Confessions of an Aca-Fan by Henry Jenkins

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What We've Learned About Games and Learning: An Interview with Kurt Squire (Part Three)


In the book, you discuss, in relation to Montessori Schools, the concept of "normalization," to explain why some learning environments support students in their natural desires to learn. Yet, implicit in that critique is the recognition that some of this desire to learn has been trained out of the current generation of students through standardized testing and other familiar schooling practices. Given this, what steps would we need to take to create a mind-set among students which would allow them to fully benefit from the kinds of playful, participatory and passion-based modes of learning you describe in the book?


Absolutely. In writing the book, I became captured by how profound this idea is that learning should involve a cycle in which people 1) develop an interest or curiosity, 2) engage in activity to satiate that curiosity (usually developing skills in doing so) and then 3) wrap up and reflect upon that work. For Dr. Montessori, that was the core "game play cycle" of learning, and it works for me. To really embrace this, we'd have to acknowledge that any time you're learning something "for school" or "for a test" it's arguable whether or not you're learning.

As an example, James Wertsch did some excellent studies around the fall of the Soviet Union in which he asked if History had to be believed to be understood. Wertsch was interested in to what extent Estonians "bought" the history of the Soviet Union that they had been taught along side their own family histories. It turns out that Estonians didn't fully resist Soviet sponsored history but didn't entirely buy it either.

And that's a good metaphor for what happens in school. Studies of students' experience in history, chemistry or physics reveals that they can parrot back what they're supposed to know pretty well (more or less), but only when we're truly engaged does it make a change upon us as people. Restated, learners (perhaps adaptively) don't always make themselves available to being changed by formal schooling.

Playful, participatory learning to me does a lot of things. Play, as Eric Zimmerman describes, often times involves an invitation to come and try on a new mode of being. It suggests a mutually agreed upon suspension of disbelief. Participatory culture involves a commitment that if you invest in this activity, you can and should have opportunities to shape its outcomes, including the rules by which it operates.

To make this vision a reality, I think we need to acknowledge that learning requires something like Mimi Ito's cycle of hanging out, messing around and geeking out. We need spaces in which there is low stakes involvement in new ways of being, and then clear trajectories toward becoming fully functioning participants. I don't think it's feasible to reorganize schools tomorrow by this logic by any stretch. However, we can use the edges of the system (summer school, extended school days) to introduce spaces for hanging out and then (ideally) use more formal, organized periods for geeking out.

All of this involves the assumption that learners are autonomous, sense making agents who organically seek out learning experiences, though.


When people talk about bringing games into the classroom, they often act as if there were only one kind of game. Yet, throughout the book, you are attentive to the issue of genre, both in terms of the affordances of different kinds of games for teaching different kinds of content, and in terms of different kinds of gamers having preference for different kinds of game play experiences. How central do you think issue of genre should be to discussions of games-based learning?


One of the first questions I remember asking you, Henry, when I got to MIT was about genres. Educators are not trained to think about genres. Social scientists tend to think about stable lists of features inherent to fixed categories. Genres, in contrast, are historically contextualized and serve as one mechanisms to organize communication across cycles of production and consumption. Without them, we have only horrible art film that no one understands or cares about unless they are paid to do so. Genres also embody crystallized patterns of story, character, interaction and so on that are known to work which provide designers springboards to work from. Hopefully I didn't bastardize your position too much.

Educators designing games need to understand and use genre in very specific ways. Educators struggle with the fact that our audiences have differential experiences with game genres. As an example, I can't assume that every student in a class has played First Person Shooters and intuitively understand the genre's controls or tropes (such as move through spaces to clear it of enemies). If you've never done it, it's fun to sit down with someone new to a genre and watch them puzzle through the most basic of ideas (why can I interact with one object but not another?). Genre knowledge is a bizarre and interesting thing, and it makes you re-realize one more reason people enjoy parody.

As the lead of a design shop, we use genre all the time in very strategic ways. For example, we're currently working on a game about stem cells that we hope will some day teach most every adult the basic concepts of what stem cells are (and are not) and how they might contribute to a science of regenerative medicine. Our designers, Mike Beall and Ted Lauterbach had this brilliant insight that you could build a game around stem cells through "virtual life mechanisms" represented through a Bejeweled type interface (see figure 1).

Building on Bejeweled bought us a lot of things for free. If you see this interface, already you know that you're going to be manipulating symbols that might interact with one another toward building an overarching pattern. This is a form of computer interaction that 10,000,000s of people know about. We can use it to communicate ideas, much as documentarians use the mystery genre to tell stories in history or science.

Other times, we want to be in the business of inventing new genres. Trails Forward is a game that tries to take the rhythm and timing of fantasy sports, as well as sense of playing with reality, and create a new genre of "real life data prognostication" (or something like that). Basically, we're experimenting with the idea that the world is full of data that makes an excellent game board. There should be game experiences we can build by giving people compelling choices on top of these data systems, and then as researchers we should be able to study what they do.

We'll see how it works, but both examples capture the idea that you always design in terms of genre, but sometimes you're trying to reach a goal (reach a lot of users, sell a lot of games) which requires using well understood genre conventions, and other times, you're trying to innovate which means building on genres but also being open to new ideas.

In terms of building teams, I think it's crucial to have people who share a common love for certain genres but who secondarily are well versed across them. Games borrow across genres so rapidly and productively that you can't afford to have a group locked into one.


Your phrase, "replaying history," is interesting because it implies both reimagining the past through "what if" scenarios and it also implies replaying the game, changing variables, and seeing how they impact the outcome. Both seem to have been part of the practice when you brought Civilization 3 into a world history classroom. Both imply an understanding of history as a process, a logic, a system, rather than as a body of content. How does this relate to current understandings of how history should be taught?


Current thoughts on History tend to focus on moving away from names and dates and toward understanding history as cycles of interacting systems. Definitely history as a process (and, geography as well) are key to how people think about it in those domains. My own thinking with Civ is colored by the idea that world history is a unique challenge in that the world across 6000 years not bounded by nation states requires letting go of organizing categories, which isn't easy to do.

One key difference may be that history as a field is very wedded to the concept of narrative. History through games involves narratives but not in the same ways. Some of the most interesting work in history seeks to use tools like AR engines to get kids playing and building historical games.



One common concern about bringing games into the classroom is that they are still heavily gendered outside of school with boys more likely to be heavy gamers. What insights has your research brought us into the different experiences of girls and boys working with games-based learning?

So far, our research has shown that consistent with broader research in education, games themselves aren't as important (as a medium) as the content of the games. Meaning, building a game that involves non-obviously stereotyped genders in which players use science to make a difference in the world tends to increase girls self efficacy. For example, we built a game in which players are doctors analyzing CT scans to help patients. In our studies, girls began with lower self efficacy than boys but after playing the game, passed them along several measures. These results match results others in science education in which teaching science in the service of helping others tends to promotes girls' development. (Oddly, we also found that girls did better with Supercharged).

So far, counterintuitively we're seeing that games tend to work better for girls, compared to boys.

One thing I'm reminded of as we do these studies is that school, as a game, really stinks for girls (especially in middle school). The classes we observed with Supercharged involved girls mostly trying not to stand out during class discussions for fear of being branded a nerd. Games disrupted this to the point where they were able to participate along new lines in which they were much less at risk for being socially ostracized.

As I look at games and education for girls, I'm much less struck by how this medium will systematically exclude girls and much more by how gender in our schools advantages and disadvantages boys and girls in different ways at different periods in time. I'm especially concerned with the plight of low income boys (including whites) who construct identities entirely oppositional to schooling and how games could be a route to re-engage them. Poor boys (including whites) aren't especially beloved in this society, and reports abound at how they are gumming up principal offices and sucking up teacher time through behavioral issues.

Games offer an opportunity to speak to each of these populations and potentially tailor learning experiences to each. We're a long way from getting there, but disruptive technologies like the iPhone, iPad and disruptive forces like iTunes suggest that the predominant order of schooling could change sooner rather than later.


Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part Two)




In the design world, "fail and fail often" has become a mantra. What were some of the most instructive failures you experienced working on the first phases of the Games to Teach project and how did they inform later developments in games-based learning?

Oh, there are so many. I have to start with Supercharged, though, which I still get requests for to this day (and the longer it sits, the better it becomes in my memory). We de-emphasized art production and style prioritizing the real-time simulation, for reasons including too few artists at MIT, the fact that scientists didn't really care if it looked good but did care if it was an accurate simulation, and funders' interest in having a fully 3D game. We could -- and probably should -- have prototyped much more in 2D and put the story and fiction through more cycles of refinement.

The biggest failure, though, is that we weren't up front enough about these limitations and failures. The nature of academics (in this area, at this time) required foregrounding successes (which we had). I wish, though, we had been more candid about our failures and implored our colleagues not to make the same mistakes we did.

This is one area I gain inspiration from the game developer's community. It's not uncommon to see a game developer throw down at GDC and challenge designers to stop making the same mistakes. In fact, they create a space for it through sessions such as the game designer's rants. I can easily imagine Harvey Smith or Eric Zimmerman threatening to disown any colleagues who repeated their mistakes. We don't have any space for that.

A few things we did right: Offering a suite of games instead of "one game to rule them all". Mapping out genres and affordances. Using academics as a chance to explore concepts like Augmented Reality. Experimenting with commercial game engines and tools like Neverwinter Nights to understand their potential for education. In retrospect, I wish we would have been even more daring. The work on Environmental Detectives has blossomed to the point where there's now a Spanish class at the University of New Mexico that uses iPods to get kids in their community learning Spanish, and there's a direct line between a conversation between Eric Klopfer, Walter Holland, and Philip Tan at MIT and a classroom full of kids who realize that they can learn Spanish by becoming actively engaged in Spanish speaking neighborhoods, and that's pretty cool.


Throughout the book, you address the constant push for "evidence" that games-based learning works and for measures to assess participatory culture's value in the classroom. What is the current state of our knowledge about the success of such practices? What criteria should we use to evaluate the kinds of projects and programs you are describing?


The current state of the evidence is that we've privileged certain questions (i.e. "Is this working to meet educators' learning goals) over basic questions such as "Is this a good game, when judged by the standards of participatory culture?" We haven't had, that I'm aware of, an educational game that has inspired fan fiction, for example. We need to stop evaluating games primarily by evidence for learning gains along relatively constrained measures and develop more robust measures to understand whether games are inspiring interest in target domains, connecting learners to new social networks, or leading them to produce things.

These critiques aren't wholly new, but I think as educational researchers, we may have copped out on answering these questions. It's easy to blame No Child Left Behind or even Race to the Top, but the real challenge and opportunity is to design a game that might, say, connect youth to more wide reaching social networks and then to empirically demonstrate how a game succeeds in doing so. (Fortunately, the geographically-based nature of school districting and "sequestering" model of educational assessment ensures that schools will look relatively weak as comparisons).

I want to see mechanisms for measuring if playing an educational game inspires youth to create a work of fiction, a film, or build a game. We need to develop longitudinal research programs that analyze youth development over time and begin to model how youth who participate in such a game playing (and production) network differ from those in more traditional environments. This means getting beyond statistical models borrowed from agriculture (which involve simple causality), and looking more broadly toward areas like data mining or machine learning. These kinds of analyses happen now in marketing through sites like Facebook; let's hope it finds its way to education.


Early in the book, you cite Will Wright as saying that anyone who wants to design an educational game should "start with systems." What do you see as the value of games for teaching systems-thinking and why is this approach so central for redesigning American education?

Most games can be productively understood as simulations -- representations that seek to depict systems evolving over time. It's one thing that games (especially Will's) do that other media do less well. Even relatively linear fighting games include fighting "systems" that must be mastered to excel. You might argue that even adventure games -- the most linear of games -- require players to take a step back and to understand the game as a system in order to succeed.

The importance of systems understanding is something near and dear to me personally. My own undergraduate education was in Interdisciplinary Studies, and my course work involved studying natural and social phenomena as systems rather than as discreet disciplines. The world itself does not naturally occur by disciplines, which is something I think we often forget the longer we live with categories such as biology, chemistry and so on. Research on the cutting edge of each of these disciplines crosses over into others as we try to understand phenomena.

The global challenges we face today -- from global warming to poverty to the Middle East -- won't be solved by single solutions. The painfully simple, yet still instructive September 12th game arguing that a war that kills innocent civilians only breeds new terrorists is a good example of something games do more easily than other representational systems.

We have to guard against fetishizing systems thinking, I think, just as we need to guard against computational, design, logical, procedural, metacognitive, or critical thinking, all of which at one point or another were offered as "the new Latin" (or the new Algebra, or more recently Logo). There is no panacea, but there certainly are models of thinking that are of increased importance in today's work. So far, none of these ideas has itself cured the world's problems. We might also go too far in dismissing how Latin / Algebra / Logo may not have solved all of society's ills, but they can be robust ways of thinking (or toolsets) that people employ. I've met many people who trace their love of language to an inspiring Latin teacher or their love of programming to Logo. But I digress.

As you note, many teachers express concern that games are not "perfect simulations," that there are built in biases in the ways they represent the world. How valid is this concern?


I don't see this as a valid concern, any more than the concern that a book would have authorial bias or that a filmmaker would employ a frame. We need more, not less critical understanding of how particular media shape the kinds of messages they tend to produce (to paraphrase McLuhan). I'd rather see a teacher use a horribly biased game and use it as a springboard for conversation than to treat a text as the ultimate authority.


You advocate passion-based learning, such as that which surrounds games, yet, as you note, many educators insist that learning is a discipline and that students should value learning for learning's sake. How can we resolve this disagreement about the role of pleasure and personal interest in schooling?

My wife, Constance Steinkuehler likes to distinguish between "learning for learning's sake" and "learning the things that I want you to learn for learning's sake". Meaning that when pushed, even the most liberal educator who wants to inspire a love of learning may not be entirely comfortable with a student who loves learning about monster trucks or bow hunting. Indeed, it's hard to separate the ideal of learning for the intrinsic value of learning from the content itself.

For example, the scientists I've met working at the Wisconsin Institutes for Discovery, for example, tend to describe their work in terms of a passion for understanding the universe, or even unraveling the mystery of how stem cells form IPS cells and then somehow know how to self-organize into tissue and organs. They don't, however, spend a lot of time talking about learning for learning's sake although many (not all) come across as genuinely inquisitive.

So, we have evidence that most people will throw themselves into passion-based learning, whether it's a passion for bow hunting or a passion for writing fan fiction around The Gilmore Girls, which schools usually don't recognize. We have a set of values that are recognized in formal schooling, although it often doesn't match up well with what people in the world care about.

I like the idea of promoting genuine inquisitiveness as a value (or passion) that schools should produce. I can't think of any better way to kill inquisitiveness than No Child Left Behind, which depending on the day, I might chalk up to being an unfortunate consequence of that legislation or a designed attempt to stifle independent thought.

Either way, we need to acknowledge that most people organically develop passions for things. These passions may not be the same that parents, teachers, or society might want them to have. Liberals like me tend to offload this concern toward a general "love of learning" without really considering that there are certain things we "want" them to love or develop passions for. I think we'd be much better off if we did, and asked, "What kind of a curriculum would truly inspire a love for history, biological systems, or an inquisitiveness toward the world?".

To borrow a page from James Paul Gee (and yourself Henry), we do (in America at least, I think) have an uneasy relationship with pleasure, particularly with kids. Perhaps it's our Puritanical roots, but Americans seem peculiarly suspicious of pleasure, which in most cases I've studied, is wrapped up in learning (as is perhaps pain). Pleasure is often something to be denied (especially so for women, who are socialized to care for others before themselves). One of my favorite political thinkers, Al Giordano often challenges his (very liberal) readers to fully embrace pleasure, and you can almost see them wince at this challenge to simply do things that make them happy. Fortunately, Henry, this isn't a quality I associate with you.

Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part One)

In his new book, Video Games and Learning: Teaching and Participatory Culture in the Digital Age, which is one part memoir, one part research report, Kurt Squire -- now one of the country's top researchers on games, learning, and society -- tells the story of how we met. Squire, then a young graduate student from Indiana University, working on games-based learning, "crashed" a salon I was hosting at the Game Designer's Conference, and struck up conversations with Will Wright, Brenda Laurel, Randy Heinrichs, and Warren Spector. Over the course of one heady evening, he demonstrated to all of us that he was someone who was on the cutting edge of thinking about the challenges and opportunities of bringing games into the classroom.

We met at the right moment, because back at MIT, we were launching Games to Teach, a Microsoft-funded initiative to explore what kinds of games for what kinds of subjects might have an impact on American education. Half way through the night, I went up to Alex Chisholm, the red-haired wonder who was my primary advisor in those days, to ask "Who is that guy?" and by the end of the night, Alex came to me to suggest we seriously hire him to be the research director for our serious games initiative. To this day, I think we all hold up that night as an illustration of the importance of seizing every opportunity that presents itself and being ready when there's an opening in the conversation to share what you know.

In this book, Squire recounts his own remarkable history at the intersection of games and learning, going back to when being an expert player of Pirates! bailed him out of a tough spot in a history class, through the work he did at MIT as the driving force behind Games to Teach, through his projects at the University of Wisconsin-Madison, where he helped to establish the Games, Learning, and Society conference, now the keystone event in the movement to explore the many different models for how what we learn through games might be brought into formal education.

The Games to Teach Project started with the idea of developing conceptual prototypes for a wide range of different kinds of games which might be pedagogically valuable, exploring different disciplines, different game genres, different contexts where gaming could be deployed. We wanted to jump start the conversation. At the time, the models for learning games seem impoverished, and we thought if we could create vivid "thought experiments" that might inspired people to start building actual learning games. As it happened, when we were done mocking up screen shots and developing design documents for these imaginary games, they were so vivid that people found the documentation on line and tried to order the games for their classes. Moreover, the game designs were so forward thinking that we still get such requests, although fewer of them, down to the present day.

The thinking became so vivid for all of us that Microsoft was soon pushing us to build actual games -- not part of the original grants as written - and giddy with excitement, we tried to build some stuff despite not really having at the time the full technical capacity to create what we envisioned. As a result, we built two (barely) playable games -- Supercharged!, which was focused on electromagnetism, and Revolution, which was focused on Colonial Williamsburg.

The efforts at MIT evolved into the Education Arcade, which has now succeeded in completing games like Labrynth which is very much out in the world, under the direction of Eric Klopfer and Scot Osterweill. And Alex Chisholm is one of the leaders of the Learning Games Network, a non-profit organization that aims to support innovation in the design and use of games for learning. Another book about a subsequent Education Arcade venture, iQue, will be appearing later this year.

Squire's book, Video Games and Learning, is incredibly engaging and enlightening -- both in terms of its account of how games-based learning took shape as a paradigm in American education (the guy has a knack for being at the right spot at the right time and pushing things forward) and about why and how games might inform a shift in how we think about the learning process. If you've been wondering what all the fuss about games is about, the book is for you, but I have to say, as someone who has been invested in this space for more than a decade, there was much that I also learned by reading through this book (even about our own projects!)

In the following interview, which I plan to run over three installments, Squire explores what we have learned across the past decade plus of research, what the current state of the field is, and where the next phases of development may lie. As always, Squire is bold, original, provocative, but also deeply grounded in both gaming culture and educational research.

Throughout the book, you draw on your own experiences as a gamer, designer, and teacher to help construct your arguments. In what ways has your approach been informed by being part of the first generation to grow up playing Super Mario Brothers? Will the views of teachers and parents towards games shift as more and more of them also played games in their youth (if not now)?

Thanks again for inviting me to do the interview, Henry. That intermingling of gamer/ designer/ teacher was indeed deliberate, somewhat stolen from you.

It remains to be seen how the Nintendo generation ultimately will react, but my suspicion is that the overall constraints of schooling select out people interested in promoting participatory learning from the teaching profession, with the exception of select mavericks. The evidence so far (consistent with other research on teacher practices) suggests that many teachers initially teach the ways that they themselves were taught. The surveys we've done reveal that it's a unique breed who enters the teaching profession straight out of school. If you like computers, mobile devices, or social networking, it's often times the last place you go. Those who enter and stick with the profession often times align with the values of schooling as it exists.

There are these windows of time for those who make it past that 3-5 year window where we find teachers who are incredibly creative and do wonderful things with games that surpass anything I'd ever do. We worked with Tina Kurz and teachers in Oconomowoc Wisconsin who, for example, took our stock "game curriculum" and built an entire course around kids building games for mobile devices based on their local community. Jeremiah McCall has a wonderful book, Gaming the Past that is the clearest discussion of how to teach with games that I've seen. A team of teachers and principals here in Madison recently took a games course and redesigned their school to be all about place-based inquiry -- not turning it into a school about games -- but rather remaking their school to be both responsive to local needs and the broader reality of participatory digital culture.

One interesting historical footnote (I think) is that many of us exploring games and learning actually were raised with Atari, and then after the crash in the 1980s, moved to the Commodore, Apple, or other computers, when there were no more games available. Computer gaming post Atari (which Steven Kent covered nicely in The First Quarter, featured an organic oscillation between game play and game creation as we bought books teaching us to program games in BASIC and then modified them to do more interesting things. Alex Games and I wrote about this in "History of Computer Games in Education" and tried to capture how during that brief window, games for learning existed and thrived, but more importantly, digital gaming had this real sense of tinkering associated with it. I think a lot of people who have used games for learning actually came from that era, and it provides a good template for both thinking about consumption and production as well as authentic participation.

The logic of the book follows the shift in the field of games-based learning from designing games for use in school (or bringing existing games into the classroom, as you have done with the Civilization series) to developing games-based literacies which encourage kids to think of themselves as designers. What do you see as the advantages and disadvantages of each approach? Can you explain some of the factors which led to this shift in emphasis?


One advantage to teaching with games that already exist is that creating a fun, engaging game is no easy task, and when you work with an existing game, you (should) have something that is capable of developing and sustaining interest. Many good teachers actually use this as their starting spot: Give me a good engaging game that is about the content and I'll create the contexts to help kids go beyond the game.

The down side is that few games are connected well to particular theories of learning or pedagogical goals in a domain, so it's actually a lot of work for teachers. Something Jeremiah McCall does, which I like, is to treat games as interpretations that students are challenged to critique. This move immediately positions students as critical consumers of information and opens the door to design, which is just brilliant. Many of us hope, though, that some day a suite of games will capture the intrinsically interesting aspects of academically valued domains and / or require thinking in those domains to play them well right out of the box, which requires a mature field of educational games.

One of the interesting historical tensions, I think, is that in the learning sciences, there's an inclination to design learning interventions based on theory as a way to test that theory (see Ann Brown's excellent work on design research), but relatively little explicit value for elegant design. No one design necessarily flows logically from theory, and good designs often have connections to multiple theories. I think James Paul Gee's work does a nice job of demonstrating how good commercial games can be understood through a variety of lenses (to pick up on Jesse Schell's metaphor of lenses). Most games even use Skinnerian reinforcement schedules in the service of more intrinsically driven learning, which suggests how what works in the wild may actually be captured by quite a few theories of learning.

Through our work on the Games to Teach project, we were among the first to map what games-based learning could look like. What do you see as the biggest changes in the space of games and education over the past decade plus since we did our initial prototypes? Why do you think we still have so few functional models of what games that teach look like, despite the enormous interest which has been focused around this topic at both games and learning science conferences?

Now we have multiple groups that take for granted that we should design educational games in direct conversation with entertainment games. Many educational games employ entertainment games tools, build on entertainment game design processes, and seek to map game mechanics on to ways of thinking. Although none of them have been a runaway hit, we can point to games like Resilient Planet, Labyrinth, Game Star Mechanic, Kodu, iCivics, Dimenxian Algebra, Surge, and Cosmos Chaos (to name a few) are all legitimate learning games and operating in this space. We're way beyond Reader Rabbit.

We also understand games as media much better now. In 2002, Salen & Zimmerman's Rules of Play was just coming out, as was Gee's influential book. More recently, papers like the Mechanics, Dynamics, Aesthetics framework or books like Jesse Schell's Game Lenses and Traci Fullerton's Game Design Workshop have advanced how with analyze and build games. We now have designers in the field who read these works as high school students and undergrads.

The big challenge though is that we still underestimate design and aesthetics. Too few educational designers do what The Education Arcade did and brought someone like Scot Osterweil into a design team so that you have talented game designers, educators, and pedagogical experts working side by side. Many funders would considering it "wasting money" to invest in such talent. On a basic level, University HR, which has to approve such hires, often times will reject such a hire because it doesn't fit their models of academic staff. Further, the funding mechanisms for games research systematically devalues design expertise, treating design as an afterthought, existing only to serve the research.

We also don't invest in groups enough over time, instead treating projects as one offs. We need groups (and communities) to work collaboratively over time to build on ideas, test them, iterate and improve upon them and then release them to the public. As an example, there is a constellation of ideas around role playing to learn science where you can trace a real intellectual lineage connecting Chris Dede's River City, Sasha Barab's Quest Atlantis, Eric Klopfer's role playing games, Filament Games' Resilient Planet, and then our game Citizen Science, which is a collaboration with Filament. (Note that those project each involve dozens of people and are far from solo efforts). There's a model of civic engagement through multiplayer role playing games just waiting to be scooped up by industry, once the market is there.

Educators / Academics also don't understand the importance of what many in the industry call polish. What constitutes "good enough" for most educators wouldn't cut mustard in the competitive marketplace of entertainment games. Grant funding and the academic research enterprise systematically pushes against creating anything with polish (grants notoriously promise too much and are given too little, and then are asked to skimp on design and not cut corners on research).

I think that educators also systematically undervalue art and aesthetics. Educators (especially academics) most often thrive in text-driven cultures and rarely equipped to understand -- let alone build -- visual and interactive media. The approach I'm pursuing now is to really invest heavily in Art Production and Aesthetics, taking these ideas very seriously and seeing if we can't brand our lab for creating games that don't skimp on either of these areas. Whether it pays off remains to be seen.


Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

I guess what I am saying is:

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

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

This weekend, I am attending the Third Digital Media and Learning Conference, hosted by the MacArthur Foundation, as part of their efforts to help build a field which takes what we have learned about young people's informal learning, often through the more playful aspects of participatory culture, and apply it to the redesign and reinvention of those institutions which most directly touch young people's lives -- schools, libraries, museums, and public institutions.

Today, the MacArthur Foundation is releasing an important statement about the underlying principles they are calling "connected learning," a statement which helps to sum up the extensive research which has been done by the DML network in recent years. Their goal is to foster a wide reaching conversation not simply among educators but involving all of those adults who play a role in shaping the lives of young people -- and let's face it, that's pretty much all of us. The document is a collective statement from some of the smartest people thinking about contemporary education:

  • Kris Gutierrez, professor of literacy and learning sciences who is an expert in learning and new media literacies and designing transformative learning environments, University of Colorado, Boulder


  • Mimi Ito, Research Network Chair, a cultural anthropologist with deep expertise in the implications of how youth are engaging with technology and digital media who led benchmark three-year study of digital youth, University of California, Irvine
  • Sonia Livingstone, a leading expert on children, youth, and the internet, including issues of risk and safety, and author of a massive study of 25,000 European children and their parents on internet usage, London School of Economics and Political Science


  • Bill Penuel, expert in learning with digital media in both formal and informal settings, literacy, and using digital tools for digital storytelling, University of Colorado, Boulder


  • Jean Rhodes, clinical psychologist with expertise in mentoring, adolescent development, and the role of intergenerational relationships in digital media and learning, University of Massachusetts, Boston


  • Katie Salen, a game designer who has founded two 6th-12th grade public schools that employ game principles for learning, Depaul University


  • Juliet Schor, economist and sociologist who has published broadly on work, family and sustainability, Boston College


  • S. Craig Watkins, expert on young people's social and digital media behaviors and is piloting new programs for in-school and out-of-school learning, University of Texas, Austin



  • I promised them that I would share this important statement with the readers of my blog, and I hope that you will in turn help pass this along to the many communities you represent.

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

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

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

    For more information, check out this website.

    CONNECTED LEARNING:
    REIMAGINING THE EXPERIENCE OF EDUCATION IN THE INFORMATION AGE

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

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

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



    • What would it mean to think of education as a responsibility of a distributed network of people and institutions, including schools, libraries, museums and online communities?


    • What would it mean to think of education as a process of guiding youths' active participation in public life that includes civic engagement, and intellectual, social, recreational, and career-relevant pursuits?


    • How can we take advantage of the new kinds of intergenerational configurations that have formed in which youth and adults come together to work, mobilize, share, learn, and achieve together?


    • What would it mean to enlist in this effort a diverse set of stakeholders that are broader than what we traditionally think of as educational and civic institutions?

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

    At the core of connected learning are three values:

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

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

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

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


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

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

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

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


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

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

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

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

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

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

    Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part Three)



    Becky, you looked at Harry Potter fan culture as part of your involvement in the Digital Youth Project. What insights did you gain there about fandom as a site of informal learning and how did they feed into this current project about Harry Potter in schools?


    The research I did with Potter fans for the Digital Youth Project focused on understanding interest-driven participation and was primarily concerned with media makers--podcasters, fan fiction writers, artists, and so on. Key to the way we on the Digital Youth Project understood interest-driven participation was an element of independence from school curricula or conventional status hierarchies; the practices we examined were things that young people seemed to pick up on their own rather than embarking on them as part of a class project or because of shared interests with friends from school or their neighborhoods. (Of course, we found that interests rarely develop completely independently. There is usually a person/persons or shared experience that kick-starts interest-driven participation.)

    Working with fans was an amazing experience and extremely helpful for understanding learning in "informal" sites. I put "informal" in quotes here because one of the most interesting things I found working with fans was just how much organization, dedication, and expertise go into fans' practices. The rules and hierarchies of fandom are different from those that dominate school or the paid workforce--in general, more inclusive, less concerned with traditional markers of status (like age), and a bit more flexible--but I they certainly have a structure and logic to them. Some of the teens I interviewed in my research spent as much time producing podcasts, maintaining websites, or writing as they would if it were a full-time job. Others balanced Potter activities with others at school, such as working on the yearbook or school newspaper, mixing and matching the practices and skills involved in each activity to create their own style of production.

    My fandom research fed into Teaching Harry Potter in a number of ways. Most importantly, it's how Cathy and I met and became colleagues and friends! (We just happened to sit next to each other at the closing feast at E7--a Potter camp for families we describe in the book--and, as they say, the rest is history.) Beyond that, having seen numerous, diverse examples of rich learning and motivation for participation emerging around the Potter series helped me better understand and describe what was (and what could be) happening in schools. As readers will see in our chapters on technology and "imagining more," we believe that learners (regardless of the setting) have specific needs and rights that can be addressed through thoughtful, careful resourcing and approaches to teaching and learning. Further, we believe that civic participation and a commitment to social justice are essential to meaningful learning and participation--something we learned from our friends at the Harry Potter Alliance and various Wizard Rockers. (More on that in a minute.)

    One of the challenges I faced in shifting my focus to the school based research was not setting up a dichotomy of interest-driven fan practices versus what was happening in classrooms. Certainly, the students in Andrew, Allegra, and Sandra's classrooms had a different kind of shared reading experience than did many of the fans I worked with, one that was not independent from school but rather prompted and scaffolded by their teachers and shared with their classmates through specific assignments and classroom activities. This doesn't mean that it was inferior to what the fans were doing--just different. As we worked on Teaching Harry Potter, I think I came to a better understanding of how powerful school experiences can be for introducing and supporting interests on one hand--and just how treacherous it can be for teachers and students alike if schools do not allow for experiences that can lead to exploring deep interests.

    You close the book by imagining what a more perfect school structure would look like and what it would mean in the lives of the kids you studied. Can you share some of that vision?

    We use the image of the Mirror of Erised--the powerful magical mirror that allows one to see his/her deepest desires--to frame our discussion of what public education could (and should) look like. Although multiple reveals from the Mirror are not canon, we take four glimpses into the mirror to see the following things:

    Expert teachers engaged as leaders and trusted professionals: as the featured teachers' stories reflect, opportunities to exercise agency, make decisions about curriculum, and be creative in one's teaching are not always available to teachers. In our ideal vision of schooling, this situation would be different and teachers would be not only allowed to teach in the ways they feel are best for their students, but encouraged and supported in doing so.

    Universal access to technology and new media learning tools: in the book, we described some of the ways that schools use educational media and technology as similar to using the Polyjuice Potion--using technology to disguise bad pedagogy, resulting in those technologies being used in insignificant and spurious ways. Instead of continuing to "Polyjuice" technology and new media, we'd like to see schools learn how to adopt and integrate them in ways that support robust, student-driven learning.

    Emphasis on Experiential, Student- Driven Learning: We want to see students and teachers working side-by-side on projects that matter to them. As we mentioned earlier, there is a strong social justice component to the Potter series that has been picked up by various groups within the fandom, the Harry Potter Alliance in particular. The HPA is a great example of experiential learning, as its campaigns focus on getting young people out into the world to enact change. While we recognize that not every student nor every teacher will have the same commitment to social justice, we value the notion of experiential learning--whether that is in relation to world events or mathematics--and wish for more equitable access to such experiences.

    Authentic Tasks as the Central Form of Student--and Teacher--Assessment: in our final look in the Mirror, we see one outcome of the above-mentioned emphasis on experiential learning--an educational system that does not rely on standardized assessment and scripted curriculums. Instead, both teachers and students are assessed in ways that are sensitive to their particular needs and that encourage confidence in future practice.

    These four elements are certainly not the only positive changes we can imagine for schools, but they represent a significant start. They also represent a turn toward a more caring, trusting, and loving educational system. After all, it is the power of love, not magic, that is the most important lesson Harry has taught us.

    Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

    Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

    Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part Two))

    One of your teachers faced pushed back from students that the Harry Potter series were books for white kids. Perhaps many readers are thinking the same thing. Yet your title stresses their value for the "multicultural classroom." So, what do the books offer for children of color? How does this approach to "multiculturalism" differ from approaches which seek to match students with writers from the same ethnic and racial background?

    In the book, we talk about what we mean by "multicultural" education (all the students and teachers in Teaching Harry Potter are of color and therefore bicultural, meaning they negotiate their home and school cultures on a daily basis) and what we believe, and have seen, the Potter books contribute to the educational process within these settings. The first thing we question is the idea that the "whiteness" of the books negates their use in multicultural classrooms. The nature of the books themselves - their complexity and Rowling's willingness to take on difficult and contemporary issues such as racism, genocide, classism, and difference - make them uniquely valuable, and each of the three teachers illustrate this to great effect in their accounts.

