Recut, Reframe, Recycle: An Interview with Pat Aufderheide and Peter Jaszi (Part One)

I am posting tonight from the west coast, having flown out to California to participate in 24/7 A DYI Video Summit being hosted by the University of Southern California. The event brings together videomakers from a range of different communities -- everything from fan video producers to activists who use Youtube to get their messages out to the world. I am thrilled to be participating on a plenary panel on the future of DYI Video, featuring Yochai Benkler, John Seely Brown, Joi Ito, and Lawrence Lessig, hosted by Howard Rheingold. As I was getting ready to head out to the conference, I conducted an interview for the blog with media scholar Pat Aufderheide (of the Center for Social Media) and Law Professor Peter Jaszi, both from American University. I've long been interested in the work Pat and Peter have been doing promoting fair use in relation to a range of different communities of practice -- including documentary filmmakers, media literacy instructors, and producers of online video content. We featured some of the work they were doing through the Media in Transition conference at MIT last year. You can hear a podcast of that discussion online. I wanted to check in with them because in the past few months, they've issued several major new studies on the impact of copyright confusion on our culture, work which is setting the stage for efforts to identify "best practices" and to negotiate "acceptable use" standards to broaden the protections afforded those of us who are tying to integrate media production activities into our classrooms or who are involved in mashing up content as a form of expressive practice. Today, I am running the first installment of this exchange.

A recent study by the Pew Center for Internet Research suggests that almost 60 percent of teens on line have produced their own media content and a growing percentage of them are circulating that content beyond their immediate friends and families. What are the implications of this growth of grassroots media production for our current understandings of fair use?

PA: A more participatory media culture is definitely going mainstream. While it's still true that many more people watch than make at the moment, you're right to point out that young people are growing up as makers, and seizing upon blogs, online video and social networks to express and even form their identities. There are DaxFlame aficionados, and there are dozens of take-offs on "Dick in a Box," and "Dramatic Chipmunk" has spawned "Dramatic Snake" and "Dramatic Squirrel" and even compilation and fan websites for the phenomenon.

Many practices enthusiastically being pioneered and developed online involve use of copyrighted material. That's normal for new cultural creation. It builds on existing culture. Our culture is markedly commercial and popular, and our current copyright regime features default copyright (your grocery list is copyrighted when you've written it down) and very, very long terms (meaning that nothing you'd want to quote ever seems to fall into the public domain). So quoting of copyrighted culture will continue to be a key tool of new cultural producers.

Those new cultural producers often today believe that they're doing something illegal by quoting copyrighted culture. That's partly because of relentless miseducation on the part of corporate owners of content. They are justifiably terrified of peer-to-peer file sharing and other digital copying that threatens their business models. Their response has been to demonize all unauthorized use of copyrighted material as theft and piracy.

At the same time, they're desperately trying to revamp their business models for a digital era, and are making the blanket assumption that all unauthorized copying could be a threat to some as-yet-unimagined or as-yet-unpracticed business model.

Well, you wouldn't want to be them at this moment, it's true. At the same time, when they ignore the right of fair use, they are ignoring a very vital part of the law.

They're now worried about online video as a kind of "DVR to the world." So content providers like NBC Universal and Viacom are working out deals with online video providers like Veoh and MySpace, for specialized filters and software to identify copyrighted material. These filters will be able to "take down" videos that are copies of copyrighted material. The trouble is, nobody has yet figured out how to protect online videos that may be using copyrighted material legally, under fair use. As Fred von Lohmann, a lawyer with the Electronic Frontier Foundation, says, it's like going tuna fishing without a dolphin-safe net.

Until now no one has known how big the problem of accidentally suppressing legal work really is. Our study, called "Recut, Reframe, Recycle: Quoting Copyrighted Material in User-Generated Video," (available at centerforsocialmedia.org/recut) demonstrates that it could be a very big problem indeed.

Many online videos, we showed, use copyrighted material in one of nine ways that are eligible for fair use consideration. (We weren't saying that they all are examples of fair use, only that these kinds of uses can be seen and in some cases have been widely recognized as fair use.)

Many of the precedents concerning fair use could be read as protecting specific classes of users -- the right of journalists or academics to quote for the purposes of reviews or critical commentary, for example. To what degree can or should those rights be extended to include amateur media producers?

PJ: It's really not a question of extending rights, but of making users aware of the right they already have. Fair use has been around as a judge made doctrine since the mid-19th century, and back in 1976, in its (for once considerable) wisdom, the Congress came up with a formulation of the doctrine that was general in its application rather than specific to any area or areas of practice. The problem for any group of practitioners is knowing how fair use applies to them and having the collective courage to rely on it. Some groups (journalists and academics are good examples -- and commercial publishers are another!) have done well at this over the years, and as a result they enjoy use rights that are apparently more extensive. But the truth is that documentary filmmakers, K-12 teachers, and on-line video producers have the same entitlement to fair use as everyone else.

That's why the "Best Practices" approach that we've been working on over the past several years is so important. It's an effort to help practice communities claim their legal rights by formulating consensus statements of what kinds of unlicensed use of copyrighted materials are necessary and reasonable for the creative work they do.

YouTube's impact has directed much greater public attention onto the work of these amateur media producers. In your white paper, you walk through a range of different genres of media appropriation and remixing. Which of these are the most clearly protected under current law? Which seem most at risk?

PA: First, a note: Because we're at the end of the mass media era, and because the pioneers of participatory media have been end-users or non-commercial producers, we think of this as an "amateur" movement. But it won't be for long. It'll just be expression in an open digital environment. Some of that expression, whether it's produced by professionals or not, will be monetized; much of it, most of it, will be available to be monetized. So the neat distinctions between professional and amateur, and between non-commercial and commercial use, are getting a lot messier and will soon be unhelpful. One thing we're very sure of is that we won't solve this problem by creating a non-commercial, amateur zone. Now, everyone's a player.

In our study, we identified a wide range of kinds of practices -- remix/remash (Ten Things I Hate about Commandments), quoting of a whole work for online commentary (The Worst Music Video Ever), critical commentaries (analysis of Fox news bias for instance), tribute videos (Steve Irwin), diaries (Me on Stage with U2 -- again!!), to name a few. We also saw a wide range of actual practices within those genres. One of the things we didn't do was to pass any lawyerly judgment on the fair use of any particular instance. We stopped at identifying kinds of practices as fair-use eligible, which is all that the survey we did permits us. We think this is very valuable because the kinds of practices are all clearly eligible for fair-use consideration. We hope that the next phase of our work, creating a best-practices code, will provide guidance to help people make judgments for themselves about what is fair use.

You can, however, make some generalizations:

  • It gets harder to claim fair use the closer people get to merely quoting the work without commenting on it, reframing it, or adapting it.
  • It gets harder to justify fair use the closer the copier's purpose is to the original.
  • It gets harder when the quotation is longer or more extensive than is justified by its purpose.
  • It gets harder to claim fair use the more the copier is intending to monetize the original item in order to compete with the copyright owner.
  • It gets harder when proper credit isn't given.

We also found that it's very easy for everybody to understand why it's o.k. to use copyrighted material for critical, political and social commentary. People understand that you can't critique something without referring to it, which in video would also involve hearing and seeing it. They also see critical speech as a great example of the First Amendment.

What's harder for people to grasp is that it's also o.k. to use copyrighted material to make new work that may be illustrative or celebratory or illustrative rather than critical, or may re-imagine the culture as remixes do, or may archive it, or may simply record reality that includes it. Why is that so hard to grasp? All this activity uses the same cultural processes, the building of new work and meaning on the platform of the old. We think it's because people have cultivated, in the mass media era, a cult of the author, a belief in creativity as the product of the genius of the individual creator. This of course flies in the face of everything we know about the creative process, which is a social, collective and iterative one. It also flies in the face of cultural evolution. After all, until very recently in the West, copying was homage, copying was learning.

Many of these amateur media makers know little about the law. Most of them lack the resources to seek legal advice about their work. What steps can or should be taken to protect their fair use rights?

PJ:We're suggesting that a "blue ribbon" panel of experts in law and communications should take on the task of developing a set of "Best Practices" for fair use in on-line video production. The first step would be to talk with a wide range of producers (and platforms) about what they regard as necessary and appropriate quotation. Then the panel would be in a position to craft a document that would be a useful reference for media makers themselves and for the platforms that make their work available – as well as for the content owners themelves. In particular, it would be a point of reference that platforms and content owners could use when they develop mechanisms (like filtering techniques or take down protcols) designed to block or disable infringing on-line content. Everyone seems to agree that mechanisms of this kind shouldn't interfere with fair use, but unless there is some consensus about what constitutes fair use in this new area of practice, these pious affirmations aren't likely to be translated into meaningful practice. In the extreme and unlikely case that an issue involving fair use and on-line video were to find its way to court, a "Best Practices" statement also would help to guide the courts. Following a long-standing (and sensible) tradition in fair use decision-making, judges in these cases pay close attention to practice communities' views of what is fair and reasonable. (More about tradition and its implications is at www.centerforsocialmedia.org/files/pdf/fairuse_motionpictures.pdf),

And, of course, if a media maker working within the framework of a "Best Practices" document were to be sued or otherwise harassed, there would be a healthy supply of expert IP lawyers lining up to defend that person on a pro bono basis. IP progressives -- and there are plenty of them in the legal community -- always are looking for good "test cases" to demonstrate the reach of fair use. In fact, Stanford's Fair Use Project is actively looking for such cases, and would offer legal defense if it could find one.

Pat Aufderheide, one of American University's Scholar-Teachers, is a critic and scholar of independent media, especially documentary film, and of communications policy issues in the public interest. Her work on fair use in documentary film has changed industry practice, and she has won several journalism awards. She is the founder, in 2001, of the Center for Social Media, which showcases media for democracy, civil society and social justice. She recently received the Career Achievement Award for Scholarship and Preservation from the International Documentary Association.

Peter Jaszi is faculty director of the Glushko-Samuelson Intellectual Property Law Clinic and professor of law. He holds expertise in intellectual property and copyright law. He was Pauline Ruvle Moore Scholar in Public Law from 1981-82; Outstanding Faculty Scholarship Awardee in 1982; and he received the AU Faculty Award for Outstanding Contributions to Academic Development in 1996. He is a member of the Selden Society (state correspondent for Washington, D.C.). Previously he was a member of the Copyright Society of the U.S.A. trustee, 1992-94; International Association for the Advancement of Teaching and Research in Intellectual Property; National Zoological Park, Washington, D.C., Animal Welfare Board, 1986-present; Library of Congress Advisory Committee on Copyright Registration and Deposit (ACCORD), 1993. He has written many chapters, articles and monographs on copyright, intellectual property, technology and other issues. He was editor of The Construction of Authorship: Textual Appropriation in Law and Literature Durham, N.C.: Duke University Press, 1994 (with M. Woodmansee) (also published as a law journal issue, 10 Cardozo Arts and Entertainment Law Journal 274, 1992). He is co-author of Legal Issues in Addict Diversion (Lexington Books, 1976) and Copyright Law, Third Edition (Matthew Bender & Co., 1994).

Sharing Notes about Collective Intelligence

Last week, my travels took me to San Antonio where I delivered one of the keynote addresses at the Educause Learning Initiative conference -- a gathering focused on the application of technology for learning at the college and university level. My presentation, "What Wikipedia Can Teach Us About New Media Literacies," drew on materials we have been developing through Project nml and was based in an article, originally published here on the blog, soon to appear in The Journal of Media Literacy. The conference organizers are distributing a podcast of the talk. One of the highlights of the Educause Learning Initiative conference is the release of the 2008 Horizon Report. Each year, the New Media Consortium and the Educause Learning Initiative work together to prepare a report "that seeks to identify and describe emerging technologies likely to have a large impact on teaching, learning, or creative expressions within learning-focused organizations." The report positions these technologies in terms of their likely horizons of impact on higher learning -- hence the report's name.

This year's report profiles the following technologies:

  • Grassroots Video -- "virtually anyone can capture, edit, and share short video clips, using inexpensive equipment (such as a cell phone) and free or nearly free software."
  • Collaboration Webs -- "collaboration no longer calls for expensive equipment and specialized expertise. The newest tools for collaborative work are small, flexible, and free, and require no installation."
  • Mobile Broadband -- "each year, more than a billion new mobile devices are manufactured -- or a new phone for every six people on the planet....New displays and interfaces make it possible to use mobiles to access almost any Internet content -- content that can be delivered over either a broadband cellular network or a local wireless network."
  • Data Mashups -- "mashups-- custom applications where combinations of data from different sources are 'mashed up' into a single tool -- offer new ways to look at and interact with datasets."
  • Collective Intelligence -- "the kind of knowledge and understanding that emerges from large groups of people is collective intelligence."
  • Social Operating Systems -- "the essential ingredient of next generation social networking, social operating systems, is that they will base the organization of the network around people, rather than around content...Social operating systems will support whole new categories of applications that weave through the implicit connections and clues we leave everywhere as we go about our lives, and use them to organize our work and our thinking around the people we know."

The presenters, and some of the attendees, signaled some disappointment that Virtual Worlds did not make the final cut this year, suggesting that there is still some disagreement about their viability and their long-term impact on education.

The Horizon report can be downloaded off the web and goes into some detail about each of these technologies and processes. I was personally very pleased to see such a strong focus not simply on collective intelligence but in other forms of collaboration and social networking. As we suggested in our white paper for the MacArthur Foundation, newer forms of literacy might best be understood as social rather than individual skills, having to do with the ways we share knowledge and pool resources within a larger community. Our white paper identifies collective intelligence as a core social skill and cultural competency which young people need to acquire if they want to meaningfully participate in the new media landscape.

The Horizon report situates collective intelligence on a Time-to-Adoption Horizon of Four to Five Years, though they identify forms of collective intelligence at work within many of the current Web 2.0 applications. They identify a range of current applications of collective intelligence principles in projects shaping environmental studies, history, meteorology and astronomy.

In the past, I have drawn a distinction between collective intelligence (based on the work of Pierre Levy) and "the Wisdom of the Crowds" model (proposed by James Surowiecki). The first is based on a model of deliberation in which diverse groups of people consciously compare notes and work through problems together. The second is based on a model of aggregation as individual decisions made autonomously get collected and mapped through some technology. The Horizon report makes a similar distinction:

"Two new forms of information stores are being created in real time by thousands of people in the course of their daily activities, some explicitly collaborating to create collective knowledge stores like the Wikipedia and Freebase, some contributing implicitly through the patterns of their choices and action....Explicit knowledge stores refine knowledge through contributions of thousands of authors; implicit stores allow the discovery of entirely new knowledge by capturing trillions of key clicks and decisions as people use the network in the course of their everyday lives."

Both forms, the report notes, have educational implications:

"Sources of explicit collective intelligence provide opportunities for research and self-study and give students a chance to practice the construction of knowledge -- they can contribute as well as consume....Implicit collective intelligence is already revealing a great deal about everyday patterns of activity based on programs that mine datasets of information from huge numbers of human actions."

There are several important implications of this move towards the use of collective intelligence in education:

  • As I noted in my keynote remarks, the push towards collective intelligence requires us to rethink the nature of expertise and the historic monopoly that schools and institutions of higher learning have claimed over the production and circulation of knowledge. Collective Intelligence recognizes that there are diverse forms of expertise and that we learn more if we draw on as many different minds as possible rather than placing our trust in singular minds. At the same time, this push towards collective intelligence should force academics to engage more actively in public dialog with other kinds of "experts" who operate outside of the so-called "Ivory Tower." We have much to contribute, and much to learn, through participation within these larger conversations, which are being enabled through networked computing.
  • Most of our current educational practices are based on the assumption that schools produce autonomous thinkers. We need to rethink our pedagogical practices to reflect the way knowledge is being produced and distributed within a networked culture. This means that we need to help young people identify and foster their own expertise while giving them skills at weighing evidence and arguments presented by others who also participate within their knowledge community. It means that we need to help them develop a set of ethical practices which holds them responsibile for the value of the information and insights they contribute to the group.
  • Collective intelligence is going to work best on a scale larger than the individual college or university. As such, the push towards collective intelligence is closely linked towards moves for distance learning and for open courseware. Yet, it may force us to rethink some of the models shaping our first steps in that direction. Most of these efforts start from the assumption that information travels from an elite centralized institution to a range of peripheral locations. Collective Intelligence, however, starts from the premise that information must circulate freely and equally among all of the participating institutions.
  • Collective intelligence places a new value on diversity -- this is true in both the explicit (deliberative) model and the implicit (aggregative) model. The greater diversity of inputs into the process, the richer the output. Higher education still often thinks about diversity through a lens of affirmative action and remediation. Instead, incorporating greater diversity into a collective intelligence process benefits all of the participants.

As it happens, Project nml has been developing a range of classroom activities focused on helping young learners develop a better understanding of the practices and values associated with collective intelligence. Erin Reilly, the Project's Research Manager, recently shared with me a report about a field test of some of those materials which they ran with teens from Boston's Youth Voice Collaborative. I offer it here as an illustration of some of the ways these principles might be incorporated into classroom teaching practices:

The first group activity was called "Stump the Expert". This activity put their adult facilitator, Julian ("The Expert"), in the position to work on his own and write down all that he knew about Caribbean culture …his own stated expertise. While Julian was making his long list, the girls collectively worked to jot down phrases and words on the board; anything they knew about the Caribbean culture. When Julian came back into the room, he looked at the board and laughed, stating, "Wow. You guys got a lot." He then showed the girls his paper and said how he'd written full sentences. He had started his list with the etymology of the word Caribbean. Lana Swartz, a NML Research Assistant and the Focus Group Facilitator, remarked how starting out with the origin of a word was a really good example of what an expert does.

The two lists were very different and very good in different ways. The one from the girls was totally random and not connected with each other; while Julian’s list was more like an expert where things were organized. With the two lists together, the knowledge pooled was that much greater and when the girls were asked what Collective Intelligence means to them. One girl said, "all together" and they all agreed.

This low-tech group activity was an introduction to the Exemplar Library. The group searched the skill Collective Intelligence and a video on Wikipedia pulled up. With the learning activities embedded into the multimedia material, the cue-point was when Kevin Driscoll says, "and nobody owns that sandcastle, you all built it together, you're all proud of it, and you all get the benefit of each others’ work so you really are relying on each other. And Wikipedia is like that sandcastle, except no ocean is going to wash Wikipedia away." At that point, the girls could have continued watching the video or pause and step into the exemplar to participate in the online activity. Stepping in, they were introduced to the Platial.com website, where collective intelligence is used to make maps. The clip provided a demonstration of how to make a map mash-up and they began to create their own maps.

The girls worked in two groups of two and one girl worked on her own. They were given the choice and this is what they chose. Interestingly, both 'working alone' & 'working in a group' had its drawbacks. For the kids who were in groups of two, one of the girls tended to do the whole computer part, (though in both groups, the other girl didn't seem to mind). For the girl on her own, she had the drawback of not having anyone to brainstorm and make a plan with (Luckily, Julian, the adult facilitator, jumped in and played that role which was a good example of the informal mentorship that is a key trait in participatory culture).

The girls had a great time with the activity and a picture was taken of the whole group and posted on the YVC marker on their Platial.com map. There was lots of laughing when they saw the picture. It's a fun picture. When asked if they would make these maps with their friends, they all had a resounding "Yes!"

If you'd like to learn more about collective intelligence, check out the following resources:

Podcast of a session from the Media in Transition 5 conference focused on Collaboration and Collective Intelligence -- featuring Mimi Ito, Cory Ondrejka, and Trebor Scholz, and moderated by Thomas Mallone.

Podcast of a MIT Communications Forum event focused on Collective Intelligence featuring Karim R. Lakhani, Thomas W. Malone, and Alex (Sandy) Pentland and moderated by David Thorburn.

Podcast of a conversation at the ELI conference between George Siemens and Michael Wesch about "Future Learning." I saw Seimens present an outstanding workshop on Connectivism which lay out some core assumptions about the value of social networks and collective intelligence for education.

Those of you who are in the Boston area might want to try to attend another MIT Communications Forum event this term, which is certain to consider issues of collective intelligence:

our world digitized: the good, the bad, the ugly

visionary and skeptical perspectives on the promise and perils of

the internet era

yochai benkler, harvard law school, author of The Wealth of Networks: How Social Production Transforms Markets and Freedom

cass sunstein, univ. of chicago law school, Author of Infotopia: How Many Minds Produce Knowledge

april 10

5-7 p.m., bartos theater

From Zoey's Room to Project NML: An Interview with Erin Reilly

Yesterday, I introduced you to Matthew Weise, a producer from our GAMBIT lab, and a key figure behind our games research efforts. Today, I wanted to introduce you to another researcher who recently joined the CMS community -- Erin Reilly, Research Director of Project nml. The New Media Literacies (NML) project, funded by the MacArthur Foundation, is developing a theoretical framework and curriculum for K-12 learners that integrate new media tools into broader educational, expressive and ethical contexts. NML is partnering with classrooms and after school programs around the country to test curriculum prototypes created by CMS students and program affiliates.

Before coming to MIT, Reilly was co-creator of Platform Shoes Forum's model program Zoey's Room, a national online community for 10-14 year-old girls, encouraging their creativity through science, technology, engineering and math (STEM). Zoey's Room has proven results in advancing STEM and Media Literacy skills. In 2007, Erin received a national educational Leaders in Learning Award from Cable in the Classroom for her innovative approach to learning through Zoey's Room. A recognized expert in the design and development of thought-provoking and engaging educational content powered by virtual learning and new media applications, Erin has been a featured speaker, panelist and keynoter at several industry events. Erin serves on the Working Committee of Pop!Tech (http://www.poptech.org), an internationally acclaimed technology event that can be seen on PBS and the Technology Committee of the Maine Arts Commission.

Knowing how many of my readers have a strong interest in the use of new media for education, I asked Reilly to share some of her insights from working on Zoey's Room and to give us a preview of what you can expect to see from Project nml in the coming year.

Tell us about Zoey's Room. What were the goals of this project and how do you measure it success?

Zoey's Room is a safe, online educational community developed by Platform Shoes Forum to creatively engage 9- to 14-year-old girls in science, technology, engineering and math (STEM).

The goals of Zoey's Room are to encourage middle school girls to:

• Learn science, technology, engineering and math skills in a fun, collaborative online environment by completing online activities and offline challenges on their own or in a group.

• Behave responsibly and ethically online and to be Internet Safe

• Participate and share in an informal learning environment, and

• Be better prepared for the technological demands of a future workforce.

Fewer than a dozen Science, Technology, Math, Engineering (STEM) websites are currently available online for middle school girls right now. Of them all, Zoey's Room is the only STEM website that features a multicultural character "Zoey" who appeals to both rural and urban girls. Zoey hosts her own chat room for girls every day after school. She encourages girls to explore STEM topics through fun challenges called Tec-Treks, that expand their knowledge on a range of 21st century skills. Additionally, each month, Zoey leads informative chats with "Fab Female", women role models who have STEM professions. This unique interpersonal connection, along with the collaborative nature of the Tec-Treks, encourages girls to become more interested in STEM careers.

We measure the success of Zoey's Room not on the number of its members but on the girls' safety, progress in academic fields, and retention in the program. The extensive research behind Zoey's Room allowed us to develop a practical application, which includes an on-going assessment of each member's participation and learning. Evaluative tools include a benchmark survey taken when a girl first joins the program, annual assessment polls, and one-on-one feedback from online members and adult facilitators.

Specifically, a sample of 100 girls participated in the Zoey's Room 2006-2007 benchmark and final survey. When asked the answers to very specific STEM questions we put to them in the survey, the majority of girls got 12 out of 13 of the answers right--which proves to us that they actually learned terms and concepts and principals of certain STEM topics by doing the various Tec-Treks. But beyond statistical measures, what girls are saying about Zoey's Room matters the most.

"Math is my favorite subject - I'm (now) interested in numbers and problem solving"

"We need more ideas like Zoey's Room; being a girl is hard and we need all the support we can find since it's hard to discover that at home, with our friends, or our schools."

"I think that Zoey's Room is the best idea in the whole entire world. On Zoey's Room, a safe environment is provided where questions can be answered and girls actually have a voice."

What factors have historically limited young girl's comfort with Science, Technology, Engineering, and Math? How has Zoey's Room overcome these problems?

Reports like "Shortchange Girls, Shortchange America" (1991) and "Gender Gaps" (1998) by the American Association of University Women (AAUW) were the catalyst for starting a program like Zoey's Room. Through aggregated research and internal studies, these reports uncovered the need for schools to provide equitable education for girls in the areas of STEM. AAUW found that to instill math, tech and science skills in girls; we need to educate girls to be designers, not just passive users of technology- and Zoey's Room encourages that. Given the social and collaborative nature of girls, a girls-only self-paced learning environment seemed a natural platform. The next step was to make this environment engaging and attractive to girls by including community tools.

