the two.  She analyzes popular magazine ads as evidence for her claims.

 

This activity will be an exercise in meaningfully comparing and contrasting two print advertisements from different eras but that share some common themes and styles.

 

Students will break into groups of 3 or 4.  All students will have had the PowerPoint sent to them prior to section.

 

The PowerPoint has 6 different pairs of advertisements:

 

1A - RCA VideoDiscs - “How to improve your social life” - 1980s

1B - Hohner Harmonicas - “The Hero of Amateur Hour” - 1940s

 

2A - Dumont Television - “Once upon a time...” - 1940s

2B - Atari - “‘New Frontiers’: Learn to brave new worlds.” - 1980s

3A - Sony - “Sound of a different color - 1980s

3B - Majestic - “For sparkling, vivid colorful tone...” - 1940s

 

4A - Western Electric - “There are still some things Americans know how to do best” - 1970s

4B - Tobe Filterette - “YOU BET the war has changed us!” - 1940s

 

5A - Douglas - “How satellites can give us low cost emergency telephone service” - 1960s

5B - Panasonic - “With a new Panasonic cordless phone, you won’t sounds like you’re calling from another planet” - 1980s

 

6A - Sharp - “The first laptop designed to be your first laptop” - 1980s

6B - Bell Telephone System - “Television” - 1940s

 

Each group will be responsible for one pair of advertisements.

 

Questions:

1. Briefly do an online search for major US & global events during the era of each ad.  How might these ads fit into larger historical trends (e.g. wars, economic up turns and down swings)?

 

2. Read the “copy” (written text) that the ads use.  A) On it’s own, what meaning does the copy have?  B) When taking into account the full visuals of the ad, does the copy take on additional or different meanings? (You’ll want to zoom in to take a closer look at the ads with smaller text.)

 

3. What kinds of anxieties and hopes do each of these ads reflect about:

  • Family life?
  • Social life?
  • Political life (in the US and internationally)?
  • Culture/stylistic trends?
  • Gender?
  • Economic issues?

 

4. Are the people in the ads are actually using the technology or are people are props around the object?  What does the space around the media look like?  How does this make a difference in the ads message?

 

5. Finally, don’t just describe each ad on its own; Put both of these ads in conversation with each other.  How might they complement and/or contradict each other?

------------------------------------------------------------------------------------------------------------------------------------------------------------ Week 6 Hacker Week Discussion Activity (Andrew Schrock)

Introduction – What is open-source? (25 mins.)

Stephen Fry explains free software-  http://www.youtube.com/watch?v=YGbMbF0mdPU

What do you make of open-source? How does it relate with previous concepts we’ve encountered in the class? Why do hackers like open-source? How can it be contrasted with more restrictive control over source code?

 

Protei - open-sourced hardware project - oil skimming  bots http://www.youtube.com/watch?v=vmZ_uy2Ehi4

 

Who is involved with this project? How does hardware hacking differ from software? What observations can you make about the progression of the project?

Second part - Software hacking hands-on activity (20 mins.)

 

One theme of this class is thinking not just about how systems exist in isolation, but how information flows across systems that can talk to one another. Hacking describes a way of viewing technology with a critical eye to understand their inner workings.

 

If-this-then-that is a website that connects "triggers" to "channels." Triggers are activated when something happens, and channels are what is triggered. The combinations are called "recipes" and can be shared publicly and modified. For example, every time you are tagged in a Facebook photo (trigger), you receive an SMS text (channel).

 

In groups of 2, think of a cool or interesting recipe. Look to see if one has been created already. Either use that or create one of your own and make it active. Test it out. Did your idea already exist in a recipe? Can you think of triggers that you want but can’t find?

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Week 7 YouTube's Many Communities (Rhea Vichot)

Group Activity 1: YouTube as Site of Community and Remix Culture
In groups of 2-3, look through and choose a video from a participatory culture you are familiar with. If you can't find one, you can also browse the YouTube charts: (http://www.youtube.com/charts/) and look through the Most Discussed and Most Favorited videos for the past week or month.

Questions: 1) Is it a commercial or amateur production? How can you tell?

2) What kinds of communities are these videos a part of? Is this a convergence of multiple communities?

3) Is the video critiquing or curating commercial content? In what ways?

4) Who are the creators of the content? How might that affect what is either being expressed or what sorts of comments are being made about the video?

5) What sorts of Intellectual Property (IP) are used? Are the uses if IP in your example defensible by Fair Use? How?

Group Activity 2: Creating Remix Videos

Using the YouTube Doubler: (http://youtubedoubler.com/), create a mashup of video and sound. Use the google URL shortener (goo.gl) to post a link on Blackboard.

Examples:

"Ant on a Treadmill Vs. Breakfast Machine-Danny Elfman":

http://goo.gl/iH7Or

 

"Rooster Vs. Alex Jones":

http://goo.gl/6l1kz

 

Questions:

1) What sorts of Intellectual Property (IP) are used? Are the uses if IP in your example defensible by Fair Use? How?

2) What kind of juxtapositions does your example make? Do the juxtapositons made, either in your example or the ones provided, make a critique about the media used?

(MORE TO COME)

What Happened in My Open-Laptop Exam Class? (Part Two)

Learning About Collective Intelligence From the start, the group activities were framed in terms of notions of collective intelligence and participatory culture, themes which had been central to the first part of the semester. By the time they got to the group activities, students would have done papers exploring how Wikipedia works, would have participated in lectures and discussions explaining some of the core findings from MacArthur Foundation’s Digital Media and Learning initiatives, and would have looked at a range of social media and media sharing platforms and their dynamics. We had prepared for the problem sets by having earlier inquiry based activities in discussion which were organized around groups at a variety of different scales but which were ungraded (except in terms of attendance) Students had been given a set of exam questions about a week prior to the midterm, with a subset of the questions appearing on the exam. Students could bring their notes and other materials into the exam and consult them as they filled in their blue books.  Students had the option of sharing information or pooling insights with other students on the midterm, as long as they disclosed who they worked with. Most of the students seemed to work with at least one other person on the exam.

In one case, a team of students formed and posted online their collective responses to each question on the class mailing list the morning the midterm was to be given. This unanticipated situation posed a last minute challenge to the class instructors: we decided to write to the class, warning them that not all of the information contained in the posted answers was accurate, that they should use the material at their own risk and that they should disclose whether they had consulted these responses in preparing their answers. It turned out that one of the students had taken the liberty to posting the work of the other group members and some of them were not happy being placed in that situation. Other students said that they were afraid to even read the posted answers, but for the most part, the class took the situation in stride, there was still a great deal of diversity in the quality and content of the midterm answers. Whatever was going on behind the scenes, students did not mindlessly copy down the information that had been posted.

 

Taking the Final

The team’s performance on the final exam was uneven, but generally, the groups succeeded in creating richer, more fully documented responses than they would have been able to do individually. Some of the responses felt fragmented and contradictory, as if the teams had not been able to fully smooth out differences between members about the best way to approach a question; some of the responses included too much information, including much that was not pertinent to answering the question.  We had tried to break each question down into a series of steps, much like the weekly problem sets, so that students had a good way to structure their problem solving activities. In general, students did best where the questions were concrete and pointed to specific readings or topics from the class; they had more difficulty abstracting from the information provided, speculating about its future implications, or evaluating real world phenomenon based on proposed criteria. The collective process brought forward a strong tendency towards synthesis but set clear limits on their capacity to produce shared critiques. While some of the questions explicitly called on them to bring in their own examples, they tended to still operate within the borders of the class materials rather than going outside in search of new information. These later insights might be consistent with what we know about Wikipedia for example: that participants are often guided by a shared understanding of what an encylopedia entry looks like, that the community’s norms value “neturality” over critique and that there is a ban on publishing “original research.”  Success here rests, then, on correctly calibrating our expectations to value what works well in a collaborative context.

Student Criticisms

For those students who found this process frustrating, the largest single factor identified was a sense of loss of control over their own classroom performance.  One put it simply, “I have more control of my grade the first half of the semester and less control of my grade the second half of the semester.” Many of the USC students are very good at playing the traditional classroom game, calculating how many points they needed to get their desired grades, and giving the teachers what they wanted. If they grew up in a networked culture, they also grew up in a culture based on standardized exams, and so there was a certain degree of discomfort, among many of the students, with a more open-ended process which did not tell them what they needed to know and with a structure which meant that they were dependent on others for their mutual success. As one student explained:

"I preferred doing things on my own because I got stuff done much faster and more efficiently. I did not like relying on my other group members to do readings because I never knew if they had done them properly or not, and some of my team members did not even show up to a single class. That meant that they were going to receive the participation in lecture points based on my participation, and that does not seem fair to me at all.”

 

Others felt bruised by the lack of respect and trust shown them by other team members: "In order to work in a group, people have to understand the strengths and weaknesses of their group members and they have to be flexible.  When there are group members that don't trust other group members and want to constantly be in control, the group fails." One student described the final exam as a "debacle" because the group could not agree on strategies or criteria for producing a solid answer, while another complained about harsh treatment from classmates who did not value each other's contributions: "I have never felt so disrespected in my entire life. Some of the other group members made me feel like dirt, just because they thought that they were better than two of us.”

Many of the frustrations centered around unequal sets of expectations between team members, including a different sense of how well they wanted or needed to do in the class. Here, for example, was a student who compared negatively the experience of working with an assigned group in a required class and the processes which made collective intelligence work outside the classroom:

“I did not particularly enjoy the group portion of the class because I did not trust certain members of my group to complete the work and to do it well. Although the group portion theoretically could have stimulated more conversation about the topics and inspired people to participate in their learning, a couple of members in my group seemed very uninterested and content to skate by on the work my other group members and I did...  I fully understand the value of learning how to work in groups, especially given our shift toward participatory culture; but I assume in participatory culture, the participants actually have some glimmer of interest in the content they are creating."

 

Student Enthusiasm For those who had a more successful experience, they felt supported by their teams and energized by the shared responsibility over the material:

“It was nice to have other people to help with the assignments. Our team worked very well together, and I think learning how to work in teams is an important skill to have. In the second half of the semester, I was pushed to do my assignments because I knew that the team relied on me. Compared to having to do assignments alone, it was nice knowing that if there was a reading that I didn't understand, then there was somebody in the group that could help contribute.”

*********************************** "Honestly, I was a little skeptical as to how group work would ultimately play out and whether it would be successful, but to my pleasant surprise it was a great success. Just as the class was intended, different teammates were responsible for different materials and therefore were able to master different contents of the class and teach them to their team members. While I felt that the first half of the class was also well done, I had an even better learning experience in the second half of the class. While there was some participatory activity going on in the first half of the class, I believe there was a well-working participatory culture in the second half. The professor and the TA's structured the discussions very strategically to be able to push the students to work quickly and efficiently in their teams by grouping their knowledge into a collective product. I genuinely feel that this made the team much greater than the sum of its parts.”