    We discuss three features that make the Potter books central to the teachers in our book: Harry's status as a "newcomer" to the Wizarding world - to which Sandra's largely immigrant students relate, a normalization of difference - utilized to great effect by Allegra with her special education students, and the opportunity for multiple interpretations of the text - particularly useful for Andrew's students, but employed by all three teachers. Again, teacher capacity and quality are paramount here. We're looking beyond a base reading of the text; the quality of the approach, interaction and reading experience makes all the difference. One can certainly read Harry Potter simply as a book about white kids in an English boarding school. None of the Teaching Harry Potter teachers took that route - which one might call the dark and easy path. Instead, they challenged their students to use Harry Potter to help them tackle difficult social topics and academic exercises, and to do this with the belief that there was definitely something in Harry's story they could use to help them grow as learners and people.

    It's also important to note that we firmly believe in access to literature from multiple arenas; classics and books reflecting a diversity of authors, including those matching the students' background, are vitally important for young readers. But access to a particularly valuable popular work like Harry Potter is important because of its accessibility and all it has to offer. On another level, it is also important because so many white, middle to upper middle class kids DO have ample access to Potter and other popular series at home and at school. In many ways, building students' reading confidence, helping them discover that yes, they too can tackle a book of this length or "that style," whether they end up feeling it is ultimately for them or not, is the most valuable accomplishment.

    What's striking about the teacher stories running through the book is the degree to which each adopted their instruction to the particular needs of their students, finding the Harry Potter books to be a highly flexible resource in that regard. How does this customization and remixing process differ from the standard ways that schools are thinking about curriculum in this age of No Child Left Behind?

    Finding space for customizing/remixing curriculum was one of the biggest challenges the teachers in our book faced. By not following the standardized curriculum, they were doing something subversive--and, as their stories reflect, they often had trouble getting support from administration and colleagues. Despite the challenges they faced, however, each of the teachers featured in the book did a beautiful job of adapting Potter for their classrooms. Whether we are talking about Sandra, who read the book in Spanish with her ELL students, Allegra, who used the audio books to support her special education students' particular needs for reading support, or Andrew, who approached the book as an accessible gateway to challenging AP content, it is clear in each teacher's story that the needs of her/his students were primary influences on the decisions made around reading the books. In talking with the participating teachers, it seems that the rich stories in the Potter books provided unique opportunities for discussion, analysis, and connection with students' lives. Moreover, just the experience of reading an entire popular book together--as opposed to the excerpts and readers associated with the standardized curriculum--appears to have offered opportunities for deep, meaningful learning.

    This kind of responsive teaching is radically different from the standardized curricula commonly found in schools, not because teachers prefer standardization (although some certainly must), but because standardization is thought to be more efficient and its results more easily measurable. As we discuss in more detail in the book, most current policy initiatives reward efficiency and demand accountability--and neither reward nor require responsiveness, flexibility, or creativity. All of this adds up to a demoralizing and frustrating culture for teaching in which teachers' expertise is put to the side in favor of standardized content and methods. Fortunately, the teachers featured in Teaching Harry Potter pushed back hard against these negative forces, instead focusing on how they could provide meaningful learning opportunities for all of their students, even when reading Potter meant working around (and/or subverting) the prescribed reading curriculum--and taking considerable criticism from colleagues and supervisors for doing so.

    While each teacher had his/her own approaches to customizing the reading/learning experience, Allegra's story stands out as particularly salient to the topic of adaptation/remixing. A creative and dedicated teacher, Allegra wanted to support her students' developing reading skills and practices and felt that multimedia tools like the series' audio books could supplement the instruction and assistance she could provide for students one-on-one as well as to the class as a whole. As they worked through the first Potter book, Allegra's students moved fluidly between the printed text and multimedia by reading along with the audio books. The highly-engaging audio books provided students with a model for fluent reading as well as created a situation in which students could focus more attention on listening to and comprehending the story rather than struggling to decode every word themselves.

    Allegra's story also stands out in relation to adaptation because Allegra was working with special education students. As discussed in Allegra's chapter, Harry Potter is a great book series for use in special education for a number of reasons, a key one being the prominence of "difference" as a theme in the series. All Hogwarts students are special in that they have magical abilities; some (like Neville) require more support for learning than others (like Hermione), and others (like Harry) seem to benefit from an alternative, customized curriculum. As Allegra notes in her chapter, seeing varied, positive representations of difference was beneficial to her students.

    Harry Potter's status in the literary canon is still being debated and many teachers may see it as "mere popular culture" and not sufficiently literary to bring into school. Given the choices they face in schools with a diminishing focus on reading in any form, what's the case for why we should teach Harry Potter and not say Animal Farm?
    Why not both? Granted, the limitations you speak of do exist and districts, schools and teachers must make increasingly difficult decisions about what to include, there are creative ways to include popular books in the curriculum. Andrew, who is the high school AP English teacher in our book, never actually reads complete Potter books with his students. Instead, he uses key excerpts from both the books and the movies to support teaching particular literary aspects. In using these regularly, his students gain a sense of the stories and many end up reading the books on their own. Sandra does read one book a year with her students, but it takes a great deal of planning to make it work, including framing her rationale for using the books. The key for all three of the teachers in our book is a set of very clear goals for their students around using Harry Potter. They don't just read Harry Potter because it's fun or the teachers like the books.

    Each teacher uses the texts or movies to teach specific points in the curriculum, encourage habits of mind, or build stamina around reading. All three share the goal of building their students' confidence as readers; because Harry is accessible and also smartly written (it links to so many literary traditions, for example) each teacher uses it to catch his/her students by surprise - eventually each class realizes they've engaged the story, understand it, can connect it to other stories and text, and can discuss its merits and/or weaknesses, in many cases using high level academic language, as in the case of Andrew's AP English class. His students would certainly be primed to critically examine Animal Farm, for example. They hold a "literary confidence" not necessarily present previous to discussing/analyzing Potter.

    The debate around including popular texts in school curriculum will certainly remain a constant, especially since debates around which "classics" to include in English courses seems never ending. But there is certainly a current wave of coolness around reading - prompted by Potter and sustained by such series as The Hunger Games - that if recognized, harnessed, and used could serve to help students connect to the "classic" texts that have actually influenced a great deal of popular works.


    How do we measure the success of these teachers' attempts to use Harry Potter to engage with their students? And why do you think that school systems are so slow to recognize and reward this kind of success?

    Measuring teacher success - successful teaching - is probably the biggest educational debate right now. The growth over time data we talked about above is one example of how teachers are increasingly measured by one of the few types of hard data that are produced by teachers and schools en masse. Otherwise, the criteria for "success" becomes more objective and therefore difficult to define and evaluate in large numbers. In the book, we include a list of 9 "shared commonalities" - characteristics the Teaching Harry Potter teachers hold in common that we believe serve as the basis for (and evidence of) their success. One of these does include standardized test scores, but that serves more as one criteria, not the central identifiable aspect of the teachers' success. To our mind, these commonalities are identifiable and clearly contribute to student success. However, we spent time talking with the teachers, getting to know their philosophy and role in their respective schools. It took time to identify the roots of their success, something schools and districts don't have a lot of to work with.

    We also hold a particular view of what it means to be a successful teacher. For example, we believe popular culture and media are valuable in school and consider wise and appropriate use of them with students a mark of great teaching. Many would disagree, however. We could spend a long time arguing our point, which we've done, actually, and still not have any kind of consensus on the issue, let alone on how to measure what using popular culture successfully would look like. This is one of the major obstacles faced by each of the teachers in our book, they had to constantly justify their use of Harry Potter books and media and in some cases were actually allowed to use the books because of their successful testing records. So, in the end reading Harry Potter with one's students became the reward for the kind of "success" that could be easily and "objectively" measured - and that's where school districts and policy makers live right now.

    Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

    Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

    Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part One)

    Catherine Belcher and Becky Herr- Shepardson's Teaching Harry Potter: The Power of Imagination in the Multicultural Classroom is quite simply one of the most powerful and engaging books I've read about American education in a long time, and I strongly recommend it to the full range of people who read this blog -- those who are fans, those who are teachers, and those who care about the future of learning.

    Teaching Harry Potter tells a powerful story about the current state of American education, one which contrasts the enthusiasm many young people and educators feel towards J.K. Rowling's remarkable book series and the constraints which No Child Left Behind-era policies have imposed on how reading gets taught in the classroom. Reading this book produced powerful emotional responses--an enormous respect for the teachers described here who are battling to engage with their students in meaningful and timely ways and despair over some of the obstacles they must overcome in doing so. There's much to be optimistic here in the ways these teachers care deeply enough about their students to take intellectual and professional risks and much that is disheartening about the ways that the system crushes opportunities that all recognize are valuable but which do not fit within the formal "standards."

    The two writers move back and forth between a nuanced reading of J.K. Rowling's books which considers how they represent the value of education, detailed accounts of what teachers have been doing with the books as they adapt them for a range of multicultural classes, and big picture considerations of educational policy and pedagogical practice. You can learn more about this book and its authors on Teaching Harry Potter's official website and on the authors' blog.

    The following is the first installment of a three part interview with the writers, during which they use Harry Potter to pose some powerful critiques of what's working and what's not in contemporary American education.

    Let's start with the question that frames your introduction -- Why Harry Potter? What does this book series help us to understand about the contemporary state of American education?

    We chose to use Harry Potter to explore American education because of the powerful things the series has to say about teaching and learning. Even though the magical school system in the Potter books more closely resembles British schools (and, one might say, a particular, nostalgic view of British schools) than the American public schools we discuss in our book, we saw important parallels between how issues such as childhood and adolescence, power (both political and personal), knowledge, literacy, and even media and technology were discussed in the books and how they are discussed in contemporary education. For example, teachers we have worked with have often discussed the challenge of balancing students' informational needs with the school district's desire for "safety" (which can mean anything from approved book lists to highly-restrictive firewalls on school networks); a similar theme is evident in Harry's interactions with Dumbledore and other Hogwarts faculty who struggled with questions about how and when to share information with Harry and his classmates.

    The Potter series also reminds us of the importance of looking carefully and closely at situations--as things are not always what they seem to be at first glance--and of the importance of listening to alternative narratives. Both of these things seem particularly salient in relation to the state of contemporary American education, which, when viewed as a whole, seems very much like a lost cause. Looking closer, however, it is apparent that there are great and creative teachers, committed administrators, communities dedicated to supporting their schools, and students who, when given the resources they need, do extraordinary things. It is unfortunate that these stories are so often drowned out by discussions of standardized policy and procedure, as they are important reminders of what is possible. The exclusion of the Harry Potter books themselves, or the "strangeness" of including them in school reading lists, speaks to this as well. The assumption that they are simple children's books belies so much of their meaning and potential.

    Further, we love the spirit of learning in Harry Potter: students taking ownership over their own learning and teaching one another; reading books from the restricted section of the library; finding secret passageways to Hogsmeade. Hogwarts students seem to have a sense of autonomy, adventurousness, and wonderment that we wish for all students.

    A few pages into the book, you have already framed it as a defense of teachers. Why do teachers need defending? Why do they deserve defending?


    Teachers, great teachers, definitely need defending in today's climate. We realize that not all teachers are created equal, and that there is a great need to improve teacher preparation, hiring policies, evaluation, and retention in public schools, particularly in large, urban school districts. However in the book, we talk about how the current climate around accountability, measuring teacher quality by test scores, and the role of teacher unions in protecting ineffective teachers has created a situation where the voices and needs of high quality teachers are being drowned out. Can we really afford that? We felt it vital to draw attention to the work of passionate, highly skilled teachers, to make the counter argument that they exist and are indeed out there - and that they are innovative and current in their approach. We also thought it important to highlight the tensions these teachers deal with in trying to continue their work and grow as creative professionals under the current political climate.

    We also believe it is important to discuss the fact that there is more than one way to talk about good teaching. Most of the public discussion today centers on measuring teachers in some manner, usually through their students' test scores, which in many ways make sense since those are the one set of hard, "objective" measures available. Scores also provide a quick and easy answer. But good teaching is about much more than test scores - as is evidenced by Sandra, Andrew and Allegra. We are straightforward about the fact that their students do indeed test well, but we don't focus on that particular aspect of their work. What becomes clear in these three teachers' accounts is that they do much more than test preparation in their classrooms. They work - and often struggle - with making their pedagogy more nuanced and layered as they strive to offer a richer experience for their students. It is also important to note that they work with urban, and/or high poverty students of color, who are more often "test-prepped" and remediated than their suburban counterparts. Do teachers such as these, who believe in their students and work against the grain to offer them a rich literary experience deserve defending? Yes, most definitely. The task is figuring out how to balance that need within a system that currently throws all teachers into the same pot, regardless of their track record with students.

    Harry Potter is a series of books about education. What insights might teachers take for their own pedagogical practice from studying the various teachers and administrators depicted in the book?


    One of the most important insights teachers might take from the characterizations of teachers and administrators in the books is an understanding of how students perceive them. The Hogwarts faculty members are, by and large, portrayed as archetypes: Minerva McGonagall (stern and confident), Severus Snape (bitter and cruel), Remus Lupin (caring expert), Gilderoy Lockhart (inexperienced and self-absorbed), Albus Dumbledore (wise sage), and so on. Because readers only learn about the teachers through Harry's experiences with them, we spend much of the series not knowing much about them, their backgrounds, or their motivations. Teachers in the series--like many teachers in American schools--knew much more about their students than vice versa. While we're certainly not advocating that teachers give up all rights to privacy, we do think that it's important to be aware of the fact that most students navigate schools with a very incomplete picture of who their teachers are as people--and that this lack of information can serve as an impediment to connecting with teachers, even those who are very skilled and willing to act as caring mentors.

    For the teachers we profile in Teaching Harry Potter, the Potter books provided a way to share a bit of themselves with their students by sharing a piece of media about which they were passionate. Now, not all of the featured teachers were die-hard Potter fans (though several definitely would describe themselves that way), but all enjoyed the books, identified their value for their students, and went to great lengths to share the books in their classrooms. Their dedication to brokering access to the books for their students and to creating engaging reading experiences that recognized students' different needs and desires is admirable.

    Another thing that teachers might take from the Potter series is the value it places on experiential education--that is, teaching and learning that is grounded in students' real lives, that gets them up, out of their seats, and interacting with one another as well as with people outside of the classroom. Take, for example, Professor Lupin's lesson on defeating Dementors with the Riddikulous spell--this exercise challenged students to use magic that was extremely relevant to their lives at that moment and, although the lesson itself was loud, rambunctious, and risky, it was also highly effective in teaching students a spell they could immediately apply outside of the classroom.

    Moves toward standardization of curriculum are generally moves away from experiential learning, as experiential learning needs to be connected to specific contexts, moments in students' lives and in the schooling process. It takes a great deal of creativity and bravery for teachers to privilege this kind of learning in the classroom, especially in the current educational climate in the U.S.

    Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

    Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

    Dreaming Out Loud! Youth Activists Spoke About Their Fight for Education, Immigrant Rights and Justice Through Media and Art (Part Four)

    This is the final installment in a four part series, written by Arely Zimmerman and Sangita Shreshtova from the USC Civic Paths Project, concerning the young activists who are supporting the Dream Act. This research was funded by the MacArthur Foundation and is part of the work of the Youth and Participatory Politics Network.


      New Media and Movements

     

    Dreamer youth have also used new media to grow their movement on a national scale.  Between 2009-2010, youth organized many protest, including sit-ins at Congressional offices, hunger strikes, marches, and symbolic graduations. They used new media to exponentially amplify their voices through sophisticated and strategic use of live streams, blogs, user generated video portals and social media like Facebook and Twitter. For example, in June 2009, the founders of Dreamactivist.org, and United We Dream, organized 500 youth to participate in the National DREAM Act Graduation in Washington DC. This protest combined a symbolic ceremony with legislative lobbying (Behary 2009).

    Thumbnail image for dreamactphoto1.jpg

    On the same day, solidarity graduations took place in Arizona, California, Florida, Illinois, Indiana, Kentucky, Massachusetts, Montana, New Jersey, New York, North Carolina, and Texas (Dream Activist 2009).


    Thumbnail image for 12012010-DREAMERS-IMG_20101201_155737-575x431.jpg

    source: http://blogs.orlandosentinel.com/news_hispanicaffairs/tag/dream-act

     

    In another widely publicized campaign, on January 1, 2010, four undocumented youth from Miami Dade College began a 4-month, 1500-mile-trek to Washington, DC to advocate for the DREAM Act. In what they aptly called the "Trail of DREAMs," the youth documented and mobilized support for their their walk through blogging, Facebook, YouTube, and twitter. Along their journey, they gathered 30,000 signatures to bring to President Obama.

     

    Watch the trail of dreams video here: 

     


    Despite all these efforts, the DREAM Act has yet to pass, and undocumented youth continue to be deported. In the face of this continuing crisis, the youth have used a combination of direct action and media activism to highlight (and render visible) detentions and deportations, which have generally received little public attention (Kohli 2011). They have staged rallies and sit-ins at detention centers, ICE offices, and have even targeted banks that invest in private prisons to directly confront the institutions invested in the immigrant detention and deportation system (Foley 2011). Grass roots new media messaging campaigns have been crucial to these action as youth use Facebook, Twitter, and microblogging to share the stories of, and garner support for, those detained and fighting deportation.


    The story of Matias Ramos, , an undocumented youth and co-founder of United We Dream, is a powerful example of such mobilization. On the morning that an electronic monitoring device was placed on his ankle, Matias Ramos posted a photo of himself on Twitter and announced that he had been given two weeks to leave the country (Berenstein 2011).

     

    Thumbnail image for matias ramos 2.jpg

    source: http://americasvoiceonline.org/blog/entry/dream_activist_matias_ramos_scheduled_for_deportation/

     

    Ramos and his supporters were able to gain high visibility for his case, to the point where it was even called a "high profile challenge to the White House's new deportation guidelines." Stories like these are transmitted through many overlapping social media networks connecting campus organizations, community groups, sympathetic media and allies, providing links to petitions and online donations.

     

    Nancy Meza is a key media strategist for the END our Pain campaign. At DREAMing Out Loud!  she discussed the importance of combining both new media and traditional media strategies to shape the movement messaging.  To Nancy, social media is a space where "we can 'freely' express ourselves, push our messaging forward... in terms of Twitter and Facebook."  At the same time, Nancy stressed the need to complement new and more traditional media as she continued: "Our organization doesn't even own a camera...With whatever resources we have...I have a blackberry on a month to month plan...So I think for us, it's really been about how we use traditional media and how we mix it in".  New media has allowed for youth to shape their message in a more democratic and participatory fashion. They are, however, increasingly conscious of the need to be strategic about its use. For example, Nancy explained that a lot of effort goes into coming up with a Twitter hashtag for an event.  Is it accurate? Is it catchy? Will it travel? Often, Twitter is a good way to catch the attention of more traditional media, she explained. To her, the key is arriving at the happy medium between locally constructed messaging and coordinating a coherent frame that can translate to major media outlets. 

     

    Concluding Thoughts:

    At the heart of the event were the stories that the panelists shared and accounts of how stories inspired activism.  Pocho 1, a internationally recognized photographer, recalled how photography shaped his activism and his reformation from a gang member to a social activist: "I started telling stories...I wanted to tell their story...I started hanging out with artists...I picked up a camera...I went crazy with it...shoot it everyday... tell people's stories". Now Pocho 1 documents the Dream movement, using his camera and social media as a form of social commentary and social activism. 

     

    Thumbnail image for p1.jpg

    source: http://www.pocho1.com/#!

     

    DREAMing Out Loud! provided many insights into how young people use new media to participate and mobilize in their communities. In many ways, the event highlighted the great democratizing potential that new media has, especially when it can be used to provide a platform to amplify the voices of youth who are marginalized from the mainstream political process. 


    References

    Behary, Samya. "Students storm Capitol Hill for National Dream Act Graduation Day," Immigration Impact, June 25, 2009.

    Berestein, Leslie Rojas. "A High-Profile Challenge to the White House New Deportation Guidelines," MultiAmerican, September 21, 2011, multiamerican.scpr.org/2011/09/a-high-profile-challenge-to-the-white-houses-new-deportation-policy.

    DREAM Activist, "DREAM for America: National DREAM Act Graduation Day - June 23, 2009," press release, June 21, 2009 dreamactivist.org/blog/2009/06/21/nationalgraduation/.

    Foley, Elise. "Immigrants to Wells Fargo: Stop investing in For-Profit Detention," The Huffington Post, October 17, 2011.

    Kohli, Aarti Peter l. Markowitz, and Lisa Chavez, "Secure Communities by the Numbers: An Analysis of Demographics and Due process," Chief Justice Earl Warren Institute on Law and Social Policy Research Report, October, 2011.



    Sangita Shresthova is currently the Research Director of the Media Activism and Participatory Politics  (MAPP)  Project at USC. She is a Czech/Nepali international development specialist, filmmaker, media scholar, and dancer with extensive interdisciplinary qualitative research experience. She holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program where she focused on popular culture, new media and globalization. She also earned a MSc. in Development Studies from the London School of Economics and Political Science (LSE). While at LSE, her work focused on the educational communication components of international development interventions. Her scholarly writing has been published in several journals, and her work on global participatory aspects of Bollywood dance was recently released as a book by SAGE Publications.


    Arely Zimmerman, a Melon Post-Doctorate Fellow at the USC Program for Environmental and Regional Equity,  holds a doctorate in political science from UCLA. Her scholarship engages overlapping research areas of U.S. Latino/a studies, race and ethnicity, social movements, transnational, media, and feminist studies. Before joining PERE, she held a postdoctoral appointment at USC's Annenberg School for Communication and Journalism, where she examined how new forms of social and digital media are reshaping modes of civic engagement amongst Latino, immigrant, and undocumented youth. As part of her ongoing concerns with issues of identity and citizenship in transnational contexts, Arely's manuscript in progress, "Contesting Citizenship across Borders: Central Americans in the United States" details Central American migrant communities' struggles for citizenship and inclusion across multiple nation-states through transnational social movement and community activism.


    Dreaming Out Loud! Youth Activists Spoke About Their Fight for Education, Immigrant Rights and Justice Through Media and Art (Part Three)

    The following is the third installment in a four part series on young activists who are using new media to rally behind the Dream Act. It was written by Arely Zimmerman and Sangita Shreshtova from the USC Civic Paths Project. This work was funded by the MacArthur Foundation. 


    Coming Out/Pop Culture

    The need to be active, to be connected to other undocumented youth, and to strive collectively to make positive changes are key motivators for all of the youth panelists. They are all extremely active online. They create original media content. They blog. They share their stories and art through Facebook and Twitter.  They participate in public online conferences and symposia.  Yet, online visibility comes with its own challenges and risks. As Nancy recounted, she was personally targeted in a public campaign after a local conservative radio program called for her deportation.  Because of her role as the communications director of Dream Team Los Angeles and IDEAS at UCLA, she was an easily identifiable target.  The campaign got so vicious that she eventually had to disconnect her phone.  But, the risks of visibility have to be counter balanced with the benefits, she concluded.  "Yes, it is dangerous, there are risks that we face in being so publicly active, but it is even more risky if they don't know we exist". 


    Listen to Nancy Meza speak on this topic here:


     

    Driven by their urgent need to draw attention to their plight, undocumented youth put themselves at risk of deportation and arrest not only by participating in public civil disobedience but by also publicly 'coming out' via social media platforms.  The coming out process, as Erick notes, is a deeply personal one, shaped by each individual's own journey towards self-awareness and identification.  But, this process also has significant consequences on the movement because it is a first step in embracing one's undocumented legal status and becoming politically involved.  One of the common themes in the 'coming out' stories of undocumented youth is asserting their belonging, their 'Americannes', despite their undocumented legal status. Most Dream activism youth were brought to the United States as young children, and the United States is the only country they've ever known. It is their home. Fluent in English, educated in the American school system, these youth defy the already clearly inaccurate stereotypes of the 'illegal immigrant'. Mohammad of Dreamactivist.org, an online undocumented youth advocacy network, shared one often cited "coming out" narrative.

     

    Watch Mohammad's "I am Mohammad and I am undocumented" video here:


     

    The 'coming out' narratives of Dreamer youth often draw on shared cultural references.  Erick, for instance, shared how he formulated his identity from "Anime, heavy metal, and comic books" which he says, " framed my outlook on life".  When he came out as undocumented for the first time, he says he was inspired by a story arc in the popular comic Spiderman.  "When I mentioned my first name for the first time- I compared it to a story arc of Spiderman- when Spiderman shares his identity, I am also sharing my identity". Erick, and others, have also drawn connections to Superman as being undocumented.

     

    Thumbnail image for superman comic strip.jpg

    source: yfrog.com/h314mmz (@laloalcaraz)


    Sangita Shresthova is currently the Research Director of the Media Activism and Participatory Politics  (MAPP)  Project at USC. She is a Czech/Nepali international development specialist, filmmaker, media scholar, and dancer with extensive interdisciplinary qualitative research experience. She holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program where she focused on popular culture, new media and globalization. She also earned a MSc. in Development Studies from the London School of Economics and Political Science (LSE). While at LSE, her work focused on the educational communication components of international development interventions. Her scholarly writing has been published in several journals, and her work on global participatory aspects of Bollywood dance was recently released as a book by SAGE Publications.


    Arely Zimmerman, a Melon Post-Doctorate Fellow at the USC Program for Environmental and Regional Equity,  holds a doctorate in political science from UCLA. Her scholarship engages overlapping research areas of U.S. Latino/a studies, race and ethnicity, social movements, transnational, media, and feminist studies. Before joining PERE, she held a postdoctoral appointment at USC's Annenberg School for Communication and Journalism, where she examined how new forms of social and digital media are reshaping modes of civic engagement amongst Latino, immigrant, and undocumented youth. As part of her ongoing concerns with issues of identity and citizenship in transnational contexts, Arely's manuscript in progress, "Contesting Citizenship across Borders: Central Americans in the United States" details Central American migrant communities' struggles for citizenship and inclusion across multiple nation-states through transnational social movement and community activism.


    Dreaming Out Loud! Youth Activists Spoke About Their Fight for Education, Immigrant Rights and Justice Through Media and Art (Part Two)

    Dreaming Out Loud! 

    by Arely Zimmerman and Sangita Shreshtova

    Civic Paths Project


    Theme 1: Barriers and Supports

    The DREAMing Out Loud! symposium provided the panelists an opportunity to reflect on how they have grown their movement through harnessing new media's technological and communication affordances. Clearly, immigrant, low-income, undocumented youth face many barriers to both online participation and civic engagement, none more important than the lack of financial resources.  

     

    Yet, these barriers do not foreclose their ability to mobilize online communities around their cause. Studies conducted by William Perez and more recently by USC sociologist Veronica Terriquez show staggering rates of civic engagement amongst undocumented immigrant youth, challenging dominant presumptions about how youth become active and which youth are able to tap social networks behind their causes. Arely Zimmerman's research on Dream Activism similarly finds that youth - including those who are undocumented and low income -  are active in organizations supporting the Dream act also acquired high levels of new media skills. Not only were they active on social media; they also created new media content and shared it through platforms such as Flickr and YouTube.  Given this context, the Dreaming Out Loud! panelists spoke openly about how they overcame financial and other barriers to their political participation.

     

    Thumbnail image for Thumbnail image for Erick-Huerta.jpg

    (source of image: http://blogs.laforward.org/2010/12/06/news/another-dreamer-tells-his-story/)

     

    Erick, for example, is working towards his journalism degree but has had to take time off because of financial hardships.  Since 2007, Erick has been blogging about his experiences as undocumented youth.  Without full-time access to a personal computer, Erick uses various resources to develop an online presence.  With his mother making ends meet as a street vendor, and his father picking up odd jobs, Erick used a scholarship to buy an Iphone.  Although it doesn't have Internet access, Erick uses his Iphone to take pictures, take notes, write blog entries. He then uploads the content to Facebook and Twitter via SMS text messaging.  Erick notes that, "As technology progresses it's becoming easier and easier and easier to be 'out there'."

     

    Listen to Erick speak about this here:

     

    The lack of access to technology does not keep these youth from participating online.

     

    Julio Salgado is a co-founder of Dreamers Adrift, a collective of digital media artists.  After graduating with a degree in journalism from Cal State Long Beach, he could not put his degree to use.  Working odd jobs primarily in the service industry, he was frustrated by the lack of opportunities.  He became more active in the Dream movement and used his artistic talents at the service of the cause. He has developed a personal style that is immediately recognizable, and his images have been used to represent national conferences, t-shirts, and other movement iconography.  He recalls how he has used whatever we could to 'make ends meet', going to college parties and gatherings and drawing caricatures of friends to raise money to pay for books and tuition.  Using his artistic talent, he began posting his drawings of 'dreamers' on Facebook using a scanner and photo-booth on his Apple laptop. Soon thereafter, his pictures garnered national attention.  

    Thumbnail image for Thumbnail image for LIBERTY78.11.jpg

    (image source: http://dreamersadrift.com/wp-content/uploads/2011/04/LIBERTY78.11.jpg)

    Reflecting on the barriers he has faced, Julio says, "that never stops you, you're so passionate...I need to draw this stuff".  


    See Julio's video "Wall of Dreams" here: 



    Sangita Shresthova is currently the Research Director of the Media Activism and Participatory Politics  (MAPP)  Project at USC. She is a Czech/Nepali international development specialist, filmmaker, media scholar, and dancer with extensive interdisciplinary qualitative research experience. She holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program where she focused on popular culture, new media and globalization. She also earned a MSc. in Development Studies from the London School of Economics and Political Science (LSE). While at LSE, her work focused on the educational communication components of international development interventions. Her scholarly writing has been published in several journals, and her work on global participatory aspects of Bollywood dance was recently released as a book by SAGE Publications.


    Arely Zimmerman, a Melon Post-Doctorate Fellow at the USC Program for Environmental and Regional Equity,  holds a doctorate in political science from UCLA. Her scholarship engages overlapping research areas of U.S. Latino/a studies, race and ethnicity, social movements, transnational, media, and feminist studies. Before joining PERE, she held a postdoctoral appointment at USC's Annenberg School for Communication and Journalism, where she examined how new forms of social and digital media are reshaping modes of civic engagement amongst Latino, immigrant, and undocumented youth. As part of her ongoing concerns with issues of identity and citizenship in transnational contexts, Arely's manuscript in progress, "Contesting Citizenship across Borders: Central Americans in the United States" details Central American migrant communities' struggles for citizenship and inclusion across multiple nation-states through transnational social movement and community activism.

    What Samba Schools Can Teach Us About Participatory Culture

    If you dropped in at a Samba School on a typical Saturday night you would take it for a dance hall. The dominant activity is dancing, with the expected accompaniment of drinking, talking and observing the scene. From time to time the dancing stops and someone sings a lyric or makes a short speech over a very loud P.A. system. You would soon begin to realize that there is more continuity, social cohesion and long term common purpose than amongst transient or even regular dancers in a typical American dance hall. The point is that the Samba School has another purpose then the fun of the particular evening. This purpose is related to the famous Carnival which will dominate Rio at Mardi Gras and at which each Samba School will take on a segment of the more than twenty-four hour long procession of street dancing. This segment will be an elaborately prepared, decorated and choreographed presentation of a story, typically a folk tale rewritten with lyrics, music and dance newly composed during the previous year. So we see the complex functions of the Samba School. While people have come to dance, they are simultaneously participating in the choice, and elaboration of the theme of the next carnival; the lyrics sung between the dances are proposals for inclusion; the dancing is also the audition, at once competitive and supportive, for the leading roles, the rehearsal and the training school for dancers at all levels of ability.

    From this point of view a very remarkable aspect of the Samba School is the presence in one place of people engaged in a common activity - dancing - at all levels of competence from beginning children who seem scarcely yet able to talk, to superstars who would not be put to shame by the soloists of dance companies anywhere in the world. The fact of being together would in itself be "educational" for the beginners; but what is more deeply so is the degree of interaction between dancers of different levels of competence. From time to time a dancer will gather a group of others to work together on some technical aspect; the life of the group might be ten minutes or half an hour, its average age five or twenty five, its mode of operation might be highly didactic or more simply a chance to interact with a more advanced dancer. The details are not important: what counts is the weaving of education into the larger, richer cultural-social experience of the Samba School.

    So we have as our problem: to transfer the positive features of the Samba School into the context of learning traditional "school material" -- let's say mathematics or grammar. Can we solve it? -- Seymour Papert, "Some Poetic and Social Critera for Education Design" (1975)

    I was lucky enough to have spent some small bits of time with Seymour Papert when I first arrived at MIT in the late 1980s and to have spent even more time in the company of his students, such as Amy Bruckman, Idit Harel Caperton, Edith Ackerman, Ricki Goldman, Mitchell Resnick, David Cavallo, and others. His ideas about redesigning educational practices to reflect the value of the Samba Schools was very much in the air at the time and I recall this passage being discussed several times at the meetings of the Narrative Intelligence Reading Group, an incredible bunch of graduate students, faculty members, and folks from the Cambridge community, who met regularly to discuss the intersection between new media and theory. In retrospect, I've begun to wonder how much the concept of the Samba School informed my own ideas about "participatory culture," without me being fully conscious of it at the time. It is only in recent years that I have started to draw connections between the two, but we are always shaped by things in our immediate environment in ways we can not fully articulate at the time. So, choose your contexts wisely.

    This past summer, during a trip to Rio, my wife and I were finally able to visit a Samba School, and I came away from the experience with a deeper appreciation of the many different mechanisms through which the community's participation is solicited and maintained over the course of one of those weekend afternoons Papert is describing. And I have found myself reflecting upon this experience many times since my return. Here, I mostly want to share some of the beautiful photographs my wife, Cynthia Jenkins, took, but also to share a few of these still relatively unprocessed impressions. Thanks to my good friend, Mauricio Mota, for organizing our outing at the Samba School. I am still learning about this culture, so please excuse anything I get wrong in this discussion. I would love to have some of my Brazillian readers add their own background and context to what I am sharing here.

    The Samba Schools are embedded within particular communities -- most often in the Favelas, which is where the poorest of the poor live in Rio. Upon entering these communities, as an outsider, one is impressed both by the density of the population and by the vibrancy of community life. Everywhere you look, people are gathered together, engaged in conversations, and around the edges, you can see a range of expressive activities.


    Samba1.jpg


    For me, the creativity fostered by the Samba Schools is also visible in the grafitti and street art which adorns walls all over the city. And the playfulness can be seen in the boys and girls who are trying to conduct kite battles just outside the city center.

    The Samba Schools are part of a larger folk logic which survives in Brazil as a living aspect of the culture (even as so much of the folk practices have been crushed in the United States over the past hundred plus years of mass media). We don't need to romanticize these creative impulses, but we also should not deny their existence.


    Entering the Samba School has historically been a risky proposition for the middle class and the outsider, as is suggested by the incredibly narrow windows through which transactions occur around the purchase of admission.


    Samba2.jpg

    But once inside the hall, things are incredibly open and designed to insure sociability through every means possible. The space and practices are designed to encourage participation and to embrace many different kinds of participation. So, the first thing you do upon entering -- or at least the first thing we do upon entering -- is to grab a big heaping plate of food.