Though girls today are more apt to be interested in technology, they are still not pursuing further as advanced courses or career aspirations. According to a more recent report," What We Know about Girls, STEM, and After-school Programs" (Cheri Fancsali, Ph.D. for Educational Equity Concepts) girls are much less likely to major in science-related fields in college; less likely to complete undergraduate and graduate with STEM degrees. Beyond that, women comprise a disproportionately low percentage of the STEM workforce, earn less, and are less likely to hold high-level positions in STEM careers. What does that mean for our society? Today, eight of the 10 fastest growing jobs in the U.S. are computer related. By 2010, jobs in the technical and mathematical fields are expected to increase by 67%. If this trend continues, not only does it seriously cripple young women's potential financial earning power, but as more jobs in the future demand technological proficiency, this trend can be a detriment to the nation's intellectual resource pool.

In the last five years, numerous studies have documented concrete methods to get girls re-engaged into learning "hard skills." Programs for girls combining hands-on activities, role models, mentoring, internships, and career exploration have improved girls' self-confidence and interest in STEM courses and careers and helped reduce sexist attitudes about STEM (Campbell and Steinbrueck, 1996; Ferreira, 2001).

The AAUW Commission also stressed the need for adult female role models to engage younger females in the areas of science, technology, engineering and math for girls to begin reshaping their own perceptions about these fields as career choices. A recent Girl Scout Research Institute (GSRI) study showed that girls tend to make career choices based on their role models rather than their academic interests.

Joseph Bernt, an Ohio University professor of journalism, and one of the authors of a nationwide study funded by the National Science Foundation about the media's influence upon middle school children found "this age group spends more time interacting with media than in school or with family, or even with their peers. This means that media has to start providing better role models for girls. Zoey's Room is our example of creating a fun, creative, positive use of media. By harnessing the media for education, we hope to inspire girls with other role models.

In a recent column, I argued that the term, "digital natives," masked lots of differences in young people's access to and participation within digital media. What kinds of differences in skills and access have you observed through your work on Zoey's Room?

I think we've grown up in a culture that we have to label everything, but by doing this we limit the truth of who people really are. Using labels like digital natives and digital immigrants is just another way of stereotyping people. Anyone who's participated in community online knows that it's these places where stereotypes are broken down. The anonymity of the web allows for the girl you'd never hang out with in school to become one of your closest allies online. It's a congregation of girls interested in a particular subject rather than hanging out on a particular social norm that sets precedence in the school cafeteria.

Children have to learn technology skills just like we adults. The only way they are going to learn the skills are by trying it out or asking for help. This metaphor makes it sound that every kid is a native to the digital environment. It doesn't take into account that kids and adults all have different experiences with digital technology. And it also doesn't take into account the guidance and supervision that happens in communities and the positive results occurring when an informal mentorship happens between an adult and a child online. It really depends on how much access they have to the technology in order to be comfortable. These skills are unevenly distributed across our population and can easily be seen in the Zoey's Room membership. We have many home-schooled girls using Zoey's Room who are much more savvy online than girls who doesn't have a computer at home and only get to use the computer when she meets with her after-school Zoey's Room club.

The chat and message boards on Zoey's Room are filled with peer-to-peer sharing of how to do something online. (See the below image for example of girls sharing how to change fonts within chats).

zoeysroom-thumb.png

The message board tech tips wouldn't be filled with this information if girls came into the program knowing how to do everything digital.

I also argued that adults might have more to contribute in helping young people adjust to new technologies than the phrase "digital immigrants" implied. How did you harness adult expertise through Zoey's Room?

We harnessed adult expertise in Zoey's Room by creating a mentoring pipeline through our Friends of Zoey and Fab Female components. High school girls can apply to be "Friends of Zoey", which are junior staff members who interact online with girls and encourage them in Tec-Treksâ„¢. The FOZ began as an internship program for girls who have aged-out of Zoey's Room but still wanted to stay involved and developed into these girls being the community hosts of Zoey's Room as well as keeping content evergreen.

As I mentioned earlier, Fab Females are female role models who have professions in STEM. Past Zoey's Room "Fab Females" have included a NASA Food Technologist, Microsoft IT manager, a marine biologist, a paleontologist, and digital artist, designers and film makers. Fab Females have asked to stay involved beyond the chat session. With an increase in membership this year, we're opening up a space in the community for on-going interaction between Fab Females and the members.

Not only are our Friends of Zoey the glue to the online community, but also these girls build leadership skills by recruiting and interviewing our Fab Females to conduct online chat sessions. They also work with these Fab Females for additional Tec-Trek activities.

Online safety was a central concern of your work on Zoey's Room. Many adult fears about young people's experiences online are misguided, but some are not. What do you see as the most realistic concerns and what steps did you take to address them?

Since we work with children under the age of 13, the biggest concern is following the guidelines of COPPA, and we worked closely with the FTC to ensure our registration was COPPA compliant. However, this doesn't guarantee that a person signing up is who they say they are and we all know how easy it is to change your birth date to make you whatever age you want to be. So, how do we protect girls from encountering just anybody on our site?

We've partnered with a 3rd party verifier to ensure all adults who register a girl for an account are subject to identity verification. Before confirming a girl's membership to Zoey's Room, our process verifies the data collection of adult registrants to ensure they are who they say they are. This is a reactive approach and does not provide the answer to safety but we hope this extra step will deter folks who are joining the community for reasons other than its intended purpose.

Past the access point, Zoey's Room creates a proactive approach to safety and ethics by training Friends of Zoey how to help moderate and monitor the chat room and message boards every day for ongoing protection of its members. We also create an environment where members watch out for each other and know the guidelines they need to follow to participate in the community... and I think this is the best approach to take. I conduct adult workshops and stress to attendees how important it is to have open conversations with your kids and help educate them of proper conduct online.

Lately, we find the biggest concern is not safety but ethics. We've found that when confronted with someone prying too much, they usually quit out of the program and shut down. Their natural instincts kick in. However, it is mob mentality and bullying that causes the most damage. Zoey and Friends of Zoey provide peer-to-peer guidance in how to handle the situations and have been known on more than one occasion to be the bridge to acceptance of each other.

What did you learn from the work on Zoey's Room that will help us expand the community around Project NML?

The first thing we started with this year was defining our audience. If it's for teens, make it for teens. Don't worry about the adult. If teens like it, the adults will join in. If teens don't like it, you and the adults will always feel like its work.

"Today's American teens live in a world enveloped by communications technologies," states a 2005 Pew Internet and Life Report titled "Teens and Technology.

Whether adults are comfortable with this technological revolution or not--it's happening. According to the Pew Report more than 87% of teens and tweens between 12-17 are using the Internet and their preferred method of communication is online in the form of Instant Messaging, Chat Rooms, and Social Networking sites with older girls taking the lead nationally as the "power users" of the Internet.

In Zoey's Room, we foresaw this trend in 2002 when we created a moderated chat room for girls only with the sole purpose of appealing to girls' natural collaborative and communicative natures as a platform to introduce "stealth" education in the form of Tec-Treks and role models.

We also saw the success of having a place for members to showcase their work and get feedback. Each of the Tec-Treks is project-based and not yes or no or multiple choice answers. Tec-Trek projects are loaded for not only Zoey and her friends to give feedback but also the other mentors.

I've seen first-hand that community is the glue to learning online. If you lose community, then you might as well be reading a book on your own without ever joining the book club for discussion.

I hope to take the Zoey's Room "pipeline" community to Project NML. This approach encompasses the traits recognized in participatory culture, including:

• Low barriers for artistic expression & civic engagement

• Strong support for creating and sharing what you create with others

• Some type of formal mentorship (pass it along to newbies)

• Members contribution matters - reinforce your contribution is important

• Some degree of social connection matters

And first and foremost, I bring the knowledge of lessons learned in the field. Of having taken theories and created a successful digital learning application. Having processed what works and doesn't work will help Project NML be successful and hopefully push the digital learning community further.

What have you learned through working on Project NML so far that helps you think differently about Zoey's Room?

In your graduate proseminar on Media Theory and Methods, you ask your students to interview a media maker and to try to get a sense of the theoretical assumptions underlying their work. Zoey's Room has been a practical application but the research that we looked at to develop Zoey's Room was girls and STEM. We were media makers so we didn't look at the media theories to develop... we just did it.

Since becoming Research Manager for Project NML, I realize that we intuitively created a participatory culture for members of Zoey's Room. Even though the program was about encouraging girls in STEM, it is an example of a shift in media literacy from thinking about what media does to helping change our mindset to what choices we make as users / producers of media. This is an active way of participating in media instead of the passive way to what media we consume.

We cannot have media literacy be a separate class / add-on at the end as we've seen in the past decade. Instead it needs to be infused cross-curricular.

Reviewing the skills against Zoey's Room Tec-Treks, I see these skills come into play both in and out of the digital realm. There are connections of how kids are connecting in the digital realm to what they should be doing in the classroom. This skill set is not just about high-tech activities. This is an opportunity to help kids acquire skills on how they process knowledge so that they can participate in a new way.

We've been rethinking the goals of Project NML since you've come on board, but the impact of that rethinking has not yet been made visible to the public. What can you tell us about the Project's future plans?

This semester, we've created new approaches to working on this project that really has allowed everyone on the team to understand the goals we want to deliver.

We are currently immersed in production with a goal to re-launch Project NML's interactive website Fall 2008. The new website will allows users to create their own pathways through our exemplar library and have users create and add their own material to the exemplar library.

The exemplar library is a sampling of the participatory culture framework centered around the 4 C's ...how do we Create, Connect, Communicate and Collaborate. It is an interactive learning library that creatively encompasses a best practice video with an online activity and offline group challenge. The library is built on an extensive backend database where each piece is tagged on multiple traits including; the 11 new media literacy skills, media tools, traditional subjects, and the 5 ethical categories created by Harvard's Good Play project.

The exemplar library will also have some online activities that highlight our collaboration with Harvard's Good Play project. These activities will provide a springboard for discussion on a dilemma centered on one of the five ethical categories: identity, ownership / authorship, privacy, participation and credibility.

As community is the glue to learning online and Project NML will provide a venue for all users to answer the question, "How do YOU create, connect, communicate and collaborate?" This type of user-generated content will allow for the library to expand by the community and for new best practices to emerge, be shared and discussed.

Whereas Project NML's exemplar library is informal learning directed to the teen, the Teacher's Strategy Guide: Education in a Participatory Culture provides structure for a teacher to integrate the new media literacies into the traditional classroom. The framework includes a lesson plan, with extension link of ways to extend the 1-2 class period lesson plan into a semester or year-long project with options to tie to other class subjects as well as a side bar that provides entry points to engage the student through the Project NML exemplar library.

We currently are in development of our first guide called Moby Dick: Remixed and are currently seeking 10 high school English / Literature teachers to test our Teacher's Strategy Guide: Education in a Participatory Culture in Fall 2008. Moby Dick: Remixed help students to better understand the appropriation and transformation of pre-existing cultural materials which shaped some of the most cherished works in the western cannon. The guide provides a set of lesson plans that juxtapose Herman Melville's Moby Dick and Ricardo Pitts-Wiley's theater performance Moby-Dick: Then and Now and is a clear example of the new media literacy skill: appropriation.

Our next steps are to develop material for history / geography teachers. The next guide will be called Weaving the Threads - Social Mapping to Global Citizenship. This project will couple children's interest in cultural diversity with our own interest in the New Media Literacy skills required to process new forms of simulation and representation, producing a project which challenges participants to think about their relationship to their space in fresh new ways. Such a curriculum should enhance traditional social science education, while allowing students to become active participants in their learning rather than passive recipients, because it is in this approach that we help our children become global citizens.

Mentorship will continue with expansion into a media franchise. One of the motivating factors of the community is to develop a character based on the 4 C's. This character will be customizable per user and provide rewards for motivation within the community. This character has the potential to be the lead character in an e-zine style program targeting Tweens. With the collaborative learning community online, the strategy guides deployed to the classroom and the television series, Project NML will be a transmedia experience that helps foster the new media literacies.

If you'd like to become a test school for Project nml, please contact our outreach coordinator Jenna McWilliams at .

Want to know more about new media literacies? If you live in the Boston area, you might want to check out a forum being held at the Brattle Theater at Harvard Square on Dec. 12, 5:30 pm:

MIT Press And The MacArthur Foundation Present

Totally Wired: How Technology Is Changing Kids And Learning

Are digital media changing how young people learn and play? A public forum featuring Howard Gardner (Harvard Graduate School of Education), Henry Jenkins (MIT), and Katie Salen (Parsons School of Design), hosted by the John D. and Catherine T. MacArthur Foundation, as part of its $50 million digital media and learning initiative. The panel will be introduced by Jonathan Fanton, MacArthur President, and moderated by Connie Yowell, MacArthur's Director of Education. Free and open to the public.

Free and open to the public

The event is designed to celebrate the launch of a new series of books being released by MacArthur and the MIT Press which share state of the art research on how kids learn and what they encounter in the new media landscape. The first six books in the series are being released this month and will be available online as of December 12.

Reconsidering Digital Immigrants...

Editor's note: The blog will run at a reduced schedule this week and next. I plan one more post this week and three posts at the start of next week. Then, the blog is going to be shut down for a while as we move to a different server and deal with some of the aftermath of the cyber-attack we received earlier this term. This may mean that I don't get back into the full swing of things before the start of the new year. Sorry for the inconvience. Hopefully this will allow us to resolve some of the issues we've been having with the comments section of this blog. I have written here in the past about my growing discomfort with the phrase, "digital natives" -- which like all metaphors helps us to see some aspects of the world clearly while masking others.

Like many of you, I first encountered these metaphors in the work of Marc Prensky and saw them as a powerful new way of thinking about generational differences that were creating an impass in debates about media literacy education. Prensky laid out these metaphors in a 2001 essay for On the Horizon which has been widely read and cited.

Here's some of what he claimed:

Today's students have not just changed incrementally from those of the past, nor simply changed their slang, clothes, body adornments, or styles, as has happened between generations previously. A really big discontinuity has taken place. One might even call it a "singularity" - an event which changes things so fundamentally that there is absolutely no going back. This so-called "singularity" is the arrival and rapid dissemination of digital technology in the last decades of the 20th century....

It is now clear that as a result of this ubiquitous environment and the sheer volume of their interaction with it, today's students think and process information fundamentally differently from their predecessors. These differences go far further and deeper than most educators suspect or realize....

What should we call these "new" students of today? Some refer to them as the N-[for Net]-gen or D-[for digital]-gen. But the most useful designation I have found for them is Digital Natives. Our students today are all "native speakers" of the digital language of computers, video games and the Internet.

So what does that make the rest of us? Those of us who were not born into the digital world but have, at some later point in our lives, become fascinated by and adopted many or most aspects of the new technology are, and always will be compared to them, Digital Immigrants.

Prensky's deployment of the concept, as he himself has acknowledged, tapped a much larger history of use of these metaphors in talking about cyberculture. danah boyd and I have been corresponding lately, trying to track down some of the roots of this phrase. She finds, for example, that the same metaphor surfaces in John Perry Barlow's "Decleration of Independence for Cyberspace," one of the landmark documents of the first phase of the so-called "digital revolution":

You are terrified of your own children, since they are natives in a world where you will always be immigrants. Because you fear them, you entrust your bureaucracies with the parental responsibilities you are too cowardly to confront yourselves. In our world, all the sentiments and expressions of humanity, from the debasing to the angelic, are parts of a seamless whole, the global conversation of bits. We cannot separate the air that chokes from the air upon which wings beat.

Prinsky has also pointed towards a passage in Nicola Griffith's science fiction novel, Slow River (1995):

Those born before 1960 had the hardest time adjusting to change. They were the ones who would suddenly stop in the middle of the street as if they had vertigo when som shop window flared or called out, or get that haunted, bewildered look when the PIDA readers changed again, or the newstanks swapped to a different format.

It was a very specific expression: hollow-cheeked, eyes darting, looking for somewhere to hide. I had seen that same look on the faces of war refugees, or the foreign-speaking parents of native-speaking children. Older people were immigrants in their own country. They had not been born to the idea of rapid change - not like us.

And Prensky's use of the term in Digital Games-Based Learning references Douglas Rushkoff's Playing the Future: How Kids' Culture Can Teach Us to Thrive in an Age of Chaos who wrote, "kids are natives in a place that most adults are immigrants"

Talk of "digital natives" helps us to recognize and respect the new kinds of learning and cultural expression which have emerged from a generation that has come of age alongside the personal and networked computer. Yet, talk of "digital natives" may also mask the different degrees access to and comfort with emerging technologies experienced by different youth. Talk of digital natives may make it harder for us to pay attention to the digital divide in terms of who has access to different technical platforms and the participation gap in terms of who has access to certain skills and competencies or for that matter, certain cultural experiences and social identities. Talking about youth as digital natives implies that there is a world which these young people all share and a body of knowledge they have all mastered, rather than seeing the online world as unfamiliar and uncertain for all of us.

The best writing about digital natives acknowledges these issues, though it has not yet abandoned the word, in part because none of us have come up with anything better to capture the truths that struck many of us when we first heard this metaphor. Here, for example, is how Harvard's Digital Natives Project justifies its continued use of the term:

Are all youth digital natives? Simply put, no. Though we frame digital natives as a generation "born digital," not all youth are digital natives. Digital natives share a common global culture that is defined not by age, strictly, but by certain attributes and experiences related to how they interact with information technologies, information itself, one another, and other people and institutions. Those who were not "born digital" can be just as connected, if not more so, than their younger counterparts. And not everyone born since, say, 1982, happens to be a digital native. Part of the challenge of this research is to understand the dynamics of who exactly is, and who is not, a digital native, and what that means.

Talking about digital natives also tends to make these changes all about digital media rather than encouraging us to think about the full range of media platforms which shape the world around us or for that matter, the complex set of relationships between old and new media that characterize convergence culture. The digital may be what feels new to us who are of older generations but it isn't as if these young people were exclusively interacting through digital platforms.

Talking about digital natives and digital immigrants tends to exagerate the gaps between adults, seen as fumbling and hopelessly out of touch, and youth, seen as masterful. It invites us to see contemporary youth as feral, cut off from all adult influences, inhabiting a world where adults sound like the parents in the old Peanuts cartoons -- whah, whah, whah, whah -- rather than having anything meaningful to say to their offspring. In the process, it disempowers adults, encouraging them to feel helpless, and thus justifying their decision not to know and not to care what happens to young people as they move into the on-line world.

In reality, whether we are talking about games or fan culture or any of the other forms of expression which most often get associated with digital natives, we are talking about forms of cultural expression that involve at least as many adults as youth. Fan culture can trace its history back to the early part of the 20th century; the average gamer is in their twenties and thirties. These are spaces where adults and young people interact with each other in ways that are radically different from the fixed generational hierarchies affiliated with school, church, or the family. They are spaces where adults and young people can at least sometimes approach each other as equals, can learn from each other, can interact together in new terms, even if there's a growing tendency to pathologize any contact on line between adults and youth outside of those familiar structures.

As long as we divide the world into digital natives and immigrants, we won't be able to talk meaningfully about the kinds of sharing that occurs between adults and children and we won't be able to imagine other ways that adults can interact with youth outside of these cultural divides. What once seemed to be a powerful tool for rethinking old assumptions about what kinds of educational experiences or skills were valuable, which was what excited me about Prensky's original formulation, now becomes a rhetorical device that short circuits thinking about meaningful collaboration across the generations.

More and more, I am also concerned about some of the implications of the "immigrant" metaphor. Let's go back and reread what Prensky said about "immigrants":

The importance of the distinction is this: As Digital Immigrants learn - like all immigrants, some better than others - to adapt to their environment, they always retain, to some degree, their "accent," that is, their foot in the past. The "digital immigrant accent" can be seen in such things as turning to the Internet for information second rather than first, or in reading the manual for a program rather than assuming that the program itself will teach us to use it. Today's older folk were "socialized" differently from their kids, and are now in the process of learning a new language. And a language learned later in life, scientists tell us, goes into a different part of the brain.

There are hundreds of examples of the digital immigrant accent. They include printing out your email (or having your secretary print it out for you - an even "thicker" accent); needing to print out a document written on the computer in order to edit it (rather than just editing on the screen); and bringing people physically into your office to see an interesting web site (rather than just sending them the URL). I'm sure you can think of one or two examples of your own without much effort. My own favorite example is the "Did you get my email?" phone call. Those of us who are Digital Immigrants can, and should, laugh at ourselves and our "accent."

But this is not just a joke. It's very serious, because the single biggest problem facing education today is that our Digital Immigrant instructors, who speak an outdated language (that of the pre-digital age), are struggling.

Digital immigrants compute with an accent: they talk funny.

Digital immigrants are being defined by what they lack with cultural difference seen as an obstacle they must overcome if they are going to fully assimilate into the modern age.

Digital immigrants are seen as imposing old world standards on the inhabitants of a new world and of getting in the way of their sons and daughter's opportunities to achieve.

These are some pretty out of date assumptions about immigrants -- ideas as old as Ellis Island -- and there are certain dangers in re-enforcing these stereotypes in the midst of a national debate about immigration. Surely, we should recognize what digital immigrants bring with them from the old world which is still valuable in the new, rather than simply focus on their lacks and inadequacies.

Keep in mind what a high portion of the folks working in Silicon Valley today are immigrants -- information workers from around the world whose expertise and mastery over these new technologies are allowing American companies to succeed. So, real digital immigrants can probably outcompute most of the so-called digital natives.

Sure, some of the problems of current education are caused by teachers and parents refusing to take seriously new kinds of identities, new forms of knowledge being produced through young people's informal learning in the online world. That's at the heart of what we have been trying to achieve through our New Media Literacies Project -- offering new ways for educators to think about what it means to learn within a participatory culture. But reading adults as fundamentally incapable of making that adjustment or as unable to offer meaningful advice to their offspring will not improve things.

Many young people are trying to confront unfamiliar problems on their own, without anyone around them who fully understands what they are dealing with or who can give them meaningful advice about the problems they are encountering. Young people don't need grown-ups snooping over their shoulders but they do need adults to help watch their backs as they venture into realms which are often as unfamiliar to them as they are to their parents.

At one time, the digital immigrant metaphor might have been helpful if it forced at least some adults to acknowledge their uncertainties, step out of their comfort zone, and adjust their thinking to respond to a generation growing up in a very different context than the realm of their own childhood. As Prensky concludes, "if Digital Immigrant educators really want to reach Digital Natives - i.e. all their students - they will have to change." Yet, I worry that the metaphor may be having the opposite effect now -- implying that young people are better off without us and thus justifying decisions not to adjust educational practices to create a space where young and old might be able to learn from each other.

So, what would digital multi-culturalism look like? Can we come up with a different set of metaphors to talk about these issues?

Want to know about the debates surrounding youth and digital learning. If you live in the Boston area, you might want to check out a forum being held at the Brattle Theater at Harvard Square on Dec. 12, 5:30 pm:

MIT Press And The MacArthur Foundation Present

Totally Wired: How Technology Is Changing Kids And Learning

Are digital media changing how young people learn and play? A public forum featuring Howard Gardner (Harvard Graduate School of Education), Henry Jenkins (MIT), and Katie Salen (Parsons School of Design), hosted by the John D. and Catherine T. MacArthur Foundation, as part of its $50 million digital media and learning initiative. The panel will be introduced by Jonathan Fanton, MacArthur President, and moderated by Connie Yowell, MacArthur's Director of Education. Free and open to the public.

Free and open to the public

The event is designed to celebrate the launch of a new series of books being released by MacArthur and the MIT Press which share state of the art research on how kids learn and what they encounter in the new media landscape. The first six books in the series are being released this month and will be available online as of December 12. I will be talking more about the series in future posts.

From Serious Games to Serious Gaming (Part Four): Labyrinth

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This is part four of a multipart series documenting the thinking behind some of the key serious games initiatives which have come out of the Comparative Media Studies Program over the past few years. Learning Games to Go was a partnership between MIT's Education Arcade, Maryland Public Television, Macro International, and Johns Hopkins University, funded by a grant from the U.S. Department of Education. The ongoing project began in early 2006. Participants in the design process included Kristina Drzaic, Dan Roy, Alec Austin, Ravi Purushotma, Elliot Pinkus, Evan Wendel, and Lan Le, under the leadership of Scot Osterweil. The game was designed and storyboarded by students and staff of the Comparative Media Studies Program, with final development handled by Fablevision, a publisher and software developer. The completed game will be distributed by Maryland Public Television, which has also taken on responsibility for teacher training. For more information about the project, check out Dan Roy's CMS Masters Thesis, "Mastery and the Mobile Future of Massively Multiplayer Games." Images here show original artist sketches by CMS students Evan Wendel and Kristina Drzaic, coupled with their final execution by Fablevision.