*********************************** “Group work is definitely more challenging. However it challenged me to practice better negotiation and communication skills. I would consider the second half a practical application for all the communication theories learned in past years”

************************************ "I really liked having the groups for the readings and in-class discussions. I felt that I was able to cover so much more material (even if only through the short-hand of my teammates) by examining the notes for ALL of the readings on our Google Doc. I felt that I was more informed coming in to lecture. The first half of the semester, it was often difficult for me to get all of the assigned readings done. But with only one reading per night, it was a lot easier. Plus, I had the weight of my team to encourage me to actually get it done on time."

In many cases, they were thrilled not to have to go it alone, to be able to turn easily to someone else on the team who understood a particular chunk of course material better than they did. And even some who did not have a perfect group experience saw the value in the end of the process:

“If anything it made me realize that we all have limitations. One person can not carry a group. I feel that it all worked out in the end . I wish we had better communication within our group though.”

Some of the teams clearly acquired new techniques for coordinating and collaborating within a network: “Working on assignments together via Google Docs was very helpful because we each knew our roles and could quickly add to each other's work if needed.”

 

Assessing the Experience

For all of the frustrations expressed by some students about students getting equal points despite not doing equal work, a review of the grades by group suggests there was significant variation in their final performance in the class within each team in part because of their individual performance in the first half of the semester and in part because the mechanism of rewarding those who attended and participated in sections worked as it was designed to do.

Overall, students seemed to have reflected deeply about the advantages and disadvantages of the collaborative production of knowledge, a theme which recurred throughout the class, and in the process, they developed a stronger appreciation of  research as a process rather than imaging knowledge as a contained body of information. There's still a lot we all have to learn about making these kinds of group processes function, especially given the degree to which they fly in the face of the ways students have been socialized throughout their formal education to think of themselves as autonomous learners. Clearly, I am troubled by the reports of some of the destructive experiences which occurred within some of the more disfunctional groups, yet, over all, many more students expressed enthusiasm for the process than shared frustrations.

Interestingly, when I taught the subject two years ago with a much more conventional grading scheme, the average GPA for the class was 3.14, while the average GPA for the class with the collective experiment was 3.21, well within the average variation from one semester to the next.

 

 

 

NEXT TIME: THE DISCUSSION SECTION ACTIVITIES COMING SOON: THE EXAM

What Happened With My Open Laptop-Exam Class (Part One)

Background My plans for an open-laptop exam generated a fair amount of buzz when I announced them in the fall, so I figured you would be interested to learn more about how things played out. Annenberg PhD Student Adam Kahn, who helped design this curricular intervention/innovation, is still working through a massive amount of survey data collected about the process, so any observations I share now are provisional based primarily on what I saw from in front of the lecture room and on exit surveys students completed after turning in their final exams.  In general, I think the experiment was successful, even though, with any design process, there are many things I would change on the next iteration. And, as we will see, the experience had some critics among the students in the class.

To remind you, the basic set up was this: Students completed a series of individual assignments throughout the first part of the term, which counted for 50 percent of their total grades. In the second part, they were put onto teams, which worked together on every assignment, including a series of weekly problem sets conducted in the discussion section, contributions to class discussion, and the final exam. Students had to attend the discussion section in order to receive the team’s points for their contributions, but otherwise, participants received their grades based on collective rather than individual performance. We introduced this process into a 200 level lecture hall class on New Media Technologies and Culture, with a population of 110 students, mostly Communication majors, taking what was a required subject for their degree.  You can see the syllabus for the class, including the assignment structure, here.

 

Impact on Class Discussion

My first observation was that the emotional tone of the class shifted dramatically following the midterm as we placed students on teams. The teams sat together in the lecture hall; they chose a shared name, and they used that name to identify themselves when they participated in the class discussions. From the start, there was a strong sense of team identity for most of the groups. I’ve speculated that this approach might work especially well in the context of USC where there is such a strong sports culture.

From the start, I had placed a strong emphasis on class participation during lecture sections, trying to move towards a more Socratic approach to teaching the content. There had been push back early on when I relied too heavily on discussion, and so I had tried to find a balance between short lectures designed to introduce core concepts and then more open ended discussion to allow students to share their perspectives on core debates of the digital age. We struggled a bit with managing discussion in a large lecture hall context: students balked at the mechanics of passing around microphones, but some of the students had trouble being heard in the large space and were thus more reluctant to speak. Over the course of the term, the process started to feel more natural for both the teacher and the students, and we had some very engaged and informed conversations.

As with any discussion class, there were a number of students who were quick to raise their hands and engage, while there were others who were intimidated by the large size of the class. The most active participants continued to dominate discussion in the second half, but there were many others who made their first contributions during this period, either empowered by having teammates supporting them or by the sense of competitiveness that teams introduced into the mix. As one student explained, "I liked that we all sat together during lecture. This enabled us to whisper about the lecture content and, all together, come up with a question to pose or a comment to offer." More dramatically, team members were much more likely to anchor their statements to specific statements or information contained within the readings. Indeed, it was clear that a much higher percentage of the students had done the readings and done them closely knowing that they were dependent upon each other for the quality of information being transmitted to the group.

A highlight of the course came when we conducted a role playing activity in one of the lecture sessions focused around debates about digital piracy and the evolution of new business models for the music industry. Each team was assigned a specific role -- from new artists trying to break into the industry to recording studio executives, from fans to teachers and librarians, from religious performers to international musicians who are developing a following in the United States. The teams were assigned their parts in advance and encouraged to do a little home work so that they had thought through their assigned perspectives. Each group was asked to make an opening statement, which were surprisingly well informed, for the most part, and then, they were given time to negotiate across groups to see if they could identify common interests and propose new solutions to the issues. This was the only time in the term when we encourage activity across groups rather than within groups, and multiple students pointed to this activity as transformative in terms of their understanding of the value of the team process. It also resulted in a spectacular discussion which got students out of familiar debating points around issues of digital piracy and allowed them to develop a more systemic understanding of the issues. I would love a way to create more such experiences across the class the next time I teach it.

Working Within Teams

Students were placed randomly on teams, in the hopes of insuring greater diversity. On the one hand, we felt that if students self-selected teams, they would be more likely to choose people with whom they already shared many common interests, i.e. people who were like themselves. On the other hand, we also wanted to avoid the common pattern of consciously combining strong and weak students onto teams together, which tends to result in the stronger students being asked to carry the load by themselves.  In the exit surveys, students were sharply divided between those who felt that the random assignments insured that they met new contacts and brought more diverse knowledge together and those who felt that some of the logistical problems they encountered would have been minimized if students had been able to work with people they already knew.  Here, for example, was a student who valued being randomly assigned: "When my group worked, we worked efficiently because we didn't know each other at all, so there were few distractions. We were friendly, but didn't have a lot in common, which was conducive to learning the subject material." Yet this student also noted that their lack of familiarity with each other could sometimes result in a lack of accountability:" I didn't make it to class the first day and realized later that no one in my group had taken any initiative to do the necessary organization for future readings, in-class work, etc. No one was really a leader. We couldn't count on each other. There were no ground rules set, etc.”  Some students wanted better mechanisms for dealing with students who failed to contribute to the collective good: "“I think the students should either be able to choose their own groups or somehow get rid of the weakest link." The large scale of the lecture class makes it particularly likely to attract students who are not strongly motivated by the subject matter and who are likely to exploit the good will of their classmates.

Each team consisted of 3-5 students (with the unevenness a product of the uneven number of students who had registered for the different discussion sections which met at different days and times). It was clear from the start that the larger teams worked better, overall, with smaller teams more vulnerable to individual students who let down their team through under-performance.

Most of the teams became effective learning communities, but not all of them did. We had taken steps to insure shared expectations of members, asking each team to write a contract together so that they had a mutual understanding of their responsibilities to each other. We had built in one core check on group participation -- i.e. the students had to attend the discussion section and work on the problem set in order to gain credit for that assignment.  Otherwise, we relied on social mechanisms to insure that they held each other accountable. Through these weekly problem sets, students gained practice working together, learning each other’s strengths and vulnerabilities. We had felt using the discussion sections in this way would insure some regular face-to-face time between group members (as did having students sit in team during lecture).

Overall, attendance in discussion sections increased with the emergence of a team structure, though there were still many students who still did not attend class regularly, a manifestation of the “free loading” problem which often crops up when working within a commons. And for those teams which were struggling with the process, there was a perception that the instructors were not doing “anything” about it. We wanted to resist the temptation of shuffling the teams once the process began, since doing so would be likely to disrupt the coherence of those teams which were functioning well, since we wanted to encourage teams to find ways to work through their own problems seeing learning to self-correct their process as an important learning opportunity. In many cases, teams that did not gel at first did find their footing over time, part of the value of repeated experiences working in teams, while in some cases, teams that had worked well up until that point hit real friction when they turned their attention to dealing with the high stakes final exam. Here, for example, was a student who felt the group had gotten in the swing of things just in time for the exam: "My group members let me down on numerous occasions but our final went so well and so smoothly that I'm having a hard time deciding how I felt about the whole thing overall.”  TAs did give advice to team members who were having a frustrating time; we felt that there were penalties built into the system for those members who under-perfomed -- again, the fact that they did not get points for sections which they missed and the likelyhood that underperforming students had also underperformed during the individual portion of the class.  Next time, I want to provide much greater advice to the students about strategies for insuring team cohesion and meaningful interaction.

We struggled with the question of whether we should have introduced some self-evaluation process where team members could assess what each contributed to the process and so that we could adjust grading accordingly. We choose not to do so for several reasons: We feared that such a practice might further fracture teams which were struggling to survive, raising the tension level at the time when we wanted teams to be developing greater trust in each other, and as importantly, we felt that it would be inappropriate to change the rules of the game mid-process.  Next time we do this, I am going to weigh this question again more closely, since the lack of such formal mechanisms was the single most frequent complaint we heard about the group activities.

 

Designing Problems

Designing the problem sets for the discussion section proved challenging for a number of reasons. We wanted the questions to be sufficiently challenging so that students were motivated to put in the extra efforts and also be able to see that they could indeed do more collectively than they would have been able to do individually. We wanted the questions to be open-ended enough so that students could show what they knew, bring their individual and collective knowledge beyond the class into the process, and have a chance to dig deeper into their own passions and interests. We also wanted to have questions which relied on as many of the readings from the week as possible, since we were encouraging students to divide up the readings between them and then deploy what they needed in response to each problem. Early on, it was clear the teams needed more guidance on the best way to find the information they needed, and the challenges of working in a hour long discussion section (well, 50 minutes really) meant that we needed to simplify the options in order to allow students to get out of the gate quicker. Here, for example, is how one student described their team's frustrations:

"The assignments given in discussion sections were rather long and difficult for the amount of time allotted to students to complete them. The assignments also placed a large emphasis on the skill of being able to produce quick thoughts and responses to questions that students were not fully prepared to answer. If the questions were given prior to coming to class, it would have helped to allow students to come in more prepared and produce more thoughtful and engaging responses."