    Samba3.jpg

    As someone born and raised in the south, not so many generations removed from dirt farmers, I recognize the core ingredients here -- there's not much on my plate which I would not have seen at a BBQ place in the deep south or at a family reunion or church picnic. The preparation differs, of course, but the core building blocks are the same. And eating the food gives us time to sit and watch, to get our bearings and to develop a mental map of the space.

    Samba4.jpg


    The design of the space creates a great deal of fluidity between watching and dancing.


    Samba9.jpg

    There are many different vantage points for observing what's taking place, but there are no fixed walls separating performance space for spaces where spectators are gathered.

    Samba8.jpg


    And the longer you are there, the more you find yourself edging closer and closer to where the action is. There is no decisive moment when participants step from watching to dancing. The music pulls at you -- you start to sway your hips or nod along without even fully realizing it.

    Mothers and fathers are taking their children with them and they bounce to the music, even before they really know what's taking place.


    Samba5.jpg


    There are certainly stars to be seen here: my host points out some of the well known figures in the Samba world who are strutting their stuff and others are gathering around to watch them, but there is nothing stopping anyone from stepping into the same ring on the flat floor and dancing alongside them.


    Samba6.jpg

    There is a raised area where the bands perform and there are local personalities who moderate the festivities, giving out periodic encouragements for people to join the dance. The announcers, though, are only one of a number of different practices designed to actively invite our participation.


    Samba7.jpg

    These young men and women function like cupids: they bring love messages from one participant to another, often encouraging them to kiss and dance together, and thus breaking down some of the isolation that might remain in a large public space. You may note that they wear straw hats and have freckles, both intended to indicate they are playing the role of "country bumpkins," a shared figure of bemusement for these urban poor, many of whom only recently left the countryside themselves.

    Periodically, a group dressed in police uniforms step march through the hall, blowing whistles, and rounding up captives. They are seeking out people who do not seem to be participating and they take them away for short lectures on the traditions of the community.


    Samba10.jpg

    As someone who lives in fear of confrontations with people in uniforms, I ask my host what I can do to signal my participation, and it turns out that participation is a flexible category and that wearing the festive shirt which was handed me along with my ticket will be enough to signal that I have become part of the community, rather than a mere spectator.

    Samba11.jpg

    The "participation police," as I have come to describe them, are one of the most provocative aspects of the experience for me. They speak to the challenges which any participatory culture faces around nonparticipation. I have come to appreciate the concept of legitimate peripheral participation -- the idea that witnessing and learning are themselves forms of participation, or at least, meaningful part of the process of preparing to participate. We should be concerned if some groups are structurally prohibited from participating; we should pay attention to the educational needs of those who are not yet ready to participate; we should build in active mechanisms which repeatedly encourage and solicit participation, as I observed in the Samba Schools, but we should not force participation before any given community member is ready to join the festivities.

    So, it is striking that the Samba Schools have a range of different mechanisms for encouraging participation, some more forceful than others, but that it also recognizes and values that sometimes wearing a t-shirt or some other marker of affiliation may be as far as any one person is ready to go in their process of absorbing the norms and values of the community and crossing the invisible threshold into full participation. As we follow Papert's lead, and think about what it would mean to design educational institutions and practices which mirror those of participatory culture, we need to be attentive to the varied and multiple ways that spaces like the Samba School enable meaningful participation for all of their community members.

    OurSpace: Being a Responsible Citizen of the Digital World (Part Two)

    Last time, I shared part of my contributions to the afterword for OurSpace: Being a Responsible Citizen of the Digital World, a casebook designed to encourage students, teachers, parents, and administrators to reflect on the ethical choices they confront as participants in the new media landscape. Our Space was co-developed by Project New Media Literacies (established at MIT and now housed at University of Southern California Annenberg School for Communications and Journalism) and The GoodPlay Project (Harvard Graduate School of Education). You can find the full casebook here, among other places.

    Today, I am going to share an example of the kinds of activities we developed for the casebook, activities we intend to be appropriated, remixed, and redeployed by educators working in a variety of different contexts. Key to our process is the idea that we need to establish a safe space for these kinds of conversations to take place, one which respects the rights of all participants. We are trying to encourage a climate of healthy skepticism, one which asks hard questions, but is always open to new discoveries. The following exercise is one we've used successfully in the afterschool program on digital citizenship which my team ran at the Robert K. Kennedy Schools in Los Angeles.


    Here's part of what we provide to these educators.

    Our Space, Our Guidelines
    Erin Reilly, Project NML
    Facilitator's Guide

    Lesson Overview (Grades 6-12)

    Everywhere we go--whether hanging out at the park, being a lab partner in a science class, or meeting new friends through playing the latest MMORPG (Massively Multi-Player Online Role-Playing Game) --we negotiate the implicit and sometimes explicit norms of social communities. These spaces typically don't have signposts or labels that state every guideline that we must abide in order to be part of the group--but somehow most people learn what's inappropriate to do and what to do to fit in. Through observation, talking to others in the group, and actively engaging in the group discussion or activity presented, you can learn about the expectations for appropriate conduct, and what it means to be a responsible player or citizen of the community.

    Talking about often sensitive issues such as identity, privacy, trust, ownership and
    authorship, and group norms can be difficult; it may take considerable work to establish and maintain a culture that enables all learners to feel safe and comfortable enough to discuss these issues. It is important to discuss the reality that, in many online and offline spaces, different participants may have motives and goals for participating that are at odds with one another. In these cases, norms and expectations may not be clear-cut. Conduct that feels comfortable and appropriate to one person may not feel so to others. This set of activities is designed to help teachers/facilitators and students create a safe space-- and a shared set of norms and guidelines--for participating in discussions about the issues raised in this casebook.

    It's important to realize that norms and guidelines work together.


    • Norms are defined through implicit understandings, representing shared assumptions about desirable and appropriate ways of interacting. Norms help to guide, control, or regulate proper and acceptable behavior within any given community.

    • Guidelines are explicitly defined as an indication or outline of policy or conduct. Those policies may be expressed top-down, as in many of the rules that teachers and students have to follow in the school context, or emerge bottom-up, as in the kinds of guidelines we hope will emerge through this activity.
    The implicit norms of various online communities are highly flexible, reflecting the still-emerging nature of many of these contexts and practices. Yet the lack of clarity and agreement about appropriate conduct can sometimes lead to misunderstandings and misconduct. Some people defend what would be seen as antisocial actions in other contexts by appealing to the lack of rules governing interaction online. For our purposes, as we negotiate between the online world and the classroom, it is important to establish some guidelines that all participants have agreed upon--guidelines that will allow us to talk about controversial and complex issues while respecting the privacy and dignity of all participants. We need to be able to appeal to these shared principles in order to arbitrate conflicts or, ideally, to prevent antisocial conduct.

    Ethical thinking skills highlighted in this lesson:

    • Perspective-taking--striving to understand the motives and goals of multiple stakeholders in online communities
    • Reflecting on one's roles and responsibilities within a community
    • Considering community-level consequences (benefits and harms) of different courses of action

    New media literacies highlighted in this lesson:


    • Negotiation--the ability to travel across diverse communities, discerning and respectingmultiple perspectives, and grasping and following alternative norms

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

    • Play--the capacity to experiment with one's surroundings as a form of problem-solving

    Learning Objectives
    After this lesson, students should be able to:


    • Identify the norms and guidelines for responsible participation that exist in various communities, both offline and online

    • Name distinct features of online communities that may affect the norms and guidelines needed for responsible participation

    • Recognize the importance of creating norms and guidelines to facilitate responsible participation in online communities

    Materials Used


    • Anonymous suggestion box (to keep in the classroom permanently)

    • Video: 1969 television series DVD, Room 222 Season OneOn Disc 2, Episode: The Exchange Teacher (airdate: 12/17/1969)

    Handouts:


    • Recommended Guidelines

    • WoW Guidelines

    • Case Study: Ning--Community of Readers

    Lesson Introduction
    Introduce the lesson by considering norms that have been developed for different contexts. Use one of the following activities or a combination of both.

    Watch Video and Discuss

    The goal of this video clip is to understand that people often enter situations with already established norms. And in doing so, it takes focused effort and group collaboration to break the pre-structured guidelines established and develop a new set of norms and guidelines more appropriate for the participating group.

    Begin this lesson by watching chapter two (roughly five minutes) of 1969 television series DVD, Room 222, Disc 2, Episode: The Exchange Teacher (air date: 12/17/1969). This video introduces an exchange teacher from England visiting an American school. Of interest in the video are the reactions of other teachers to the exchange teacher's "eccentric" behavior in her interactions with students, in which she casts aside the established guidelines in the school and articulates her own expectations for students.

    Questions to discuss with your students after the video could include:


    • In the video clip, what were the differences between norms and guidelines?

    • Why does a class need guidelines? Or does a class need guidelines?

    • What were the norms of the school before the exchange teacher arrived?

    • How did the exchange teacher change the norms for her classroom?

    • Think of your current situation/location--what might happen if the current guidelines were removed? What are some of the social norms of this space? How might you change them?

    Choose an Offline Community and an Online Community and Brainstorm the norms associated with each group. Put the two lists on the board for you and your students to discuss and compare.

    Sample Offline Communities:
    • Park • Mall • Football game. Church. Classroom

    Sample Online Communities:
    •Multiplayer online games like Runescape or World of Warcraft • Social networks, like Facebook or MySpace • Fan communities, like FictionAlley.org

    Questions to prompt your students could include:


    • What kinds of things help you feel like you are in a safe space?

    • What are the different ways of participating in online communities compared to offline communities?

    • Not everybody participates in the same ways in online communities. What are some different ways to participate? These can be positive or negative (think active nonparticipation, such as: How does a casual observer participate?).

    Share with students Will Wright's pyramid of participation when posing this question. Will Wright is a game designer who helped to develop such popular titles as The Sims, SimCity, and Spore. His games rely heavily on the participation of their players. This pyramid illustrates a number of key principles about participatory culture:

    1. Participants make different kinds of contributions, with the most labor-intensive activities performed by a much smaller subset of the community than those activities that require more casual commitments;

    2. The contributions of participants build upon one another. People who download content, for example, are depending on those who produce or distribute that content, and those who produce the content are hoping to have a receptive audience for the things they make--and are relying on toolmakers to give them the affordances they need to be able to make the content they want. Wright's pyramid thus allows us to talk about what each member contributes and what each member draws from a participatory culture.

    When we think about "ethical participation," we often talk about the "public good"--ways to participate that benefit the community as a whole. What are some types of participation that fit the public-good model of participation? For example: How does tagging a media clip relate to participation? NOTE: Consider sharing with students NML's Learning Library challenge "An Introduction to Tagging"

    In speaking of ethical issues in this casebook, we refer particularly to the responsibilities and obligations that accompany specific roles in society--for example, the roles of worker, citizen, and participant in a real or virtual community. Going beyond neighborhood morality, which involves the ways in which persons deal with those in their immediate vicinity, an ethical stance entails the capacity to think abstractly; and going beyond the assertion of rights, an ethical stance foregrounds those responsibilities that one should assume, even when--indeed, especially when--they go against one's own self interest.

    Are there ways to participate in this community that support others' participation? What types of participation hinder this goal?

    How would the exchange teacher in "Room 222" fair in the different spaces you've brainstormed?

    Now compare the different spaces you've listed:


    • Can you act the same way in each space? What would happen if you did?

    • How do you account for the differences in expectations of participation in these two communities?

    Activity #1: Analysis of Guidelines

    Introduction: The goal of this activity is to begin considering guidelines for your class by assessing existing guidelines for participation created by other groups. Students will consider examples from both offline and online communities, exploring similarities and differences, and discuss the extent to which guidelines should differ in online versus offline environments.

    Assessing guidelines created and used by other groups is a good start, but every social group is different and therefore it is best to establish your own set of guidelines that work for your group's values and goals.

    For further reasoning on this, read the attached Case Study: Ning--Community of Readers with your students. Ning is an innovative and easy-to-use technology platform for people to join and create new social networks for their interests and passions and meet new people around the things they care about most in their life. Ning--Community of Readers is a Ning social network established by Project New Media Literacies to pilot test the Teachers' Strategy Guide: Reading in a Participatory Culture.

    Share the attached guidelines and analyze the similarities and differences between the guidelines used by an after-school program and guidelines created for an online community.

    Questions to prompt your students could include:


    • Comparing the two sets of guidelines, are there things you don't like? And if so, how might you want your guidelines to be different?

    • Why can't offline guidelines be used for online spaces?

    • What differences do you see between the offline guidelines and the online guidelines? What sorts of things appear in the online guidelines that aren't a part of offline guidelines?

    • Are there characteristics of online spaces that require developing new norms and guidelines? What sorts of things happen in online communities that require creating new guidelines and norms?

    • Besides the two sets of guidelines provided, can you think of other guidelines (whether offline or online) that might be good to add to this list?


    Activity #2: Ombudsman, Take it Away!
    Introduction: The goal of this activity is to choose one of your students to be an ombudsman and, using the new media literacy, collective intelligence, to establish a set of norms and guidelines for your group's learning environment.

    By choosing an ombudsman--someone who will act as mediator, help to resolve any conflicts and ensure that all voices in the group are heard--your group will develop its own set of guidelines for creating a safe learning environment for discussing sensitive issues raised by participation in online learning and play spaces . We each have different backgrounds, experiences and expertises to bring to the conversation. We each deserve to be heard. And we need a set of guidelines, which ensures that everyone will be able to say what's on their mind and not feel at risk from other students' responses.

    This space does not have to have the "look and feel" of our normal class. It's a space for us to come together equally in order to discuss issues that are still being worked out by society and to try out some activities. We are going to use the new media literacy, collective intelligence, to pool our knowledge and choose and create new rituals and guidelines for how we will act when we are doing activities on ethics.

    Instructions:


    • Choose one of your students to be the first ombudsman--this person will facilitate today's class and ensure that everyone's voice is heard.

    • Have the students collaboratively work to jot down norms that they would want in establishing this safe space.

    • To ensure that everyone has a voice, encourage students to write their ideas on paper anonymously and put them into a suggestion box. There is no limit on how many suggestions you can put into the box.

    • After all suggestions are in, have the ombudsman make a list of norms by reading through all suggestions in the box. By designating a student as the ombudsman, the teacher/facilitator becomes a participant in the activity and helps to set in motion a new set of norms for how the teacher/facilitator and students will interact during the ethics exercises.

    • Have the ombudsman moderate a discussion on defining a list of guidelines to support establishing the norms requested by the group.

    • Through a voting session, have the ombudsman narrow down the list of guidelines to no fewer than three and no more than five. Conduct the voting with a show of hands. Students can raise their hands five times. The ombudsman needs to add up the total on each vote and determine which on the list rise to the top as the most important.

    • The ombudsman should write the final list on the board to get initial reactions/feedback from the group.

    NOTE: In the dynamic we hope to see played out in these lessons, the expertise of both teachers/facilitators and students are "co-configured," meaning you and your students have different expertise to share when reflecting on digital media practices. We hope you work to hear one another's voices and opinions without bias. Encourage your group to return to this opening activity anytime they feel that new classroom norms have developed or that old norms have changed so that your classroom's list of Guidelines can be updated accordingly.

    Concluding Takeaways
    This lesson is designed to introduce ways of thinking about the need for establishing norms and guidelines that will facilitate a safe space where everyone feels comfortable discussing the sensitive issues that arise when adding digital realms to the everyday world. Because the focus of this casebook is digital media and ethics, it is possible that students will have had experiences that teachers have not themselves encountered. Allowing facilitation by students designated as ombudsman provides a space in which teachers and students bring their different perspectives and expertise to the table. The guidelines help to establish norms that support all players in the classroom to dynamically learn from one another.

    Assessment
    Through participation in class activities and discussions and/or answers to optional assessment questions, students should demonstrate they can:


    • Identify the norms and guidelines for responsible participation that exist in various communities, both offline and online

    • Name distinct features of online communities that may affect the norms and guidelines needed for responsible participation

    • Recognize the importance of creating norms and guidelines to facilitate responsible participation in online communities

    Assessment Questions (Optional)

    • Think of a group--either online or offline--you belong to (or used to belong to) that is either particularly good or particularly bad at encouraging responsible participation. Explain the norms and guidelines of the group (if they exist) and how they affect the way people participate in the group.
    • Think of an online community/context in which you participate. What are the norms and guidelines for participation? How are they similar to and different from the offline communities/contexts in which you participate?
    PARTICIPATION: OUR SPACE, OUR GUIDELINES Recommended Guidelines
    • Respect--Give undivided attention to the person who has the floor (permission to speak).
    • Confidentiality--What we share in this group will remain in this group.
    • Openness--We will be as open and honest as possible without disclosing others' (families', neighbors', or friends') personal or private issues. It is okay to discuss situations, but we won't use names or other identifiers. For example, we won't say, "My older brother ..." Instead, we will say, "I know someone who ..."
    • Right to pass--It is always okay to pass (meaning "I'd rather not" or "I don't want to answer").
    • Nonjudgmental approach--We can disagree with another person's point of view withoutputting that person down.
    • Taking care to claim our opinions--We will speak our opinions using the first person and avoid using "you." For example, " I think that kindness is important." Not, " You are just mean."
    • Sensitivity to diversity--We will remember that people in the group may differ in cultural background, sexual orientation, and/or gender identity or gender expression, and will be careful about making insensitive or careless remarks.
    • Anonymity--It is okay to ask any question by using the suggestion box. Acceptance--It is okay to feel uncomfortable; adults feel uncomfortable, too, when they talk about sensitive and personal topics, such as sexuality.
    • Have a good time--It is okay to have a good time. Creating a safe space is about coming together as a community, being mutually supportive, and enjoying each other's qualities.
    Adapted from Guide to Implementing TAP: A Peer Education Program to Prevent HIV and STI (2nd edition), © 2002, Advocates for Youth, Washington, DC.

    World of Warcraft (WoW) Guidelines
    This is an excerpt taken from the WoW Guidelines to illustrate guidelines for an online community. For the full set of guidelines.

    Welcome to the World of Warcraft discussion forums! These forums are here to provide you with a friendly environment where you can discuss ideas, give game play advice, role-play, and converse about any other aspects of World of Warcraft with other players. Community forums are at their best when participants treat their fellow posters with respect and courtesy. Therefore, we ask that you conduct yourself in a civilized manner when participating in these forums.

    The guidelines listed below explain what behavior is expected of you and what behavior you can expect from other community members. Note that the following guidelines are not exhaustive, and may not address all manner of offensive behavior. Your access to these forums is a "privilege," and not a "right."

    Racial/Ethnic
    This category includes both clear and masked language and/or links to websites containing such language or images that


    • Promote racial/ethnic hatred

    • Are recognized as a racial/ethnic slur

    • Allude to a symbol of racial/ethnic hatred

    If a player is found to have participated in such actions, he/she will:


    • Be temporarily banned from the World of Warcraft forums

    • Be given a final warning; any further Code of Conduct violations may result in permanent ban from the forums

    Real-Life Threats
    This category includes both clear and masked language and/or links to websites containing such language or images that:


    • Refer to violence in any capacity that is not directly related to the game world

    If a player is found to have participated in such actions, he/she will:


    • Be temporarily banned from the World of Warcraft forums

    • Be given a final warning; any further Code of Conduct violations may result in a permanent ban from the forums

    Distribution of Real-Life Personal Information
    This category includes:


    • Releasing any real-life information about other players or Blizzard Entertainment employees
    If a player is found to have participated in such actions, he/she will:
    • Be permanently banned from the World of Warcraft forums

    Posting Cheats, Hacks, Trojan Horses, or Malicious Programs
    This category includes:


    • Posting links to cheats, hacks, or malicious viruses / programs

    If a player is found to have participated in such actions, he/she will:


    • Be permanently banned from the World of Warcraft forums

    Inappropriate language
    This category includes both clear and masked language and/or links to websites containing such language or images that:


    • Are a mildly inappropriate reference to human anatomy or bodily functions

    • Are otherwise considered objectionable

    • Bypass the Mature Language filter

    If a player is found to have participated in such actions, he/she will:


    • be given a temporary ban from the World of Warcraft forums, depending upon severity



    Harassing or Defamatory
    This category includes both clear and masked language and/or links to websites containing such language or images that:

    • Insultingly refer to other characters, players, Blizzard employees, or groups of people

    • Result in ongoing harassment to other characters, players, Blizzard employees, or groups of people

    If a player is found to have participated in such actions, he/she will:


    • Be given a temporary ban from the World of Warcraft forums, depending upon severity

    Harassment takes many forms, and is not necessarily limited to the type of language used, but the intent. Repeatedly targeting a specific player with harassment can lead to more severe action. The idea behind this is to prevent any one player from consistently being uncomfortable in the World of Warcraft forums.

    Major Religions or Religious Figures

    This category includes both clear and masked language and/or links to websites containing such language or images that:


    • Negatively portray major religions or religious figures
    If a player is found to have participated in such actions, he/she will:
    • Be given a temporary ban from the World of Warcraft forums, depending upon severity

    Spamming and Trolling
    This category includes:


    • Excessively communicating the same phrase, similar phrases, or pure gibberish Creating threads for the sole purpose of causing unrest on the forums

    • Causing disturbances in forum threads, such as picking fights, making off-topic posts that ruin the thread, insulting other posters

    • Making non-constructive posts

    • Abusing the Reported Post feature by sending false alarms or nonsensical messages

    If a player is found to have been spamming or trolling, he/she will:


    • Be given a temporary or permanent ban from the World of Warcraft forums, depending upon severity

    The bottom line is that we want World of Warcraft to be a fun and safe environment for all players. World of Warcraft is a Massively Multiplayer Online Role-Playing Game, and the key words are "Massively Multiplayer." In playing this game and posting on its forums, you will encounter thousands of other players who share different experiences and come from vastly different backgrounds. While certain language and images may not be offensive to you, consider the fact that that same language and images may have a completely different effect on someone else. We've done everything we can to make this

    Ning Community of Readers: Example Case
    A conversation with Aurora High School teacher, Rebecca Rupert, discussing her and her students' process for developing community guidelines.

    Rebecca Rupert writes:

    We started with the following guidelines that were written by teacher Ann Smith from Arapahoe, Colorado.

    In your discussion, be sure:

    1. Your posts (or comments) are well written. This includes not only good content, but--because these are school-related--also follows writing conventions including spelling, grammar, and punctuation.

    2. Your posts (or comments) are responsive. They respond to other people's ideas--whether it is a post by a teacher, a comment by a student, or an idea elsewhere on the Internet. The power of online communication tools is in their connectedness--they are connected to a larger community of ideas. Participate in that community.

    3. Your posts (or comments) include textual references to support your opinions. Adding quotes or links to other works strengthens your response.

    4. You participate frequently. To be part of the dialogue, you have to participate fully and consistently.

    5. You are respectful of others. It's okay to disagree; it's not okay to be disagreeable. Be respectful of others and their opinions, and be civil when you disagree.

    She used the guidelines for students as they participated in a Socratic seminar blogging session. She notes, "I first used the guidelines for an online chat with my students, and it became immediately clear that students were not following any of them (it was a disaster), so we spent time looking closely at each guideline, re-writing them, and adding them to the list. We came up with our own set of guidelines, and they were posted in the room for a time. As I remember, my students' guidelines were very similar, just written in different language.

    OurSpace: Being a Responsible Citizen of the Digital World (Part One)


    Our Space: Being a Responsible Citizen of the Digital World is a set of curricular materials designed to encourage high school students to reflect on the ethical dimensions of their participation in new media environments. Through role-playing activities and reflective exercises, students are asked to consider the ethical responsibilities of other people, and whether and how they behave ethically themselves online. These issues are raised in relation to five core themes that are highly relevant online: identity, privacy, authorship and ownership, credibility, and participation. The casebook is available for free online and you can access it here, on the Project New Media Literacies team website, among other places.

    Our Space was co-developed by Project New Media Literacies (established at MIT and now housed at University of Southern California Annenberg School for Communications and Journalism) and The GoodPlay Project (Harvard Graduate School of Education). The Our Space collaboration grew out of a shared interest in fostering ethical thinking, and conduct, among young people when they exercise their new media skills. We recently released the finished product to the world, after many years of hashing through these complex issues together, and we are eager to get response from other educators who are interested in applying some of these activities in their own contexts. Today, I am going to share my own reflections about the project, which are part of a joint afterword which I wrote in conversation with Howard Gardner, the leader of the GoodPlay project. You can read that full exchange here. Next time, I will share one of our initial activities --- "Our Space, Our Guidelines" -- which is intended to help teachers develop a safe space through which students can engage in conversations about ethical issues.

    Excerpt from How We Got Here:

    Peter, a typical American teenager, lives in a major metropolitan area in North America. The product of a broken home, he currently is under the supervision of his aunt and uncle. Peter considers himself to be a master of the Web, able to move rapidly from site to site and applying his emerging skills to promote social justice. Peter has engaged with typical identity play, adopting a flamboyant alter ego, an avatar that allows him to do and say things he would be hesitant to do otherwise. Peter belongs to a social network with kids from a nearby private academy who share his perception of being different from others around them. Peter uses Flickr to publish his photographs, some of which have been published professionally by the local newspaper under a Creative Commons attribution; the editor has been so impressed by Peter's work that he now lets him work freelance. Peter often interacts with adults who share his geeky interests online. Peter uses his computer to monitor suspicious activities in his community and is able to use a range of mobile technologies to respond anytime, anywhere to issues that concern him. He uses Twitter to maintain constant contact with his girlfriend, Mary Jane, who often has to stay after school to rehearse for drama productions.

    Peter and his other friends are part of a generation that has embraced the expanded capacities of new media to more actively participate in their society. Peter doesn't like to consider himself a hero, but he has made a difference in the lives of the people around him. Indeed, Peter's Uncle Ben has told him that he enjoys the kind of power and knowledge that previous generations could only imagine but warns him that "with great power comes great responsibility." Peter knows less than he thinks he does, but more than the adults around him realize. While he makes mistakes, some of them costly, he is generally ready to confront the responsibilities thrust upon him by his circumstances.

    Alert readers will have already recognized that Peter Parker is the protagonist of Marvel comics long- standing Spider-Man franchise. I've treated his story as if it were a case study from our research to make a point. Most of us already accept the idea--at least through fiction--that young people might be able to assume greater responsibilities than previous generations, that they might learn ways to use their emerging "powers" responsibly and ethically, and that the value of doing so may outweigh the risks or challenges. Within the pages of a comic book, things, such as identity play, which sometimes worry adults, are much more normative, much as they are for the young people who have grown up defining their identities in relation to the online world. And there, we come to accept the value of young people "geeking out," rehearsing and deploying their skills within communities defined more through their shared interests than through fixed relations between adults and youth, and we come to recognize that young people may take on their own "missions" that motivate their learning and shape their understanding of their place in society.

    The Spider-Man comics even allow us to see Peter and his friends at Xavier Academy (The X-Men) make and learn from mistakes, often as part of a supportive social network which is there to pick up the pieces and offer valuable advice on the next steps in their personal journey. And it's a good thing that the Avengers, the predominantly adult organization of superheroes to which Spider-Man belongs, are not age-conscious, since one longtime member, Thor, is a five-hundred-plus-year-old immortal god and compared to him, all of us are "immature." Many of us grew up reading such stories, though we often forget them when we are confronting the messy business of helping adolescents acquire and master adult responsibilities.

    For me, this project started with the recognition that there was a whole generation of youth who, like Peter, are deploying new media technologies and the processes associated with them to develop a clearer understanding of themselves and their place in the world. Many of these youth are becoming media makers, expressing their emerging understanding of the world through fan fiction, game mods, mp3 downloads, websites, YouTube videos, social-network profiles, Flickr photographs, and a wealth of other grassroots production practices. As they do so, some, though not all of them, are stepping into the support systems around what we call participatory culture. They are using these technologies to construct their identities, to make sense of their social networks, and to gain respect from adults who share their goals and backgrounds. Some of them are joining online communities that, at their best, meet their needs, but in other cases, fail them. Despite a tendency to talk of "digital natives," these young people are not born understanding how to navigate cyberspace and they don't always know the right thing to do as they confront situations that were not part of the childhood worlds of their parents or educators. Yes, they have acquired great power, yet they--and the adults around them--don't know how to exercise responsibility in this unfamiliar environment.

    Those of us on the Project New Media Literacies (NML) team felt that it was too easy to talk about "media effects," as if these young people were simply victims of these new technologies, or to identify risks without recognizing the many potential benefits of teens' online lives. As a society, we have spent too much time focused on what media are doing to young people and not enough time asking what young people are doing with media. We need to embrace an approach based on media ethics, one that empowers young people to take greater responsibility for their own actions and holds them accountable for the choices they make as media producers or as members of online communities....

    The pronouns surrounding these digital practices suggest an uncertainty about the balance between individual and collective experience in the online world. Consider, for example, the "you" in YouTube. In English, "you" can be both singular and multiple, blurring distinctions that are carved into other languages. So when we talk about YouTube, do we see it as a space of personal or individualized expression, or do we see it as a space for shared, networked communications? What about the "my" in Myspace, given the fact that our personal sites are simply portals into a much more fully integrated social network that links us, directly or indirectly, to every other user of the site? We've chosen to call this guide "Our Space" to emphasize the social dimensions of participatory culture: "Our" suggests a shared ownership and responsibility over what happens in the online world. Ideally, transforming the pronoun here encourages us to recognize that our individual choices have social consequences, that what we do online may impact others, and as such, online sites should be sites of ethical reflection....

    Our conversations with the GoodPlay Project have been generative for all involved, bringing a much broader array of experiences and expertise to the table than either team could have mustered on its own. Howard and I came to this project with different disciplinary backgrounds, different intellectual commitments, and different experiences with digital media and popular culture. These differences were reflected as well in the graduate students and researchers who worked on our respective teams. We have not always agreed and, indeed, we've sometimes had heated disagreements. Bringing these teams together has meant that in any given conversation, there was a healthy skepticism displayed towards all claims, allowing for a finished product that reflects both the risks and the benefits of the online world, explores both the decisions of individual agents and their larger socio-cultural context, balances traditional and emerging pedagogical practices, and can be deployed in a school that has one laptop per child and one that has no laptops at all. We hope that educators will not simply embrace those materials that match their preconceptions but rather will integrate the disagreements and debates around new media into their pedagogy. None of us know where all of this is going, so it is far too soon to adopt fixed positions.

    Not every activity proposed here will work in every educational context. We are trusting educators to make their own decisions about which activities to deploy and how to adapt them or adjust them to local particulars. But we hope that educators will seek the same balanced perspective that has emerged through our multi-year conversations together--not giving themselves over to fear of the new media landscape, but always taking a skeptical, though not cynical, perspective....


    While the activities we've developed often expose students and their teachers to new tools and technologies, our real emphasis is on helping all involved to explore some of the emerging cultural practices that have grown up around new media platforms. Even those students who have rich and remarkable online lives may be too narrow in their exploration of the online world, while we imagine that future generations will need to acquire skills in navigating and negotiating across multiple communities, each with its own norms, practices, and traditions, and each posing its own standards and expectations. At the same time, because our emphasis is on skills and competencies, rather than on technologies, we have sought low-tech activities that might help those who have limited digital access to acquire habits of mind that will enable a fuller transition into cyberspace when and if the opportunity presents itself. Many of the skills we identify are not new; many have long been part of the educational process; but they have acquired new importance and new meaning in response to shifts in our information infrastructure.

    These emerging skills are unevenly distributed across the culture, making it difficult to create a "one- size-fits-all" intervention that will serve the needs of these diverse constituencies. NML, thus, has developed a more modular approach: one that provides scaffolding for new teachers and inexperienced students but also serves the needs of more experienced participants. We see educators as important partners who are themselves appropriating and remixing our content on the ground and often on the fly. We want teachers to apply their own knowledge and experience to flesh out our activities. As we've seen our materials brought into school and after-school programs, they are deployed most effectively when teachers trust young people to make meaningful choices and value their own insights. Wherever possible, we want our activities to be open-ended and flexible. And wherever possible, we want students and teachers to go to the actual sites where cultural change is occurring rather than simulating these practices in the classroom.

    In my book Convergence Culture: Where Old and New Media Collide (Jenkins, 2006), I warn about some of the challenges of bringing participatory culture into formal education:

    "It is not clear that the successes of affinity spaces can be duplicated by simply incorporating similar activities into the classroom. Schools impose a fixed leadership hierarchy (including very different roles for adults and teens).... Schools have less flexibility to support writers at different stages of their development. Even the most progressive schools set limits on what students can write compared to the freedom they enjoy on their own."

    And indeed, NML's field testing of our materials has shown just how realistic many of these concerns are. The fixed power relations between students and teachers sometimes ensures the imparting of knowledge across the generations, but may also constrain youth from seeking meaningful advice about ethical dilemmas they encounter from adults around them. By comparison, young people and adults who share the same interests are meeting online, often collaborating on projects together, in ways that respect and value what each participant has to contribute. Teachers in the classroom struggle with how to preserve their own expertise without recognizing that young people also may know things that need to be brought to the table. Popular culture often embraces values at odds with those of the schoolhouse, and students and teachers need to negotiate a set of guidelines about appropriate or inappropriate use of those materials in the classroom.

    In the digital age, classrooms are no longer isolated environments, cut off from the surrounding society, but rather nodes in a complex learning network. Our materials exploit the porousness of this new learning ecology, expanding the range of opportunities schools have historically offered their students, connecting learners to larger knowledge communities, and encouraging young people to voice their perspectives and share their creations with a larger public. As we prepare young people for a world that is more and more defined around collaboration and collective problem solving, we must help them acquire the social skills necessary to meaningfully contribute to a network of other learners. In a world where people who pool their knowledge and share their expertise can solve more complex problems than those working alone, we need to offer our students more difficult questions and give them an opportunity to confront them together.

    Too often, educators are adopting positions that close off the exploration of the new media, rather than encouraging young people to acquire the skills needed to meaningfully participate, and fostering an ethical perspective that allows them to deploy their resources responsibly and safely. The activities included in this casebook adopt a different perspective, suggesting ways that teachers and young people might engage with Facebook and MySpace, Wikipedia, YouTube, Second Life and World of Warcraft. Without such training, young people are being left to deal with these new environments on their own. Some of them are being left out or left at risk as a consequence. Some teachers are advocating "just say no" to Wikipedia, for example, rather than helping young people understand the processes and norms through which Wikipedians evaluate and assess the reliability of information they are providing. Some schools are shutting out YouTube rather than helping young people to reflect on their roles as the
    producers and distributors of media content. Some educational programs stress the rights of copyright holders but do not expose students to the fundamentals of fair use or to the emerging practices around Creative Commons licensing. And many adults worry about issues of personal privacy without understanding why young people might also place a value in sharing their personal experiences and insights within their extended social networks.