Labyrinth: Playing with Math and Literacy

By Scot Osterweil

Conflicting expectations place a major burden on our educational system. We expect our schools to be inclusive of all types of learners, while demanding a unitary measure of student success and a one-size-fits-all curriculum. We expect teachers to be talented professionals while paying them low salaries and even lower levels of respect. We expect schools to overcome problems of poverty, class, and race while we have no solutions for these problems in the society at large. And we demand that all our schools be above average (displaying our own failure to grasp math and statistics).

Game-based learning is similarly burdened by conflicting expectations. Educational games must be open-ended and exploratory, but they must "cover" the curriculum. They should be content-rich, but they can't cost much to produce. They should be engrossing, but shouldn't take too much time from classroom instruction. Children should enjoy them as much as commercial games, even though they address topics that students don't appear to be interested in. All of these contradictions are enough to send a game designer screaming from the room. The good news is that educators are finally paying attention to the power of games for learning; the challenge of all good design is to find solutions for competing needs.

Our mandate with the Learning Games to Go (LG2G) project was to create a game that addressed middle school math and literacy.2 The game needed to be mobile and to employ cutting-edge technology, but it also had to address the needs of underserved populations who have little to no access to mobile technology, especially of the cutting-edge variety. To make our job harder, we were determined to create a game that would make a difference in the marketplace, not just a demonstration project that would never be seen beyond its test audience. We learned a good deal by talking with middle school teachers. Needing to prepare their students for high-stakes tests, teachers were leery of committing precious class time to new technology, but they identified ideas that weren't getting through to their students and hoped we could somehow take care of them. They didn't want to introduce technologies they couldn't manage themselves, but they lacked the time to master new technologies. Teachers recognized the attraction of games to their students, but they couldn't justify games - with all the social baggage the word carries - to administrators and parents.

Labyrinth (working title) sought to resolve these competing demands - it is a puzzle adventure game in which you, the player, wander the corridors of an underground factory populated by monsters. These monsters have been kidnapping people's pets, apparently for nefarious purposes. Your job is to uncover the monsters' secret plans, free the pets, and restore order to the world. Along the way you solve a host of confounding puzzles. And along the way we hope we've solved the challenges presented to us as designers.

The Class Time Dilemma

Teachers tell us that in a high-stakes testing environment, their days are full just covering the mandated curriculum. They can't imagine spending large blocks of time on a game. Labyrinth can largely be played as homework. It is web-served, so no matter where kids play the game, teachers can log on and assess how students are progressing through the challenges.

If kids play the game on their own, they are more likely to engage with it in a spirit of discovery and experimentation. Kids need the opportunity to approach mathematical problems with the same determined inventiveness they exhibit when mastering somersaults or shooting hoops. Labyrinth players will be exposed to a host of new skills to master at their own pace and in their own fashion. When the core concepts underlying the puzzles are eventually introduced in school, kids will be "ready to learn," having achieved mastery over the same concepts through game play.

Imagine a teacher coming into a classroom and saying, "Today I'd like to introduce variables. I know I've never used the word here before, but I also know you students are already experts on the subject, because you've all mastered this puzzle." She then projects a Labyrinth puzzle and discusses how it relates to the topic. She gets the students comparing notes about how they solved the puzzle, and she helps them connect their own experience to math concepts. She uses the puzzle as a visualization tool to make textbook ideas more concrete, and perhaps this process actually fortifies her own understanding of the concept, improving her teaching along the way. Far from asking her to devote hours to the game, we've given her a way to quickly incorporate the game into the lesson she was already preparing to teach.

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What About the Curriculum?

No single game can treat every subject in a given curriculum, but Labyrinth adheres to the standards developed by the National Council of Teachers of Mathematics. We know from our work with educators that many prescribed concepts are never fully mastered by struggling math students. All but the best curricula, even those that adhere to the NCTM standards, teach math procedures without promoting real understanding of the underlying concepts. So, we focused Labyrinth around the "big ideas" of mathematics, including proportionality, variables, graphing, geometry and measure, and rational numbers. For example, students encounter a vending machine, and have a set of coins of unmarked denominations. They must develop strategies for feeding the coins into the machine so that they can figure out which coins have which values (i.e. solving for variables). While playing, they develop mental models of variables and devise strategies for solving such problems. They are building a scaffolding of ideas, models, and habits of mind that they will be able to apply to their formal schoolwork and to their lives as thinking adults.

The Literacy Component

While Labyrinth is primarily a math game, it is also designed to promote literacy. Literacy in the 21st century will not just be about reading text, but about making sense of a whole range of communications media, learning to become a producer of new media content and a participant in online communities (Jenkins et al., 2006)

Two features of the game target these new literacy skills. Labyrinth replaces cut scenes with comics, using sequential storytelling to relay back story and other information needed to navigate through the game world. Comics employ a wide variety of powerful visual devices, while still giving children the freedom to read and reflect at their own pace. Comics are the perfect bridge between watching and reading. And we wanted young people to develop better skills at understanding the interplay between words and images.

Labyrinth also promotes writing. We know that kids who otherwise don't write may spend hours posting hints and solutions to game FAQ websites. Accordingly, we've built the FAQ right into the game, and given kids the incentive to write. Students playing the game are enrolled in teams with fellow students. To improve the team's overall performance, players will aid lagging members by writing messages that help them solve the game challenges. The puzzles have different solutions every time they are played. To give effective aid to their teammates, kids can't just share answers, but need to communicate problem-solving strategies. We contend that if students read and write about their thinking, there will be benefits to their reading, their writing, and their thinking.

Meeting the Needs of Underserved Students

Disadvantaged kids don't uniformly have access to the same technologies at home. They are most likely to have video consoles, but development licenses for the Xbox and Playstation are prohibitively expensive, and are not usually granted to educational game producers. The same licensing difficulties apply to popular handheld devices like the Nintendo DS or Sony PSP, though there are signs that "thinking games" are gaining acceptance on these platforms. Cell phones are mobile, but not ubiquitous with our target audience, and the proliferation of incompatible platforms makes cell phone development extremely expensive.

Thanks to after-school programs and libraries, as well as the rapid penetration of broadband, the Internet-enabled computer seems to be the device likely to reach the most kids through more hours of the day. A web-served game can be accessed anywhere, and thus affords all players, including the underserved, maximum mobility.

A game developed in Flash can be played on almost any connected computer and won't be blocked by school or library networks, as it won't need to be downloaded. There isn't a better platform if we are serious about bridging the technology gap. A Flash game will also be stable on the widest range of devices. We are researching the potentials of playing Labyrinth on handheld computers and hope, by the end of our funding cycle, to identify and develop specifications for the specific handheld technology that has the broadest reach. In the not-too-distant future it should be possible to port Flash games to devices like the Nintendo DS, which at this moment looks like the handheld with the greatest potential penetration of the market.

Overcoming the Classroom Technology Hurdle

Labyrinth makes few demands on teachers. Once the teacher has inputted a class list, students can log on directly without teacher assistance. As with any other good electronic game, built-in tutorials let players gradually master challenges without additional instruction. Teachers can turn their kids loose on the game, and then wait a week and ask students to teach them how to play. In doing so, students will display competencies teachers don't realize they possess.

Although we hope teachers will also play and master the game, we want to respect the constraints under which they work. If teachers don't have time to learn the game, there will still be a mode in which they can play single puzzles and introduce them into class discussion.

Overcoming Resistance to Games

Finally, we hope that Labyrinth will be a game that is both entertaining and thought provoking, capturing young people's imaginations while still earning the acceptance of teachers and the approval of parents. Our approach respects all that is inventive and exploratory in play while challenging students to grow intellectually. If we succeed in these goals, we hope to offer a model for what a good learning game should be, one that resolves the contradictory demands schools place on this emerging technology.

Scot Osterweil is the project manager for the Education Arcade and is currently running "Learning Games to Go," a federally funded project designed to develop mobile games that teach math and literacy to underserved youth. Formerly the Senior Designer at TERC, a nationally known research & development center devoted to math and science education, Osterweil designed Zoombinis Island Odyssey, winner of the 2003 Bologna New Media Prize. This is the latest game in the Zoombinis line of products (Riverdeep/TLC). Scot is the creator of the Zoombinis, and with Chris Hancock he co-designed the multi-award winning Logical Journey of the Zoombinis, and its first sequel, Zoombinis Mountain Rescue. Scot is the also the designer of the TERCworks games Switchback and Yoiks!, the latter also with Chris Hancock.

Scot's other software designs include work on the educational products Tabletop II, Tabletop and Tabletop Jr., and IBM's The Nature of Science. At TERC he participated in research projects on the role of computer games in learning, and on the use of video in data collection and representation. Previously, he worked in television, on the production of Public Television's Frontline, Evening at Pops, and American Playhouse, and as an animator on a wide range of programs. He is a graduate of Yale College with a degree in Theater Studies.

From Serious Games to Serious Gaming (Part Two): Handheld Projects

This is part two of a multipart series showcasing the serious games projects associated with the MIT Comparative Media Studies Program. Today, we focus on the work which Eric Klopfer and colleagues have done through the MIT Teachers Education Program using handheld games. Palmagotchi was built by the Teacher Education Program with the help of lead developers, including Victor Costan and Kyle Fritz. Development of the Handheld Augmented Reality Games is largely supported by a grant from the U.S. Department of Education StarSchools initiative, in collaboration with the University of Wisconsin and Harvard University. Lead Developers on the Augmented Reality project include Ben Schmeckpeper, Tiffany Wang, Kirupa Chinnathambi, RJ Silk, and Lisa Stump. klop5.jpg

Thinking Outside the Classroom: Two Mobile Simulation Approaches to Enhance Student Learning

By Eric Klopfer and Judy Perry

As mobile devices become more accessible and affordable, more and more students are carrying mobile technologies such as personal digital assistants, cell phones, portable gaming systems, iPods, and iPhones in their backpacks. What will learning look like when these powerful handheld computers are as ubiquitous as calculators? Here we describe two software applications designed by the MIT Teacher Education Program for handheld computers: Palmagotchi, a networked evolutionary biology simulation, and Handheld Augmented Reality Games, a toolkit for creating location-based role-playing simulations.

Simulation games, in particular, can leverage the anywhere/anytime nature of mobile computing, extending student engagement with content beyond face-to-face classroom time and asking learners to synthesize digital information with real-world observations.

Our synthesis of the constructivist and situated learning paradigms leads us to design activities that are social, authentic and meaningful, connected to the real world, open-ended and containing multiple pathways, intrinsically motivating, and filled with feedback. While many technologies can foster some of these design elements, mobile learning games are particularly well suited to supporting them all.

Guiding principles that informed our designs include:

Fostering deep personal engagement through role-playing immersion: Each student plays an integral part in a larger system (a fruit fly in a population, a potential carrier in a viral disease model). Many commercial off-the-shelf games are designed around extrinsic rewards - points or award structures that are easy to measure. In role-playing games this could be wealth, as well as the level of your character. In our games, personal investment provides an intrinsic motivator to explore and master game strategies, and therefore better understand scientific models and curricular content.

Engaging students in highly social settings that encourage multi-player collaborative problem solving: Students using our games interact with their classmates in real time, discussing observations and negotiating interactions through both open and moderated discussion. Students typically spend only a fraction of their time actually looking at the screen of the PDA. In one study, which analyzed student behaviors using our handheld simulation games, "looking at the screen" was not one of the top five most common behaviors. Instead, students were talking, writing notes, interacting with other students, analyzing data, and walking around. This approach engages a wider range of students, including those who are not typically engaged by the individualistic structure of traditional coursework and homework.

Encouraging active participation and knowledge-building: During game play, students are active, often walking around and/or moving from player to player to observe and compare data. Game actions require both digital and face-to-face interaction.

Providing teachers with a flexible model of implementation: The overly structured materials of science kits or packaged software do not typically allow teachers to express their creativity and use the skills that led many into the profession. On the other hand, giving teachers a tabula rasa is unworkable. The majority of teachers do not have the time or expertise to design entire lessons. Our game designs provide teachers without software programming backgrounds with well-formed and easily customizable activities. Teachers can feel a sense of ownership over materials that match their specific instructional needs.

Enabling cognitive "Flow": In these games, the reward is Flow (Csikszentmihalyi 1990), "being completely involved in an activity for its own sake." Flow is marked by extreme concentration, pleasure, focus, reward, and even exhaustion. Activities that lead to Flow display clear goals, high concentration, feedback, appropriate challenge, personal control, and intrinsic reward.

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Palmagotchi

"Casual games" are the fastest growing and perhaps largest genre of video games. Casual games can be played a few minutes at a time, typically during down time (waiting for the bus, for a few minutes over lunch, etc.). Casual games are often played on PDAs (handheld computers like the Palm or Pocket PC), the Nintendo DS, Sony PSP, and increasingly on Smartphones (e.g. Windows Mobile phones and iPhones) and cell phones. The Tamagotchi, a game involving virtual pets, offers one powerful model for the educational use of these platforms. Tamagotchi's simple design, along with the emotional bond between player and pet, results in a game that is simple to learn, allows for increased mastery, can be played casually a few minutes at a time, and yet sustains interest and interaction. Such an approach doesn't interrupt or impede the "business" of the school day.

Palmagotchi, a ubiquitous multiplayer handheld game, is based on a flexible networked platform called myWorld, and builds off of past work developing mobile peer-to-peer participatory simulations, such as The Virus Game. Palmagotchi allows students to become part of a dynamic biological process referred to as co-evolution. Palmagotchi's underlying model is loosely derived from Darwin's observations of finches in the Galapagos Islands. The "virtual pets" in Palmagotchi are birds and flowers that live within a larger simulated ecology that also includes predators and changing climate patterns. Students gain a deeper understanding of fundamental ecological, genetic, and co-evolutionary processes as they nurture their creatures.

The player's goal is to keep the lineage of his or her birds alive within the larger ecosystem, mating with other birds to produce and raise independent offspring before the parent bird dies. Each participant's handheld computer (a Windows Mobile device) starts with a small number of birds and flowers. Each bird has its own unique set of genetically determined traits (e.g., beak length, metabolism, ability to flee from predators, survival during cold weather, etc.). Ultimately, individual flowers' and birds' survival demonstrate their interdependence within the ecosystem. An accelerated "game time" allows students to observe and analyze general trends across multiple generations.

The game doesn't just convey specific information; playing the game allows students to conduct thoughtful, collaborative scientific inquiry. Initial implementations show that students (and teachers) are highly engaged in the process of maintaining their virtual pets over days or even weeks of play, learning the underlying science to improve their performance. They regularly find time outside of class to engage deeply in the game. Class time has been used effectively to discuss data and related biological processes, meeting the content standards required of students and teachers while maintaining high engagement and interest by all. The platform upon which Palmagotchi is based is being used to develop other new games for the science curriculum.

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Augmented Reality

Augmented Reality (AR) devices superimpose a virtual overlay of data and experiences onto a real-world context. Augmented Reality can employ a variety of technologies, ranging from head-mounted displays to simple mobile devices. We have focused our research and development on "lightly" augmented realities, which require a small amount of virtual information and can be performed on handheld computers, and more recently on cell phones. These technologies support explorations and learning in the students' natural context, their own community and surroundings.

For example, Charles River City, loosely based on Chris Dede's MUVE "River City," was one of our early Augmented Reality games. In this game, students follow an outbreak of illness coinciding with a topically relevant event in the Boston Metro Area. One of the first runs started out like this:

The July 1st, 2004 headline of the Boston Globe reads "26 More Fall to Mysterious Illness as DNC Looms". A rash of disease has swept through Boston; and - with the Democratic National Convention coming to the city in a few weeks - citizens, politicians and health officials are all concerned. What is the source of the illness? Is this an act of bioterrorism or a naturally occurring event?

Players are told that a team of 20 experts is brought in to investigate the problem, including epidemiologists, physicians, public health experts, laboratory scientists, biologists, computer scientists, and environmental specialists. This group must work together to evaluate case reports and available surveillance data, investigate the cause and source of the outbreak, assess risk, communicate with the professional and public communities and identify and implement effective remedies. The teams collect and analyze environmental samples, hospital records, patient histories, clinical samples, and testimony from community members. The team must determine its findings and propose actions very quickly in order to assess the risk, diminish societal fears, and solve the problem. Our initial research on AR simulations (Klopfer, Squire, and Jenkins 2003; Klopfer and Squire 2004) demonstrates that this technology can effectively engage students (notably, female students have responded very well) in critical thinking about authentic scientifically based scenarios and enhance their interest in IT.

In order to scale our research and enable AR games to reach a wider audience, we have developed an AR Toolkit that allows designers, teachers, and even students to develop their own games. Using this toolkit, we have already built AR simulations in many content areas over the last few years. Games have been implemented in such diverse areas as environmental science, colonial American history, epidemiology, math, and English. These activities also support students' development of critical 21st-century IT skills including computer-mediated collaboration and information sharing, managing uncertainty, and analyzing complex systems.

The power in AR lies in truly augmenting the physical landscape, creating digital content closely tied to real-world locations, and thus supporting direct observation as well as data analysis. To extend these learning opportunities, we are enhancing our software and experimenting with new classroom practices to make it easier for teachers to localize and customize their games. This will enable educators to focus their efforts on meaty "curricular" tasks of narrative, data analysis, and even game design, with minimal effort spent on the technological aspects. This nearly invisible technology embodies the principle of technology adapting to the classroom, though in this case, the classroom is the entire world.

The Future of Educational Handheld Games

A user-centered - and thus "teacher-centered" - design approach greatly enhances the likelihood that teachers (on whom the success of these experiences ultimately lies) will be able to successfully integrate these technologies into the classroom. Educational software designs, like Palmagotchi, leverage the portability of mobile devices to integrate learning across students' everyday lives, allowing teachers to tap game-based learning without losing valuable classroom time. Similarly, our AR toolkits allow teachers to customize games to local conditions, setting their own pedagogical goals and moving learning beyond the school walls. Such games engage students in multi-sensory, kinesthetic, collaborative experiences. Such games offer students engaging and motivating experiences, while enabling students and teachers to investigate important ideas.

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Eric Klopfer is Associate Professor and Director of the Scheller MIT Teacher Education Program. The Teacher Education Program prepares MIT undergraduates to become math and science teachers. Klopfer's research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. His research explores simulations and games on desktop computers as well as handhelds. He is the creator of StarLogo TNG, a new platform for helping kids create 3D simulations and games using a graphical programming language. On handhelds, Klopfer's work includes Participatory Simulations, which embed users inside of complex systems, and Augmented Reality simulations, which create a hybrid virtual/real space for exploring intricate scenarios in real time. He is the co-director of The Education Arcade, which is advancing the development and use of games in K-12 education. Klopfer's work combines the construction of new software tools with research and development of new pedagogical supports that support the use of these tools in the classroom. He is the co-author of the book, Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo, and author of a forthcoming book on mobile games and learning from MIT Press.

Judy Perry is Research Manager of the MIT Teacher Education Program. She currently oversees design, development and research for several projects involving games and simulations for handheld devices, including location-based Augmented Reality projects, and Participatory

Simulations including Palmagotchi. Prior to becoming a researcher at MIT, her work included television and web production, and content development for educational toys. She holds a B.A. in American Studies from Yale University, and an Ed. M. in Technology in Education from the Harvard Graduate School of Education.

From Serious Games to Serious Gaming (Part One): Revolution

This is the first installment of a five part series showcasing the evolution of The Comparative Media Studies Program's thinking about Serious Games. Each installment will focus on a different games-related project, while a conclusion will describe the commonalities in how we think about games and learning. I am starting this series this week to reflect the fact that we are hosting a Communications Forum event today focused on Games and Civic Engagement. The idea for Revolution emerged as part of the Games to Teach Project, funded by a Microsoft iCampus grant, and later became the flagship project for the Education Arcade. It was a complicated project spanning five semesters, starting in Fall 2002 and extending through Fall 2004. It was designed by a team of graduate and undergraduate students, working part time while taking classes. Participants included Philip Tan (Producer), Matthew Weise (Game Designer), Brett Camper (Lead Programmer), David Lee (3D modeling), Giovanni Mendoza (Art), Cassie Huang (Character Design), James Tolbert (Animation), Nicholas Hunter (Programmer), and Bertha Tang (Art).

In a spelling bee, a kid is challenged to memorize a lot of words, there's a fair amount of pressure, and it's kind of grim. If they get a word wrong, the buzzer goes off, they're told they got it wrong, and they are out. There's never a discussion about why they got it wrong, how they could have reasoned about the word to get it right. There's never really much of a discussion about how that word could be used in speech. In fact, the goal for a spelling bee is to learn all sorts of words that you will never use in common speech.

Compare that with a game of Scrabble where kids sit with the letters in front of them and are moving them around, thinking endlessly about all of the different combinations of words and which ones are real. They try to play one and there's a discussion about whether that's a real word or whether that's a real form of the word. Through that process, kids are engaging deeply not just in spelling but in word usage and they're having fun while they are doing it.

-Scot Osterweil

Popular accounts of the Serious Games movement have often fallen back on the image of the computer as a "teaching machine" that "programs" its users - for better or for worse. The fantasy is that one can just plant kids in front of a black box and have them "learn" as if learning involved nothing more than absorbing content. Those who fear that games may turn normal youth into psycho killers similarly hope that games might transform them into historians, scientists, engineers, and tycoons. At the same time, teachers express anxiety that their pedagogical labor will be displaced by the game console.

Putting the emphasis on the program to deliver content has often led to highly rigid and pre-structured play experiences, carefully regulated to conform to various state and national curricular blueprints, with little chance for emergent play or creative expression by the players. In other words, most commercial edutainment titles look much more like spelling bees than Scrabble.

For the better part of a decade, researchers associated with the MIT Comparative Media Studies Program (through Games to Teach, The Education Arcade, and The Singapore-MIT GAMBIT Game Lab) have been researching the pedagogical potentials of computer and video games. We have adopted a range of different models for what an educational game might look like - from mods of existing entertainment titles to augmented reality games, from role-playing games to collectible cards - and how they might be produced - including several recent collaborations with commercial media producers and professional game designers. Our games straddle academic fields, including History (Revolution) and Current Events (iCue), Math and Literacy Skills (Labyrinth), Science (Palmagotchi), even Waste Management (Backflow). What links these various projects together has been a design philosophy that focuses less on serious games and more on serious gaming. We see games not so much as vehicles for delivering curricular content as we do spaces for exploration, experimentation, and problem solving.

We do not simply want to tap games as a substitute for the textbook; we want to harness the metagaming, the active discussion and speculation that take place around the game, to inform other learning activities. Researchers have documented not only the ways that conversations around recreational game play reshape the player's perceptions of violence and the social bonds being expressed through play (Wright, 2002), but also the informal learning communities that have grown up around game, such as Civilization 3 (Squire and Giovanetto, Forthcoming), enabling participants to learn world history even as they improve their game performance. Many of our games rely on the mechanics of meta-gaming to get students to articulate what they have learned from the play experience.

This is hardly a new idea: consider the Model United Nations as a well-established pedagogical practice in American social sciences. Essentially, the Model United Nations is a role-play activity where students are assigned to represent delegates from different countries and work through current policy debates. Students don't show up and start playing: the role-play motivates library and classroom activities leading up to the formal event. They don't just stop playing: a good teacher builds on the role play by having students report back on what they learned through presentations, classroom discussions, or written assignments. A hallmark of our serious games projects is that we factor the context and process of play into our game design, insisting that much of the learning takes place outside the box as the experience of gaming gets reflected upon by teachers and learners in the context of their everyday lives.

In this series of posts, we look back on some key milestones in our program's exploration of serious gaming. In each case, we will explore how our understanding of instructional activities rather than curricular content shaped our design choices. Each project represents a different model for how a pedagogical game might work in relation to current educational practices; each also reflects a shared vision that sees play as a key component of learning.

Revolution: A Historical Simulation of Colonial America

By Brett Camper and Matt Weise

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Revolution was a total conversion mod of the popular PC game Neverwinter Nights modeled on Colonial Williamsburg. In this classroom-based multiplayer experience, each student would take on the role of a different resident on a single day in the spring of 1775. Students would adopt a variety of classes, races, genders, and political perspectives as they relived the debates surrounding the American Revolution.

The starting idea was broad: to create an online historical simulation for classroom use. We knew we wanted the game to be online, allowing students to learn together socially. And we knew we wanted to base the game on Colonial Williamsburg, which has a long tradition of historical learning through role-play. We felt such a game would be great opportunity to apply our values of learning as exploration and expression rather than rote memorization.