We streamlined the problems week by week, but students still complained that they did not have time to fully complete the assignments during the class period. (I am going to share with you the assignments in a follow up series of posts).  We had been reluctant to extend the time working on the problem sets because we were afraid the most anxious students would turn them into a much bigger project than intended and because extending them beyond the class time would increase the logistical challenges involved in working with teams.

While most of the students complained about the time constraints, some felt like we had achieved an ideal balance: “I think that the discussion section questions struck the perfect balance in that they pushed the students to produce a lot of quality work in a short amount of time, yet it was completely fair as our knowledge was collaborated from what we obtained throughout the week. I was always very satisfied and impressed with the work we were able to produce in such short periods of time.” Some students used the practice runs to rehearse strategies and refine skills in preparation for the final: “The activities done during discussion section were also beneficial because you could kind of gage what people's strengths and weaknesses in the course material were and how it can be applied to the final.”

Overall, we felt the quality of the problem set responses were strong, with most of the teams scoring in the A-B range, and with signs of general improvement over time, suggesting that, in most cases, the teams were learning to work better together each time they confronted a new problem.

(MORE TO COME)

 

PLAY (Participatory Learning and YOU!)

Last time, I shared Shall We Play?, a report funded by the Gates Foundation and distributed by the Annenberg Innovation Lab. Today, we are releasing its companion report, PLAY (Participatory Learning and YOU!), which is authored by Erin Reilly, Vanessa Vartabedian, Laurel Felt, and Henry Jenkins. It continues our exploration of insights gained from our year-long work with elementary and secondary teachers from the Los Angeles Unified School District as they sought to develop a more participatory environment in their classroom. Through this research, our teams has identified five core principles for participatory learning:

1.     Participants have many chances to exercise creativity through diverse media, tools, and practices;

2.     Participants adopt an ethos of co-learning, respecting each person’s skills and knowledge;

3.     Participants experience heightened motivation and engagement through meaningful play;

4.     Activities feel relevant to the learners’ identities and interests;

5.     An integrated learning system - or learning ecosystem - honors rich connections between home, school, community and world.

In this report, we will discuss each of these principles, describing specific examples of how they were applied through the workshop process, what impact they had on the teachers and students involved, and what some of the challenges we face in bringing about this kind of change within the current public schools system.

 

 

 

How I Spent My Summer Vacation: Spain

Madrid, Spain My time in Madrid was one of the most intense legs of the trip: I delivered five talks in three days and most of the time in between was spent doing interviews with the local media. As a consequence, I had very limited time to see this great city and my exposure to its culture mostly consisted of quick meals in between talks.

While in Madrid, we stayed in a really luxurious grand hotel, the aptly named Westin Palace, just a few blocks away from the Prado Art Museum, thanks to the generosity of Telefonica, which was sponsoring my big public talk here.

After checking in, we wandered over to the Prado to soak up a little culture. Personally, what drew me here was the chance to see Hieroymous Bosch's Garden of Earthly Delights, a work which has fascinated me since I first wrote a paper about it in high school: I still can't figure out how to place Bosch in the context of his times. Where did this guy come from? Almost as astonishing to us were some of the religious paintings -- such as one where milk shoots out of the breast of the Virgin Mary and across the room into the mouth of a praying saint. (We found that there was a consistent fascination with this particular bodily fluid in religious art across Europe.)

Not surprisingly, Spanish artists, such as El Greco, Goya, and Velazquez, were especially well represented in the collection, and it was breathtaking to experience the size and intense colors of some of these works. Perhaps my favorite discovery on this visit was Velazquez's Christ in the House of Mary and Martha.

 

First, I was intrigued by the way the picture manages to combine three genres -- the still life, the domestic portrait, and the religious painting -- within a single image. Second, I was fascinated by the ways that the picture juxtaposes and contrasts two very different spaces of action -- the foreground in the kitchen, the background in the dining room -- and links them thematically to the core Biblical story of the two sisters, Martha busily preparing the meal, while her sister, Mary, sat at Jesus's feet and listened to his word. I have been spending lots of time thinking, especially about still life paintings, but also other works which include a strong attention to material culture, in relation to my new Comics and Stuff project. I ended up grabbing a picture off the internet and incorporating this work intoa talk I gave in Madrid about this project.

The following morning, Pilar Lacasa picked me up at the hotel and drove me out to the University of Alcala to present "The Samba School Revisited: Play, Performance, and Participation in Education. Lacasa has been a frequent visitor to the Comparative Media Studies program through the years, where she sat in on classes, participated in conferences, and contributed to our research. I've featured her own work on games-based learning and new media literacies through the blog before. It was meaningful for me to finally get a chance to visit her at her host institution and interact with her students. The talk was adapted from this blog post, which I wrote about the ways my own thinking about participatory culture was influenced by Seymour Papert's classic essay about the Samba School as a site of informal learning. The talk started with my own observations about how one of Rio's Samba Schools encouraged multiple forms of participation in the creative process.

Here, you see Pilar sitting next to me on the podium during the talk:

and me interacting with some of her students in the coutryard afterwords.

That evening, I paid my respects to another friend, Nacho Gallego Perez, who asked me to present my Future of Content talk at the Campus of Leganes, organized by Research Group about Television, Cinema, and Culture at Universidad Carlos III. Perez, who does work on grassroots use of digital radio and podcasting in Spain, had given a guest lecture in my New Media and Culture class at USC and participated in a workshop my Civic Paths group organized for MacArthur's Digital Media and Culture conference.  Nacho and Luis Albornoz took me out afterwards to enjoy Tapas.

After a morning of interviews organized by Telefonica, I went out to give a talk about "Comics..and Stuff" at Universidad Rey Juan Carlos, hosted by Jose M. Alvarez-Monzoncillo, who is a leading thinker about the cultural industries. I featured Alvarez-Monzoncillo's book, Watching The Internet: The Future of TV? on my blog shortly before I left for the trip.  You can see me here trying to reach up high enough to point out some details on a Richard Outcault comic page.

 

 

No sooner did I arrive back at my hotel, then another host, the international media literacy advocate Roberto Aparici, arrived to pick me up. I met Roberto years ago at MIT, when Textual Poachers was first coming out and he was in residence working on an early interactive media project.  Roberto and I sat down in a studio at a local educational television station to record a most enjoyable conversation which explored our shared interests in new media literacies and participatory politics.

And then, I talked about Play and Pedagogy as the final speaker at the Seminario internacional Redes sociales, educacion mediatica y apprendizaje digital, an event which brought together practicing teachers and educational researchers.

 

 

My talk was preceded by a presentation on the affordances of social media by Gunther Kress (University of London). Kress's work on "Multimodal Literacy" offers some valuable conceptual tools for thinking about transmedia learning, and so I was honored to have a chance to chat with him, however briefly. Here's a video interview with Kress I found on YouTube.

http://www.youtube.com/watch?v=nt5wPIhhDDU

 

And, then, after a full day of talks, I arrived back at the Telefonica Foundation's headquarters in time to join a group tour of the old sector of Madrid and a wonderful dinner with my fellow speakers.

 

 

Telefonica's Transmedia Living Lab had pulled together some of the top thinkers about transmedia in Europe for a three day event, which tackled its implications for storytelling, learning,  and social change. My other commitments kept me from attending most of the events, but I very much enjoyed getting to chat with my fellow speakers over dinner.

I was especially taken with Lina Strivastava, a transmedia consultant who has been developing a tool kit for transmedia activism, inspired by her experiences developing a campaign around the Born in Brothals documentary, and Bill Boyd, a educational consultant and teacher working in Scotland, who has been doing some serious thinking and writing about new media literacies through his blog. Boyd has shared some interesting thoughts about the Madrid conference. You can find video and slides from the conference here.

My talk, "'Occupying' the Transmedia Landscape: Spreadable Media, Fan Activism, and Participatory Learning”  used the Occupy Wall Street movement as a point of entry into thinking about how activists are embracing grassroots practices which combine remix, transmedia, and spreadability, to get their messages out to the widest possible audience. The talk was partially inspired by this blog post on the discursive and visual tactics of Occupy.

 

 Barcelona

My main professional reason for coming to Barcelona was to participate in a dissertation defense for Manuel Garin, a gifted PhD student in Humanities and Audiovisual Communication at Universitat Pompeu Fabra, Barcelona. I first became aware of Garin's work on The Visual Gag, when he shared with me this remarkable video that juxtaposes a sequence from Buster Keaton's silent film, Seven Chances, and footage from the Super Mario Brothers games, to help construct an argument about the ways that classic stunts and gag structures have traveled across time and across media.

 

http://www.youtube.com/watch?v=bEyfaM9pQBE

 

Garin presented some of his preliminary ideas about games and silent cinema through  this blog post and he had spent some time in California doing research through the USC Cinema School for his project. Garin has an encyclopedic knowledge of the history and aesthetics of gags, not the mention to read across a range of European languages, and thus, to make connections between different theoretical traditions which have sought to understand the place of the gag in media history. Across the dissertation, he explores thousands of gags from films, television, comic strips, games,and popular theater, moving fluidly across national traditions and criss-crossing divides between popular culture and avant grade practice.

The process of the dissertation defense was very different from my experiences in American universities. For one thing, the defense is public -- in this case, very public, since it was attended not only by Garin's family and friends, but also by the attendees of a conference his university was hosting that day on the cinematic gesture, and thus, we conducted everything in front of a packed auditorium. For another thing, it is a highly performative. The candidate gives extensive remarks presenting the core ideas from his project -- in this case, complete with power point and video clips. Then, each committee member speaks about the project for 10-15 minutes and finally the candidate gets to offer a formal rebuttal/response to what has been said. There is no chance for back and forth exchange between the parties involved, as I might have expected back in the States. In this case, each person who presented spoke a different language -- Spanish, Catalan, Italian, and English. I was told in advance that there would be no translation, since it was less important that the committee members understand each other than that what they had to say was understood by the candidate, but we were able to take advantage of the translation services organized by the conference.

