Transmedia Generation

Participatory culture is a global phenomenon. Young people all over the world are embracing the expressive and distribution resources of the computer to create and share their own cultural materials with each other. In countries all over the planet, they are mixing together local traditions of folk culture with the now globally accessible forms of digital expression in ways which could not have been imagined by previous generations. And as they do so, educators and parents are starting to recognize these creative communities as sites of informal learning which are transforming the ways these teens see themselves and the world. In every country, it is different. In every country, it is the same. I was delighted to hear recently from a young scholar, Felipe G. Gil, from Sevilla, Spain, who shared with me some of his thoughts about new media literacy and education. In particular, he wanted me to read this account of his young cousin, whose filmmaking activities he had come to understand in relation to some of my writings. I am delighted to reproduce this blog post, originally written in Spanish, here for my readers in hopes that it may spark other international reactions around these important topics. Gil is justly proud of the range of different kinds of media productions this young man engages with in the course of his everyday life, and has sought ways to place them in a larger context.

Transmedia Generation

by Felipe G. Gil

It's Christmas. A family is gathered around a large table set for sixteen. At one end sits the grandfather. At the other, one of his grandkids, Pep. While his parents, cousins and aunts and uncles start clearing up, Pep continues immersed in dissecting a piece of fruit with a surgeon's precision. Suddenly, one of his cousins goes up to him and asks «What are you doing, Pep?» and he answers easily: «peeling a mandarin». What he has done is slice the peel in such a way that it forms a kind of orange underpants. What he is doing without realizing it is reinventing everyday life.

Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience.

Pep is 13 years old, he lives in Tarragona, Catalonia, and is in his second year of secondary school. In the afternoons, he goes to his theatre group. He loves dinosaurs, videogames and watching videos on You Tube. He doesn't have an Internet connection at home, but there is one in his dad's furniture store. He doesn't have a computer of his own either: he shares a laptop with his parents and his younger sister. Since he was little, he has been fascinated by any audiovisual gadget that has come his way, using all of them to do what his generation is best at: play.

Play is one of the ways we learn, and during a period of reskilling and reorientation, such play may be much more important than it seems at first glance.

In the current educational system in Spain, only a few Language and Literature teaching units analyze the media. The Media Studies subjects that used to be in the secondary and upper secondary school syllabus are no longer taught. There is increasing talk of Education 2.0 and ICT (Information and Communication Technologies) but the politicians in charge of Education have paradoxically failed to notice that digital and audiovisual literacy is, to paraphrase author and academic Gutierrez-Martín, more than just a mouse and a keyboard. Fortunately, an expanded form of education is starting to emerge. As "We TV" claims, perhaps we are fulfilling the utopia of the caméra-stylo and people are transforming video cameras (and similar devices) into the writing implements of the future. So why shouldn't a You Tube video be seen as a syntagm to be analysed in Language and Literature classes?

The "Angry German Kid" remix

Audiences, empowered by these new technologies, occupying a space at the intersection between old and new media, are demanding the right to participate within the culture.

Pep has a You Tube channel. One of the first videos he uploaded is «a remix of the popular "Angry German Kid" video».

The curious thing about this video is that most people thought it was made by the boy's father, who wanted to capture his son's rage as he played computer games... but it turned out to be a satire by a kid who was probably much more intelligent than the millions of viewers who laughed at his supposed antics (for an analysis in Spanish, see Soitu.es "El niño loco alemán: la verdad tras el mito".)

More and more literacy experts are recognizing that enacting, reciting, and appropriating elements from preexisting stories is a valuable and organic part of the process by which children develop cultural literacy.

This phenomenon is paradigmatic of the age of convergence: one day, somebody uploaded a video with certain characteristics that led others to forward it, discuss it and, above all, remix it. Thousands of users downloaded the original video and created their own versions of it. One of these is Pep's. His remix shows his synchronization and scripting skills, but, in addition, he has taken it into familiar territory (the videogame Super Mario Bros) and added two nuances: the sound of the game, and of a supposed porn film that suddenly crops up at one point. The voice in the video is Pep's own imitation of heavy breathing. Pep thus takes three media sources and converges them into a new one: the "Angry German Kid" video, Super Mario Bros and a porn film.

Convergence occurs within the brains of individual consumers and through their social interactions with others. Each one of us constructs our own personal mythology from bits and fragments of information extracted from the media flow and transformed into resources through which we make sense of our everyday life.

As Pep himself explains in the interview, he had to work out how to hack the You Tube video (which currently doesn't have a download option), how to load it into a video editing program (he uses Windows Movie Maker), how to synchronize the subtitles, how to export the video, how to create his own You Tube account, and how to upload his video. Given this whole process, there is an inevitable question: what drives Pep to do it? The Internet has boosted social intelligence, with its main premise being to generate specific-interest communities. Pep had seen dozens of different remixes of the "Angry German Kid" video before he began to consider adding one of his own. Before he felt the urge to become part of what he was seeing.

Our traditional assumptions about expertise are breaking down or at least being transformed by the more open-ended processes of communication in cyberspace. The expert paradigm requires a bounded body of knowledge, which an individual can master. The types of questions that thrive in a collective intelligence, however, are open ended and profoundly interdisciplinary; they slip and slide across borders and draw on the combined knowledge of a more diverse community.

Jurassic Park, Lego version

Animation is another of Pep's hobbies. Somebody once explained the concept of persistence of vision to him. He soon grasped that moving images are actually the illusion of movement created when there is a rapid succession of still images. Since then, some of his small creations are linked to this.

Pep has made several animated videos using scenes or excerpts from Jurassic Park. This video is his own trailer for the third film in the series, and in the video he discusses in the interview he recreates one of his favourite scenes from the film.

New-media theorist Janet Murray has written of the "encyclopaedic capacity" of digital media, which she thinks will lead to new narrative forms as audiences seek information beyond the limits of the individual story.

Pep is part of the transmedia generation: he imitates a kind of popular form of creation (try doing a search for "Lego" on You Tube) in order to tell his own story in a video that mixes the original sound from a scene in Jurassic Park III with an animation he creates using his Lego pieces and other toys. Unfortunately, the mammoth audiovisual industry sees this as illegal divergence rather than cultural convergence. When will it be set down that a film's users can remix it to their heart's content?

Along with this industry aspect, this situation poses many questions: why do people have such a strong urge to tell their stories at this particular moment in history? can we develop a public dynamic for audiovisual culture that makes it legal to do what Pep has done, and encourages it? how can education open up in order to integrate children's need to be audiovisual "prosumers" (producer+consumer)?

The power of participation comes not from destroying commercial culture but from writing over it, modding it, amending it, expanding it, adding greater diversity of perspective, and then recirculating it, feeding it back into the mainstream media.

Video-playing

One day, Pep discovered Spore, a game created by Will Wright, who is also behind the popular games The Sims and Sim City. Spore «allows the player to develop a species from a microscopic organism to its evolution into a complex animal, its emergence as a social, intelligent being, to its mastery of the planet and then finally to its ascension into space» (source: Wikipedia). In Spore, you have the choice of progressing in one of two ways: by cooperating with, or attacking, other civilisations. It is not only the specialist press that considers videogames to be the future-present of audiovisual narrative, given their capacity to integrate different stories in different media. Spore, for example, can be played online and allows users to show the community how their creatures have turned out, interact with other species, etc. And Spore has something in common with The Sims and Sim City: it is an alternative reality game.

ARG's (alternative reality games) are generating "players who feel more capable, more confident, more expressive, more engaged and more connected in their everyday lives". (...) "A good immersive game will show you game patterns in non-game places".

The hyperlink is in us

Pep is currently editing a documentary he made at the beach during the summer holidays, in which he asked people what holidays meant to them. He has also discovered Game Maker, a simple program that allows him to design his own videogames. And who knows what other discoveries he will make in the coming months and years. The difference between our time and other moments in history is that Pep is not alone. You probably know somebody like him. And this is why it's important to realize that we have to keep learning, together, to read and write audiovisually instead of taking it for granted that the millions of Euros the Spanish government is spending on putting computers in classrooms is automatically going to fix the problem. This is why we have to talk about the stories that we are passionate about, not business models. And this is why we should not think of art as something exclusive to artists, but as a game that we can all take part in. This is why we have to defend the remix as a cultural ecosystem.

In a hunting society, children play with bows and arrows. In an information society, children play with information.

There is a Pep inside each one of us, we just have to wake him up. We are the Transmedia generation.

This is an English translation of the article "Generación transmedia". All the quotes interwoven into this text are from Convergence Culture(2006), the book in which Henry Jenkins coins the term "transmedia storytelling" and insightfully describes the changes that are taking place in the way we communicate, think, read, etc.

Felipe G. Gil, 28, lives in Sevilla (Spain) and is a member of the ZEMOS98 team, a cultural initiative which does research into expanded education, digital communication and audiovisual culture. He writes for EMBED.at, a publication about embedded audiovisual supported by Festivalito, Movil Film Fest, Yerblues.net and ZEMOS98. He is also a Star Wars fan, a proam tennis player and a fanatic of the Libanese salad.

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Is New Media Incompatible with Schooling?: An Interview with Rich Halverson (Part Two)

In this second installment of my interview with Rich Halverson, we explore some of the trends impacting contemporary schooling, including the significance of home schooling, his vision for transforming schools, his research on fantasy baseball leagues as a literacy practice, and his thoughts on how and why schools should foster failure. As always, Halverson remains a provocative and yet substantive thinker about technology and learning.
Your book writes extensively about home schooling as an alternative to the current educational system. What advantages do home schoolers have in dealing with technological change? What are the limits of home schooling?

Home schooling is an interesting phenomena on several levels. First, it represents an effort to sever the traditional ties of institutional schooling and learning, individualizing instruction while keeping many of the curricular goals and sequences in place. Second, it cuts across cultural boundaries - many families on the left home-school for academic reasons, while families on the right home often homeschool for predominately cultural and religious reasons. Finally, the integration of technology with homeschooling may well signal a new path toward individualizing instruction in traditional schools. The predominant instructional model in the K-12 world aims toward moving students toward common learning goals, playing down individual difference in the interests of standardized outcomes. Home schooling has clear limitations - it is clearly too expensive (in terms of time, materials and money) to be conducted at scale, and the virtual curriculum used by many homeschoolers is typically based on very conventional page-turning pedagogies. But homeschool communities use technological resources to provide instructional coherence while maintaining individualized attention in ways that is would be smart for traditional school designers to watch.

You describe in the book some aspects of what an emerging educational system might look like. Can you share some of that vision with my readers?

The current state of education looks like an unlikely federation of uneasy partners - some for profit, others non-profit; some non-denominational, others ideological - who provide services to students without apparent coordination. NCLB legislation alone has sparked a vast expansion of third-party tutoring, assessment and coaching services that threaten schools and can be seen as competitors for future school funding. Digital media production, social networking, mobile computing, gaming and blogging operate entirely outside the control or influence of schooling. This motley collection of education services appears more like a consumer-driven market that could not cohere into a an educational system.

However, there are several key steps that might be taken to link these services together into an emergent system. We'd like to highlight two possible steps: 1) when administrative information technologies come to integrate user-driven networking practices, and 2) when some classroom subject-matter areas move to embrace digital learning tools. Schools are developing sophisticated tools for tracking student learning and teacher quality - but these systems are largely constructed about, but not for or by students and teachers. Social networks would provide a personalized complement to such systems that could link technologies designed to measure learning with tools to facilitate the activities of learners. It is not hard to imagine profile software that students and teachers could use to link educational activities, calendars, support services, interest groups, etc. The emergence of these personalized information tools may help usher in an integration of where schools are to where they might be.

In the classroom, one key indicator may be the degree to which non-tested subjects in schools embrace new approaches. Most K12 systems are experimenting with new kinds of media-based extracurricular activities and clubs. A threshold will be crossed when core instructional efforts in vocational education, arts, physical education and language programs follow the extra-curricular example toward greater integration of learning technologies. These subject areas are currently on the fence between embracing the standards-and-accountability practices of literacy and math or moving in another direction. Significant changes in these vital disciplines could serve as an example for how digital media technologies may transform teaching and learning.

In your historical account of the evolution of American education, one key difference between the apprentice and public school systems was how they dealt with the possibilities of failure. You suggest that in the apprentice system, it was taken as given that most students would learn, eventually, what they needed to know, while the public school system starts from the premise that only a small portion of the population can fully master its expectations. Many argue that we learn through failure -- through making mistakes and correcting them -- but that for this to work, we have to lower the costs of failure. How can we do this?

The idea that the apprenticeship model was successful for individual learning is by and large true. Because the master could work closely with the learner in apprenticeship, most learning failures could be mitigated or averted. In contrast, the American public school system provided little guidance for individuals to learn from local learning errors. Public schools were expected to provide opportunities for interested students to learn, and students who took advantage of these opportunities were able to progress. Public schools structures have typically lacked scaffolded support for individual learners to learn from mistakes - particularly across grades and classes. At the system level, comprehensive public high schools, community colleges and undergraduate programs addressed the learning failure issue in part by providing abundant course and program options for learners who failed in their initial efforts. But the long-term individualized attention to learning-from-failure that came with apprenticeship learning was not a part of traditional public schooling.

The issue of learning from failure in public schooling became more complicated by the civil rights movement. In the early years of public schooling, students (and families) bore the responsibility of taking advantage of educational opportunities. However, beginning in the 1950s, public education priorities in the US began to shift. The 1954 Brown decision demonstrated that providing access to educational opportunities was no longer sufficient. The War on Poverty of the 1960s and the IDEA act and reauthorizations of the 1970s-90s shifted the national discourse from the opportunities to the outcomes of learning. It was no longer appropriate for states to provide schools where students could choose to learn (or not); instead states increasingly saw their role as creating schools that guaranteed learning outcomes. The 2001 NCLB Act make these new expectations into law by holding public schools accountable for improving the learning of all students. Thus the premise of the early public school model was turned on its head - instead of a system that created opportunities for all students to succeed now expected schools reach all students successfully. Public schools as institutions were expected to take responsibility for educational outcomes, while at the same time absolving students and families from responsibility for learning.

We can either learn from failure, or try to avoid it. Connecting high stakes consequences to institutional failure has led many public schools to pursue a risk-avoidance approach to instruction. This intolerance for failure at the system level has been translated into a similar intolerance to experiment at the classroom level. Contemporary public school policies insist that all students show learning progress, which has led to dominant models of instruction that emphasize efficiency, smooth learning trajectories and predictable outcomes. Schools are often reluctant to experiment with high-yield, high-risk, instructional practices. Innovation is risky - most innovations fail, and even the ones that succeed are usually fundamentally transformed before achieving wide dissemination. The federal educational research policies that emphasize "what works" seem to take for granted that we already know what we need to know to improve learning for all students, and that what is mainly needed is thorough vetting and rigorous implementation of tried-and-true instructional practices. Still, high school dropout rates have held steady, the achievement gap has not closed significantly, and the love of learning continues to drain out of schools that emphasize "what works" over genuine inquiry. To paraphrase Thomas Jefferson, the tree of learning must be refreshed from time to time by the failures of policy makers, teachers and students. The wild market swings in digital media - in hardware, software and virtual worlds - continue to demonstrate the power of failure to spark new innovation. It seems that schools feel that walling themselves off from the digital media/learning circus will insulate a path toward eventual elimination of learning problems. A more likely scenario is that by cutting off opportunities for interesting failure, schools will continue to apply the same time-tested practices that resulted in contemporary institutional inequalities in the first-place.

Richard, apart from this project, you've been looking at fantasy baseball leagues as a site for learning and participatory culture, seeing them as a fusion of fan and gaming culture. What insights do you think educators can gain by looking at these kinds of alternative knowledge communities?

Participatory cultures, such as fantasy sports, highlight three critically important aspects of learning missing from many school learning activities: motivation, production and legitimate audience. Fantasy sports team owners are motivated to play because they are fans, and this (typically) far-reaching set of beliefs, passions and knowledge spark owner interest in competition. The development and maintenance of a team requires owners to produce a competitive roster and to iteratively adjust their production in terms of competitive feedback within the league. Other team owners present a legitimate audience for game play - owners are praised, ridiculed, emulated or resented based on moves against other players. Because typical fantasy leagues persist for months, owners get reputations for game play within the league. Owners acquire status as players, particularly in anonymous leagues, because of their demonstrated abilities within the game.

Many school settings have features of participatory cultures as well, but the participatory culture of schooling is often unrelated to the topics learned. Students are often motivated (or not) to succeed in academic contexts for non-academic reasons; production is typically valued (if at all) as a means toward other forms of reward (grades, etc.), and academic prowess often fares miserably as a path toward peer culture acceptance. Fantasy sports communities provide existence proofs of how learning activities can intrinsically connect motivation, production and audience in assessment rich contexts. It is not a trivial task to select the kinds of tasks around which school-based fantasy leagues can be organized, although activities such as stock-market games or Model UN can bring some common structures to bear in traditional schools. The question is not really how to make a direct translation of fantasy leagues to school settings, but for this and the next generation of educators to understand how the underlying principles of these kinds of learning environments work, then to think about how to design local environments around similar principles.

Allan Collins is Professor Emeritus of education and social policy at Northwestern University and formerly co-director of the U.S. Department of Education's Center for Technology in Education.

Richard Halverson is an associate professor of educational leadership and policy analysis at the University of Wisconsin-Madison, where he is co-founder of the Games, Learning and Society group.

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Is New Media Incompatable with Schooling?: An Interview with Rich Halverson (Part One)

This week, I want to use my blog to call attention to a provocative recent book, Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America. The authors of the book are Allen Collins, formerly co-director of the U.S. Department of Education's Center for Technology in Education, and Rich Halverson, an associate professor of educational leadership and policy analysis at the University of Wisconsin-Madison, where he is co-founder of the Games, Learning and Society group. I have gotten to know Halverson through the Games, Learning, and Society conference, where I will be speaking this summer, so I was curious to look at this book when it came out. Given its authors, it's no surprise that the book is well informed about contemporary debates surrounding new media and education, and like the best books that have come out in the past year or so (including those by Sonia Livingstone and S. Craig Watkins, which I have profiled here), it strives to balance between the inflated hopes of early digital advocates and the inflated fears of those who would lock technology out of the classroom.

The authors offer sage new proposals for how we might deal with the apparent tensions and incompatabilities between education as it has been conducted in this country and the new media landscape as it is lived beyond the schoolhouse gates. But the real surprise and strength of the book is the ways they are able to situate the contemporary moment of media transition in relation to the several hundred year history of American education. In doing so, we avoid the breathless sense of the "unprecidented" or "Inevitable" consequences of new media and we also avoid the sense that things have always been this way and are thus not subject to change. They show how American education's processes, policies, and structures shifted over time in response to, for example, the industrial revolution and thus give us a context for imagining the gradual yet decisive transformation of schooling which will grow out of our current moment.

I was lucky enough to get Richard Halverson to agree to an interview about the book, which I will be running over the next two installments. Much of the interview focuses on the historical insights and how they contribute to putting the present into a greater perspective.

My father used to have the expression, "never let schooling get in the way of your education." You make a similar distinction across the book. In what ways is schooling getting in the way of more informal kinds of learning today and why?

Your dad's expression was really the state of the art once upon a time! The rise of institutional schooling in the 20th century- from preK to lifelong learning - can be seen as an effort to permanently weld schooling to learning. Beginning in the early 1900s, schools rooted in formal learning environments expanded to incorporate most areas informal learning as well (consider widely available classes on knitting, oenophilia and game design). On the other side, if you didn't go to a class from a recognized institution, if you didn't have some sort of certificate/credit statement of completing, then by the mid 20th century people came to question the legitimacy of your learning. This double-movement of expansion and legitimation came to define learning in terms of schooling.

The digital media era began to call this definition into question. The inertia of maturing institutions meant that early design decisions got locked in place, and it became more difficult for schools to change core assumptions. Digital media provides a path to personalizing and customizing learning that is often at odds with the batch processing model of, especially, K-12 schooling. This has meant that digitally literate young people have come to understand that there are at least two living channels for learning - 1) an institutional channel, and 2) a peer-driven, interest-driven, and unregulated digital media channel. The bifurcation of learning experiences for young people is bound to call the institutional identification of schooling and learning into question in the coming years. We don't yet know the consequences of how this shift will play out, but unless schools figure out how to adapt to digital media our children may end up hearing their fathers say "remember when we went to school for an education?"

You open the book with the provocative statement, "There are deep incompatibilities between technology and schooling." Explain. Are these incompatibilities insurmountable? If so, what is going to change -- schooling or technology?

Our statement about the incompatibilities of schooling and technology was stated with a historical perspective in mind. There was a time, in the early 20th century, when schools were developed in concert with the most innovative technological advances. Schools grew up around the mass publication and dissemination of texts and the widespread availability of writing tools. More importantly, schools took full advantage of cutting-edge bureaucratic technologies. Although we now look back in horror at the eagerness with which early schools adopted industrial production and efficiency models, these then-innovative ideas provided important organizational techniques for delivering services at the scale required for the successful implementation of public schooling. It is difficult for us to remember just how daunting the task of mass schooling was for early school designers, who grew up with personalized pedagogies, one-room schoolhouses and agricultural-based school calendars. Early public schools took full advantage of cutting-edge technologies to gain quick and sure foothold in the American psyche.

Schools that emerged at the advent of the 21st century were, in a sense, victims of the success of the prior generation's technology, and found it very difficult to adapt to new models of information production and exchange sparked by the Internet. Technological developments later in the century, such as computing and digital media, provided a level of individualization that ran directly counter to the mass-production technologies from earlier in the century. The new information technologies that have been easiest to adapt to prior industrial models, such as standardized testing, have made the most headway into established school practices. The technologies that called on schools to alter the basic classroom relationships between teaching, learning and curriculum have met with the most difficulty. The conclusion we want to draw is that schooling and technology are not necessarily opposed, but instead are necessarily related. When considered over time, we can see the effects of institutional resistance are a consequence of the embrace of prior technologies, rather than a simple opposition of stodgy old schools to hot new technologies.

Our current educational system emerged gradually overtime in response to the pressures of the industrial revolution. What parallels can we draw between the ways the current structure took shape and the prospects of transforming education to reflect the information/knowledge revolution your book describes?

We propose that the "seeds of a new system" are already emerging as pieces of an alternative approach to education. Home schooling, for example, provides a technologically-driven alternative to institutional schooling. Distance education and your idea of participatory cultures organized around a transmedia complex provide powerful alternative visions for education. The main difference between the eras is that the 1800s system seeds such as kindergarten, common schools, textbooks and land-grant universities, converged in an era without a monolithic institution already in place. It is a much different problem to define than to redefine an institution.

We feel that digital media will continue to spark alternative forms of learning environments and to push for change in traditional learning institutions. We must not underestimate the tenacity of our collective belief in the transformative power of education. Without a civil religion, common belief in education is as close as Americans come to a common creed. If we come to feel that digital media need to be a core aspect of the learning experience of our youth, then we will re-make our institutions accordingly. As a culture, though, we seem to carry ambiguous feelings about the value of digital media for learning. For every advocate who extols the potential of media production, programming, game design or social networking, concerned citizens highlight the dangers of porn, digital bullying, appropriate use policies, child predation and, of course, GTA. This split in the perception of the value of digital media and culture may, in the mean time, create a new kind of digital divide along cultural, rather than demographic, lines. Further, locating these alternative, digital-based approaches to learning outside of public education means that families with the interest and wherewithal will access new forms of learning will, and those who won't or can't will not.

Allan Collins is Professor Emeritus of education and social policy at

Northwestern University and formerly co-director of the U.S. Department

of Education's Center for Technology in Education.