From the outset, Revolution was meant to be an educational game designed by people who were gamers first and educators second: if your game isn't fun, its educational goals don't matter. We wanted to leverage design principles that we knew worked, or at least could work, from successful commercial games. If we could create a game that looked and sounded on par with store-bought games, and that used familiar interface and game-play concepts, we could create an experience that escaped the negative image of "edutainment" while leveraging new media literacies for pedagogical ends.

Initially, one of our biggest challenges was to design for the time constraints of the typical classroom period. Public school teachers typically have an hour or less to get the students settled down, introduce the game, teach the students how to play, have the students play the game, get the students to stop playing, and have a coherent discussion afterward. So how might we design a complete and compelling game play experience under these constraints? We were intrigued by commercial games that use fixed time limits to shape player experience, compressing complex processes into finite units of game time. The Legend of Zelda: Majora's Mask, for example, is about helping people as they go about their daily lives in a single town over the course of a fixed time period. The time limit focuses the player on the social space of the game, since Link only has a short time to affect events that will happen with or without him. Inspired, we focused Revolution's time frame into a single day. This day in our virtual Williamsburg would equal 40 minutes of class time, and would represent a key turning point in the Revolution. We wanted players to log into the game and find themselves in a living, functioning simulation of colonial America. The simulation would function with or without player intervention. Players could explore the era's social and political norms by trying to shape events, or they could simply sit back and observe.

Students would learn about history just by mastering the rules of the game, because the rules were abstracted from historical research. We wanted to get away from the drill-and-test model of public education and to challenge the master narrative of history. Instead, we wanted to focus on the choices historical agents made and the conditions under which they made them.

Realities of Development

Our aspirations for Revolution were quite high. Not all of them could have been achieved even with a full-time development staff with years of experience. As with any game project, we had to cut many features and completely redesign others. As we realized we could only implement a fraction of our original design, we tried to preserve our core design goal - to create a genuinely emergent historical simulation.

Our first decision was to forego coding Revolution from scratch and make it as a mod of an existing game. Using an existing engine enabled rapid prototyping and design. Using an existing engine also improved production quality - graphics and sound would already be at a level students would associate with professional games. Since many game companies offer modification tools to consumers for sharing new content, we wanted to explore the advantages of modding for developing serious games.

After much consideration, we settled on the Neverwinter Nights toolset. Neverwinter Nights is an RPG series for the PC that was specifically designed by its makers, Bioware Corp., to support modding projects. There was already a very robust culture of player-made NWN mods, which we could tap for inspiration and experience. We wanted to create a socially dynamic world where students would interact with both player-controlled and non-player-controlled characters, and NWN was built for character conversation, a feature we felt was crucial to the social world we wanted to model.

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Technology Wrangling

Game scholar Ian Bogost identifies what he calls "procedural rhetoric" - the notion that a game system's design imparts an ideology. We wanted students to learn how a colonial society worked by interacting with a system, a system designed to embody the ideas we intended. Yet we didn't want the conventions of the NWN toolset (shaped by the commercial role-playing game genre) to transform our historical content in undesired ways. It was not always easy to leverage NWN's existing design limitations in ways that helped, not hurt, our pedagogical goals.

Accurate historical dress, for example, was challenging. In Colonial Williamsburg, men would remove their hats when entering a house. However, in the NWN toolset, hat models are not separate from head models. We could not effectively remove a hat without removing the character's entire head. So we were stuck with characters that either wore hats or were perpetually hatless. We decided to have hats on at all times. This was not 100% historically accurate, but it was less inaccurate than the alternative.

We also had a great deal of difficulty managing violence in NWN. Leaving violence out of a revolutionary setting would not convey the proper historical content. On the other hand, we'd have a disaster if we let students fight whomever they wanted at any time. Our solution was to allow students to be violent, but to have consequences. If one character punches another, they will be briefly arrested and released. While the law in 1775 was not nearly this forgiving or swift, this solution at least kept the students in the simulation and engaged with the historical setting.

Given that there was so much of NWN we could not change, we wanted to at least ensure that the conversation system would enhance the fidelity of our historical simulation. Luckily, it turned out to work better than we ever imagined.

Modeling the Social Dynamics of 1775

Revolution's conversation system evolved from a critique of how knowledge transfer typically occurs within the RPG genre. In many RPGs, information passes between characters as if by magic with no focus on the mechanisms of human communications. One of our development team members described a situation in The Elder Scrolls: Morrowind in which he killed a man, who claimed with his dying breath that his son would avenge him. When the player walked immediately to the son's house, he was promptly attacked. We understood what the designers of Morrowind were getting at: actions have social consequences. But these consequences simply flipped on and off like a light switch. We wanted students to focus on how information flowed through a colonial society and what factors blocked information from passing between different social circles.

NWN's conversation system was well equipped to produce this desired effect. We started by making computer-controlled characters remember what they were told. Then, when they were within a specific range of another character, they would go over to them and share the knowledge they had previously received. A player could pass one piece of information to a non-player character and then watch the news spread virally across town. Once we realized that we could make such a "gossip" system work, we saw all sorts of new pedagogical possibilities. While we originally envisioned a game focused around trades and jobs, much like a visit to Colonial Williamsburg, we began to re-center Revolution around the social and informational mechanisms of the era. In effect, we made Revolution a game about the oral culture of late 18th-century America. Students would need to understand how this oral culture was shaped by the social, political, racial, and gender strata of the time in order to play Revolution effectively.

A player's reputation, for example, could be adversely impacted by gossip surrounding her beliefs or actions, increasing the stakes of political choices. Revolutionaries could pass word to their supporters without information falling into the hands of the Redcoats or their Loyalist supporters. Because information would not pass certain social barriers easily, players had to figure out how to inform everybody about a local rally. If the player's avatar had an upper-class status, the information would spread more easily among the upper class. Gender and race would have similar effects. In this way, different players could work together or against each other in trying to manipulate the flow of information.

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Other affordances of NWN allowed us to build in opportunities for students to reflect back on their experiences. Russell Francis, a researcher from Oxford University, asked Revolution players to write diaries or construct machinima movies recounting the events from the perspective of their fictional characters. This process allowed them to share their very different experiences in the game with classmates and gave researchers insights into what they learned and how they learned through their role-play. Francis found that players often combined things they learned in the game with insights from their own lives or things they had read in other accounts of the period. For example, one student, who played the part of a house slave, described feelings of isolation or tension with field slaves as a result of her privileged access to the master. This sense of alienation emerged as much from what she brought to the game as from anything we had programmed into the simulation. Such accounts helped us to better appreciate the ways that the mechanics of role-play enabled students to consolidate what they had learned about the period and communicate it with others.

Matthew Weise is equal parts gamer and cinephile, having attended film school before segueing into game studies and then game development. Matt is a producer for GAMBIT and a full-time gamer, which means he not only plays games on a variety of systems but he also completes (most of) them. Matthew did his undergrad at the University of Wisconsin in Milwaukee, where he studied film production before going rogue to design his own degree. He graduated in 2001 with a degree in Digital Arts, which included videogames (this was before Game Studies was a field). He continued his research at MIT's Comparative Media Studies program, where he worked on Revolution with The Education Arcade. After leaving MIT in 2004 Matt worked in mobile game development for a few years, occassionally doing some consultancy work, before returning to work at GAMBIT.

Brett Camper is an independent game developer and writer. He received a master's

degree from MIT's Comparative Media Studies program, where he was a designer and

technical lead on The Education Arcade's Colonial Williamsburg: Revolution

project. He subsequently acted as The Education Arcade's research manager, and

has also worked in digital media as a program manager at RealNetworks. He is

currently a senior product manager at eMusic, the leading digital subscription

service for independent music.

"Vernacular Creativity": An Interview with Jean Burgess (Part One)

I recently had the privilege of being an outside examiner on a dissertation produced by Jean Burgess, a PhD candidate in the Creative Industries program at Queensland University of Technology on the topic of "vernacular creativity." I've long considered QUT's Creative Industries program to be a sibling of our own efforts in the Convergence Culture Consortium. Indeed, Joshua Green, who currently heads the C3 research team, is a post-doc who came to us from QUT. And we've seen a steady stream of visitors through the years (John Hartley, Alan McKee, John Banks, Axel Bruns, and Jean Burgess, among others) from down under. Burgess is now collaborating with Joshua Green, Sam Ford, and others on the C3 team on research centering on YouTube. I was quite taken by what Burgess had to say about "vernacular creativity" and its relationship with participatory culture, media literacy, and civic engagement. She talks about these concepts in the following interview:

Your dissertation focused on what you call vernacular creativity. Can you give us a sense of what this concept means for you?

I used the concept to talk about everyday creative practices like storytelling, family photographing, scrapbooking, journaling and so on that pre-exist the digital age and yet are co-evolving with digital technologies and networks in really interesting ways. So the documentation of everyday life and the public sharing of that documentation, as in sharing photos on Flickr, or autobiographical blogging; these are forms of vernacular creativity, remediated in digital contexts. These are also cultural practices that perhaps we don't normally think of as creative, because we've become so used to thinking of creativity as a special property of genius-like individuals, rather than as a general human -- some would say -- evolutionary process. I found the term really useful for focusing on the fact that there is much about the current explosion of amateur content creation online that has a long history, that isn¹t particularly revolutionary, and that relates to specific local contexts and identities. Vernacular creativity is ordinary.

But ordinary doesn't mean generic or boring, not necessarily anyway. Each example of vernacular creativity is also a representation of a specific life, a specific time, a specific place. Because of this specificity, the ordinariness of vernacular creativity doesn't necessarily equate to uninterestingness. The practices and artefacts of vernacular creativity are of course very rich and meaningful in relation to the social contexts in which they're created, communicated, and disseminated: think of your own family photo album, and then a complete stranger's family photo album from the 1960s that you stumble across in the back of a junk shop in a different country, for example. Both ordinary at the point of origin, both full of meanings and stories, but in different ways. The point is, culture doesn¹t have to be sublime or spectacular to be useful or significant or interesting to someone, somewhere. But what I find most interesting about vernacular creativity in the context of the new media generally and the Internet particularly is the potential to scale that immediate social context add up to social connectivity, and conversation, to individualistic self-expression. The two major case studies I explored in the thesis - the Flickr photosharing network, and the Digital Storytelling movement -- each demonstrate how that might work out in practice, but in very different ways.

How might a focus on participation and creativity, rather than resistance, change the agenda for cultural studies?

The focus on cultural participation as a positive thing is entirely compatible with a long tradition in cultural studies that was concerned with empowerment and social inclusion through self-representation and education. I think this is an agenda that has always been there, but perhaps was overshadowed by an alternative relationship to power - resistance, even as resistance was located in the everyday. The important thing for me is that a focus on participation shifts the questions that we need to ask about the cultural politics of media slightly sideways from being only about power, exploitation and resistance to questions of voice, cultural inclusion, and so on and those questions seem to me to offer more hope for pragmatic interventions.

Symbolic creativity and agency in relation to media, particularly, has a long history in cultural studies. Henry, you would know better than anyone that fans were very important for earlier investigations into participatory media because they showed how creativity and agency were possible even within the media landscape of the broadcast era. At that stage, fans weren't really understood as ordinary citizens, but rather as pretty extraordinary, intensively engaged media consumers. But at least the creative practices of fans demonstrated that there might be empowering uses of popular culture, and that audiences for broadcast culture were not -- or at least not all -- passive. And I also don¹t need to tell you or many of your readers that creative fan practices in new media contexts has often led the way for more mainstream forms of participation.

I thought it was time to consider the extent to which people who may have a much less intense relationship with mass media and popular culture than fans, might also be participating in culture through their own creative efforts.

What links do you draw between empowering people to create and share what they create with others online and the development of conceptions of citizenship and civic engagement?

Most of the time, when we hear terms like citizenship and civic engagement, we think of participation in the processes of formal politics ­ democratic deliberation, elections, and so on. These forms of participation are thought of as separate from everyday life, consumption, popular culture, and pleasure. But I think some of the most interesting forms of civic engagement occur where the everyday and popular collide with the political -- look how much there is going on in the Obama Girl video, for example. So as a way of getting at those ideas, the term I use most of the time is cultural citizenship, which is a way of talking about the ways in which cultural participation and citizenship might be the same thing, in certain circumstances.

So one of the core concepts I work with in the thesis is this idea of cultural citizenship¹. It¹s used in several different ways by different theorists, but what I mean by it is that culture is the means by which we, as individual citizens and communities, experience what the world is like, how we fit in it, and importantly, how we relate to others who are different from us at the same time as we seek out opportunities for belonging. Where participatory media opens up space for us, as ordinary citizens, to speak and represent ourselves and our ways of being in the world, and to encounter difference, then it¹s also a space for the everyday practice of cultural citizenship ­ in that context, everyday creativity is civic engagement, in a sense. This idea -- that networked individualism in participatory media might actually be good for society in some way -- really seems counter-intuitive to those who have been convinced by people like Robert Putnam, who argues that the increased privatization and commodification of social life weakens the social fabric, e.g. of neighbourhoods.

One of the things my research emphasised in relation to Flickr was that cultural citizenship was not only constituted online, but through the articulation of the online social network with everyday, local experience. A lot of my research focused on the Brisbanites group within Flickr, and there¹s a good illustration of this from an apparently insignificant event that occurred there. At one stage last year, an Italian user known on the network as Pizzodesevo, who had lived in various cities around Australia in the 1950s and 1960s, started posting scans of old slides taken in the 50s to the group. Other group members showed interest in the photographs by leaving comments that ranged from expressing appreciation to offering technical advice about scanning, to discussion of the locations of the photographs and how much they had changed in the past 46 years. What was really interesting to me was that the connections made between users as part of this discussion resulted in one Brisbane-based member of the Brisbanite groups spontaneously creating a kind of game around the images: he began going out specifically to capture images of the same locations as in the old slides, and uploading them to his own Flickr photostream. Pizzodesevo then combined some of these new images side by side with the old ones in a series of double images. The simple act of combining them revealed some of the dramatic changes to the Brisbane cityscape that have occurred over the past few decades. This led in turn to more discussion about the ways in which the city has changed, blended with nostalgia for a past that many of the discussants had never experienced themselves. So there on a microscopic level you have vernacular creativity, remediation, social networking, and civic engagement threaded back and forth and adding up to something much more than just sharing photos.

Joke Hermes refers to the texts and practices of popular culture as providing some of the "wool from which the social tapestry is knit." I think of each of these apparently insignificant moments of participation in online social networks and creative communities as being very much like that "where they start to knit together," you see how the everyday individual practices of vernacular creativity could add up to something beyond the individual level. It's in making those forms of personal expression available as part of public culture -- however small the public turns out to be -- that the digital remediation of vernacular creativity starts to look like it has real potential for propagating cosmopolitan forms of cultural citizenship, albeit at a modest scale.

Jean Burgess is a Postdoctoral Research Fellow in the ARC Centre of Excellence for Creative Industries and Innovation at QUT. She works within the Federation Fellowship program 'Uses of Multimedia', led by Professor John Hartley, and her research interests are in cultural studies, media history and the social and cultural implications of new media technologies, especially issues of cultural participation and new media literacy. With Joshua Green (MIT), she is undertaking a major project called The Uses of YouTube, which combines large-scale content analysis with fine-grained qualitative methods. She is co-author of The Cultural Studies Companion (with John Banks, John Hartley, and Kelly McWilliam, to be published by Palgrave, 2008/9), Reviews Editor of the International Journal of Cultural

Studies and co-editor of "ÂŒCounter-Heroics and Counter-Professionalism in Cultural Studies" (2006, Continuum 20.2). As part of her research, Jean has regularly worked as a facilitator in community-based digital storytelling projects. Before entering academia, Jean worked for 10 years as a classical flutist, music educator, and occasional composer-producer.

CMS and Home Inc. Host Media Literacy Event

2007 Media Literacy Conference October 27th, 8:00 AM - 4:00 PM

Creating and Learning in a Media Saturated Culture

HOME, Inc., and MIT's Comparative Media Studies, partner on a one-day conference on Media Literacy. The event is scheduled for October 27th and will take place at the MIT Campus: Building E51. It has been two years since we had our wonderful conference, Media Literacy, Building Critical Thinking Skills In Our Media Age at MIT.

Since fall of 2005 so many things have changed. The cell phone has cameras and people are sharing videos over the Internet on YouTube and MySpace. Music and video games are omnipresent, and virtual worlds on the Internet, such as Second Life are being co-opted by large business and educators, who are discovering whole new avenues for teaching, learning and commerce.

The conference theme "Creating and Learning in a Media Saturated Culture" will showcase the innovative work of classroom teachers, highlighting new pedagogical practices that support school reform and after school enrichment. We will explore after school learning through new platforms and technologies such as Second Life, and examine the research that is shaping the field.

Educational decision makers, curriculum developers, after-school program coordinators, superintendents, instructors and community leaders are all welcome to attend and participate in relevant panel discussions and breakout sessions. The conference will include two plenary sessions and eight breakout sessions covering topics relating to "in-school" and "after school" media literacy program development. Teachers from the Boston Public School's U.S. Department of Education funded media literacy and health projects will be highlighted with video presentations, sample curricula, professional development strategies and more. Discussion on best practices in Media Literacy curriculum, integration of replicable programs into K-12 or after school settings, along with a workshop on developing technology grant proposals, will provide helpful insight that will enable attendees to take the next steps toward school reform.

A keynote address will be given by Henry Jenkins, who is the Ann Fetter Friedlaender Professor of Humanities and Director of the Comparative Media Studies Program at MIT, and author of Convergence Culture: Where Old and New Media Collide (New York University Press, 2006).

Other scheduled speakers include:

Rafi Santo and Global Kids, "Virtual Worlds, Real Skills"

Renee Hobbs, Temple University, "Meeting The Challenge of Teaching and Learning With Media in Schools"

Anna Van Somerin and Deb Lui, "Moby Dick Remixed: Appropriation As a New Media Literacy"

If you require any additional information on this event please contact us at, 978-395-5068 or by email at medialitconf@homeinc.org

Was Herman Melville a Proto-Fan?

Earlier this year, I proclaimed my ambitions to re-read (perhaps more accurately, read) Moby Dick this summer, having done a rather poor job of tackling this novel as a high school student. I am now a hundred pages from the end. What had inspired my own personal pursuit of the Great White Whale was my involvement through Project nml with Ricardo Pitts-Wiley, the artistic director of The Mixed Magic Theater based in Pawtucket, Rhode Island. Ricardo has been working to get young people more engaged in Melville's classic story by encouraging them to rewrite it in a more contemporary setting. The result was Moby Dick: Then and Now, a remarkable stage performance which our team (especially Deb Liu) has been documenting. This fall, we will be working to create a teacher's guide for Moby Dick based on the idea of learning through remixing.

In anticipation of work this fall with Wyn Kelly, my colleague from the MIT Literature Section and a leading Melville expert, I returned to the scene of the crime -- reading the novel in the battered Bantam classics edition that I had failed to complete in high school. I must say that reading Moby Dick through the lens of remix culture has taught me a new way to experience this remarkable and idiosyncratic work: rather than cursing the various digressions from the core adventure saga, I have found myself reading them with renewed attention.

Moby Dick, I am discovering, absorbs all of the genres of writing and speaking of its own times, sucking up stories and cultures, juxtaposing them with each other in fresh and unanticipated ways. The abrupt shifts in language, the desire to record every detail of life on board the ship, to catalog every piece of equipment, to dissect the whale from skin to bones, to trace stories across every possible mode of representation and to question all existing accounts of the Whale, these all become part of the work's encyclopedic drive.

Somewhere around page 400, I came to another realization. We might see Melville as adopting a range of interpretive strategies and modes of reading which would be recognizable to contemporary fan culture. What if we looked at Melville as a fan of whales and whaling lore. After all, only a true fan would be so obsessed with every detail and would chase the damned "fish" all around the planet the way Melville does.

Speculating

Here is one of the many passages in the book where Melville examines the story of Jonah:

One old Sag-Harbor whaleman's chief reason for questioning the Hebrew story was this:- He had one of those quaint old-fashioned Bibles, embellished with curious, unscientific plates; one of which represented Jonah's whale with two spouts in his head- a peculiarity only true with respect to a species of the Leviathan (the Right Whale, and the varieties of that order), concerning which the fishermen have this saying, "A penny roll would choke him"; his swallow is so very small. But, to this, Bishop Jebb's anticipative answer is ready. It is not necessary, hints the Bishop, that we consider Jonah as tombed in the whale's belly, but as temporarily lodged in some part of his mouth. And this seems reasonable enough in the good Bishop. For truly, the Right Whale's mouth would accommodate a couple of whist-tables, and comfortably seat all the players. Possibly, too, Jonah might have ensconced himself in a hollow tooth; but, on second thoughts, the Right Whale is toothless

.-- Moby Dick, Chapter 83

In this case, he is describing a process of speculation through which his fellow whaling fans -- the old sag-Harbor whalesman and Bishop Jebb -- try to make sense of contradictions in the source text, extending beyond the information given in order to try to reconcile what they know of whales in the real world with what the story tells them about Jonah's encounter with the Leviathan. Any one who has been in fandom for very long recognizes this conversation -- you take an element which doesn't quite work and rather than discarding it, you keep speculating around it trying to figure out under what circumstances it might make sense. Fans often describe such creative work as "repairing the damage" created by a distracted artist who didn't think through all of the implications of their own story and such speculation clearly leads step by step towards a whole scale rewriting of the narrative to better satisfy the fan's own fantasies and interests. What emerges is a kind of proto-fan fiction.

What if we imagined Jonah inside the Whale's mouth rather than fully swallowed -- maybe even inside his tooth? Ah, but we've already figured out that the Leviathan must have been a Right Whale, and not wanting to discard all of that earlier fannish labor, we want to preserve that theory and so we have to discard this new layer of speculation.

Nitpicking

In this case, the speculations also constitute a form of nitpicking. As I've discussed nitpicking here in the past, it involves a fan reading the text in relation to another body of knowledge. The example I used a while back was a site where doctors and medical students "nitpicked" House. Such nitpicking comes through most vividly when Melville takes on previous representations of the whale. Here, we see Melville boldly assert his superior knowledge and his desire to "set the record straight," both motives I recognize from myself and other contemporary fans:

I shall ere long paint to you as well as one can without canvas, something like the true form of the whale as he actually appears to the eye of the whaleman when in his own absolute body the whale is moored alongside the whaleship so that he can be fairly stepped upon there. It may be worth while, therefore, previously to advert to those curious imaginary portraits of him which even down to the present day confidently challenge the faith of the landsman. It is time to set the world right in this matter, by proving such pictures of the whale all wrong.

-- Moby Dick, Chapter 55

But, before he can do so, he must clear away previous representations, in this case, focus on the anatomical inaccuracies created by artists who have had no direct experience of the living beast:

These manifold mistakes in depicting the whale are not so very surprising after all. Consider! Most of the scientific drawings have been taken from the stranded fish; and these are about as correct as a drawing of a wrecked ship, with broken back, would correctly represent the noble animal itself in all its undashed pride of hull and spars. Though elephants have stood for their full-lengths, the living Leviathan has never yet fairly floated himself for his portrait. The living whale, in his full majesty and significance, is only to be seen at sea in unfathomable waters; and afloat the vast bulk of him is out of sight, like a launched line-of-battle ship; and out of that element it is a thing eternally impossible for mortal man to hoist him bodily into the air, so as to preserve all his mighty swells and undulations. And, not to speak of the highly presumable difference of contour between a young suckling whale and a full-grown Platonian Leviathan; yet, even in the case of one of those young sucking whales hoisted to a ship's deck, such is then the outlandish, eel-like, limbered, varying shape of him, that his precise expression the devil himself could not catch.

-- Moby Dick, Chapter 55

I am reminded of a recurring feature on Sequential Tart, a long-standing webzine by and for female comics fans, which regularly posts and critiques unlikely depictions of the female body in various superhero comics. Here, for example, is an excerpt from one tutorial on "Bizarre Breasts":

Bizarre proportions are nothing new to comics; be it the desire to cater to the cheesecake crowd or simply the preference of the artist, distorted anatomy has become commonplace. The fact that "professional" artists may utilize distortions in published works is a bit disappointing, but frankly, if they've gotten the job the odds are they aren't going to feel the need to change their style. That's fine, the world needs laughter. However, what does bother me is the possibility -- hell, the reality -- that amateur artists are copying this exaggerated anatomy and making these mistakes their own. So, in hopes of reaching those for whom this advice may actually have some impact, I have utilized my meager knowledge of anatomy and admittedly unpolished art skills to bring the world a brief tutorial on one of the comic artists' greatest challenges: the breast.