 

 

 

Afterwards, I was approached by Robert Figueras and Gemma Dunjo, who are responsible for Panzer Chocolate, which is being billed as the first major transmedia project in Spain. I had been told about it multiple times by this point in the trip. This horror story is told across a feature film, a video game, a motion comic, an alternate reality game, mobile interactivity and "an Internet surprise.'  Here is a trailer they have produced which gives some sense of their approach.

http://www.youtube.com/watch?v=31Ed4pz8sXc

My other formal business in Barcelona involved a meeting with Felipe G. Gil, a digital artist, theorist, and activist, based in Seville, who has been promoting the concept of "CopyLove." Inspired by feminist theory and modeled on the idealized concept of maternal love, this approach seeks to imagine what copyright regimes would look like if they were shaped by ideas of reciprocity, caring, nurturing, and sharing, rather than property, mastery, control, and profit.    I had shared on my blog some of Gil's reflections on transmedia and digital literacy, which drew on the remix practices of his young cousin, a few years ago.  Here's a Ted video where Gil explains some of his concepts in Spanish.

http://www.youtube.com/watch?v=K8msyNpPQRM

Afterwards, we were free to explore the city. Perhaps it was simply that my schedule had been so intense for the past week, perhaps it had to do with the considerable charms of Barcelona, but I felt giddy and liberated, and fell pretty madly in love with this city.  I suspect I am far from unique in saying that my fascination with Barcelona is to a large degree shaped by my engagement with Antoni Gaudi's amazing buildings. Gaudi is perhaps the best known exemplar of what has become known as Catalan Modernism, creating a series of remarkable residences, apartment buildings, churches, and public parks, especially in Barcelona, in the first part of the 20th century. Gaudi took certain tendencies in the Art Nouveau movement and pushed them in other worldly directions. The sensuousness of his structures have to be seen and experienced to be fully understood, but they are such a wonderful play with shape, color, light, and texture, that I found utterly seductive. Here, Cynthia's photographs only give you a taste.

 

 

 Gaudi's work is strongly informed by his close study of structure in nature -- Above, for example, you see some of the windows from Casa Batllo, a residence, which are clearly inspired by bones, where-as below, you see some details from the same building's roof, which are organic in their shapes, if not in their colors.

 

 

At the same time, there is a strong geometric pull in Gaudi's work, which elaborated on gothic traditions of architecture in order to explore arches in ways that open up radically different kinds of spaces within his buildings.

 

 

 

 

 

Every room in a Gaudi building is a surprise -- most of them, breathtaking. Here, you get a sense of how consciously he plays with light, exploring the relationship between interior and exterior spaces, to create a series of thresholds which we pass through as we move from room to room. Here, also, one gets a sense of the subtle and expressive use of color throughout his designs.

 

 

We spent more time with Gaudi's residences -- Casa Batllo and La Pedrera -- rather than his public buildings. But here, you see Sagrada Familia, his massive cathedral, which has been under construction for the better part of the past century. Given the centrality of the Cathedral to any visit to Europe, it was fascinating to see how Gaudi brought his idiosyncratic touches to this genre.

 

 

 

We also made our way out to Park Guell, a public space and gardens, which is enriched by Gaudi's sculptural and architectural elements. This park is a very active element in the public and everyday life of Barcelona, so while the residences now have the feel of museums, and are cut off from their original use, here, you can see contemporary Catalans interact in casual and everyday ways with his designed environments.

 

 

OK, by now, I have demonstrated why I chose to enter media studies and not architecture. My relationship to this work is largely emotional and intuitive, rather than intellectual, and I lack the basic vocabulary to describe what I saw when I visited these buildings. I should note that from time to time in these photographs, you will see me wearing a white baseball cap. I actually purchased it at one of the Gaudi gift shops. I was looking for something to protect my bald head from the sun and couldn't decide on what to advertise on my pate. The hat features simply the letter, J, as rendered in a font which Gaudi designed.

We were consistently amused by the vividness with which European street signs conveyed the many risks that surround us in the modern world. Sign after sign depicted what could happen to us if we make a single misstep in navigating a world of danger. I came to see them as a kind of conceptual humor, or perhaps the pictorial equivalent of slapstick comedy. I am going to share some in future posts. This sign, spotted in Barcelona, might be suggesting "slippery when wet," or more imaginatively, "please do not jump rope on these stairs," or perhaps, "beware of snakes." In any case, you should try to avoid this poor sucker's fate.

 

We spent the better part of two days playing tourists in Barcelona, taking advantage of the red hop-on, hop-off buses to sample many different sectors in the city. And as the day started to turn into night, we visited the Aquarium and then walked along the water front.

 

 

And, as the night continued, we took a lively midnight walk up La Rambla, where we stopped to watch street gambling, a range of live performances, and simply the back and forth bartering between visitors and merchants. As someone who is a  bit of a night owl by temperament, it was exciting to be some place where there is so much public life still being conducted in the wee hours of the morning. We were exhausted from an intense day of sight-seeing and pretty much limping back to our hotel, but you had a sense that many of these people were just getting started.

 

 

NEXT UP: ITALY AND SWITZERLAND

 

Participatory Culture: What Questions Do YOU Have?

Question Mark Graffitidanah boyd,  Mimi Ito, and I have embarked on an interesting project for Polity. Through a series of dialogues, we’re hoping to produce a book that interrogates our different thoughts regarding participatory culture. The goal is to unpack our differences and agreements and identify some of the challenges that we see going forward. We began our dialogue a few weeks ago and had a serious brain jam where we interrogated our own assumptions, values, and stakes in doing the research that we each do and thinking about the project of participatory culture more generally. For the next three weeks, we’re going to individually reflect before coming back to begin another wave of deep dialoguing in the hopes that the output might be something that others (?you?) might be interested in reading.

And here’s where we’re hoping that some of our fans and critics might be willing to provoke us to think more deeply.

  • What questions do you have regarding participatory culture that you would hope that we would address?
  • What criticisms of our work would you like to offer for us to reflect on?
  • What do you think that we fail to address in our work that you wish we would consider?

For those who are less familiar with this concept, my white paper for the MacArthur Foundation described a “participatory culture”  as one:

  1. With relatively low barriers to artistic expression and civic engagement
  2. With strong support for creating and sharing one’s creations with others
  3. With some type of informal mentorship whereby what is known by the most experienced is passed along to novices
  4. Where members believe that their contributions matter
  5. Where members feel some degree of social connection with one another (at the least they care what other people think about what they have created).

This often gets understood through the lens of “Web2.0″ or “user-generated content,” but this is broadly about the ways in which a networked society rich with media enables new forms of interaction and engagement. Some of the topics that we are considering covering include “new media literacies,” “participation gap” and the digital divide, the privatization of culture, and networked political engagement. And, needless to say, a lot of our discussion will center on young people’s activities and the kinds of learning and social practices that take place. So what do *you* want us to talk about?

danah kicked off a discussion around the project last week on her blog, so you can go there to see what others are already thinking, or I am very happy to receive your comments and suggestions here, especially as my tech support people just moved this blog to a new platform and we are eager to see how well the new response functions are working.

A Pedagogical Response to the Aurora Shootings: 10 Critical Questions about Fictional Representations of Violence

The horrifying and tragic news of the shooting in Aurora, Colorado this weekend requires some degree of reflection on our parts. As someone who found himself very much involved in the national debates surrounding the Columbine Shootings in the late 1990s, there is a terrible sense of deja vu: we all know all too well the twists and turns the national debate will take and the dangers of what happens when "moral panic" spins hopelessly out of control.

I was deeply moved this weekend by a video blog produced by a young woman -- Lauren Bird -- from the Harry Potter Alliance who has so many thoughtful things to say about the social value of popular entertainment, the shared ritual of the midnight movie, and the dangers of pathologizing our desire to participate in the culture. (But, of course, the national AMC chain has already announced that they are banning the wearing of any costumes into their theaters, as if the problem with the shooter in this case was that he was a "crazy fan" who showed up in costume.)

Today, I wanted to share some pedagogical materials which I developed through the New Media Literacies Project in the aftermath of the Virginia Tech shootings, where, once again, anxieties about popular culture substituted for serious reflections on the many root causes of violence in American culture.

To be extra clear, I do not think media is where this debate should be focused. The conversation needs to be centered around the root causes of violence and the need to develop a much stronger infrastructure around mental health issues in this country. But, media violence issues are often used as a distraction from serious conversations about public policies in the aftermath of such incidents. If we are going to be discussing "media violence," we need to do so with sufficient nuance to have a meaningful discussion, and ideally, we need to do so in a way which moves us from thinking about simplistic models of "media effects" towards a focus on the meanings of representations of violence as understood in the context of the work as a whole. See my essay on "The War Between Effects and Meanings" in Fans, Bloggers, and Gamers, for an explanation of this distinction.

First, I wanted to share a passage from a statement about violence I wrote for teachers, which expresses something I was unable to meaningfully communicate via Twitter in an online exchange yesterday:

Why is violence so persistent in our popular culture? Because violence has been persistent across storytelling media of all kinds. A thorough account of violence in media would include: fairy tales such as Hansel and Gretel, oral epics such as Homer's Iliad, the staged violence of Shakespeare's plays, paintings of the Rape of the Sabine Women, and stained glass window representations of saints being pumped full of arrows, or, for that matter, talk show conversations about the causes of school shootings. Violence is fundamental to these various media because aggression and conflict are core aspects of human experience. We need our art to provide some moral order, to help us sort through our feelings, to provoke us to move beyond easy answers and to ask hard questions.

Our current framing of media violence assumes that it most often attracts us, that it inspires imitation, whereas throughout much of human history, representations of violence were seen as morally instructive, as making it less likely that we are going to transgress against various social prohibitions. When we read the lives of saints, for example, we are invited to identify with the one suffering the violence and not the one committing it. Violence was thought to provoke empathy, which was good for the soul. Violence was thought to make moral lessons more memorable.

Moral reformers rarely take aim at mundane and banal representations of violence, though formulaic violence is pervasive in our culture. Almost always, they go after works that are acclaimed elsewhere as art--the works of Martin Scorsese or Quentin Tarantino, say--precisely because these works manage to get under their skin. For some of us, this provocation gets us thinking more deeply about the moral consequences of violence, whereas others condemn the works themselves, unable to process the idea that such a work might provoke us to reflect about the violence that it represents. The study of literature offers a remarkable opportunity to engage young people in conversations about such issues, expanding the range of stories about violence which they encounter, introducing them to works that encourage reflection about the human consequences of revenge and aggression, and broadening the range of meanings they attach to such representations.

In order to encourage such reflections in the classroom, I developed a set of basic questions we should ask about any representation of violence. There are persistent references throughout this to Moby-Dick because it was part of a teacher's strategy guide for Moby-Dick. Our book on this larger project, Reading in a Participatory Culture , is coming out from Teacher's College Press later this year. I was struck re-reading this today that I had already written here about the role of violence in the Batman saga, though this came out prior to the Dark Knight films by Christopher Nolan.