Richard Halverson is an associate professor of educational leadership

and policy analysis at the University of Wisconsin-Madison, where he is

co-founder of the Games, Learning and Society group.

Meeting of Minds: Cross-Generational Conversations About Digital Ethics (Part Two)

You found that adults and teens had different understandings of the identity play which occurs online. Where do these differences come from?

GOODPLAY: In the dialogues, we asked what the participants saw as acceptable, and what they viewed as the risks and benefits of experimenting with and exploring one's identity online. Both adults and teens cited the ability to test out an "ideal self" as one of the primary benefits of online identity play. The two groups also identified common risks associated with identity play, such as not being true to yourself or becoming disconnected from your offline self.

However, as you note, we did observe differences between adults and teens in their attitudes toward online identity play. In addition to testing out an ideal self, teens mentioned the opportunity to recreate themselves online. Adults, on the other hand, were more likely to celebrate the ability to accentuate existing aspects of their personality. To make sense of this difference, we consider the fact that adolescence is generally regarded as a critical period for identity formation. Adolescents begin for the first time to ask themselves: "Who am I?" While this question is never answered once and for all, identity tends to become more stable as people leave adolescence and enter adulthood. Therefore, it's perhaps not surprising that the adult participants focused on minor alterations of existing identity elements, whereas teens considered more dramatic self-transformations.

With respect to the perceived risks of online identity play, teens focused to a greater degree than adults on the danger of developing relationships on a false or inauthentic basis. Again, this finding isn't surprising if we consider its developmental underpinnings. Interpersonal relationships become central during adolescence; it's in the context of reciprocal, trusting relationships that adolescents explore their identities. The feedback they receive from friends plays an important role in their decisions to highlight certain personal attributes and hide others. It's likely due to the centrality of peer relationships that our teen participants were more concerned than the adults about building inauthentic friendships online.

Some have argued that the emerging generation cares much less about privacy than preceding generations. Did your research bear out this oft-cited claim?

GOODPLAY: To a certain extent, yes. We found that teens are generally more comfortable sharing their lives online than adults. Teen participants had considerably more to say than adults about the benefits of sharing personal information with others online. Teens discussed the opportunities that the Internet affords them to express themselves freely, to get things off their chests, and to learn about friends and have their friends learn about them. In contrast, adults focused to a greater degree on the privacy concerns related to such self-disclosure. That's not to say that teens didn't express any concern about their privacy online. On the contrary, they were quite clear about their desire for privacy from adults!

How so?

Well, consider this quote from one teen participant: "Let me make it clear, for me Facebook is for socialising with my friends and expanding my friend circle and when my parents add me as a friend it really pisses me off so when my dad joined Facebook and added me as a friend I rejected his request that instance because I knew he was doing that to keep a check on me. for Gods sake!!! Parents should let us have our own privacy and not meddle in between as it may hinder the relationship we share." All joking aside, what sentiments like this point to is that teens aren't unaware of privacy issues, they simply have different norms when it comes to negotiating them.

Youth are often described as "the Napster generation" and accused of having little respect for intellectual property. What did you discover about the way adults and youth thought about attribution and authorship?

COMMON SENSE MEDIA: This question is interesting because both youth and adults identified how difficult it was to know what constitutes "best practice" given that the norms of the industry are in flux and because of the varying messages that artists convey to the public about how to buy their albums and from where. For instance, there are bands who have allowed customers to download their albums for the amount the customer believes is appropriate, while other bands abhor this practice.

GLOBAL KIDS: We saw both teens and adults actually call for new business models that addressed problems with downloading and made sure that authors got their fair share, while at the same time a majority of youth indeed admitted to downloading, with some being conflicted and some not about doing so. On the other hand, teens seemed quite adamant about both wanting attribution for their own work and about the importance of giving attribution to others when relevant, likely because they're creating more online remixes/mash-ups etc. than adults.

GOODPLAY: Interestingly, while a lot of teens were adamant about wanting attribution for their own work and giving attribution to others, fewer seemed to connect this to the issue of illegal downloading. When they did talk about the negative aspects of illegal downloading, they mostly worried about the negative consequences to themselves rather than the potential negative effects for the artists.

You cite one young person as saying, "the internet is a way for people to do what they want without getting in trouble." How characteristic is this of the attitudes displayed by young people in these conversations?

GLOBAL KIDS: Well, I think it's definitely representative of a certain subset of teens, though certainly not a dominant perspective. As we watched the dialogues progress and then conducted analysis of who said what, we noticed that the youth involved stratified into certain categories of thinking with regards to ethics, some that were more advanced and others less so, as GoodPlay mentioned above. We felt it was important to highlight that this sort of "do what you want without consequence" sort of thinking is indeed there, especially for teens on the younger end of the spectrum. We didn't want to be alarmist when sharing our results, as there's been plenty of alarmist rhetoric out there about young people's participation online, but rather be realistic about the views that exist and the resulting need for adult involvement in these conversations.

What insights did you get from this research which might inform the decisions made by parents? by educators?

COMMON SENSE MEDIA: I think that the biggest takeaway was that adults and teens are truly able to participate in meaningful dialogue about some of the tougher issues that emerge about life online if there's an honest and open setting to do so. Dialogues like these could be tailored to a variety of settings and could focus on a wide array of issues that might be specific to local needs in a given community. There are a lot of easy to use online tools (out of the box social networks like Ning, free forum and Listserv services, etc.) out there that can allow educators and youth workers to run online dialogues with their school communities during the school year. Increased dialogue online between teens and adults is not only important because the two groups generally inhabit the digital world in very different ways right now, but also because adults provide important guidance in terms of the ethical development of young people. Adults have always played this role in kids' lives and the more they are educated about talking about the digital aspects of their kids' lives the better.

GLOBAL KIDS: It's also important to note that this kind of cross-generational dialogue doesn't just need to happen online. We found that there are some real advantages to an online context, like a changed power dynamic where youth might feel more confident sharing openly. However, we know that having face to face conversations about these issues is critical whether it's in the home, in classrooms, in afterschool spaces or in other sorts of youth groups.

GOODPLAY: Actually, Henry, the recent collaboration between your NML team and the GoodPlay team is a great example of a school-based initiative aimed at promoting these types of conversations between adults and youth. The curricular activities that we created together - called Our Space: Being a Responsible Citizen of the Digital World - attempt to engage high school students in a thoughtful examination of the ethical issues that arise online. We hope that these activities will be an effective way for teachers to enter into conversations with youth and scaffold their ethical thinking.

COMMON SENSE MEDIA And by bringing parents into the conversation we can strengthen home-school partnerships to help young people navigate the ethical challenges of the digital world. With the aging down of online life, it's become imperative to begin these conversations in middle school and so we are working in collaboration with the GoodPlay Project to create a 5th-8th grade digital citizenship curriculum - Digital Literacy: Citizenship in a Connected Culture Check back at www.commonsense.org in late Spring for more information and access to these materials.

Katie Davis is a Project Specialist on several research projects led by Dr. Howard Gardner at Project Zero, including the GoodPlay Project, the Developing Minds and Digital Media Project, and the Trust and Trustworthiness Project. She is also an advanced doctoral student in Human Development and Education at Harvard Graduate School of Education. In recent work, she conducted a study investigating how girls in late adolescence and emerging adulthood use blogging as a way to express and explore their identities. For the Focus Dialogues, Katie and Carrie James, a Research Director and Principal Investigator at Project Zero, developed the framework that informed the dialogues, developed dialogue prompts, and synthesized findings.

Shira Lee Katz is the Digital Media Project Manager at Common Sense Media, where she manages the research and creation of a forthcoming Digital Citizenship curriculum for 5th-8th grade students. She is also a key point person for the Digital Media & Learning grantee network funded by The MacArthur Foundation. Shira holds a doctorate in Human Development and Psychology from Harvard Graduate School of Education. For the Focus Dialogues, Shira and Linda Burch, Common Sense Media's Chief Education and Strategy Officer, co-conceptualized the project, developed dialogue prompts, recruited adult participants, and produced the final report.

Rafi Santo is a Senior Program Associate in the Online Leadership Program at Global Kids, Inc. Rafi specializes in the design and implementation of educational technology projects and has done work as varied as online youth dialogues, youth advisories focused around digital media, social media civic engagement programs and youth leadership development and peer education in virtual worlds. He has collaborated on projects with many organizations and with MacArthur Foundation Digital Media and Learning grantees to strengthen their initiatives through youth voices and perspectives. Rafi has over 10 years of experience in youth development and education. For the Focus Dialogues, Rafi and Barry Joseph, Director of Global Kids' Online Leadership Program, conceptualized the project, developed dialogue prompts, recruited teen participants, housed and monitored the dialogues on their website, a wrote the final report.

Meeting of Minds: Cross-Generational Conversations About Digital Ethics (Part One)

Earlier this year, Common Sense Media, Global Kids, and the Good Play Project, three highly regarded groups, each working in different ways to promote the new media literacies, issued a report, Meeting of Minds: Cross-Generational Conversations About the Ethics of Digital Life, which summarized their collaborative efforts to get adults and youth discussing some core issues of online ethics. All three groups were active presences during the recent Diversifying Participation conference hosted last week by the MacArthur Foundation. I very much wanted to share the thinking behind the report with my readers and am happy today to offer you some insights from the three groups involved. I have long believed in the importance of opening chains of communication across the generations around the uncertainities we face in the digital era. I modeled what such a conversation might look like between parent and child in an essay I wrote with my son on Buffy the Vampire Slayer for Fans, Bloggers, and Gamers, and I published a study guide for adults and youth to conduct conversations in the wake of Columbine which appeared in the Spring 2003 issue of Telemedium (now the Journal of Media Literacy).

In some ways, such conversations may be easiest to frame between adults and youth who are not directly related, since it gets us out of the raw emotions which often surround adolescence within the family space, but it is also very important for parents to have frank exchanges with their children about their values, their concerns, and their experiences with digital media. I've sometimes said in the past that young people do not need adults "snooping over their shoulders," they need them "watching their backs." By this, I mean that we often reduce such issues to questions of "monitoring' youth activity (with or without their knowledge) and we really should be creating channels of communication. The news this week that a Pennsylvania school had installed spyware on their school-issued laptops and were watching what teens did outside of school is a demonstration of what happens when adults rely on surveillance rather than conversation to shape youth behavior. None of us know for sure the best course of action in confronting some of the new situations which emerge in this still evolving space. Young people deserve our best wisdom as adults, but they also deserve our respect and trust, as they try to develop their own ways in life.

I am really excited to see what these three groups have been able to accomplish using online forums as a tool for getting adults and youth to reflect more deeply about their relations to the digital realm.

Can you describe each of the three groups and some of your previous work in this area? Why did you decide to develop a collaborative project together and what did you each bring to the collaboration?

GLOBAL KIDS: Sure. For us at Global Kids, this project was in many ways a continuation of work we've been doing for almost ten years to promote youth voices about important social and global issues. We began youth projects that used online dialogues to do this as early as 2001, when we ran E.A. 911, short for "Everything After September 11th", an online dialogue that took place six months after 9/11 where youth from around the world came together to talk about the impact of the attacks. We continued for years running youth dialogues on current events with a project called Newz Crew, a collaboration with PBS's News Hour.

The Focus Dialogues, which formed the basis for the Meeting of Minds report, were born out of the desire to bring youth voice to the emerging conversation about how new media are changing kids' lives. We held the first round of the dialogues, which were teen only, back in 2007, and we heard pretty forcefully from the participating teens that adults were checked out when it came to providing guidance in this area, which prompted us to take a cross-generational approach for the next round of dialogues. We were already familiar with GoodPlay's work on ethics online as well as Common Sense Media's work with parents, and it just seemed natural to reach out to them as collaborators.

GOODPLAY: For our part, we welcomed the opportunity to incorporate some of our research methods into this exciting initiative. Since 2006, with the support of the MacArthur Foundation, the GoodPlay team has been studying young people's understanding of the ethical dimensions of their online activities. In the first phase of our study, we conducted in-depth interviews with over 60 young people, ages 15-25, who were living in the Greater Boston area. In these interviews, we posed hypothetical ethical dilemmas involving digital media and asked participants how they would respond if confronted with a similar situation.

For the Focus Dialogues, we decided to adapt some of these hypothetical dilemmas and present them as points of discussion. We also identified several compelling quotes from our interviews in which youth participants expressed various opinions about the boundaries of acceptable behavior in online contexts. In total, we created 2-3 prompts for each of the five issues that we believe to be ethically charged in the new digital media:

  • identity (When does identity play cross over into deception?),
  • privacy (What are the boundaries of sharing information about oneself and others online?),
  • ownership/authorship (How has the act of creation been altered by digital media and with what effects on claims to ownership and authorship?),
  • credibility (How do people signal their trustworthiness online and judge the trustworthiness of others?),
  • participation (In a context of rapidly forming and disintegrating communities, how are norms of behavior established, maintained, and respected online?).

Each day, dialogue participants were presented with a prompt relating to one of these five ethical issues and asked to respond in a discussion thread. This approach generated some rich conversations between teens and adults.

COMMON SENSE MEDIA : As a non-profit, we were founded on the principle that dialogue among parents, teachers, and students is the way forward! One way we encourage discussion across the generations is by asking all parties to use our online ratings and reviews of movies, books, websites, and music, and to write reviews of their own. We have also conducted quantitative research about the attitudes towards media of adults and children, including a recent national poll examining hi-tech cheating with more than 2000 teens and parents. The dialogues were a creative, new way to conduct research and foster dialogue and we welcomed the chance to collaborate with Global Kids and GoodPlay on the project.

We knew the dialogues would inform our parent resources, policy work, and educational programs. We are in fact in the midst of creating a Digital Literacy and Citizenship curriculum for 5th-8th grade students that focuses on empowering kids to harness the power of digital technology responsibly. The curriculum, grounded in the research of the GoodPlay Project, is meant to be fun and engaging, and challenges kids to think critically about the perils and possibilities of life online. These dialogues and other focus groups and pilot research that we are conducting across the country all serve to inform this curriculum, which takes a whole community approach to engaging parents, teachers, and students in learning. As with GoodPlay, our work on digital citizenship is also supported in large part by the MacArthur Foundation.

Your key finding in the press release you've issued is that youth often lack access to valuable adult guidance in their online lives. Many have assumed that youth who are "digital natives" who do not necessarily need or appreciate adult interference. How do you respond to that argument?

GLOBAL KIDS: I think that there are a lot of ways that the digital natives argument has become more complicated and has shifted as the years have gone on. Just as people have realized that not all youth are equal in terms of technological access or the kinds of online participation they're exposed to, there's also been a growing awareness that there are many different aspects to what it means to be digitally fluent. For us, this doesn't just mean having digital skills, but also engaging online as a digital citizen. A teen might be a technological whiz and seem completely at home within complex games, but if he or she is regularly cheating new players out of virtual cash while playing those games, that's problematic. Digital skills and fluency can't exist in a vacuum, there has to be a values component to this conversation.

COMMON SENSE MEDIA: In that respect, even adults who aren't very technologically savvy can add a lot to their kids' understanding of digital life. After all, kids may possess great technology know-how, but parents and teachers have a lot of wisdom and experience grappling with "life" issues like privacy and community. At the same time, there are some distinctly new ethical challenges (that the GoodPlay Project outlines so well in its white paper) that adults should understand, many of which we address in the report. Given that adults and teens bring different prior knowledge and life experience to the online space, we believe that the conversation and subsequent learning around these issues is a two-way street. Right now the online space is seen very much as a peer dominated space in which teens talk and interact mostly with one another. In most cases, it is even looked down upon for adults to have contact with teens online. We believe that the more dialogue and mentoring that adults and teens can have online - as long as it is monitored and safe - the better.

Describe for us the process of getting adults and young people engaged in an honest exchange about ethics and digital culture. Did you learn things here that would be helpful for other groups seeking to replicate this process at a local level?

COMMON SENSE MEDIA AND GLOBAL KIDS: In terms of activity in the dialogues, we were surprised that teens participated more readily than adults, on average, especially since we saw two adults sign up for every teen that did. We chalked up the participation differences to the fact that we had a lot of youth in the dialogues that were pretty involved in online communities and were used to sharing their views online from both a social as well as technological perspective. Adults overall were a little more hesitant and some had trouble navigating the technology, and we also got the sense that many were parents that had less experience with forum based discussions and didn't realize that they actually had to build in time to participate fully.

There was a learning curve involved for some adults in terms of using an online environment, and that should certainly be taken into account for people looking to start similar exchanges in their communities. At the same time, the kind of youth engagement we saw was incredible, and we think there's something to be said for that. So often it's hard for adults to engage in dialogue about touchy issues with kids, but we found that online we saw very active sharing from the youth side.

Importantly, despite some of the differences that we observed between the two groups, it seemed that both generally saw the gray ethical areas for what they were. Adults overall did not seem too didactic or disrespectful of teens' opinions and teens generally seemed to appreciate adults' point of view. The interaction in many ways was characterized more by a kind of mutual exchange reminiscent of peers than the sort of stereotypical "parent yells at kid/kid storms off to their room" arguments that can come up when discussing difficult topics. We think that part of why this happened was that the whole interaction was framed from the beginning as a dialogue between groups, which is rare for adult/youth interactions. There's probably some lesson there for those that want to run online dialogues themselves. Both sides need to be respected and valued from the outset for this kind of exchange to work.

You report that teens are more likely to engage in moral thinking than ethical thinking. Can you explain the distinction you are drawing and what your findings were?

GOODPLAY: The distinction we make between moral and ethical thinking has its roots in the different roles and relationships that individuals experience. Moral thinking arises in the context of interpersonal relationships, such as the relationship between close friends or between a parent and child. It is perhaps most simply conceived of as "Golden Rule thinking" - treat others how you would want them to treat you. In contrast, ethical thinking requires a more abstract, disinterested frame of mind. Specific forms of ethical thinking include reflection on roles and responsibilities in online spaces; perspective taking - or the ability to take the standpoints of multiple stakeholders in an online context; and consideration of community-level benefits or harms associated with different courses of action online.

In the Focus dialogues, we found relatively few instances of either moral or ethical thinking among teens, although there were some notable exceptions. For the most part, teen participants demonstrated what we call consequence-based thinking, since they tended to focus on how each scenario would affect them personally. For instance, when participants were considering the pros and cons of illegal music downloading, they were more likely to discuss such personally relevant factors as expense, convenience, and the risk of getting caught. Less frequent were references to the potential effects on other interested parties, such as artists and music companies.

Katie Davis is a Project Specialist on several research projects led by Dr. Howard Gardner at Project Zero, including the GoodPlay Project, the Developing Minds and Digital Media Project, and the Trust and Trustworthiness Project. She is also an advanced doctoral student in Human Development and Education at Harvard Graduate School of Education. In recent work, she conducted a study investigating how girls in late adolescence and emerging adulthood use blogging as a way to express and explore their identities. For the Focus Dialogues, Katie and Carrie James, a Research Director and Principal Investigator at Project Zero, developed the framework that informed the dialogues, developed dialogue prompts, and synthesized findings.

Shira Lee Katz is the Digital Media Project Manager at Common Sense Media, where she manages the research and creation of a forthcoming Digital Citizenship curriculum for 5th-8th grade students. She is also a key point person for the Digital Media & Learning grantee network funded by The MacArthur Foundation. Shira holds a doctorate in Human Development and Psychology from Harvard Graduate School of Education. For the Focus Dialogues, Shira and Linda Burch, Common Sense Media's Chief Education and Strategy Officer, co-conceptualized the project, developed dialogue prompts, recruited adult participants, and produced the final report.

Rafi Santo is a Senior Program Associate in the Online Leadership Program at Global Kids, Inc. Rafi specializes in the design and implementation of educational technology projects and has done work as varied as online youth dialogues, youth advisories focused around digital media, social media civic engagement programs and youth leadership development and peer education in virtual worlds. He has collaborated on projects with many organizations and with MacArthur Foundation Digital Media and Learning grantees to strengthen their initiatives through youth voices and perspectives. Rafi has over 10 years of experience in youth development and education. For the Focus Dialogues, Rafi and Barry Joseph, Director of Global Kids' Online Leadership Program, conceptualized the project, developed dialogue prompts, recruited teen participants, housed and monitored the dialogues on their website, a wrote the final report.

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Learning in a Participatory Culture: A Conversation About New Media and Education (Part Four)

This is the final part of my interview with Spanish educational researcher Pilar Lacasa for Cuadernos de Pedagogia, a Spanish language publication, about my research on the New Media Literacies. Here, we discuss learning games, mobile technologies, civic engagement, and my advice to parents and teachers. Our challenge is then building bridges between culture and participatory democracy. Can you explain more?

The challenge is how we can help build the bridge between participatory culture and participatory democracy. I am starting to do research on what I see as proto-political behavior: the ways that these hobby or fan or game groups educate and mobilize their members around issues of collective concern. I believe that if we better understand these practices, we will be in a position to foster a new kind of civic education which starts where young people are already gathering but helps them to expand their understanding of their roles as citizens. A striking feature of these new social structures is that they are defined less through shared geography than through shared interests.

They may be better suited to support national or even global models of citizenship than those based on purely local levels of engagement. Yet, we need to be careful about making too many hasty assumptions about this. Jean Burgess tells the story of photographers in Queensland who connected through the photosharing site, Flickr. They began meeting up on weekends to visit local sites and photograph them together. As they began to share these photographs, they connected with former residents of the region who now lived elsewhere who shared older images and stories and remain linked to the local through the platform. As they began to take photographs, they began to look at their community through new eyes, starting to identify local problems and eventually working together to increase public awareness and lobby for solutions. So, a platform which is not particularly local in its organization never the less resulted in local political engagement.

You say that these on-line communities could be a new way for people practice being citizens. Could you explain these ideas a little further?

Robert Putnam's book, Bowling Alone, sees bowling leagues as a cornerstone of American civic life in the 1950s. He suggests that communities gathered regularly at bowling allies to spend time together, increasing the social connections within the community. When they were not bowling, they were engaged in conversations -- some simply gossip, others dealing with local policies and concerns. The strong social ties which emerged in this context helped to strengthen their collective identities as citizens and thus increased voting and public service. Putnam fears that television pushed Americans out of the bowling allies and into their private homes, resulting in much greater social isolation and a breakdown of community life.

So, how do we understand the new social structures which are emerging around online gaming -- the guilds in World of Warcraft, for example. Here, people form strong shared identifications, gather together regularly to play and socialized, develop leadership which can deploy the diverse skills of the guild membership to confront complex challenges and pursue long term and short term goals. Often players say they come back night after night out of a sense of obligation to each other as much as out of a pleasure in the game play. In short, there are many of the foundations here which Putnam argued allowed bowling to seed a robust civic culture in the mid-20th century.

And video games? What can children learn from them?

Will Wright, the designer behind Sim City, the Sims, and Spore, has suggested we think of games as problem sets which students pay to be able to solve. What he means is that a good game poses complex challenges which are just on the threshold of the player's abilities, creates a set of scaffolded experiences through which they acquire the knowledge and skills needed to solve those problems, and offers them a chance to rehearse, make mistakes and learn through them. An even stronger game allows them to manipulate the simulation, shifting variables and learning what the consequences of their changes are. A great game creates a context where they are encouraged to share what they learned and what they produced with other players, enabling peer to peer learning to occur.

As James Paul Gee has suggested, games put into action many of the core principles being discussed by the best work in contemporary learning sciences. And they do so in ways that are highly motivating. Young people have clearly defined goals and compelling roles which motivate them to actively and intensely engage in the learning process. We've all seen kids who will quit early when they hit a problem with their homework and yet beg to stay up later if they hit a challenge in a game.