I don't want to push the parallels here too far but it seems to me that they are both fascinated with showing the absurd and inaccurate representation of anatomy which comes from artists who don't really understand the first thing about the subjects they are trying to depict.

Cataloging and Collecting

Melville, like modern day fans, refuses to restrict himself to a single text or even a single mode of representation. As he explains, "There are some enterprises in which a careful disorderliness is the true method." (Chapter 82) And indeed, some of the most productive modes of fan interpretation involve rampant interdisciplinarity and free association, creating unexpected juxtapositions of texts, tracing real and imagined allusions to other works, or simply doing the kind of "connect the dots" activity that is expected of readers of transmedia stories. Melville reads everything he can get his hands on -- ancient books, religious texts, paintings, scrimshaw, currency, tavern signs, even the stars in the sky, as he tries to find every available reference to his object of fascination. He exhibits here the fan's fascination with cataloging and collecting:

The more I dive into this matter of whaling, and push my researches up to the very spring-head of it so much the more am I impressed with its great honorableness and antiquity; and especially when I find so many great demi-gods and heroes, prophets of all sorts, who one way or other have shed distinction upon it, I am transported with the reflection that I myself belong, though but subordinately, to so emblazoned a fraternity.

-- Moby Dick, Chapter 82

I particularly like that last bit about becoming part of a "fraternity" of others who share his passions and knowledge for this touches about as well as anything I've read on the social bonds which link fan communities together. Doesn't this sound like someone trying to pimp his fandom?

Appropriation and Transformation

So far, I have shown Melville to be in many ways a classic fan boy -- trying to master a complex body of knowledge and show off to his fellow fans by nitpicking less satisfying works. Nothing we've described so far would be out of place on a contemporary discussion list -- although this last passage suggests that he sees his fandom in terms of his relationships with other fans and not just as a personal quest towards knowledge. Yet, there are brief passages in these sections of the novel that he may also be more openly rewriting classic stories to better satisfy his own fancies and that act of rewriting pushes him closer to contemporary fanfic practices. Consider, for example, how Melville manhandles the canon in his retelling of the story of St. George and the Dragon:

Akin to the adventure of Perseus and Andromeda- indeed, by some supposed to be indirectly derived from it- is that famous story of St. George and the Dragon; which dragon I maintain to have been a whale; for in many old chronicles whales and dragons are strangely jumbled together, and often stand for each other. "Thou art as a lion of the waters, and as a dragon of the sea," said Ezekiel; hereby, plainly meaning a whale; in truth, some versions of the Bible use that word itself. Besides, it would much subtract from the glory of the exploit had St. George but encountered a crawling reptile of the land, instead of doing battle with the great monster of the deep. Any man may kill a snake, but only a Perseus, a St. George, a Coffin, have the heart in them to march boldly up to a whale.

Let not the modern paintings of this scene mislead us; for though the creature encountered by that valiant whaleman of old is vaguely represented of a griffin-like shape, and though the battle is depicted on land and the saint on horseback, yet considering the great ignorance of those times, when the true form of the whale was unknown to artists; and considering that as in Perseus' case, St. George's whale might have crawled up out of the sea on the beach; and considering that the animal ridden by St. George might have been only a large seal, or sea-horse; bearing all this in mind, it will not appear altogether incompatible with the sacred legend and the ancientest draughts of the scene, to hold this so-called dragon no other than the great Leviathan himself. In fact, placed before the strict and piercing truth, this whole story will fare like that fish, flesh, and fowl idol of the Philistines, Dagon by name; who being planted before the ark of Israel, his horse's head and both the palms of his hands fell off from him, and only the stump or fishy part of him remained. Thus, then, one of our own noble stamp, even a whaleman, is the tutelary guardian of England; and by good rights, we harpooneers of Nantucket should be enrolled in the most noble order of St. George. And therefore, let not the knights of that honorable company (none of whom, I venture to say, have ever had to do with a whale like their great patron), let them never eye a Nantucketer with disdain, since even in our woollen frocks and tarred trowers we are much better entitled to St. George's decoration than they.

-- Moby Dick, Chapter 82

Fans might describe what Melville does here with St. George as a kind of Alternate Universe story: what if St. George had been a sea-faring rather than land-loving man? Indeed, we can see him here as involved in a struggle with another fan community over which one of them "correctly" captures what is interesting about this character and his adventures. Why should we not be surprised that Melville was involved in a battle with another "ship"! :-)

But like many later fans, Melville also struggles with how much fidelity the fan writer owes to the original. The author discusses the ways that multiple whalers approaching the same creature determine who can assert ownership over it, declaring some whales to be "fast-fish," that is, already harpooned and bound by a particular ship, and others to be "loose-fish," that is, free of any binds or constraints and thus subject to being grabbed by whichever ship approaches them first. Melville, then, extends this metaphor to talk about the work of the imagination: "What are you, reader, but a Loose-fish and a Fast-fish, too?" (Chapter 89) In other words, Melville is exploring to what degree we get hooked into a story and thus get captured by its authors and to what degree our imagination remains unmoored, capable of taking the story where-ever we want it to go. In a sense, that's exactly what fans are trying to make sense of when they debate how much they need to follow canon and to what degree they can construct their own fanon.

Read in this way, we can see Moby Dick, often described as the Great American Novel, as a piece of fan fiction which grows out of Melville's fascination for the whale and his mastery over whaling lore. Drawing on a range of stories, responding to competing representations, Melville constructs his own original fiction, which he asserts better captures what fascinates him about man's eternal struggle against the natural order.

Melville was one of us. Pretty cool, huh?

How We Make Media Theory at MIT...

In getting ready to teach our graduate prosem on Media Theory and Methods, I have been rereading some passages from Fred Turner's From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism. This term, I am trying something different with the class, beginning with an extended examination of the role of theory and media production in the history of MIT as a way of helping our entering CMS students think about the place of our program within this institutional history. Turner's book is an ideal introduction to this topic in part because he has so much to say specifically about MIT but also because he speaks to the roles of both formal institutions and informal networks in shaping the production and dispersion of media theory. Turner's book is a study of the ways what he calls "network forums" have shaped our current interpretation of digital technologies. In particular, he is interested in how Stewart Brand, his primary subject, "began to migrate from one intellectual community to another and, in the process, to knit together formerly separate intellectual and social networks." Turner continues, "

Drawing on the systems rhetoric of cybernetics and on models of entrepreneurship borrowed from both the research and the counter-cultural worlds, Brand established a series of meetings, publications, and digital networks within which members of multiple communities could meet and collaborate and imagine themselves as members of a single community. These forums in turn generated new social networks, new cultural categories, and new turns of phrase."

Turner is interested in documenting the various "contact zones" where different subcultures of researchers were brought together and the kinds of "border languages" that were created to enable their ideas to flow from one discipline to another. Turner focuses less on Brand as a person than on the various social networks within which he participated -- The Whole Earth Catalog, the Well, and Wired, chief among them.

The book opens with some insightful analysis of what happened when MIT Professor and administrator Vannevar Bush convinced FDR to fund the National Defense Research Committee during World War II: this brought about a different set of relationships between corporate, government, and academic research. According to Turner, Bush, Norbert Wiener, and others of his generation created a context for multidisciplinary research at MIT. Writing about the "RadLab", Turner explains, "

It brought together scientists and mathematicians from MIT and elsewhere, engineers and designers from industry, and many different military and government planners. Among these various professionals, and particularly among the engineers and designers, entrepreneurship and collaboration were the norm, and independence of mind was strongly encouraged. Formerly specialized scientists were urged to become generalists in their research, able not only to theorize but also to design and build new technologies. At the same time, scientists and engineers had to become entrepreneurs, assembling networks of technologists, funders, and administrators to see their projects through. Neither scientists nor administrators could stay walled off from one another in their offices and laboratories; throughout the Rad Lab, and even after hours, in the restaurants and living rooms of Cambridge, the pressures to produce new technologies to fight the war drove formerly specialized scientists and engineers to cross professional boundaries, to routinely mix work with pleasure, and to form new, interdisciplinary networks within which to work and live."

Studying Turner's book has given me some core insights into the institution where I have worked and thrived for the past sixteen plus years. One of the first things I observed when I came here was the difference between the ways that MIT students engaged with theory from the ways it is often discussed in the Big Ten institutes where I did my graduate work. In a liberal arts classroom, students tend to circle a theory like a pack of raptors and rip it to shreds in the course of a discussion, leaving only the tattered bits on the table, or they choose sides, some embracing, others critiquing the theory, and butt heads together like charging rams, to see which one can withstand the pressure. At MIT, the tendency is to tinker, to take the theory apart, reduce it to component elements, and then reassemble it again in a better form. It is a brainstorming and problem solving culture: a theory is only valuable if it allows us to do something we want to do and the test of a theory is its applications in the real world.

The Comparative Media Studies program's emphasis on "applied humanities" reflects these habits of mind: we are interested in figuring out what the Humanities, Arts, and Social Sciences might have to contribute to helping our society adjust to a profound and prolonged period of media change and our goals are to embrace and promote the emergence of a more participatory culture. To achieve these goals, we have tried to create a "lab culture" for the humanities at MIT. In the MIT tradition, we have created centers and labs which emphasize experimentation and research, organized conferences which bring together researchers from many different disciplinary backgrounds, and participate in larger national networks and projects which bridge between different spheres of activity. Perhaps most of all, we place an emphasis on the public communication of our ideas so that they can make a difference in the world and in the process, we try to strip our language of specialized terms or concepts that might impede its ability to circulate within these larger social networks. I have struggled a lot through the years with the question of what it means to be a humanist at MIT. Every so often, I get a glimpse of how well, in fact, our program fits within the MIT culture and how much I have absorbed of the institutional values and practices of this place.

Turner's book has also helped me to better understand MacArthur's current initiative on Youth and Digital Learning. The Foundation speaks openly about trying to construct a new field focused on understanding how young people incorporate new media technologies into their everyday lives, giving rise to new forms of civic engagement, cultural participation, and informal learning. Our Project nml is simply one node in this much larger network of researchers, drawn from universities and centers around the country, built up from people working in very different disciplines. Collectively, this network is doing field work and ethnography on young people's existing practices, developing curricular materials to support new media literacies, rethinking the place of the library within an information culture, forming after school programs and experimental schools, designing and distributing computer and video games designed to foster computational and design skills, editing and publishing books to guide parents and policy makers, creating and maintaining a blog to insure the circulation of these ideas to the larger public, and much more. The Foundation has done an extraordinary job in enabling intellectually meaningful connections between these various projects, bringing various mixes of researchers together for in person meetings and telephone conferences, creating shared projects that build upon our individual endeavors, insuring that we each have stakes in the success of the initiative as a whole. And they have done a good job of publicizing their efforts so that they have started to capture the public imagination. Increasingly, as I travel around the country, I am asked about what MacArthur is trying to do and my role in the larger process. Above all, MacArthur has instilled in us a sense that what we are doing can make a difference in the world.

Over the next few weeks, my students and I will be taking a look at: the development of cybernetic theory, the experimentation with strobe photography and its impact on our understanding of photography as a medium, the role of MIT as a center for video art and cinema verite documentary, several generations of thinking about the political impact of news and information, and several major traditions for thinking about the value of new media for education and self discovery. My hope is that these case studies will not only introduce our students to some core debates in media theory but also give them insights into how these theories originated, the institutional contexts within which they circulated, the discursive practices that shaped how they got picked up by the outside world, and the particular relationship which MIT has developed between theory and practice.

Part of the process of putting this class together has been to reconnect with researchers from these various traditions who are still actively part of the MIT community. For the most part, my students will be getting first hand reports on how these theories emerged at MIT and the contexts which shaped them. I hope to share some of what we learn through the blog in the weeks to come.

MIT is a particularly rich site for exploring the evolution of media theory because of the ways that social and cultural theories take shape here through interplay with technologists and designers, scientists and engineers, industry leaders and public policy makers, rather than in a self-contained academic discipline. I am going to be interested in exploring the kinds of "network forums," "contact zones," and "border languages" which support and sustain the production of theory here at MIT. From there, I hope to maintain at least some focus on the institutional contexts within which theory originated -- from Eisenstein's blurring of film theory and practice through to the Frankfort and Birmingham Schools and to contemporary digital theory (including the work of modern media makers/theorists, such as Scott McCloud or a growing number of folks in games studies.) I'd be curious to hear how other academics are getting students to focus on their own institutions and their historical evolution.

How I Spent My Summer Vacation...

Several weeks ago, I played hooky from writing this blog to attend an Aspen Institute Forum on Communications and Society. At the time, I promised to share some of my experiences with you but have been so focused on starting the term that I am just now getting back to you. Here's how the Aspen Institute described their goals for the event:

The purpose of the Forum is to develop recommendations for leaders in media, government, and other societal institutions to promote positive social and democratic values through the various communications media without undue governmental regulation. The Forum will explore how the new technological and behavioral environments are changing the way that media -- old and new -- will serve customers (advertisers/subscribers), users (readers/listeners/viewers/contributors), communities, and the broader social good. After an introductory plenary session describing the drivers and impact of the new media, the Forum will consist of three distinct roundtable tracks, exploring the ways that media may be used to promote an informed citizenry, civic participation, enhancement of community life, and consideration of intellectual property rights and interests.

The Forum brought together government leaders (including U.S. Representatives, current and former members of the Federal Communications Commission), the chief executives of major media companies (old and new), leading academics from a number of different disciplines, lawyers and policy makers, and heads of foundations and non-profit organizations with strong stakes in shaping the future of our media environment. The Aspen Institute events are legendary for creating a social and intellectual climate where people from very different perspectives can exchange views and arrive at meaningful compromises that move forward public policy on a wide array of topics. It was fascinating to watch this process work -- not only through formal events (including plenary conversations with heavy hitters like Michael Eisner, Arriane Huffington, Madeleine Albright, and Arthur Sulzberger, round table exchanges among clusters of participants, and more focused working groups designed to brainstorm and make policy recommendations) and informal exchanges (over breakfast, in the line for lunch, or at the cocktail parties and receptions in the evening.) Charles M. Firestone, the Executive Director of the Aspen Institute Communications and Society programs, was an adept moderator, making sure that every position got aired, cutting off conflict, and pushing us towards practical and pragmatic solutions.

One can get a sense of the caliber of the conversations by checking out the streaming webcast versions of some of the key events. While the videos don't preserve the work process, they do include some of the plenary exchanges which were a highlight of the event. (I am told that videos of the roundtables are forthcoming.)

Sparks flew during the opening session which featured Eisner, Huffington, music industry defender Jon Diamond, and advertising industry leader Lynda Resnick, for a passionate exchange about the current state of the media landscape. Taken as a whole, the group offered us some glimpses into the conflicted and sometimes self-contradictory thinking which is shaping old media's response to the emergence of a more participatory culture. Here, as throughout the sessions, disagreements about how to handle intellectual property in the digital age shaped more or less every other potential point of contact between old and new media companies.

Another memorable exchange, also available via webcast, paired current FCC chairman Kevin Martin with Vivianne Reding, his counterpart on the European Union's Commission on the Information Society and Media. Here, we were given textbook illustrations of the difference between how media policy operates under commercial and public service broadcasting models, as well as hints at the very different cultural and political traditions shaping media policy in Europe and the United States.

A third session on the Future of the Newspaper featured Sulzberger (New York Times), Caroline Litttle (Washington Post), Jake Oliver (Afro), Dean Singleton (MediaNews Group), Craig Newmark (craigslist), and Scott Moore (Yahoo!).

I was delighted to see new media literacies emerge as a central theme at the conference from the very opening session. An excerpt from our white paper was circulated to attendees as part of the packet they received in advance of the meeting and seemed to have heightened participant's awareness of the topic. The idea of young people's relationship to emerging media was posed by opening remarks from Jeff Cole (USC Annenberg School for Communication), who outlined a series of shifts in the ways younger Americans got their entertainment and information. By the end of the first roundtable, the need for robust and widespread media literacy education (for adults as well as for youth) had become part of the group's consensus.

This shared investment in media literacy provided me a context for raising what I saw as important issues about the ways that current ambiguities in copyright law are having a chilling effect upon our efforts to develop and circulate materials for media literacy education. It was clear that almost no one at the event had considered the connection between these two issues before.

Here's how I explained it: I am both a Professor of Literature and a Professor of Media Studies. As a Professor of Literature, I have a pretty good sense of what claims I can make on Fair Use in my work. In writing a printed work about a literary text, I understand roughly how much of a given work I can quote for the purposes of critical commentary and in what contexts; I also know when I need to seek additional permissions and where I can go to get those permissions; for the most part, a system is in place that allows me to pay an appropriate and reasonable rate for my use of those materials.

None of this applies to my work as a media scholar if what I want to do is directly quote from a media text in my own media work for the purposes of critical commentary. There is a pretty well established set of principles and agreements which allow me to show clips in class to my own students and even to break encryption if necessary in order to duplicate and archive those clips. But there is no such protection in place if I wish to circulate materials I have produced amongst other media educators.

Renee Hobbes, Patricia Aufderheide and Peter Jaszi are doing research for the MacArthur Foundation, trying to understand teacher's attitudes towards copyright and how this impacts media literacy education. So far, they are finding enormous fear and much uncertainty regarding many standard pedagogical practices which involve reproducing and sharing media content. Their long term goal is to develop principles of fair use which would provide greater protection to educators, but the effectiveness of these principles rests in part on getting them accepted within the media industry itself. If you want to learn more about this work, you can listen to a podcast of a plenary session we hosted at last spring's Media in Transition conference.

For the most part, Hollywood has been so aggressive at defending its trademark and copyright control over their content (especially in the context of current battles over Napster and YouTube) that university attorneys typically tell us that we run a risk of legal action if we directly excerpt any segments of commercial media content for distribution in any form or in any context. Surely, these attorneys are being conservative and the courts would no doubt recognize at least some limited notion of fair use defending our use of these materials. But this fear of legal action is creating a chilling effect on the development of instructional resources for media literacy.

If educators wanted, however, to get studio permission for our use of these materials, the history has been equally problematic. There is no established clearing house for identifying and contacting rights holders. The studios often do not respond to our queries and when they do, they set arbitrarily high prices. In one recent case, a faculty member was quoted a price of a thousand dollars a minute for the use of Hollywood content for an educational project -- a price which would have quickly bankrupted the initiative. Some organizations are producing media literacy documentaries which include clips from mainstream media, but they have historically felt they were taking major risks in doing so and this has in turn impacted how widely they publicize their efforts.

Thanks to the Aspen Institute, my story was heard by some of the key policy makers and leaders of the entertainment industry. My hope is that this issue will be part of the policy recommendations released by the Institute in the aftermath of our session and that we can use this as a rallying point in brokering a meeting between the Hollywood establishment and key media literacy educators (a possibility raised by several of the industry participants at the event). None of us are ready to declare victory yet but the particular climate of Aspen, which brings key decision makers together in the same space to talk about vexing issues of cultural policy, has made it possible for us to make some real progress on this issue.

One final aside about Aspen: As I found myself making small talk with everyone from the heads of major media companies to former members of the Bush administration, the one topic which seemed to have captured everyone's interest was Harry Potter. Almost everyone had stories to tell about the experience of reading the final book in the series. In Convergence Culture, I suggested that fan communities might offer us better chances to talk about shared values across the ideological divides that currently shape American politics because they offer us shared fantasies and common reference points. Well, this was a pretty dramatic illustration of that principle at work.

Digital Media and Learning Competition Announced

I've written here often about the MacArthur Foundation's Digital Media and Learning initiative, which has funded our Project nml. The Foundation has made a 50 million dollar commitment over the next five years to help foster a field devoted to understanding "the way young people learn, play, socialize, and participate in civic life" through their use of new and emerging media technologies. So far, the Foundation has tended to hand select researchers and community leaders to participate in the initiative, but earlier this month, they announced an open competition designed to identify innovative projects which might make a difference in this space. What follows are some excerpts from the press release announcing this competition:

"An open competition is an excellent way to identify and hopefully inspire new ideas about learning in an increasingly digital world," MacArthur Foundation President Jonathan Fanton said. "We do not yet know how much people are changing because of digital media, but we hope that this competition will help support the most innovative thinking about learning, the formation of ethical judgments, peer mentoring, creativity, and civic participation, all of which are increasingly conducted online."

Awards will be given in two categories:

* Innovation Awards will support learning pioneers, entrepreneurs, and builders of new digital learning environments for formal and informal learning. These innovations might range from a teacher add-on for MySpace that allows for safe assigning of a class group discussion, to a platform co-developed by teachers and students to facilitate digital literacy and peer-mentoring between college students and high-school drop-outs earning their GED degrees, to a digital learning festival for the leaders of a worldwide youth environmental campaign.

* Knowledge Networking Awards will support communicators in connecting, mobilizing, circulating or translating new ideas around digital media and learning. For example, a team of teacher bloggers who already reach hundreds of thousands of readers may now seek to provide multimedia coverage and translation of MIT Professor Henry Jenkins' recent white paper on media literacy.

The open competition will be administered by a network of educators and digital innovators called "HASTAC" (the Humanities, Arts, Science and Technology Advanced Collaboratory). HASTAC was founded and is primarily operated at two university centers, the University of California Humanities Research Institute and the John Hope Franklin Center at Duke University. HASTAC has a network reaching more than 80 institutions globally. The choice of HASTAC, one of a new breed of "virtual institutions," reflects MacArthur's goals in promoting next-generation learning.

"We are already teaching a generation of students who do not remember a time before they were online," said Cathy N. Davidson, John Hope Franklin Humanities Institute Professor of Interdisciplinary Studies at Duke University and co-founder of HASTAC. "Their social life and informal learning are interconnected. They don't just consume media, they customize it. These students bring fascinating new skills to our classrooms, but they also bring an urgent need for critical thinking about the digital world they have inherited and are shaping."

As part of their prize, awardees will receive special consultation support on everything from technology development to management training. Winners will be invited to showcase their work at a conference that will include venture capitalists, entrepreneurs, educators and policy makers seeking the best ideas about digital learning. Applications are due Oct. 15, 2007, and prizewinners will be announced in January. Detailed information on the competition is available online at www.dmlcompetition.net.

"With the digital media and learning initiative, the MacArthur Foundation is playing a leading role in reshaping both institutional and informal learning practices," said David Theo Goldberg, HASTAC co-founder and director of the University of California's Humanities Research Institute. "Traditional learning practices are being supplemented and supplanted by new digital media, which both enable and extend their reach through virtual institutions like HASTAC. This is a natural partnership."

I know many of my readers are doing interested work in this space. I'd like to personally encourage you to pull together a proposal for this competition. Many of us have been frustrated by the climate of fear which so often clouds public policy as it relates to young people and new technologies. MacArthur is offering us another model -- one which is governed by reason and research rather than sparked by fear and ignorance, one which puts theory into practice to redesign public institutions and practices which touch the lives of children and youth.

The New Mr. Spock?

I am being forced to relive the 1960s as journalists seek ways to describe my work. Last year, Howard Rhinegold dubbed me "the 21st century McLuhan," a comment my publishers felt compelled to put on the front cover of Convergence Culture. And I've been hit again and again ever since with questions about my relationship to McLuhan. Short answer: McLuhan and I differ in our conceptual starting points. McLuhan starts from the communications technology to explain its potential impact on society (his famous "the medium is the message") where-as I tend to start from the culture and focus on how social agents redefine technologies through their uses. McLuhan was important to me, however, in so far as he paved the way for comparative perspectives on media (moving us beyond medium specific debates which had limited the discussion in my opinion) and in that regard, he ranks alongside Harold Innis and Ithiel DeSola Pool in terms of being a founding figure in Comparative Media Studies.

McLuhan also provides me with a role model: he was someone who was willing to talk with media corporations and policy makers alike in his efforts to shape his culture; he was deeply invested in the concept of media literacy; he was a public intellectual who saw the value of engaging with the news media and with the public in an attempt to make his ideas more widely accessible; he was the head of a center which brought together intellectuals across many different disciplines; and he was someone who constantly experimented with new media platforms, including newsletters, records, video, and photographi collages, in his effort to spread his ideas more widely. These are all goals I try to embrace in my own work, though so far, I haven't been interviewed in Playboy, been the subject of jokes of Laugh-In, or made a cameo appearance in a Woody Allen movie. :-)

This past week, the analogy shifted with Stephanie Olsen from ZDNet News calling me "The Internet's New Dr. Spock." I was initially bemused by the comparison, especially since most of what I had said during the interview about Spock had ended up on the cutting room floor. But I was even more amused by the fact that several people out there responding to the interview have confused Dr. Benjamin Spock, the leading child advice writer of the 20th century, with Mr. Spock, the Vulcan first officer on board the Enterprise on the classic Star Trek series. Talk about generational differences in perspective!