TEN CRITICAL QUESTIONS TO ASK ABOUT FICTIONAL REPRESENTATIONS OF VIOLENCE

1. What basic conflicts are being enacted through the violence?

Literary critics have long identified the core conflicts that shape much of the world's literature: Human vs. Human, Human vs. Nature, Human vs. Self, and sometimes Human vs. Machine. Such conflicts spark drama. Moby-Dick can be understood as including all three conflicts: the conflict between Ahab and Starbuck embodies deeper divisions within the ship's crew over the captain's decision to place his own personal goals above their collective well being or above the business of whaling; the conflict between Ahab and Moby Dick may be understood as a human being throwing himself full force against the natural world; Ahab struggles with his own better nature and Starbuck searches his soul trying to figure out how to respond to his conflicting duties. Any of these conflicts can erupt in violence--directly against other people, against the natural world, or against ourselves.

You might ask your students to identify which of these forms of conflict are most visible in contemporary video games, on television, or in the cinema and why some forms of conflict appear more often in these media than others. For example, video game designers have historically found it difficult to depict characters' internalized conflict (human vs. self), in part because contest or combat are central building blocks of most games.

2. Do the characters make conscious choices to engage in acts of violence? How do they try, through language or action, to explain and justify those choices?

In the real world, an act of violence may erupt in a split second: one moment, people we care about are alive; the next, they are dead. The violence may be random: there is no real reason why these victims were singled out over others; they were in the wrong place at the wrong time. Yet, works of fiction often focus our attention on moments when characters make decisions, often based on aspects of their personalities which they little recognize or control, and those choices may have repercussions that echo across the work as a whole.

So, the act that took Ahab's leg may have been totally random, and we see several examples throughout the novel where a split-second decision may cause a character to be wounded or killed. We might compare Ahab's amputation with the events that lead to Pip being thrown from the boat, left adrift, and ultimately driven insane, or to the unnamed man who falls from the ship's mast and drowns. By contrast, the novel invites us to consider the choices Ahab makes at each step and how the other characters respond to those choices. Melville shows us many points where the ship could turn back and avoid its fate. He spells out what the characters are thinking and why they make the decisions they do.

The events could take a different shape, though the shape of a plot can give depicted events a sense of inevitability. Some forms of tragedy, for example, rely on the notion that characters are unable to escape their fates, no matter what choices they make, or that the final acts of violence and destruction flow logically from some "tragic flaw." In trying to make sense of a fictional representation of violence, you want to encourage your student to seek out moments where the characters make choices that ultimately lead towards acts of aggression or destruction. Often, authors provide those characters with rationalizations for their choices, offering some clues through their words, thoughts, or actions about why they do what they do.

At such moments, the work also often offers us alternatives to violence, other choices the characters could have made, though such choices may remain implicit rather than being explicitly stated. Different works and different genres may see these alternatives to violence as more or less plausible, attractive, or rational. So, if you are being chased by a mad man waving a chain saw in a horror film, engaging him in a conversation may not be a rational, plausible, or attractive alternative. Genre fiction constructs contexts where the protagonist has no choice but to resort to violence, though what separates heroes from villains may be their relative comfort in deploying violence to serve their own interests. In many American movies, the hero is reluctant to turn towards violence, seeing it as a last resort. By contrast, the villain may deploy violence in situations where she has other alternatives, suggesting cruelty or indifference.

In dealing with violence in video games, then, you may want to ask what options are available to the player for dealing with a certain situation. In some games, there may be no options other than violence, and the game itself may spend very little time offering the character a rationalization for such actions. It is fight or flight, kill or be killed. Many games are simply digital versions of the classic shooting galleries: the game space is designed as an arena where players can shoot it out with other players or with computer-controlled characters. In other games, there may be options that allow the protagonist to avoid violence, but they may not be emotionally satisfying; they may put the player at a significant disadvantage; they may be hard to execute. So, helping students to interpret the options available to characters in a literary fiction may help them to reflect more

consciously on the more limited choices available to them as gamers.

3. What are the consequences of the violence depicted in the work?

Many popular stories don't pay sufficient attention to the consequences of violence. Rambo may slaughter hundreds and yet, much as in a video game, the bodies simply disappear. We get no sense of the human costs involved in combat on such a scale. Many medieval epics consisted primarily of hack and slash battle sequences; yet, periodically, the action would stop, and the bard would enumerate the names of the dead on both sides, acknowledging that these warriors paid a price even if their actions help to establish the nation state or restore order to the kingdom. Gonzala Frasca has argued that video games inherently trivialize violence because they operate in a world where the player can simply reboot and start over if their character dies.

In contrast, westerns follow a basic formula: the protagonist (most often male) would resort to violence to battle other aggressive forces that threaten his community; his heroic actions would restore justice and order, but the hero could not live within the order he had helped to create and would be forced to ride off into the sunset at the end of the story. Susan Sontag has written about "the Imagination of Disaster," suggesting that films about apocalyptic events often create a rough moral order in which characters are rewarded or punished based on the values they display under extreme circumstances.

Moby-Dick can be said to have its own mechanisms for punishing violence: Ahab's search for vengeance at all costs means that he and his crew must pay the ultimate price.

4. What power relationships, real or symbolic, does the violence suggest?

In many cases, storytellers deploy violence as a means of embodying power. We should not be surprised by this tendency given the way sociologists have characterized rape as the deployment of male power against women or lynching as the enactment of white power against blacks. Historically, wars have been seen as a way of resolving conflicts between nations through the exercise of power, while trial by combat was a means of deploying power to resolve individual conflicts and disagreements.

Media representations of violence can give viewers a seductive sense of empowerment as they watch characters who are hopelessly out-numbered triumph or they watch segments of the population who seem disempowered in the real world deploy violence to right past wrongs. Some have argued that young people play violent video games, in part, as a means of compensating for a sense of disempowerment they may feel at school.

Conversely, stories may encourage our sense of outrage when we see powerful groups or individuals abusing their power, whether in the form of bullies degrading their victims or nations suppressing their citizens. This abuse of power by powerful forces may prepare us for some counter-balancing exercise of power, setting up the basic moral oppositions upon which a story depends.

As you teach students to think critically about representations of violence, a key challenge will be to identify the different forms of power at play within the narrative and to map the relations between them. Which characters are in the most powerful positions and what are their sources of power? Which characters are abusing their power? What sources of power are ascribed to characters who might initially seem powerless, and to what degree is violence depicted as a means of empowerment?

5. How graphic is the depiction of violence?

One of the limits of the study on violence in American cartoons released by the American Academy of Pediatrics is that it counts "violent acts" without considering differing degrees of stylization. In fact, children at a pretty young age--certainly by the time they reach elementary school--are capable of making at least crude distinctions between more or less realistic representations of violence. They can be fooled by media which offers ambiguous cues, but they generally read media that seems realistic very differently from media that seems cartoonish or larger than life. For that reason, they are often more emotionally disturbed by documentaries that depict predators and prey, war, or crime, than they are by the hyperbolic representations we most often are talking about when we

refer to media violence.

While most of us have very limited vocabularies for discussing these different degrees of explicitness, such implicit distinctions shape the ways we respond to representations of violence within fictions. We each know what we can tolerate and tend to avoid modes of representation we find too intense or disturbing. Most ratings systems distinguish between cartoonish and realistic forms of violence. We need to guard against the assumption, however, that the more graphic forms of violence are necessarily "sick" or inappropriate. More stylized forms can make it much easier to ignore the gravity of real world violence through a process of sanitization. In some cases, more graphic depictions of violence

shatter that complacency and can force us to confront the human costs of violence.

Literary critics have long made a distinction between showing and telling. We might extend this distinction to think about media representations of violence. An artist may ask us to directly confront the act of violence, or she may ask us to deal with its repercussions, having a character describe an event which occurred before the opening of the narrative or which took place off stage. Some very famous examples of media violence--such as the torture sequences in Reservoir Dogs or Pulp Fiction --pull the camera away at the moments of peak intensity, counting on the viewer's imagination to fill in what happens, often based on cues from the soundtrack, or in the case of Pulp Fiction , the splattering of blood from off-camera. Again, we need to get students to focus on the creative choices made by the storytellers and artists in their construction of these episodes, choices especially about what to show and what not to show.

6. What function does the violence serve in the narrative?

Critics often complain about "gratuitous violence." The phrase has been used so often that we can lose touch with what it means. According to the dictionary, "gratuitous" means "being without apparent reason, cause, or justification." So, before we can decide if an element in a fictional work is gratuitous, we have to look more closely at why it is present (its motivation) and what purposes it serves (its function).

Keep in mind that we are not talking here about why the character performs the violent act but rather why the artist includes it in the work. An artwork might depict senseless killings, as occur at certain moments in No Country for Old Men where the killer is slaughtering people seemingly at random. This doesn't necessarily mean that the violence is "gratuitous" since in this case, the violence sets the action of the story into motion, and the work is very interested in how other characters react to the threat posed by this senseless violence. There is artistic motivation for including the violence, even if the directors, the Coen Brothers, are uninterested in the killer's psychological motives.

An element in a work of fiction may be motivated on several different levels: it may be motivated realistically, in the sense that a story about contemporary urban street gangs might be expected to depict violence as part of their real world experience; it might be motivated generically, in the sense that people going to see a horror movie expect to see a certain amount of gore and bloody mayhem; it may be motivated thematically, in the sense that an act of violence may force characters to take the measure of their own values and ethical commitments; it may be motivated symbolically, in the sense that a character dreams about performing violence and those dreams offer us a window into his or her thinking process. In each case, the violence has a different motivation, even though the actions depicted may be relatively similar.

By the same token, we might ask what functions an act of violence plays in the work. One way to answer that question is to imagine how the work would be different if this element were not included. Would the story have the same shape? Would the characters behave in the same way? Would the work have the same emotional impact? Some acts of violence motivate the actions of the story; some bring about a resolution in the core conflict; still others mark particular steps in the trajectory of the plot; and in some rare cases, the violent acts may indeed be gratuitous, in that their exclusion would change little or nothing in our experience of the work

But keep in mind that the violence which disturbs us the most on first viewing is not necessarily gratuitous and is often violence which has ramifications throughout the rest of the story. Describing a scene as "gratuitous" is easy, especially when it shortcuts the process of engaging more critically with the structure and messages of the work in question. For example, the film Basketball Diaries became the focus of controversy following the Columbine shootings primarily because of a single scene in which the protagonist wears a long black coat and imagines shooting up a school. Those discussing the sequence failed to explain that it was a dream sequence, not an action performed by the film's protagonist, and that it is part of a larger story which explores how a young man overcame his rage, his addictions, and his antisocial impulses to become a poet. Without the representation of his aggression, the power of the story of redemption would be weakened, whereas the scene removed from context seemed to endorse the antisocial values the work itself rejects.

7. What perspective(s) does the work offer us towards the character engaging in violence?

Media theorists have spent a great deal of time trying to determine what we mean when we say we identify with a character in a fictional work. At the most basic level, it means we recognize the character; we distinguish the fictional figure from others depicted in the same work. From there, we may mean that the work devotes a great deal of time and space to depicting the actions of this particular character. Typically, the more time we spend with a character, the more likely we are to see the world from her point of view. Yet, this is not always the case. We may be asked to observe and judge characters, especially if their actions and the values they embody fall outside of the stated perspective of the work. We may grow close to a character only to be pushed away again when the character takes an action we find reprehensible and unjustifiable.