    All of these, and many other issues, have been debated back and forth by the two teams in the course of developing this casebook. We know that different teachers will take different perspectives on these cultural, ideological, and pedagogical concerns. We've tried to design these materials in such a way that they can be taken in many different directions and still convey some fundamental ethical concepts that will help young people chart a meaningful course for themselves as media producers and members of online communities.

    David Buckingham has suggested the value of approaching young people's use of technology in terms of their "beings" (respecting who and what they are now) rather than their "becomings" (seeing their present state as some stepping stone to their adult identities). While some of our activities confront the long-term consequences of their decisions, we also are trying to take seriously the activities that young people are already engaging with and the ethical issues they are already confronting in their day-to-day interactions with online communities.

    We also know that young people are not the only ones who will be learning as they work through these units: Many adults still know little about these emerging social communities and cultural practices; most are uncertain about what parts of our existing ethical toolkit still apply in these unfamiliar situations. We hope that educators will use these materials to test and strengthen their own conceptual frameworks, remaining open to new possibilities, even as they hold tight to long-standing values and standards. As educators, we are obligated to act through reason and not out of fear; that responsibility requires us to continually ask questions of ourselves and of our students. We are teaching them not to be too trustful of the information they read on Wikipedia; perhaps we also should learn not to trust sensational news stories that provoke moral panic about young people's digital lives.

    Like Spider-Man, you have been given both great power and great responsibility. What are you going to do with it?

    "The Revolution Will Be Hashtagged": The Visual Culture of the Occupy Movement

    Since September 17, the Occupy Wall Street movement has produced an overwhelming array of visuals, offering a significant lens on the movement itself, its ties to history, its divergent voices, perspectives and styles, as well as its multiple distribution channels from mainstream outlets to social media. Despite the criticism from experts who do not necessarily see much potential in Occupy's "brand," the visual aspects of the protest clearly have impact and traction. Although it would be impossible to fully assess this rich visual output, this blog post attempts to understand its emergent themes as well as the potential uses and value attached to visual commentary and protest.

    Throughout history, visual culture has played an important role in protest and social change. Although "high" art had long been used to venerate political figures as well as members of the upper classes, with the revolutionary tides of the 18th and 19th centuries in Europe and America, we see a shift and an increase in pictorial depictions of political resistance. These historical examples demonstrate the way visual culture has been fundamental to the politics of protest. They serve as witness and document. They can incite and instigate action.

    Thus begins a rich, compelling, and timely post over at the blog maintained by the USC Civic Paths Research Group. Dr. Alison Trope, Clinical Associate Professor, and Lana Swartz, PhD Student, both in USC Annenberg, have assembled an amazing archive of images drawn primarily from the Occupy rallies from around the country and across the globe.

    As this opening suggests, their primary emphasis is on visual media -- the signs, costumes, spectacles, which have been deployed to define the terms of the debate. Given the visual rich nature of their post, I can't cross-post it here, so I can only send you there to examine it more closely. But, believe me, it is worth hitting the link...

    The Civic Paths team has been studying alternative forms of activism, especially those which involve the intersection between popular culture, participatory culture, and youth, for more than two years. We are affiliated with a research hub focused on Youth and Participatory Politics funded by the MacArthur Foundation and led by Mills College's Joe Kahne. Our own involvement stems from my long-standing interest in fan activism, the theme of a special issue our group is editing for Transformative Works and Culture, which will come out early next year. But, our interest has grown far beyond this.

    Our current case studies include work on the young activists who are working to pass the Dream Act to give greater educational and citizenship rights to undocumented youth (Arely Zimmerman), research on youth involvement in Libertarian politics (Liana Thompson), research on Nerdfighters, the Harry Potter Alliance, and Imagine Better (Neta Kligler-Vilenchik), and research into Muslim-American politics post-911 (Sangita Shreshtova). Along the way, though, we have also been looking closely at a broader range of case studies -- from Racebenders to labor organizing in Madison, Wisconsin. This site looks at some of our preliminary examples, which helped pave the way for our current research. Altogether, we have nearly 20 PhD and Masters students contributing to this research, many of whom have posted some preliminary insights through the Civic Paths blog, so if you come to visit the Occupy archive, stay around and check out some of their other contributions.

    I was lucky enough to have been able to pay a visit to Washington Square, the home of Occupy Wall Street, a few weeks ago, when I was in New York for the Mobility Shifts conference. An army of people in Zombie costumes, many of them from Zombiecon, a horror fan convention, had arrived at the Park just a few minutes before I did, and they were mingling with folks dressed up like characters from Game of Thrones and carrying signs warning that "the Winter is Coming." Elderly tourists were stopping them and seeking to better understand why they were dressed the ways they were and how they were connected with the Occupy moment, resulting in a series of exchanges which would further spread awareness of the protest. And that's part of the point.

    Occupy is not so much a movement, at least not as we've traditionally defined political movements, as it is a provocation. If the mainstream media has difficulty identifying its goals, it may be because its central goal is to provoke discussion, to get people talking about things which our political leadership has refused to address for several decades now -- the profound shifts in economic wealth which have created conditions of gross inequality in opportunity, the role of what Sarah Palin has called "crony capitalism" (and which is really an indication of the role of capital in shaping our political process), and especially the degree to which economic policies under both Republican and Democratic presidents have been written with more regard for Wall Street than Main Street.

    The values that Occupy represents are shared by the vast majority of Americans, if recent surveys are any indication, yet they are rarely expressed by mainstream political leaders or the mass media. So, part of the point of these protests is to provide what Stephen Duncombe might call an "ethical spectacle" as a means of focusing attention. And the old women who are asking Zombies questions are part of that process, no doubt sharing what they saw with their friends back home, and thus providing yet another chance to talk about what's been going on here.

    The blurring between fan and activist that I observed demonstrates a different relationship between popular culture and politics than we saw in previous protest movements. The Popular Front in the 1930s sought to influence the development of popular culture, giving rise to Aaron Copeland, Norman Rockwell, Frank Capra, and many others, whose work shaped our current image bank of what democracy looks like. The protest movements of the 1960s sought to tap into the language of popular culture -- especially those of rock and comics -- to create an alternative culture, one which was implicitly and often explicitly critical of corporately-owned media and which sought to express the worldview of a younger generation. The protest movements of the early 1990s embraced a DIY aesthetic, giving rise to the Indie-Media movement, and helping to fuel talk of a digital revolution which might democratize access to the channels of communication.

    The Occupy movement, by contrast, has laid claim to the iconography of existing popular culture as a set of cultural resources through which to express their collective identities and frame their critiques. Thus, we see a much more playful style of activism, one which owes much to the traditions of fan culture, one which assumes that images and stories from superhero comics or cult television series are shared by many of the participants (and will be understood by a larger public which has not yet joined the protests). So, they are dressing up, designing signs which re-ascribe meanings to familiar characters, creating their own videos, and sending them out into the world, where they will be seen by many who are not going to go to Washington Square, Los Angeles City Hall, or any other site of occupation.

    This is protest media designed to spread through social networks -- one which has the homemade qualities of the DIY movements of the past (thus, as Trope and Swartz note, the cardboard signs), the high tech qualities of digital activism, and the playful engagement of fan activism, all rolled into one heady combination. These tactics are not without their contradictions -- Trope and Swartz note that the Guy Fawkes masks, inspired by Alan Moore's V for Vendetta and now symbols of the Anonymous movement, are based on IP owned by Warner Communications who profits for everyone sold in this country.

    But, it does seem to reflect the way we are conducting politics in the early 21st century. We saw some of these same images "test marketed" as it were during the pro-labor protests in Madison, as Jonathan Gray noted a while back, and we are seeing these tactics play out on an even bigger stage with Occupy.

    There are many other aspects of the Occupy movement we recognize from our ongoing research. More and more contemporary political movements are decentralized, claiming loose affiliations with each other, yet playing out on very local levels, often with significant differences between the various chapters. This approach has proven highly effective for the Dream Activists, for example, where the struggle shifted from Federal to State and Local levels when Congress failed to pass the national Dream Act. These activists have tapped into social networking tools in order to be able to quickly learn from each other, allowing images, messages, and tactics to evolve rapidly. If traditional immigrant rights groups tended to observe ethnic, racial, and national boundaries, these young people have formed coalitions across different immigrant populations, and something similar is going on with Occupy, where many different ideological interests are organizing around the shared frame which Occupy offers.

    These groups are refusing to create a simple unified message of the kind that are familiar from "disciplined," hierarchical, and established political movements. Rather, they seek to multiply the messages and to expand the range of different media framings so that they may speak to a broader range of different participants. No one piece of media reaches everyone; rather, media is produced quickly and cheaply and spread widely so that each piece of media produced may speak to a different set of followers.

    As Sasha Costanza-Chock, a recent transplant from USC to MIT's Comparative Media Studies Program, wrote in his thesis about the Los Angeles Immigrant Rights Movement:


    Effective transmedia organizers are shifting from speaking for movements to speaking with them. Transmedia mobilization thus marks a transition in the role of movement communicators from content creation to aggregation, curation, remix and circulation of rich media texts through networked movement formations. Those movement formations that embrace the decentralization of the movement voice can reap great rewards, while those that attempt to maintain top down control of movement communication practices risk losing credibility.

    Occupy, if anything, pushes tactics of transmedia mobilization even further. Refusing to anchor a singular meaning behind the movement keeps the conversations alive, allows for more people to join and help reshape the message, enables quick and tactical responses to outside challenges, and supports creative responses from all participants. As they chanted in the 1990s, this is what democracy looks like. Or as Trope and Swartz write, "The Revolution Will Be Hashtagged."

    In the case of the Harry Potter Alliance and the Nerdfighters, there has been a move away from single issue activism to create structures that can be quickly deployed in response to a broad range of concerns and participatory structures that allow local chapters or even individual members to identify and take action around their own issues.

    All of this can be confusing to media that keeps looking for the one cause, the one message, and the one spokesperson. Such efforts also compound some of the division within academic thought, since the message of Occupy seems to come from the realm of Critical Studies and Political Economy, where-as much of the tactics and imagery reflect the domains of Cultural Studies.

    All of this suggests that we need to rethink the ways we've discussed the relations between politics and culture in the past. That's a central goal of the Civic Paths research group and we invite others to join us in researching not simply the Occupy movement but the ways it illustrates the nature of political engagement in a networked culture. We'd welcome hearing about what other research groups are doing to document and analyze the Occupy protests in their local areas.


    "What Is Civic Media" Revisited: A Conversation with Harvard's John Palfrey

    Henry Jenkins: On September 20 2007, we officially launched the MIT Center for the Future of Civic Media, a joint venture of the Media Lab and the Comparative Media Studies Program.

    Our launching event include myself, Chris Csikzentmihalyi, Mitchell Resnick, Beth Noveck, and Ethan Zuckerman. At the time, Chris, Mitch and I were the co-directors of the Center. It was announced several months ago that Ethan Zuckerman would now be taking over the leadership of the lab starting this fall, and a review of the first four years of the Center's research by John Palfrey was made public. I was asked if I would be willing to participate in a conversation about the nature of Civic Media and the work of the Center with Palfrey, which will run on both my blog and the blog for the Center.

    As I thought about how to initiate this conversation, I went back to my original blog post about the Center, which asked the core question, "What Is Civic Media?" And this is a question which everyone who has been affiliated with this project continues to ask. My answer at the time was deceptively simple:

    Civic media, as I use the term, refers to any use of any medium which fosters or enhances civic engagement. I intend this definition to be as broad and inclusive as possible. Civic media includes but extends well beyond the concept of citizen journalism which is so much in fashion at the moment.

    I left the Center when I left MIT, though I've continued to do work on civic media through my new post at the University of Southern California.

    Here's how I defined the concept of Civic Media at the head of a syllabus of a class I taught last year on this topic:

    Civic Media: any use of any technology for the purposes of increasing civic engagement and public participation, enabling the exchange of meaningful information, fostering social connectivity, constructing critical perspectives, insuring transparency and accountability, or strengthening citizen agency.

    This much more elaborated definition reflects the conversations which took place through many meetings with the Lab's affiliated faculty, students, and researchers, especially through the exchanges I had with Ellen Hume, who was for a time the Research Director at the Lab, and Colleen Kamen, a CMS graduate student whom we asked to help think through our vision of civic media. It also has emerged through my classroom practice at MIT and now USC and more recently, my involvement in a MacArthur Research Hub focused on better understanding youth, new media, and participatory politics. For a rich snapshot of our early attempts to define "civic media," check out the series of videos at the Center's homepage.

    What the two definitions share is the idea that civic media is not simply citizen journalism, a framing which seems to limit the kinds of community practices we are describing and the ways they meet the information needs of communities, to use a phrase the Knight Foundation has been exploring in recent years. Both are technology agnostic -- which is to say any set of practices around any set of technologies can become civic media if it is applied towards certain ends. The more recent definition offers some expanded sense of what those ends are which grows out of a much deeper dive into the literature around the notion of the informed citizen and around participatory politics more broadly.

    From the start, I was most interested in understanding how the emergence of new media and participatory practices might be reshaping our understanding of the civic, responding to some of the disruptions of community life which had characterized the second part of the 20th century. It seemed like an important conversation to be having, and it was a key theme which emerged through the early Communication Forum events and conferences hosted by the Center.

    John Palfrey: Henry, I think your starting point, pushing on the definitional issue and driving from there, is right on. In my review of the Center's first four years, I worked with a close colleague, Catherine Bracy, to interview as many of the people involved in the Center as we could. Taken as a whole, the overwhelming view of the community was how valuable C4 has been in the lives of individuals involved and also in many of the environments where C4 faculty, staff, fellows, and students have been active.

    A secondary finding was a hunger for understanding civic media as a concept. People had plainly been drawn to what you'd set up, even with a nascent definition; I think a lot of participants came to help in the active shaping of what it would become. I like very much your refinement over time. I've found myself, also, puzzling over the definitional issues and enjoying the process of thinking about them.

    HJ: There was from the start some, hopefully productive, tension between the Media Lab participants who were strongly invested in the idea that we could design new tools which would be especially conducive to serving civic needs and the bias of the Comparative Media Studies participants who felt that we needed to be more focused on the social and cultural practices by which people integrated those tools into their everyday lives. We used to have heated debates about whether we should build the tools first and then apply them to communities or whether we should start with a deeper understanding of the community's existing practices and needs and then design to serve them better. Such debates are inevitable when working in an interdisciplinary space and could be generative or distracting depending on how well the people involved dealt with them.

    JP: Yes! This productive tension jumped out of the review that we did. I think the idea of tempering one approach with another, in a way that made more of whole, is a deeply profound concept. The critical nature of the CMS discipline and the "let's go build it!" nature of the Lab's discipline have a peanut butter-and-chocolate quality to them. I think those debates have been, and can be in the future, extremely textured and important. One question I have is how C4 can tease them out and make them more public than they've been so far, so others of us can share in them somehow.

    HJ:From the start, Knight wanted to keep the focus on geographically localized communities rather than more dispersed communities of interest, though we debated among ourselves how easily the two could be separated. For example, as the Center launched we were still dealing with the aftermath of Hurricane Katrina on New Orleans. George Lipsitz had described the working class communities of New Orleans as being "network rich and resource poor," that is to say, very strong social networks had emerged over decades which supported the sustainability of that community and insured the well-being of its members. But the hurricane had disrupted these networks on the ground, scattering the people across the country, and had done so in a way that made it difficult to imagine these communities ever being put back together again in the ways they had once functioned.

    So, for me, the question was always whether we could separate out the local community in southern Louisiana from the more dispersed, diasporic community of folks from New Orleans, still strongly identified with that city, now living across the country, once part of strong social networks which they now tapped into via digital and mobile technologies. Surely, any technology-enhanced practice which strengthened the bonds between these communities would be civic media.

    John Palfrey is a faculty co-director of the Berkman Center for Internet & Society, vice dean for library and information resources, and the Henry N. Ess III Professor of Law at Harvard Law School. He led a reorganization of the Harvard Law School Library in 2009. He is a principal investigator on the Open Net Initiative, a collaboration between Harvard and the University of Toronto and the University of Cambridge that studies the Internet filtering of countries such as China, Iran, and Singapore, among many others He is co-author or editor of several books, including Access Denied (MIT Press, 2008), Access Controlled (MIT Press, 2010), and Born Digital (Basic Books, 2008).

    Designing Woman: An Interview with Anne Balsamo (Part One)

    I have had a chance to watch Anne Balsamo at work in many different contexts -- as a junior faculty member at Georgia Tech focusing on cyberfeminism and reconceptualizations of the body; as a designer in residence at Xerox Parc where she was developing devices intended to embody alternative conceptions of the future of publication and reading; as someone dispatched by the MacArthur Foundation to encourage us to reflect on the nature of "design literacy"; and most recently, as a colleague at the Annenberg Innovation Lab at USC where we are working together to launch an expanded ebook project. She is someone who has been able to pursue a shared research agenda in a range of different contexts (both academic and industrial) and in the process, to build upon the work of others around her, to carry with her what she's learned into these new spaces. What I love about Balsamo is her fearlessness in moving beyond her own comfort zone and her ability to inspire creativity and reflection in those she finds around her. I am so blessed to have a chance to work with people like Balsamo and her other colleagues at the Innovation Lab on a regular basis.

    Her newest book, Designing Cultures: The Technological Imagination at Work, could only have come about as a result of her experiences working in these many different environments. It is one part autobiography, one part portfolio (she shares some of her great projects through an attached disc), and one part theoretical reflection. Above all, it is an intervention by someone deeply rooted into the humanities into the current debates about technological innovation. Her conceptual models and frameworks are sure to spark discussions at digital humanities labs around the world, but my hope is that they do not end there, that they offer engineers and programmers and designers a way to reflect on their own contributions to culture (and their own contexts of innovation).

    In this interview that follows, we talk together about some of the key themes of her book, which, as the title playfully suggests, deals both with the design of culture and with the cultural contexts where design takes place.


    Designing Culture: the Technological Imagination at Work from Anne Balsamo on Vimeo.


    Early in the book, you make the statement, "the wellspring of technological innovation is the exercise of the technological imagination." Can you break that down for us? What is the "technological imagination" and how does this concept bridge between technology and culture?


    Inspired by the concept of the "sociological imagination," first developed by C. Wright Mills in the 1960s, I define the technological imagination as a mindset that enables people to think with technology, to transform what is known into what is possible. This imagination is performative: it improvises within constraints to create something new. It is through the exercise of their technological imaginations that people engage the materiality of the world, creating the conditions for future world-making. Most importantly, this is the capacity to understand that all technologies come from somewhere, that they could always be different from what they are, and that they always have multiple and contradictory impacts.

    In the active engagement between human beings and technological elements, culture too is reworked through the development of new narratives, new myths, new rituals, new modes of expression, and new knowledges that make the innovations meaningful. When people participate in the activities of producing "innovation," their technological imaginations are engaged in a complex process of meaning-making whereby both technology and culture are created anew.



    Throughout the book, you talk about "innovation," which as you note is a widely deployed concept these days. What do you mean by "innovation" and how does your use of the term differ from some of the notions currently shaping industry and government discourse?


    Innovation is a process, not a product. Innovation changes how life will be lived in the future. I think that many people--industry pundits and government spokespeople--believe that innovation is a "thing." I make the distinction between "invention" which implies the creation of new things--new applications, services, devices, processes--and "innovation" which is the process whereby the elements of human life are rearranged such that life in the future is lived differently.

    You suggest that a key aim of the book is to get your humanities colleagues more engaged with the process of technological innovation. Why? What will they gain from participating in a process which may seem alien to many of them? What will humanities people bring to the table that is currently missing from our conversations around technology?


    I argue that the process of technological innovation is actually NOT at all alien to humanists; it is the process of engaging with technologies to change the shape of the way culture is lived, reproduced, and expressed in the future. This is an abiding interest and contribution of the humanities that is more commonly understood as the process of education through their engagement with a range of technologies of literacy (i.e., the book, historical narrative, aesthetic materials of expression). If one believes, as I do, that innovation is the process whereby culture is rearranged, then it is easy to see the valuable role of humanists in providing the tools and the critical frameworks for understanding not only how culture might change in the future, but also how current cultural arrangements structure conditions of possibility of any effort of innovation.

    How a Robot Got its Groove from Anne Balsamo on Vimeo.


    Our colleague, Tara McPherson, has argued that issues of gender and race tend to be pushed aside when people talk about designing new media. How and why do these questions surface throughout your book?


    This book, indeed the entire project that goes by the name "Designing Culture" is a direct outgrowth of my earlier work on the biotechnological reproduction of gendered bodies. In my first book, Technologies of the Gendered Body: Reading Cyborg Women (Duke 1996), I examined the cultural implications of what were then (in the 1980s-1990s) emergent bio-technologies. What I learned through that project was how to critique the technocultural arrangements that reproduced gendered identities for the bodies that engaged with new technologies (body building, cosmetic surgery, surrogate motherhood, computer-mediated communication, and virtual reality). By the time I finished, I realized that if I were to take my feminist political commitments seriously, it was not enough for me to critique the ideological work of emergent technologies, I had to go further to examine how the critique might suggest ways of doing things differently in the future.

    In some sense, all my work is influenced by Donna Haraway's assertion that "all technologies are reproductive technologies." Whereas the first book examined a broad range of BIOLOGICAL reproductive technologies that were innovative during the last two decades of the 20th century, the new work examined what I believed were going to be the DOMINANT reproductive technologies of the 21st century: digital media technologies. This "turn to reproduction" is but one way in which feminist theory--as a way of thinking gender--informs all my research.

    Thus I formulated new research questions that directed my attention to study and participate in the processes whereby new technologies are developed which enabled me to build a framework to understand the techno-social-cultural conditions of technological innovation. Put simply, I continued to study the processes of technologically-assisted cultural reproduction...but with the new project the focus was on the creation of new digital media technologies rather than on biological technologies.

    To follow these questions, I turned my attention to the investigation of the practices of technological design and I immersed myself in projects that would allow me to learn how to use new media technologies to create new digital applications. My first project--to create the interactive documentary called "Women of the World Talk Back"-- was the result of my experiments with a range of (what were then) innovative new media digital authoring tools for the purposes of creating feminist activist interactive media. Through collaborations with colleagues and students--who had a much more developed set of technological design skills than I did--my technological imagination was inspired and shaped to think differently about the cultural possibilities of new technologies.

    Anne Balsamo holds joint appointments in the Annenberg School of Communication and the Interactive Media Division of the School of Cinematic Arts. Her interest in the relationship between technology and culture informs her work as a scholar, teacher, researcher, entrepreneur, and new media designer. She is the recipient of a recent grant from the National Endowment for the Humanities to create an interactive tangible interface for the AIDS Memorial Quilt. In 2008 she received a grant from the MacArthur Foundation to study the future of museums and libraries in a digital age. Her next project investigates tinkering as a mode of knowledge production in a digital age. Her on-going research-design projects focus on the role of public interactives as a stage for technology transfer from sites of innovation (university labs and research centers) to the general public.

    Designing Woman: An Interview with Anne Balsamo (Part Two)


    You worked at Xerox PARC, which, as you note, has become a mythic locale in the early history of digital technology. What do you think the current myths about Xerox PARC get right and what do they misunderstand?

    Among the many lessons I learned during my time working at Xerox PARC is the understanding that the future is created first in the imagination, and then is enacted through the many activities of the research laboratory (among other places). Contrary to the old adage--that the best way to predict the future is to invent it--what I came to appreciate is the important role of narrative in creating an imaginary relationship between the FUTURE and the present. The first act of innovation is an act of story-making--which involves the spinning of a narrative that features technologies, materials, beliefs about "needs" and "opportunities," and is performed by researchers who (as in the case of Xerox PARC) are employed in the business of innovation. I'm not sure how that matches with the cultural work of Xerox PARC today--the scene has changed in the decade since I left. But I suspect that the researchers there are still eagerly engaged in the cultural processes--and performance--of innovation.

    You argue that technologists should "pay attention to the technological literacy of the intended users off the technology-under-development." What advice can you offer to technologists about the best way to "pay attention"? What are the "ethical responsibilities" of technologists in regard to those who will be left behind if their tools and platforms are more widely adopted?

    My approach to the topic of "paying attention" is grounded in the theory of "strong objectivity" developed by the philosopher of science, Sandra Harding. This argument is best situated within the debates about objectivity, scientism, and relativism of the late 1990s that were spurred by important work in critical feminist science studies. Harding argues that we need NOT to abandon ideals of "scientific objectivity"--as some feminists might have than been accused of advocating--but rather we need to be more RIGOROUSLY objective in understanding that reality is multidimensional; and that science, to be a truly objective explanatory enterprise needs to engage the minds and points of view of people who have been trained (socialized) to see the matter of the world from different perspectives.

    Perhaps the key issue here is that what we are to "pay attention to" is multidimensional; thus the ethical responsibility of any technologist is to actively seek to see the world through different eyes, and not to assume that the point of view that one embodies is privileged as the only "point of view." Haraway calls this the "god trick." The ethical response is to understand how one's perspective is always partial, and to seek out other points of view (as it were) when developing or experimenting with the creation of new technologies.

    I don't see the issue as one about people who will be "left behind"--because I understand that technologies are not simply objects, but rather a whole technocultural formation. Everyone lives in a current technological cultural moment that is constantly unfolding; an individual's position within that technocultural formation is what we really need to address when we think about "access to technology." No one is actually "left behind" in a cultural formation; they are differently positioned, constrained, enabled, empowered, with different (and often unequal) access to resources such as tools, knowledge, economic goods. I would argue that issues that are framed in terms of "people left behind" do not reflect a complex understanding about the nature of technoculture and cultural reproduction. To frame this question in this way presupposes an answer that puts the emphasis solely on "access to technology." Yet we know that simply providing access--dumping computers into classrooms for example--doesn't work to address the broader issues of inequality in power, economic resources, and intellectual support. Its time to start thinking more complexly about strategies for rearticulating dominant technocultural formations to allow for more liberatory and equal participation.


    What is Literacy? from Anne Balsamo on Vimeo.


    What does your book's focus on "design" contribute to the larger conversation around New Media Literacies and Digital Learning which has been sparked by the recent interventions of the MacArthur Foundation?

    As I elaborated in the book, I make explicit the connections between the processes of design thinking and the skills and sensibilities that you list as key 21st century literacies. I argue that we need to teach designing practices across the curriculum; I support the notion that "design is a new liberal art." The issue of designing (design thinking, critical design skills) emerges as an important topic as we come to appreciate the many ways in which young people use new digital technologies to create and participate in innovative learning experiences. As they are called to be "designers/authors" of their own learning experiences, they will be well served (I assert) by learning also important design methods and critical frameworks for the analysis of their designed efforts.

    The central premise of the book is that the work of design is one of the most important sites of cultural reproduction in a digital age. When I turn my attention to the designing/authoring efforts of students, I understand that even when these students think they are making it all up for the first time, they are actually engaged in the process of reproducing cultural understandings that came before them, and setting up the conditions for the reproduction of these understandings in the future. Thus for me to teach design also requires the teaching of ethics and the training of the historical imagination....both of these concepts are less fashionable to speak of these days

    DML efforts might cast these concerns as "civic engagement" or as topics for "learning games." While there is nothing wrong with that approach--who could argue against "civic engagement" as an important topic for contemporary new media and digital learning--as I elaborate in the book I believe that there are additional insights to glean from discussions about ethics and about history in the context of understanding the praxis of designing and the reproduction of culture.

    Given your discussion throughout about the need to reimagine the book, I am curious about the process which led you to develop Designing Culture as a print based book with digital extensions. What do you see each medium contributing to our experience of the whole?


    The book and the digital projects were designed/authored simultaneously; but at any point, one creative project would take precedence over the others. This is because I'm not really good about multitasking at the broadest levels. It is also because the knowledge making process that is invoked during the course of creating digital media applications is different for me than the knowledge making process that emerges through the act of writing/authoring.

    I wrote the book, as I explained in the conclusion, for personal, professional, and theoretical reasons. One of the most salient theoretical reasons is that the book is well suited to one of the most critical, but most commonly overlooked stages of designing: the stage when the designer returns to the design effort (and outputs) to critically assess the lessons learned and the cultural impact of the project. This stage of self-reflexive assessment is not easily accommodated in digital media genres of the museum exhibit, videos, interactive applications, and such.

    The technological form of the printed book allows for the theoretical elaboration of abstract concepts and of self-reflexive accounts of designing practice. The book I wrote was neither a factual account of a series of moments long past, nor was it a simply a work of speculative design fiction. It was an authored account that was both factual and fictional; that was highly determined by my own biography and set of theoretical commitments, but not able to be reduced to either biography or theory.

    If we return to C. Wright Mills notion of the "sociological imagination" we will hear him call for this kind of disposition--the sociological imagination for him was the capacity to make the connections between one's own personal biographies and the broader social and institutional forces and formations that invariably shape those biographies. This is the deep theoretical tradition I was trained in as a cultural theorist: to seek to make connections between my personal investments and biographical moments and the broader technocultural formation that I participate in as a subject/author and that I am "subjected to" through the work of ideology and other shaping forces.

    Moreover, the DESIGNING CULTURE project is an example of the technological imagination at work in that the project manifested across a range of media technologies: where each part of the project was realized and expressed in the modality that was best deployed for my particular authorial objectives. Here I borrow Mill's insight to suggest that the technological imagination is the disposition that allows one to make the connections among technological forms and more personal/authorial objectives. Other people might call this paying attention to the "media specificity" of different modalities of cultural expression. Indeed that is what a good story teller always does: chose the best medium for addressing the desired audience that is matched with the story one wants to tell.



    You are part of the leadership of the Annenberg Innovation Lab. What opportunities does the Lab offer you to push your concepts to the next level?

    My work with the Annenberg Innovation Lab is very exciting for me because it offers an opportunity to collaborate with other people on the project of technological innovation that begins by taking culture seriously. This is the challenge that is laid out in the book: it is time to treat culture as a serious concept in our discussions, learning activities, design projects, and technological inventions.

    Jonathan Taplin, Director of the Annenberg Innovation Lab, invokes the mantra for the lab as such: Every day culture eats strategy for lunch. This assertion resonates strongly with the main thesis of the Designing Culture project and sets the stage for a whole range of interesting experiments in the design of innovative technologies and the exercise of the technological imagination.

    Anne Balsamo holds joint appointments in the Annenberg School of Communication and the Interactive Media Division of the School of Cinematic Arts. Her interest in the relationship between technology and culture informs her work as a scholar, teacher, researcher, entrepreneur, and new media designer. She is the recipient of a recent grant from the National Endowment for the Humanities to create an interactive tangible interface for the AIDS Memorial Quilt. In 2008 she received a grant from the MacArthur Foundation to study the future of museums and libraries in a digital age. Her next project investigates tinkering as a mode of knowledge production in a digital age. Her on-going research-design projects focus on the role of public interactives as a stage for technology transfer from sites of innovation (university labs and research centers) to the general public.

    Imagine Better: "Open at the Close"

    As many readers will know, my Civicpaths team at USC is studying the Harry Potter Alliance as a key example of what we call "fan activism," seeking to better understand how the group helps young people who are culturally engaged become more politically aware and active. A few weeks ago, Neta Kligler Vilenchik, a PhD student working on this project, attended Leakycon where the HPA's Andrew Slack announced a new outgrowth of his efforts. Below is her report from the field.

    Imagine Better: "Open at the Close"
    by Neta Kligler Vilenchik

    I open at the close.jpg
    Fan art by ShadowKunoiciAsh

    In Deathly Hallows, the last book of the Harry Potter series, the phrase "I open at the close" is inscribed onto a golden snitch, a key part of Dumbledore's inheritance to Harry. Not knowing throughout the book how to open this mysterious object, Harry [spoiler alert!] finally realizes that it will open only when he is about to face his own death.

    Given this quite sinister plot connection, it is perhaps surprising that "open at the close" came to be the unofficial theme of LeakyCon 2011, this year's Harry Potter fan convention. At LeakyCon, the phrase held several meanings. "Open at the close" was the name of the event in which conference attendees could, for the second time, enter the Wizarding World of Harry Potter at Universal's Island of Adventure for a special night-time celebration, when the park would open -- only for the fans - as it closes for all other guests (see Henry's accounts from last year's "Night of a Thousand Wizards").

    But "open at the close" was also used in a wider sense. As both mainstream media and popular conversations wondered what will happen to the Harry Potter phenomena as the last of the movies was released, for the fans gathered in the conference halls this question carried deep personal meaning. As fans were breathlessly preparing towards their special fan screening of Deathly Hallows: Part 2 (6 hours before the official midnight release!), many talked about 'the end of an era'. "I can't believe there will be no more midnight screenings", fans said to each other, mirroring - perhaps more palely--many of the sensations that have been voiced before, as the last of the books had come out.

    If those fans from a few years back consoled themselves that they still had the movies to look forward to, the fandom now has latched onto Pottermore, J.K. Rowling's new online project, as the new lifeline. As Henry has discussed a few weeks ago, Pottermore is not free of potential controversy, and yet at LeakyCon, it was embraced by fans as a source supplying more valuable canonic information around Harry Potter, and was hailed as the pathway for a new generation of fans to enter the series. The sequenced order in which the digital versions of the Harry Potter books will come out was already exciting fans as an opportunity to have more countdowns on fan websites, and fans were eagerly awaiting the possibility of being the first to join the new site.

    The phrase "open at the close" thus served, at least metaphorically, for the fans to assure each other that this is not really the end of an era. Instead, it is the beginning of a new phase for Harry Potter fandom, one that will rely more heavily on fan production and fan creativity to keep the fire burning, and, in addition, one that excitedly looks forward towards Pottermore.

    Yet "open at the close" was also used at LeakyCon in another context: as part of the press conference launching the new organization "Imagine Better", which was described as "the future of the Harry Potter Alliance". Regular readers of this blog will probably be familiar with the Harry Potter Alliance, a key case study for our USC-based research team Civic Paths, which explores continuities between participatory culture and young people's engagement within civic life. The Harry Potter Alliance (HPA) has played an important role in shaping our understanding of how such processes may function. Creating metaphors between the Harry Potter narratives and real-life issues, as well as tapping into the structures of Harry Potter fandom, the HPA has succeeded in reaching over 100,000 young people, encouraging them to channel their love of the text and their connection to other fans around them towards civic-minded action in the real world. More on our work about the HPA can be read here and here.

    The HPA was also what had led me to LeakyCon--my first experience at a fan conference. For almost two years now, I have been following the HPA as part of our Civic Paths research, interviewing members about their experiences with the organization and attending their public events. LeakyCon, as a mecca for Harry Potter fans, garnered an impressive presence of HPA members as well--the organization boasted 37 volunteer members in brand new staff T-shirts, and an impressive repertoire of HPA programming, including hands-on sessions like "how to open an HPA chapter" and "all about the crisis climate horcrux".