Could then video games have a place in classrooms?

Schools would do well to see what they can learn from games. Some are arguing that schools should build activities on and around existing commercial games which already have strong learning potentials; others that educators should be developing compelling new games which connect school content with good game design; and others are suggesting that we redesign school activities to include elements of play and game design. All of these models point to the need to incorporate a more playful mode of learning into our educational institutions and to harness the power of games for more formal kinds of education.

Right now, games are teaching young people skills -- problem solving, design, simulation -- but it is up to teachers to couple those experiences to specific domains of knowledge which get valued in the curriculum. My experiences in developing educational games suggest that the first step is trying to rethink why we want kids to learn what they are required to learn -- that is, what it allows them to do in the world. Because information that is latent in a textbook has to be deployed actively in a game, otherwise there is no learning taking place.

Do you think video games can help break down barriers between what is learned inside and outside school?

Playing the game is only a small part of gaming culture and in the case of The Sims, Spore, or Little Big Planet, it may be the least significant part of the experience. These games encourage young people to remix and reprogram their contents. Sims players may develop their own avatars, design their own furniture, and exchange it online at the Mall of the Sims. The Sims players may use an ingame camera to collect images for their scrapbooks and then use the images to construct original fictional narratives. They may use the game engine as an animation platform to construct their own movies. In Little Big Planet, they may design and program their own levels and exchange them with other players. In many games, they form communities online to teach each other the skills they need. And in games like the Civilization series, which simulate historical societies, they include teaching about real world history as well as ingame strategies and tactics.

In each case, the game becomes the entry point for a broader range of cultural expressions and in the process, helps to create sites of learning. Young people are learning to program, design, tell stories, or become leaders through their social interactions through and around games. These accomplishments need to be recognized and valued through schools just as schools have historically supported the activities of Boy Scouts and Girl Scouts or after school programs like yearbook, newspaper, drama club, and the like. These activities become a crucial part of how young people define their identities and form social affiliations.

But the principles that work there to support informal learning can also be carried over into more explicitly educational activities. For example, Mitchell Resnick at the MIT Media Lab has developed the Scratch program which uses these same participatory culture principles to enable young people to learn how to program; they've created a platform where young people develop their own projects, share them with each other, borrow and remix codes, building upon and improving each other's work, through principles derived from the Creative Commons and Open Software movements. Young people around the world are using these platforms to acquire digital skills through the classroom, after school programs, and on their own.

I would like to ask you about the context of learning related to the new mobile media, for example a small NDSi or the iPhone. What implications could have this have for education?

In many parts of the world, these new social and cultural practices are developing around mobile media rather than networked computers. Cell phones are dramatically cheaper than laptops, say, and thus we are broadening who gets to engage with the new social networks. Twitter, for example, is designed to allow contributions from both mobile phones and computers, creating a system where information flows fluidly across media platforms.

A short term consequence of these developments is that young people will be able to access the information they need from anywhere and everywhere. These mobile phones will become a new kind of knowledge prosthesis which expands the capacity of their memory, allowing them to mobilize information in new ways on the fly. We call these practices distributed cognition because they involve off-loading parts of our thinking capacity onto a range of appliances and see it as a fundamental literacy.

Of course, we need to be concerned about an over-reliance on such devices if it decreases other kinds of learning, yet we also need to know multiple ways of solving a problem and the ability to off-load some tasks to our tools makes it possible for us to explore other questions at greater depth. Yet we are just starting to explore the implications of location-awareness for education. Eric Klopfer at MIT has developed a tool kit which allows educators to design augmented reality games. Augmented reality games are played in real spaces using digital handheld devices. In some cases, they allow students to access fictional information which is GPS enabled alongside their own observations of the real world.

Through the games developed for these platforms, young people learn to see the world through the eyes of urban planners or environmental scientists; they get to see their local communities as they might have been a hundred years ago. David Williamson Schaffer talks about these practices as "epistemic games," that is, games which help us learn to think like a particular professional group, deploying their real tools and practices to confront authentic problems in the real world.

Young people may not simply play such games; they might also work to develop them, interviewing people in their neighborhoods as they build games around local history or civic problems, translating what they learned in their textbooks into resources which they can deploy on the ground to solve compelling problems.

What aspects do you consider to be essential in teacher education to help kids and young peopleto develop new literacies by using these new media?

Teachers, librarians, and other educators have a vital role to play in this new electronic culture. They will become research coaches who help young people set reasonable goals for themselves, develop strategies for tracking down the information they need, advise them on the ethical challenges they confront as they enter new social and cultural communities, and recommend safe ways of dealing with issues of publicity and privacy which necessarily shape their digital lives.

In order to perform that role, they have to become comfortable with the new technologies and their affiliated practices. It is not enough to know how to use the tool; they have to master the cultural logic and social norms which are emerging around these online communities. This is too much for any teacher to take upon themselves. So, they must each take responsibility for acquiring different skills and understandings and be prepared to draw upon each other as resources for themselves and for their students. In doing so, they will be applying the principles of collective intelligence and social networks to their own practices and thus will be immersing themselves more deeply in these new media literacy skills.

We've been experimenting with an 'unconference' model for developing curriculum which bridge between traditional school content and new media literacy skills as an alternative model for professional development. The unconference starts out fairly chaotically as participants dump onto the web or exchange in person ideas, resources, practices, and activities which they think might be valuable to this subject area. Gradually, you gather together these resources, start to construct categories, and refine the activities. In the process, participants get to know each other and what each member can contribute to the group.

Many families are afraid of new media, and may even prevent their children from using them in the same way as they use a book, or a comic, a novel and so on. What would you say to them?

In many ways, parential concerns about new media are understandable. As parents, we are facing new experiences which were not part of the world of our childhood. We don't know how to protect our children as they enter these spaces and we may not know how to advise them when they encounter problems there. But those basic concerns can easily be turned into fear and even panic as they get manipulated by a sensationalistic press , political demagogues, and culture warriors. As adults, we owe it to our children not to foreclose important opportunities out of ignorance and fear. Instead, we have an obligation to learn more about the emerging cultural practices we've been talking about here. I certainly don't think we want to turn our backs on our children nor do we want to be snooping over their shoulders all the day. We need to be informed allies who can help watch their backs as they enter into situations that none of us understand fully.

We need to be there to celebrate their accomplishments; we need to be there to advise them as they confront ethical challenges; we need to be there as they acquire skills at accessing and deploying information. We need to do this because it is important to our children, their development, and their well-being.

Maybe you can tell a little more by using some example

Here's a few practical examples of things you can do: When my son was three, my wife and I began to help him develop some basic media literacy skills. Some nights, we read him a bedtime story. Other nights, we asked him to tell us a bedtime story. We recorded his stories on the computer; we could print them out and let him illustrate them, then we'd photocopy the whole and send it to his grandparents as a gift. They would read and respond to his stories. Many of his stories dealt with the media he consumed -- games, television, comics, films, toys -- and we would use this storytelling practice to talk through with him his fantasies and fears, sharing our own values about the issues he was exploring.

Telling the stories gave him a sense of being an author -- a key experience as we think about the new participatory culture -- and it paved the way for later creative experiences he would have as he moved on line.

Or imagine an older child -- a teen or preteen -- who is first becoming interested in social networking sites. Perhaps you could ask her advice in setting up your own Facebook page. This would allow you to learn more about how social networks work but also to create a context for talking about how people represent themselves on line. If she's like most teens, she is going to be at least as concerned about being embarrassed by her parent's public presentation as you are going to be about how much information she shares on line and it is through those conversations that you can exchange your values.

Teens still need adult involvement and parential advice as they move into this new world, but they also deserve to have that advice informed by direct experience and careful research into the nature of the world we are preparing them to enter. This is no different in its logic than what previous generations of parents have faced given the pace of technological change across the 20th century, even though the specifics are going to be different from anything your parents confronted in raising you.

In conclusion: How can we transform schools by using new media? Please, give us one or two suggestions for institutions, even governments, that are considering this challange, what would you say?

The first point I'd make is that we have to understand the new media literacies as a paradigm shift which impacts every school subject, not as an additional subject which somehow has to be plugged into the over-crowded school day. The push should be to have every teacher take responsibility for those skills, tools, and practices that are central to the way their disciplines are practiced in the real world rather than locking away the technologies in a special lab or a special class where it gets isolated from the real work of the school. The school needs to work together, as a community, to develop strategies for full integration across the curriculum, and to identify those skills which each member might contribute to the community as a whole.

Schools need to operate much more along principles of collective intelligence and social networking -- to identify and deploy the expertise they have in their community and to reach beyond their community to other sources of experience and knowledge, whether parents, educators at other schools, or others within their larger community. They need to create ways of sharing best practices and failures, offering advice and feedback to each other as they make this challenging transition. They need to be as concerned with how they teach as they are with what they teach.

Where possible, schools need to introduce complex problems which require their students to track down information from multiple channels and to work together to pool knowledge and combine skills . They need to develop opportunities for young people to share what they have produced with the world, getting feedback and recognition from a larger community, and taking greater responsibility for the quality of information they circulate.

Schools need to lower existing barriers which make it difficult to deploy participatory platforms through education, stepping back from software that filters or blocks access to the internet. But in doing so, they also need to work with the students to develop norms of use that respect the particular character of the school community and its goals rather than adopting an "anything goes" attitude.

Learning in a Participatory Culture: A Conversation About New Media and Education (Part Three)

This is the third part of my interview with Spanish educational researcher Pilar Lacasa for Cuadernos de Pedagogia, a Spanish language publication, about my research on the New Media Literacies. This time we talk about the relations between old and new media and explore how YouTube, fan fiction and Facebook can be deployed in meaningful ways through school. So far, we have been talking about new media, but it is clear that they do not replace the old ones.

Almost never do schools think about the relationships between new and old media. Some people may have the idea that some of them will replace the old ones. A study of American college students preparing to enter ten different professions found that educators in training were the least likely to play videogames or participate in social networks. Teachers have defined themselves as defenders of book culture, often in what they perceive as opposition to the new digital culture. This protective stance no doubt reflects the rhetoric of the digital revolution which imagined that new media was going to displace if not destroy old media. And thus, for digital culture to thrive, book culture must die.

In fact, the opposite has happened. The new media has built upon and around existing modes of communication. The average person has access to a greater array of different books now than ever before thanks to online book dealers. The average teen writes more, thanks to e-mail and online discussion forums, than the previous generation. We will live in a world where books and printed matter still matters even as students get more information from computers than ever before. They are going to need to go where the information is, know how to assess the reliability of information which comes without comfortable gatekeepers, and be able to communicate their ideas through many different channels to many different publics.

Therefore we need to use multiple media.

This situation doesn't allow us to make any easy choices between teaching print and digital literacy: students clearly need both and more importantly, they need to understand the relationship between the two. They need to understand the different structures through which traditional encyclopedias and Wikipedia produce and evaluate information, for example. They need to be able to read charts, maps, and graphs, but also to be able to produce and interpret information through simulations. They need to be able to express themselves orally, with pens and paper, and with video cameras and digital editing equipment.

Many of them are already acquiring such skills outside of the classroom through informal learning practices that thrive in this participatory culture but others are being left to be raised by wolves, not able to find their way into generative practices and supporting communities, and acquiring none of the ethical norms that might govern their future activities. Howard Gardner's Good Play Project at Harvard found that many young people don't apply ethical standards to their online conduct because they don't believe that what they do online matters. We can see this as an ironic response to adults who have dismissed such activities as worthless or meaningless, rather than asking questions about how or what they are learning through their participation in this practices, recognizing their accomplishments, or advising them on their ethical conflicts.

Schools, libraries, and other educational institutions need to be both embracing the potentials and confronting the challenges of this emerging culture not as a replacement for existing print practices but as an expansion of them.

Can we think then that schools lose many of learning opportunities supported by new media?

New Media platforms, such as YouTube, have expanded our access to the rich archives of existing sounds and images from the past. We have access now to recordings that were once buried in the archives but which we now can summon up at a moments notice. We can navigate the entire media scape on the fly, at a second's notice, in response to the flow of a classroom discussion.

We could, at least, if schools were not often blocking access to these very same tools and platforms out of fear of inappropriate content or risky forms of participation. Talk about cutting off your nose to spite your face! It is as though we were closing all the libraries out of concern that young people might track down the pictures of topless women in National Geographic!

Beyond that, the new media tools allow young people to edit and respond critically to those moving images in new ways, to create presentations which have the explanatory power of well crafted documentaries, though again, they are often blocked by schools who are uncertain about the legalities of copyright protection and thus unwilling to allow them to remix and recontextualize content. So, right now, at least in American schools, and in many other counries around the world, the opportunities afforded us by these new digital archives are being shut off through school policies that are born more from fear and uncertainty than from reasoned pedagogical goals.

Maybe your idea of transmedia phenomenon may be a way to explore opportunities offered by the media. For example, teaching students how to write narrative texts when using the Harry Potter books, movies or video games.

What I'm describing as transmedia storytelling has been a fundamental part of human expression since the dawn of time. Certainly we need young people to develop a critical understanding of how contemporary media franchises like Harry Potter operate, both recognizing the aesthetic opportunities for authors to construct worlds which are bigger than single texts or even single media, but also understanding the commercial imperatives which are marketing extensions of popular stories to them.

But this idea of transmedia might also help us to understand the world of the church in the middle ages, say. Unless you were literate and in the priesthood, you would not have experienced the stories of the Bible through a single text. Instead, those stories would surround you, conveyed through every available communications system. They would be performed on carts, expressed through stainglass windows and the structures of cathedrals, painted on the ceilings, proclaimed from the pulpet, and sung by the choir. Go back even further and think about the early cave paintings which historians believe were used as sites of performance: the live storyteller interacting with the painted image to convey the experience of the hunt. So, the earliest representations we have might have been part of a transmedia experience.

Many of the works we teach took elements of oral culture and translated them into printed prose, again suggesting that we need to understand how stories move across media if we are going to understand why and how humans tell stories. Too often, teachers have been indifferent about media, teaching the texts of plays without regard to the conditions of their performance, for example. But now, we want teachers to explore art and literature with a heightened awareness of the media through which they were produced, distributed, and consumed.

And what about social networks, a new widespread medium of communication among young people and also among many adults?

One way to understand the new power of social networks is to understand what roles these platforms and practices played in the recent Obama presidential campaign. A traditional political website works by linking individual voters to the campaign; a social network site works by linking voters to each other. At a certain point, Obama's supporters were able to take over much greater control of the political campaign. They could organize local events quickly without having to go through the centralized campaigns. They could pool resources, each member contributing what skills they could, to the shared effort. Once he's in office, they can continue to mobilize in response to public policy debates or rally around other candidates who share their vision of progressive change for the country.

These social network sites are transforming the nature of civic engagement and participation. Young people need to learn how to become a part of these powerful new kinds of communities, need to know how to navigate through social networks to connect with people who have skills and knowledge that they need, need to understand the ethics of social life within these networks, and need to understand the risks as well as the opportunities of interacting with people they do not know face to face. The Obama campaign worked at both the national and the local level, but these social networks now work on a global scale.

What is the role that these networks can play in schools?

Schools have long used pen pal programs to connect their students with children from other parts of the world. The deployment of social networks through education allows young people ongoing interactions with a global community of learners who share common interests and goals; it allows schools to dramatically expand the human resources they can draw upon in their ongoing pedagogical activities. As we think of social networks as sites of learning, we can see two levels of pedagogy -- acquiring access to the broader range of expertise supported by the networks and acquiring the skills needed to deploy social networks for a variety of purposes in the future.

As with all of the new literacy practices we are discussing here, some youth will have extensive experience deploying social networks outside of school and deploying them in the classroom will allow them to direct that experience towards mastering new content, while other youth will not know how to work through social networks and schools can provide them with a safe, supervised context for mastering those skills.

Learning in a Participatory Culture: A Conversation About New Media and Education (Part Two)

Last time, we ran part one of a four part interview I did with Spanish educational researcher Pilar Lacasa for Cuadernos de Pedagogia, a Spanish language publication, about my research on the New Media Literacies. This time, we dig deeper into the concepts of participatory culture and the participation gap and talk about how the new media literacies can impact how we teach literature.

Is there anything really new in the idea of new literacies? Is it different from other processes such as reading and writing much more related to the printed materials?

Yes and No. In many ways, they are expansions of skills we've always taught which is why many of them will feel familiar to teachers and will fit comfortably within existing disciplines. In some ways, they represent the expansion of research skills into the more diverse information environment or an extrapulation of what it means to read and write to cover a broader range of communication practices.

But they also reflect habits of mind that emerge in response to networked communications or a converged media landscape. So, there is a much greater emphasis on literacy as a social and collective rather than an individual practice -- on learning to collaborate and exchange knowledge with others. There is a greater emphasis on the challenges of moving through a dispersed media landscape, interacting with groups who come from different backgrounds, shift attention between multiple channels of communication, or deploying different tools for processing information. These new skills do not so much emerge from new technologies as from new social, cultural, and educational opportunities that have emerged around those platforms.

Perhaps there is a generation gap when people use new media.

There are certainly generational differences in our experience and comfort with these new Technologies and their affiliated practices. Most adults encountered the computer first in the workplace, where-as many young people encountered it first in the home or the school. They approached it with different goals and expectations which means that they understand it in fundamentally different ways.

It isn't just that young people have grown up with the technology while adults came to it later in life. They have a totally different attitude towards what a computer is and the place it holds in their lives. That said, we have to be careful about drawing too sharp a generational dividing line here. First, the most powerful forms of participatory culture are those where adults and young people interact together in more fluid ways than would be found at school, work, church, or home. They are motivated by shared interests; they actively seek to learn from each other; and they are valued less on their age than on what they can each contribute. When we assume adults are locked out of the digital realm, we close off those opportunities for transgenerational experiences.

Second, we need to be careful about assuming that all young people have had access to the full benefits of the digital age. There are many inequalities not simple in terms of access to the Technologies but also in terms of opportunities to participate. That's what I call the participation gap. Some young people have been invited into the digital realm and feel free to express themselves there in as public a manner as is possible, while others feel excluded, cut off.. They don't understand how participatory culture works; they haven't been encouraged to participate; they don't think anyone will care what they have to say.

What could do educators to overcome these participation gaps?

Educators have key roles to play here in terms of creating a space where those who have been previously excluded can be welcomed into the new knowledge communities and can find their voice through the emerging participatory culture. But to perform those roles, they need to overcome their own fears and uncertainties about the digital World. They have to learn about the online world the way many young people have learned about it -- through active participation. They need to experiment with the various tools and platforms; they need to find a community which shares their interests and passions and plung into it deeply so they know what it is like to share knowledge through a social network and to create things through dispersed collaboration.

To do this, they may well need to sit down with a young person they know who is deeply immersed in this world and seek their advice and mentorship, reversing the normal role in the classroom, learning from their students or their children. In doing so, they will be trading different kinas of expertise -- matching the exploratory spirit of youth with the experience and wisdom of adulthood. But they need to avoid closing off the communication and learning too quickly by assuming that they already know everything the young person is going to teach them.

In these new contexts of communication we not only speak about Participatory Culture but also about Convergence Culture.

When people in the media industry use the term convergence they are often talking about a technological process -- the bringing together of multiple media functions, the uniting of multiple communication channels through a single device. Imagine say the iPhone as a tool which performs many different media functions -- from playing games to taking photographs -- and connects us to different networks -- from telephone to the internet. That's often what gets described as a convergence device.

I want to argue though that convergence is also a cultural process, one where stories, ideas, images, move across all media platforms, shaped both by the desire of companies to expand markets and by the desire of consumers to gain easier access to meaningful media. In many ways, it doesn't matter whether or not our tools are talking to each other; we are forming an integrated information ecology in our heads. Storytellers are learning to disperse information and experiences across media platforms, encouraging their readers to explore and map the storyworld through a series of encounters. Educators are discovering that we learn or do research in a similar manner, putting together dispersed pieces from many different media platforms, to form a coherent picture of the world around us. So, teachers need to encourage students to develop a core competency in transmedia navigation.

Are any specific skills necessary to take part of this new Participatory and Convergent Culture?

Transmedia navigation is simply one of a range of new competencies which we think schools should be exploring. In a white paper I helped to write for the MacArthur Foundation, we identified a series of core skills and competencies which we think are needed for young people to be able to fully enter the new participatory culture. These skills include the ability to deal with simulations and visualizations, the ability to explore the environment through play and identity through performance, the ability to deploy information appliances and social networks in processing information, and the ability to negotiate around cultural differences encountered in diverse online communities. Project NML has been developing a range of resources to help educators acquire and promote these new skills.

Could you explain what are those resources developed in the project New Media Literacy?

Our Learning Library, for example, provides a range of pedagogical challenges (a cluster of activities which allow young people to encounter, explore, experiment with, and ethically evaluate some of the emerging media practices.) which illustrate and embody the 12 skills. The library's resources are modular, so that they can be appropriated and used in a range of contexts from home schoolers to formal educators. They are multidisciplinary so that teachers can take ownership over those skills which are central to their own disciplines and thus we can integrate these skills across the curriculum.

The library is designed as an open platform which allows educators and students not simply to consume existing activities but also to contribute their own, sharing what works in their classrooms with other educators, appropriating and remixing each other's content so that we can all learn from each other. In other words, the learning library takes seriously what I've already said here about participatory culture and collective intelligence.

Who can use this library?

We are encouraging different organizations to develop their own collections for this library and are especially excited at the prospect of educators from many different countries sharing something of their own media cultures and practices through the library, allowing us to explore and learn on a global scale. I'd like to personally invite Spanish educators to try their hand at developing challenges which reflect your local educational and cultural practices.

What could be role of the curriculum content in learning new literacies?

My philosophy has been to be conservative in content and innovative in method. That is to say, we believe that these skills have something to contribute to even the most traditional of curriculum and that they are relevant across the full range of school subjects. Every field of knowledge today has been reshaped through the changes that have impacted our information environment. Scientists and social scientists for example regularly work with digital simulations and new modes of visualization as they process their data, yet these practices have scarcely impacted the way science and social science get taught in schools. Contemporary artists and writers are deploying remix practices that transform how they think about authorship but these insights about creativity have scarcely made it into the language arts classroom.

Could you mention some examples of how the curriculum can be introduced by using methodologies emerging from these new environments?

Through our Teacher Strategy Guides on Reading in a Participatory Cultture and Mapping in a Participatory Culture, we've been modeling new ways for integrating these skills into the classroom. For example, our Reading project took the American novel, Moby-Dick, as its starting point, seeking to better understand how its author, Herman Melville, created through borrowing and recontexualizing stories found in Homer, the Bible, Shakespeare, and contemporary whaling lore, as the basis for his own creative expression.

We also explore how subsequent artists and authors have used Moby-Dick as a starting point for their own creation and thus how Melville has exerted a living presence in our contemporary culture. In doing so, we encourage students not simply to critically read but also to creatively rework elements from the novel to reflect their own perspectives on the issues Melville raises. And we encourage them to reflect on the ethics of appropriation -- what artists can take freely, what obligations they owe to previous generations, and so forth.

I'd imagine that this same approach might be applied productively to Cervantes. Don Quixote is a novel which centers around the imaginative life at a moment of profound media change -- not simply through the protagonist and his relationship to romantic fictions but also through the ongoing discussions of books and printing. There are so many ways that this novel can be taught in order to heighten our understanding of the personal and social consequences of changing the way a society receives and conveys information in a way that also opens students up to discuss the world they are entering at our present moment of profound and prolonged media change.