There is a distinction to be drawn here between the structuring of narrative point of view and the structuring of moral judgments on the character. Part of what helps us to negotiate between the two is the degree to which we are given access to the thoughts and feelings of the character (and in the case of an audio-visual work, the degree to which we see the world from his or her optical point of view).

Consider, for example, the use of first person camera in a work like Jaws where scenes are sometimes shot from the perspective of the shark as it swims through the water approaching its human prey. At such moments, we feel fear and dread for the human victims, not sympathy for the sharks. Filmmakers quickly learned to manipulate this first person camera, sometimes duplicating the same camera movement, tricking us into thinking the monster is approaching, and then, demonstrating this to be a false alarm.

So, it is possible to follow characters but not get inside their head, and it is possible to have access to characters' thoughts and still not share their moral perspective.

And indeed, all of these relationships may shift in the course of reading a book as we may feel the character's actions are justified up until a certain point and then cross an implicit line where they become monstrous. Homer shares Ulysses's point of view throughout much of the Odyssey, but we still are inclined to pull back from him at a certain point as he brings bloody vengeance upon Penelope's suitors in the final moments of the epic.

Wyn Kelley identifies a similar pattern in Moby-Dick where we are invited to experience what whaling would be like from the point of view of the whale, and in the process, we are encouraged to reflect on the bloody brutality of slaughtering an innocent animal, stripping the meat off its bones, and boiling its flesh to create oil. Here, a break in the following pattern gives us an opportunity to reassess how we feel about the characters with whom we have up until that point been closely aligned. We might think about a common device in television melodrama where we've seen a scene of conflict between two characters who believe they are alone and then at the end, the camera pulls back to show the reaction of a previously undisclosed third-party figure who has been watching or overhearing the action. Such moments invite us to reassess what we've just seen from another vantage point.

In video games, the category of "first person shooters" has been especially controversial with critics concerned about the implications of players taking on the optical point of view of a character performing acts of violence; often, critics argue, the player doesn't just watch a violent act but is actively encouraged to participate. Gamers will sometimes refer to their characters in the third person ("he") and sometimes in the first person ("I"), pronoun slippages that suggest some confusions brought about by the intense identification players sometimes feel towards their avatars.

Yet, even here, we need to be careful to distinguish between following pattern, optical point of view, and moral attitude. In games, we typically remain attached to a single character whom we control, and thus we have a very strong following pattern. In first person shooters, we see the action through the optical point of view of that character, though we may feel no less connected to the characters we control in a third person game (where we see the full body of the character from an external perspective). The Second Person video game confounds our normal expectations about optical point of view, inviting us to see the action from an unfamiliar perspective, and thus it may shake up our typical ways of making sense of the action.

Those who have spent time watching players play and interviewing them about their game experiences find that in fact, identification works in complex ways, since the player is almost always thinking tactically about the choices that will allow her to beat the game. Winning often involves stepping outside a simple emotional or moral connection with an individual character. Players are encouraged to think of the game as a system, not unlike taking a more omniscient perspective in reading a work of fiction, even as other aspects of the game's formal structure may encourage them to feel a close alignment with a

particular character whose actions are shaped by their own decisions.

Game designer Will Wright (The Sims, Sim City) has argued that games may have a unique ability to make players experience guilt for the choices their characters have made in the course of the action. When we watch a film or read a novel, we always reserve the ability to pull back from a character we may otherwise admire and express anger over choices he or she has made or to direct that anger towards the author who is reflecting a world view we find repugnant. Yet, in a game, because players are making choices, however limited the options provided by the designer, they feel some degree of culpability. And a game designer has the ability to force them to reflect back on those choices and thus to have an experience of guilt.

8. What roles (aggressor, victim, other) does the protagonist play in the depiction of violence?

Many of the media texts which have been most controversial are works which bring the viewer into the head of the aggressor--from the gangster films of the 1930s through contemporary films like Natural Born Killers and American Psycho, television series like Dexter and The Sopranos, and games like Grand Theft Auto. All of these works are accused of glamorizing crime.

As we've already discussed, we need to distinguish between following pattern, optical and psychological point of view, and moral alignment. Many of these works bring us closer to such figures precisely so that we can feel a greater sense of horror over their anti-social behavior. Consider, for example, Sweeney Todd, which depicts a murderous barber and his partner, a baker, who turns the bodies of his victims into meat pies she sells to her customers. We read the story from their perspective and we are even encouraged to laugh at their painful and heartless puns about the potential value of different people as sources for human meat. Yet, our strong identification with these characters allows us to feel greater horror and sorrow over the final consequences of their actions.

At the other end of spectrum, literary scholar James Cain describes how a whole genre of literary works arose in the Middle Ages around representations of saints as victims:

"The persecutions of early Christians gave rise to an extraordinary collection of tales commemorating the supernatural endurance of victims who willingly suffered heinous atrocities and ultimately gave their lives bearing witness to their faith. From accounts of the stoning of the first martyr, St. Stephen, to the broiling of St. Lawrence on an open grill, the strapping of St. Catherine to a mechanical wheel of torture, the gouging-out of St. Lucy's eyeballs, the slitting-open of St. Cecilia's throat, the slicing-off of St. Agatha's breasts, the feeding of St. Perpetua and St. Felicitas to the lions, the piercing of St. Sebastian with a barrage of arrows--the graphic brutality undoubtedly exceeds even the most violent images in media today.... The strong emotional responses these images conjured up in their observers were deliberately designed to produce lasting impressions in people's memories and imaginations, to enable further reflection."

Far from being corrupting, representations of violence are seen as a source of moral instruction, in part because of our enormous sense of empathy for the saints' ability to endure suffering.

Most American popular culture negotiates between the two extremes. In the case of superheroes, for example, their origin stories often include moments of victimization and loss, as when young Bruce Wayne watches his mother and father get killed before deciding to devote his life to battling crime as the Batman, or when Peter Parker learns that "with great power comes great responsibility" the hard way when his lack of responsibility results in the death of his beloved uncle. In the world of the superheroes, the villains are also often victims of acts of violence, as when the Joker's face (and psyche) are scarred by being pushed into a vat of acid. The superhero genre tends to suggest that we have a choice how we respond to trauma and loss. For some, we emerge stronger and more ethically committed, while for others, we are devastated and bitter, turning towards anti-social actions and self-destruction.

A work like David Cronenberg's A History of Violence is particularly complex, since we learn more and more about the character's past as we move more deeply into the narrative and since the protagonist moves from bystander to victim and then reverses things, taking his battle to the gangsters, and along the way, becomes increasingly sadistic in his use of violence. Cronenberg wants to have the viewer rethinking and reassessing the meaning of violence in almost every scene of the film.

The filmmaker Jean Renoir famously said "every character has his reason." His point was that if we shift point of view, we can read the aggressor as victim or vice versa. Few people see themselves as cruel; most find ways to justify and rationalize acts of even the rawest aggression. And a literary work may invite us to see the same action from several different perspectives, shifting our identifications and empathy in the process. So, for example, the moment when we see the hunt from the whale's point of view reverses the lens, seeing Flask and his crew as the aggressors and the whale as the victim, a perspective we don't get in the rest of the novel.

Even when the artist doesn't fill in these other perspectives, critics and spectators can step back from a scene, put themselves in the heads of the various characters, and imagine what the world might look like from their point of view. Consider the novel and stage play, Wicked, which rereads The Wizard of Oz from the vantage point of the Wicked Witch and portrays Dorothy as a mean spirited trespasser who has murdered the witch's sister.

9. What moral frame (pro-social, antisocial, ambiguous) does the work place around the depicted violence?

Some fictions focus on violence as the performance of duty. The police, for example, are authorized to use certain sanctioned forms of violence in the pursuit of criminals and in the name of maintaining law and order. Some of these--for example, the television series The Shield--find great drama in exploring cops who "cross the line," seeing brutality or unnecessary use of force as a symptom of a police force no longer accountable to its public.

Similarly, much fiction centers on themes of war, with works either endorsing or criticizing military actions as forms of violence in the service of the state and of the public. There is a long tradition of national epics, going back to classical times, which depict the struggles to establish or defend the nation with violence often linked to patriotic themes and values. In the American tradition, this function was once performed by the western, which depicts the process by which "savagery" gave way to "civilization," though more recent westerns have sometimes explored the slaughter of the Indians from a more critical perspective as a form of racial cleansing.

So, even within genres that depict the use of force in pro-social or patriotic terms, there are opportunities for raising questions about the nature and value of violence as a tool for bringing about order and stability.

On the other hand, many stories depict violence as anti-social, focusing on criminals, gangsters, or terrorists, who operate outside the law and in opposition to the state or the community. The cultural critic Robert Warshow discusses the very different representations of "men with guns" found in the western, the gangster film, and the war movie, suggesting that all three genres have strong moral codes which explain when it is justifiable to use force and depicting what happens to characters who transgress those norms. The westerner can not live in the community he has helped to create through his use of force; the gangster (see Scarface for example) frequently is destroyed by the violence he has abused to meet his personal desires and ambitions; and the hero returns home at the end of the war, albeit often psychologically transformed by the violence he has experienced.

Just as fictions that seem to depict the pro-social use of violence may contain critiques of the abuse of power by the police or the horrors of war, fictions which depict the anti-social use of violence may include strong critiques of the gangster lifestyle. Robin Woods has famously summed up the basic formula of the horror films as "normality is threatened by monstrosity." In such a formula, there are three important terms to consider--what constitutes normality, what constitutes the monstrous, and what relationship is being posited between the two. Some horror films are highly moralistic, seeking to destroy anything which falls outside of narrow norms; others use the monster as the means of criticizing and questioning the limits of normality.

In many works, there is a core ambiguity about the nature of the violence being depicted. We may be asked to identify with several characters who have different moral codes and thus who see their actions in different terms. Our judgments may shift in the course of the narrative. The characters may understand their actions as pro-social even as the author invites us to read them as antisocial. Or the work may be saying that there's no simple distinction to be drawn between different forms of violence: it's all equally destructive. We might even imagine a truly nihilistic work in which all violence is justified. It isn't that we want students to fit works into simple either/or categories here. Rather, asking this question can force them towards a more complex understanding of the moral judgments the work is making--as opposed to simply those being made by the characters--about the value of the violence to society.

10. What tone does the work take towards the represented violence?

We've already seen the importance of distinguishing between the forms of violence being depicted in a work and the position the work takes on those actions. We've seen that identification with a protagonist is fragile and shifting across a work, so that we may sometimes feel a strong emotional bond with a character for much of the story and yet still feel estranged from her when the author reveals some darker side of her personality.