    When examining the HPA as a civic organization, however, getting to know the Harry Potter fan community is a key component. The assertion that the organization's success thrives on the energies of the fandom, which had been expressed in many interviews before, could not be clearer than at LeakyCon.

    HPA Members.jpg

    There are good reasons to try to understand the "magic formula" behind the HPA. In addition to the organization's tangible achievements (raising $123,000 for Haiti in two weeks, donating 87,000 books to local and international communities, collecting 15,000 signatures on a petition for fair trade chocolate, achieving first place at the Chase Community Giving Competition to receive a $250,000 grant), it has received national media coverage as well as academic interest. The idea behind the launch of the new organization "Imagine Better" is to take the approach that has proven successful for the HPA - connecting fans around story worlds they love to create real world change - and to apply that to collaborations with other fandoms.

    This is a segment from the press release at LeakyCon, at which Andrew Slack, founder of the HPA, officially launches Imagine Better:[embed video: ]

    Strategically timed, the HPA chose the release date of Deathly Hallows 2 to launch Imagine Better. An activist in heart, as well as a man of symbols, Andrew Slack reminded audiences that July 14 is the date of Bastille Day, while the Imagine Better website was--also symbolically--launched on the 4th of July. From a more pragmatic point of view, the launch date secured some interest from mainstream and niche media outlets, who were looking for Harry Potter-related stories to cover around the movie release.

    The idea behind Imagine Better, however, has been looming in the head of Andrew Slack for several years now. In fact, as Slack revealed at LeakyCon, this had been his original idea when he envisioned linking narratives with activism: "taking a bottom-up approach to love to stories and the art, and connecting it to the world". In contrast to the strong links that the HPA has made so far to a specific canon, as well as their embeddedness within a specific fan community, Imagine Better seeks to tap into the shared ground of all kinds of fans, aggregating their respective energies towards shared social action.

    Leading towards this new organization were almost 2 years of research conducted by young HPA members. The volunteer "fandom team" received the task of searching and cataloguing other fandoms online, as well as identifying potential contact points within these fandoms. This legwork has enabled Imagine Better to list over 20 fan communities in its list of collaborators, including fan communities around popular books, shows and movies, as well as you-tube celebrities and young adult authors.

    This list, however, is still open-ended. At Leakycon, conference attendees had the chance to imagine Imagine Better together with its founders. In a break-out session devoted to the new organization, 35 LeakyCon attendees brainstormed possible fandoms they would want to collaborate with. In addition to the usual suspects, this brainstorming brought up surprising directions such as Sparklife, a community of regular users of Sparknotes. The group then focused on three fan communities: Glee, Hunger Games, and Doctor Who, and made a list of real-world issues that could be raised in conjunction with these texts. They then broke out into small groups, discussing potential campaigns the HPA could hold in conjunction with these other fan communities. The group discussing possible collaborations with 'Gleeks' (fans of Glee) thought of campaigns ranging from issues of LGBTQ rights and bullying to fighting ableism (discrimination towards persons with physical disability).

    Collaboration with other fan communities is a natural step for many HPA members. In our conversations with members we often hear long lists of texts they are passionate about, starting with Harry Potter, but moving on to a variety of genres and media (recurrent favorites are Doctor Who, the Hunger Games, Star Trek and more. The relationship with Twilight is a bit more contested). Many HPA members also identify as 'nerdfighters' - followers of the vlogbrothers John and Hank Green.

    In Textual Poachers, Henry builds on De Certeau's notion of readers as nomads to describe fans as being similarly nomadic: "always in movement, 'not here or there', not constrained by permanent property ownership but rather constantly advancing upon another text, appropriating new materials". Imagine Better seems to build on this idea of fan as nomads, whose passion may be directed towards any greatly told story, rather than towards a particular narrative. Moreover, it builds on the shared characteristics, and potentially shared identity, that fans (of different texts) may have with each other.

    Slack expresses this when he announces at the press conference that Imagine Better is going "to start with the most popular piece of fiction in human history and to go beyond that because, who here loves stories beyond Harry Potter? We all do. And we're going to continue to love Harry Potter and continue to love other stories and continue to love being engaged as heroes in the story of our world. This is our launch, as we open at the close." Here, "open at the close" takes on added meaning. It may refer to the end of the canon, but it is also preparation towards a possible decline, or at least decrease, of Harry Potter fandom.

    Yet at LeakyCon - the gathering of hardcore Harry Potter fans, let's not forget - this statement receives a slightly reserved reaction. As fans are spending the whole convention assuring each other that the fandom is alive and kicking, not everyone seems ready to quickly shed off the 'HP' part of the HPA, and stick only with the 'Alliance'. While Imagine Better is aiming to speak to the shared identity of "fans", or to the fan as nomad, many in the room may align themselves more as "fans of [Harry Potter]" (see John Edward Campbell's recent discussion of this notion).

    For them, their mode of engagement may be seen not as a fixed identity, but rather a relationship towards a particular text. Part of this may stem from the fact that to many, Harry Potter is a first experience within fandom, that hasn't necessarily (or perhaps, not yet) crossed into a more generalized fan identity.

    It seems that the HPA is aware of this potential tension, as the launch of Imagine Better happens parallel to continuing action of the HPA, and not as a new organization replacing it, as was previously suggested to us in our conversations with staff members. An important part in this decision may have been fan perceptions climbing bottom-up: With most of its staff being volunteer members and with its vast variety of participatory forums, the HPA as an organization has extremely close contact with its member base. The general consensus within Harry Potter fandom that it is alive and kicking, thank you very much (strongly aided by the announcement of Pottermore), may have been a contributing factor to launch Imagine Better as an additional venture, rather than a replacement of the HPA.

    As Slack reminded us at LeakyCon, few people - within the fandom and outside of it - had believed that the HPA would succeed as a civic organization. But it has. Imagine Better now takes on the next leap. Its attempt to apply a similar formula to other fan communities offers us a fascinating test case on the intersections between fandom and civic engagement. We are excitedly following it as it "opens at the close".

    Neta Kligler Vilenchik is a third year doctoral student at the Annenberg School for Communication & Journalism at the University of Southern California.Neta graduated Summa Cum Laude from Tel Aviv University, studying communication and political science, and received her MA in communication, summa Cum Laude, from the University of Haifa in 2009. Neta's research revolves around young people's involvement in civic action through participatory culture practices, an interest she has been pursuing as part of the Civic Paths research team under the guidance of Prof. Henry Jenkins.
    She is also part of an effort to develop a measure examining people's active construction of communication ecologies in pursuit of different goals, within the Metamorphosis team under the guidance of Prof. Sandra Ball-Rokeach. Finally, Neta is fascinated by the relations between individual and collective memories as they relate to the media, as well as in memory's role in shaping national identity. Her work takes an innovative approach to the study of collective memory, combining quantitative and qualitative methods to investigate the role of media memory in shaping collective memories.

    How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Four)


    Despite your title, you spend less time here talking about "gender" than might be expected from other books which talk about women and gaming. What roles does gender play in your analysis? What claims are you making about the different kinds of experiences and identities female players construct around games?


    For me, the book is not about gender. It is about women and girls who take gaming beyond gaming to become designers within well-designed passionate affinity spaces that change their lives and the lives of others. It about these women and girls because we believe that what they are doing, how they are doing it (e.g., combing technical modding with modding for emotional intelligence and social interactions), and what they are accomplishing is on the cutting edge of where all of us are going--male or female.

    Women and girls are leading the way here as they are in many other areas of society. There has been lots about modding for games like Half-Life and its connections to technical skills--and indeed this is important. But much less has been written about modding the Sims to create challenges and game play that is simultaneously in the game world, in the real world, and in writing things like graphic novels.

    Such modding is the force that sustains a passionate affinity space that builds artistic, technical, social, and emotional skills. We wrote the book because these woman and girls rock, not because they are women and girls.

    Also I had a sin to expiate. I had left the Sims and women gamers pretty much out of my first book on games. Betty helped me see that The Sims is a real game and a very important one because it is a game that is meant to take people beyond gaming. She helped me see that how women play and design is not "mainstream" (see comments above) but cutting edge, the edge of the future. If it were leprechauns that were the cutting edge of the future I would have written about them.


    In the case of The Sims, you have a designer -- Will Wright -- who has been outspoken in his desire to empower his users to construct community and build their own content around his games. How does this goal on the part of the designer impact the kinds of stories you can tell about these women's relations to this particular game?

    See answer above. Will Wright is doing in an extreme way what lots of game designers want to do: empower people to think like designers, to organize themselves around the game to become learn new skills that extend beyond the game, and to express their own creativity. Many say the Sims is not a game--and I myself used to believe that. But as Derrida would remind us, what we find marginal is often actually central. Out book argues that games like the Sims--and gaming beyond gaming--will eventually be the new center of gaming or maybe something eventually all together different.



    As you get into forms of cultural production such as fan fiction, I start to wonder why is it important for you that this a book about gaming rather than about the much wider array of forms of participatory culture that have emerged in a networked society.


    It is important to me because I do not want to compete with you for the participatory culture space. Further, I want to stress production, though I know well you care about production as well. There are some--not you--who in education celebrate participation in a mindless way. They argue that just because people are participating they are learning. But people can participate in ways that allow themselves to be "colonized" by a group or to gain much less than others in the group or even to be used as an example that makes others look good. I think a demand that everyone learns to produce and design--to be a "priest"--can mitigate these dangers, though I am sure that dangers remain.


    I know you have expressed in the past great skepticism that our current schooling system can adjust to the potentials of this more participatory culture. Without school involvement, how do we insure a more equitable access to the kinds of formative experiences you describe in the book? On the other hand, how does a school culture so focused on standardized processes and measurements maintain anywhere near the flexibility to respond to personal passions that you've identified in The Sims?

    What I have called "situated embodied problem-focused well-designed and well-mentored learning" will either come to exist primarily for elites who will get it 24/7 on demand across many institutions and their homes or it will be given to everyone.

    In the first case, the regular ("mainstream") public school system will continue to teach the basics accountably and will exist to produce service workers. In the second case, we will have to reinvent a public sphere and transform our view of society, civic participation, markets, and what constitutes justice, fairness, and a good life. We are headed the first way right now, but there is always hope for the future. Both you and I are trying to push the train to the second future and not the first, though, in the end, in the future the real actors and activists in this "game" will be younger (and often browner) than we are.

    The current accountability regime MUST be removed. It is immoral, stupid, and counterproductive. We define accountability around teachers failing to teach children. This is like doing accountability for surgeons by waiting to see how many people they kill and then getting rid of them if they kill too many.

    Far better to have accountability back when teachers and surgeons were trained, which means radical changes in Schools of Education and universities. Surely we should not wait to see how many patients they kill or kids they screw. Teachers are punished if a kid's test scores go down, but scores could go down for many reasons, not just what the teacher did in one year. This is like punishing a surgeon when a patient dies in back surgery because his wife poisoned him--and lots of things are poisoning our children, not, by any means, mostly teachers.

    What we need accountability for is curriculum and pedagogies, not teachers per se (who should have been well trained and then held to high standards that most of them can and do meet, as in the case of surgeons). Today curricula and pedagogies are often politicized, seen as right wing or left wing. If we could agree on a common measure (say a NAEP test or some other test we can come to agree on), a measure that is given to a sample of students (not given to all), so that it cannot be taught to, then we can simply say which curricula and pedagogies correlate with strong or weak results on the common measure. This is what we do with drugs and surgical procedures.

    In the end, though, we MUST change our assessment system or we will never have new learning, since assessment systems, in an accountability regime, drive what is taught and how it is taught. Today's games and other digital media allow for learning to be so well designed that finishing the "game" means you have learned and mastered what it being "taught". No one needs a Halo test after finishing Halo on hard and no one should need an algebra test after finishing an equally well-designed algebra curriculum.

    Furthermore, games and digital media can collect, mine, and artfully represent copious moment-by-moment data on a great many variables. So we can, with such data, assess learning across time in terms of growth; we can discover different trajectories towards mastery and use this information to help learners try new styles; and we can compare and contrast learners with thousands of others on hundreds of variables tracked across time (as we already do with Halo for instance).

    When the day comes where we can contrast such assessments (based on growth, trajectories, multiple variables represented in ways that inform and develop learners, and comparison among thousands of people sorted into a zillion different types for different purposes) with our now standard "test score"--one number taken on one day--the game will be over. The choice will then be stark. Either we will develop only some or we develop everyone. The bell curve will be gone. No one needs always to be "in the middle" ("mainstream"). Everyone can, in some places and at some times, be at the very top of their game.


    James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

    How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Three)



    The part of your arguments for affinity spaces which get the most push-back from my students are your claims that "a common passion-fueled endeavor -- not race, class, gender, or disability -- is primary." To many, these seems like a very utopian claim for these spaces, which you have been careful to describe as not "communities" in the way that term is most often used. Yet, surely, inequalities impact participants at all levels, from access to the technology to access to basic skills and experiences, to access to the social networks which support their learning. How can we address these very real inequalities while recognizing that there are indeed ways where class, race, and gender matter differently in the kinds of spaces you are describing?

    The statement that passionate affinity spaces are focused on a shared passion (and shared endeavors and goals around that passion) and not race, class, and gender (while allowing people to use such differences strategically as their own choices) is not an empirical claim, it is a stipulation. Something is not a passionate affinity space if it does not meet this condition. So perhaps there are none. But, then, such spaces become a goal and an ideal and we can talk about how close or far away from that goal and ideal we are.

    On the other hand, it does little good to follow the standard liberal line that race, class, and gender are always and everywhere one's determining identities. This, for example, locks an African-American child into always being "an African American". A white kid can be a "Pokémon fanatic" or an expert modder, but the African American kid is always "an African-American Pokémon fanatic" or an "African-American modder".

    We are never, none of us, one thing all the time. Sure, the world continuously tries to impose rigid identities on all of us all the time. But it is our moral obligation--and one necessary for a healthy life--to resist this and to try to create spaces where identities based on shared passions or commitments can predominate.

    In reality, the real identities that count in life most--that define us and make us who we are--are rarely named. They are identities like "a person who would never kill someone because they did not share his or her religion" or "a person who would rather love and be loved than be rich" and a great many more such as these. These sorts of identities constitute our most significant form of human sharing and bonding. And such identities are where the deepest divisions among people occur.

    It may be here that I diverge from some others. I have repeatedly seen people who are pissed off because someone said they or their work were not "mainstream". If someone called my work "mainstream" or called me "mainstream" I would be insulted. If I discovered that my work or myself was "mainstream", I would retire or find something else to do. Note, by the way, that NO good academic wants to be mainstream. If something--say, what they teach in high school--is called "mainstream history", you can bet no good young historian wants to do it and you will find next to no one, old or young, in a good history department with such a sign on his or her door.

    Chibi-Robo, Ico, Psychonauts,
    and Shadow of the Colossus are not mainstream games. They are however great games and their designers will be long remembered when many mainstream designers are long forgotten. Remember, too, that 19th century America had only two world-class poets (Emily Dickenson and Walt Whitman) and at the time neither was remotely close to mainstream. One never published and the other published his own book himself and reviewed it under various names. The monk Mendel wanted to be a high school biology teacher, but he failed his state teacher's test and was relegated to the monastery's garden. He was unknown in his time, entirely non-mainstream, and yet also the only man in his time who actually knew biology (including Darwin, who knew less than nothing about genetics), though no one knew that until much later.

    Throughout the book, you celebrate "grit" as a key virtue of these new forms of cultural participation. How are you defining "grit"? Is this a skill that is valued as much in contemporary schooling?


    "Grit"--originally used by Angela Duckworth in a somewhat different way--is passion plus persistence. Human expertise is a practice effect, it requires hours of effort, practice, and persistence past failure. This is unlikely to happen without passion. School has a very hard time producing grit because different people have different passions (and school is about everybody learning the same thing) and passions are something people choose (and school is often not about choice). Furthermore, interest is kindled into passion inside things like passionate affinity spaces and related sorts of social formations and these are hard to come by in schools.

    In modern developed countries, only grit will lead to work or lives that are rewarding, given that most jobs will be service jobs. The passion one develops may well be in an out of work space and off market. But there has to be some space where a person has a sense of agency, intelligence, control, and creativity.

    Some people have a good deal of grit at school because they believe that putting up with even badly designed schooling will lead to a good college and a successful career. It will lead to a good college, but no longer necessarily to a good career.

    The world is full to bursting with educated and talented people, many of whom can compete for the same jobs across the world. Being just good at what others are also good at, in standard ways developed in standard sorts of education, will just put one in competition with millions of well-trained Chinese and Indians and many many others across the globe. In my own view, one needs to have a passion for something and master it in a creative way--it almost does not matter what it is. It could be, for instance, carving art out of avocado pits.

    Whatever it is, avocado pits included, you will find via the Internet a critical number of people across the world with whom you can join with for social learning and among whom one can rise to status, respect, and a sense of real contribution and, in some cases, profit (there is not a lot of competition, at least yet, for the top places among avocado artists and, thus, a whole area is waiting to become "hot").



    Many of the projects coming out of the MacArthur Digital Media and Learning Initiative embrace the importance of passion-driven or interest-driven networks. Yet, increasingly, we are being asked to think about young people who do not have or have not yet discovered driving passions of the kinds the book discusses. How do you respond to critics of "geeking out" as an educational ideal? What can we do for kids who "just don't care"?

    A person who cannot find a passion is going to be in trouble in our modern world as far as I am concerned. Many people will gain status, respect, control, and creativity off market (since not everyone can gain these things on market for profit in a world where, in developed countries, only 1/5 of people will be well paid). But all people need to gain these things.

    All our schools and institutions are set up very poorly to help kids find their passion. We want to teach "what every citizen should know" in things like science and math (and we succeed, all Americans pretty much know the same things about science, mathematics, and geography, which is nothing).

    We think we can force people to learn things. We treat collaboration as cheating. We do not give kids the time--and places where the cost of failure is low--to try out a variety of interests and identities in an attempt to discover passion or passions. We do not let kids engage with professional-like tools and activities in areas like urban planning, game design, or journalism.

    Rather, we define everything to be learned in terms of content names like "algebra" or "civics" even when this "content" might be best learned as a tool set for other activities like 3-D design. We let rich kids experience what passion and practice can bring one in the world and what the routes to success are, but we do not let poor kids have this knowledge. We treat certifications and degrees as more important that actual talent and achievements.

    Now what about people who just "don't care"? Barring serious illness, there are none. Every baby is born as a passion-seeking being. That is why children acquire their native languages and master much of their cultures without formal schooling.

    One day, when my son Sam was a mere toddler, I found some plastic figures at the grocery store. I had no idea what they were. I brought a couple home and gave them to Sam. They were Pokémon and they led to interest, passion, and practice that made him a passionate gamer. That passion for gaming led, in ways no one could have predicted, to his current passion for acting and theater, on the one hand, and for Africa, on the other (since Age of Mythology hooked him on mythology and then on cultures beyond his own).

    School is defined around outcomes it knows in advance, but does not meet for many children. Real learning kindles passions that make new kinds of people--and people capable of making themselves over again when they need to--but does not know or predict the outcome and does not, by any means, insist on the same outcomes for everyone.



    MORE TO COME

    James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

    How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Two)



    Your most recent book, Women and Gaming: The Sims and 21st Century Learning, moves us from a focus on the kinds of learning which occurs inside the game as we play towards the kinds of learning which takes place around the game as people build upon it through the mechanisms of what you would call affinity spaces or what I call Participatory Culture. You describe this as "gaming beyond gaming." What has motivated this shift of emphasis?

    Women and Gaming is no longer our most recent book. Language and Learning in the Digital Age has just appeared (another book I did with Betty). My focus of late on passionate affinity spaces was caused by the influences of my son Sam (who claims correctly to have taught me everything I know about games), Betty's wonderful work on her tech-savvy girls clubs, and, of course, you.

    The first thing I ever wrote on passionate affinity spaces was motivated by a request that I write a paper about my take on "communities of practice", a notion that has become very popular in a great many areas. In my view, this powerful notion has become attached to so many different things that it is in danger of losing any real meaning. When talking about such notions I think it is necessary to name what you mean very specifically and name it in such a way that it clearly indicates what you value. This is what you have done with "participatory culture" and what I did with passionate affinity spaces.

    So why did I choose that term? First I wanted to argue that "interest" gets someone in the door but not out the door to any deep place unless it leads to lots and lots of practice and persistence past failure. To get such practice and persistence past failure an interest has to be kindled into a passion and an affinity space needs to be organized to help people to do this.

    I use "space" rather than "community" because the word "community" carries a rather romantic connotation which it should not have. I also use the word "space" because the notion of "membership" is very complex in modern Internet spaces. People are "in" the space even if they are just lurking, but what makes them "members" is a much harder and, in some cases (though not all), a more flexible and fungible notion.

    Passionate affinity spaces tend to follow the Pareto Principle (20% of the people produce 80% of the outcomes, 80% produce 20% of the outcomes), while school classrooms tend to follow (enforced) bell curves. I want to stress not just multiple forms and routes to participation, leadership, and mentorship in passionate affinity spaces, but also the opportunity for all people in the space to become producers, designers, and creators, as well as mentors to others.

    All passionate affinity spaces are organized first and foremost around a specific passion that is not necessarily shared by everyone (some only have an interest), but is the "attractor" in the space around which norms, values, and behaviors are set. The book Women and Gaming is about different forms passionate affinity spaces can take and some forms we applaud. The form we applaud most is not age-graded (young and old are together); allows newbies and experts to be together; and engages in supportive interactions because people in the space accept a theory of learning that says that expertise is not in a person but in the affinity space and that no matter how good you are there is always something more to learn and someone else from whom to get help and mentoring.


    Tell us more about the Tech Savvy Girls Clubs. What were the goals behind this initiative? How did these experiences inform Women and Gaming?


    The following is from Elizabeth Hayes:
    TSG grew out of my interest in differences among how girls and boys engage with gaming more broadly. Not only do girls and boys tend to play different sorts of games, they also do different things with games. In particular, boys are much more likely to mod games, to create content for games, and otherwise to engage with games and other gamers in ways that support their development of technical skills and identities as content creators. The Sims is one of few games in which girls and women actually predominate as content creators and modders.

    I wanted to give girls who otherwise would not participate in such practices greater access, social support and encouragement to participate. We started TSG, though, with a pretty limited understanding of the learning that takes place through fan communities, or affinity spaces. We initially saw fan sites as sources of information (i.e., tutorials, examples of content) rather than as spaces where the girls could develop identities, interact with other players, and be mentored (as well as mentor others).

    A crucial turning point in our perspective was conducting interviews with adult women content creators, described in Chapter 5 of the book. These women kept pointing back to the Sims player community as crucial to their interest in content creation and modding, as well as to their mastery of technical skills. Talking to these women made me realize that I had started TSG with a deficit perspective towards women's gaming practices. That is, I'd assumed that we needed to help girls engage in modding practices similar to what boys are doing, rather than starting with an appreciation for what women were already doing.

    This change in perspective led us to further investigations of the fan practices already taking place around The Sims, and this research became a very important component of our work. One of my research assistants is just completing her dissertation on The Sims Writers' Hangout, a site where players post and discuss Sims stories, a form of multimodal storytelling that requires composing images in the game and combining them with often lengthy narrative texts. Another student is investigating the learning of specialist language that takes place in Mod The Sims, another fan site devoted to game modding.

    This is why discussion of the social spaces around The Sims is so central to Women and Gaming. We wanted to help others see that what women are doing with games is already exciting and important, and also to shift the lens a bit, in order to encourage people to look at male-dominated game spaces in new ways.


    A key theme running through the book is the importance of becoming a designer rather than simply being a player of games. What accounts for the growing emphasis on design literacies in the 21st century?


    I think that the importance of design, design thinking, and design literacies today follows from the shape of the world. We live amidst complex systems of all sorts, systems which are risky and dangerous and which interact with each other to create yet more risk. Furthermore, such systems are rarely now just "natural" or just "human made".

    I live in Sedona, Arizona. Sedona is a dessert. Like desserts from time immemorial, Sedona is cold at night even if it is hot in the day time. This is not so for Phoenix, which is also a dessert. It is hot at night when it is hot in the day time. This is so because of a heat-island effect. The massive amounts of concrete in Phoenix absorb the heat all day and radiate it out all night. So the temperature in Phoenix is a joint venture of "Mother Nature" and humans.

    Solutions to problems involving complex systems demand multiple sorts of pooled expertise, including even the wisdom of crowds. Single minded, single focused experts are dangerous, since they undervalue what they do not know and their actions can and do create massive unintended consequences when they intervene in complex systems (as we found out in the 2008 worldwide recession and as Alan Greenspan pretty much admitted in front of Congress).

    So people--citizens--need to learn to think of systems as designed or as things that act like they are designed. They need to know how themselves to produce designs as "models" to think with (and model-based thinking is the core of science).

    The United States today is politically polarized and comes at all problems as if they are political or ideological, when in fact most of our problems are complex, the solutions to them are going to be compromises with tradeoffs, and we need to continuously question our expertise, values, and goals. We are so polarized today that a core goal of schooling, in my view, ought to be teaching kids to see arguments as designed and as inherently connected to evidence and perspectives and not just ideology, self-interest, and desire.

    Of course, the focus on design has also come about because so many digital tools--and other tech tools--developed by and for professionals can be used today by "everyday people" to design, build, and create for themselves. There has always been the danger with any technology--most certainly including books--that people will get divided into two classes: "priests" who are experts and know the deep secrets inside the technology (or make them up) and the "laity" who consume the technology, but do not understand it enough to transform it. The potential of much digital learning today--as well as many passionate affinity spaces--is to allow more and more people to be priests. But this sort of potential has always in human history been opposed and resisted by elites, who ever seek to constrain and tame it.

    James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

    How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part One)

    James Paul Gee from New Learning Institute on Vimeo.

    On April 4, I will be respondent for the Pullias Lecture, being hosted by the Rossier School of Education here at the University of Southern California. The primary speaker is James Paul Gee, who is going to address "Games, Learning, and the Looming Crisis of Higher Education." For those in the Los Angeles area, the talk is being held in the Davidson Conference Center at USC, 4-6 PM.

    I was delighted to be asked to participate in this exchange, both because I was recently given an honorary appointment in the Rossier School and because I have such affection and respect for Gee. We've known each other for the better part of a decade now. We've appeared together many times, often in informal conversational settings, I like to call "The Jim and Henry Show," where we talk about our shared interests in participatory culture, games and learning, and the new media literacies. Gee has been one of the key thinkers about the kinds of new pedogogical models represented by computer and video games, seeing them as illustrating alternative forms of learning to those represented by our current schooling practices. Gee has been one of the core contributors to the MacArthur Digital Media and Learning initiative, helping to inspire a whole new generation of educational researchers, who are doing serious work not only on games but also modding, machinema, fan fiction, virtual worlds, and a range of other new media platforms and practices.

    This semester, I have ended up teaching Gee's recent book, Women and Gaming: The Sims and 21st Century Learning, in my New Media Literacies class. I was delighted when I first saw the book to see Gee expand upon his thinking about "affinity spaces" to think more deeply about what he and his co-author Elizabeth Hayes call "gaming beyond gaming." The term refers to the broad range of productive and social practices which have grown up around games, practices which strongly parallel what I've found in my own research on fan cultures. The book's focus on The Sims signals the importance of this game both as a breakthrough title which expanded female interest in the medium and as a model for all subsequent games which have encouraged players to build and share content with each other. Gee and Hayes are interested in the ways this game has become the jumping off place for lifelong learning processes for a range of women, young and old. It is a delightful mixture of compelling storytelling and thoughtful analysis, one which can easily be assigned to undergraduate students but which is profound enough to capture the imagination of advanced students and researchers.

    As I was anticipating our mutual participation in the Pullias Lecture event, it occurred to me that I had never interviewed Gee for my blog, despite all of our other interactions through the years. What follows includes his reflections on the current state of games-based learning research, the state of American education, and the value of participatory culture. Gee was generous with his thoughts and so I am going to be running this meaty exchange over three installments this week.


    We've both been involved in thinking about games and learning for the better part of a decade. What do you see as the most significant breakthroughs which have occurred over this time?

    The breakthroughs have been slower in coming than I had hoped. Like many new ideas, the idea of games for learning (better, "games as learning") has been often co-opted by entrenched paradigms and interests, rather than truly transforming them. We see now a great many skill-and-drill games, games that do in a more entertaining fashion what we already do in school. We see games being recruited in workplaces--and lots of other instances of "gamification"--simply to make the current structures of exploitation and traditional relationships of power more palatable. We will see the data mining capacities of games and digital media in general recruited for supervision, rather than development. The purpose of games as learning (and other game-like forms of learning) should be to make every learner a proactive, collaborative, reflective, critical, creative and innovative problem solver; a producer with technology and not just a consumer; and a fully engaged participant and not just a spectator in civic life and the public sphere.

    In general there are two "great divides" in the games and learning arena. The two divides are based on the learning theories underlying proposals about games for learning. The first divide is this: On the one hand, there are games based on a "break everything into bits and practice each bit in its proper sequence" theory of learning, a theory long popular in instructional technology. Let's call this the "drill and practice theory". On the other hand, there are games based on a "practice the bits inside larger and motivating goal-based activities of which they are integral parts" theory. Let's call this the "problem-and-goals-centered theory". I espouse one version of this theory, but, unfortunately, there are two versions of it. And this is the second divide: On the one hand, there is a "mindless progressive theory" that says just turn learners loose to immerse themselves in rich activities under the steam of their own goals. This version of progressivism (and progressivism in Dewey's hands was not "mindless") has been around a great many years and is popular among "mindless" educational liberals. On the other hand, the other version of the "problem-and-goals-centered theory" claims that deep learning is achieved when learners are focused on well designed, well ordered, and well mentored problem solving with shared goals, that is, goals shared with mentors and a learning community.

    Like so many other areas of our lives today, the conservative version (drill and practice) and the liberal version (mindless progressivism) are both wrong. The real solution does not lie in the middle, but outside the space carved up by political debates.



    What do you think remain the biggest misunderstandings or disagreements in this space?


    Much of what I discussed above is really not about misunderstandings, but about disagreements and different beliefs and value systems, or, in some cases, different political, economic, or cultural vested interests. The biggest misunderstanding in the case of my own work has been people saying that my work espouses games for learning. It does not and never has. It espouses "situated embodied learning", that is learning by participation in well designed and well mentored experiences with clear goals; lots of formative feedback; performance before competence; language and texts "just in time" and "on demand"; and lots of talk and interaction around strategies, critique, planning, and production within a "passionate affinity space" (a type of interest-driven group) built to sustain and extend the game or other curriculum. Games are one good way to do this. There are many others.

    The biggest misunderstanding in general is that technologies (like games, television, movies, and books) are good or bad. They are neither. They are good, bad, or indifferent based on how they are used in the contexts in which they are used. By themselves they are inert, though they do have certain affordances. Games for learning work pretty much the same way as books for learning. Kids learn with books or games (or television or computers or movies or pencils) when they are engaged in well designed and good interactions with adults and more advanced peers, interactions that lead to problem solving, meta-critical reflection, and connections to the world and other texts and tools. They learn much less in other circumstances. But we must humbly admit that humans have never yet found a technology more powerful than print. The number of people who have killed others or aided them in the name of a book (the Bible, the Koran, the Turner Diaries, Silent Spring) is vastly larger than those who have killed or helped in the name of a game, movie, or television show. Of course, this may change, but it does little good, in the interim, to pretend books are benign, but games are inherently perilous.


    From the start, you were less interested in designing games for teaching than in using principles of game design that are grounded in educational research to reimagine the pedagogical process? To what degree do you think recent projects such as Quest to Learn have embodied those insights?


    I see game design and learning design (what a good professional teacher does) as inherently similar activities. The principles of "good games" and of "good learning" are the same, by and large. This is so, of course, because games are just well designed problem-solving spaces with feedback and clear outcomes and that is the most essential thing for real, deep, and consequential learning. These principles include (among others): making clear what identity the learning requires; making clear why anyone would want to do such learning; making clear how the learning will function to lead to problem solving and mastery; making the standards of achievement high and clear, but reachable with persistence; early successes; a low cost of failure that encourages exploration, risk taking, and trying out new styles; lots of practice of basic skills inside larger goal-based and motivating activities; creating and then challenging routine mastery at different levels to move learners upwards; using information and texts "just in time" and "on demand"; performance before competence (doing as a way of learning and being); getting learners to think like designers and to be able themselves to design; encouraging collaboration and affiliation with what is being learned as part of an identity and passion one shares with others; good mentoring by other people, as well as smart tools and technologies.

    These principles can be realized in many ways, not one. Chibi-Robo, Yu-Gi-Oh, and Quest to Learn all realize them, though Quest to Learn faces the vast stupidity of our current accountability regime and Chibi-Robo and Yu-Gi-Oh do not.

    James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

    Akoha-- A Direct Action Game?

    For those of you interested in the work I've been discussing over the past week or so on civics and participatory culture, let me strongly recommend checking out the blog which is being run by the graduate students associated with our CivicPaths research group. Recent discussions there have included considerations of zombies as potential political metaphors, reflections on the nature of "engaged scholarship," thoughts on what we can learn from the Tea Party movement, and information about playful forms of civic education around economic literacy.

    Each of these pieces reflects the work of a particular PhD candidate, mostly from the Annenberg School for Communication and Journalism, though some come from the School of Cinematic Arts or elsewhere at USC. The students post about once a week and are doing a good job of reflecting the kinds of conversations we are having with guest speakers, interview subjects, and amongst ourselves as we try to make sense of the intersection of youth, new media, and political participation.

    Today, I am re-posting one of the recent blog entries -- some thoughts about how serious gaming might foster greater civic participation by Benjamin Stokes. Stokes has been deeply committed to the concept of games for change for over a decade, first as part of the leadership of the organization with the same name, then as a foundation officer at MacArthur working with Connie Yowell on the Digital Media and Learning Initiative, and now as a PhD candidate at USC. I have been lucky to have chances to work with him in each of these contexts. He's deeply earnest and serious-minded about how the world of play might influence our civic and social lives. He models what I admire most about my new USC cohort -- the ability to merge theoretical rigor with practices designed to have an impact in the world beyond the academy.

    Akoha - a Direct Action Game?
    by Benjamin Stokes

    How can we make everyday civic participation more compelling? There is a new kind of game on the horizon, one that experiments with real-world action. I call these "direct action games," because they restructure acts like volunteering, activist training, and charitable giving. One prototype is Akoha, which started as a card game, then reinvented itself online, and last year launched a mobile app -- largely off the radar of traditional civics organizations.