Learning in a Participatory Culture: A Conversation About New Media and Education (Part One)

A few weeks ago, I received a message in the mail from Ariel Glazer at University of Buenos Aires sharing this video, which remixed some footage from the interview I gave to the producers of Digital Nation. In many ways, it captures some of my core themes and concerns better than the PBS documentary and in the process, it helps us make connections with a range of other conversations taking place around the world about New Media Literacies.

When I taught my New Media Literacies class last semester at USC, I asked my students to interview a student or teacher about the ways that the issues in our class impacted their lives. Because these students came from many different countries, we ended up with glimpses of what was taking in classrooms from the Laplands to India, from Bulgaria to India. In almost every case, the young people interviewed described deeply meaningful forms of learning which were taking place through their engagement with affinity groups and social networks online, yet they each described school practices which shut off that learning once they entered the classroom. The teachers, on the other hand, talked about struggling to keep up with their students, about a lack of formal training to help them make the transitions being demanded, and about their fears of losing control over their classroom.

I wanted to stress the international nature of these exchanges because this week I am going to be sharing with you an extended interview which I did with Pillar Lacasa, a Spanish researcher, who has spent two blocks of time as a visiting scholar in the Comparative Media Studies Program and whose work has been featured on this blog before. Lacasa is a close friend and she knows enough about my work to ask questions which help position it for readers back in Spain. Since this interview will appear later this week in Spanish in Cuadernos de Pedagogia, I asked her if I could share the original English language version here. I hope that this will be of interest especially to the many parents and educators who read this blog and may represent a response to some of the issues raised in the Digital Nation documentary.

Children and young people like to spend their free time in front of the screen. Could you give us some good reasons to that could persuade educators to introduce new media and screens in schools

At the end of the day, it isn't about the technology. It certainly isn't about the screen per se. It is about the informational affordances and cultural practices which have taken shape around the computer and other interactive technologies. It isn't about the computer replacing the book. It is about a world where students learn with a book in one hand and a mouse in the other, rather than one where they are taught that book culture is so fragile it needs to be protected from the computer.

Jenna McWilliams, until recently, part of our Project NML staff, writes powerfully about reading with a mouse in your hand. She tells us that teachers often encourage students to read with a pencil in their hands -- not simply letting the words pass over their eyeballs but critically engaging with them, taking notes, asking questions, critiquing as they go. When students read with a mouse in their hands, they take this one step further: they assume that they must actively respond to what's been put in front of them; they are poised to participate; they take responsibility over the quality of information and correct it publically if it is wrong.

Yochai Benkler, author of The Wealth of Networks, tells us we respond to the culture differently when we see it through the eyes of a participant rather than a consumer. And it is this participatory culture which has been facilitated by the new digital media in a way that stretches far beyond the imagination of previous generations.

Reading your book I noticed that you establish an interesting distinction between mass media and technology. How do you understand both of these concepts?

For me, a medium is more than simply a technology. It also includes the social and cultural practices that have grown up around us. So, when we talk about television, we are not simply talking about an electronic appliance; we are talking about the programming strategies and conventions which have emerged to shape our experience of television and we are referencing the particular mind set that has evolved around watching television often in our homes with little chance of engaging with its contents directly or publically. When we are talking about the internet, we are talking about all of the activities we perform through this new information infrastructure and the mindset which emerges through our ongoing engagement and participation in the great public conversation that emerges through it.

Beyond the individual medium there is a media ecology -- all of the different kinds of communications systems which surround us and through which we live our everyday lives. Right now, for example, we inhabit a world where mass media, top down systems of communications, co-exist with grassroots media, which enable much broader opportunities for our participation. We are just starting to understand what happens when these two systems collide.

You introduce the idea of a Participatory Culture in relation to new media. Can you explain the relation between the two concepts?

Participatory culture didn't begin or end with the internet. Most of what I am describing as participatory culture can be found in any thriving folk culture. At its best, a folk culture is defined through the expanding opportunities for participation. Everyone who wants to join is accepted. Everyone who has something to contribute is embraced. Experienced members share what they know through informal mentorship with newcomers because it expands the expressive resources of the community. The exchange of folk artifacts is reciprocal, based on the ideals of a gift economy, rather than hierarchical or commercial.

This idea of dispersed expression broke down in the 20th century as most forms of cultural production became professionalized and commercialized. We moved into a world where we consumed but did not produce the resources of our culture -- never totally but largely. Throughout that period, though, there were all kinds of underground and grassroots practices which held onto the idea of shared cultural expression and participation. These practices have re-emerged and gained greater public visibility in the era of Flickr and YouTube.

These technologies have brought cultural expression down to a human scale; they have placed the exchange of stories or songs in a social context; and they have opened up a space where all of us can be welcomed as potential participants. All of the research shows that the communities of practice which grow up around this participatory culture are powerful sites of pedagogy, fueled by passion and curiosity and by a desire to share what we learn and think with others. As with older folk cultures, informal pedagogies thrive as people get together to learn based on shared interests rather than fixed roles and responsibilities.

Participatory Culture could be relate with a Collective Intelligence as present in the media too?

In a networked society, literacy is a social skill not simply an individual competency. Understanding how information circulates becomes as important as knowing how to put your ideas into words, sounds, or images. Creation is iterative: we reshape what we've created in response to critical feedback from others in an ongoing process of innovation and refinement.

There are new forms of collective authorship which have emerged around principles of collective intelligence. Take Wikipedia for example, where any given entry may have multiple authors, each vetting and refining what was written before, each adding what they know to what others have already contributed. This is different from traditional forms of individual expertise and autonomous learning.

Pierre Levy tells us that in a networked society, nobody knows everything (Forget about the ideal of the Renaissance Man), everybody knows something (expand the range of possible expertises) and what any given member of the community knows is available to the group as a whole as needed. The result is an ethics of information -- an obligation to share what you know with the group, a need to respect yet critically engage with multiple ways of knowing, an active push to embrace diversity because it expands the creative and knowledge capacity of your network.

We are evolving towards this much more robust information system where groups working together can solve problems that are far more complex than can be confronted by individuals. And schools can actively prepare students for such a world -- by allowing them to develop and refine their individualized expertise, by providing complex problems which require collective effort to resolve, by teaching them the ethics involved in working in such a highly collaborative and open-ended context. Right now, schools are often using group work but not in ways which encourage real collaboration or shared expertise -- in part because they still assume a world where every student knows everything rather than one where different kinds of knowledge come together towards shared ends.

The project New Media Literacy relates participation to new forms of literacy?

What we are proposing is an expanded conception of literacy which includes all of the ways which we communicate our ideas to each other. This concept moves beyond the idea of critical consumption which is often what people call media literacy. You wouldn't consider someone literate if they could read but not write text and we shouldn't consider someone literate if they can consume but not produce media. Over the past fifty years, we have expanded the resources through which humans can communicate with each other, in some cases making tools like video cameras more widely available, and in others creating an infrastructure which allows anyone who goes online a chance to communicate their thoughts to the world.

Schools need to prepare young people to use these new resources creatively, effectively, and responsibly if they are going to prepare them for the lives they will lead in the 21st century. Such power can be under-used if they are not taught to use it creatively or effectively; it can be abused if they are not taught to use it responsibly. Teachers need to recognize both the risks and the possibilities of these new opportunities for human expression.

How to Get Academic Credit While Attending San Diego Comic-Con: An Interview With Matthew J. Smith

Today, I wanted to share with you a fascinating experiment in media education which is conducted each year as part of the San Diego Comic-Con. I've written about the centrality of Comic-Con as a meeting point between fans and producers and as a site where academics interested in promoting the study of comics co-exist side by side with dealer's rooms and discussions with comics creators. This past year, I had a chance to consult with two students who were part of a program being offered by Matthew J. Smith, a comics scholar who teaches classes in media studies at Wittenberg University in Springfield, OH. Every year, he organizes a team of students who conduct individual and collective ethnographic projects trying to make sense of the complexity and diversity of Comic-Con. He's now in the process of recruiting students for this year's program so I told him I'd help him spread the word. What follows is an interview with Smith about his ethnographic instruction and about the culture of Comic-Con. At the end, I tell you where you can go to be considered as a recruit for this educational program.

Can you give me some sense of the approach you take to teaching ethnographic research on the ground at Comic-Con?

Students are responsible for several readings before they get to San Diego, so that we can have an informed discussion about ethnographic tools when we meet. But from our first night onward, students are thrown into the deep end of the pool, being asked to record observations and make modest interpretations starting with "Preview Night" on the floor of the convention hall floor. Thereafter, there's a good deal of note taking, and of course talking through observations and constructing interpretations with peers in daily "Breakfast Briefings." After the first few days, students are encouraged to compliment their observations by doing interviews with informants. Some students find their individual topics evolving as we progress through the week, which is just fine with me! However, they do have a week to process the experience and think through their material more before their final narratives are due.

What goals do you set for your participants?

My primary goal is to help students become more media literate for having had the experience. Popular culture is created and marketed with them in mind. If nothing else, I really want them to be aware of their role in this process and exercise greater agency in their future interactions with it.

In addition, I'd like students to realize that they can discover meaning through ethnographic methods. I don't think that the tools of ethnography are taught as widely as they should be and this is an opportunity to expose students to them in what is essentially a laboratory setting.

Comic-Con has emerged as perhaps the most important interfaces between the entertainment industry and the public. What shifts have you and your students noticed in terms of the industry's engagement with fans in recent years?

What stands out to me is the way in which Con is now a multi-media experience in and of itself. I'm not just talking about the multiple media industries that are represented on site, but the way that Con is experienced by both those who are physically there--supplemented by constant Twittering, for example--and also by those who are elsewhere around the country. I return from San Diego feeling like one of the fortunate few who get to attend the Super Bowl, as friends and colleagues come up to me and say, "I saw Con on TV (or read about it online or got the feed) and knew you were there." For that moment, I am the coolest person in the room.

Within the more than 100,000 people gathered at Comic-Con, there are representatives of a broad range of different fan subcultures. How do you and your students deal with the diversity of different fan interests represented?

Some students find the scale overwhelming for the first few days. Given so much to process, I encourage students to focus their individual projects on areas of interest to their individual intellectual interests or pop culture tastes (e.g., Marvel Comics panels). With some filters in place, the stimuli become a bit more manageable. However, I love it when students start to look out for things for one another. Often at our "Breakfast Briefings" they begin to ask one another if they are aware of this event or that person's signing appearance in the hall latter in the day. These moments of overlapping interest really make us a learning community within the 100,000 person crowd.

Many attending the con now beline to the major presentations in Hall H and Hall 20. Yet, this is only the tip of the iceberg of what goes on at Comic-Con. What aspects of Comic-Con culture have emerged through your collaborative research efforts that we would miss if the focus was only on the major events?

Where to start!? My students have found nooks and crannies of popular culture that I would not have thought to explore in twenty trips to Con. Let me share a small sample of some of the project titles to give you a sense of what they have focused on in the past:

• Twitter as a Means of Direct Dialogue between Creators & Fans

• Aggressive Marketing & its Impact on Consumers at San Diego Comic Con

• "State Your Name and Your Purpose": The Talk of Marvel Comics Fans

• Fanbois at Comic-Con: Queer Consumer/Producer Interface & the Intransitive Writing of Comics

• Hollywood Comes to Comic-Con International: An Examination of Glamour & Glitz

• Video Games: On the Bottom Looking Up

Comic-Con is one of the most racially diverse fan gatherings I've ever attended. Has your research offered any insights into how and why this con attracts more minority participants than most other fan gatherings?

In three years my students have initiated eighteen different projects, and while a number have investigated demographics like gender and sexual orientation, none have addressed race explicitly. It's a great topic that some student could investigate this summer! My own impression is that California's diversity helps set up the climate for Con's diversity. Beyond that, is it that popular culture fans judge you by your interests first and not the color of your skin?

There has been a dramatic increase of female attendees at Comic-Con in recent years, partially in response to Twilight and True Blood, and this has generated some tensions with long-time attendees. What insights has your team's research yielded into these sources of friction?

I'm waiting for the student who wants to tackle this project! Over the last two years my students and I have certainly noted the outright hostility directed towards the Twilighters and found ourselves at a loss for how one minority (the comics fan) can turn on another. Is it anger at the encroachment of Hollywood on the Con finding an outlet at long last? Is it a matter of gender? Is it that the cross-over between interests doesn't quite overlap as much as other groups present (e.g., a video gamer can also be a comics fan)? I hope we have a student or two who will want to tackle these kinds of questions this summer.

Your students give a public presentation of their findings every year as part of the Con. How has the Comic-Con community responded to their representations of their norms and practices? How does this public presentation impact the kinds of work your students do?

The reception for my students has been tremendous. Whereas most academic presentations are lucky to draw an audience larger than the number of presenters behind the dais, my students typically draw a crowd of 80+ curious minds. The best audience members are those who want to challenge or extend my students' claims, weighing their own perceptions against those of my students. I love to see that kind of interaction as the students are challenged to either further defend their conclusions or engage in expanding/refocusing their thoughts. I think knowing that a public presentation is an integral part their task focuses their work for the week that we are there and makes them accountable to an audience of more than just me as the instructor.

Critics might argue that the duration of a con is not sufficient time to really immerse yourself into any kind of rich cultural community and that there are serious problems with performing "instant ethnography." What do you see as the strengths and limits of the work your team does each year?

That's entirely a fair critique. I try to keep the course from making the pretension that it is the only course in ethnography one would ever need. To the contrary, I explicitly state that this experience is a mere appetizer meant to whet one's appetites for more and richer ethnographic projects in the future. In Communication Studies in particular, I see a lot of programs where students are typically trained as either survey administers or rhetorical critics, and I want to introduce them to another viable way of coming to know the world around them.

What qualifications are you looking for from prospective students in your program?

There are no academic prerequisite, per se, other than that one be currently enrolled in an undergraduate or graduate program and in good academic standing at one's home institution (which usually means minimally a 2.0 cumulative higher grade point average). The course is really designed to be introductory in its approach, although I've had graduate students participate each year who report learning something new. Beyond that, I've found that the most successful students are intellectual curious, open-minded, and willing to work hard. The experience is intensive: Students find themselves on the go for five consecutive days and that takes stamina. Even so, it is terrifically rewarding to come to the end of the experience and know that you discovered something new about culture and its exercise.

Matthew J. Smith teaches courses in media studies at Wittenberg University in Springfield, OH, including "Graphic Storytelling: Comic Books as Culture," "The Graphic Novels of Alan Moore," and a week-long field study at Comic-Con International each summer (details of the latter may be found at www.powerofcomics.com/fieldstudy). In 2009, Wittenberg University's Alumni Association recognized him with its Distinguished Teaching Award. Along with Randy Duncan, he is co-author of The Power of Comics: History, Form & Culture (Continuum, 2009), a textbook for college-level comics arts studies courses. The two are also editing the forthcoming Comics Criticism: Methods and Applications.

The Field Study at Comic-Con

Earn academic credit while studying the dynamics of marketing and fan culture at the largest comic arts event on the continent, July 21-25, 2010.

For complete program details and costs go here.

Application deadline is March 1, 2010

"Killer Paragraphs" and Other Reflections of PBS's Digital Nation

This week, PBS stations around the United States are airing Digital Nation, a documentary which claims to offer us insights into life in the digital age. I was happy to participate in this important production, though, I must confess, more than a little disappointed in the finished product. It raises important issues, to be sure, but does so often in a one-sided manner which panders to the biases of public television viewers rather than challenging them to look at the potentials of digital media in education through new lens. What I value from the production is the website which gathers together extensive interviews with key thinkers with a range of views about the value of digital media in education and our everyday life and which has collected the voices of everyday people many of whom share stories of how they have built productive relationships with and through new media technologies and practices. The website allows us to chart our own paths through this debate, to drill much deeper into different points of view, and offers a more balanced picture of the current state of the debate. The website allows us to ask questions, while the television show tells us what to think. Granted it does so in a way that is much more subtle than the typical Fox News scare story, but it is hardly "fair and balanced" either.

The existence of the website with so much raw footage alongside the completed documentary offers a unique resource for teaching basic media literacy skills, allowing us to question the choices the filmmakers made, and how various rhetorical devices shape how we respond to the words and images included.

All of this points to discussions we should be having, including a consideration of the potentials and limits of multitasking and whether it is inherently linked to our relations to digital media (or rather an artifact of a much longer history of economic and social pressures which have resulted in a more demanding and fragmented lifestyle). My one comment included in the film centered around the ways that people throughout the 20th century saw their lives as disjointed, understood their eyes as pulled in many different directions, and worried about distractions, yet also developed strategies which allowed them to cope with these pressures.

One of the passages in the film that annoyed me the most was its depiction of contemporary MIT students as the advance guard of technological development and yet as somehow failing in their classes because of an over-reliance and over-confidence in their multitasking skills. I wanted to share some reflections of my own perception of the MIT students, given how prominantly Sherry Turkle's concerns about these students played in the opening segments of Digital Nation. I know Sherry well, I hold her in great affection and respect, but on many points here, we've come away with different impressions. I should note that I taught at MIT for 20 years, arriving there before digital media hit most of the country, and leaving only six months ago. I also for 14 years was a housemaster in an MIT dorm so I saw these students in the classroom and where they lived.

Let me start with the concept of "killer paragraphs," a phrase used by one of the MIT students to describe his writing. I recognize the point of the piece was that they had difficulty connecting paragraphs together to form a coherent linear essay. On that point, I think we can all agree. But I think the student who described himself as writing "killer paragraphs" was getting at something that is easy to ridicule or dismiss, yet may be a significant shift in what constitutes good writing. The writing of MIT students has to do with the production of densely written, carefully argued, powerfully presented, meaningful chunks of information. They can and often are really "killer" in that they condense together a great deal of information, they have a core insight which gets introduced and developed in a half a page to a page of prose, and then they move onto something else. It is to the traditional college essay what Hemmingway was to Hawthorne. They take you through all of the steps of the argument; they support it; they anticipate and head off potential criticism; they draw on both the readings and their

personal experience. Some of the paragraphs make you weep for joy. Yet, they have difficulty connecting them together to form larger units in part because they learned and rehearsed their writing on discussion lists, where they acquired skills at compression and where extended development is apt not to be read or dismissed as long winded. (Trust me, my own verbosity is often held up to me as a reason why I am "not really a blogger.") I am not ready to dismiss this as bad writing, but I would work hard to make sure they could create a larger framework through which to connect their ideas.

The film makes the point that they are often multitasking in the classroom and that they believe they are better at multitasking than current lab research suggests. I certainly encountered situations where most of the students had a lap top open in my class. In some cases, they were performing quite mundane tasks, such as compiling code, which required very little of their attention and would be mind-numbing if performed with their full attention. They are multitasking in the same way that a faculty colleague would knit during faculty meetings: the actions were routinized, most of the time they didn't require much thought, but they absorbed a certain amount of nervous energy. I am also reminded of Irving Howe's World of Our Fathers which described how factory workers in the Lower East Side of New York in the early 20th century would pool their money and hire someone to read to them as they did mind-numbing labor. We often see such a gesture as the mark of a literate society, yet they were also, dare I say it, multitasking, combining two tasks, one of which required manual knowledge but not intellectual engagement with another that was all brain to keep them stimulated and engaged. We might see bringing coding to class as very similar.

In some other cases, their multitasking is monitorial, they are scanning their environment looking for changes in status, much the way the guy who works at the desk in my condo keeps his eye on four or five television screens to make sure nothing bad happens to the people in the building, even as he deals with signing in packages, chatting with residents, and doing a range of other tasks. He doesn't need to stare at the screens every moment, but he does need to be peripherally aware of what's going on there and act when it requires his full attention. One of my concerns with the lab based experiments on multitasking is that they assume each task is equally critical or that they all require a high level of accuracy and attention to detail. Sometimes, all that is needed is a quick scan or sweep in between other tasks that demand more focused attention. I hope that my lecture is not what is being scanned, but I know that the humanities are not always their top priorities and I would rather they get some of the content than to skip the class altogether when the Institute demands more of them than they can deliver. I've seen a student look hopelessly absorbed in their computer work, shift into active engagement with a class discussion, make very pertinent comments, and then go back to work, just as I've seen exhausted students make a great comment and then fall asleep before they heard their classmates response. It is not the ideal in either case but sometimes it reflects the crunch of a university system which pushes its students to the breaking point and beyond, just as adult multitasking is a product of unreasonable demands placed on us by current economic practices.

Some of the students make bad choices and pay the consequences for them. But then some of them stay up too late, don't read the assignments, put off doing written work, and make a range of other decisions which also negatively impact their performance in my classes. The reality is that even bright students sometimes make bad choices, and part of our task as teachers is to help them to see the consequences of bad choices and model more constructive relations with technology.

Some of the students are indeed engaged in activities which constitute distractions from the course work, but before the computer, you would see people flipping through textbooks, reading newspapers, doodling, or simply day dreaming in class, and the computer simply makes these actions more visible to people around them. I am not happy that they are doing these things, but as a teacher, it's my job to be more interesting than these minor distractions.

Most often, they use the computer to take notes, to record information that emerges for the class discussion. This is a generation that learned its keyboard skills in elementary school and often finds penmanship torturous. Why shouldn't they be allowed to use the computer to take notes?

They might also use the computer to draw on information relevant to the discussion. I made a conscious strategy of engaging with these aspects of their computer use, posing questions for them to look up information online just as I might ask them to look up something in a book. I might suggest examples that they might want to look at later and they would pull up the links and bookmark them for consulting later. They might check me if I was struggling for a bit of data and they might propose videos from YouTube which helped to illustrate the points we were exploring in the discussion. It's hard to call many of these uses multitasking in the negative way the film uses the word, because these are very much on task and help to reinforce the lessons through alternative media channels and help increase curiosity on things they could look at later. Students would often look at these book marked materials and send me e-mail about them which encouraged us to extend the discussion through another channel.

The charge that they are multitasking and thus not retaining information rings false to me. I have found that MIT students have incredible recall -- they can recount point by point details of class discussions weeks later. Many of them are very close readers of texts, having mastered close reading through their engagement with online fan and gamer discussion lists and can apply those skills to a range of media artifacts. Many of them are gifted problem solvers and brainstormers, having collaborated through social networks and online forums for much of their life. They would tackle theories almost as engineering problems, breaking them down analytically, resolving conflicts and confusions, and putting them back together again. In a liberal arts college, students rip into the theories like a pack of savage wolves, trying to see who or what will survive their terrorizing, but at MIT, students tinker with theories, seeing what each allows them to do, looking for their strengths, and then patching together their weeknesses, to see if they can build something stronger in their place.

As someone who lived with MIT students, let me tell you that computers have not displaced books. Almost every student has a stack of well loved and well worn books in their rooms, alongside their electronic computer. In some cases, textbooks, but even there, they were textbooks they chose to keep in a world where poor students can quickly sell off used textbooks they don't value. Many more of them were literary works -- particularly science fiction and fantasy, but also classics from the high school lit class, which have continued to speak to them in meaningful ways. I've certainly engaged in long conversations with these students about the books they read, sometimes well into the night. I even remember sitting up one cold December night until dawn taking turns reading A Christmas Carol as a group -- a project initiated by the students themselves. Unlike some adults I know who want to pit the computer against the book, they have no trouble giving both their proper respect, using the computer when it seems meaningful to them, reading books when it seems the best choice. They do so programatically in search of information, but they may also use both as a source of pleasure and self reflection. What I saw in the dorm renewed my faith that the values of book culture are surviving into the next generation.