A work may depict the pro-social use of violence and either endorse or criticize the Establishment being depicted. A work may depict anti-social forms of violence in ways which are conservative in their perspective on those groups who use force outside legal contexts. Or a work may depict forms of violence that are hard to classify in those terms and thus invite readers to struggle with that ambiguity.

Similarly, we need to consider the range of different emotional responses a work may evoke through its use of violent images. Some fictions about violence, such as the action sequences in an Indiana Jones movie, may thrill us with exciting, larger than life heroics. Some, such as Saving Private Ryan or Glory, may appeal to our sense of national pride towards the brave men who gave their lives defending their country. Some, such as the scene in Old Yeller where the boy is forced to shoot his dog, may generate enormous empathy as we feel sorry for the characters who are forced to deploy or suffer violence against their will. Some, such as depictions of human suffering around the world, may seek to shock us into greater social consciousness and civic action. Some, such as slapstick comedy, may encourage us to laugh at highly stylized depictions of physical aggression. And still others, such as Saw or Nightmare on Elm Street, may provoke a sense of horror or disgust as we put ourselves through a series of intense emotional shocks in the name of entertainment.

We can not understand what representations of violence mean, then, without paying attention to issues of tone, and part of teaching close reading skills is helping students identify the subtle markings in a text which indicate the tone the author is taking towards the depicted events. Popular texts tend to create broadly recognizable and easily legible signs of tone, though many of the works of filmmakers like Tarantino or Scorsese generate controversy because they adopt a much more complex and multivalent tone than we expect from other texts in the same genre. We might compare Tarantino or Scorsese to certain writers--William Faulkner or Flannery O'Connor come to mind--who also seek complicated or contradictory emotional reactions to grotesque and violent elements in their narratives.

How to Earn Your Skeptic "Badge"

Learning today happens everywhere But it's often difficult to get recognition for skills and achievements gained outside of school. Mozilla's Open Badges project is working to solve that problem, making it easy to issue, earn and display badges across the web. The result: recognizing 21st century skills, unlocking career and educational opportunities, and helping learners everywhere level up in their life and work.

Get recognition for new skills and achievements

The web and other new learning spaces provide exciting ways to gain skills and experience -- from online courses, learning networks and mentorship to peer learning, volunteering and after-school programs. Badges provide a way for learners to get recognition for these skills, and display them to potential employers, schools, colleagues and their community.

Through a simple framework that's open to all


Using Mozilla's Open Badges infrastructure, any organization or community can issue badges backed by their own seal of approval. Learners can then collect badges from different sources and display them across the web -- on their resume, web site, social networking profiles, job sites or just about anywhere. Unlocking new career and learning opportunities. 
By displaying skills and achievements that traditional degrees and transcripts often leave out, badges can lead to jobs, community recognition, and new learning opportunities. -- from Mozilla Open Badges Wiki

Let me make a few things clear from the start: First, I was an Eagle Scout. Technically, I am an Eagle Scout since what you learn in scouting is something you carry with you for the rest of your life. I not only made Eagle but I had multiple additional palms, which means that I earned a hell (pardon my un-Scout-like language) of a lot of merit badges through the years.

I certainly valued the learning which went into each of those badges, but I also took pride and joy in that full sash of merit badges, in and of themselves, and I was motivated to see how high a rank I could earn before I aged out of the organization.

Scouting does several things right where badges were concerned: there are some badges which every Scout is expected to earn if they want to move up rank but there are also a vast array of different badges which a scout chooses from as they map their own route through scouting. The badges I remember most vividly were those having to do with journalism, communications, drama, and photography, all aspects of the person whom I would become when I grew up. The skills which the badges represented were in most cases skills which we actively deployed in our life in Scouts, so they were not simply things which I learned to earn a badge. Well, there were a few of those -- in my troop, Basket Weaving was the joke badge we all earned at summer camp because the requirements were simple and pretty lame and it was funny to have the badge on your sash. We can say that Scouting thus combines intrinsic and extrinsic motivations to create a system within which the badges are meaningful to those who opt to participate.

That said, even as a lad, I knew that Scouting and its badges were not for everyone. Many of my friends, especially during the late Vietnam War era, did not like the idea of wearing a uniform of any kind, they did not really understand the appeal of badges, they did not want adults telling them what to do. (Today, I might add my own increased questioning of the values of the organization, which has today embraced overt homophobia in its dealing with queer scouts and scoutmasters.)

For the most part, the current drive for badges in education is being pushed by people like me -- people who were proud to wear merit badges, get good grades, or otherwise, display their achievements. The problem is that badges are being designed for people who may or may not share those values and assumptions.

Second, I believe fully and totally in the value of informal learning, seeing much that youth learn outside of school as more essential to who they are and who they become than the more narrowly restricted curriculum imposed by the national standards. I was always someone who learned more outside the classroom than inside, even if I played the game of school well enough to progress to a high place in the system. Scouting was part of that and so I was glad it had such a flexible framework. But, many of the things I did outside school -- like watch and develop a knowledge of 1930s monster movies, which, ultimately, led me to get graduate degrees in cinema studies -- were not something anyone every gave me a badge for. I see the importance of recognizing, respecting, supporting, and deploying the expertise developed through informal learning and fear that when schools seek to close it out of their formal practices, they also shut what is learned in school for what kids do with the rest of their waking hours.

I fully support the ideas about "connected learning" which were announced by the MacArthur Foundation at the recent Digital Media and Learning Conference. Something very important occurs when we develop a more integrated learning ecology and when kids know how to map what they learn outside of school into categories that they can meaningfully deploy inside the system. That's part of the power of Scouting -- to convert the activities into badges into ranks which can be read and appreciated as accomplishments by adult authorities, including those who decide whether we get jobs or can move through the system of higher education.

That said, I remain deeply skeptical of the massive push going on right now to promote the use of badges across a broad array of different informal learning contexts. I am writing this as I wait in the airport on my return from the DML conference, and what I heard there was a push for badges as if they were a one-size-fits-all-solution to a range of ills in the current educational system (at least from the podium) and then a lot of people on the fringes of the party asking each other whether we really believe that badges are uniformly the way to go. Many of us fear that MacArthur, Mozilla and other foundations have jumped too quickly on the badges bandwagon. I was happy to support badges as one interesting model for thinking about how to insure greater respect for the value of informal learning; I am less prepared to accept the premise that badges might someday be the universal currency by which young people get credit for (or in some models get motivated to participate in) a range of informal learning activities.

As someone who helped to build up the current field of Digital Media and Learning, I am concerned that, if badges start to feel too much like a "party line," many are going to feel excluded from the field. This has the potential to be the first major divide in a field which many of us see as our intellectual and spiritual home. We remain silent because we do not want to disrupt the party and because we respect the leadership of the DML initiative so much, but there is much that is at risk in that silence.

So, let me spell out some of the reasons why I want to see us go slower and think through the advantages and disadvantages of badges:

1. Many young people have deep ambivalences about the kinds of "credit" adults choose to give (or withhold) around their activities. There are plenty of smart kids who don't say things in class, may not do as well as they can on assignments, and certainly would not join an organization like scouting because these kinds of achievements are not "cool" within their peer cultures. Many of these kids are learning now outside of school through participating in activities that are intellectually demanding and socially rewarding without bearing the imprint of adult approval. Some of these activities even have an air about them of transgression or subversion which make them safe for their participation. So, what happens when the scoutmasters move into these spaces and start giving out merit badges, gold stars, cookies, whatever they do, to single out those kids they think are doing what the system wants them to do. Do we not run the risk of chasing away the kids who need these kinds of informal learning the most? Admittedly, there is a value in helping these youth find ways to value what they are doing as intellectual pursuits and there is a value in seeking to validate these experiences and help them learn how to mobilize that knowledge as they learn to work through the formal structures that exert power over their lives. Much of that value may come in helping them articulate for themselves what they are getting out of these kinds of experiences. But, making the badges too central to the process may alienate them before they have a chance to exert ownership over the knowledge they are acquiring. (This problem only grows when we seek to move the system of badges from its original American context into a global phenomenon, since badges will mean very different things across a range of different cultural contexts.)

2. Badges run the risk of becoming "gamification" by another name -- that is, a system which does not trust the power of intrinsic motivation and feels the need to add a layer of extrinsic motivation. Again, scouting, I would argue, succeeds in doing both. James Gee argues that games-based communities do also. But, some forms of gamification rely so heavily on points schemes that there is far less effort to make the activities meaningful in and of themselves, and it can be easy to replace learning with "playing the game." American education is already gamified: for too many students, even good students, it is already about collecting badges and they calculate carefully what they need to do to make the 'A'. I worry that badges can become just another points system and as a consequence, undercuts the motivational structures which have historically led young people to engage in these kind of practices. Otherwise, do we run the risk of turning game modding or fan subbing into the contemporary equivalent of my Basketweaving merit badge -- something kids do because it is an easy way to get recognition or because they think it is a joke. And, as they do so, what happens to those kids who value these activities on their own terms.

3. What's working about the kinds of informal learning which takes place in participatory culture is that it is emergent and ad hoc: activities spring up, last as long as they interest participants, disappear again; young people feel empowered to create their own activities and set their own goals within these organizations; young people can feel like the experts in a subject matter which has not yet been fully integrated into the systems of formal learning. Not every child participates in such activities, and our goal should be to expand the range of options available and to provide stronger motivations and scaffording for their participation. But, informal learning works because it is informal. Yet, any coherent system of badges requires systems and structure; there have to be requirements which help to standardize forms of participation and which rank some kinds of contributions as more valuable or at least more central to the group than others. In that sense, too quick a move towards badges runs the risk of destroying the complex but fragile ecosystem within which participatory learning thrives. Our philosophy should be above all do no harm. There is a high potential of harm in a badging system which is badly applied.

4. Another thing that's working about these informal learning communities is that they are relatively nonhierarchical. They are often spaces where youth and adults interact without fixed relations of power and authority -- the adults are not parents and not teachers, they are people who share interests with the younger participants, and the mentorship that emerges is organic to the activities in which they are engaged. In some cases, the adults even learn from youth who have developed greater expertise or have more experience. This fluidity of relations across generations is threatened by a system where some people (you can call them Den Mothers or Scout Masters, Teachers or Principals, you can even call them Fearless Leader and Grand Poohbah) are giving badges to others (who are now seen as their subordinates). These roles will not necessarily break down along conventional adult-child lines, but there's a high likelihood of those roles reasserting themselves into the process, especially if the granting of badges becomes more bureaucratic or requires communications with more formal institutions and organizations.

5. Badges may work well in some circumstances or for some participants. They should certainly be explored as one way of validating and supporting informal learning. But, the rush to badges means that we have not spent as much time in the past few years as we should be trying to understand what other mechanisms for promoting participatory learning might be. It means that we are overlooking or over-riding systems of support which already exist in many of these sites of informal learning. So, even if we think badges are a potentially good idea in some contexts (and, again, my first response to this badges talk was generally supportive), we may not think it is the best or only possible solution in every situation.