    At first glance, Akoha looks like a media hub for some do-it-yourself Boy Scouts. Their website reveals thousands of participants, many reporting success with real-world "missions," from going vegetarian for a day, to debating the "I Have a Dream" speech. The actual missions often take place offline, but are only rewarded if documented with photos and stories posted online or via iPhone.

    I think Akoha deserves real attention as a working example -- despite some prominent flaws. We desperately need concrete projects if we want to actually rethink civic life. The use of games to help "fix reality" has been a hot topic these past few weeks, thanks to the great traction of Jane McGonigal's new book. Yet the missions of Akoha are more straightforward than most of Jane's "alternate reality games," which tend to have futuristic narratives, puppet masters behind the scenes, and a preference for crowd-sourcing. Thus I propose we look to Akoha and its more raw building blocks to think about direct action games.

    Participants in Akoha are mostly adults, but the ages vary widely. The experience is deeply social, as friends create missions for each other, and share their stories. More formal recognition for participation comes as players earn badge-like awards -- such as "multi-talented" for those who complete one mission in every possible category.

    Most of Akoha does not look or sound civic. Only one of the mission categories explicitly addresses "social causes." The other nine concern self-actualization in various forms, from "health and well-being" to family time, engaging with popular culture, and the discovery of travel. Is this breadth an upside or downside? That depends on your civic goals, which might include:


    1. Fostering citizen journalism, as participants report on civic themes in their communities

    2. Informal civic learning, as participants reflect on their civic experiences in new ways through stories and pictures

    3. Building social capital, as participants create new ties across traditional social groups


    These civic goals may be structurally possible with Akoha, but they are rhetorically hidden. Even as Akoha's missions bring people into the real world, they avoid the "we are purely civic" framing that occurs on many activist and volunteering websites. For the Akoha community, it's OK to admit that you are mainly there to have fun, or are trying to improve yourself (and not simply sacrificing for others). Consider this screenshot from the social cause mission "I Am Not an Island":
    mission-not-an-island-red1.jpg
    Participation begins with the usual click of a button, yet the specific language of "Play Now" differs sharply from the tool focus of civic action websites (e.g., "Take Action Now;" or "Sign the Petition"). But what exactly does it mean to 'play' Akoha? Is it a game?

    Certainly Akoha is recreational, and like all games, there are rules. In particular, participants must describe what they did to complete a mission, and thus must certify that they have met the terms set forth by the original mission author. Points and profiles track progress across the Akoha system. All players' profiles feature their picture, personal statement, and a quantitative scoreboard -- including their "player level," number of missions completed, and awards. For a sense of what this looks like, here is one particularly high-achieving player, chosen from among the more than 10,000-plus who have registered:
    profile-mgk-per-Dec21-2010-sm3.jpg
    This public profile has evolved much as the community has coalesced. Just a few months prior, the player described himself in much more formal terms, emphasizing his offline profession -- a "freelance Air conditioning and Refrigeration engineer by qualification and profession," his belief in God, and how he found the site via Reader's Digest. Now, in this recent screenshot, the player has removed his backstory, and describes instead how his Akoha playing strategy is driven by his personality. His refined self-presentation aligns with the pragmatics of the Akoha community, which focuses on choosing missions and writing stories -- both depending more on personality than professional accomplishments outside the community.

    Akoha is a designed system, and so I recently interviewed Alex Eberts, co-founder of Akoha and an influential force behind its design. He spoke of his desire to find "psychological drivers that are common to the real-world, and to game play." His designs were informed by self-determination theory, which Eberts first came across in a session at the Game Developers Conference. (Academics, pay heed - these are not the usual dissemination channels for civic theory.)

    Self-determination theory describes how human motivation is driven by basic human needs, including competence, autonomy, and relatedness. Altruism is not on the list of needs, just as it is not central to Akoha's rhetoric. Pushing beyond traditional altruism in civic life is a theme that cuts across many of the projects we are tracking in Henry Jenkins' Civic Paths research group -- from the pop pleasure of Harry Potter, to the joy of diamonds as a precursor to political talk. Repositioning altruism is a battle, with fault lines between traditional civic organizations that have failed to engage youth, and new civic organizations that have failed to connect to politics. (See, for example, Bennett's content analysis (pdf) of youth civic websites.)

    Connecting games with the real-world necessitates a basic immediacy. This immediacy also distinguishes Akoha from most civic games, which focus on education for future civic life or future civic action. Here, the action and education are both in the present tense, which increases authenticity and the satisfaction of impact. The iPhone app for Akoha, released this past summer, underscores their immediacy -- here is a set of screen shots they provide:
    iphone-screenshots-sm.jpg
    Using the mobile interface, Akoha missions can be documented on a bus in real-time, or browsed from a neighborhood park. Their mobile tech is fairly basic, consisting mainly of reskinning their existing website, with little use of GPS or other mobile sensor data. As a result, Akoha's mobile interface is only minimally aware of the user's location.

    Place matters, especially in civics. (The neighborhood of our birth strongly predetermines a host of life opportunities, from income to education and governance.) This is an area for Akoha to grow. By improving their mobile support for place, its implications for civic activity would be more immediate and profound. In particular, Akoha might offer support for filtering missions for one's own neighborhood, or connecting with players who are geographically nearby for joint missions, or simply allowing missions to release new clues when players arrive at specific locations.

    Games are still discussed as individual indulgences. Yet increasingly, games are recognized as social forces. This is especially true for Akoha, where the social construction of value emerges over time, as a participant's "friends" share stories about their missions and accomplishments. Different communities are likely to form over time. It is not yet clear whether Akoha is dominated by preexisting networks of offline friends, or by more interest-driven networks of people who gather around a shared passion. (This difference matters - see the ethnography of Ito et al.) Yet if Akoha can introduce strangers based on activity interests, the platform might transcend the left/right regression of civic talk that is so feared online by Sunstein.

    Reimagining place is important civic work, just like the reimagining of societal values, tax policy, and even collective heroes. The value of games is to restructure this civic work around different rules - intrinsic motivations of the game, aligned with the desires of everyday people. Sometimes people want an excuse to be more civic. In my interview with Eberts, he confessed that one of the big surprises for his team was how much everyday people wanted Akoha to be even more civic. He hinted that future Akoha versions might well expand toward the civic.

    Even as mobile has reshaped the everyday experiences of place and time, so too we may see game-like activities begin to restructure the experience of public participation. Yet Akoha remains an "edge phenomenon" to both the civic and gaming communities. In the first case, nonprofits are still trying to understand games for training, let alone for direct action; in the second, the independent gaming community is struggling to understand games for art, let alone games that improve the real world. Akoha is likely to be seen as a risky investment for funders in either community. Thus the evolving Akoha business model may be as crucial as its innovations in civic participation. For example, Eberts hints that corporate engagement may be an area of growth for such games.

    Beyond Akoha, it might be useful to define a framework for direct action games. In a panel I organized last year at the Games for Change Festival, we explored the concept, and its historic manifestations; fellow panelists were game designer Tracy Fullerton and activist/scholar Stephen Duncombe (see embed below for video of the panel).


    As we seek to define new templates for civic games, cases like Akoha help us prioritize research questions, including:


    1. Can direct action games help us re-imagine civic activity under a different set of rules, solution frames, and feedback loops for engagement? (McGonigal's aforementioned book nicely explores several of these philosophical questions.)

    2. If only a portion of the activity is strictly civic, how do we compare to more traditional and pure civic engagement?

    3. When is it appropriate to teach citizens how to "game the system" of democracy, to "win" in Akoha, or to rewrite the rules of local politics?

    These issues will only become more important in coming months, as civic action goes digital and game culture grows. By examining cases like Akoha, we can develop frameworks for "direct action games" that better structure our civic designs.

    The Political Lives of Black Youth: An Interview with Cathy Cohen (Part Two)



    You write near the end of the book, "While the Obama Administration and other black officials are attempting to avoid discussions of race, members of the Republican Party and the Far Right have escalated their racial and racist talks and attacks. These contrasting trends have meant that racial discouse is increasingly being shaped by, or at least framed by, the right wing." Clearly, you have in mind something like the Tea Party movement. How would you explain the expanding support that the Tea Party has received? What impact do you think such a movement has on the political lives of the black youth you've studied?


    I don't think it is a coincidence that recent polls show that only about 17 percent of black youth support the Tea Party, compared to 34 percent of white youth and 15 percent of Latino youth. Black youth understand that the policies advanced by Tea Party candidates and members will mean a more limited role for the government in the lives of everyday Americans. And while many believe that the reach of the government has extended too far, black youth realize that many of the opportunities secured by the mobilization of Blacks and others from the Civil Rights Movement through the election of President Obama have only been implemented and protected by an activist and expanded federal government.

    Thus, a significant part of the Tea Party agenda, that which would repeal recently won health reform or pursue deficit reduction by slashing needed safety net programs or reduce funding for public education, or generally reduce and constrain the work of the government, would detrimentally impact the lives of black youth, especially those who are most vulnerable.

    Beyond the specific policies of the Tea Party, I believe that their exaggerated discourse, especially as it targets President Obama and attacks him not on the terms of just his policies but also engages in a racial baiting, will reinforce the idea held among black youth that racism remains a major issue in this country and that black people are treated as second-class citizens in the political community. These young people have watched as the Tea Party held rallies in which President Obama has been demeaned and depicted as other, an unspeakable evil on par with Adolph Hitler. They believe that while some of the objections to President Obama are based on the political agenda he has pursued, other motivations for their challenge to President Obama has everything to do with the fact that he is black.

    In response to such actions on the part of some members of the Tea Party, it seems that President Obama and his team has made a decision to try and stay above the fray of racial politics, adopting or letting stand a color-blind approach to race in the United States. My concern as you quote in the question is that the absence of leadership by President Obama on the topic of race and racism has allowed the right wing and some more extreme Tea Party types to step into the gap and promote their decidedly pre-civil rights movement view of the ideal racial order.

    In contrast to the continued activity of the right on questions of race and racism, those public officials that might traditionally be mobilized to fight for and articulate a political agenda meant to improve the opportunities and lives of black youth, specifically black and progressive politicians like Barack Obama, are exceedingly reticent to make and defend an explicitly racialized agenda. And so black youth are left to fend for themselves on issues of race and racism, again learning the lesson that politicians are not to be trusted and that even in an environment where expansion of our political community is promised, some will fight the equal rights and inclusion of black youth seemingly forever!



    As you've noted, the perspectives of black youth are rarely discussed as part of our understanding of contemporary politics. What do we understand differently about the current political scene if their views are factored into our analysis?

    I think it is hard to understand and think effectively about the issues that confront us without thinking about the perspective and lived experience of black youth. As I discussed in a different question, black youth are at the center of many of the most troubling issues confronting the country. Issues ranging from the decline in public education to the rise in incarceration and the dominance of the prison industrial complex all disproportionately impact black youth. So it will be hard to develop effective and inclusive policies, programs and approaches to these issues without seriously considering the perspectives and including the insights of black youth.

    However, it is more than just a simple gesture of inclusion when thinking about how black youth help us to understand and imagine differently the political scene. We have to acknowledge that young black people often have a different take on issues than others groups of young people that necessitate different policy choices and political collaborations. For example, if we take the issue of whether we are currently or even approaching a post-racial state, black and white youth think very differently about this issue.

    Since the election of Barack Obama, much has been made of the generational divide in the populace. Some have suggested that once the so-called millennials come to dominate the political domain, many of the thorny social issues that have caused great debate and consternation among the American public will be resolved. This line of reasoning implies that young people who embrace and personify a more inclusive society will eventually take over policy-making and thought leadership, moving both areas in a more liberal direction. Commentators point to the significant differences in opinion registered among various generations on topics such as same-sex marriage and abortion as evidence of the more inclusive worldview held by the majority of young people.

    The promised harmony around social issues that is presumably evident among younger Americans extends beyond the confines of sexually infused social policy to the prominent and always simmering issue of race. An article published in The New York Times suggests that much of the problem of race and racism found in the Tea Party and the NAACP has to do with the fact that they both are largely comprised of older members who grew up as the targets or beneficiaries of Jim Crow. Columnist Matt Bai writes, "The Tea Party and the N.A.A.C.P. represent disproportionately older memberships. And herein lies a problem with so much of our discussion about race and politics in the Obama era: we tend not to recognize the generational divide that underlies it."

    As evidence of this substantial generational divide, Bai cites pre-midterm data from the Pew Research Center indicating that "there is nearly a 20 point spread between Mr. Obama's approval ratings among voters younger than 30 and those older than 65." Perhaps Bai's most important observation is one that he seems to add almost as a throwaway: his comment that "These numbers probably do reflect some profound racial differences among the generations." I show in the book that significant and profound differences in how young whites, blacks, and Latinos think about such topics as racism, citizenship, and gay and lesbian issues still exist today and that these differences are a defining feature of American politics as practiced by the young today, even in the age of Obama.

    Far from the generation of millennials signaling the end of race or even the beginning of a post-racial society, I present data in the book that suggest that deep divides still exist among young people, with black youth particularly skeptical about the idea of a post-racial anything. I note in the book that on a survey we administered seven months after the 2008 election, we asked 18-35 year-old respondents if they believed racism was still a major problem. The divide between black and white young people was stark: 68 percent of black youth stated that racism remains a major problem, compared to 33 percent of white respondents and 58 percent of Latino respondents

    A similar split was evident when we asked if blacks had achieved racial equality. A near majority of whites (48 percent) thought blacks had achieved equality, compared to 15 percent of blacks and 39 percent of Latinos. As we know the racial landscape is far more expansive than one that accounts for just blacks and whites. When asked if Latinos had achieved racial equality, support for this assertion dropped among whites. In fact, only 29 percent of whites, 16 percent of blacks, and 20 percent of Latinos believed that Latinos had achieved racial equality.

    In the many articles written about the generational shift in attitudes on social issues, such as gay marriage or even race, few, if any, take the time to disaggregate the data by race and ethnicity to determine whether there might be divergent trends among the many groups comprising "youth." When researchers disaggregate their data (that is, if they have sampled enough people of color to pursue statistical analysis of different racial and ethnic groups) they often find that there are significant differences in how young people from the various racial and ethnic groups that make up the American populace think about not only same-sex marriage and abortion, but also race. If leaders continue to make policy and academic insist on writing articles with data assuming that the ideas of white youth represent the attitudes of all young people, they are all in for a rude awakening.

    As the demographics of the country continue to move from one dominated-in population and power-by whites to one increasingly populated by individuals of color, our analyses must start paying attention to the ideas, attitudes, and actions of young people of color. Making the experiences of black and Latino youth central to our understanding and "work" around race provides a very different perspective in terms of what we must do. In the realm of race, the experience of black youth and, at times, Latino youth is that race still figures prominently in their lives, shaping where they can live, if and where they work, and how state authorities, such as the police, treat them. For these young people, racism still blocks their access to full citizenship, in particular the psychological aspects of believing that one belongs to and is valued in the larger political community. In the book I use the experiences of black youth to underscores the necessity of not just including but highlighting the voices and experiences of black youth if we are to bolster democratic practice in the 21st century.

    Cathy J. Cohen is the David and Mary Winton Green Professor of Political Science. . She is also the Deputy Provost for Graduate Education and the former Director of the Center for the Study of Race, Politics and Culture at the University of Chicago. Cohen is the author of two books: Democracy Remixed: Black Youth and the Future of American Politics (Oxford University Press 2010) and The Boundaries of Blackness: AIDS and the Breakdown of Black Politics (University of Chicago Press 1999) and co-editor with Kathleen Jones and Joan Tronto of Women Transforming Politics: An Alternative Reader (NYU, 1997). Cohen is principal investigator of two major projects: The Black Youth Project and the Mobilization, Change and Political and Civic Engagement Project. Her general field of specialization is American politics, although her research interests include African-American politics, women and politics, lesbian and gay politics, and social movements.

    The Political Lives of Black Youth: An Interview with Cathy Cohen

    I have mentioned here several times before my participation in a new research network on youth and participatory politics, which has been funded and organized by the MacArthur Foundation as an extension of their work on Digital Media and Learning. Part of the pleasures of participating in this network has been the chance to engage in "mixed methods" research and in the process, to learn more about research methods that previously seemed very alien to my own. In graduate school, the qualitative and quantitative students walked past each other like ghosts: we shared the same offices, in some cases, but there was not much fraternizing across enemy lines. :-) Here, I've had a chance to learn about and contribute to the design of a large scale national survey as well as having the ethnographic work my team is doing informed by thoughtful questions from the social scientists and political philosophers on the team.

    I have especially loved getting to know Cathy Cohen, a political scientist who remains surprisingly open to our questioning of what counts as politics in the digital age and who is often leading the way to challenge the established wisdom in her field. Her previous books have included The Boundaries of Blackness: AIDS and The Breakdown of Black Politics and Women Transforming Politics: An Alternative Reader. She has done extensive research on the political lives of black youth and what they can tell us about the current state of democracy in America, work which led this fall to the publication of a important new book, Democracy Remixed: Black Youth and the Future of American Politics.

    The information here is transformative. Cohen tells us for example that more black youth have participated in buycotts, that is directing their consumer purchases towards social change, than in boycotts, that archtypical tactic of the civil rights generation of black leadership. She describes how black youth have been stigmatized not only by white racists but by many black political leaders who often pathologize youth culture as symptomatic of the problems confronting the black community today. Her approach combines statistical and cultural analysis to offer a multilayered portrait of contemporary black youth, their hopes, their fears, their frustrations, their values, and their politics. As she notes, these perspectives are often left out or remain undifferentiated in larger accounts of youth and political participation.

    The picture she paints will complicate further claims that the election of Barack Obama represent a "post-racial" era in American politics. As her comments below suggest, current politics are very much shaped by implicit and sometimes explicit assumptions about race at a time when the racial composition of the country is shifting dramatically.

    I was lucky to get Cohen to respond to some of my questions about this book, which I strongly recommend to my readers. What follows is simply a glimpse into the rich analysis that runs through Democracy Remixed.



    Walk me through your title. What do you mean by "Democracy Remixed"? Why is this an appropriate metaphor for the book's findings?

    I decided on the title of Democracy Remixed for a number of reasons. First, it seems to me that one of the interesting consequences of taking seriously the political ideas and actions of some of our most marginal citizens--black youth--is that it pushes, challenges, and changes the nature of how democracy currently functions in the United States. If it doesn't then something is seriously wrong.

    For example, if you begin to look at the participation rates of black youth, although there were historically high in 2008, there are still serious challenges to the full participation of black youth in our democracy. The issue of felony disenfranchisement and the general disproportionate impact of incarceration and policing in the lives of black youth are made visible when we focus on the political lives of black youth. Far too many young black people are unable to engage in the most basic of democratic practices--voting--because some states have taken away the franchise of those who have been convicted of a felony, even after they have served the terms of sentence. Thus, if we are serious about facilitating the participation of young black people in something as basic to democracy as voting, then we must examine and "remix" our ideas and laws about felony disenfranchisement.

    Similarly, when we include black youth as full and equal members of our political community, it means that we acknowledge their worth and will debate and pursue politics that reflects their priorities and needs. For example, if young black people were active participants in our policy debates, the political agenda might be "remixed" to include specific policies and programs such as quality education for marginalized youth, especially young black people who suffer from dropout rates of nearly 50 percent in some urban cities.

    As a country we might find ourselves designating more money to health programs accountable for erasing the disproportionate impact of HIV/AIDS, sexually transmitted infections, and mental health problems among black youth. It might mean that we would do more to ensure that young people are not killed while playing outside their homes or on their way to or from school; a way of life for black children in Chicago and other major cities.

    As equal members of our political community, the future of black youth must be recognized to be the future of the nation. Their suffering is our suffering. And their progress is our progress. Only by remixing our democratic ideals and practices can we truly become an inclusive and full-functioning democratic community.



    You begin your book with the story of your nephew Terry. How did his experiences inspire and inform the project? What would you like to see Terry and others of his generation take away from the ideas in your book?


    As you note in your question, it was the experiences of my nephew Terry and my other nieces and nephews that inspired this project. Terry, at least for me, represents many of the challenges of black youth today. He has faced and dealt with many of the issues that confront the lives of far too many young black people: violence, a failed educational system, incarceration, becoming a parent too early, and difficulty in finding a job just to name a few. While these are familiar themes that have been outlined in a number of books on black youth, what is different about Terry and hopefully my arguments in this book, is that we both try to provide a more nuanced representation of black youth than is regularly presented in other texts.

    I believe that too often we are publish monolithic representations of black youth that either focus exclusively on their failure or their success. Bill Cosby is an example of one celebrity who has garnered a lot of media attention through the simplistic degradation of black people and black youth. I try in the book to detail the complex lives of black youth. As my nieces and nephews as well as thousands of young black people who answered surveys, took part in in-depth interviews and participated in focus groups for this book demonstrate, one has to pay attention to both the agency and structures that are a part of the story of black youth.

    When I talk with Terry about the difficulties he has encountered, his is a balanced account, noting structural barriers such as the lack of jobs one can find with a criminal record, but also detailing how he has contributed to his own struggles by, for example, having children without being able to fully care for them, emotionally and materially. While Terry is willing to discuss the impact of being tracked at an early age into special education classes largely because the teachers in his school were unable or unwilling to deal with the learning challenges and energy of young black boys and girls, he also is quick to point out that he did not take advantage of the educational opportunities presented to him. It is the complicated story of being young and black in the United States today that I believe continues to deserve exploration and detail.

    I hope the young people who read this book will first and foremost see themselves throughout this book. One of the things that was really amazing about doing the research for this project was the willingness of young black people to take time out of their schedules to talk to me and other researchers associated with the project. Repeatedly, they told us they were willing and eager to talk to us because people rarely asked them their opinions about the issues facing them and their ideas for solutions. So I hope those same young people are able to hear their voices in the ideas and arguments of the book.

    Second, I hope the book reminds both young Blacks and the nation as a whole of the centrality of young black people to our democratic futures. Here I'm not only talking about the fact that black youth suffer disproportionately from some of the most important issues facing the country--unemployment, the decline of public education, violence, HIV/AIDS--but also they are a central part of what is promising about the next generation. In 2008 black and Latino youth came to the polls in record numbers to vote for the nation's first black president. Their excitement, determination, and unprecedented turn out is a signal of the promise of an expanding democracy.

    Third and finally, I greatly respect young black people for their political intellect, their determination, and their ability to honestly and openly state when they have made bad decisions. Like most of us, these are young people striving every day to do the right thing and be decent human beings. I hope this book affirms their efforts to work hard, to do what is right and their basic humanity.

    I was very interested in the mix of quantitative and qualitative research methods shaping this study. What did each contribute to your understanding of the political lives of black youth?


    I wanted to use a mixed methodological approach to the book to reach a level of breadth and depth in reporting on the political lives of young black people. Specifically, the research design started with a national representative sample of young people ages15-25 that included oversamples of black and Latino youth. By oversamples I mean including larger number of Blacks and Latinos than might be necessary to make a traditional random sample so that our statistical analysis of young Blacks and Latinos would be more reliable and thus the margin of error would be smaller. In addition to ensuring that the sample would allow us to highlight and analyze the ideas and actions of black youth in comparison to other racial and ethnic groups of young people, we also wanted to develop a survey that would focus on and be rooted in the lives of young black people.

    Many of the surveys used to explore the attitudes of young people start with white youth as the normative respondent. What I mean by that is the survey is developed with a young white person in mind. We developed a survey that tried to tap into the lives of young blacks. Toward that end we did things like include questions on rap music and rap music videos since we know that as both a cultural and political form hip hop and specifically rap music is central to the lives of black youth. Much of the statistical data included in the book comes from two original data sets--the Black Youth Project--and another survey we mounted before and after the 2008 presidential election--the Mobilization and Change Project. All of the data from these projects are available to the public and can be downloaded through the websites mentioned above.

    Once we had the data from our new survey instrument in hand, we knew that this data would only allow us to say general things about the population of young people from different ethnic and racial groups. It would not provide us with the depth of knowledge needed to write a book that would capture and detail the nuanced political lives of black youth. To gain greater knowledge and go deeper we utilized two methods to gather additional qualitative data. One strategy we used was to carry out interviews with about 40 black youth, most of whom had completed the national survey and lived in the Midwest. We targeted four cities--Chicago, Detroit, Milwaukee and St. Louis and conducted interviews with black respondents in their city.

    We were able to find respondents because at the end of the survey we included a question asking black respondents if they would be willing to be interviewed in the future. Over 90 percent of black youth answered affirmatively to the question, providing three contacts that might be able to find them within a year. Even with this information we were only able to find about 50 percent of the respondents who agreed to a future in-depth interview. After we confirmed the interview, graduate student researchers drove to their town and sat-down with respondents for over an hour, assessing in a more free flowing and detailed manner their thoughts on topics ranging from politics to the role of race in American society. Excerpts from these interviews are included as quotes throughout the book.

    Finally, in 2005 and after the 2008 presidential election we held a series of focus groups with young black people in Chicago ages 18-21. We used the early focus groups in 2005 to inform the development of our first national survey and our general work on the Black Youth Project. The focus group held in 2009 was used to get a sense of what young people thought about the election of President Obama and how they thought the policies of the nation's first African-American President would impact their lives. Again, I also use quotes from these focus groups throughout the book, especially in chapter six.

    Cathy J. Cohen is the David and Mary Winton Green Professor of Political Science. . She is also the Deputy Provost for Graduate Education and the former Director of the Center for the Study of Race, Politics and Culture at the University of Chicago. Cohen is the author of two books: Democracy Remixed: Black Youth and the Future of American Politics (Oxford University Press 2010) and The Boundaries of Blackness: AIDS and the Breakdown of Black Politics (University of Chicago Press 1999) and co-editor with Kathleen Jones and Joan Tronto of Women Transforming Politics: An Alternative Reader (NYU, 1997). Cohen is principal investigator of two major projects: The Black Youth Project and the Mobilization, Change and Political and Civic Engagement Project. Her general field of specialization is American politics, although her research interests include African-American politics, women and politics, lesbian and gay politics, and social movements.

    Measuring New Media Literacies: Towards the Development of a Comprehensive Assessment Tool (Part Two)

    Measuring New Media Literacies: Towards the Development of A Comprehensive Assessment Tool (Part Two)
    by Ioana Literat


    Results

    Although all of our scale items collectively attempt to measure new media literacy levels, and the overall reliability of the scale was high (Chronbach's α=.903), we were interested in identifying the specific subcomponents that make up this concept. Our initial research question was whether the subscales of this survey instrument map well onto Jenkins' 12 NMLs. Particularly, we were interested in seeing if, as predicted, the scale would break down into components that were similar to those identified by Jenkins.
    To address this question, we performed a factor analysis on the 60 items, and then assessed the reliability of each separate subscale that emerged from the factor analysis. With the exception of 2 NMLs (collective intelligence and simulation), the factors identified in this analysis mapped well onto Jenkins' 12 NML skills, indicating the definite existence of subcomponents that tap into dichotomous skill sets. Thus, out of the 12 NML skills that make up Jenkins' framework, 10 were identified in the factor analysis of our scale; furthermore, all 10 of these components had adequate reliability. This is a rather impressive and encouraging finding, especially given the fact that all 60 items of the scale were completely randomized and thus the items that made up each of these 12 subscales never appeared in order. The two NMLs that did not distinctly emerged from the factor analysis were collective intelligence and simulation; rather than clustering together as distinct factor components, the items measuring these two dimensions ended up being spread out over the different subscales.

    Once the factor analysis revealed the various new media literacy skills that the scale constituted of, we proceeded to explore the relationship between these NMLs and patterns of media exposure and digital participation, by running multivariate analyses of variance (MANOVAs).

    We first looked at respondents' cumulative media exposure, which included time spent with all forms of media: Internet, television, print media, and videogames. According to our second hypothesis, we expected to see a significant difference in NML skills between high and low media users. The multivariate difference in media literacy levels assessed using MANOVA was indeed significant: F(10, 316)= 3.025, p=.001, with avid media consumers scoring higher across all NML skills than less enthusiastic media consumers. The univariate differences between the high and low media exposure groups were particularly pronounced in the areas of negotiation, networking, appropriation, play, multitasking, and transmedia navigation.

    Next, we explored the relationship between NMLs and exposure to specific media. In terms of Internet use, there was a significant difference between low and high users: F(10, 316)= 3.171, p=.001, with the most striking contrast occurring in terms of networking skills. Due to the interconnecting and socializing features of the Internet, less enthusiastic internet users scored much lower in networking skills than frequent users. For videogames, the difference between frequent and infrequent users was also significant (F(1, 316)=2.811, p=.002), with avid gamers scoring substantially higher than their peers in the domain of play, or experimental problem-solving.

    Our questionnaire addressed users' exposure to four different forms of media: two new ones (internet and videogames) and two old ones (television and print media). Interestingly enough, while the difference in NML skills between light and heavy users of the Internet and videogames - i.e. new media - was substantial, this difference was not significant in the case of traditional media. This is an interesting conclusion, which supports the view that new digital media, due to their interactive and highly socializing nature, are more adept at breeding the social and cultural competencies needed for a full participation in today's digital environment than traditional media, which are inherently more passive.

    In terms of digital participation, we hypothesized that higher levels of media literacy should predict a higher degree of engagement with Web 2.0 platforms, as well as an increased propensity for multimedia creation. This hypothesis was fully supported: the difference in NMLs between users with high digital participation levels versus those with lower participation levels was indeed significant (F(10, 316)=3.172, p=.001). Out of the digital platforms we explored in this study, the ones that emerged as particularly significant in this analysis were Facebook (F(10, 316)=5.294, p<.001), Twitter (F(10, 316)=3.181, p=.001), YouTube (F(10, 316)=4.553, p<.001), and blogging (F(10, 316)=4.747, p<.001).

    For Facebook, the difference between light and heavy users was especially pronounced in the area of networking, with enthusiastic Facebook users displaying extremely high networking skills. This result is unsurprising, given the function of Facebook as a social networking site, but this connection is important in regards to the applicability of such online-learned skills in the context of one's offline behavior.

    In the case of Twitter, the two main NMLs where light and heavy users significantly differed were networking and transmedia navigation. We found that light Twitter users (including non-users) scored much lower in these 2 NMLs than more enthusiastic tweeters. This conclusion makes sense, and can be explained by the hyperlinked and social nature of the Twitter platform.

    YouTube also emerged as an extremely significant platform in terms of NML skills.
    The NMLs that YouTube users excelled at were appropriation and transmedia navigation, but also, to a less astounding degree, performance and negotiation. These results are most likely explained by the primary functions of the YouTube platform as a crucial depository of popular culture clips (to be used in appropriation processes) and as a source of multimedia information (encouraging transmedia navigation), but also a democratic limelight for stardom and personal opinion (performance) and a transnational hub that facilitates intercultural learning (negotiation).

    Finally, blogging emerged as another particularly important platform in terms of NML skills. We found a significant difference in overall NML skills between bloggers and non-bloggers, and individuals who keep a blog scored much higher in appropriation and networking skills. Most likely, this is due to the increasingly interlinked nature of the "blogosphere", with writers linking to other blogs of interest, keeping a blogroll on their personal page, republishing relevant posts, and so on. This process of hyperlinked interconnectedness, while gradually transforming the personalized "blogosphere" into one global community, increasingly requires networking and appropriation skills that allow one to most effectively tap into this informal community.

    The results of this study also supported the connection between multimedia creation and NMLs. As hypothesized, higher NML levels predicted a propensity for multimedia creation, and the difference between frequent and infrequent digital creators was extremely significant (F(10, 315)=6.635, p<.001), with the most acute contrast occurring, not surprisingly, in the area of appropriation. This is in line with the literature in the field, which claims that the ability to creatively produce and distribute multimedia texts should correlate strongly with higher levels of media literacy.

    Similarly, the results also confirm the connection between new media literacies and civic engagement, which is emerging as a critical application of NML educational initiatives. Our hypothesis regarding the positive relation between media literacy and civic engagement was fully supported, with respondents that scored highly across the NMLs showing much higher degrees of civic engagement than their less media literate peers (F(10, 313)=3.516, p<.001).

    In conclusion, as evidenced by the support for our main conceptual hypothesis, the data gathered in this study will be instrumental in perfecting a validated quantitative assessment tool to complement NML initiatives built around this particular framework. So far, educational endeavors aimed at cultivating these skills only benefitted from qualitative evaluation tools, which are inherently unfit for use with large samples, and are much harder to implement due to logistical considerations. We therefore hope that this questionnaire, especially used as a baseline measure of new media literacies, will help provide a more accurate and comprehensive picture of individuals' abilities in this domain.

    Furthermore, the study provided critical information about the connections between new media literacies, media exposure, and engagement with different Web 2.0 platforms; this represented a much-needed addition to the literature on media education, which so far did not address these specific correlations. In terms of the validity of the present assessment tool, the fact that our hypotheses regarding the connection between media literacy and media use habits were strongly supported lends additional predictive validity to this survey instrument. This is a highly significant conclusion that adds further import to the current study. While the causal relationships between these variables would need to be examined longitudinally, over time, it is our interpretation that the relationship between media use and media literacy is a circular one, involving a virtuous feedback loop: for instance, while extensive use of the internet raises one's new media literacy levels, individuals with high NML levels are also more likely to access the internet considerably more.

    While further research is certainly needed regarding the feasibility and scalability of quantitative methods of assessment in the field of new media literacies, we believe our study is a valuable starting point in this direction, and a much-needed inquiry into the challenges facing such assessments in both national and international contexts. While this particular study represented a pre-test of the validity of the current survey instrument, we are now working on its practical application as a baseline measure of NML levels at the Robert F. Kennedy Community Schools, where Project New Media Literacies will be implementing an after-school program starting in February. Stay posted for updates regarding this initiative, and an upcoming report on the quantitative assessment of new media literacies among the high school students at RFK!

    Ioana Literat is a PhD student at USC's Annenberg School of Communication and a research assistant for New Media Literacies. She has taught digital storytelling and social justice curricula to children in the Dominican Republic, Romania, Uruguay and India, and spent the last year working as the field coordinator of The Modern Story program in India. At USC, Ioana is researching the social impact of media and its potential to stimulate positive change, with a special focus on the future of educational media and virtual communities. As a result of her extensive international experience, she is particularly interested in the global scalability of NML projects, and the applicability of such educational initiatives in the developing world.

    Measuring New Media Literacies: Towards the Development of a Comprehensive Assessment Tool (Part One)

    Last fall, I spread a message to my Twitter followers, asking for their participation in an online survey we were conducting, trying to assess new media literacies skills. Needless to say, people who follow this blog and my Twitter account are apt to have a higher degree of technical and cultural literacy than the general population, but we were looking for a sample base large enough to be able to test and refine our instruments before applying them to other populations, such as the students at the schools where we are doing after-school programs or which are adopting some of our curricular recommendations.