Yes, they often use computers and mobile devices to navigate through the day, coordinating their activities with other equally dispersed and mobile students. Yes, they sometimes writing emails to people who are just across the hall. But they also still hang out in each other's dorm rooms and they particularly cluster in the lobbies of dorms to talk with each other. Our dorm was a thriving community, a support network for its members, a place where a great deal of learning took place through conversations, and I worry very little about the social skills of MIT students. Our dorm was perhaps the most vital social community I've ever been a part of -- and much of this was brought about because communication ocurred at multiple levels through a range of technologies. Sometimes there were fights through online spaces, but rarely were they allowed to fester, because they could always be resolved through face to face conversations. And yes, they formed strong connections with people they never met face to face -- which expanded their social networks, exposed them to new ideas. We also saw students who had come to MIT from other parts of the world able to maintain much stronger connections with their families and friends back home (or for that matter, at other universties around the world.)

I know what you are going to say -- that these are exceptional students at an elite university and not necessarily representative of students around the country. I fully agree. But keep in mind that I didn't choose to focus on MIT students. The filmmakers did. And they were trying to make the claim that MIT looked like where other students would be going in the future -- that they illustrated the traits of digital learning pushed to an extreme because MIT students are among the early adapters of technology and live lives that are more saturated with high tech experiences than most students. I am not sure that MIT students are really representative of much more than their own local culture and on the MIT campus, each dorm constitutes its own distinctive cultural community.

As someone who works through ethnography, I do not necessarily see any group as representative of the national norms. There is no one digital culture or digital generation, simply many different ways that groups have integrated digital technologies and practices into their lives, some rewarding, some potentially destructive, but each distinctive. At that point, I see a value in locating problems but I also see a value in locating success stories which might provide models for building more constructive relationships to technology. The work I've been doing for the past five years working on New Media Literacies has been to help identify what productive relationships to new media look like and to create materials which help teachers and students master needed skills. It doesn't assume everything we do online is equally valuable to us, but it also doesn't start from the premise, seemingly advocated at places in the film, that we should bar the school house gates to digital technology. For me, the potentials are much greater than the risks.

Never Mind the Bollocks: Shepard Fairey's Fight for Appropriation, Fair Use, and Free Cultre (Part Two)

This is the second part of an essay written by cultural report and USC Annenberg student Evelyn McDonnell, being reprinted here with the author's permission.

Barack Obama "Hope" poster, original...

Image via Wikipedia

"Hope"

It was into this battleground that Fairey wandered with seemingly noble intentions. Since the mysterious and ambiguous days of the Andre stickers, Faireyʼs work had become increasingly political. Influenced by punk and Constructivism, he unabashedly referred to his work as propaganda. He made a series of posters attacking George W. Bush and the war on Iraq during the 2004 election. He also created posters for the campaign of Ralph Nader.

For the 2008 election, he decided to take a different tack.

"Iʼd spent a lot of time criticizing the Bush administration, the war in Iraq -- things unfortunately didnʼt have enough power to prevent but I could at least try to dissuade people from mistaking the same mistakes again," he says. "A lot of people really respond to negative images because venting is cathartic. I had started to think about why my anti-Bush images and other peopleʼs anti-Bush images had not kept Bush from being reelected in 2004. Maybe it makes more sense to support rather than oppose. And I looked at Obama as the unique opportunity to endorse a mainstream candidate... The ceiling to a lot of the rebel culture and the real activism and quasi-activism was these people are glad to talk but donʼt do anything to engage in this process enough to make an actual difference. I said Iʼm going to engage in this process. One of the most compelling things was having a two and a half year old and being about to have another baby. And thinking itʼs far more important to have them not growing up under McCain as for me to maintain my brand as anti mainstream."

So in January 2008, as Obama was emerging as a front runner in the Democratic race but before the Super Tuesday primaries, Fairey made the Progress poster. "I made the Obama poster just like I made any other poster. The week before it was a ballot box with a speaker on the front saying ʻEngage in democracy, vote.ʼ To me it was just another political image ... I had no idea it was going to be such a hit." Fairey purposefully created a piece that showed him reaching beyond the grassroots cultures that had been his comfortable home.

"I did purposefully try to make it something that I thought could cross over that would have enough appeal to my fan base to stylistically work for them and also not be quite as edgy or threatening. And not in any way to be ironic, to be sincere. And patriotic. My feeling was that all my friends are already going to vote for Obama. The people that hopefully this image will appeal to is the person whoʼs on the fence. It needs to be something thatʼs nonthreatening. Something -- this sounds really corny -- but something that would maybe be hopeful and inspirational."

Fairey originally did with the "Progress" poster what he had done with its predecessors: Made a limited print run of 3-400 that he sold, then used the money to make more posters to distribute for free. Oprah Winfrey and Michelle Obama held a rally at the University of California, Los Angeles, at which he gave away 10,000 copies. In the meantime, Fairey had been in contact with people inside the Obama campaign, who liked the artwork but preferred it carry a different textual message. "Hope" and "Change" were the keywords they were trying to promote, Fairey says. So he made a new version for the campaign. "I chose ʻhopeʼ because I think a lot of people are complacent and apathetic because they feel powerless," he says. "The first thing to motivate people to action is a level of optimism that their actions will make a difference. Hope is important because so many people feel hopeless."

The rest, as the saying goes, is history. Faireyʼs artful yet simple, dramatically chromatic message struck a chord. He made the poster available as a free download on his website, with the condition that any proceeds from sales go to the Obama campaign. Soon, "Hope" was everywhere, a powerful illustration of the way in which the Internet enables fast and direct communication. Fairey received a letter of thanks from the presidential candidate on February 22, 2008, that said in part: "The political messages involved in your work have encouraged Americans to believe they can help change the status-quo."25

On January 17, 2009, the Smithsonian unveiled a mural based on "Hope."For the artʼs maker, the experience, at that point, was a positive lesson in civic engagement.

"Iʼm proud of the image. I put all the money from it back into making more posters, giving money to the campaign, organizing the Manifest Hope art shows. It was all related to supporting Obama. There was no goal for personal gain. Of course publicity wise, it was great for me. Iʼm very fortunate that Iʼm doing that well in my career that I can dedicate that much time to supporting a candidate and not have to have an ulterior motive, like the ambassadorship to Puerto Rico. It was something that was really heartfelt and Iʼm really glad Obamaʼs President."

Backlash

No good deed goes unpunished. "Hope" catapulted the already successful Fairey to a level of notoriety enjoyed by few contemporary artists. He was the subject of numerous articles and was commissioned by Leviʼs to design a line of jeans. He was hired to draw covers of Time and Rolling Stone. The style of the "Hope" poster was itself widely appropriated and parodied (more on that later). But with fame comes friction.

In February 2009, the prestigious Institute of Contemporary Art in Boston debuted an exhibition of Faireyʼs work. The show had been planned before "Hope," the artist says. But of course, the opening got a lot more attention as a result of Faireyʼs heightened profile. Not all of this attention was positive. The night of the opening, Fairey was arrested by Boston police for acts of vandalism related to Faireyʼs public admission that he had performed numerous acts of street art during his lifetime, including when he lived in nearby Providence.

"The Boston arrest was a lot of different things converging," he says. "I made the

mistake of being very candid about my practice as a street artist. The Boston police said

thatʼs an affront to the Commonwealth."

Fairey had been arrested for vandalism before. But he had never been sued by a large corporation for copyright infringement. Actually, it was the artist who, in response to letters and phone calls from AP lawyers, threw down the formal legal gauntlet; on Feb. 9, 2009, with the Stanford University Fair Use Project as his legal team, he filed suit in US District Court in New York to vindicate his rights to the image. AP, saying in a statement that they were disappointed that Fairey had broken off negotiations over the Garcia image, filed a countersuit.

Faireyʼs case centers on fair use. The suit argues that Fairey "altered the original with new meaning, new expression, and new messages," and did not create the art for commercial gain; that he "used only a portion of the Garcia Photograph, and the portion he used was reasonable in light of Faireyʼs expressive purpose"; and that his use "imposed no significant or cognizable harm to the value of the Garcia Photograph or any market for it or any derivatives; on the contrary, Fairey has enhanced the value of the Garcia photograph beyond measure."26

The AP argues that Faireyʼs use of the photograph was substantial and not transformative: "The Infringing Works copy all the distinctive and unequivocally recognizable elements of the Obama Photo in their entire detail, retaining the heart and essence of The APʼs photo, including but not limited to its patriotic theme."27 It also charges that as of September 2008, Fairey had made $400,000 off the image. In a statement available on the website, AP spokesman Paul Colford said the organization was itself acting in defense of creators: "AP believes it is crucial to protect

photographers, who are creators and artists. Their work should not be misappropriated by others."28!

In October 2009, there was a significant, but troubling, development in the case. Fairey admitted that he had misstated which Garcia photo he had originally used for the poster. Instead of a photo in which Obama was shown next to actor George Clooney, he used a photo of Garciaʼs face alone. He also admitted that he had altered evidence to cover up his misstatement.Faireyʼs lawyers have resigned from the case; he has replaced them with new counsel. He also faces possible legal censure.

Fairey says he was initially mistaken about the source and then, embarrassed, tried to hide his mistake.29 The change in source affects one tenet of his fair use argument: that he "used only a portion of the Garcia Photograph, and the portion he used was reasonable in light of Faireyʼs expressive purpose."

"I made some poor decisions that I can only blame myself for," Fairey says.

Does Shepard Have a Posse?

Even before Faireyʼs admitted lie, he had a credibility issue. The Internet is full of Shepard-haters. Diehard punks and radical left-wingers accuse Fairey of selling out not just because of his Leviʼs and Sakʼs Fifth Avenue campaigns, but because of the Obama posters. Thereʼs a whole website devoted to listing the artists and works Fairey has copied. Undoubtedly some attacks are from artists who are jealous of his success. Others have fairly well-thought-out critiques. When I wrote an article on Fairey for The Miami Herald in November 2009, it quickly accrued comments both from kneejerk radicals and reasoned liberals troubled by Faireyʼs questionable integrity (a fan posted first). Sometimes, it seems as if Fairey has a posse -- one thatʼs out to hang him.

Most disturbing are allegations that while Fairey unapologetically appropriates, he has been litigious toward people who have in turn appropriated his work. In 2008 he sent a cease and desist letter to Baxter Orr, an Austin artist and art dealer who had made a version of Faireyʼs Andre image with a surgical mask on it (this was during the SARS crisis). Orr told The Austin Chronicle, "It's ridiculous for someone who built their empire on appropriating other people's images. Obey Giant has become like Tide and Coca-Cola."30

Fairey says he was upset because Orr had been profiting off the artistʼs work by buying posters cheaply from Faireyʼs website -- in true punk rock fashion, Fairey keeps prices for his work low -- then flipping them for a substantial profit. Since this practice is only unethical, not illegal, Fairey went after the "parasite" over IP infringement instead. Orr, who later made the disturbing "Dope" poster parodies of Obama as a cokehead, had publicly bragged about his actions and needled Fairey. Fairey now says the letter was a mistake. "I didnʼt think about how it looked hypocritical. I was operating out of anger and frustration."

One could argue that Faireyʼs admitted "mistakes" make him human. Or the artist could just be caught up in the tangle of sometimes competing, sometimes converging editorial and market logics that drive contemporary media work, as defined by scholar Mark Deuze.31 My personal assessment is that as a white kid from South Carolina, Fairey will always be an outsider in the outsider worlds of punk and hip-hop. This makes him both vulnerable to attacks from those who consider themselves insider purists (like Orr) and insecure. I think Fairey considers the current, constrictive rules of copyright law a burdensome and unreasonable hindrance to the cultural practices to which he, and increasingly many new media workers, are accustomed, and that he felt therefore above the law when it came to admitting the source of the Obama image. His

hypocritical defense of his own IP against an intruder both reveals his ego and shows just how complicated copyright can be. Even those who see it as being intrusive may see it as also necessary, especially when it comes to their own works.

Fairey is not against IP. DJ Diabeticʼs views of copyright are influenced by his love of hip-hop.

"I completely believe in the concept of intellectual property. I just think itʼs got such broad latitude for interpretation that when someone wants to make someoneʼs life hell over some sort of creative transformation of something, itʼs far too easy. What I think IP is about is when someone makes something that directly impairs the market of the creator, thatʼs a problem. When something builds its own new market and may enhance the creatorʼs market, thatʼs a good thing. I think most hip-hop that uses samples should be fair use. I think itʼs completely unfortunate for that art form that the laws have gone the way they have, and thatʼs due to lawyers."

Fairey is much more careful about attribution and appropriation these days. He has begun a project on American pioneers in art, music, and culture, starting with Rauschenberg associate Jasper Johns -- thus saluting some of the figures others have accused him of stealing from. On his website, he carefully notes the Johns image is by photographer Michael Tighe.32

"Iʼm not trying to steal peopleʼs images and exploit them," Fairey says. "I feel like anything I make, Iʼm adding new value that doesnʼt usurp the value of the original. At the same time I donʼt want people to feel taken advantage of, so if I can make it be mutually beneficial, I will. This has never been about me trying to be selfish or greedy about the art I make. I try to use my art for good causes. Almost every print I do has some philanthropic element."

Free Speech + Free Culture = Democracy

Lessig and Litman have both described at length how the companies who are able to buy the most lawyers and legislators are currently winning the copyright wars. AP says it is out to defend the rights of creators, but the creator of the Obama photo has both contested the organizationʼs ownership of the image and said he thought Faireyʼs use of it had been a mostly positive experience:

"I donʼt condone people taking things, just because they can, off the Internet. But in this case I think itʼs a very unique situation ... If you put all the legal stuff away, Iʼm so proud of the photograph and that Fairey did what he did artistically with it, and the effect itʼs had."33

The Recording Industry Association of Americaʼs cynical deployment of the band Metallica aside, copyright wars are not being waged by creators against users: They are being waged by the companies who have purchased the rights from the creators and are now cynically fighting to control creativity. Copyright law was invented precisely to counter such monopolization, when England passed the Statute of Anne to break the stranglehold booksellers had on literature. Todayʼs mediacracy is every bit as powerful as those 18th century word lords.

In terms of legal precedent, Fairey may have a tough battle. You can read lawyersʼ own mixed takes on the case, if you want a bit of a head spin. But many scholars who are closely studying the way new media is redefining cultural practices see the case as an important landmark. Jenkins argues that images of public figures should be particularly seen as fair game, as the art practices of Reid and Prince have already put into practice.

"Artists -- whether professional or amateur -- need to be able to depict the country's political leadership and in almost every case, they are going to need to draw on images of those figures which come to them through other media rather than having direct access..."

"The question, then, boils down to what relationship should exist between the finished work and the source material. And my sense is that Fairey's art was transformative in that it significantly shifted the tone and meaning of the original image. The photograph as taken has nowhere near the power that Fairey's deployment of it had. The photograph was quicklyforgotten amid the flood of such images. And many other photographers captured essentially the same shot. Fairey's poster, on the other hand, is so iconic that it is likely to be reproduced in American History textbooks decades from now. The mythic power comes from what Fairey added to the image -- not from any essential property of the original, which was workmanlike photojournalism."34

The most disturbing ramification of the case against "Hope," should Fairey lose, may be not just its possibly deleterious effect on free culture, but its impact on free speech and civic engagement, the backbones of democracy. If Fairey were less of a punk-steeped radical and were to consider making the Obama poster now, he might not simply license the fee; he might remain silent all together. "I still donʼt regret it, though Iʼm a lot closer to regretting it than I ever thought I would be," he says. "Itʼs such a nightmare that Iʼm going through. Itʼs been really hard on my family."

Not just to punks, rappers, and appropriation artists, but to a large, growing segment of the population that is finding in the frontier world of the Internet a thriving creative environment, Faireyʼs actions make sense. Appropriation is part of how they create and communicate every day. "[Fairey] embodies this new dispersed, grassroots, participatory culture about as well as any contemporary figure," says Jenkins. "The battle between AP and Fairey is an epic struggle between the old media and new-media paradigms, a dramatization of one of the core issues of our times."35

In Free Culture, Lessig argues that the divergence between copyright law and

public practice is turning regular citizens into outlaws, and thus undermining the rule of law. Fairey probably didnʼt exactly mean to launch a grenade into this battleground when he created the most populist, crossover work of his life. But since his entire ouevre was rooted in practices attacking mediacracy, perhaps he couldnʼt help but be a guerrilla.

The "Hope" poster won its first objective: Barack Obama was elected president on Nov. 4, 2008. It made Shepard Fairey a celebrity. And it could just change the way we think about, and litigate, cultural creation.

1 Henry Jenkins, et al., Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, Chicago: MacArthur Foundation, 2006,

2 Jenkins, Convergence Culture: Where Old and New Media Collide, New York: New York University Press, 2006, location 188-192, ebook version.

3 Lawrence Lessig, Free Culture, New York: Penguin, 2005, page 11.

4 This and all subsequent quotes from Fairey that are not footnoted are from an in-person interview conducted by Evelyn McDonnell Nov. 18, 2009.

5 Shepard Fairey, talk given at University of Southern California, Nov. 4, 2009.

6 "Sex Pistols Artwork," SexPistolsOfficial.com.

7 Shepard Fairey, et al, Obey: Supply and Demand: The Art of Shepard Fairey, Berkeley: Gingko Press, 2009.

8

Richard Whittaker, "Artist Cage Match: Fairey vs. Orr," The Austin Chronicle, May 16, 2008.

9 Peter Shapiro, The Rough Guide to Hip-Hop, London: Penguin, 2005, pages 160-61.

10 Fairey et al, page 18.

11 Randy Kennedy, "If the Copy Is an Artwork, Whatʼs the Original?", The New York Times, Dec. 6, 2007.

12 Jason Rubell, phone interview with Evelyn McDonnell, Oct. 28, 2009.

13 Rene Morales, email to Evelyn McDonnell, Nov. 23, 2009.

14 Greg Milner, Perfecting Sound Forever: An Aural History of Recorded Music, New York: Faber and Faber, 2009, page 302.

15 Lessig, pages 129-30.

16 Lessig, page 9.

17 Jenkins et al, page 32.

18 Jenkins et al, page 33.

19 Jessica Litman, Digital Copyright, Amherst, NY: Prometheus, 2006, page 13.

20 Paul Goldstein, Copyrightʼs Highway: From Gutenberg to the Celestial Jukebox, Stanford, Calif.: Stanford University Press, 2003, page 15.

21 Goldstein, page 27.

22 See Nas, Hip-Hop Is Dead, Def Jam Records recording, 2006. Also Sasha Frere-Jones, "Wrapping Up: A Genre Ages Out," The New Yorker, Oct. 26, 2009, and Simon Reynolds, "Notes on the Noughties: When Will Hip-Hop Up and Die?", www.guardian.co.uk, Nov. 26, 2009.

23 Lessig, page 181.

24 Litman, page 14.

25 Fairey et al, page. 273.

26 COMPLAINT FOR DECLARATORY JUDGMENT AND INJUNCTIVE RELIEF, SHEPARD FAIREY and OBEY GIANT ART, INC., against THE ASSOCIATED PRESS, page 11.

27 ANSWER, AFFIRMATIVE DEFENSES, AND COUNTERCLAIMS OF DEFENDANT, THE ASSOCIATED PRESS, SHEPARD FAIREY and OBEY GIANT ART, INC., against THE ASSOCIATED PRESS, page 10.

28 Paul Colford, AP Statement on Shepard Fairey Lawsuit, Feb. 9, 2009.

29 Fairey, Nov. 4, 2009.

30 Whittaker.

31 Mark Deuze, "Media Work & Institutional Logics," Deuzeblog, July 18, 2006.

32 "Jasper Johns," Obey website, Dec. 10, 2009, http://obeygiant.com/.

33 Randy Kennedy, "Artist Sues the A.P. Over Obama Image," The New York Times, Feb. 9, 2009.

34 Jenkins, email to Evelyn McDonnell, Nov. 22, 2009.

35 Jenkins, Nov. 22, 2009.

Evelyn McDonnell is doing life backwards: After more than two decades of writing about popular culture and society, she's getting her Master's in arts journalism as an Annenberg Fellow at the University of Southern California. She is the author of three books: Mamarama: A Memoir of Sex, Kids and Rock 'n' Roll; Army of She: Icelandic, Iconoclastic, Irrepressible Bjork; and Rent by Jonathan Larson. She coedited the anthologies Rock She Wrote: Women Write About Rock, Pop and Rap and Stars Don't Stand Still in the Sky: Music and Myth. She has been the editorial director of www.MOLI.com, pop culture writer at The Miami Herald, senior editor at The Village Voice, and associate editor at SF Weekly. Her writing has appeared in numerous publications and anthologies, including Rolling Stone, The New York Times, Spin, Travel & Leisure, Interview, and the LA Times. She codirected the conference Stars Don't Stand Still in the Sky: Music and Myth at the Dia Center for the Arts in New York in 1998. She has won several fellowships and awards. "Nevermind the Bollocks" is part of a larger project Evelyn is researching on artists in the age of content. You can contact Evelyn at evelyn@evelynmcdonnell.com.

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Never Mind The Bollocks: Shepard Fairey's Fight for Appropriation, Fair Use and Free Culture (Part One)

One of the many highlights of my first semester in LA was the chance to see and meet Shepard Fairey. who I regard as one of the most significant visual artists of our times and a focal point for debates about the politics/poetics of appropriation and fair use. Fairey spoke on stage with my new colleague, Sarah Banet-Weiser. I have been following Fairey for some time since he was an art student at the Rhode Island School of Design and "Andre the Giant has a Posse" stickers started to appear on lamp posts and underpasses around Boston. At first, I envisioned the stickers as a new kind of fan art -- since I was deeply into the World Wrestling Federation at the time -- and only gradually came to understand them as a form of culture jamming. Now, having seen and talked with the guy, I suspect they were an odd blurring between the two -- a bold experiment in tapping the power of participatory culture to spread images across the planet and relying on local contexts to shape what those images meant to participants. Pretty cool.

One of the students in my New Media Literacies class last term, Evelyn McDonnell took advantage of Fairey's visit to USC to interview him for the Miami Herald. McDonnell is a cultural reporter of the highest order -- the kind of student you hope you will get at a place where journalism and communications students co-mingle. She's already written three books and edited two more, mostly dealing with rock music, and she's now working on a project dealing with the shifting relationship between artists (popular and high) and their publics. She really dug deep for the Herald story and found out much more than could make it into a newspaper piece, so she asked if she could expand this work as her final paper for the class.

I was certainly intrigued to learn more about her thoughts on Fairey and especially on the current legal struggles he is engulfed in. But what she gave me was so much more -- an exploration of artistic and musical appropriation since the Punk era, how they have shaped Fairey's aesthetic project and how they have impacted the current state of law around Fair Use. Her interest in rock is very visible in the opening which shows how the album design for the Sex Pistal's Never Mind the Bollocks helped to inspire Fairey.

I timidly asked her if she'd be willing to share it via my blogs, knowing that the topics would be relevant to some many different readers, and I was grateful she agreed. I am running the essay in two installments -- today's part takes the long view situating Fairey's work in the larger trajectory of artistic appropriation; the second part, which will run on Friday, deals specifically with the Obama Hope poster, how and why it was created, and the legal battle that now surrounds it. Enjoy!

Never Mind The Bollocks: Shepard Fairey's Fight for Appropriation, Fair Use and Free Culture

By Evelyn McDonnell


Every sk8ter boi with a Clash album and a can of spray paint wants to change the world. In late January 2008, Shepard Fairey may have done just that. Thatʼs when he decided to create something he had never, in some 20 years of producing stickers, T-shirts, prints, stencils, tags, and canvases, made before: a poster endorsing a popular political candidate.

Since Barack Obama was not exactly available to pose for some grassroots graphic artist, Fairey found a photo of the senator online. With a couple mouse clicks, he copied a shot taken by Mannie Garcia in 2006 for the Associated Press. Then he turned a news photo into a propagandist art statement.