6, No system of badges is going to be adopted uniformly. Mozilla's description of where learning takes place encompasses mostly forms of learning which schools and employers are likely to already recognize as valuable -- "from online courses, learning networks and mentorship to peer learning, volunteering and after-school programs." Yet, much of the early work in DML focused on informal learning sites which many adults did not yet fully appreciate -- from gaming communities to fandom. If we move to see badges as a common currency of achievement in informal learning, then what happens to those activities which chose, on principle, not to give badges or which lack the formal infrastructure to even decide who should be issuing badges. Do these activities, in fact, become even more marginalized, because they are now neither part of the formal system of schooling or part of the informal system of badging. This is another way that badges potentially disrupts what's working about participatory culture.

I guess what I am saying is:

  • Experiment with badges but really experiment -- that is, try to figure out if these mechanisms really do what you hope they will do and be particularly attentive to the ways that they have unintentional consequences and damage the very activities you are seeking to recognize.
  • Also seed other kinds of research and experimentation which looks more closely at other mechanisms for promoting and appraising participation, including those which may already be in place within such communities of practice.
  • Be aware that the process of badging is going to make things more comfortable to those who are comfortable with getting recognition from adults and may make things less comfortable for those who have not yet fully bought into the values of the current educational system.
  • And above all, if you are embracing badges, make sure you are doing so because you agree with the core premises, because it's the right thing to do for your group, and not because someone is offering a bucket of money to those who are willing to "give it a try."

Connected Learning: Reimagining the Experience of Education in the Information Age

This weekend, I am attending the Third Digital Media and Learning Conference, hosted by the MacArthur Foundation, as part of their efforts to help build a field which takes what we have learned about young people's informal learning, often through the more playful aspects of participatory culture, and apply it to the redesign and reinvention of those institutions which most directly touch young people's lives -- schools, libraries, museums, and public institutions. Today, the MacArthur Foundation is releasing an important statement about the underlying principles they are calling "connected learning," a statement which helps to sum up the extensive research which has been done by the DML network in recent years. Their goal is to foster a wide reaching conversation not simply among educators but involving all of those adults who play a role in shaping the lives of young people -- and let's face it, that's pretty much all of us. The document is a collective statement from some of the smartest people thinking about contemporary education:

  • Kris Gutierrez, professor of literacy and learning sciences who is an expert in learning and new media literacies and designing transformative learning environments, University of Colorado, Boulder
  • Mimi Ito, Research Network Chair, a cultural anthropologist with deep expertise in the implications of how youth are engaging with technology and digital media who led benchmark three-year study of digital youth, University of California, Irvine
  • Sonia Livingstone, a leading expert on children, youth, and the internet, including issues of risk and safety, and author of a massive study of 25,000 European children and their parents on internet usage, London School of Economics and Political Science
  • Bill Penuel, expert in learning with digital media in both formal and informal settings, literacy, and using digital tools for digital storytelling, University of Colorado, Boulder
  • Jean Rhodes, clinical psychologist with expertise in mentoring, adolescent development, and the role of intergenerational relationships in digital media and learning, University of Massachusetts, Boston
  • Katie Salen, a game designer who has founded two 6th-12th grade public schools that employ game principles for learning, Depaul University
  • Juliet Schor, economist and sociologist who has published broadly on work, family and sustainability, Boston College
  • S. Craig Watkins, expert on young people's social and digital media behaviors and is piloting new programs for in-school and out-of-school learning, University of Texas, Austin
  • I promised them that I would share this important statement with the readers of my blog, and I hope that you will in turn help pass this along to the many communities you represent.

    Although the name, "connected learning" could sound like another attempt to describe the impact of new media on our lives, it goes far beyond a focus simply on the technologies which connect us together, and instead, is focused on the cultural practices and social communities through which this connection occurs, and more generally, on the consequences of these new kinds of connectivities and collectivities on the learning process.

    I share with the authors a deep appreciation for the idea of a learning ecology, within which learning occurs everywhere, and with their goal to remove some of the obstacles which block the flow of information, knowledge, skills, and wisdom between different sectors. I especially value the focus here on participation -- in the learning process, in the governance of society -- since the struggle to achieve a more participatory culture remains one of the central battles of our times. Like other previous work from the DML realm, the focus is on valuing the kinds of learning that children and youth value, the kind that is deeply motivating and tied in meaningful ways to their construction of their identity, recognizing that the goal of education in the 21st century should be in allowing young people to discover and refine their own expertise as they follow their passions and inform their interests. It is not simply about providing rich databases of information, though such resources help, but rather about providing rich and diverse contexts which support many different kinds of learning and many different kinds of learners.

    As they suggest in the statement, the concept of "connected learning" remains a "work in progress," and the best way to make progress is for thoughtful people, across a range of fields, to read, debate, and respond to their provocation and for those of us who find something here to value, to try to put its core principles into play through our work.

    For more information, check out this website.

    CONNECTED LEARNING:

    REIMAGINING THE EXPERIENCE OF EDUCATION IN THE INFORMATION AGE

    We are living in a historical moment of transformation and realignment in the creation and sharing of knowledge, in social, political and economic life, and in global connectedness. There is wide agreement that we need new models of education suited to this historic moment, and not simply new models of schooling, but entirely new visions of learning better suited to the increasing complexity, connectivity, and velocity of our new knowledge society. Fortunately, we are also able to harness the same technologies and social processes that have powered these transformations in order to provide the next generation with learning experiences that open doors to academic achievement, economic opportunity, and civic engagement.

    Specifically, we now have the capability to reimagine where, when, and how learning takes place; to empower and motivate youth to pursue knowledge and develop expertise at a pace, to a degree, and on a path that takes advantage of their unique interests and potential; and to build on innovations across a growing spectrum of learning institutions able to support a range of learning experiences for youth that were unimaginable even 15 years ago.

    We propose a new approach to learning -- connected learning -- that is anchored in research, robust theories of learning, and the best of traditional standards, but also designed to mine the learning potential of the new social- and digital media domain and the heart of which is aimed at the following questions:

    • What would it mean to think of education as a responsibility of a distributed network of people and institutions, including schools, libraries, museums and online communities?
    • What would it mean to think of education as a process of guiding youths' active participation in public life that includes civic engagement, and intellectual, social, recreational, and career-relevant pursuits?
    • How can we take advantage of the new kinds of intergenerational configurations that have formed in which youth and adults come together to work, mobilize, share, learn, and achieve together?
    • What would it mean to enlist in this effort a diverse set of stakeholders that are broader than what we traditionally think of as educational and civic institutions?

    Connected learning is a work in progress, building on existing models, ongoing experimentation, and dialog with diverse stakeholders. It draws from social, ubiquitous, blended and personalized learning, delivered by new media, to help us remodel our educational system in tune with today's economic and political realities. Connected learning is not, however, distinguished by a particular technology or platform, but is inspired by an initial set of three educational values, three learning principles, and three design principles.

    At the core of connected learning are three values:

    Equity -- when educational opportunity is available and accessible to all young people, it elevates the world we all live in.

    Full Participation -- learning environments, communities, and civic life thrive when all members actively engage and contribute.

    Social connection -- learning is meaningful when it is part of valued social relationships and shared practice, culture, and identity.

    In order to realize these values, connected learning seeks to harness and integrate the learning that young people pursue in the spheres of interest, peer relations, and academics based on the following three learning principles:

    Interest-powered - Interests power the drive to acquire knowledge and expertise. Research shows that learners who are interested in what they are learning, achieve higher order learning outcomes. Connected learning does not just rely on the innate interests of the individual learner, but views interests and passions as something to be actively developed in the context of personalized learning pathways that allow for specialized and diverse identities and interests.

    Peer-supported - Learning in the context of peer interaction is engaging and participatory. Research shows that among friends and peers, young people fluidly contribute, share, and give feedback to one another, producing powerful learning. Connected learning research demonstrates that peer learning need not be peer-isolated. In the context of interest-driven activity, adult participation is welcomed by young people. Although expertise and roles in peer learning can differ based on age and experience, everyone gives feedback to one another and can contribute and share their knowledge and views.

    Academically oriented - Educational institutions are centered on the principle that intellectual growth thrives when learning is directed towards academic achievement and excellence. Connected learning recognizes the importance of academic success for intellectual growth and as an avenue towards economic and political opportunity. Peer culture and interest-driven activity needs to be connected to academic subjects, institutions, and credentials for diverse young people to realize these opportunities. Connected learning mines and translates popular peer culture and community-based knowledge for academic relevance.

    Connected learning builds on what we've long known about the value and effectiveness of interest-driven, peer-supported, and academically relevant learning; but in addition, connected learning calls on today's interactive and networked media in an effort to make these forms of learning more effective, better integrated, and broadly accessible. The following design principles involve integrating the spheres of interests, peers, and academics, and broadening access through the power of today's technology.

    Shared purpose -- Connected learning environments are populated with adults and peers who share interests and are contributing to a common purpose. Today's social media and web-based communities provide exceptional opportunities for learners, parents, caring adults, teachers, and peers in diverse and specialized areas of interest to engage in shared projects and inquiry. Cross-generational learning and connection thrives when centered on common interests and goals.

    Production-centered -- Connected learning environments are designed around production, providing tools and opportunities for learners to produce, circulate, curate, and comment on media. Learning that comes from actively creating, making, producing, experimenting, remixing, decoding, and designing, fosters skills and dispositions for lifelong learning and productive contributions to today's rapidly changing work and political conditions.

    Openly networked -- Connected learning environments are designed around networks that link together institutions and groups across various sectors, including popular culture, educational institutions, home, and interest communities. Learning resources, tools, and materials are abundant, accessible and visible across these settings and available through open, networked platforms and public-interest policies that protect our collective rights to circulate and access knowledge and culture. Learning is most resilient when it is linked and reinforced across settings of home, school, peer culture and community.

    The urgent need to reimagine education grows clearer by the day. Research has shown that too many students are disengaged and alienated from school, and see little or no purpose to their education. Business leaders say there is a widening gap between the skills of the workforce and the needs of businesses seeking competitive advantage. Additionally, technology and the networked era threatens to stretch the already-wide equity gap in education unless there is decisive intervention and a strong public agenda

    The principles of connected learning weren't born in the digital age, but they are extraordinarily well-suited to it. Connected learning seeks to tie together the respected historical body of research on how youth best learn with the opportunities made available through today's networked and digital media. Connected learning is real-world. It's social. It's hands-on. It's active. It's networked. It's personal. It's effective. Through a new vision of learning, it holds out the possibility for productive and broad-based educational change.

    To find out more about the connected learning community and ongoing research, please visit connectedlearning.tv and clrn.dmlhub.net.