Here are some comments from the Talk Back section following the article:

....Doctor Spock?

I thought it was Mister Spock and Doctor McCoy??

***********************************************************************

Aye, Aye Scotty!

Reader post by: Commander_Spock

Story: The Internet's new Dr. Spock?

Prepare To Beam Us Up For This Debate!

On Board Enterprise Warp.

Commander_Spock

Of course humans are not the only ones to make such confusions. The ad words that cropped up spontaneously on one site which mirrored the article pointed consumers towards a range of Star Trek related products, including, no joke, rubber Spock ears.

Leonard Nemoy struggled his whole career with people who confused Dr. and Mr. Spock, a confusion which normally resulted in an arch of his eyebrow. As it happens, I have written extensively both about Mr. Spock, through my work on Star Trek fans, and about Dr. Spock, through an essay I published in the Children's Culture Reader.

For the purposes of identification as this discussion continues, this is a photograph of Mr. Spock from Star Trek:

4134-25.jpg

And this is a photograph of Dr. Spock, the child rearing expert and anti-war protester:

dr_benjamin_spock.jpg

As it happens, there is a NEW Mr. Spock, as Entertainment Weekly reported a few weeks ago: Zachary Quinto, the actor who plays Sylar on Heroes, was recently cast to play the young Mr. Spock in the next Star Trek film which is being produced by J. J. Abrams.

heroes_l.jpg

I have been having fun imagining what readers thought Stephanie Olsen meant when she compared me to Mr. Spock: Is it some kind of comment about my logical mind, my (hardly) stoic attitudes, my commitment to "Infinite Diversity in Infinite Combinations," the fact that every seven years I go into Pon Farr, my lust for Jim Kirk, or some other aspect of the television character's personality which escapes me. Of course, I always fancy my job as going where no humanist has gone before, so there may be some resemblence to THAT Spock after all! :-)

It occurs to me reading such comments that it would be useful to spend a moment explaining who Dr. Spock was for a generation which may have grown up without his sage guidance or seems to have no clue who he was.

Wikipedia provides a pretty good summary of Benjamin Spock's life and work:

Benjamin McLane Spock (May 2, 1903 - March 15, 1998) was an American pediatrician whose book Baby and Child Care, published in 1946, is one of the biggest best-sellers of all time. Its revolutionary message to mothers was that "you know more than you think you do." Spock was the first pediatrician to study psychoanalysis to try to understand children's needs and family dynamics. His ideas about childcare influenced several generations of parents to be more flexible and affectionate with their children, and to treat them as individuals, whereas the previous conventional wisdom had been that child rearing should focus on building discipline, and that, e.g., babies should not be "spoiled" by picking them up when they cried.

I wrote an extensive discussion of Spock's work for my book, The Children's Culture Reader, and that essay is reproduced on line for anyone who'd like to read it. Essentially, this article argues that Spock was one of a generation of post-war children's advocates who began to reassess the power relations between adults and children and who also helped the society come to grips with Freud's discoveries about infantile sexuality. I argue in the essay that this post-war parenting advice prefigures and predates later discussions of adult sexuality in important ways:

The recognition of children's sexuality as a positive, rather than as a negative, force led to a close examination of how parents should respond to and facilitate children's erotic awakenings. Children, so often, in our culture become the bearers of our own utopian fantasies for a better world. In this case, the world which was being envisioned was a world without erotic inhibitions, a world which was open to sexual pleasure and free from guilt and negative self-images.

By looking closely at children, their bodies and their desires, permissiveness developed an ideology about sexuality which helped to prepare the way for the sexual revolution of the 1960s. First, sex was rendered "wholesome," natural, biologically necessary, and in the process, old superstitions and moral prohibitions were pushed aside. Second, sex was stripped of its ties to procreation, with the child's masturbatory exploration of its own body and its pursuit of pleasure assuming positive values in and of themselves. Third, healthy sensuality extended to the entire body and not simply the genitals. The child's polymorphous eroticism was to be retained in adult life as a new and more vivid form of sexual experience. Fourth, pleasure was seen as beneficial, necessary, and the body was depicted as knowing its own needs. The body doesn't lie; if it feels good, it can't be bad. Fifth, all aspects of life, especially learning and creativity, assumed an erotic dimension, as practices of re-direction and sublimation transformed sexual energies into other kinds of activities, and the desire to explore the world was understood as primarily sensual in origins. We know through our senses, and as a result, we should awaken our senses to the broadest possible range of experiences. Sexual frustration and perversion were seen as resulting from boredom and understimulation. Sixth, sexual openness within the domestic sphere was viewed as positive, including some "healthy" interplay between parents and children, yet sex was, by its design, a private act, which should be performed behind closed doors and held in check by public expectations. Morally charged concepts, such as "sin" or "guilt," were gradually displaced by socially-directed concepts, such as "privacy" and "propriety." Most of these conceptions of eroticism would become core tenants of the self-help books or liberation literature of the sexual revolution; they would become the common wisdom of a generation which sought to expand the place of recreational sex within American life and to prolong the period of childhood sexual experimentation into a richer, fuller erotic life as adults.

So, what does this have to do with my work on youth and digital media? Not a lot. I am a media scholar, not a pediatrician or child pyschologist. But for the baby boom generation, Spock functions as short hand for all advice literature for parents. In practice, Spock himself was deeply distrustful of mass media even though he himself used the media very effectively to get his advice out to parents. Subsequent children's advice writers have tended to say very little about media or reduce their advice to parents to what I call the "just say no to Nintendo" position. That is, good parenting comes through restricting access to media: keep it out of the children's bedrooms; limit the number of hours.

I would argue, however, that parents have a constructive role to play in actively shaping young people's relations to media, helping them learn skills which will allow them to meaningfully participate in the new media landscape and develop a healthy, ethical, creative, and intellectually engaged pattern of media use. As I wrote in Technology Review several years ago, media literacy begins at home and parents have an active role to play in insuring that children acquire the core social skills and cultural competencies needed to become full participants in the emerging media culture.

It is not even clear that there could be a Spock of the Internet Age. Spock's books emerged within the context of a consensus culture; they were being read at a period of mass migration in which the dominance of the extended family was breaking down as children moved away from their hometowns as they started their own families and thus needed a different form of advice than their parents had required. Spock's books were read by almost everyone in the society where-as today's market for advice literature is increasingly fragmented, responding to a multicultural society with many different definitions of what a family is and what values should shape the interactions between parents and children.

But if we look at what Spock said in his books, we might construct some core principles of what advice to parents would look like:

1. Spock felt that parents should remain calm and trust common sense to get them through most problems. In the case of the Internet, parents would do better to try to find analogies between what occurs online and other more traditional forms of activities. So, in what ways is hanging out in MySpace like the teen haunts of previous generations? In what ways is joining a guild in a multiplayer game like signing up for sports? In what ways is Live Journal like writing for the school newspaper? And so forth. These analogies would only get us so far but starting from an idea of radical difference may cause parents to freak out about every aspect of their teen's online lives rather than focusing on real points of conflict or weighing risks and benefits of certain activities.

2. Spock worked hard to insure popular access to the latest thinking of academic experts. We've already argued that he was a popularizer of Freud and psychoanalysis; he also helped to bridge between cultural anthropologists like Margaret Mead and the American public. He wanted to insure that parenting was governed by reason and reliable information rather than having parents strike out blindly. He wanted parents to see their jobs in a larger social and cultural context and that's something which could help contemporary parents find the right solutions for their own families.

3. Spock taught parents to respect their children and see them as citizens within a democratic society rather than subjects of a totalitarian regime. Permissive child rearing doctrines then and now got a bad reputation because people imagined children as becoming tyrants and parents as reluctant to set limits. But Spock, in fact, shifted back and forth over time in his advice trying to counter both the authoritarian impulses of parenting in the immediate post-war period and the excesses of totally permissive parenting which came in its wake. Respecting children, listening to their point of view, but also providing leadership and governance within the family was at the heart of the social ballance he advocated. And that ballance is totally off at the moment where the internet is concerned. Some parents remain ignorant and indifferent of what their children are doing online, while others employ all kinds of surveillance tools to snoop on their kids. The key is, as I said in the interview, to watch their backs and not snoop over their shoulders. Parents need to engage children and youth in a process of reflecting on their own ethical choices and educating them about the risks they face as they move into this unfamiliar space. And that means adopting an informed perspective on the online world rather than acting in ignorance or fear. Spock's advice literature helped another generation learn what it needed to know in order to confront the social transitions of the post-war society. A new Spock would need to give them the information they require to manage the cultural, economic, and technological transitions of our own era.

To borrow a line from Leonard Nimoy, I am not Spock. I suspect there never will be another Dr. Spock given the fragmentation of our culture. But we can all learn things from Spock's legacy which would help parents deal with some of the challenges they face right now.

The Power of "Collegial Pedagogy": An Interview with Youth Radio (Part Two)

What kinds of skills and knowledge are young people acquiring through their involvement with the production of youth radio? Response from Ayesha Walker, Online Project Associate. If you want to check out some of Walker's work for Youth Radio, try "Bathing Ape", Marketplace

and "From Blacksburg to Bay Area."

I unconfidently discovered radio my sophomore year of high school at El Cerrito's KECG station. I was determined to break through my introverted shell and find comfort behind

the microphone. Somehow in my senior year I was elected Director of Communications,

hosting my very own radio crew, playing my voice through every speaker in El Cerrito

high school. By the time my senior year came around, I fatefully stumbled across Youth

Radio. I studied all of the features and fell in love with web, photography and journalism.

As the new generation of technology users, today's young people are trained here at

Youth Radio in exactly what we need and want: proficiency through technologically

advanced equipment in media production. Therefore we advance in the skills that already

belong to us.

We learn to magnify our personality with confidence, creatively generating authentic

work through the components that YR offers:

News and commentaries: young people write stories for local and national radio,

iTunes, and our own website

Music: young people learn to produce their own music through industry standard

computer software and also program music shows featuring a range of artists and styles

for terrestrial and web radio

Web: young people learn to produce and design youthradio.org

Video: young people learn to create videos for outlets ranging from PBS to

Current TV to YouTube

After learning what we want, we learn what to do with the skills we've acquired through the program. We either move up or move out. Young people evolve into an essential part of staff, guiding other young people in the right direction. Or we find work outside Youth Radio, sometimes even outside converged media, using the professional skills gained here.

Youth Radio has helped shape the minds and personalities of many young people around the Bay Area, making the road to success much more visible.

Throughout my time here at Youth Radio, I've worked on a mob of commentaries. But there's one in particular I'm most proud of is called "Hood Sweet Hood." It hasn't aired on an outlet yet, but I'm proud of it because I feel I had the chance to clarify a few things that take place in the hood that most people outside of the ghetto wouldn't understand.

At Youth Radio, I've learned to swallow my people-fearing ways and express myself. I've learned to write creatively to a broad audience. By helping to maintain and produce youthradio.org, I've learned to take professional quality photographs, to network, and most importantly, to have fun. I've learned to think more deeply about my actions, whether it's buying from large corporations or just plain recycling. I've learned to speak properly on air. I've learned interviewing tactics--not from a book, even though I love books with all my mind, but from experience, which is the best teacher a student could ever have. Youth Radio has allowed me to sit in and help plan its future and my own.

And more on this question from Reina Gonzales, Youth Radio graduate and Associate

Producer. To sample Gonzales's work, see "Military Deserters in Canada."

I've been with Youth Radio since I was fifteen years old in a variety of roles. As a

student, I can say that the biggest impact Youth Radio had on me was that it gave me a

sense of direction. I learned what opportunities were out there for me and was then able

to decide what would bring me the most fulfillment.

As a peer teacher, I was surprised by how supportive and non- judgmental the students

were. In our weekly radio shows, I often saw the students struggle with writing or

on-air nerves, but in working together, they showed a sense of trust and mutual respect.

This was an experience completely opposite to the hostile environment I encountered in

high school.

As a youth reporter, I learned that writing ability on its own isn't enough to produce

media that matters. I had to develop a more holistic approach to the stories I worked

on--thinking about all the possible ways I could tell them and always trying to consider

different points of view.

As a radio and video producer, I've seen students learn to adapt to the always-changing

media landscape by using new technologies and producing their stories across formats.

They also think about new ways to market themselves and their work using social

networks--all of which suggests they're becoming just as good if not better than their

adult media professional counterparts.

What relationship does your group have with other youth radio producers around the world?

Response from Senior Producer Rebecca Martin and Producer Brett Myers, Youth Radio's National Network/Curating Youth Voices Initiative. To see some of the work of the Curating Youth Voices Initiative, see "Leaving the Mountains," NPR

Youth Radio has grown into a hub for local, national and international converged media

production. We carry out this work through collaborations and partnerships with youth

correspondents, youth media groups, and youth organizations across the country and

around the globe. In addition to our bureaus in DC, Atlanta, and Los Angeles, we have an

extensive network of youth media partners whom we work with to co-produce content for

national and international audiences on a regular basis.

The bureaus and youth media partners in the U.S. are part of a unified editorial

structure at Youth Radio designed to represent diverse youth experiences and respond to

national news and issues in a comprehensive way that reflects the American landscape.

This structure also insures that our content meets the highest journalistic standards.

Our extensive youth correspondent network links individual young people across the

country and around the globe with adult professional editors and producers, and youth

peer editors at our headquarters in Oakland, California, who work with them remotely to

bring their stories to national and international audiences on the radio and the web.

Over the years, we've worked with young reporters and commentators in Afghanistan,

South Africa, Palestine, Israel, Mexico, Cuba, France and India.

We actively participate in conferences that bring together youth media producers (and

founded the Youth in Radio conference with the National Federation of Community

Broadcasters); regularly host international journalists; and do our best to provide

technical assistance and advice to newcomers in the youth media field. One initiative

that formalizes the latter effort is Teach Youth Radio, a free, online curriculum

resource we offer in monthly installments designed to encourage educators inside and

outside classrooms to integrate youth media content and methods into their work.

When we met in Saint Louis, we had an interesting exchange about the value of individual

authorship as opposed to collective intelligence. I wondered if you might be willing to

share your perspective on this topic here.

Response from Lissa Soep, Research Director and Senior Producer

I was actually inspired to write a bit about this topic after we met at the 2007

National Media Education Conference in St. Louis. In your media literacy white paper,

you describe collective intelligence as a property of joint projects where "everyone

knows something, nobody knows everything, and what any one person knows can be tapped by the group as a whole."

This notion of collective intelligence resonates for me in lots of ways. My own personal

youth media practice and research have always centered on learning environments that

leverage collaborative thinking and making, and I often find myself trying to expose,

understand, and promote all the joint work that takes place behind all meaningful

productions, even those designated as "single author" works. Something I especially

love about the concept of collective intelligence is the way it embraces our fundamental

incompleteness outside the social contexts we make and re-make everyday.

That said, I'm wondering if there are ways that collective intelligence just might

sometimes work against youth producers...I find that some of the most important work we

do at Youth Radio, even within our hyper-collaborative production method, is to secure

individual on air credit for the organization and our youth reporters and artists. We

take those radio "back announces" (when the host credits the contributor you just

heard) extremely seriously. Sometimes young people can't afford to be anonymous

contributors, no matter how intelligent their collectives happen to be, if they are to

convert their media productions into concrete new opportunities in higher education

and/or living wage work.

When I raised this line of questioning with you in St. Louis, you offered a provocative

response that has stuck with me. You said it reminded you of the observation that

scholars started proclaiming the "death of the author" at the very moment when women

and people of color started getting traction in academic departments and publishing.

So I guess I hesitate to declare the death of the individual youth media maker at the very moment when young people need concrete, specific, and traceable acknowledgement of their work's value, not as a loosey-goosey self-esteem builder, but because that kind of recognition is sometimes necessary for them to leverage their work to transform the conditions of their lives.

Having said all this, I do realize that to some extent I'm conflating collective

authorship with collective intelligence. Collective intelligence isn't so much about

joint production as it is about shared knowledge, not so much about who deserves credit

for the outcome, but how various minds/bodies/imaginations inform and derive

"smarts" from the process. When I reflect on my own creative methods as both a

writer and producer, I can see how "intelligence" can be displaced from the people

in the room to the project underway, from separate minds to shared spaces that take

shape throughout the time it takes to complete a given piece of work. If that's true,

it makes me wonder what happens to that collective and perhaps temporary or contingent

intelligence once the group disbands or the project ends?

Which brings me to one final point. Our conversation in St. Louis also got

me thinking about how it can sometimes feel like projects never end anymore, as a result

of digital culture and its permanent, searchable, ongoing conversation, as dana boyd and

others have described. If youth media producers drop out of that conversation after

they've finished and broadcast/posted a final version of the story, they surrender the

right to keep shaping how the piece is received, interpreted, and re-purposed by other

producers. When Youth Radio stories air nationally, we often hear directly from

listeners, usually with admiration, but not always. Some especially controversial

stories from our recent archive include: when Brandon McFarland wrote about being

whooped as a child; when Cassandra Gonzalez described the first time her baby's

incarcerated father met his newborn daughter; when Clare Robbins talked about an

anti-racist group she joined for white people only. Stories like these get other people

talking, and our challenge as a media literacy organization and production company is to

teach young people that from now on, their work doesn't stop when they produce the

story; they need also to produce the conversation that (hopefully) continues in the

story's wake.

For further information, contact elisabeth soep

The Power of "Collegial Pedagogy": An Interview with Youth Radio (Part One)

When I spoke at the National Media Education Conference in Saint Louis earlier this summer, I was approached by Elisabeth (Lissa) Soep and Ayesha Walker. Soep is the Research Director and Senior Producer f and Walker is an Online Project Associate for an organization called Youth Radio, which defines its mission as: "to promote young people's intellectual, creative and professional growth through training and access to media and to produce the highest quality original media for local and national outlets." As it happens, Soep is a regular reader of this blog and as it happens, because I like to listen to NPR and PRI podcasts when I walk every day, I had heard several of the segments her team had produced. We immediately fell into an intense conversation about authorship in an age of collective intelligence and participatory culture and about what these shifts in the notion of participation and collaboration mean in the context of a program which is trying to "authorize" young people (that is, empower them to become authors.) That conversation convinced me that Soep and her gang had something to teach all of us about youth media production, the nature of radio as a medium, and the shifting construction of authorship in a digital age. And so I immediately asked her if I could do an interview with her and with the people who she is working with for my blog.

This is, in that sense, an unusual interview. Most of my interviews are with specific individuals; this is one of the few times we have done a collaborative interview. The answers which follow come from both youth and adult participants in the Youth Radio program. Such a process is the most appropriate way to capture what Soep calls "collegial pedagogy" -- which depends on shifting the power relations between children and adults. (She says more about this concept below so I don't want to pre-empt her comments.)

I have written here before about my reservations about the "digital natives/digital immigrants" terminology which has gained such circulation in recent years. When I first heard the terms, I thought they were powerful and I have since seen that power many times. They immediately give people a tool to think about something they are experiencing -- some kind of generational shift in the ways that young people and adults relate to these emerging technologies. But it is a power we should use selectively since these terms also distort many aspects of the phenomenon that they seek to describe. There are at least three major distortions involved:

1. The terms are ahistorical. They give rise to the myth that this is the FIRST generation where kids have known more about technology than their parents. I hear this claim again and again from people who should know better and it is simply not true. There have been a series of generation gaps surrounding technology across the past century or more and these gaps have had real impacts on the historical development of communications media. We can learn more about the present moment by looking to the past and using language which cuts us off from that larger history is profoundly unhelpful in understanding our present moment.

2. It collapses all young people into a so-called digital generation. David Buckingham, the British researcher, was the first to really help me understand the risks involved here. We could argue, as I did in Technology Review several years ago, after attending one of Buckingham's conferences, that there are two competing myths -- the Columbine Generation (which we hear much less often now, thankfully, which sees young people as at risk because of their "unique" access to technology) and the Digital Generation (which celebrates the positive transformations being brought about by young people's access to technology). We give up the myth of a Digital Generation at our own risk since it is the most powerful way to counter the Columbine Generation myth. But we also need to recognize the ways that it erases class boundaries in young people's access to and ability to participate in the new media landscape. The Digital Natives metaphor doesn't acknowledge either the digital divide (in young people's access to the technologies) or the participation gap (in young people's access to the social skills and cultural competencies needed to fully and meaningfully participate in the emerging digital culture.)

3. It ignores the degree that what's really powerful about most of the new forms of participatory culture of fans, bloggers, and gamers is that such affinity spaces allow young people and adults to interact with each other in new terms. These affinity spaces (to use James Paul Gee's term) bring together youth and adults who don't have fixed and hierarchical relationships (students/teachers, children/parents) on the basis of their shared interests. There are all kinds of anxieties about such relationships in the modern era (since any contact between youth and adults who are not members of their families bring with it a fear of child predators) but there is also something very constructive about many of these normal relations between children and adults. Even traditional forms of contact between adults and youth, such as Sunday school outings or Boy Scouts gatherings, have been tainted both by the fear and the reality of child molestation. And in any case, many of the older ways that youth and adults interacted outside of school and family -- whether through churches or youth organizations -- are facing declines in participation. Moreover, most of the traditional youth organizations were modeled on the same hierarchical relations that shape formal education. In an internet world, where people can meet first without such clear identity markers, young people and adults may at least sometimes interact without age being a major factor. In almost every case, the new participatory cultures are ones which have been built by youth and adults working together. We need to spend more time examining how and where such relationships occur and articulating their value. One of the things which interest me about Youth Radio is that they are pulling such interactions into a public service organization in very conscious ways and that's at the heart of what they are calling "collegial pedagogy." And like many related youth media projects, they involve youth speaking directly to adult and youth audiences about things that matter to them, encouraging us to take seriously young people's perspectives on the world.

The interview which follows not only explains but embodies those relationships. I would also encourage you to check out some of the links to the group's productions which are sprinkled throughout this interview: it will give you a powerful demonstration of what can be achieved when we take seriously young people's perspectives on the world and help them get access to the means of cultural production and distribution.

How would you define the mission of Youth Radio? What are you trying to accomplish?

Response from Elisabeth (Lissa) Soep, Research Director and Senior Producer. You can learn more about Soep's perspective by checking out Lissa's blog.

Youth Radio is a youth development organization and independent media production company founded by Ellin O'Leary in 1992. Headquartered in Oakland, CA, we've got satellite bureaus and youth correspondents working across the U.S. and around the world producing and curating award-winning converged media content. Youth Radio stories and shows reach massive audiences through outlets including National Public Radio (with its 27 million weekly listeners), iTunes, Radio Bilingue, YouTube, and MySpace. Youth Radio promotes young people's intellectual, creative, and professional growth and citizenship and transforms the public discourse through media production.

Students come to Youth Radio primarily from the nations strapped, heavily tracked, re-segregating public schools. Most are low-income, digitally marginalized youths and young people of color. Our approach links deadline driven, production-based media education with programs that support personal and community health, engage active citizenship, and pave pathways to college and living wage jobs in the media and beyond.

Over the past several years, Youth Radio's teen reporters have examined the status of free speech in U.S. classrooms in an era of shrinking civil liberties. Our Reflections on Return series has documented the experiences of young troops coming home from the Iraq war. A Cape Town college student grappled with her father's participation as a police officer in the former apartheid state. One young man documented his experience of deportation, having been released from prison to a country he hadn't set foot in since he was two years old. A son reflected on his mother's struggle, and his own, with her AIDS diagnosis. Teens described the horror of running into their moms on MySpace.

Young people produce culture everyday. Through stories such as these, they put cultural production to work for themselves, their communities, and their audiences across our connected, divided world.

What roles do youth play in your production process? What roles do adults play?

Response from Lissa Soep, Research Director and Senior Producer

The answer depends on where young people are in the program. Within the first week of starting an introductory class, students go on the air for a live public affairs radio

show, which goes out via broadcast and online. In this phase of their Youth Radio

experience, they learn mainly from peers how to produce commentaries, news,

roundtables, public service announcements, original beats, music segments, blogs, and

videos. Recent program graduates--most teenagers themselves and some younger than their

own students--serve as the lead instructors, editors, and co-producers. Peer teachers

make the transition from students to educators with scaffolding from adults through

weekly professional development workshops on topics ranging from how to operate a flash

recorder, to how to navigate the uncertain ethics of today's digital culture.

After the 10-week introductory course work, young people move through another 10 weeks

of more advanced training in specialized areas (e.g., engineering, journalism, music

production, etc.) and eventually into paid internships in every department across the

organization. Here's where they start to collaborate in a different way with adults.