Fairey replaced the natural tones of the photo with the strong lines and bold colors -- in this case, red, white, and blue -- of Russian Constructivist art. He added oversized cartoon hatch-mark shadings in the style of Roy Lichtenstein. Across the bottom, he wrote: "Progress." In later iterations, he changed "Progress" to "Hope."

Faireyʼs Obama "Hope" poster is the most iconic, widely seen art work in recent history. Its dignified profile telegraphed both patriotism and change better than any other single image in a mediagenic campaign. "Hope" both captured and helped enable a historic moment.

And it got its maker into a heap of trouble. In ʼ09 Fairey and the AP sued each other over the artistʼs use of Garciaʼs photo. "Hope" may not have merely helped the United States elect its first African-American president. It could set new legal precedents for one of the most important issues of the digital age: intellectual property.

Faireyʼs lawsuits with the Associated Press are a test case for the changing rules of IP and a case study in what media studies scholar Henry Jenkins et al have described as the new media literacy of appropriation.1 The meeting of an underground artist with mainstream and commercial ideology is also an example of what Jenkins calls convergence culture: "a cultural shift as consumers are encouraged to seek out new information and make connections among dispersed media content."2 The story of the "Hope" poster is the story of divergence as well: of increasingly closed copyright law deviating from increasingly open-sourced public practice. In this case, the law and mainstream media are working at odds to both market capitalism and anarchist street culture.

A close analysis of the Fairey/AP battle -- or what could be called the case against "Hope" -- provides key insights into the status of appropriation, fair use, free culture, and engaged citizenry as we enter the final year of the first decade of the 21st century. The battle could be a strategic turning point in what Harvard professor Lawrence Lessig has called the war against free culture. "There is no good reason for the current struggle around Internet technologies to continue," he writes. "There will be great harm to our tradition and culture if it is allowed to continue unchecked. We must come to understand the source of this war. We must resolve it soon."3 By studying Faireyʼs employment of appropriation, we take another step toward understanding that war. Lessig may be optimistic in saying understanding can lead to resolution, but it can certainly inform further activism and creativity.

Anarchy in the Public Domain

Faireyʼs use of Garciaʼs image, and the entire NML conception of appropriation, have historical precedents in the cultural traditions in which the artist was steeped: punk, collage, street art, and Pop art. Frank Shepard Fairey grew up in Charleston, South Carolina. He discovered punk rock and its connected skateboard subculture as a teenager. "The Sex Pistols changed my life," he says. "That was the gateway band for me."4

The English band the Pistols, who sang about "Anarchy in the UK" in a music driven by over-amped guitars and Johnny Rottenʼs sarcastic snarl, were Faireyʼs gateway out of conservative Southern culture and into a global youth subculture characterized by rebellion against mainstream and corporate values. "Thereʼs not a lot of progressive culture there," he has said of his hometown. "I got into the skateboarding and punk life. That opened my eyes to political and social critique: How art could work with things that are political."5

The cover of Nevermind the Bollocks, Hereʼs the Sex Pistols, the bandʼs 1977 debut album, was designed by an English artist named Jamie Reid. Reid did for punk music what Fairey did for the Obama campaign, providing a distinctive iconography of cut-up, Xeroxed images and ransom-note-style lettering. In one famous piece, he put a safety pin through the lip of a reproduction of a photograph of Queen Elizabeth II, providing a visual complement to the Pistols song "God Save the Queen." As far as I can tell, Reid was not sued by royal photographer Peter Grugeon -- though there was certainly intense uproar over the song and artwork.6

There was a purpose to this playfulness. Do-It-Yourself -- the notion that culture should actively

be in the creative hands of the people, not just something produced by corporations and consumed by a passive audience -- is a guiding ethos of punk. In reaction to the showy musicianship of art-rock, such bands as the Clash advocated that music be simplified and demystified, so that anyone could play it. Cut-up art is similarly a way of claiming images that permeate public spaces (the queenʼs face was omnipresent in ʼ77 England, the year of the Silver Jubilee), asserting individual expression over them (the safety pin), and making them public domain (Reidʼs image was stickered around town). Through media bricolage, Reid and other punk ʻzine creators asserted individualsʼ right to exploit and manipulate commercial imagery, since commercial imagery exploits and manipulates the public. They were appropriating, creating visual remixes and mashups -- long before those were digital-culture buzzwords.

The graphic creation that first made Fairey famous in underground circles was also a punk sticker, one that looks strikingly like "God Save the Queen." Fairey went to the Rhode Island School of Design to study illustration. In 1989, he made a stencil of Andre the Giant and added the words "Andre the Giant Has a Posse," plus the wrestler/actorʼs height and weight. He plastered the stickers around Providence enough that a local weekly, The Nice Paper, took note. Soon, the Andre campaign spread to nearby Boston and New York. Fairey sent stickers to friends who put them up wherever they lived. He advertised in punk magazines and sold the stickers by mail order for five cents each.

Within seven years, he had printed and distributed a million of them. Fairey also made Andre posters and stencils. André René Roussimoff died in 1993, but he and his make- believe posse were ubiquitous on urban street lamps and walls for years afterwards.7

According to one news account, Fairey had to alter the image of Andre, as the owners of World Wrestling Entertainment threatened to sue over it.8 The face evolved into a Constructivist-inspired abstraction, and now the words just said "Obey" or "Giant." The forced change actually enabled Faireyʼs art to become more sophisticated and distinctive. The style that was to become famous with "Hope" was apparent in the "Obey" series of works of 1995.

In his street-art campaign, Fairey was inspired by another musical culture of the 1970s. Graffiti is considered one of the four main elements of hip-hop (the other three being DJing, breakdancing, and rapping). It, like punk cut-up art, is also an assertion of the individualʼs right to self-expression in the public domain, with the legal concept of public domain meant quite tangibly -- on subway cars and abandoned buildings. The art of spray-painting tags (aliases of graffiti artists) and street murals exploded during New Yorkʼs fiscal crisis, as colorful balloon letters and stylized characters proliferated. Such practitioners as Futura 2000, Rammellzee, Lady Pink, Revs, Cost, and Claw became famous for going "all-city."9 Street artists Keith Haring and Jean-Michel Basquiat were also accepted into the world of fine art, becoming celebrities of the Downtown scene of the 1980s.

Fairey saw this work all around him on a 1989 visit to New York, shortly before he launched the Andre sticker. "I saw graffiti in risky places that gave me new respect for the dedication of the writers," he writes in Obey: Supply and Demand: The Art of Shepard Fairey. "Stickers and tags coated every surface in New York City. I left the city inspired ..."10

Reclamation and transformation of commercial or public images is also an accepted method in the art world of museums and galleries. Marcel Duchamp virtually invented conceptual installation art with his famous urinal sculpture. Robert Rauschenbergʼs combines and collages of the ʻ50s mixed found objects and images. In the 1960s, Andy Warhol made brightly colored silkscreens of Campbellʼs soup cans, Marilyn Monroe, and Elvis Presley. In the ʻ70s Richard Prince rephotographed commercial shots of Marlboro Men and Brooke Shields.

Such appropriative art has been both highly successful -- a Prince work sold for $1.2 million in 2005 -- and controversial: He was sued over the Shields shot, and reportedly settled out of court for a small fee.11 Still, appropriation has become largely accepted as an artistic practice. "Good artists borrow, great artists steal," Pablo Picasso is reputed to have said. In 2009, Miamiʼs Rubell Family Collection named an exhibit of 74 of its artists engaged in various forms of mimickry, including Mike Kelley, Rashid Johnson, David Hammons, Paul McCarthy, and Sherrie Levine, "Beg Borrow and Steal." "Artists are acting as cultural curators; through their work theyʼre recurating history and recontextualizing it," says Jason Rubell, one of the exhibitʼs curators. "Theyʼre appropriating and reassessing imagery that came before."12

In the same way that Reid and the punks utilized it, appropriation by fine artists may be an effective tool against mass media bombardment. "Thereʼs an enormous difference between imitation and appropriation," says Rene Morales, a curator at the Miami Art Museum, which co-produced an installation by Fairey in December 2009. "Appropriation is a creative act; itʼs become one of the most effective ways to make art in a media-saturated word."13

The Pop Art of Rauschenberg, Warhol, Prince, and others influenced Fairey. "My favorite artists are people like Jamie Reid and Rauschenberg and Warhol, who incorporated existing art work in their work but did it in a way that made something that wasnʼt very special incredibly special," he says.

To those who decry lack of originality in Faireyʼs work, the artist agrees. "The idea of originality is pretty ridiculous. Itʼs virtually impossible to be original. Language is based on reference. To me as a visual artist, I use reference in my work all the time, both images that have a specific

connotation and styles that have a specific connotation."

For instance, in the Andre artworks, Fairey wrote "Obey" in red capital letters. This was his homage to ʻ90s art star Barbara Kruger, whom he calls "the most political, outspoken artist" of that time. "I liked her work and I thought that if I used that style, people were going to wonder what I was trying to say. I think she understood she should be flattered."

Russian Constructivism, Reid, Warhol, Kruger: The influences on Faireyʼs work are clear. The artist is as unapologetically derivative in his image choices as in his styles. He doesnʼt draw or paint the central figures of his pieces. He uses images created by others, either by photographers with whom he is collaborating, or images he finds online, or at agencies that sell stock photos, or that are already well known (such as his series on famous musicians). "Thereʼs no shortage of images," he says with a twinkle of ironic mischief. "Itʼs just that thereʼs an abundance of lawyers as well."

Prince simply rephotographed some of his most famous images, without modification. Fairey alters, sometimes radically, the works he appropriates, with exacto knives, computer tools, or by hand illustrating them. He defends his methods philosophically.

"Iʼm biased to my own idea that images are abundant but making them special is whatʼs important. Looking at how to distill what will make something iconic is what I think my skill is. Thereʼs some people who have great brush strokes and others who come up with cool color combinations. This is my skill, and whether the law says itʼs okay or not, itʼs what my skill is. ...

"Thereʼs a huge debate with new technology about what constitutes legitimate art. Does it have to be done with a paintbrush or with your hands? I enjoy illustrating with my hands. But really, your eyes make the art. You make the decisions by looking at things and transferring what you want to do in any number of ways, whether itʼs with your hands or digitally or with photography. The end result is whatʼs important. You may be Jeff Koons and have fabricators build it and never touch it. That to me is whatʼs art about: Whether that end result, however you got there, affects people and says what you wanted to say."

Sampling and Appropriation

Digital technology is radically changing the way the arts are made, transmitted, communicated, marketed, taught, learned, and controlled. Nowhere is this clearer than in the development of remixing and sampling. The ability to duplicate audio clips with commercially available technology became the basis for two important musical forms born in the 1970s: Jamaican dub and its descendent, hip-hop. In a Kingston recording studio, engineer King Tubby took preexisting musical tracks brought in by the artists and producers who had recorded them and cut and pasted, electronically tweaking along the way. "The salient point about Tubby is not that he invented the remix (although he did). Itʼs that the concept of the remix reinvented modern music," writes musical historian Greg Milner.14

A few years later in the Bronx, such DJs as Grandmaster Flash and Koolmaster Herc plugged their sound systems into lampposts and performed for block parties. MCs rapped over instrumental tracks; thus hip-hop was born. DJ/producers mixed hooks and beats from multiple records, obscure or famous, to create whole new songs -- the audio counterpart to Rauschenbergʼs combines, or Reidʼs and Faireyʼs collages. The commercial development of cheap samplers made what had been the high-art form of appropriation easy and ubiquitous. It also fueled the most important creative outpouring of music of the last 30 years, as rap artists emerged from ghettos, barrios, suburbs and small towns around the world. Hip-hop is an example of the environment of creativity that law professors James Boyle and Lawrence Lessig both argue is the core context of intellectual property law.15

The art of cutting, pasting, and remixing -- whether in word-processing software, Photoshop, iMovie, wherever -- is now intrinsic to computer culture. Lessig and many others see this as part of the radically transformative power of digital culture. "For the Internet has unleashed an extraordinary possibility for many to participate in the process of building and cultivating a culture that reaches far beyond local boundaries," Lessig writes. "That power has changed the marketplace for making and cultivating culture generally, and that change in turn threatens established content industries."16

Since 2006 the MacArthur Foundation has been funding a $50 million study of digital culture and learning. In a 2006 white paper written under funding from that study, Jenkins et al identify the skills that are enabled by new media and explore how they might be implemented in classrooms. The paper identifies appropriation as one of these main skills. "The digital remixing of media content makes visible the degree to which all cultural expression builds on what has come before," Jenkins et al write. "Appropriation is understood here as a process by which students learn by taking culture apart and putting it back together."17

Faireyʼs "Hope" poster is a definitive example of appropriation, as launched by his artistic and musical predecessors (Fairey also spins records under the name DJ Diabetic) and described by the white paper. "Appropriation enters education when learners are encouraged to dissect, transform, sample, or remix existing cultural materials," Jenkins et al wrote.18 Fairey was engaged in the essential appropriative processes of analysis and commentary when he remixed Garciaʼs photo.

The Clampdown

" Appropriation may be recognized and respected by artists, punks, rappers, scholars, and educational foundations. But it has become the center of a legal battleground. As an artist being sued for copyright infringement, Fairey follows in the footsteps of Richard Prince and rappers 2 Live Crew. But he is the first creative person to be engaged in litigation with a news giant during a time when internet communication technologies have fundamentally unsettled media organizations (or what I like to call the mediacracy).

IP law is complicated, to say the least. As Jessica Litman quips, "Copyright law questions can make delightful cocktail-party small talk, but copyright law answers tend to make eyes glaze over everywhere."19 Essentially, the law in America historically seeks a balance between the need to guarantee creators and inventors a financial incentive to create and invent, and the right of the public at large to participate in the free exchange of ideas. The overall goal, as stated in the Constitution, is "to promote the Progress of Science and useful Arts."

!ntrinsic to that progress and free expression, certain uses of copyrighted material are protected as fair use. "The Copyright Act allows the copying of copyrighted material if it is done for a salutary purpose -- news reporting, teaching, criticism are examples -- and if other statutory factors weigh in its favor," writes legal scholar Paul Goldstein.20

The Miami bass group 2 Live Crew took their fight for the right to appropriate all the way to the Supreme Court. In 1990 music publishers Acuff-Rose sued the salacious rappers for sampling the Roy Orbison song "Oh, Pretty Woman," to which they owed the rights. 2 Live Crewʼs lawyers defended the use as an act of parody and therefore an example of fair use. The Supreme Court agreed. "The goal of copyright, to promote science and the arts, is generally furthered by the creation of transformative works," Justice David Souter wrote, in a decision that has ramifications for Fairey.21

But other acts who have used samples have not been able to claim the parody fair use defense and lost their cases. Since the rapper Biz Markie was forced to remove a track from his 1991 album I Need a Haircut, musicians have repeatedly been sued over royalties. Now record companies are paranoid about any and all use of samples. What some artists and critics have called the genreʼs current demise could be in part related to the legal crackdown on sampling.22

Indeed, there is something about the digitization of pop music that has caused jurists and legislators to side with multimedia corporations in a clampdown on copying that is changing the rules of intellectual property. The courts shut down music distribution systems Napster and MP3.com and issued restrictive, expensive licensing rules that effectively silenced Internet radio for a time. Lessig, the founders of the Electronic Frontier Foundation, and others have documented and argued against this erosion of free culture. "In the middle of the chaos that the Internet has created, an extraordinary land grab is occurring," Lessig writes. "The law and technology are being shifted to give content holders a kind of control over our culture that they have never had before. And in this extremism, many an opportunity for new innovation and new creativity will be lost."23

Litman refers to this land grab by the vested interests of media conglomerates as the Copyright Wars. "If current trends continue unabated, however, we are likely to experience a violent collision between our expectations of freedom of expression and the enhanced copyright law," she writes.24

******************************(MORE TO COME)*******************************************************

Evelyn McDonnell is doing life backwards: After more than two decades of writing about popular culture and society, she's getting her Master's in arts journalism as an Annenberg Fellow at the University of Southern California. She is the author of three books: Mamarama: A Memoir of Sex, Kids and Rock 'n' Roll; Army of She: Icelandic, Iconoclastic, Irrepressible Bjork; and Rent by Jonathan Larson. She coedited the anthologies Rock She Wrote: Women Write About Rock, Pop and Rap and Stars Don't Stand Still in the Sky: Music and Myth. She has been the editorial director of www.MOLI.com, pop culture writer at The Miami Herald, senior editor at The Village Voice, and associate editor at SF Weekly. Her writing has appeared in numerous publications and anthologies, including Rolling Stone, The New York Times, Spin, Travel & Leisure, Interview, and the LA Times. She codirected the conference Stars Don't Stand Still in the Sky: Music and Myth at the Dia Center for the Arts in New York in 1998. She has won several fellowships and awards. "Nevermind the Bollocks" is part of a larger project Evelyn is researching on artists in the age of content. You can contact Evelyn at evelyn@evelynmcdonnell.com.

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Public Media, Public Education, and the Public Good: An Interview with Heather Chaplin (Part Two)

Editor's note: This is my last post of 2009. See you in the new year. I am going to take some time off with my family.
Much of your discussion centers around the impact of public media on public education. How would you describe the ideal learning environment for the 21st century and what blocks us from achieving that ideal?

One could write a book on that topic! Well, one of the intriguing things about creating a more intimate relationship between public media and public education is that public media is in possession of a national treasure of historical materials. Part of NPL would be assisting public media in digitizing that material and retooling it for teachers to use while teaching.

So imagine a science class where the teacher can pull out a segment from Nova on the spot to illustrate the answer to a particular question asked by a student. Or using a bit of an interview from a Jim Leher interview to make a political point. The examples could go on for ever. And, unlike the archives of corporate-owned media, these arches belong to the American public. We paid for them and we should take advantage of them.

There are also real opportunities for public media to be involved teaching kids media skills. Imagine a local PBS station also being a hub where kids could take classes on video editing, or putting together sound pieces, or making videogames. Part of public media 2.0 calls for local stations to take a greater role in serving their local communities directly.

In terms of the classroom of the future in general, I see digital media as a huge opportunity. I don't believe, however, that digital media tools replace things like smaller teacher-to-student ratios. And I do worry, on some level, about having so much of our lives mediated by machines. I see these digital media tools being used when appropriate to enhance the teaching experience and not as a replacement for teacher to student contact. For example, the idea of using 3-D models of molecules to teach science: that's probably just a better and more effective way of teaching what a molecule is than giving a lecture on one. Therefore, since it's something we can do, we should. On the other hand, discussing a great novel is probably best done by teacher-student discussion. That should go away. It's a matter of understanding the technology now at our disposal and making good choices of when to use it.

What blocks us from achieving these goals? A lot of things. The public school system in this country is messed up almost beyond belief and on every level. Bush's push towards more standardization certainly didn't help - it meant teachers teaching kids to pass certain standardized tests, and not teaching them to be critical thinkers, to be genuinely literate in the sense of being able to create meaning. Our schools are wildly underfunded, and even when money is available, the resistance to change is staggering. I asked one former state school superintendent what she'd do to fix the public education system in this country and she - a mild-looking women in a tweed suit - said she'd blow the whole thing up and start from scratch.

What's so scary is how high the stakes are. Democracy requires an educated citizenry. Without that, you regress to mob rule. Part of being free is knowing how to use your mind.

You are calling for improvements in the broadband infrastructure to bring richer media content into schools but schools are also seeking to police the flow of content into the classroom, blocking off access to social networking and media sharing sites, for example. How might we resolve this tension between the desire to broaden and to regulate access to information in the 21st century classroom?

Another excellent question and I wish I had the answer. It is true that schools and teachers fear the Internet desperately. In part, I think people fear the lack of control the vastness of the Internet implies, I think they fear the new, and I think on some level they simply fear and distrust new technology. People tend to think the things they didn't grow up with are somehow bad.

To me, however, it's like we've built a high-way system, said hey! our whole world is now going to be based on this new highway system - but we're not going to teach anyone to drive. It's sheer lunacy.

I think schools need to learn to teach kids how to use the Internet, not hide them from it. The reasons for this are too numerous - and too well elucidated by you, Henry!, to even go into right here. As to some sort of solution, I can't help but think the answer is working with teachers and parents.

We need to educate people as to what 21st century literacy will require - because being literate in the 21st century is going to be very different from being literate in the 20th century. You simply will not be literate in the future if you don't know how to handle the Internet in a meaningful way. I teach journalism, and I do several classes where everybody brings in their lap top and we do experiments on Internet research, for example. But then that's at the college level and I have freedom over what I get to teach. Again, I can't say enough how high I think the stakes are.

Think of the kid growing up in a small rural town that doesn't even have Internet access. How is that kid going to manage as an adult competing against kids who've been using the Internet since they were toddlers? If the schools don't take this on, children in rural and poor areas will suffer the most and will be left behind even more than they already are.

You argue that concerns about "station by-pass" have sometimes placed public television at war with the new digital tools and participatory culture. Explain. How might we resolve this conflict?

Local public media stations are afraid for their existence. If everything is digital and handled via the Internet, and broadcast becomes a thing of the past, the question does arise of why they even exist. What is their purpose?

The answer to this lies in re-envisioning the role of the local station in its community. A lot of the public media community is starting to image the local station as a community hub, doing serious local journalism, creating forums and town-hall-style meetings, and providing resources for solving local problems. Also, as I mentioned above, taking a greater role in teaching youth to be media literate. The network of local stations is an infrastructure aimed at serving the public good already in place; we shouldn't waste it. But we do need to re-imagine it.

A decade ago, the push to respond to the digital divide led to the wiring of classrooms often without adequate pedagogical goals or professional development. We wired the classroom-now what? How do we avoid the replication of this same problem where the expansion of technical infrastructure outstrips the educational vision needed to use these tools towards meaningful pedagogy?

This is another great question and I feel woefully unqualified to answer it. It's so easy to say what ought to happen, and another thing entirely to actually make something happen.

I think you put your finger on it before when you asked about teachers' wanting to keep the Internet, social networking, etc. out of the classroom. Or Jim Gee talks very eloquently about classrooms very methodically making kids leave everything they're interested in at the door, thus essentially ensuring the kids will be uninterested in the classroom, and, most obviously, failing to take advantage of a kid's natural interests to facilitate learning. Or I love the example I've heard you give of your Moby-Dick project getting stymied because the word "dick" had been blocked by school administrators from Internet searches.

I totally agree with you that having fancy technology is of no use whatsoever if there's no vision of how to use it.

Part of what NPL advocates is also providing content for teachers to use in the classroom and a major push for teacher training when it comes to digital tools. But I know that's kind of a cop-out answer, because how do you actually implement these things? How do you inspire vast change in a system notoriously mired in bureaucracy and seriously allergic to change? This is one of those questions of the ages.

It's probably worth remembering that we are in a period of transition. In another ten years or so, the people signing on to become teachers will have grown up with digital technology and may feel more comfortable using it. In the meantime, I think an assault from all sides is necessary - pressing the Obama administration, which seems pretty savvy and progressive regarding digital technology, to get involved; working with parents to understand what's at stake in terms of their kids' education; educating teachers, etc

.

Educational games figure prominently in this report. This is not surprising given your previous work on games. Why might games be a particularly rich test case for the kind of expanded public media system you are describing?

Yes, I am very passionate about using games to teach and foster civic engagement. One example: right now simulations exist at all levels of the government for all kinds of things, from weather predictions, to budget issues, to military scenarios. Simulations can be incredibly powerful tools for learning how things work - why not take these simulations, which already exist and which we, as tax payers, financed, and turn them into games made available to the public to play with?