    Given the intense response we received, and our deep gratitude for everyone who participated in the survey, I wanted to make sure we shared the results with you in a timely fashion. Ioana Literat, a PhD candidate in the Annenberg School of Communications and Journalism at the University of Southern California, did the work as part of a class project in Lynn Miller's class, COMM 550: Research Methods in Communication. She also is part of the Project New Media Literacies research team and we are immediately putting her tool and her insights to work by pre-testing students entering our programs here in Los Angeles.

    Her results are interesting in that they do suggest that the skills we have identified through the White Paper I helped to write for the MacArthur Foundation do cohere in real world contexts and that these skills improve through engaging with new media platforms and practices. I should stress here that we believe that the relations between increased skills and increased use of new media tools does not simply mean that the people who consume more media get better at it.

    As writers like James Paul Gee have argued, these "affinity spaces" contain powerful forms of informal learning which motivate and support the acquisitions of these skills in a way that would not be true for most people watching films and television outside of the context of a fan community, which might perform similar work for its members. Further, we are not simply describing consumption per se, but rather we are talking about forms of participation which involve applying those skills rather than simply observing. At its heart, then, the argument is that participatory culture communities and practices actively support the learning of their members and reversely, that as we first asserted certain skills have emerged as characteristic of and often necessary for meaningful involvement in participatory culture. Today, we are going to lay out the methods behind this research; next time, the findings.

    Measuring New Media Literacies:
    Towards the Development of a Comprehensive Assessment Tool
    by Ioana Literat

    The present study was motivated by our observation that, in spite of the increasing popularity and impact of Henry Jenkins' New Media Literacies framework, there was a lack of an appropriate quantitative measurement tool to assess these new media literacy skills. Certainly, existing tools do not capture the full spectrum of skills and propensities suggested by Jenkins. Furthermore, the reliance on qualitative data - which is typical of most studies in this field - means that such assessment projects are not feasibly replicable with larger groups. Therefore, this study aimed to address methodological lacunae within the NML framework by developing and validating a comprehensive quantitative assessment tool that could be used to measure new media literacies (NMLs) in both adult and juvenile populations.

    Below, you will find an overview of the survey instrument and a summary of the results. If you would like to see the complete NML questionnaire that was used for this assessment, as well as the full report on the findings of this study (including all the statistical data), we encourage you to contact Ioana Literat at iliterat@usc.edu.

    In assessing the psychometric properties of this new assessment tool, survey data was first factor analyzed in order to assess the reliability of the measure, and determine how these emergent factors compared with Jenkins' original 12 NML skills. If the survey instrument was accurately constructed, we expected to see 12 separate subscales - similar to the 12 NMLs identified by Jenkins - resulting from the factor analysis. In terms of the relationship between media exposure and NMLs, we hypothesized that higher levels of new media literacies would correlate with a higher degree of engagement with media forms - particularly new digital media - and that there would therefore be a significant difference in NMLs between people with low versus high levels of media exposure. An increased degree of digital participation in various Web 2.0 platforms should also relate to high NML levels, with light users scoring lower in media literacy than heavy users of these digital platforms. Finally, we also hypothesized that high NML levels should predict a greater propensity for multimedia creation, and, respectively, civic engagement.
    The sample for this study (N=327) was a convenience sample of normal volunteers over the age of 18, who completed the survey online. In terms of gender distribution, the sample contained 131 male respondents and 187 female respondents. The average age was 33.7 years (SD=11.7). In regards to ethnicity, 83.9% of respondents were white, and 77.3% indicated English as their primary language. Income and education levels were normally distributed.

    Survey Design

    The survey was structured around 4 main sections: demographics, media use habits, new media literacies (NMLs), and civic engagement. All questions were randomized, so that each participant received them in a different order, to maximize the validity of the findings.
    The section on media use habits queried respondents about their access to a computer and to the Internet, the extent of their exposure to different media forms, their digital memberships and affiliations, and their creative engagement with multimedia. The NML section of the survey - the most extensive and critical part of this instrument - aimed to assess respondents' new media literacy skills (NMLs) by presenting them with a randomized series of 60 statements about their personality, social and cultural modes of engagement, online and offline peer interaction, learning styles, and media consumption and creation patterns. The statements were conceptually built around the 12 NML skills identified by Jenkins (2006): play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgment, transmedia navigation, networking, negotiation, and visualization. To ensure an adequate factor analysis while minimizing the duration of the survey, we decided to include 5 items for each NML, for a total of 60 questions. These items addressed both technology-related and non-technology-related behaviors, in accordance with our view that the NML skills are social and cultural competencies that stretch beyond media expertise or technological capability.
    Finally, the last section of the questionnaire contained a set of 5 questions that attempted to measure the respondents' degree of civic engagement, by addressing three principal dimensions of civic engagement: self-efficacy, civic responsibility, and commitment to civic action.


    Ioana Literat is a PhD student at USC's Annenberg School of Communication and a research assistant for New Media Literacies. She has taught digital storytelling and social justice curricula to children in the Dominican Republic, Romania, Uruguay and India, and spent the last year working as the field coordinator of The Modern Story program in India. At USC, Ioana is researching the social impact of media and its potential to stimulate positive change, with a special focus on the future of educational media and virtual communities. As a result of her extensive international experience, she is particularly interested in the global scalability of NML projects, and the applicability of such educational initiatives in the developing world.

    What Constitutes an Open-Book Exam in the Digital Age?


    Several weeks ago, I shared here the syllabus for the undergraduate class I am teaching this semester at USC. As I noted, it is my first time doing a lecture hall class in some years and my first undergraduate class at USC, so it has been a learning process for all involved. I wanted to share with you a pedagogical challenge I've faced this term in part as an illustration of the kinds of transition higher education is undergoing as we try to absorb new media technologies and practices into our teaching.

    It starts with the decisions we made about the course readings. We opted to put the scanned essays onto Blackboard, the classroom management tool which USC urges us to use, rather than having them printed out at a local copy shop. My hope was to save the students money and to also save trees by having as close to a paperless class as possible.

    Then, I made the announcement that the exams in the class would be open book, open note and that I was planning to distribute a list of potential questions in advance from which I would draw in constructing the exam, a practice I have used for more than 20 years without any great confusion. I've found that this approach lowers stress for students by allowing them to feel more in control as they are preparing for and taking the exam. In practice, some fraction of the class works really hard, prepares for the exam by writing out their answers in advance, and copies them into the blue book. Another fraction studies their notes, comes in and improvises on the exam, or develops an outline in advance that they write from. And some fraction, for their own reasons, pays no attention to the advanced questions, doesn't study, and does really badly on the exam. The kicker is often the identification questions, which would be simple to answer by anyone with a textbook open in front of them, but nevertheless often end up unanswered or answered wrongly. The result is a grade distribution curve not very different from what I would have if I gave a closed book, closed notes exam -- but as I said, it lowers stress.

    No sooner did I announce this policy than I got a question I've never been asked before. A student wondered whether open book, open note, meant open laptop. I needed time to reflect on this and said I would answer in the next class period. Actually, it took me a few to get back to them with a response. Given this was a class on technology and culture, I decided to use this as a teachable moment.

    So, I started by breaking down the computer into two elements. First, there is the computer as a stand alone word processing machine. I certainly would have had no great objections to students using the computer to write their answers or even to access their materials. Indeed, as someone with painfully bad penmanship, I had been the first in my graduate program to take my quals on a computer the department provided. They made sure to give me a clean disc as I entered the room and I was allowed to take nothing else with me into the test.

    But this was before the era of networked computing, which fundamentally changed the character of what a computer is. So, allowing students to use a laptop during an exam suddenly would allow students to access any information anywhere on the web and more significantly would allow students to trade information with each other throughout the test in ways which would be extremely difficult to monitor.

    As I thought about it, the challenges of designing a meaningful test under those circumstances intrigued me. What would it mean to create an exam which could be taken not by individual students but by networked groups of students -- either the class as a whole or a specifically designated study group? Could we enfold ideas of collective intelligence into the design of tests? Could we create challenges which demonstrated their mastery of the material through the search strategies they deployed and the knowledge they produced together? In theory, such an exam holds promise as more and more jobs require the capacity to pool knowledge and collaborate with a team of others to solve complex problems, and learning how to mobilize expertise under these conditions should be a key goal of our educational process.

    But, how would we deal with such an exam in the context of our current grading systems? After all, we still assume that grades measure individual performance and so if we gave group grades, that might prove unsatisfactory to everyone involved. Would students raised in a culture where grades based on individual performance know how to act fairly in a culture where grades were based on group performance?

    After all, we know that on group projects, bright students are often treated unfairly, exploited by their classmates, who fail to do their fair share of the work, and who may, in fact, not be capable of contributing at the same level? Under such system, teachers have had to devise systems to measure individual contributions to the group, thus going back to personalized rather than collective grading? What would be involved in terms of time and technology in monitoring what each student contributed to the group's collective performance on the exam?

    And of course, all of this assumes that all of my students do have laptops or can borrow laptops, a more or less safe assumption given the relatively affluent population of USC, but hardly the case at many other colleges and universities around the country. How could you give one group of students such an intense advantage on the exam? Would we then have to issue laptops the way we now issue blue books?

    As I started to contemplate these issues, I started to choke. As much as I wanted to be the cool, open-minded teacher, the model pedagogue for the digital age, there was no way I was going to be able to work through all of the implications of this radical shift in classroom practice in time to apply it this semester. A real answer to this question may not be possible in our current educational system, though it is a kind of question which we are going to be asked more and more. So, I spelled all of this out to my students, and challenged them to start thinking through the issues.

    But, then came the turn of the knife. If they could not use their laptops, and the course texts had navigated to the web, then in what sense was this going to be an open book test? They could no longer access the course materials without printing them off, which would undo everything we saved by making them digital in the first place. The answer of course is that with the questions in advance, they could print out notes or print out the essays they needed to address the questions. They wouldn't have to print out everything, but they would no longer be working in a paperless environment.

    So, we went back to the drawing board one last time, and asked the tech people if it would be possible to shut down the wireless in the room for the duration of the exams. They were not able/willing to do this, so that's where things stand as of the moment. Neither the students nor I are fully satisfied with this resolution, but both the pedagogical and technological structures of the modern university would seem to block any path out of this challenge that I have come up with.

    I can't be the only faculty member on the planet facing these challenges, so I am posting this to see how other educators are dealing with these transitions. I can see the world we are surely evolving towards, but I don't know how to get there on my own.

    So, let's use our laptops to work through this problem together. Oh, wait....

    While we are on the subject of Digital Media and Learning, I wanted to give people a head's up for a great new documentary, New Learners of the 21st Century, which will be airing on PBS stations across the United States this coming Sunday, Feb. 13. Some of you will recall how one-sided and negative I found the Digital Nation documentary which aired last year, despite having talked to many key researchers and collected some compelling material for their webpage.

    New Learners of the 21st Century offers the flip side of that documentary, taking us into innovative school and after school programs which are making creative use of new media platforms and practices for pedagogy. You can get a taste for what to expect from this opening segment which they have posted to PBS Video, but it is really, in this case, only the beginning.

    By the second segment on Quest to Learn, the New York charter school which uses game design to teach, you can see the difference in the ways the two documentaries approach their topics. In Digital Nation, the Quest to Learn segment is almost incomprehensible: we see lots of activities involving technology but we have no idea what the kids are doing or why, and as a result, it feels like technology for technology's sake. Here, we learn about their pedagogical approach; we see processes unfold; we hear about when they use technology and when they ask the kids to put it aside. The focus is less on the use of computers in the classroom, an old topic after all and as my above discussion suggests, one we are still struggling with, and more on the use of new media literacies in education.

    The same holds true for the film's treatment of a range of other pedagogical sites, including great stuff on work being done by the Smithsonian Institute and by the YouMedia Center at the Chicago Public Library, both important innovators in this space.

    Because the topic is more narrowly focused, and because the goal is to explain and not simply stir up controversy, this film does do justice to the complex research which the MacArthur Digital Media and Learning program has funded in this area. I have been honored to be part of this initiative from the start, so my recommendation is scarcely unbiased here. But if like me, you've been burnt several times already by PBS's treatment of youth and digital media, I want to let you know that this one will be more rewarding.

    Manifestos for the Future of Media Education

    A few months ago, I was asked if I might contribute a short essay to a United Kingdom based project to frame a series of arguments around the value of media education in the 21st Century. The project is intended to spark debate within the Media Studies field and beyond about the value of our contribution to secondary and post-secondary education.

    This week, Pete Fraser, Chief Examiner of OCR Media Studies & Jon Wardle, Director, The Centre for Excellence in Media Practice, Bournemouth University, launched a website which includes ten such manifestos, including mine, and which they hope will host ongoing discussions around these issues. Here's part of the rationale they provide for the project:


    There are those who would dismiss the very idea of studying the media. The Daily Mail might argue that it is only on the national curriculum and available at degree level to ensure that the participation numbers for young people engaged in formal learning and gaining good qualifications remains high- the 'dumbing down' agenda. They might argue that studying Soap isn't a serious pursuit and will be frowned upon by University admission tutors and employers. Implicitly this argument is promoting a high brow / lowbrow divide; we can't remember the last time we read an 'angry from Tunbridge Wells' letter complaining that the tax payers money was being used to fund the teaching of metaphysical poetry instead of physics....

    Twenty five years of scholarship have bought about broad consensus on the theoretical framework for Media Education - 1) that media is representation not reality, 2) that the media is produced by organizations and individuals and therefore can and should be read critically 3) that the media is now not only read and received, but reinterpreted by audiences. We would nonetheless argue that we are still some way from identifying a broader teaching and learning framework for media education and most critically - and the focus of this work - we are yet to articulate a clear purpose for the work we do. What is the point of media education? - whether it be media studies, media practice, media production, media literacy - what is the point?. You may argue the clue is in the title of each of these subsets of media education - as on the surface the differences between media production and media literacy seem pretty straightforward. However, the purpose of each still feels rather opaque.

    Are we seeking to develop the media producers of tomorrow, or to nurture individuals capable of holding power to account, are we seeking to hold a looking glass up to society in order for society itself to better understand itself, or perhaps we are hoping to develop a more media literate society capable of protecting itself from evil media conglomerates?...

    I used my own response to their provocation to reflect a bit on what we learned through the decade plus that I ran the Comparative Media Studies Program at MIT and especially how we might extend the thinking behind Project New Media Literacies to include more advanced studies in media. Here's part of what I had to say:


    We should no longer be debating the value of media education. The real question is whether media education should be a stand-alone discipline or whether expertise in media should be integrated across all disciplines, just as the ability to communicate is increasingly recognized as valuable across the curriculum....

    Beyond these core skills which need to be integrated into K-12 education [those in the MacArthur white paper], though, I might also argue for kinds of contextual knowledge which are vital in making sense of the changes taking place around us. All learners need to acquire a basic understanding of the processes of media change, an understanding which in turn requires a fuller grasp of the history of previous moments of media in transition. All learners need to acquire a core understanding of the institutions and practices shaping the production and ciculation of media -- from the Broadcast networks to the social networks, from Madison Avenue to Silicon Valley....

    Media education offers skills, knowledge, and conceptual frameworks we need in our everyday lives as consumers and citizens, members of families and communities, but they should also be part of the professional education of lawyers, doctors, businessmen, people entering a range of professions and occupations. At the present moment, there is a tremendous need across all sectors for what the industry calls "thought leadership" -- the ability to translate big picture change into language that can be widely understood and engaged -- as well as the capacity to deploy such media expertise to shape pragmatic and practical decisions.

    Grant McCracken (2009) has argued that this hunger for insights into how media and cultural change impacts economic decision-making may lead many business to hire "Chief Cultural Officers," ideally people who can bring humanistic expertise on culture and society into the C-Suite. If this vision came to pass, we might imagine media educated students entering not only the academy or the creative industries, but business of all kinds, policy think tanks, arts curatorships, journalism, advertising and branding, and a range of other jobs, many of which do not yet have names. Current media education tends to focus on reproducing the professoriate, despite declining numbers of jobs, and treating the vast number of our alums who get jobs elsewhere as if this was a failure of the system, an unfortunate byproduct of the decline of higher education. What if we reversed these priorities and saw the expertise media education offers as valuable in a range of different kinds of jobs and presented these options to our students at every step in the process.

    The kinds of media education required for such a context differs profoundly from what we have offered in the past. For starters, it requires a much more conscious engagement with the relationship between theory and practice -- not simply production practices (itself a big change given how often theory and production faculty sit at opposite ends of the conference table at faculty meetings) but the practices of everyday life. We need to compliment the current theoretical domains of media study with a more applied discipline, which encourages students to test their understanding through making things, solving problems, and sharing their insights with the general public.

    The site's participants include some of England's top thinkers about media and learning, including David Buckingham, David Gauntlet, Cary Bazalgate, Natalie Fenton, and Julian McDougall. Having just spoken at a British media literacy conference in November, I came away with a deeper understanding of the caliber of scholarship and pedagogy emerging there and of the particular nature of the political struggles they are facing over education at the moment. I welcome the chance to learn more about their thinking through the ten remarkable essays the site assembles.

    To whet your appetite for more, let me close by sharing a chunk of David Buckingham's manifesto. Buckingham notes that he often finds the rhetoric by which we justify our profession overblown and deterministic, so he labels himself a poor choice to write a manifesto. In fact, it is precisely because Buckingham is so cautious in the claims he makes, so skeptical in the way that he reads the world, that his work carries such weight and impact:


    I have always felt that media education suffers from an excess of grandiose rhetoric. We have all heard far too many assertions about how media education can change the world, save democracy or empower the powerless. As a classroom teacher, I was always painfully aware of the gap between this sort of rhetoric and the messy realities of my own practice (and I don't think that was just about being a useless teacher). While it can be morale-boosting in the short term, this overblown rhetoric does not serve teachers very well: we need to cast a more dispassionate eye on what really happens in the classroom, however awkward or even painful that might feel.

    In my view, we can make the case much more effectively by showing in concrete ways what and how children can learn about media. Most of the critics of media education do not have even the faintest idea of what it actually looks like in practice. Media education can be intellectually challenging; it can involve intense and rigorous forms of creativity; and it can engage learners in ways that many other school subjects do not. Even experienced teachers can be positively surprised by the quality and sophistication of students' thinking as they engage in media education activities - and by the forms of oral and written work that result from it. Like any other school subject, media education can also be undemanding and boring, and it can result in pointless 'busywork'. I am not calling here for rose-tinted accounts of 'good practice', of the kind that most teachers tend to find somewhat implausible. Rather, we need to come up with evidence that media education actually works - that it can engage, challenge and motivate young people, as well as enabling them to understand and to participate more fully in the media culture that surrounds them.

    A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part Two)



    You describe educators in the new culture of learning as mentors, rather than teachers. Can you explain the difference between the two?

    The key difference for us is that in the new culture of learning mentors are very likely to be peers who may have picked up something a little ahead of the curve or who may have more experience in something than their peers. Mentorship is a much more flexible concept and one which is tied less tightly to authority. Since so much of what we see as the key to future learning is passion-based, we think it makes more sense to understand the process of learning as something that can be guided by a mentor, as opposed to being taught by a teacher. No one can teach you to follow your passions, but they can help guide you once you discover what motivates you.
    You write about learning collectives. Often, when I try to describe this concept, I run up against the deeply embedded tradition of individualism, which has made all forms of collective sound, well, "socialist." Have you found effective ways of responding to American's ideological revulsion against collective identities and experiences?
    Collectives, as we use the term, have nothing to do with the politics or economics of socialism. Instead what we are trying to capture is the formation of new institutional structures that are radically different from more traditional notions of community. Collectives are literally collections of people who form around a central platform. What is interesting is that collectives tend to promote individual agency and may actually be more consistent with individualism than they are with even community based theories of social interaction. Collectives, as we use the term, are actually institutions that enable and enhance individual agency. And because the costs of entry and exit are usually negligible, they tend to have much less persistence than more traditional institutions have had in the past and hence they don't outlive their usefulness as the world changes around them.

    One of the key contrasts we need to draw is between notions of communities and collectives. Communities are institutions that are designed to facilitate a sense of belonging. Collectives are institutions that facilitate individual agency. Anyone who joins a collective looking for a sense of belonging is going to wind up disappointed, because that is not how they function. Collective are more social platforms than social entities. Communities may form within a collective, but they need not form in order for the collective to function. The key point is that because collectives are agency driven, they form the perfect environment for the cultivation of imagination. In other words, the collective amplifies what I can do by tapping its collective experience.

    In that sense "collective identity" is something of an oxymoron. Collectives are spaces in which individual identity is critically important. It makes no sense to talk about the "Facebook community" or the "Google community" because people are using those platforms in such incredibly different ways. Yet at the same time, Facebook and Google have become such common and shared practices that they are almost regarded as part of the fabric of online life. No one goes to Google for a sense of belonging, yet there is no denying it has had a powerful, even transformative, social effect. Our book is an argument for these collectives as environments where the cultivation of imagination is possible like it never has been before. But we are also very careful to say it is not just a matter of exposure. Cultivation is a purposeful act, not something that just happens as a result of exposure or access, but what we are discussing may also be a new sense of cultivation, one where the collective itself is committed to making the individual better.


    You draw on the concept of "concerted cultivation" or what others called the "hidden curriculum" to explain why what happens outside of schools has a powerful influence on young people's performance in the classroom. To what degree does it make sense to extend this well established educational principle to think about the informal learning which takes place online? Isn't part of the point the alignment of the values in a middle class home and the classroom? Would this principle work only if schools were ready to embrace the values of the online world? Yet, elsewhere, you suggest some core conflicts between the two.

    This goes back to the core thesis of the book. What we were able to identify were two radically different learning environments, one which was overly structured (such as the contemporary classroom) where boundaries are put in place to actually discourage play, experimentation and real inquiry based learning. The other environment is completely unbounded and unlimited, best represented by the information explosion on the Internet. Absent some sort of structure or boundaries, learning is not any more likely to happen in an unrestricted space than it is in a tightly controlled one. What we see happening in the most successful learning environments is a fusion of these two ideals. Like a petri dish, the best learning environments have boundaries which control and limit them, but within those boundaries permit almost unrestricted growth, experimentation and play. Neither innovation nor learning can happen in a vacuum and we have seen time and again that it is the constraints that students face that provide the opportunity for really innovative learning to happen.

    The core conflict is a matter of mentality. Our schools believe that teaching more, faster, with better technology is preparing our students for the 21st century. Their answer to dealing with change is to keep doing the same thing faster. To our way of thinking, this is like trying to fix a leaky bucket by pouring more water in it. We do think there needs to be more of an alignment on both sides. We hear over and over again how our schools are broken. That metaphor only works if you treat them as machines. When you think of schools as learning environments, it no longer makes sense to say the environment is "broken." What we hope this book does is, like the work on concerted cultivation, help people see that the line between schools and the world or the world place and daily life is illusory. Learning is happening everywhere, all the time.

    This brings us back to imagination and the last line of the book: Where imaginations play, learning happens.


    As you note, people not only learn in "different ways" but they also learn "different things" when confronting the same information. Yet, doesn't this insight run against the current culture of schooling with its emphasis on standardized testing? How can we as a culture work past this contradiction between our understanding of learning and our policies for measuring classroom success?

    What no one seems to pick up on is that innovation by its very nature runs counter to the idea of standardization. Something is innovative because it is outside of the standard. If we are serious about learning and embracing change in the 21st century, we need to also start thinking about evaluating learning in more sophisticated ways. Standardized testing is easy. It is also efficient. Again, these are the standards that we use to judge machinery. But we should be surprised when our students who go through the machine end up emerging looking like cogs.

    Another key distinction we are trying to make is to understand the difference between creativity and imagination, two terms that are often used interchangeably. Creativity is a much later stage and something that can not be taught. It is the product of a fertile imagination. Imagination, on the other hand, is something that can be cultivated in response to a learning environment. Much of what we found in our research was that there is no creativity without imagination and that imagination, the true life of the mind, is something that is not given much (if any) space in classrooms or workplaces. Part of why we think collectives are such powerful environments for learning is that they stimulate imagination by encouraging activities like play, experimentation, and inquiry.


    You describe inquiry as a core principle of the new culture of learning. In true inquiry, we follow our interests where-ever they lead us. Is true inquiry possible within the current structure of disciplines which shape our schooling practices?

    Is it possible within the current structure? Probably not. What this book is pointing to is the need for a complete overhaul in our educational philosophy. Our schools are training people for the jobs of the 20th (and sometimes 19th !) century. Inquiry is not a new idea. Is was a core principle of Plato's academy and it was the cornerstone of John Dewey's education philosophy. Until now, however, it has not really been possible on a large scale. We now possess a technological infrastructure which makes it possible to engage in inquiry and to truly follow our interests. But at the same time, we believe there need for some constraints or boundaries on how far and in what direction those interests go. In large part, the role of the teacher needs to shift from transferring information to shaping, constructing, and overseeing learning environments. We take the idea of cultivation very seriously. You don't teach imagination; you create an environment in which it can take root, grow and flourish.
    How do we understand the value of diversity in this new culture of learning? Do learning networks work better if they include homogenous mixes of people pursuing the same goals or heterogeneous groups pursuing different interests? To what degrees are our current schooling practices a product of a historically segregated culture?
    This is a great question that we don't get to go into much in the book. The thing that makes learning different in the 21st century from any other time in the past is the diversity of information, knowledge, experience, and interaction that is available to us in the digital age. This new culture of learning only works if it can be fed by an enormous influx of constantly updated information. It is driven by change, so it is a way of looking at the world that is maladjusted to homogeny. In the theory of inquiry we spell out, we talk repeatedly about the questions being more important than the answers and the idea that solutions to one problem are gateways to dealing with increasingly more sophisticated problems and deeper questions. People in learning environments are inherently curious. Diversity is not only a value; we would say it is the key ingredient in formulating a new culture of learning in the 21st century.
    What do you see as the value of remixing as a means of learning? Many teachers confuse remix culture with plagiarism, which they have been taught to prevent at all costs. How can you help educators resolve these competing understanding of what it means to build on the work of others?
    The crux of the issue is one of content versus context. Plagiarism is the intentional misrepresentation of someone else's ideas as your own; it is about content. Remix is an effort to fundamentally transform meaning by shifting or altering the context. The idea of making meaning through context is a relatively new one, because it is only recently that we have had the technological tools available to us to reshape contexts and then disseminate that information on a large scale.

    What we have had, however, are things like parody, social satire, and commentary, all of which rely on very similar mechanisms to make arguments about meaning. Once you start thinking of remix as reshaping context rather than content creation, it becomes much easier to understand both its power and it utility. Of course as an added benefit, the easier it is for the average user to manipulate context, the more transparent the tradition of mainstream media doing the same thing becomes. There are countless examples of editing, tight focus, perspective and so on which have radically remade the meaning of events and have reshaped national and international perspectives.


    You talk about learning, making, and playing as the core mindsets that support education. Despite a decade now of work on games for learning, many will be surprised to see "playing" on this list, in part because our schools are shaped by a puritan work ethic which distrusts play as frivolous. What would need to change for formal education to fully grasp and embrace the value of play?

    There are two critical things to realize. First, play is not trivial, frivolous or non-serious, in fact, quite the opposite. Play can be the place where we do our most serious learning. And second, it is something we do all the time. When we explore, we play. When we experiment, we play. When we tinker or fiddle, we play. Science is play. Art is play. Life, to a great extent, is play. Every great invention of the past hundred years has had an element of play in its creation. So we are using the word in a very deep and serious way. A big influence on our work was Johan Huizinga's book Homo Ludens, which goes so far as to make the argument that culture grew out of play, not the other way around. So, from Huizinga's perspective play is the most basic and most human part of us.

    When education became more "mechanized" it began to lose that sense of play. After all, who wants "play" in their machinery? Play is not precise or efficient; it is messy. But play also exemplifies what we think of as the ideal learning environment. Play is defined by a set of rules which form a bounded environment. But within those rules players have as much freedom as they like to create, innovate and experiment. Just think of all the amazing athletic feats that have emerged from a game like soccer, simply from the rule "you may not touch the ball with your hands." It is that boundary that sets off an incredible set of innovations and ideas and in doing so, forms an extremely rich learning environment.

    Those same principles can be applied to any environment that values learning and we believe that if we follow those ideas, we will see a revolution in education that will create a new generation of explorers, innovators, and people who understand both the ways to and value of embracing change.


    Douglas Thomas is an associate professor at the University of Southern California's Annenberg School for Communication and Journalism. His research focuses on the intersections of technology and culture. It has been funded by the John D. and Catherine T. MacArthur Foundation, the Richard Lounsbery Foundation, and the Annenberg Center for Communication. Doug is also the author of the book Hacker Culture and a coauthor or coeditor of several other books, including Technological Visions: The Hopes and Fears that Shape New Technologies and Cybercrime: Law Enforcement, Security and Surveillance in the Information Age. He is the founding editor of Games and Culture: A Journal of Interactive Media, an international, interdisciplinary journal focused on games research.

    John Seely Brown is a visiting scholar and an adviser to the provost at the University of Southern California and an independent co-chairman of the Deloitte Center for the Edge. He is an author or a coauthor of several books, including The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion; The Only Sustainable Edge; and The Social Life of Information, which has been translated into nine languages. He has also authored or coauthored more than 100 papers in scientific journals.

    Prior to his current position, John was the chief scientist of Xerox and, for nearly two decades, the director of the company's Palo Alto Research Center. He was also a cofounder of the Institute for Research on Learning. He is a member of the American Academy of Arts and Sciences and the National Academy of Education.

    A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part One)

    It is my privilege and pleasure from time to time to showcase through this blog new books by important thinkers who are exploring the relations between digital media and learning, concerns which have become more and more central through the years to my own interests in participatory culture. Today, I want to call attention to a significant new book, A New Culture of Learning: Cultivating the Imagination for a World of Constant Change, written by two of my new colleagues at the University of Southern California -- Douglas Thomas and John Seely Brown.

    Asked to write a blurb for this book, here's what I had to say:


    A New Culture of Learning may be for the Digital Media and Learning movement what Thomas Paine's Common Sense provided for the American Revolution -- a straight forward, direct explanation of what we are fighting for and what we are fighting against. John Seely Brown and Douglas Thomas lay out a step by step argument for why learning is changing in the 21st century and what schools need to do to accommodate these new practices. Using vivid narratives of people, institutions, and practices at the heart of the changes and drawing from a growing body of literature outlining new pedagogical paradigms, they place the terms of the argument in language which should be accessible to lay readers, offering a book you can give to the educator in your life who wants to become an agent of change. My hope is that our schools will soon embrace the book's emphasis on knowing, making, and playing.

    This book really is a gift, one which arrived too late for the Christmas season, but just in time for the start of the new semester. I know that I will be drawing on its insights to shape my own New Media Literacies grad seminar this term and to inform the new afterschool program we are launching at the RFK Schools here in Los Angeles. I admire it for both its clarity of vision and clarity of prose, not a common combination. In the interview which follows, I play devil's advocate, challenging some of the core premises of the book, with the goal of addressing critics and skeptics who may not yet be ready to sign on for the substantive reforms in pedagogical practices and institutions they are advocating.

    Doug, you shared a story of how your students gradually took over control of your class. On one level, this sounds like teachers' worst nightmares of where all of this may be leading, but it sounds like you discovered this process has its own rewards. Can you share some of what you learned about student-directed learning? How might you speak to the concerns of educators who are worried about their jobs and about satisfying various standards currently shaping the educational process?

    This was a fascinating experience for me and it speaks directly to the distinction we are making throughout the book between teaching and learning. Even after having thought long and hard about what it means to be an educator and being open to ideas such as student-directed learning, I still found that I was carrying a whole lot of baggage about what it meant to be a responsible educator. Primarily, what that meant was transmitting valuable information and testing how well that information was received, absorbed, and processed. What I had not really thought about was the ways in which that limits and cuts off opportunities for exploration, play, and following one's passions.

    The fear is easy to understand. What we are essentially doing when we move to student-directed learning is undermining our own relatively stable (though I would argue obsolete) notions of expertise and replacing them something new and different.

    That doesn't mean there is no role for teachers and educators. Quite the opposite. One of the key arguments we are making is that the role of educators needs to shift away from being expert in a particular area of knowledge, to becoming expert in the ability to create and shape new learning environments. In a way, that is a much more challenging, but also much more rewarding, role. You get to see students learn, discover, explore, play, and develop, which is the primary reason I think that most of us got into the job of teaching.



    "Lifelong learning" has become a cliché. What is it about the world of networked computing you describe which transforms this abstract concept into a reality? Are the kinds of learning experiences you discuss here scalable and sustainable?

    We take it as a truism that kids learn about the world through play. In fact we encourage that kind of exploration. It is how children explore and gain information about the world around them. Since the time of Piaget we have known that at that age, play and learning are indistinguishable. The premise of A New Culture of Learning is grounded in the idea that we are now living in a world of constant change and flux, which means that more often than not, we are faced with the same problem that vexes children. How do I make sense of this strange, changing, amazing world? By returning to play as a modality of learning, we can see how a world in constant flux is no longer a challenge or hurdle to overcome; it becomes a limitless resource to engage, stimulate, and cultivate the imagination. Our argument brings to the fore the old aphorism "imagination is more important than knowledge." In a networked world, information is always available and getting easier and easier to access. Imagination, what you actually do with that information, is the new challenge.

    Essentially what this means is that as the world grows more complicated, more complex, and more fluid, opportunities for innovation, imagination, and play increase. Information and knowledge begin to function like currency: the more of it you have, the more opportunities you will have to do things. To us, asking if this kind of learning is scalable or sustainable is like asking if wealth is scalable and sustainable. But instead of finances, we are talking about knowledge. Education seems to us to be one of the few places we should not be afraid of having too many resources or too much opportunity.

    You argue that many of the failures of current teaching practice start from "the belief that most of what we know will remain relatively unchanged for a long enough period of time to be worth the effort of transferring it." Granted the world is changing rapidly, how do we identify the narrowing range of content which probably does fall into this category and which provides a common baseline for other kinds of learning?
    The problem is not with facts remaining constant. There are some things we know that we have known for a very long time and are not likely to change. The force that seems to be pushing the knowledge curve forward at an exponential rate is two fold. First, it is the generation of new content and knowledge that is the result of simply participating in any knowledge economy. This leads to a second related dimension: while content may remain stable at some abstract level, the context in which it has meaning (and therefore its meaning) is open to near constant change. The kind of work you have been examining from the point of view of convergence culture is a prime example: users are not so much creating content as they are constantly reshaping context. The very idea of remix is about the productions of new meanings by reframing or shifting the context in which something means. The 21st century has really marked the time in our history where the tools to manipulate context have become as commonplace as the ones for content creation and we now have a low cost or free network of distribution that can allow for worldwide dissemination of new contexts in amazingly brief periods of time.