Take, for example, our professional newsroom. Young people facilitate weekly editorial

meetings where they pitch stories to peers and adult producers. Youth reporters then

work closely with adult media professionals on every stage of developing the story:

finding an angle, identifying characters and scenes, developing interview questions,

gathering "tape" (a term we still use all the time inside our fully digital studios)

and then devising an outline, composing a script, mixing the story, and delivering to an

outlet.

I call our newsroom methodology "collegial pedagogy" (Vivian Chavez and I have

written about this in a Harvard Ed Review article and we've got a chapter devoted to

it in our forthcoming book, Drop That Knowledge, with UC Press).

Collegial pedagogy is a deeply interdependent dynamic that's markedly different from most classroom scenarios. In collegial pedagogy, young people and adults co-create original work

neither could pull off alone, and over which neither stands as final judge, because the

work goes out to an audience no one--young or old--can fully predict or control. The

adult producer could not create the story without young people to identify topics worth

exploring, to host and record peer-to-peer conversations, and to experiment with novel

modes of expression and ways of using words, scene, and sound. At the same time, young

people could not create the story without adults to provide access to resources,

equipment, high- profile outlets, and institutional recognition, and to share the skills

and habits developed through years of experience as media professionals. Young people

offer a key substantive contribution that the adults cannot provide -- a certain kind

of access, understanding, experience, or analysis directly relevant to the project at

hand. They contribute insights and challenging perspectives to a mainstream media that

too often ignores the experience and intelligence of youth. And yet adults do not only

oversee or facilitate the learning experience surrounding a given media production

experiment; they actually join in the production process itself.

It can be tricky to work as an adult inside collegial pedagogy, tempting as it often is

to get so swept up in a project that you start to take over. It's a problem youth

media producer Debra Koffler from the Conscious Youth Media Crew has cleverly termed "adulteration" - a risk that seems inherent in creative collaborations where young

people and adults feel mutual passion, investment, and vulnerability. That's why

there's one policy that is absolutely non-negotiable at Youth Radio: young people

always have final editorial say over everything they create. The ultimate goal of

collegial pedagogy, after all, is for young people to develop the technical, creative,

and intellectual capacities they need to step away from adults. In our newsroom, they

increasingly work independently to create high quality products, while maturing into

journalists prepared to partner, from the other side of the pedagogical dynamic, with

students following in their footsteps.

What do you see as the continued value of broadcast radio as a medium in an era of blogs

and podcasts?

Response from Nishat Kurwa, Youth Radio graduate and News Director

The teenagers and young adults currently enrolled and working in our organization are bridging this gap between broadcast and digital outlets. They're key consumers and producers of converged media products, finding new music through social networking sites and seeing their online radio programs downloaded as podcasts hundreds of times a week. But there are still technological barriers to online radio and podcasts becoming their own listening formats of choice.

Even though they are increasingly using their cell phones and iPods for music downloads, they often have limited access to computers on which to stream online radio. And even when they do have home computers, that access engenders a very individual - even lonely - listening experience. Broadcast radio, on the other hand, creates a listenership community. Even a high school student graduating in the class of 2008, coming of age alongside MySpace and Sirius, will have made most of the new music discoveries of his or her lifetime during drive time terrestrial radio broadcasts. I'd be surprised if the power of this nostalgia didn't echo into the next generation of listeners.

Even though radio's "golden era" (which can plausibly refer to any period before the FCC's 1996 deregulation of the industry) offered far more musical diversity, it has something in common with the post-consolidation period. A favorite radio jock is crown prince or princess of the morning, determining the proverbial water cooler conversation: Are you going to the Art and Soul Festival Chuy mentioned? They're going to have a blood donation booth. Did you hear that crank call to the bakery? That interview with Mary J. Blige - I didn't know she was in town this weekend!

I also think that despite the surge of interest and influence in user-generated content and the move-away from top-down journalism, there's still a strong desire for traditional media producers' authority of experience and delivery. "I can't live without my radio!"

I noticed that you are making your broadcast content available via iTunes. How did that

come about and how successful do you think this approach has been at broadening who

listens to youth radio?

Response from Nishat Kurwa, Youth Radio graduate and News Director

As digital media/online radio and podcasts began to draw increasing audiences a few years back, Youth Radio approached Apple's iTunes as a potential outlet for our radio stories. We ended up with both a weekly podcast on iTunes and a 24-hour radio stream, found under iTunes "Public," "Urban," and "Eclectic" categories.

In addition to being another opportunity for our students to refine the improvisational live hosting and interviewing skills they learn in our classes, the radio stream has been an important free space for creative stories and uncensored music that might be difficult to place on our terrestrial broadcast outlets, given time constraints and FCC regulations.

Youth Radio has produced a variety of talk-format programs for weekly and monthly broadcast on San Francisco Bay Area commercial and public radio. However, most of that programming was dominated by public affairs content - roundtable discussions and interview segments responding to news events or exploring various aspects of youth culture. The iTunes stream presented an opportunity to run 24 hours of music-driven content. This programming is akin to the live radio format that draws many young people to Youth Radio in the first place. The fact that the stream is online and carried by a significant media company vastly expands the potential audience, with listeners in various national and international locations, represented as pushpins on the world map in our iTunes studio. And like our relationship with NPR, the recognition and marketing potential of the Apple brand provides valuable leverage as we seek new digital media outlets.

The iTunes stream also has great potential as a place for experimentation as audiences' appetites shift. For example, as YouTube came to prominence, one of our students shot and posted cell phone footage of the Oakland A's mascot hyphy dancing (an energetic hip hop genre originating in the Bay Area) and the clip has been viewed more than 400,000 times to date. We were inspired to start experimenting with this less highly produced aesthetic in our audio work, launching a content stream called "Youth Radio Raw." iTunes was the natural, (and frankly, only) place to debut this material.

There's been a general trend suggesting that contemporary youth are less likely than previous generations to seek out information from traditional news channels. What insights do you have about why young people might be turned off by news?

Response from Pendarvis "Dru" Harshaw, Youth Radio Reporter and Commentator For a sample of Dru's broadcasts, see "N-Bomb", NPRand "The Turf/The Village"

Readily available news. Everyone reports. How do you decide? The information age has reached the point where news is constantly flashing in our faces, from news tickers on

the sides of skyscrapers in major cities, to news flashes on your hand held communication tool that you use as a cell phone.

News is everywhere. So how credible is every source?

Many would say that laziness is the reason that my generation doesn't re the news. But

I say searching for credibility is where my generation's laziness comes into play. Instead of researching the origin of stories and the hard facts, we would rather take what is given as fact, or not take anything.

We have an urge to know about the news that directly relates to us. When I read the newspaper, I read about the sports team I like and the city side section to see if anyone I know died. I get on the internet and check my email and MySpace, and if something on Yahoo's web page catches my attention, it's because it directly relates to me...In turn, credibility has been substituted for relativity. That's why we do not read YOUR news, we read our news.

The difference between Youth Radio and MySpace or a YouTube or any new site which allows

a person to produce themselves is ... media literacy. Youth Radio does what MySpace

would hate us to do: Teach us why sites like MySpace work--the advertisements, the

conglomerates, and how all of this relates to them getting our money. Instead of

blindly posting our videos and pictures on a website owned by a round table of old

farts, Youth Radio teaches us the process of broadcasting, the mechanics of production,

and the influence of media --not from the mouth of an old fart, but from the mouths of

young people who have also gone through this program, young people who are literate in the power of media, and the power we have in producing the media.

Democracy 2.0 (Director's Cut, Part Two)

Yesterday, I ran the first part of a two part series elaborating on comments I made to Mother Jones as part of their special Democracy 2.0 issue. Today, I take up a few more of the many implications of this interplay between participatory culture and participatory democracy. Democracy and the Participation Gap

While I remain firm in my belief that, as I explained here some months ago, the rise of participatory culture has the potential to renew participatory democracy, I remain concerned about the participation gap, those who lack the technical access, the cultural competencies, and the sense of empowerment needed to fully participate in this new political culture.

MJ: Are there elements about the use of technology that could make the political process less democratic?

HJ: If the central conversation about the election is only online, rather than through broadcast television, large numbers of people will simply not have access to what the candidates are saying. So, for some people, this campaign is going to be more accessible than ever before. They have access to more information; they can drill deeper; they can maintain regular contact with the campaign; they can interact with other supporters and so forth. For others, who have no access or limited access to the Internet, moving all this activity online suggests that they don't count, their voices don't matter. They have no access to the information to make reliable decisions. And it's not the campaigns who are doing that, so much as broadcast television, which is decreasing the coverage that it provides of the party conventions. It's local newspapers that are cutting back the number of pages devoted to candidates for office. Those are the things that make the use of new media less democratic, because they are falling back on the presence of the new media to justify cutting back on basic information sources that citizens who don't have online access would rely on to follow the political process....

Whenever we look towards new and emerging platforms as a resource for democracy, we must at the same time consider who is being left behind. And I do see dangers at a moment when mainstream media is cutting down on its news coverage of the presidential nominating process and much of the information is moving to cable or digital media. The people who are going to have to work hardest to get access to information and participate within the process are going to be those who have historically felt the most disenfranchised in the first place. The move towards digital campaigning may capture the imagination of many young voters but it may also exclude many low income participants.

Social Networks as Political Interfaces

My conversation with Mother Jones turned towards the use of social networking sites, another major innovation in this year's campaign:

HJ: I think some of it has to do with the use of MySpace by the Obama campaign, which is something that I don't think is necessarily being [deployed] by the other campaigns as effectively yet--[Obama's supporters show] an understanding of how you use social networking to reach young voters. It's not about bringing people to your site and keeping them there; it's about giving people the resources to take your message with them wherever they want to go. It's allowing people to befriend the Obama campaign via MySpace and the other social networking pages. It's really clever because it makes the social affiliation of the campaign much more visible, and it allows all those people to connect to each other and feel a sense of affiliation, as opposed to simply receiving a message from on high. That's why the anti-Hillary 1984 campaign commercial that circulated was so much more credible than the one that reacted to it, because there is a sense of the Clinton campaign speaking to us from a contained space as opposed to breaking free of that and creating a new relationship with the voters.

In many ways, the interfaces campaigns adopt model their idea about the relationship between political leaders and citizens. I have long felt that the most authoritarian candidates tend to have top-down structures built into their web presences, where-as those candidates who want to establish a more dialogic relationship are drawn towards community-building and networking capacities on their sites. Most of the media attention on the campaign's use of MySpace has focused exclusively on the direct links the campaign is creating with individual voters, but it is part of the nature of social networks that it is also enabling supporters to connect to each other without going through a central hub and it remains to be seen how this impacts the campaign. It's interesting to think about Hillary's use of campaign videos in this way. Supporters see these videos as the later day equivalent of the Fire Side Chat. I get the analogy. FDR used radio, then a relatively new political platform, to speak directly to Americans in their living rooms and adopted a frank, informal, and conversational tone appropriate to the nature of such an exchange. In many ways, Hillary Clinton is adopting that same tone in her confessional-style videos -- which would seem totally appropriate for an era of broadcasting but which now seem much too one-directional to work in a networked culture.

Credability, Partisanship, and Wiki-Politics

As the interview continued, Mother Jones asked me about issues of credibility given the ways that videos and other content now circulates well beyond its original context and given what I have said here about the likelihoods that many of the videos will attempt to mask their origins.

MJ: What effects is this going to ultimately have on how people filter the information that they're getting through this media? Eventually, will they simply disbelieve anything they see?

HJ: I think there's going to be skepticism and not cynicism. We should be skeptical of the sources of information that come to us via these grassroots channels. At the same time, we've seen these emerging knowledge cultures, these sort of large-scale grassroots communities that pull in information and debunk these things in very quick order. The turnaround is really fast, and for those people who are wired, that flow of information is surprisingly effective, what people are calling "collective intelligence," the ability of people to collectively pool their knowledge and share what they found. And I think that, actually, collective intelligence is a profoundly democratic process. It's social at its root, and it allows people to form communities around debating political issues and how the candidates are representing themselves to the public. It makes us less susceptible to negative campaign advertising than we've been before.

MJ: How sophisticated do you think online media consumers are at this stage? And to what degree are these collective intelligence systems currently up to the task of catching misleading information?

HJ: The answer to the first question is relatively sophisticated. If we make our political process more like Wikipedia, then I think we create the space that's needed for people to pull knowledge and form a consensus and weed through conflicting evidence. I think we're not quite there yet. I think the interesting thing is how much this next campaign cycle accelerates the process of people moving from playing with collective intelligence to deploying collective intelligence as a source of political power. I think that's what we're going to see unfolding in the next couple of years. And I don't know if we're ready for the task yet, but I think we're going to grow up pretty fast.

The reference to Wikipedia, here, picks up on something I said earlier in the conversation which is missing from the web transcript but was quoted in the print magazine:

The blogosphere has done a really bad job in general of finding a common space between disagreeing parties. It probably does contribute to the further partisanization of American politics. Wikipedia represents the alternative model, one where people from different political backgrounds could work together. But it depends on the willingness of the candidates and the campaigns to try to come up with a purple strategy as opposed to a red-vs-blue strategy.

Without idealizing Wikipedia, the group has developed a series of ethical norms about how to deal with conflicting views or competing claims which could be a good model for how people of good will but opposing perspective might work together to reshape the political process. We have created a climate in this country which makes it difficult if not impossible for either political party to govern because both are preoccupied with winning.

My reference here to a Purple strategy is a gesture towards a well publicized map produced in the aftermath of the last election which tried to represent the balance of votes in each state based on a blending of red and blue. No state is pure blue or red, despite our most common ways of depicting election results. In fact, many of the individual states are closely balanced. Showing them as purple states helps reveal some of the commonalities between different regions of the country rather than focusing purely on divisions. And so some political commentators have started to talk about "purple strategy" and you can see signs of this "purple strategy" emerging from candidates such as Obama in the Democratic Party or Hucklebee in the GOP. My fantasy was that campaigns might use wikis to try to identify points of consensus which could be used to broaden their political base, rather than deploying bloggers to try to draw blood from the opposing camp.

Interestingly, Mother Jones also spoke with Wikipedia visionary Jimmy Wales to get his perspective:

JW: One of the concerns people have had about blogs is that they are going to have a very divisive influence because people only read blogs that they agree with, and they won't get their news from the mainstream media, which are supposed to be neutral. But you see a couple of things happening. First, blogs are hardly the only form of new media. People come to Wikipedia all the time, which is quite clearly as neutral as anything can be, I think. It's not perfect, but it's pretty good. At Wikipedia itself, we are now seeing a large volume of information being created that has been put through an extensive process of compromise, with people from very diverse viewpoints really hammering away at it to find some compromised view that everybody is satisfied with.

Also, you see people who are really active in reading blogs do end up reading opinions that they disagree with because bloggers get into arguments and link up back and forth and have those debates. So people do get exposed to alternative viewpoints, far more than they would if they had one source of information. I think it's pretty clear that people are getting better information than they used to.

I hope to write more about the use of new media in the campaign in the coming months.

A Valuable Resource

In parting, let me do a shout out to a very interesting project focused on the role of media in presidential campaigns, produced by Project Look Sharp. If you are an educator, you can download here a range of images, sound files, and videos going back across the entire history of the nation, which you can use in talking with your students about the political process. I was lucky enough to see a presentation by Chris Sperry from Project Look Sharp at the Alliance for a Media Literate America last month and being the political campaign buff that I was, had a grand time seeing the materials they had collected -- from images of 19th century street parades to the fireside chats, from Nixon's Checkers speech to Saturday Night Live spoofs of the presidential debates.

Democracy 2.0 (Director's Cut, Part One)

I am proud to be featured as one of the experts on new media and American politics featured in the August 2007 issue of Mother Jones, alongside such notaries as Howard Dean and his former campaign director Joe Trippi, A-list blogger Jerome Armstrong, digerati Esther Dyson, legal theorist Lawrence Lessig, conservative icon Grover Norquist, Moveon.org's Eli Pariser, Wikipedia visionary Jimmy Wales, and author David Weinberger (Everything is Miscelaneous). The magazine is taking inventory of the ways that new media tools and techniques are reshaping the campaign process, looking back at the 2004 campaign and forward to the current political season. Even if you read the printed edition of the magazine, you should check out their web edition which includes more extensive versions of the interviews quoted in their articles. I was bemused that the quotations from me they selected for use in the magazine emphasized some of the concerns I have about the current shape of online democracy, leaving me looking like one of the crankiest people they interviewed. I have to say that playing the part of a pessimist in a publication like Mother Jones is a most familiar position for me, given my reputation as a critical utopianist. But, I tend to spell out the positives and negatives in interviews -- most of the time, they go with my most wide-eyed comments and this time, they emphasize some of my worries. I thought I would share some of what I said here and offer a few more thoughts about the role which new media is playing in the presidential campaign so far. Some of it builds on ideas I first introduced in my Technology Review column, "Photoshop for Democracy," and developed more fully in the final chapters of Convergence Culture.

One thing to keep in mind: campaigns are often early adopters and adapters of new media technologies as they seek new interfaces with potential voters. The most innovative use of new and emerging technologies comes from insurgent or dark horse candidates who are trying to get their message out with limited funds and have less to lose from taking risks. If what they do seems to work, you will see it taken up in the next campaign cycle by more established and thus more tactically conservative candidates. So, for example, last go around, Howard Dean's campaign staff went for broke in their use of platforms like Meetup to organize face to face meetings with voters, of blogs to give voters a greater sense of access to the candidates and the campaigns, and the use of the web to raise money from smaller donors. By this election cycle, all of these tactics are taken for granted and they are being used by pretty much every candidate in the race. This go around, the newer tactics have to do with social network sites, such as Myspace, to create a stronger sense of affiliation with the campaign and the use of YouTube and other video sites to distribute content. Further out on the horizon might be the use of virtual worlds, such as Second Life, to allow candidates to "meet personally" with key leaders scattered around the country or the use of Wiki software to allow citizens to play a stronger role in shaping the candidate's platform and position papers. (So far, we are not seeing major candidates adopt these later approaches, but the campaign is young and anything can happen.)

Politics YouTube Style

All of this, however, frames this from the wrong angle though, since it keeps us focused on what the candidates and their campaign staff is doing, while as my response to this first question suggests a lot of what is most interesting in the campaigns is emerging bottom up -- from citizens taking media in their own hands.

MJ: What areas do you think are going to be the most ripe for experimentation and innovation?

HJ: I think a lot of it is not going to be through campaigns but through loosely affiliated organizations. We saw this last time with the Swift Boat Veterans for Truth, Texans for Truth. Those are examples where the candidates lost control of their own campaigns to some degree, or at least maintained a level of plausible deniability. I think the most interesting work I saw during the last election cycle came out of True Majority, an organization that was using appropriation and transformation of popular culture to reach younger voters in a hipper way. I wrote about the role of what I call "Photoshop for Democracy," which is the use of Photoshop collages as a kind of grassroots equivalent of editorial cartoons. What happens when you tap popular culture, you pull politics much closer to people's everyday lives. So, I'm very interested in the ways those kinds of new uses of media touch both campaigns and citizen groups and the uneasy relationship between the two. The positive side is that it gets more citizens involved; it develops a more playful language; it produces a more engaged electorate; it transforms the language of politics. The downside is that checks on negative campaigning break down completely, and that's what we saw the last time with the Swift Boat Veterans: They went lower faster than any campaign would have been able to do on their own.

A key phrase in this passage was "plausible deniability." I think the rise of citizen media makes it possible for campaigns to keep certain supporters at arms length, allowing them to do some of the dirty business of the campaign while allowing the candidate to deny any and all association. Candidates are required to verbally endorse all paid advertisements sponsored by their campaigns, where-as these are the kinds of spots they can deny. We don't know for sure what, if any, involvement the Obama campaign had, for example, in the distribution of the anti-Hillary mashup of the Apple 1984 campaign, though Mother Jones includes an interview with Phil de Vellis, its creator, who had this to say about the video:

MJ: I'm sure you are aware of the skepticism surrounding the situation-that people just don't believe that there was no campaign involvement. You lived with an Obama PR flack.

PD: I'm friends with people on every campaign. Politics is a really small world-it's really like junior high. The [Obama] campaign was not involved in it at all. As soon as they found out, I left the company. I think Obama's a great guy, and I think he's running a great campaign, but that doesn't make me officially part of the campaign. But am I connected on one of these trees that connects all the great rock bands-like the drummer of Pink Floyd is also in Supertramp. Yeah, there's some of that. But I have the capability to do that on my own and the ability to get it out there. I'm kind of a utility player. I can do it all. I can also just shut up and watch the fireworks go off and that's what I did.

MJ: In your response on Huffington Post, you said you wanted to express your feelings about the Democratic primary and also to show that an individual citizen can affect the process. And in light of what's happened recently with Obama's MySpace page, how does a campaign harness the power of that citizen without it getting completely out of control?

PD: They can't-the game really has changed. They can't exercise the same amount of control over the campaign. During the Dean campaign, nobody ever said, "Oh, look at what your crazy supporter did." Reporters were interested in the technology and never really read anything people were writing-and they were writing really crazy things. So I would say it's probably best to encourage supporters to go out there and be advocates and at some point, [candidates] are going to have to distance themselves if it's not what they intended.

I suspect we are going to be tracing story after story like this throughout the forthcoming campaign -- videos produced by supporters who may or may not have direct links to the campaign. Such videos will have the look and feel of those produced on the most grassroots level, even if some of them -- like the notorious Al Gore's Penguin Army -- turn out to be produced by top-flight agencies. In the past few months, we've seen some fascinating examples of how videos can function in the campaign -- from the sexy Obama Girl video to the videos being produced by Firefighters to challenge Rudy Guiliani's attempts to capitalize on his role in 9/11. (Could firefighters be the new Swift Boat Captains?) Interestingly enough, we are even seeing the idea of "fan parody" move from the fringes of the last campaign to the absolute center -- witness Bill and Hillary's participation in a video spoofing The Sopranos (which was itself a promotion for their do it yourself campaign theme song competition.) These videos are both interesting because of their style (the use of parody as a vehicle for mainstream political discourse) and because of the mode of their circulation (becoming something that supporters can actively spread across cyberspace). As I told Mother Jones, "The video's becoming the modern equivalent of the campaign button -- something you wear, you display on your blog to spread the message to your friends and neighbors."

Lawrence Lessig also discusses the role of parody, appropriation, and grassroots video production within the political process:

Lawrence Lessig: The campaigns are realizing that if last election was defined by Swift Boat, this election there will be a million Swift Boats. There will be content showing up that will be much more interesting and watched by many more people than what the campaigns are creating. That changes the way that presidential campaigns are defined, where they buy up as much of the speaking space as possible. No one yet knows how this is going to play out.

In the analog world, it wasn't really that anyone was stopping ordinary people from becoming political actors, it was that the costs of doing so were so much larger. The technology is unleashing a capacity for speaking that before was suppressed by economic constraint. Now people can speak in lots of ways they never before could have, because the economic opportunity was denied to them.

MJ: So what does that mean for the quality of the conversation? Not that it's a really high bar.

LL: If you look at the top 100 things on YouTube or Google it's not like it's compelling art. There's going to be a lot of questions about whether it's compelling politics either. We can still play ugly in lots of ways, but the traditional ways of playing ugly are sort of over. This medium is only a medium if people are interested, and we'll get as good as we deserve.

How Class Shapes Social Networking Sites...

danah boyd knows more about social network technology than anyone I know. I was lucky enough to have her as a student in my Gender, Sexuality, and Popular Culture class some years ago and she's been teaching me things ever since. She and I conducted a public conversation at South By Southwest this past year which was well received, and we are going to be running a similar session at the YPulse's Mashup 2007 conference in San Francisco later this month. danah's bright, articulate, playful, and extremely well informed about how young people are constructing their own cultural identities through their use of new media technologies. Last week, she published an important statement through her blog about the role which social class plays in defining which social networking site young people use, which I wanted to call to my reader's attention.

boyd struggles with the concept of class here. As Americans, we don't tend to want to talk about class very well and our class structure is squishier, less clearly defined, than the way class works in the various caste systems of Asia or Europe. Drawing on sociologist Nalini Kotamraju, boyd argues, though, that class works through lifestyle choices and social networks rather than purely economic stratifications:

In other words, all of my anti-capitalist college friends who work in cafes and read Engels are not working class just because they make $14K a year and have no benefits. Class divisions in the United States have more to do with social networks (the real ones, not FB/MS), social capital, cultural capital, and attitudes than income....Social networks are strongly connected to geography, race, and religion; these are also huge factors in lifestyle divisions and thus "class."