It would be cheap, could reach vast amounts of people quicly and easily, and could educate people about important things like how tax cuts or break will effect the economy, what the potential outcomes of military decisions might be, etc. In other words these could be powerful tools for fostering transparancy, which is key to a real democracy. We now have more data than we know what to do with.

Making games so that people can play with the data is one way to help people make sense of everything that is out there. Government data should be available to the public so that we can make informed decisions about what our government ought to be doing. Taking something that already exists- government-created simulations - and making them available as games to people seems a really obvious way to foster democracy.

I also think public media needs to begin funding games in the same way it funds educational television. The inspiration for the act of Congress that funded the Corporation for Public Broadcasting and created PBS and NPR in the first place was this idea that here was this new media - TV - and that we ought to be using it for more than just entertainment purposes. Well, that was 1967. It's more than 30 years later and there's a new new media on the block and that's the videogame. Why leave such a powerful tool in the hands of corporate entertainment companies? As a society we want it in our arsenal of tools to educate the next generation of Americans to be active and engaged participants in our democracy.

Heather Chaplin is a professor of journalism at The New School and author of the book, Smartbomb: The Quest for Art Entertainment and Big Bucks in the Videogame Revolution. She recently participated in a Ford Foundation grant looking at issues of the public interest in the next generation of the Internet. She also works with the Corporation for Public Broadcasting on issues of digital literacy and journalism. She has been interviewed for and cited in publications such as The New Yorker, The Atlantic Monthly, The New York Times Magazine, Businessweek, and The Believer and has appeared on shows such as Talk of the Nation, and CBS Sunday Morning. Her work has appeared in The New York Times, The Los Angeles Times, GQ, Details, and Salon. She is a regular contributor on game culture for All Things Considered.

On Chuck and Carrot Mobs: Mapping the Connections Between Participatory Culture and Public Participation

One of my proudest moments at the Futures of the Entertainment 4 conference was moderating a session on Transmedia for Social Change, which closed off the first day of the event. This panel brought together a number of people who I have encounter recently through my research on the relations between participatory culture and public participation: Stephen Duncombe - NYU, author of Dream: Re-Imagining Progressive Politics in the Age of Fantasy (The New Press); Andrew Slack - The Harry Potter Alliance; Noessa Higa - Visionaire Media; Lorraine Sammy - Co-creator Racebending; and Jedidiah Jenkins-Director of Public & Media Relations, Invisible Children.

For many attending this event, their discussion of new forms of activism that have emerged around the borders of transmedia entertainment were particularly eye opening While we were able to draw connections across these various projects, none of the panelists had met before and most did not know what the others were doing. It was exciting to see the shift in tone at the conference as we moved from talking about business plans to talking about human rights and social justice. I wanted to share the video of this session with you here.

During my introduction to the panel, I referenced the research we've begun to do trying to better understand how engagement with participatory culture, especially with fandom, may be teaching the skills and creating identities which can be applied to campaigns for social change. This project has launched since my move to California and is being conducted jointly with researchers at USC, MIT, and Tufts. What follows is the first of a series of reports on this still new research initiative, written by members of my team. Anna Van Someren, who wrote this first installment, joined the team having already served as the production manager on Project New Media Literacies, and with a background in media production, media literacy instruction, and social activism. Here, she gives an overview of what we are trying to do.

On Chuck and Carrot Mobs: Mapping the Connections Between Participatory Culture and Public Participation

by Anna Van Someren

I was on my 8th (excruciating) rep, struggling with some kind of bowflex-looking machine when my personal trainer asked what I do for work. As usual, I had the fleeting wish that I could say something short and concrete, something like "preschool teacher" or "novelist". Because really, did this woman care any more than the typical dentist who asks such questions with both hands inside your mouth? Could I finally come up with something a little less opaque than "researcher at MIT"? If I did, could I for once muster the self-discipline it takes not to ramble incomprehensibly?

I tried a new approach, and asked if she had a favorite television show. "Battlestar Galactica!" - her face lit up as she described the Starbuck costume her friend was helping her create for Halloween. "Well, say a Battlestar Galactica fan group became interested in doing some work for social change, work that maybe addresses an issue brought up by the show. The group I'm working with is looking at how people who organize around a story they love, and then decide to take some kind of public action." She seemed genuinely interested, so I continued with more detail during front lunges. I think I may have gotten a bit rambly, but I'll try not to here.

As readers of this blog know, Henry has moved to LA and is now the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Although he has relinquished his role as principal investigator at MIT's Center for Future Civic Media (funded by the Knight Foundation), his work on participatory culture and civic engagement has spawned a new research project supported in part by the center. This project is bi-coastal; on the east coast we have myself, research advisor Clement Chau and research assistant Flourish Klink. Representing the west coast out at USC with Henry we have research director Sangita Shresthova (CMS alum '03) along with more than a dozen Annenberg School students whose work relates directly to our research interests.

Our early conversations circled around the skills needed to become involved in public discourse. We discussed emerging forms of engagement, such as the Carrotmob project, which might be considered civic because of its socially beneficial goal of protecting the environment. Carrotmob organizes competitions in which local businesses pledge to make ecological improvements to their practices. The business with the best pledge enjoys an environmentally-motivated flash mob: 'carrotmobbers' receive instructions via blog posts and twitter about where and when to show up and spend.

The 'Finale & a Footlong' Save Chuck campaign is another recent initiative working to leverage consumer power. In April 2009, organizers mobilized fans of the television show Chuck to buy footlong sandwiches at Subway, a main sponsor, on the night of the show's finale. Fans were instructed to leave a note in the Subway suggestion box mentioning the campaign, and Chuck star Zach Levi described it as "a way for non-Nielson fans to show their love of the show by directly supporting one of Chuck's key advertisers".

These two projects have entirely different goals, and some might say Save Chuck is a far cry from civic engagement, but it's interesting to note that the skills and strategies being used are so similar. We began to wonder if participants in campaigns like Save Chuck might stand to gain some of the skills and knowledge needed to become active citizens. With so many young people so engaged with popular culture, this potential is critical to understand. In Convergence Culture, Henry describes how popular culture can function as a civic playground, where lower stakes allow for a greater diversity of opinions than tolerated in political arenas. "One way that popular culture can enable a more engaged citizenry is by allowing people to play with power on a microlevel ...popular culture may be preparing the way for a more meaningful public culture."

Of course, there are differing definitions of what an 'engaged citizenry' looks like. CIRCLE, the Center for Information and Research on Civic Engagement, works with three primary categories: civic activities, electoral activities, and political voice activities. In Civic Life Online, Kate Raynes-Goldie and Luke Walker define civic engagement broadly and simply as "any activity aimed at improving one's community". In his book Bowling Alone, sociologist Robert Putnam considers civic engagement to be on the decline, and bemoans the social ties we've lost now that we spend more time "isolated" in front of the television. Some share his pessimism, worrying that the millennial generation lacks an interest in the workings of government, but it's important to remember that we're not talking about something static or stabilized. In their paper Young Citizens and Civic Learning: Two Paradigms of Citizenship in the Digital Age Lance Bennett, Alison Rank and Christopher Wells remind us that "citizenship is a dynamic social construction that reflects changing social and political conditions."

So how does the dimension of popular culture fit into our understanding of citizenship? Voting, joining a political party, or doing community service are concrete, measurable activities that have long been defined as civic. What does loving a television show have to do with any of this? It's helpful here to consider two opposing views of democracy described by Stephen Coleman in Civic Life Online. Although he's talking specifically about youth e-citizenship here, he offers a useful model, describing the conflict between democracy viewed as "an established and reasonably just system, with which young people should be encouraged to engage" and as "a political as well as cultural aspiration, most likely to be realized through networks in which young people engage with one another". The second view is expansive; it describes a realm where citizens are empowered not only to participate in the public arena, but to shape it. It's a view that does not contain activity within a strictly political sphere, but embraces cultural citizenship. This aligns well with Peter Levine's definition of civic engagement as not only political activism, deliberation, and problem-solving, but also cultural production, or participation in shaping a culture.

If we want to see how engagement with popular culture can fuel social action, Loraine Sammy and her activities with racebending.com provide a rich case study. Fans of Nickelodeon's Avatar: the Last Airbender animation series were frustrated and disappointed by the casting process for the live-action movie version. Paramount cast the main characters, who are Asian in the original series, with white actors. Avatar fans came together to create the LiveJournal-based Aang Ain't White campaign, which attempted to pressure Paramount with a letter-writing campaign. Loraine, who spoke on the Transmedia for Social Change panel at Futures of Entertainment 4, helped grow Aang Ain't White into the racebending movement, "a coalition and community dedicated to encouraging fair casting practices". She and other participants volunteer their time, talents and skills to advocate on behalf of this cause, which has now reached beyond the Avatar movie and may begin to play a watchdog role in Hollywood.

There are so many aspects we want to explore about the racebending community, and others like it. It's intriguing to think about how fiction and fantasy can captivate us on an emotional level, providing a narrative structure that can motivate us to seek change in the real world. We're also curious about how individuals develop their identities as citizens - is it possible that participants in the Save Chuck campaign were developing a sense of empowerment and efficacy in the world - exercising their civic muscles, as it were? Our primary interest right now lies with the nature of participatory culture communities, like racebending.

We consider a participatory culture to be one where:

  1. there are relatively low barriers to artistic expression and civic engagement
  2. there is strong support for creating and sharing one's creations with others
  3. there is some type of informal mentorship whereby what is known by the most experienced is passed along to novices
  4. members believe their contributions matter
  5. members feel some degree of social connection with one another

How do these characteristics work together to encourage and support civic engagement? To find out, we'll be looking at participatory culture communities engaged in some type of social or public action. We're specifically interested in groups which originally gelled around shared interest in popular culture and then become somehow involved in public discourse. Racebending is an excellent example, and is one of our planned case studies, along with the Harry Potter Alliance, Invisible Children, Browncoats, Anonymous, and possibly the hacktivism inspired by Cory Doctorow's novel Little Brother.

This winter we'll be conducting interviews with members and founders of these groups, asking questions about their operations, their membership, and their activities. By spring we hope to have a stronger grasp on our research question, how do the characteristics of participatory culture environments support the kinds of social learning, deliberation, debate, and advocacy practices that allow entry into a shared public discourse? In order to share our thoughts and findings in advance of our white paper, we'll be posting updates here. This introduction marks the start of our series, so stay tuned for more from our team, and please share your ideas, critiques, and comments.

If you know of other groups or projects who are deploying fan culture/popular culture as a springboard for social change, please let us know. We are trying to cast a wide net right now to identify examples which might help us better understand these emerging forms of activism. We are especially interested in examples from outside the United States.

If you are interested in this discussion of civic engagement and participatory culture, you might also want to check out this video produced by the MacArthur Foundation and showcasing the thinkin of Joe Kahne, who is part of the new research hub MacArthur is creating to think about these issues.

Joe Kahne on Civic Participation Online and Off from Spotlight on Vimeo.

Inside the Computer Clubhouse (Part Three of Three)

Would it be possible to do what the Computer Clubhouses do in the context of more formalized educational structures? Why or why not?

YASMIN: We have many examples of schools that adopt the premise of self-directed work for students who with assistance of teachers and other peers dig deeply into projects rather than to follow textbooks. Schools and classrooms like these think about themselves as communities of learners rather than as a collection of individuals. Examples are the recently opened "Quest to Learn" school in New York City; here in Philadelphia, I know of the Science Leadership Academy.

But to become a school like this requires some fundamental changes in how we organize learning in general, what the roles of students and teachers are, and what the role of technology is - how it's being used for research, exchange and production. The Computer Clubhouse also reconceptualized the role of the coordinator. We conducted many interviews with coordinators, community organizers and network administrators to get a better sense on what a job description for clubhouse coordinator would be like - part social worker, youth support, art teacher, mentor - it's not a traditional role when you're there to support youth in creative endeavors. I think the same would apply to teachers, principals, and administrators who want to adopt the principles of the Computer Clubhouse model in their schools.

You write, "The Computer Clubhouse is not a computer lab." Explain the difference.

YASMIN: Actually Gail Breslow, the director of the Computer Clubhouse Network made this statement in an interview that we conducted with her. The picture that people have of a computer lab is one with rows of computers facing walls and students not interacting with each other as they're running programs. The picture of a Computer Clubhouse is very different: computers in clusters so that youth can talk to the person right next to them and see what they're doing and a green table in the middle with no computers on it that serves as play and meeting space.

ROBBIN: Computer labs provide an invaluable service by making digital technologies available to its clients. These labs, however, are not designed to generate a learning community and to respond to needs and situations outside of the use of computer equipment and computer resources. The Clubhouse provides access to digital technology, but that is just the beginning. In fact, the Clubhouse is primarily a learning community, both for learning to use technology for creative expression and becoming a lifelong learner.

You place a strong emphasis on helping young people to learn how to program. What do you see as the value of programming, as opposed to other kinds of digital skills, such as networking or storytelling?

KYLIE: It's not really an either/or proposition. Certainly, social networking and digital storytelling are important skills in the 21st Century. Learning to computer program is really about learning the language of the computer. Now, I'm an artist and not a programmer by trade, so it's probably surprising that I would see the value in learning to program. By championing programming as a critical skill for today's youth, I'm not advocating for a generation of hackers insomuch as I'm seeing programming as a key step in moving youth from consumers to producers, and learning to program provides transparency into how software and computers operate and give youth some degree of control over their interactions with the computer. Casey Reas and others have called this "software literacy" because at the heart of using the computer as a creative medium is learning how to manipulate it and to create your own software in a sense. You really don't need to look far to see how people are taking up this type of literacy on a widespread scale--The iPhone app phenomenon is one example where everyday people are creating their own apps. This is also catching on in youth communities. It's not as hard to do as it might seem--As the book illuminates, the field has produced several shortcut tools (see for example Scratch or Processing) that allow youth (and adults alike) to use programming concepts in a way that is more user-friendly to novices. As evidenced by burgeoning online communities of tween/teen game designers, animators and digital artists, learning to code creatively is becoming to today's generation what learning to read and write was to those growing up in the 20th Century. Furthermore, media projects (like the Scratch projects described in the book) emphasize graphic, music and video -- media at the core of youths' technology interests and thus provide new opportunities to broaden participation of under-represented groups in the design and invention of new technologies.

ROBBIN: Programming constructs can be viewed as another instance of Papert's "gears." In Papert's case, his play with gears gave him insight into more powerful mathematical ideas of differentials, etc. Programming can give learners insights into more powerful ideas such as convergence, iteration, etc. However, I disagree with the phrasing of your question, as it presupposes storytelling is not as important an activity at the Clubhouse as programming. Storytelling, or more specifically, being able to tell a good story, is important whether you're a researcher telling the story of your data or a Clubhouse member telling the story of your learning. Storytelling embodies many powerful ideas, including non-determinism. Storytelling also engages learners in various modes of critical reflection.

You write that when the Clubhouses started in 1993, 70 percent of your visitors had never used a mouse before. How have the users of the Clubhouses changed over this time and what shifts have you needed to make to keep pace with the nature of your learners?

ROBBIN: Members come into the Clubhouse with a greater familiarity and comfort with computer technologies. There are regional variances, of course. As a result, members can dive right in to using the equipment. At the Clubhouse, it is important that mentors support the members starting "where they are" along the user spectrum. What is unique about the Clubhouse experience is members are challenged to create and be expressive with rather than just use technology. If a member wants to play computer games, she must first create a computer game to play.

What processes have you built into the Computer Clubhouses to insure that participants reflect on their own practices and share what they have learned with others?

ROBBIN: At the Flagship Clubhouse, members use software called, Pearls of Wisdom, to share their meta-learning and creative experiences around their project development. There are also project showcases and presentations that take place at the Clubhouse. Additionally, the Clubhouse-2-College/Clubhouse-2-Career program provides opportunities for members to reflect on how their Clubhouse learning can leads to job and education opportunities beyond the Clubhouse itself.

How have you been able to tap the international network of Clubhouses to help foster greater global consciousness in your participants?

KYLIE: One experience that really stands out in my mind is the Teen Summit in Boston in 2006. I attended this summit along with several of the youth from the Youth Opportunities Unlimited, Inc. Computer Clubhouse in South Los Angeles. To give you a bit of background, the Computer Clubhouse Network hosts a teen summit every couple of years. Every Clubhouse is able to send a couple of their top members (15 years and older) to the event as well as one or two members of their staff to help with supervision. The youth come from across the globe and speak a variety of languages. Keep in mind that Clubhouses are mostly located in very low-income areas by design, so this is the first time that most of the youth have been outside of their city, let alone on a plane to another country or state. The youth coming from the Los Angeles Clubhouse really blossomed as a result of this experience and met youth from South America and elsewhere. Like with most similar experiences for teens, the intense amount of time spent together day and night forge deep bonds that were made deeper as they engaged in meaningful collaborative work during the workshops. Participating youth signed up for a range of workshops to explore new types of software and project ideas, including video workshops where they learned interview and editing techniques, Adobe Photoshop workshops, robotics labs, social network analyses labs and the list goes on and on. All of the youth participated in multiple workshops and were also able to visit local college campuses, museums, and stay in campus dorms. Some of the groups made videos about their darkest fears or learned new programming skills to put the latest Chris Brown dance video together. When the youth returned to Los Angeles, you could see their horizons had expanded and they worked hard to remain in contact with their new friends. The book highlights many other examples, including how a traveling puppet named Cosmo, which was based on the Flat Stanley books, moved between Clubhouses worldwide, bringing together youth from all over the world to create a collective narrative about the puppet's journeys in each country. Youth's stories were well documented on the intranet and new chapters (as well as Cosmo's arrival) were much anticipated by the youth. Additionally, in countries like Israel, there are Clubhouses in the Israeli and Palestinian areas of the country, which are geographically close to one another. Coordinators use creative projects to bring youth together and foster cross-cultural tolerance in meaningful ways through creating musical compositions or fostering meaningful dialogues among participants.

Yasmin Kafai, professor of learning sciences at the Graduate School of Education at the University of Pennsylvania, has led several NSF-funded research projects that have studied and evaluated youth's learning of programming as designers of interactive games, simulations and media arts in school and afterschool programs. She has pioneered research on games and learning since the early 90's and more recently on tween's participation in virtual worlds, which is now supported by a grant from the MacArthur Foundation. She has also been influential in several national policy efforts among them "Tech-Savvy: Educating Girls in the Computer Age" (AAUW, 2000). Currently, she is a member of the steering committee for the National Academies' workshop series on "Computational Thinking for Everyone". Kafai is a recipient of an Early Career Award from the National Science Foundation, a postdoctoral fellowship from the National Academy of Education, and the Rosenfield Prize for Community Partnership in 2007.

Kylie Peppler is an Assistant Professor in the Learning Sciences Program at Indiana University, Bloomington. As a visual and new media artist by training, Peppler engages in research that focuses on the intersection of the arts, media literacy, and new technologies. A Dissertation-Year Fellowship from the Spencer Foundation as well as a UC Presidential Postdoctoral Fellowship has supported her work in these areas. Her research interests center on the media arts practices of urban, rural, and (dis)abled youth in order to better understand and support literacy, learning, and the arts in the 21st Century. Peppler is also currently a co-PI, on two recent grants from the National Science Foundation to study creativity in youth online communities focused on creative production.

Dr. Robbin Chapman is currently the Manager of Diversity Recruitment for the MIT School of Architecture and Planning and Special Assistant to the Vice-Provost for Faculty Equity. She is responsible for strategic leadership and development of Institute-wide faculty development programs and graduate student recruitment initiatives. She is PI on a Department of Education grant project that is underway in schools in the Birmingham, Alabama public school system.

Inside the Computer Clubhouse (Part Two of Three)

What do you see as the biggest impact the Computer Clubhouse movement has made on our current pedagogies around new media?

ROBBIN: When I think of pedagogies and new media one thought is that new media can serve as a powerful amplifier of human sociality, in this case around learning. Such new media pedagogies should catalyze, facilitate, and propagate individual and collective learning and teaching experiences. The Clubhouse has been a test bed for exploring how learners and mentors can engage learning from each other through digital media. One outcome has been how members and mentors come to view digital media as a material for expressing their ideas about learning and their community.

The MacArthur Foundation will be hosting an upcoming conference on Diversifying Participation. What lessons might we take from the Computer Clubhouses about how to support diversity in access and engagement with digital media?

KYLIE: The Clubhouse definitely serves as a great model for successful scale-up across diverse contexts, including across racial, gender, religious and national boundaries. One of the programs that the Network has adopted to foster diversity within the Clubhouses is "Girls Day". Girls Day sets aside particular times and days where the Clubhouse is an all-girls site, where girls can feel comfortable learning new skills and trying out new projects in a safe space. As a result, the Computer Clubhouse Network has historically appealed equally to both boys and girls, which is uncommon in technology-rich settings.

It also seems to me that Clubhouse's emphasis on creative production allows for both local adaptability and the ability to make something personally meaningful. The tools that are available at the Clubhouse sites have been chosen precisely because they allow youth to design their own projects and give them flexibility in the process. For example, at the LA Clubhouse site, a popular activity was to manipulate digital pictures of expensive cars, inserting a picture of yourself next to "your" ride. A young bi-racial African-American and Latino youth named Dwight extended this practice by creating a culture of "Low Rida" interactive Scratch projects. A Low Rida (or lowrider) is a customized car associated principally with the Mexican American community that first emerged amongst migrant workers during World War II. Lowrider art is now an established art form where youth draw or depict lowriders and is featured in magazines, like Lowrider magazine, along with pictures of customized cars, political reports, and advertisements for parts and accessories. In one of Dwight's first projects, "Low Low," the viewer controls the hydraulics on two cars using arrow and letter keys. Dwight's contribution to the Clubhouse was to expand the genres of work in Scratch and incorporate new genres that are inclusive of his social practices. This resonated with others in the Clubhouse community, eventually drawing in several first-time users of Scratch who may have not otherwise engaged in this type of creative production. Low Ridas represent a conscientious and literate practice that stands in opposition to the pressure to assimilate into the American mainstream culture. In sum, the Clubhouse's emphasis on design and tools for design seems to facilitate the ability to adapt to local contexts more so than, say, games that are by nature more embedded in the culture that produced them.

Early in the book, you describe your goal as to "inspire youth to think about themselves as competent, creative, and critical learners and citizens." Break that down for us.

ROBBIN: Clubhouse member self-identification as critical thinkers is a product of their experiences in deep learning activities such as debugging, critical reflection, etc., and their exchanges with others learners in the Clubhouse. There are many ways to practice these skills, whether utilizing software (Pearls of Wisdom, for example), hardware (robotics, Legos, etc.), and people (working on team projects, exchanging ideas with other leaders, reacting to project feedback from other learners, etc.).

While the Clubhouse supports young people pursuing their own interests and projects, you also see adults as playing a strong role in the process. You describe these adults as "mentors" and not "teachers." How do you characterize the distinction?