Trying to avoid loaded terms, boyd distinguishes between "hegemonic" youth (upwardly mobile, college bound) and "subaltern" youth (operating outside those norms defined for them by their parent's generation), identities which she suggests have implications in terms of where these young people congregate on line:

The goodie two shoes, jocks, athletes, or other "good" kids are now going to Facebook. These kids tend to come from families who emphasize education and going to college. They are part of what we'd call hegemonic society. They are primarily white, but not exclusively. They are in honors classes, looking forward to the prom, and live in a world dictated by after school activities.

MySpace is still home for Latino/Hispanic teens, immigrant teens, "burnouts," "alternative kids," "art fags," punks, emos, goths, gangstas, queer kids, and other kids who didn't play into the dominant high school popularity paradigm. These are kids whose parents didn't go to college, who are expected to get a job when they finish high school. These are the teens who plan to go into the military immediately after schools. Teens who are really into music or in a band are also on MySpace. MySpace has most of the kids who are socially ostracized at school because they are geeks, freaks, or queers.

These divisions reflect where these social networks started (MySpace's early users including rock bands and their fans; FaceBook starting at Harvard and radiating outward through other colleges) and what they have become. With social network sites, young people tend to go where their friends already are, using their face-to-face community as a starting point for connecting with like-minded others. And as a result, the membership of these sites reflect social divisions within youth culture -- who knows who and who knows what:

While teens on Facebook all know about MySpace, not all MySpace users have heard of Facebook. In particular, subaltern teens who go to school exclusively with other subaltern teens are not likely to have heard of it. Subaltern teens who go to more mixed-class schools see Facebook as "what the good kids do" or "what the preps do."... Likewise, in these types of schools, the hegemonic teens see MySpace as "where the bad kids go." "Good" and "bad" seem to be the dominant language used to divide hegemonic and subaltern teens in mixed-class environments....

To a certain degree, the lack of familiarity amongst certain subaltern kids is not surprising. Teens from poorer backgrounds who are on MySpace are less likely to know people who go to universities. They are more likely to know people who are older than them, but most of their older friends, cousins, and co-workers are on MySpace. It's the cool working class thing and it's the dominant SNS at community colleges....

In so far as social class gets defined through lifestyle, it is reflected through aesthetic choices, including those surrounding the design of personal profile pages. The patterns she identify here are familiar to anyone who has read Pierre Bourdieu's Distinction, which develops a sociological theory of how taste and aesthetic judgements get mapped onto class differences in very powerful ways. Tastes, he argues, are systems of choices, which point towards a basic division between bourgeois restraint and working class excess, rather than individual or local decisions. Anyone who wants to see this dramatized should check out the classic 1930 melodrama, Stella Dallas, where a mother, who is proud of her "stacks of style" (as played out in excessive make-up, jewelry, and fru-fru clothing) must ultimately distance herself from her more "tastefully" restrained daughter if she is to insure the girl's class mobility.

In many ways, this same notion of "stacks of style" carries over into the design of MySpace pages. Again, here's boyd:

Most teens who exclusively use Facebook... are very aware of MySpace and they often have a negative opinion about it. They see it as gaudy, immature, and "so middle school." They prefer the "clean" look of Facebook, noting that it is more mature and that MySpace is "so lame." What hegemonic teens call gaudy can also be labeled as "glitzy" or "bling" or "fly" (or what my generation would call "phat") by subaltern teens. Terms like "bling" come out of hip-hop culture where showy, sparkly, brash visual displays are acceptable and valued. The look and feel of MySpace resonates far better with subaltern communities than it does with the upwardly mobile hegemonic teens. This is even clear in the blogosphere where people talk about how gauche MySpace is while commending Facebook on its aesthetics....That "clean" or "modern" look of Facebook is akin to West Elm or Pottery Barn or any poshy Scandinavian design house (that I admit I'm drawn to) while the more flashy look of MySpace resembles the Las Vegas imagery that attracts millions every year. I suspect that lifestyles have aesthetic values and that these are being reproduced on MySpace and Facebook.

And in return, these stylistic differences play themselves out in public policy where there is a moral panic about the sexual excesses of MySpace while teachers, parents, and others have tended to accomodate FaceBook because of its associations with higher education. It is as though FaceBook represented a gated community and MySpace the sketchy section of town.

boyd shows how this even translates into military regulations, where MySpace preferred by enlisted men has been banned as a drain on bandwidth, while Facebook, preferred by officers, remains uneffected. She speculates that this decision may have more to do with the military's concern about recruitment than about any technical issues:

MySpace is the primary way that young soldiers communicate with their peers. When I first started tracking soldiers' MySpace profiles, I had to take a long deep breath. Many of them were extremely pro-war, pro-guns, anti-Arab, anti-Muslim, pro-killing, and xenophobic as hell. Over the last year, I've watched more and more profiles emerge from soldiers who aren't quite sure what they are doing in Iraq. I don't have the data to confirm whether or not a significant shift has occurred but it was one of those observations that just made me think. And then the ban happened. I can't help but wonder if part of the goal is to cut off communication between current soldiers and the group that the military hopes to recruit....Young soldiers tend to have reasonably large networks because they tend to accept friend requests of anyone that they knew back home which means that they're connecting to almost everyone from their high school. Many of these familiar strangers write comments supporting them. But what happens if the soldiers start to question why they're in Iraq? And if this is witnessed by high school students from working class communities who the Army intends to recruit?

At Project nml, we have argued that social networking skills are one of those core cultural competencies young people need to master if they are going to become full participants in our society. More and more of us use such sites to manage our professional contacts and learning how to move from our core contacts to others who have skills, knowledge, or connections we need is part of what it means to be upwardly mobile in the digital age. We have often drawn an analogy to older writings about the "hidden curriculum" -- the ways that children who grow up in middle class homes, where they regularly experience high culture and political discussions, often perform better in schools because their cultural style is better aligned with the expectations of their teachers.

We are just beginning to understand how class manifests itself in the ways children relate to new media technologies. This discussion takes us beyond the Digital Divide which had to do with unequal access to the technologies themselves. It certainly includes the Participation Gap which has to do with unequal access to the social skills and cultural competencies which emerge from participation in online worlds. But boyd's essay suggests ways that class works to divide and fragment this generation of young people even where youth are embracing the online world and developing new media literacies. This is somewhat distressing to imagine given how lofty the rhetoric has been about a cyberspace where no one knows you're a dog, erasing differences of all kind that hold people back in the real world. Anyone who cares about the principles of participatory culture should care about the invisible forces which work to segregate our communities or exclude people from participation.

At the same time, boyd is warning us against the impulse to use this new knowledge to regulate or influence where young people go online. It is too simple to embrace Facebook and reject MySpace without understanding what these sites mean to the young people who choose to congregate there. As boyd notes several times, much "misconduct" occurs on Facebook but it gets read differently because of the class and educational status of the people involved.

I am still processing some of the implications of boyd's analysis of how class operates in social networking sites. I am hoping her post may spark some thoughts and comments amongst my readers.

WHAT WIKIPEDIA CAN TEACH US ABOUT THE NEW MEDIA LITERACIES (PART TWO)

RETHINKING EXPERTISE At a time when schools still emphasize the autonomous learner and most kinds of research collaboration get classified as cheating, the Wikipedia movement emphasizes a new kind of knowledge production Pierre Levy has described as collective intelligence. As Levy notes, collective intelligence exploits the potential of network culture to allow many different minds operating in many different contexts to work together to solve problems that are more challenging than any of them could master as individuals. In such a world, he tells us, nobody knows everything, everyone knows something, and what any member knows is available to the group as a whole at a moment's notice.

Indeed, such groups are strongly motivated to seek out problems that are sufficiently challenging that they can engage as many members as possible:

"Members of a thinking community search, inscribe, connect, consult, explore...Not only does the cosmopedia make available to the collective intellect all of the pertinent knowledge available to it at a given moment, but it also serves as a site of collective discussion, negotiation, and development....Unanswered questions will create tension with cosmopedic space, indicating regions where invention and innovation are required."

What holds a knowledge community together is not the possession of knowledge -- which can be relatively static -- but the social process of acquiring knowledge -- which is dynamic and participatory, continually testing and reaffirming the group's social ties. The Wikipedians bond by working together to fill gaps in their collective knowledge.

Wikipedian Kevin Driscoll proposes a suggestive analogy for thinking about such collaboration:

"The only thing that i can think of in my life that's similar in an "off-the-internet" kind of way is sometimes when you go to the beach there will be a bunch of people making a sand castle. And you can just come over and start making another part of the sand castle and then join them together. And then somebody sees like "wow those guys are making a huge sand castle." And then they get involved and then the thing gets so big, you might not even ask the other peoples' names. You still built the thing together. And nobody owns that sand castle. You all built it together. You're all proud of it. And you all get the benefit of each other's work so you're all really relying on each other. And Wikipedia is like that sand castle except no ocean is going to wash Wikipedia away."

Part of what young people can learn through contributing to, or even consuming, Wikipedia is what it is like to work together within a knowledge culture.

It might be helpful to trace some of the ways that this idea of a knowledge-generating culture contrasts with what Peter Walsh has called the Expert paradigm:

1. The expert paradigm requires a bounded body of knowledge, which can be mastered by an individual. The types of questions that thrive in a collective intelligence are open-ended and profoundly interdisciplinary.

2. In the expert paradigm, there are some people who know things and others who don't. A collective intelligence assumes that each person has something to contribute, even if they will only be called upon on an ad hoc basis.

3. The expert paradigm uses rules about how you access and process information, rules which are established through traditional disciplines. Within the collective intelligence model, each participant applies their own rules, works the data through their own processes, some of which are more convincing than others, but none of which are wrong at face value. Debates about rules are part of the process by which knowledge gets generated.

4. Experts are credentialized; they have gone through some kind of ritual which designates them as among those who have mastered a particular domain, most often through formal education. While participants in a collective intelligence often feel the need to demonstrate how they know what they know, this is not based on a hierarchical system and knowledge that comes from real life experience may be highly valued.

(These ideas are developed more fully in the Survivor chapter of Convergence Culture.)

Learning how to weigh different claims about expertise should be part of Hobbe's "informed skepticism." We might, for example, ask young people to talk through the differences in the kinds of expertise displayed by a couch and a ballplayer, a librarian and a researcher, an actor and a director, a mechanic and a race car driver, an architect and a construction worker, or a biologist and a nurse. Some of these people gained their expertise from formal education, other through practical experience; they know different things because they play different roles in a shared process; and having all of these people contribute to the production of knowledge is likely to result in richer and more valuable insights than weighing one's perspective above the others. At the moment, I am playing the part of an expert in writing this article. Perhaps some individual readers see themselves as having greater expertise than I do and at least some cases, they may be right. But there's no question that there is more knowledge in the combined readership of this article than I have at the time I am writing it. The Wikipedia movement is allowing people with very different backgrounds to work together to share what they know with each other.

Of course, Wikipedia is simply one of a broad range of online activities that involve the collaborative and coordinated production and circulation of knowledge. For example, alternative reality games -- large-scale informational scavenger hunts -- are being designed so that they occupy the interests of several hundred players working together: any given problem might require a mix of skills and knowledge drawn across different disciplines and domains. Writers

like Steven Johnson and Jason Mittell have shown that television narratives are becoming increasingly complex, involving many different characters and subplots, as they are being consumed in very active and collaborative ways by online fan communities.

Games researcher T.L. Taylor has shown how the guild structure of a massively multiplayer game such as World of Warcraft may encourage people with very different skills to work together to meet challenges that are designed for this kind of coordinated activity; the community may develop its own mods and toolkits that help them to monitor and organize such large-scale activities. Similar tools, institutions, and practices have emerged around Wikipedia as the community has sought to flag problems to be addressed and identify people with the skills and knowledge needed to solve them. The Wikipedians we interviewed stressed the broad range of skills needed for the project to succeed.

Participating in the Wikipedia community helps young people to think about their own roles as researchers and writers in new ways. On the one hand, they are encouraged to take an inventory of what they know and what they can contribute. The school expects every student to master the same content, while Wikipedia allows students to think about their own particular skills, knowledge, and experience. Wikipedia invites youth to imagine what it might mean to consider themselves as experts on some small corner of the universe. As they collect and communicate what they know, they are forced to think of themselves writing to a public. This is no longer about finding the right answer to get a grade on an asignment but producing credible information that others can count upon when they deploy it in some other real world context.

On the other hand, participants are encouraged to see themselves as members of a knowledge community and to trust their collaborators to fill in information they don't know and challenge their claims about the world. Composition theorist Kenneth A. Brufee has emphasized the power of collaborative writing to change how young people think about the relationship between readers and writers:

"Most of us are not in the habit of thinking about writing nonfoundationally as a collaborative process, a distanced or displaced conversation among peers in which we construct knowledge. We tend to think of writing foundationally as a private, solitary, 'expressive' act in which language is a conduit from solitary mind to solitary mind....When each solitary reader in the socially unrelated aggregate reads what we write, what happens, we suppose, is that another mind 'absorbs' the thoughts we express in writing. Our goal is to distinguish our own distinct, individual point of view from other people's points of view and demonstrate our individual authority....Once we understand writing in a nonfoundational way as a social, collaborative, constructive conversational act, however, what we think we are doing when we write changes dramatically. The individualist, expressive, contentious, foundational story we have been telling ourselves about writing seems motivated by socially dubious (perhaps even socially immature) self-aggrandizement.... We use a language that is neither a private means of expression nor a transparent, objective medium of exchange, but a community construct. It constitutes, defines, and maintains the knowledge community that fashions it. We write either to maintain our membership in communities we are already members of, to invite and help other people to join communities we are members of, or to make ourselves acceptable to communities we are not yet members of. "

Contributing to the Wikipedia might encourage students to adopt the very different kinds of rhetorical goals and mindset Brufee claims emerges through collaborative writing activities.

Again and again, the Wikipedians we interviewed for our documentary made reference to certain shared principles that shapes the group's activities and offers a framework for adjudicating disputes. Rather than arguing each point, the group agrees to work together to insure that all points of view get heard. This is what Wikipedians call adopting a "neutral point of view", which is understood here as a goal or ideal shaping the writing process as much or more than it is seen as a property that can be achieved by any given entry.

This focus on neutrality takes on special importance when we consider the global context within which the Wikipedia operates. While Wikipedia projects are being created within a broad array of different languages, many of which are dominated by a single national context, all of these groups want to insure that their perspectives are fairly represented in the most widely consulted English language edition. So, we might consider the very different way than a topic like the Winter War, the Russian invasion of Finland during the Second World War, gets represented in Russian and Finnish history textbooks as opposed to the challenges of producing an account acceptable to Russians, Finns, Germans, Americans, and everyone else within the shared space of the English language Wikipedia. Mastering the protocols concerning "neutrality," then, might provide young people with good skills at navigating across the cultural differences that they will encounter elsewhere in the digital domain. Network culture is bring people together who would never have interacted face to face given geographic distances but who now must work together to achieve shared goals.

What Knowledge Counts...

The decentralized nature of knowledge production in the Wikipedia movement results in some surprising gaps and excesses. Historian Roy Rosenzweig notes,

"It devotes 3,500 words to the science fiction writer Isaac Asimov, more than it gives to President Woodrow Wilson (3,200); American National Biography Online provides a more proportionate (from a conventional historical perspective) coverage of 1,900 words for Asimov and 7,800 for Wilson."

Rosenzweig models one of the core critical activities that students might perform in examining Wikipedia: systematically comparing how the same topic gets dealt with within traditional and emergent kinds of reference works. In doing so, we can flag the selection process which goes into the production of any kind of texts. How do we decide how much space to devote to any given topic?

Remember that the relationship of space to prioritization operates differently within the economy of scarcity that dominated print culture and the plentitude that surrounds a digital resource. The amount of space given a topic in a printed encyclopedia reflected its relative importance because space cost money. Wikipedia space is free and unlimited so the amount of space devoted to a given topic might reflect a range of other factors, including how much the community knows or feels able to communicate about the subject, how many people know about the topic, and what kinds of contexts this information gets used. There isn't someone out there -- an editor or publisher -- deciding how much space to grant a given topic, though the group may sometimesprune entries that they feel are over-inflated. Rather, someone who cares deeply about a subject takes the first crack towards writing an entry and others who share her interests may also contribute, thus often swelling its word count.

The Wikipedians discuss this issue in terms of what they call "systemic bias." Our documentary on Wikipedia features the following exchange between Wikipedians Mark Pellegrini and Jim Giles:

Jim Giles: Some groups of people really like Wikipedia, like scientists, computer programmers, mathematicians. Technically-minded people seem to like Wikipedia. So they write really good articles. So on those topics, Wikipedia is likely be stronger than on say, poetry.

Mark Pellegrini: It's called a systemic bias is how we refer to it as. We, originally our draw was, yeah, people who are really technologically savvy, you know, white males in the Western world. And so the hope is that as we get larger, the systemic bias will kind of go away.

The greater focused place on a science fiction writer over an American president reflects this systemic bias: early participants in the Wikipedia project were more likely to reflect the biases and values of geek culture. The solution, the Wikipedians argue, is to become more inclusive, to draw together a more diverse range of participants, and thus to expand what

topics get discussed and what kinds of information get included. Collective intelligence places new emphasis upon diversity: the more diverse the participants, the richer the final outcome.

Accordingly, the Wikipedians argue that the question isn't what knowledge matters but rather what knowledge matters to whom under what circumstances for what purposes. Indeed, the whole point is to produce a work which can serve many different purposes and thus which may offer many different structures of information. This is consistent with what David Weinberger argues in his new book, Everything is Miscelaneous; one of the defining characteristics of a networked culture is that it enables information to be configured and reconfigured in many different ways:

"It's not about who is right and who is wrong. It's how different points of view are negotiated, given context, and embodied with passion and interest....It's not whom you report to and who reports to you or how you filter someone else's experience. It's how messily you are connected and how thick with meaning are the links... A topic is not a domain with edges. It is how passion focuses itself."

While networked culture will generate many different institutions and social structures which individually and collectively help us to sort through information, the final decision about which process works rests not with traditional gatekeepers but with the community of participants.

The Wikipedia Project's openness to knowledge not valued in academic settings, for example, has made it possible for young people to more actively contribute:

Ndesanjo Macha: Most of the kids who come to our Boys and Girls Club are very very good consumers of information tools and knowledge. They know how to chat, how to email, how to do MySpace, Facebook, how to play video [and] computer games, very very good consumers. But they're not producers of knowledge and information. And if knowledge and information are going to be the key elements that are going to define this moment of history, I think it's very very important for kids in schools to start being producers of these things.

Andrea Forte: So one of the things that happens on Wikipedia that makes it different from other encyclopedias is [that] people start writing about popular culture. So this is an area where young people far far outstrip their older peers when it comes to being able to contribute new knowledge about the world.

Kevin Driscoll: Some of my students are super big fans of a T.V. show or a sports team. And I think that those two are things that people document really heavily. Because what happens is that there's a new--another football game every week. And there's another episode of the TV show. So there's something new to add to the Wikipedia entry.

Similarly, people from different class, race, religious, ethnic, and gender backgrounds will choose to write about different topics, including many which are under-represented in standard reference works. This again places new emphasis upon the problems caused by the participation gap: by locking some segments of our society (let alone the world's population) out of full participation online, we deny the society at large access to the things they know and the ways they know them.

As Levy suggests, a knowledge culture sees such gaps as an incitement to activity. It is certainly valid to ask what information is not included in the Wikipedia and why. However, critics then should roll up their sleeves and taking responsibility for making sure that topics that matter to them gets full and adequate representation

At their most passionate, they see Wikipedia as part of a larger process of insuring a more democratic culture by taking seriously what each member has to contribute:

Joe Abraham: The idea that a few "experts" tell us how we should live our lives,what battles we should fight in, is going to, I think, go by the wayside and we as a collective community, as a democracy, as a world of equals will decide together where we should go and what we should learn. "Raymond's law," that is destined to be one of the great comments of history, which is funny because it's a rather geeky expression: "Given enough eyes, all bugs are shallow." That if enough people are looking at something, that you will find the bugs--the errors. And once you identify the error, you will almost always very quickly find the solution.

Mark Pellegrini: If you look at the "What the Wikipedia is Not," it says "Wikipedia is not experiment in democracy" and I know that because I wrote it! But it has the trappings of democracy, which is to say it's driven by the collective will of the people.

Joe Abraham: What makes a democracy so different is that each of us has our hand on the wheel of the ship of state.

Kevin Driscoll: I imagine that Wikipedia is the beginning of a much larger movement for us to be sharing our knowledge with one another in a real, world-wide way. So there are all of these parts of our culture and parts of our society that have not yet been experimented-on the way that the encyclopedia was experimented-on. And Wikipedia proves that it's possible to find a different way to build these things--a cooperative way--that people who don't ever meet each other can work together. But I believe that this idea will endure, because it's so powerful. And people care about it so much. And when you see that happening, that is something that can't be beat.

If we understand the Wikipedia movement as fostering civic engagement, then it becomes all the more important that we insure the diversity of participation. We should take steps through classroom and after school activities to broaden who gets to participate in this process of knowledge production and evaluation.

Wrapping Up

I have tried to suggest throughout this essay that the Wikipedian movement might be one space where young people could acquire the kinds of social skills and cultural competencies necessary to meaningfully participate in the new media landscape. The Wikipedia movement is a place where young people and adults work together to achieve shared goals. The group itself has worked to make its standards, practices and protocols as transparent as possible, giving us the tools we need to evaluate the information the group produces. Wikipedia assumes an active reader who asks questions about the factual claims presented, the evidence supporting the claims and the sources that were consulted.

In particular, I have identified several key skills which are potentially enhanced through active engagement with Wikipedia:

Collective Intelligence -- the ability to pool knowledge and compare notes with others towards a common goal.

Judgment -- the ability to evaluate the reliability and credibility of different information source.

Networking -- the ability to search for, synthesize and disseminate information.

Negotiation -- the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative sets of norms.

But, we need to help our students to develop a larger context for identifying the strengths and limitations of its particular model for knowledge production. As we do so, we need to return to the core questions which Project Look Sharp has central to the Media Literacy movement and rethink them in relation to this changing context of media production, circulation, and consumption.

1. Who made - and who sponsored - this message, and for what purpose? In this case, we need to understand this question from the perspective not of someone who is consuming media produced elsewhere but of someone who is invited to actively participate in the production and circulation of media content.

2. Who is the target audience, and how is the message specifically tailored to them? In this case, we need to focus on the sets of norms and shared ideologies that are shaping the Wikipedia movement.

3. What are the different techniques used to inform, persuade, entertain, and attract attention? In this case, we need to focus on the rhetorical tools which establish credability or motivate participation.

4.What messages are communicated (and/or implied) about certain people, places, events, behaviors, lifestyles, etc.? In this case, we need to consider the different kinds of expertise that different participants in the Wikipedia movement bring to the project, looking at the ways that these diverse perspectives get negotiated through the production of any given article.

5. How current, accurate, and credible is the information in this message? In this case, we need to focus attention on the devices which make the research process more transparent and the ways we need to deploy them to test the reliability of the information.

6. What is left out of this message that might be important to know? In this case, we need to reflect on the systemic biases of the project and how they emerge from the participation gap and from other obstacles which limit individuals ability to access technologies and participate within networked culture.

Clearly, the media literacy community has lots of work to do if we are going to develop as rich and nuanced an understanding of Wikipedia as we have created together over the past several decades around older media forms such as print advertising or television news. But I hope that this article -- and the documentaries and curricular guides being produced by Project nml -- will represent a step towards integrating Wikipedia into the range of topics that media literacy education seeks to address.

Special Thanks to Alice Robison, Neal Grigsby, and Anna Van Somerin for their help in developing and presenting this paper and to the MacArthur Foundation for their ongoing support of Project nml.

Since I am getting a new influx of readers from the Media Literacy world as a result of my talk on Monday, I wanted to provide a few links to earlier posts which may be of interest to you:

Behind the Scenes at MyPopStudio

Never Let Schooling Get in the Way of Your Education

What DOPA Means for Education

Cory Doctorow as Exemplar

The Education of Sky McCloud

Making Comics

"The Only Medium That Can Make You Blush in the Dark": Learning About Radio

Eight Traits of the New Media Landscape

In YoYogi Park

Grafitti as an Exemplary Practice?: Tats Cru

"The Family's CTO": An Interview with Net Family News's Anne Collier

The Sony Games Workshop

The Merits of Nitpicking

How Computer Games Help Children Learn: An Interview with David Williamson Shafffer

Big Games with Big Goals

Of course, most of the other topics we cover here are also very relevent to media literacy instructors so I hope you will browse a bit and then settle down as regular readers.