KYLIE: While there is considerable overlap, the distinction is important with regard to two factors: the nature of afterschool learning environments and support for the constructionist philosophy of the Clubhouse. On the first point, when we think of the role of a "teacher", we're envisioning the type of direct instruction that is common in schools. While direct instruction has merit, there are numerous characteristics of afterschool learning spaces that don't look like those of your typical classroom--youth moving freely between activities in the Clubhouse, sporadic attendance, and the often irregular times that parents drop in to pick up their kids are a few of these factors. As a result, using a direct instruction model for projects that youth work on for a few days or weeks doesn't really work. The second, and perhaps more important, factor in this distinction between our view of a "teacher" and a "mentor" is the role of a mentor as a muse, someone who supports the kids on self-directed projects, even if the mentor has very little expertise in the area. Being a mentor extends way beyond helping members to debug their projects; it's about social networking and connecting youth with resources outside the Clubhouse; it's about listening, advice giving and supporting; and it's about co-creating with the youth. Some of the times that were most exciting for me at the Clubhouse in South LA were the times when neither of us (the member or me) knew the answer to a given problem. At one point, I was working with a youth that wanted to make a side-scrolling video game using Scratch. I had absolutely no idea how we were going to do this! We each came up with several ideas - none of them really worked, but he seemed to build some confidence in the fact that I didn't know what I was doing either and I was getting a Ph.D. at UCLA at the time. That evening he continued to work after I left. The next day, he was soooo excited to show me the solution that he had come up with - one that neither of us had originally thought of. You could see it in his eyes that he was beaming with pride and shortly thereafter he told me that he wanted to be a professional game designer. These types of experiences made me realize that you really don't need to know how to do everything in order for kids to discover new things. Being open to exploring the materials alongside youth is equally, if not more, valuable.

ROBBIN: I view the exceptional mentoring that takes place at the Clubhouse as a function of four core mentor "strengths;" mentor as model, cultivator, peer and network. While it is rare for a single individual to embody all these strengths, it is the combination and distribution of these attributes that determine the "feel" of a Clubhouse and the breadth and depth of the learning activities that take place. The "mentor as model" represents mentoring behaviors that expose members to how the adult goes about problem solving, learning new things, and how they articulate their meta-learning experiences. Members tend to be particularly drawn to mentors that exhibit this strength. The "mentor as cultivator" speaks to how mentors seed many of the "firsts" members discover during their time at the Clubhouse, including expectations of going to college, involved community citizenship, and connecting Clubhouse lessons to their dreams and aspiration. The "mentor as peer" is the person who encourages members to teach what they know to other Clubhouse members. These mentors tend also to encourage members to problem-solve and provide moral support while the member navigates this process. The members are then encouraged to share their understanding of meta-learning with their peers. Finally, the "mentor as network" refers to the mentor as a key resource, to people and ideas previously unavailable to the member through his or her personal networks. Exposure to a "larger world" than that experienced in their local neighborhood is a critical part of the learning and teaching that occurs at the Clubhouse.

You talk about the Computer Clubhouse as a "community of learners." How important is it that they function as communities rather than provide services to individual learners?

KYLIE: This question is really at the heart of what makes the Computer Clubhouse unique. During one of our interviews for the book, one of the Clubhouse Coordinators put it in terms that really resonated with me. He was someone who had made quite a bit of money in a former career as a computer engineer in the .com era but was increasingly dissatisfied with his former job. As a result, he quit his job and started working at a local Computer Clubhouse, sharing his knowledge about computer programming and engineering with the Clubhouse youth. His daughter, on the other hand, was still attending a wealthy private school. He noted that despite having access to all of the same equipment at home and at school, the crucial ingredient that was missing was the community of learners engaged in shared activity. Even learning about technologies en masse in a computer class in school doesn't provide the same arena for the development of personal interests, nor the amount of time to work in depth on your projects, using these technologies. Without it, he argued youth didn't have the support from adults and peers to creatively engage with the technologies as youth have at the Clubhouse. It's really not about the technologies, the communities and practices that emerge around the technologies are what are most important for meaningful and continued long-term engagement, which ironically is not part of technology programs even in wealthy and more well-off neighborhoods.

ROBBIN: A defining characteristic of a vibrant, productive community is its resiliency and strength. Such communities are themselves the "safety net" that protects its members and ensures their personal and professional development. Service providers may provide various safety net functions; however in most cases this requires the person being serviced to fit within a framework particular to the service provider. Clients must use the programs and services in particular ways that are determined by the service provider. The Clubhouse, as a learning community, provides a safety net without an excess of program constraints. Kids are members of the Clubhouse community. The resources of the Clubhouse belong to them and are their responsibility. They have a say in how their Clubhouse manages itself and how it grows. The Clubhouse is the launch point for new, future opportunities, including higher education and creative, successful careers based on the learning lessons of the Clubhouse. Also, the Clubhouse community is more than a group of learners and is deeply connected. Members and mentors develop lifelong relationships.

Yasmin Kafai, professor of learning sciences at the Graduate School of Education at the University of Pennsylvania, has led several NSF-funded research projects that have studied and evaluated youth's learning of programming as designers of interactive games, simulations and media arts in school and afterschool programs. She has pioneered research on games and learning since the early 90's and more recently on tween's participation in virtual worlds, which is now supported by a grant from the MacArthur Foundation. She has also been influential in several national policy efforts among them "Tech-Savvy: Educating Girls in the Computer Age" (AAUW, 2000). Currently, she is a member of the steering committee for the National Academies' workshop series on "Computational Thinking for Everyone". Kafai is a recipient of an Early Career Award from the National Science Foundation, a postdoctoral fellowship from the National Academy of Education, and the Rosenfield Prize for Community Partnership in 2007.

Kylie Peppler is an Assistant Professor in the Learning Sciences Program at Indiana University, Bloomington. As a visual and new media artist by training, Peppler engages in research that focuses on the intersection of the arts, media literacy, and new technologies. A Dissertation-Year Fellowship from the Spencer Foundation as well as a UC Presidential Postdoctoral Fellowship has supported her work in these areas. Her research interests center on the media arts practices of urban, rural, and (dis)abled youth in order to better understand and support literacy, learning, and the arts in the 21st Century. Peppler is also currently a co-PI, on two recent grants from the National Science Foundation to study creativity in youth online communities focused on creative production.

Dr. Robbin Chapman is currently the Manager of Diversity Recruitment for the MIT School of Architecture and Planning and Special Assistant to the Vice-Provost for Faculty Equity. She is responsible for strategic leadership and development of Institute-wide faculty development programs and graduate student recruitment initiatives. She is PI on a Department of Education grant project that is underway in schools in the Birmingham, Alabama public school system.

Inside the Computer Clubhouse (Part One of Three)

The Computer Clubhouse is a worldwide network of digital literacy programs in after-school settings. The first clubhouse program started in 1993 at the Boston Computer Museum, an outgrowth of the work being done at the MIT Media Lab by Mitchel Resnick and Natalie Rusk. By 2007, there were more than one hundred clubhouses world wide. I I have long admired the extraordinary impact of the Computer Clubhouse movement, having had the privilege to get to know Resnick and others associated with the project during my many years at MIT. Few other programs have had this kind of impact on learning all over this planet, getting countless young people more engaged with the worlds of programming and digital design through an open-ended, constructionist practice, which respects each learner's goals and interests. A new book, The Computer Clubhouse: Constructionism and Creativity in Youth Communities, pays tribute to the fifteen year plus history of the movement, sharing some of its key successes, and offering key insights into what has made the Clubhouses so successful. The highly readable book, addressed to educators of all kinds who want to make a difference in addressing the digital divide and the participation gap, was produced for the Teacher's College Press by some key veterans of the movement -- Yasmin B. Kafai, Kylie A. Peppler, and Robbin N. Chapman. I know this book is going to be of great interest to many of you who follow this blog because of your interest in new media literacies. The publisher was nice enough to arrange an interview with the editors for this blog and I will be sharing their perspectives over the next three installments. In this installment, they share something of the goals and history of the clubhouse movement. In future installments, we will dig deeper into its global impact and its governing pedagogical assumptions.

Kalfai's work will already be familiar to regular readers, since she participated in an interview I did a year or so back with the editors of Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming.

How would you describe the vision behind the Computer Clubhouse movement? What factors led to the creation of the first Computer Clubhouse?

YASMIN: It all started out in the Computer Museum. Yes, in the late 80's there was a museum with a walk-through computer in Boston (it has since then moved into the Museum of Science). Coincidentally it was right next to the Children's Museum with the mission to make information technology more accessible to the public. Many of the exhibits in the museum allowed visitors to take a closer look at the inner working of a computer and some even asked them to make things, like robots. Those turned out to be the really popular exhibits with kids; so popular that some kids would come back and sneak past admissions into the museum in order to play with the computers. Remember, computers at home or in school were rare in those days. This led Natalie Rusk, the education director at the computer museum, to talk with Mitchel Resnick and Stina Cooke to propose an after school space to which youth could come independent from the museum with a special focus on creating things with technology.

The idea was to provide access to the tools professionals actually used to make graphics, robots or games. There is a great paper titled "Access is not enough" that recounts this history in more detail as does a chapter in the book. What's important here is though that the focus was not just on giving access to computers but on promoting creative uses -- the very ones kids found so intriguing that they came back voluntarily (!) to the museum. All of this was a really bold proposal in the early 90's - that kids would actually be interested in designing technology, in making things. But we had ample evidence that indeed they were interested in challenging activities.

At the time, I was working in a local elementary school where hundreds of students were designing video games to learn about programming and mathematics and science and writing stories and advertisements. They were spending months on it. We knew that these kinds of creative activities with computers were popular with kids not just in school but also in museums and after school clubs.

ROBBIN: The vision of the Clubhouse can be described as a response to the need for space where equity, opportunity, and learning community membership become resources for young people. I often express this idea as the function, Clubhouse Vision = f{equity(learning, creativity) + opportunity(self-development, new areas for growth) + learning community(participation, citizenship)}

Can you define constructivism? How has this philosophy shaped the work of the computer clubhouses?

ROBBIN: Constructionism is project-based learning that occurs through the building and rebuilding of projects that you share with others. I view constructionism as an organic learning model because it grows in depth and breadth as it is expressed different local learning environments. This ability to adapt keeps the model regionally relevant and robust.

YASMIN: Seymour Papert who coined the term 'Constructionism' clearly distinguished it from 'Constructivism' that emphasizes the construction of knowledge by learners. Papert emphasized that indeed learners construct their own knowledge but they do so best by making things of social significance. In the end, you're constructing knowledge by constructing artifacts - be it a computer program, robot, or games - that represent your thinking. Equally important is the idea of 'social significance' that means that you do so with others and for others. I believe these two aspects, the artifacts and the social context, are what make constructionism a pedagogy of the 21st century. Today, we take it for granted that people socially interact and contribute via technology but twenty years ago this was a bold assertion.

Give us a sense of the scale of the Computer Clubhouse movement. What has allowed this project to achieve this level of scalability and sustainability?

KYLIE: Currently, the Computer Clubhouse Network is an international community of over 100 Computer Clubhouses located across 21 different countries around the world. The whole movement started with the opening of the Flagship Clubhouse in Boston in 1993 and grew with support from the Intel Foundation and several others to reach the point that it's at now. In my opinion, there are three crucial ingredients that led to the success of Computer Clubhouse movement.

First, the model establishes new Clubhouses within existing community organizations. This is helpful not just for management and advertisement in the local community, but also helps with long-term planning and additional funding support for the new Clubhouses. There are some challenges with this model of expansion, however. Primarily, local staff need training and support to adhere to the Clubhouse philosophy, which can be challenging for people coming from more traditional ways of thinking about informal learning spaces as "computer labs". Instead, Clubhouses are more like digital studios, and have a wide array of tools available for youth beyond just computers. Of course, there are other issues of coordinators gaining the technical expertise to run the Clubhouse but, as the coordinators will tell you, you can learn those skills on the job. Helping coordinators to uphold the ideals of the Clubhouse is an active central Network in Boston that provides ongoing support in the form of training for new Clubhouse staff, in-person visits from Network staff, and a cutting-edge intranet that connects all of the Clubhouses and coordinators.

The Clubhouse intranet provides a worldwide social network to share ideas, projects, host social events, and share insights on how to run a successful Clubhouse. Of course, what really sets Clubhouses apart is that these spaces are really youth-organized and run. At local Clubhouses, the youth run for executive offices and oftentimes take on leadership roles in the local community. If youth didn't find the Clubhouses to be engaging, the Network would cease to exist. Youth really drive the Clubhouses and return even after they graduate to help mentor future generations of members - another key sign of their commitment to the long-term success of these programs.

ROBBIN: The core principles of the Clubhouse model, with its grounding in the constructionist learning framework, are important because various mechanisms can be wrapped around the model to facilitate learning. In the case of the Clubhouse, digital technology is one layer. Other layers include local customs, materials, and modes of engagement. The model doesn't exist because of the technology; instead the technology is another material being used by the model. Because of this layering characteristic, the model is very adaptable to local needs and resources.

Yasmin Kafai, professor of learning sciences at the Graduate School of Education at the University of Pennsylvania, has led several NSF-funded research projects that have studied and evaluated youth's learning of programming as designers of interactive games, simulations and media arts in school and afterschool programs. She has pioneered research on games and learning since the early 90's and more recently on tween's participation in virtual worlds, which is now supported by a grant from the MacArthur Foundation. She has also been influential in several national policy efforts among them "Tech-Savvy: Educating Girls in the Computer Age" (AAUW, 2000). Currently, she is a member of the steering committee for the National Academies' workshop series on "Computational Thinking for Everyone". Kafai is a recipient of an Early Career Award from the National Science Foundation, a postdoctoral fellowship from the National Academy of Education, and the Rosenfield Prize for Community Partnership in 2007.

Kylie Peppler is an Assistant Professor in the Learning Sciences Program at Indiana University, Bloomington. As a visual and new media artist by training, Peppler engages in research that focuses on the intersection of the arts, media literacy, and new technologies. A Dissertation-Year Fellowship from the Spencer Foundation as well as a UC Presidential Postdoctoral Fellowship has supported her work in these areas. Her research interests center on the media arts practices of urban, rural, and (dis)abled youth in order to better understand and support literacy, learning, and the arts in the 21st Century. Peppler is also currently a co-PI, on two recent grants from the National Science Foundation to study creativity in youth online communities focused on creative production.

Dr. Robbin Chapman is currently the Manager of Diversity Recruitment for the MIT School of Architecture and Planning and Special Assistant to the Vice-Provost for Faculty Equity. She is responsible for strategic leadership and development of Institute-wide faculty development programs and graduate student recruitment initiatives. She is PI on a Department of Education grant project that is underway in schools in the Birmingham, Alabama public school system.

He's BA-A-A-ACK!

My blog, begun at MIT some years ago, has now successfully relocated onto USC servers. And so I am now going to return to my normal blogging activities. As I do so, I wanted to use this first post to play catch up on a number of recent developments around projects that I am involved with, so today will feel like a series of announcements (many of which you already know if you are following me on Twitter).

New Media Literacies Conference

Project New Media Literacies is collaborating once again with the fine folks at Home Inc. to put together a conference, back at MIT, on new media literacy as a "21st century skill" on Oct. 24 2009. The key note speaker will be Alan November.

Here's his bio:

November is an international leader in education technology. He began his career as an oceanography teacher and dorm counselor at an island reform school for boys in Boston Harbor. He has been director of an alternative high school, computer coordinator, technology consultant, and university lecturer. He has helped schools, governments and industry leaders improve the quality of education through technology and was named one of the nation's fifteen most influential thinkers of the decade by Classroom Computer Learning Magazine. In 2001, he was listed as one of eight educators to provide leadership into the future by the Eisenhower National Clearinghouse. In 2007 he was selected to speak at the Cisco Public Services Summit during the Nobel Prize Festivities in Stockholm, Sweden. His writing includes numerous articles and best-selling book, "Empowering Students with Technology". Alan was co-founder of the Stanford Institute for Educational Leadership Through Technology and is most proud of being selected as one of the original five national Christa McAuliffe Educators.

November will be speaking about "Digital Nation - Education in Transition to 21st Century Learning." Other participants will include Erin Reilly, the Research Director for Project New Media Literacies; Jenna McWilliams, formerly the curriculum development specialist on our team, now at Indiana University's Learning Sciences Program; Chris Sperry from Project Look Sharp; Home Inc's Alan Michel; Wheelock College's Susan Owusu and Bill Densmore from the Media Giraffe Project. I wish I was going to be there, since I've very much enjoyed participating in other events in this series, but I am committed elsewhere over those dates. Here's where you can go to register.

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Futures of Entertainment 4 Conference

The Convergence Culture Consortium is really kicking into high gear as it is getting ready for our Fourth Futures of Entertainment Conference, which is going to be held at MIT on November 20-21 2009. I am going to be the opening speaker of the first day which centers on issues of transmedia entertainment. Speakers already booked include:

* DAVID BAUSOLA - Co-founder of Ag8

* NANCY BAYM- University of Kansas

* BRIAN CLARK - Partner and CEO, GMD Studios

* STEPEHN DUNCOMBE - NYU

* DAN GOLDMAN - Illustrator of Shooting War (Grand Central Publishing [US] and Weidenfeld & Nicolson [UK])

* NOESSA HIGA - Visionaire Media

* JENNIFER HOLT - UC Santa Barbara

* VICTORIA JAYE - Acting Head of Fiction & Entertainment Multiplatform Commissioning, BBC

* HENRY JENKINS-USC

* DEREK JOHNSON - University of North Texas

* BRIAN LARKIN - Milbank Barnard College

* JUYOUNG LEE - Co-Founder & Chief Scientist, ACE Metrix

* TRAPPER MARKELZ- VP Products, GamerDNA

* JASON MITTELL- Middlebury College

* AVNER RONEN - CEO & Co-founder, Boxee

* FRANK ROSE - Contributing Editor,Wired

* LORRAINE SAMMY - Racebending

* ANDREW SLACK - The Harry Potter Alliance

* DAVID SPITZ -Director of Business Development, WPP

* LOUISA STEIN - San Diego State University

* JORDAN WEISMAN - CEO and Founder, Smith & Tinker

* MARK ZAGORSKI- Chief Revenue Officer, eXelate Media

I am particularly excited about moderating a session on Transmedia Activism, which grows out of some current work I am doing on the ways we might bridge between participatory culture and public/civic participation. I hope to write more about this session and its underlying framework as we get closer to the event.

If you have come to our events in the past, you know how exciting Futures of Entertainment can be. If you have not, all of our previous sessions are now available as webcasts. Here, for example, is a conversation I had at FOE 3 with Yochai Benkler, author of The Wealth of Networks.

We see the conference as a vital meeting ground between people working in the media industry and academics, both of whom are doing cutting edge thinking about current trends impacting the realms of entertainment. So, register now and help us spread the word.

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Diversifying Participation

I am also working with the MacArthur Foundation to help organize the "Diversifying Participation" conference which will be held Feb. 18-20 2010 at the University of California, San Diego. We've just announced our keynote speakers, both of whom will be well known to regular readers of this blog -- Sonia Livingstone (London School of Economics), author of Children and the Internet: Great Expectations and Challenging Realities, and S. Craig Watkins (University of Texas-Austin), author of The Young and the Digital: What the Migration to Social Network Sites, Games, and Anytime, Anywhere Media Means for Our Future. You can read my interview with Livingstone here and my interview with Watkins here. The conference is accepting proposals for panels (in all kinds of formats) through October 30 here.

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GAMBIT "Game of the Week"

GAMBIT, the MIT-Singapore Games Lab, is continuing to run a series of blog posts, showcasing the games which were produced during their summer program this summer. Each week, they showcase one game, including artwork, design materials, and comments from team members. If you have not had a chance to play this year's titles, you really should check them out. Several of them have already started to generate buzz across the games blogosphere and like previous titles, are certain to be competitive where-ever independent games are being shown. I had a chance to sit down with the Gambit team during a recent visit back to MIT and was as always impressed by their output, which is consistently breaking the mold in terms of the design of play mechanics, visuals, and sound. Their mandate is to stretch the limits of our understanding of what games can do. Each game serves a larger research question, but Philip Tan, the Lab's director, makes sure that the most important thing created on his watch is FUN!

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Understanding Superheroes

I will be speaking this coming Saturday (Oct. 24) at the University of Oregon as part of a conference and art exhibition they have organized around "Understanding Superheroes." It sounds funny to say that I am keynoting a superheroes conference -- like Aquaman couldn't make it! My topic will be "'Man Without Fear': David Mack and the Formal Limits of the Superhero Comic." While I have been writing and speaking about comics for a while, this will be the first time I've really dug deep into the formal conventions of superhero comics. My primary focus will be, as the title suggests, the work which Mack has done within the mainstream continuity of Marvel's Daredevil Franchise though more generally I will be exploring what happens when experimental and mainstream comics intersect each other. Other speakers at the conference include creative artists such as Danny Fingeroth, Kurt Busiek, Matt Fraction, and Gail Simone as well as scholars and critics such as Douglas Wolk, Charles Hatfield, Corey Creekmur, Jonathon Grey, and Matt Yockey. The conference was organized and the exhibit curated by Ben Saunders. I will be sharing my impressions of this event on my blog next week.

PBS's Digital Nation: Another Great Resource For Teaching the New Media Literacies

Early last summer, I sat down with a production crew from PBS's Frontline at the Games for Change conference in New York City. They were producing web-based content for a new documentary, Digital Nation, which was intended to be a follow up to their Growing Up Digital documentary. To be honest, I had some concerns about the depiction of young people's online experiences in the earlier production. It seemed to me to be sensationalistic in its choice of topics, mostly depicting generational conflicts around the use of the web. In most cases, there was a bias towards the adult perspectives offered by parents and teachers over those advanced by young people, who often lacked a language through which to defend experiences which were clearly meaningful to them. In this case, the decision not to include academic experts worked against having a fair hearing for young people, since the adults were advancing arguments which were oft staged through other news outlets while the young people were trying to get grown-ups to reconsider entrenched biases. In many ways, the Digital Nations site is correcting this over-sight, providing a rich array of indepth interviews with some of the top thinkers about young people's online lives. I was very pleased to see extensive use made of my interview, talking about the value of multitasking in an era of information overflow, how collective intelligence may displace the ideal of the Renaissance Man, participatory culture, parents and video games, the myth of game addiction, the nature of virtual reality, what schools are misunderstanding about the new media literacies and why so many teachers are ding book culture at the expense of embracing new skills and experiences. (Unfortunately, the site's producers have made it extremely difficult if not impossible to embed clips from this site onto blogs, showing how much they still have to learn about how to communicate ideas through digital media. So I am not able to offer you clips directly here on the blog but have to rely on links to direct you back to the PBS site. Trust me, if the content wasn't so good, I wouldn't bother!)

I've already found the site a useful resource for teaching my graduate seminar on New Media Literacies, finding the short segments an ideal length to spark discussions and provide students access to key thinkers, sharing their ideas in their own words. I haven't watched every segment yet but here are some of the ones I would highlight:

Marc Prensky, who is widely credited with coining the terms, "digital natives" and "digital immigrants," sums up his perspective about how young people learn and process knowledge differently than previous generations, thanks to their time spent engaged with new media.

Second Life's Philip Rosedale on the ways that we are using virtual reality's contributions to human evolution.

danah boyd on our shifting understanding of privacy and young people's desires to control disclosure in the world of Facebook and other social networks and her critiques of the anxieties about internet safety being fostered by sensationalized news reports on "stranger danger."

Net Family New's Anne Collier talks about the challenges of parenting for the digital age.

James Paul Gee on the kinds of learning that take place through computer and video games and on the ways that schools are regulating youth's access to participatory culture.

Secretary of Education Arne Duncan on the responsibility schools carry to help close the "opportunity gap" surrounding digital literacy.

The Dumbest Generation's Mark Bauerlein on why digital media threatens traditional literacy skills and may leave us knowing less rather than more.

"Old School, New School," a documentary segment showing the very different ways teachers understanding what it means to read in an age of digital media.

These short segments are provocative; they ask hard questions and offer contradictory advice, and that's why they represent such a valuable resource for the classroom. I am using them to start discussion; you may use them as probes for writing; but the topics they raise are ones we need to be discussing with our students.

You might want to bring one of these segments into your class as the world pays its respect this week to "One Web Day" and calls attention to the need to diversify and expand opportunities for participation in the new media landscape.