    If you look at something as simple as Google News, the simple act of viewing a news story provides data which is fed back into the system to determine the value and placement of that story for future users. Millions of micro-transactions, each of which are trivial as "content" powerfully and constantly reshape the context in which news and current events have meaning.


    You challenge here what James Paul Gee has called the "content fetish," stressing that how we learn is more important than what we learn. How far are you willing to push this? Doesn't it matter whether children are learning the periodic table or the forms of alchemy practiced in the Harry Potter books? Or that they know Obama is Christian rather than Muslim?

    Ah, this question throws us into one of the key traps of 20th century thinking about learning. Learning is not a binary construction which pits how against what. In fact, throughout the book, we stress that knowledge, now more than ever, is becoming a where rather than a what or how.

    Where something means or its context raises questions about institutions and agency, about reliability and credibility and it always invites us to interrogate the relationship between meaning and context.

    In our framework, we stress that every piece of knowledge has both an explicit and a tacit dimension. The explicit is only one kind of content, which tells you what something means. The tacit has its own layer of meaning. It tells why something is important to you, how it relates to your life and social practices. It is the dimension where the context and content interact. Our teaching institutions have paid almost no attention to the tacit and we believe that it is the tacit dimension that allows us to navigate meaning in a changing world.

    Knowledge may maintain consistency in the explicit, while undergoing radical changes in the tacit and we believe that understanding how knowledge is both created and how it flows in the tacit is the key to understanding and transforming learning in the 21st century.

    Douglas Thomas is an associate professor at the University of Southern California's Annenberg School for Communication and Journalism. His research focuses on the intersections of technology and culture. It has been funded by the John D. and Catherine T. MacArthur Foundation, the Richard Lounsbery Foundation, and the Annenberg Center for Communication. Doug is also the author of the book Hacker Culture and a coauthor or coeditor of several other books, including Technological Visions: The Hopes and Fears that Shape New Technologies and Cybercrime: Law Enforcement, Security and Surveillance in the Information Age. He is the founding editor of Games and Culture: A Journal of Interactive Media, an international, interdisciplinary journal focused on games research.

    John Seely Brown is a visiting scholar and an adviser to the provost at the University of Southern California and an independent co-chairman of the Deloitte Center for the Edge. He is an author or a coauthor of several books, including The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion; The Only Sustainable Edge; and The Social Life of Information, which has been translated into nine languages. He has also authored or coauthored more than 100 papers in scientific journals.

    Prior to his current position, John was the chief scientist of Xerox and, for nearly two decades, the director of the company's Palo Alto Research Center. He was also a cofounder of the Institute for Research on Learning. He is a member of the American Academy of Arts and Sciences and the National Academy of Education.

    Risks and Safety on the Internet: The Perspectives of European Youth

    Sonia Livingstone is no stranger to this blog. She was one of the two keynote speakers at last year's Digital Media and Learning Conference on "Diversifying Participation." And around the time the conference was announced, I featured an interview with her here about her most recent book, Children and the Internet: Great Expectations and Challenging Realities.

    She's a tough-minded academic, one who challenges the easy answers offered by digital critics and supporters alike, insisting we "get it right" if we are going to "do right" by young people. She certainly values the benefits of the kinds of participatory culture and informal learning which has become a key focus of the American DML community, but she also cautions us not to move too quickly over risks and inequalities that still surround young people's lives online.


    Digital Media and Learning Conference 2010 Closing Keynote and Closing Remarks from UCHRI Video on Vimeo.

    In her talk at the DML conference, she argued that many young people lack the skills and resources to learn online outside of the classroom environment, facing frustrations and distractions which make it difficult for them to achieve the full benefits we've seen in other instances of youth engagement with participatory culture.

    This past week, Livingstone contacted me to help share the results of a large-scale survey she and a team of researchers (Leslie Haddon, Anke Görzig and Kjartan Ólafsson) conducted with 23,420 young people drawn from 23 European countries and intended to get data on a number of "online risks," including "pornography, bullying, receiving sexual messages, contact with people not known face to face, offline meetings with online contacts, potentially harmful user-generated content and personal data misuse."

    This data could not be more urgently needed given the ways that the American and international media has been focusing on issues of cyberbullying and teen suicide in the wake of a series of devastating cases of gay, lesbian, and bi youth taking their own lives over recent weeks. What follows is taken from the Key Findings section of their report:

    12% of European 9-16 year olds say that they have been bothered or upset by something on the internet. This includes 9% of 9-10 year olds. However, most children do not report being bothered or upset by going online.

    Looking across the range of risks included in the survey (as detailed below), a minority of European 9-16 year olds - 39% overall - have encountered one or more of these risks. Most risks are encountered by less than a quarter of children - as reported under specific findings below.

    The most common risks reported by children online are communicating with new people not met face-to- face and seeing potentially harmful user-generated content. It is much rarer for children to meet a new online contact offline or be bullied online.

    Significantly, risk does not often result in harm, as reported by children. Being bullied online by receiving nasty or hurtful messages is the least common risk but is most likely to upset children.

    Since most children do not report encountering any of the risks asked about, with even fewer having been bothered or upset by their online experiences, future safety policy should target resources and guidance where they are particularly needed - especially for younger children who go online.

    Sexual risks - seeing sexual images and receiving sexual messages online - are more encountered but they are experienced as harmful by few of the children who are exposed to them.....

    The more children in a country use the internet daily, the more those children have encountered one or more risks. However, more use also brings more opportunities and, no doubt, more benefits.... In other words, internet use brings both risks and opportunities, and the line between them is not easy to draw.

    Among those children who have experienced one of these risks, parents often don't realise this: 41% of parents whose child has seen sexual images online say that their child has not seen this; 56% of parents whose child has received nasty or hurtful
    messages online say that their child has not; 52% of parents whose child has received sexual messages say that their child has not; 61% of parents whose child has met offline with an online contact say that their child has not. Although the incidence of these
    risks affects a minority of children in each case, the level of parental underestimation is more substantial.


    Later, the report provides some specific information about the prevalence of cyberbullying:

    Nearly one in five (19%) 9-16 year olds across Europe say that someone has acted in a hurtful or nasty way towards them in the past 12 months. Bullying is rarely a frequent experience - 5% say someone acts towards them in a hurtful or nasty way more than once a week, for 4% it is once or twice a month, and for 10% it is less often, suggesting one or a few instances have occurred in the past year....

    The most common form of bullying is in person face to face: 13% say that someone has acted in a hurtful or nasty way towards them in person face to face compared with 5% who say that this happened on the internet and 3% who say that this happened by
    mobile phone calls or messages.

    Although overall, younger children are as likely to have been bullied as teenagers, they are less likely to be bullied by mobile phone or online. In other words, it seems that for teenagers, being bullied in one way (e.g. face to face) is more likely to be accompanied
    by bullying online and/or by mobile....

    Although overall, the vast majority of children have not been bullied on the internet, those who have are more likely to have been bullied on a social networking site or by instant messaging. Bullying by email, in gaming sites or chatrooms is less common, probably because these are less used applications across the whole population....

    Among children who say "yes, I have been sent nasty or hurtful messages on the internet", one third (30%) of their parents also say that their child has been bullied online. But in over half of these cases (56%), parents say that their child has not been bullied, and in a further 14% of cases, the parent doesn't know....

    Parents appear more aware that their child has been bullied if the child is a girl, or in the middle age groups (11-14) than if they are either older or younger.

    Parents appear over-confident that the youngest group has not been bullied, when the child says they have, though parents also most often say they 'don't know' about the 9-10 year olds.

    Where-ever one stands on the value of youth's online experiences, such numbers are at once sobering and empowering. The team's nuanced research helps us to put into perspective a range of competing claims about the risks of going online. For some of us, these numbers are higher than we'd like to believe, while for others, they are lower than some of the news coverage might have suggested. It is especially helpful where they give us contrasts between the risks online and those kids confront in their physical surroundings, as we've shared above in regard to bullying. We should be concerned that so many young people are confronting these problems without their parents being aware. I've written here before that young people may not need or deserve adults snooping over their shoulders as they interact with their friends but they need adults who are watching their backs, who understand the risks and benefits of what they are doing online, and can help them talk through the challenges they confront there.

    For more information on the Livingstone et al report, check here.

    Digital Media and Learning: New Video Series

    Last spring, I expressed my dismay over what I saw as the failure of PBS's Digital Nation documentary to adequately express the work being done as part of MacArthur's Digital Media and Learning Initiative, a project which has brought together some of the smartest contemporary thinkers about formal and informal learning in the digital age. I was not the only one disappointed in the documentary and so I was delighted to be working with folks from the Pearson Foundation who were producing an alternative account, which is scheduled to be aired on PBS stations around the country next spring. Their project will be called Digital Media, New Learners of the 21st Century.

    In advance of the broadcast, they have started to release a series of video profiles of leading thinkers about media and learning via a temporary Vimeo site. They have said that there are more profiles coming and that they are in the process of building a spiffier website to showcase the material. But I wanted to take advantage of my inside knowledge to give you a sneak peak at the forthcoming project.

    Here is the profile they constructed about my work. It was shot in and around my new digs at the Annenberg School of Communications and Journalism at the University of Southern California.


    Henry Jenkins from New Learning Institute on Vimeo.

    One of the things I really admire about this series of videos is their attempt to situate each "thinker" in their real world context -- to show where we live and/or work and to suggest some of the factors in our surroundings which shape our thoughts. This next one focused on John Seeley Brown does a beautiful job of showing the natural environment that surrounds his home in Hawaii and how he draws insight from the surfing culture there that shapes how he thinks about the learning process. (I am not sure what to make of the focus on athletics in their depiction of me -- trust me, I'm no jock, though I do enjoy an office which backs up to the field where the USC Marching Band practices.) The profile of James Paul Gee, which you can find at their site, also situates the educator taking a walk in a beautiful natural setting, again refusing to construct images which pit the digital (or the life of the mind) against the natural.

    John Seely Brown from New Learning Institute on Vimeo.

    This profile of Katie Salen offers us some intriguing glimpses into the Quest to Learn School, an innovative charter school in New York City which uses game design principles to encourage young people to develop systems thinking. You might contrast the respectful way that the school is depicted here with the disorientating representation the project received in the Digital Nation documentary. Here, we have a sense of what young people are doing, why they find it engaging, and how it relates to traditional curricular standards.

    Katie Salen from New Learning Institute on Vimeo.

    Check out their Vimeo site to see the other profiles of James Paul Gee, Mimi Ito, Nicole Pinkard, and Diana Rhoten. Each makes important and inspiring contributions to our understanding of digital media and learning.

    Towards a New Civic Ecology: Addressing the Grand Challenges

    Last week, I was asked to deliver one of the keynotes for the National Academy of Engineering Grand Challenges conference which was hosted on the USC campus. I had not been aware of the Grand Challenges program previously, but it seems to bring together engineering students and faculty to work together to confront some of the major problems of the 21st century, seeking to inspire them to direct their research towards the public good and social betterment. I was asked to open a panel on Communications by telling them what they needed to know about how to share their insights and ideas with key stakeholders in the current media landscape.

    What follows is my attempt to capture some of the key insights that I shared during my presentation.

    Towards a New Civic Ecology

    If you are going to confront and overcome the Grand Challenges, you are going to need to learn how to navigate through an increasing complex communications infrastructure. Communicating your core insights is the responsibility of all of us in this room -- the engineers and educators, the journalists and communicators. As you do so, you are going to need to be able to deploy a range of different media platforms and practices. And like the rest of us, you are going to need to do what you can to build and support a robust, diverse communications system which can allow you to educate and motivate all of the many people you are going to have to work with to overcome the obstacles and achieve the solutions you are here to discuss.

    Seen through that lens, the contemporary communications system is at once struggling with the threat that many major news outlets which have been the backbone of civic information over the past century are crumbling in the face of competition from new media. We may not be able to count on the traditional newspaper, news magazine or network newscast to do the work we could take for granted in the past. We are already seeing science, health, and technology reporters as especially vulnerable to lay-offs as the news media struggle to maintain economic viability and cultural relevance. At the same time, we are seeing expanded communications opportunities in the hands of everyday people -- including in the hands of academics and other experts who traditionally had little means of direct communication with the various publics impacted by their work. The problem at the present time is that existing channels of professional journalism are crumbling faster than we are developing alternative solutions which will support the kinds of information and communication needed for a democratic society.

    Often, this moment of transition has been framed in terms of the concept of citizen journalism. As someone who blogs, I have many problems with this concept and not simply the one which Morley Safer raised when he said "I would trust citizen journalism as much as I would trust citizen surgery." This comment was a sharp defense of the professional skills which our students acquire through journalism schools and apply in the course of their working lives in the news media. As I've noted here before, citizen journalism is a transitional concept at best. Like the phrase, horseless carriage, it defines what is emerging in terms of legacy practices. Today, if I asked you to list ten things about your car, it is unlikely most of you would identify the fact that it is not pulled by horses, yet there was a time when the salience of this description was strong enough that it framed our understanding of what an auto was. Now, we seem to be determined to describe what citizens are doing in a language which pits them in competition with rather than in collaboration with professional journalism. In doing so, we set up several false oppositions.

    First, last time I looked, most journalists were also citizens and there is a big danger in them abstracting themselves from their status as citizens when they write about the news. Second, there is often an implication that those who are not journalists are amateurs. But, when I write this blog, I am not writing as an amateur journalist. I am writing as a professional in my own right, someone who has expertise which I seek to share with a larger public, and someone whose expertise is only passed along in fragments by the traditional news media. And finally, I see what citizens as building as more expansive than journalism. We are collectively creating a communications system to support our civic engagement. For the purposes of this argument, I am going to be calling this infrastructure the civic ecology.

    Thinking about a civic ecology helps us to recognize that while journalists do important work in gathering and vetting the information we need to make appropriate decisions as citizens, they are only part of a larger system through which key ideas get exchanged and discussed. We understand this if we think about the classic coffee houses which Habermaas saw as part of the ideal public sphere. The proprietors, we are told, stocked them with a range of publications -- broadsides, pamplets, newspapers, journals, and magazines -- which are intended to provide resources for debate and discussion among the paper who are gathered there on any given evening. We might think about the ways that the newspapers in colonial America were supplemented by a wide array of different kinds of political speech -- from petitions, resolutions, and proclamations to various kinds of correspondence (both personal and collective), from speeches, parades, sermons, and songs to street corner gossip.

    By this same token, the present moment is characterized by both commercial and noncommercial forms of communication. As the comic strip, Zits, explains, "If it wasn't for blogs, podcasts, and twitter, I'd never know whar was going on." And of course part of the joke is that these new forms of communication are part of how his entire generation follows and makes sense of civic discourse, though often, what they are doing is monitoring and directing attention towards information which originated through professional news channels.

    The 2010 State of the News report
    found that Americans were getting an increasing amount of news and information in the course of their day but they were doing so by "grazing" across the civic ecology -- consuming bits and pieces of information across their day from many different news channels rather than sitting down to read the morning newspaper or watch the evening news from start to finish. They flip on the television to CNN while getting dressed, they catch a few minutes in the radio in the car or listening to their ipod on the subway, they flip across a news app on their iPhone while waiting for class, they pick up a discarded newspaper at lunch and flip through it, they follow a link sent via twitter and brouse around a site on the web, and so it goes across the day and across the week. Their civic education doesn't rest on a single profession, publication, or platform, but is rather constructed across platforms. The news system is porous -- enough so that ideas flow from community to community -- until we do not always know where they originated.

    A recent report from the Knight Foundation
    on the information needs of local communities identifies three core challenges which impact the future of news which you need to factor into the solutions you propose to the Grand challenges:


    • Maximize the availability of relevant and credible information to all americans and their communities;

    • Strengthen the capacity of individuals to engage with information; and

    • Promote individual engagement with information and the public life of the community.

    • Let's consider each of these challenges in turn as we think about the strategies you need to adopt to reach the folks who will be most effected by your discoveries and innovations.

      Challenge One: Maximize the availability of relevant and credible information

      The good news is that this new civic ecology maximizes the potential of scholars -- scientists, engineers, researchers of all kinds -- to communicate directly with the publics they seek to inform without going through professional intermediaries. The bad news is that most of you are so bad about communicating your ideas in languages that laypeople can understand and most of you see doing so as below your pay grade.

      It is going to be up to the generation currently in graduate school to turn this around -- seeing science writing as something more than scrawling formulas on the blackboard. This means learning how to use the wide array of tools and platforms the digital media makes available to you. This means figuring out how to translate what you know into content which is going to engage the interests of non-specialist readers, and that means figuring out the conversations they are already having and providing the resources they need to conduct those changes better. You need to build a trusted relationship with those readers; they need to recognize the value of the information you provide and learn to respect the expertise you offer.

      When should you start? There's no time like the presence. I regularly encourage my own graduate students to start a blog around their research topics. Doing so expands their research networks. Many of them get jobs based on the reputations they build through these practices. Many of them discover that they have something new and important to add to ongoing conversations. If this is going to be a regular part of your professional practices in the future, graduate school is the best time to practice these skills. Form partnerships with other graduate students either at your own institutions or elsewhere, and see if you can set a regular schedule for sharing what you know with the world.

      But keep in mind that blogs are only one possible mechanism for contributing your expertise to larger conversations. At the talk, I shared a visualization of the science entries on Wikipedia. I did so for two reasons: 1) to encourage scientists, engineers, and educators to contribute what they know to the larger project of collaborative knowledge production that Wikipedia represents and 2) to reflect on the ways that new tools for producing and sharing visualizations, such as those offered by the Many Eyes project, expands the resources through which STEM experts can share what they know with others.

      As you reflect on these new opportunities, you also need to recognize that the new communication environment does not respect national borders. I was struck recently talking to some veteran journalists that they kept insisting that Americans did not value "foreign news" and I responded that part of the problem is that professional journalists still think of it as "foreign," when Americans now come from all of these countries and are often seeking information from their mother countries, when American youth are actively seeking out entertainment content from many corners of the world through digital sharing platforms, and where America's political and economic interests are global and not geographically local. The point is not to construct some "foreign" place -- those people over there -- and try to engage us with it but rather to insert global insights into all of the conversations we are having as a society. And as you do so, also to recognize that American news escapes our borders and because a resource which gets deployed, sometimes embraced, sometimes attacked, in all of these other conversations.

      For many of the problems you want to confront, you are going to have to break through national silos and speak to a global population which needs to understand the changes you are proposing. As you do so, you need to embrace whatever works, whatever constitutes the most appropriate technologies for reaching those varied populations. And that means mixing high tech and low tech communication strategies. What begins as digital content in the developed world may be translated into images which can be printed out and pasted on walls in the developing world. What begins as a podcast in the global north may become a cassette tape which is passed hand to hand in the global south.

      Again, thinking of this as a civic ecology helps us to understand how different channels reach different niches and how communication may occur between different sectors or nations by translating content from one medium to another and passing information from one person to another. This process is central to my forthcoming book on Spreadable Media. There, we distinguish between distribution, which is a top-down process under the control of mass media, and circulation, which is a hybrid process which involves movement between commercial and noncommercial participants.

      Challenge Two: Strengthen the capacity to engage with information

      The Knight commission correctly notes that educational reform should go hand in hand with our efforts to restructure the civic ecology. As I've shown in my work for the MacArthur foundation, young people need to acquire a range of skills and competencies if they are going to meaningfully engage in the new participatory culture. As they scan the media ecology for bits and pieces of information, they need more discernment than ever before and that comes only if they are able to count on their schools to help them overcome the connected concerns of the digital divide, the participation gap, and the civic engagement gap.

      The Digital Divide has to do with access to networked communication technologies -- with many still relying on schools and public libraries to provide them with access. The Participation Gap has to do with access to skills and competencies (as well as the experiences through which they are acquired). And the Civic Engagement Gap has to do with access to a sense of empowerment and entitlement which allows one to feel like your voice matters when you tap into the new communication networks to share your thoughts.

      Unfortunately, we've wired the classrooms in this country and then disabled the computers; we've blocked young people from participating in the new forms of participatory culture; and we've taught them that they are not ready to speak in public by sequestering them to walled gardens rather than allowing them to try their voices through public forums. To overcome these challenges, scientists and engineers may need to work against their own vested interests in the short run. Despite constant cries against scientific illiteracy, our public funding for education has strip-minded the funding for all other subject matters in order to support STEM education decade after decade with devastating effects. Certainly, we need to be more effective at training kids to think in scientific and engineering terms, but that does not mean we should crush humanities, arts, and social science education in order to do so. The problems you identify are as much social problems as they are technical problems and if you want your solutions to work, you have to have an educated and empowered citizenry who are able to act upon the information you provide them.

      As we do so, we need to recognize that in the new civic ecology, we are going to confront conflicting regimes of truth, which is why so many Americans believe that evolution and global warming are myths or that Obama is a secret Muslim, an alien, or even someone who comes from Star Trek's mirror mirror universe. We need to understand those other regimes of truth if we are going to find ways to communicate across them. Again, this may be a social or cultural problem but it can not be left to us humanist and social scientists if you are going to achieve your goals.

      Challenge 3: Promote engagement with information

      It is no longer enough simply to inform. You must inspire and motivate, you must engage and enthrall the public, if you want to cut through the clutter of the new media landscape. I've often talked about the ways entertainment franchises are both creating cultural attractors which draw like-minded people together and cultural activators which gives them something to do.

      Jessica Clark and Pat Aufderheide have written about Public Media 2.0, suggesting that we should no longer think about public service media (as if the knowledge simply flowed from above) but rather public facilitating and public mobilizing media that creates a context for meaningful conversations and helps point towards actions which the public might take to address its concerns. It is no longer enough to produce science documentaries which point to distance stars without giving the public something it can do to support your efforts and absorb your insights into motivated action.

      I've been inspired lately by the efforts of Brave New Films, the producers of progressive documentaries, to motivate grassroots activism. Initially, the films were distributed via dvds which could be mailed to supporters who would host house parties where they would be discussed and where local activists might point towards concrete steps that could be taken. Now, they are distributing them as online videos which can be embeded into blogs and social networking sites and thus place the burden of their circulation into the hands of their supporters. This strikes me as a strategy which could be embraced by scientists and engineers who want to build a base of support behind their projects.

      Historically, one of the best tools for capturing the imagination and rallying the support of scientifically literate segements of the population was through science fiction. Science fiction was designed as an intervention into the public debates around science and technology -- pushing us to the limits of known science, speculating about the implications of new technological discoveries, and creating a community ready to discuss what they read. The science fiction fan world became major supporters of NASA and remained supporters of manned space flight well after the rest of the public turned their eyes elsewhere. Indeed, several key science fiction blogs still publish NASA photographs of deep space exploration as "space porn" -- that is, images of heavenly bodies that will remain untouched by human hands. As you move forward with your grand challenges, see if you can find ways to engage with science fiction writers and deploy them as key allies helping to shape the public imagination so we as a society are ready for the great discoveries and innovations you generate through your research.

      So there you have it, the three core challenges of communication. Each of these requires bold action just as much as will be needed to solve the energy crisis or to confront global hunger or climate change. This is why it becomes so important for you to forge cross-disciplinary partnerships throughout your graduate career. You need to walk across campus and engage in conversation with people who are pursuing other majors, who are trying to make a difference through other sectors.


    Wanted: Post-Doc to Help Research Youth and Civic Engagement

    I sent word via Twitter and Facebook a few days ago that we are now searching for a Post Doc who can work with out Media, Activism, and Participatory Politics research group. This is a project that is being funded by the MacArthur Foundation as part of a larger network of affiliated researchers seeking to understand young people's civic engagement. You can learn more about our research here and our group blog is here.


    USC's Annenberg School for Communication is seeking a Postdoctoral Research Associate to join its Media, Activism, Participatory Politics (MAPP) Case Studies Project.

    The Postdoctoral Research Associate will assume significant responsibility in conducting case study based research for the Project. This research will investigate the continuities between participatory culture and civic engagement. As such, qualified candidates should be aware of current research trends in fan studies, civics, globalization and/or media studies and should be ready to apply that knowledge to the case study research.

    The Postdoctoral Research Associate will have earned an advanced degree and/or conducted previous qualitative research in one or more of the above listed areas. Successful candidates must be able to work independently and apply knowledge of domestic and international participatory cultures and civic action to the development of innovative models of civic learning and identity. Fluency in one foreign language, especially Spanish, is strongly preferred. The Postdoctoral Research Associate will report to the Project's Research Director.

    The University of Southern California (USC), founded in 1880, is located in the heart of downtown L.A. and is the largest private employer in the City of Los Angeles. As an employee of USC, you will be a part of a world-class research university and a member of the "Trojan Family," which is comprised of the faculty, students and staff that make the university what it is.

    Job Accountabilities:


    • Serves as a research trainee for the purpose of enhancing and developing research competencies. Participates in planning, designing and conducting highly technical and complex research projects under the direction of a supervisor. May or may not work independently.

    • Identifies, researches, compiles and evaluates data sources, background information and/or technology related to area of specialization.

    • Analyzes and evaluates research data utilizing computers and provides interpretations requiring significant knowledge of a specialized area of research. Searches literature, utilizing all available resources including electronic, regarding new methodology and designs experiments accordingly.

    • Contributes to the development of research documentation for publication and/or prepares technical reports, papers and/or records.

    • Performs other related duties as assigned or requested. The University reserves the right to add or change duties at any time.

    • The University of Southern California values diversity and is committed to equal opportunity in employment.

    Start date is as soon as possible.
    Position is open until filled.

    more information about posted position and application details

    Raising the Digital Generation: What Parents Need to Know About Digital Media and Learning

    A few weeks ago, I was asked to represent the School of Communications by giving a talk for Trojans Parent Weekend at USC. (For those who do not follow American universities and their team mascots, the Trojans is the name for the USC sports team and thus, the name that is attached to anyone affiliated with the university.)

    Below, you can find the webcast version of my remarks, which sought to congratulate parents on their obvious success in raising a child smart enough to become part of our student body and to challenge some of their preconceptions about the forms of informal learning their offspring may have encountered in the course of their interactions with new media platforms and practices.

    I felt that this talk might be of interest to my readers, many of whom are educators and/or parents, and who have displayed in the past great interest in my posts on new media and learning. Parents receive so little advice about how to confront the real challenges of navigating the digital environment which is unfamiliar to them and often to their children. Most often, they are told just say no. The more you restrict media use, the better parent you are. And for God's sake, keep the computer out of the kid's bedroom. But none of that feels adequate for a world where there is real learning taking place on line, where learning to navigate the new media environment is going to be key for your offspring's future success. Our schools are already blocking access to many of these core technologies and often refusing to advise youth about how to use them ethically, safely, and creatively. If parents start shutting off computers in the home, they really do close down potentials for their children's growth and development. And if they start snooping through their young person's internet accounts, they run the risk of damaging trust that is going to be vital for their long term relationship. My core advice to parents: Kids need someone to watch their back and not snoop over their shoulders. They need adults who are as engaged in their online lives as they are with their off-line lives -- not less and not more.

    Some of what you hear here will be familiar, reflecting other talks and essays I've published on the work of Project New Media Literacies. Some will be newer, having to do with my ongoing projects in the area of youth, new media, and civic engagement.

    I mentioned there in passing that we are in the process of creating the Participatory Culture and Learning Lab in the Annenberg School. Participatory Culture has long been the over-arching theme of my work, whether applied to think about creative industries and consumer/fan culture, new media literacies and education, or civic engagement. Over the past year, I have been transitioning out of many of the research roles I played through the MIT Comparative Media Studies Program and consolidating my research efforts here at USC. I have been lucky to draw several key members of my research staff on the East coast to join me here in sunny California -- including Erin Reilly who has long been the research director of the New Media Literacies team (and now is building affiliations with the Annenberg Innovation Lab) -- and I have reunited with Sangita Shreshtova, a CMS alum, who is now Research Director for the work we are doing on civic engagement with the MacArthur and Spencer Foundations. PCL (which people are already calling Pickle) represents an umbrella organization which will sustain these efforts while opening up a space for new research initiatives down the line.

    Sites of Convergence: An Interview for Brazillian Academics

    Vinicius Navarro has published an extensive interview with me in the current issue of Contracampo, a journal from Universidade Federal Fluminense (Brazil). Navarro and his editors have graciously allowed me to reprint an English version of the interview here on my blog. Done more than a year ago, Navarro covered a broad territory including ideas about convergence, collective intelligence, new media literacies, globalization, copyright, and transmedia storytelling.


    Sites of Convergence: An Interview with Henry Jenkins

    by Vinicius Navarro


    Media convergence is not just a technological process; it is primarily a cultural phenomenon that involves new forms of exchange between producers and users of media content. This is one of the underlying arguments in Henry Jenkins's Convergence Culture: Where Old and New Media Collide, a provocative study of how information travels through different media platforms and how we make sense of media content. Convergence, according to Jenkins, takes place "within the brains" of the consumers and "through their social interactions with others." Just as information flows through different media channels, so do our lives, work, fantasies, relationships, and so on. In Convergence Culture, Jenkins explores these ideas in discussions that include the TV shows Survivor and American Idol, The Matrix franchise, fans of Harry Potter and Star Wars, as well as the 2004 American presidential campaign.

    Henry Jenkins is one of the most influential contemporary media scholars. In addition to his book on media convergence, he is known for his work on Hollywood comedy, computer games, and fan communities. More broadly, Jenkins is an enthusiast of what he calls participatory culture. Contemporary media users, he argues, challenge the notion that we are passive consumers of media content or mere recipients of messages generated by the communications industry. Instead, these consumers are creative agents who help define how media content is used and, in some cases, help shape the content itself. Media convergence has expanded the possibility of participation because it allows greater access to the production and circulation of culture.

    In this interview, Jenkins speaks generously about the promises and challenges of the current media environment and discusses the ways convergence is changing our lives. As usual, he celebrates the potential for consumer participation, but he also notes that our access to technology is uneven. And he calls for a more inclusive and diverse use of new media. One of the places in which these discrepancies are apparent is the classroom. Jenkins believes that we need new educational models that involve "a much more collaborative atmosphere" between teachers and students. He also argues that we must change our academic curricula to fit the interdisciplinary needs of our convergence culture.

    These are some of the questions we must confront in the new media environment of the twenty-first century, an environment in which consumer creativity clashes with intellectual property laws, Ukrainian TV shows find their way into American homes via YouTube, and transmedia narratives reshape the way we think about filmmaking.


    In Convergence Culture: Where Old and New Media Collide, you oppose "the digital revolution paradigm" - the idea that new media are "going to change everything" - to the notion of media convergence. You also say that "convergence is an old concept taking on new meanings." What exactly is new about the current convergence paradigm? And what changes may we expect from the convergence (or collision) of old and new media?

    The idea of the digital revolution was that new media would displace and, in some ways, replace mass media. There were predictions of the withering away of broadcasting, just as earlier generations of revolutionaries liked to imagine the withering away of the state. That's not what has happened. We are seeing greater and greater interactions between old and new media. In certain cases, this has made new media more powerful rather than less. The power of the broadcast networks now co-exists with the power of the social networks. In some ways, this has pushed broadcasters to go where the consumers are, trying to satisfy a widespread demand for the media we want, when we want it, where we want it, demand for the ability to actively participate in shaping the production and circulation of media content. This is the heart of what I mean by convergence culture. The old notion of convergence was primarily technological - having to do with which black box the media would flow through. The new conception is cultural - having to do with the coordination of media content across a range of different media platforms.

    We certainly are moving towards technological convergence - and the iPhone can be seen as an example of how far we've come since I wrote the book - but we are already living in an era of cultural convergence. This convergence potentially has an impact on aesthetics (through grassroots expression and transmedia storytelling), knowledge and education (through collective intelligence and new media literacy), politics (through new forms of public participation), and economics (through the web 2.0 business model).

    What's new? On the one hand, the flow of media content across media platforms and, on the other, the capacity of the public to deploy social networks to connect to each other in new ways, to actively shape the circulation of media content, to publicly challenge the interests of mass media producers. Convergence culture is both consolidating the power of media producers and consolidating the power of media consumers. But what is really interesting is how they come together - the ways consumers are developing skills at both filtering through and engaging more fully with that dispersed media content and the ways that the media producers are having to bow before the increased autonomy and collective knowledge of their consumers.

    The concept of "convergence" brings to mind the related notions of co-existence, connection and, in some ways, community. In this culture of convergence, however, we continue to see a divide - social as well as generational - between those who participate in it and those who don't. What can we do to narrow this gap and expand the promise of participation?

    This is a serious problem that is being felt in countries around the world. Our access to the technology is uneven - this is what we mean by the digital divide. But there is also uneven access to the skills and knowledge required to meaningfully participate in this emerging culture - this is what we mean by the participation gap. As more and more functions of our lives move into the online world or get conducted through mobile communications, those who lack access to the technologies and to the social and cultural capital needed to use them meaningfully are being excluded from full participation.

    What excites me about what I am calling participatory culture is that it has the potential to diversify the content of our culture and democratize access to the channels of communication. We are certainly seeing examples of oppositional groups in countries around the world start to route around governmental censorship; we are seeing a rise of independent media producers - from indie game designers to web comics producers - who are finding a public for their work and thus expanding the creative potential of our society.

    What worries me the most about participatory culture is that we are seeing such uneven opportunities to participate, that some spaces - the comments section on YouTube for example - are incredibly hostile to real diversity, that our educational institutions are locking out the channels of participatory media rather than integrating them fully into their practices, and that companies are often using intellectual property law to shut down the public's desire to more fully engage with the contents of our culture.



    One place where the divide manifests itself very clearly is the classroom. In an interview for a recent documentary called Digital Nation (PBS), you said: "Right now, the teachers have one set of skills; the students have a different set of skills. And what they have to do is learn from each other how to develop strategies for processing information, constructing knowledge, sharing insights with each other." What specific strategies do you have in mind? What educational model are you thinking about?

    Last year, I had the students in my New Media Literacies class at USC do interviews with young people about their experiences with digital media. Because my students are global, this gave us some interesting snapshots of "normal" teens from many parts of the world - from India to Bulgaria to Lapland. In almost all cases, the young people enjoyed a much richer life online than they did at school; most found schools deadening and many of the brightest students were considering dropping out because they saw the teachers as hopelessly out of touch with the world they were living in.

    Yet, on the other side of the coin, there are young people who lack any exposure to the core practices of the digital age, who depend upon schools to give them exposure to the core skills they need to be fully engaged with the new media landscape. And our schools, in countries all over the world, betray them, often by blocking access to social networks, blogging tools, YouTube, Wikipedia, and so many other key spaces where the new participatory culture is forming.

    Over the past few years, I've been involved in a large-scale initiative launched by the MacArthur Foundation to explore digital media and learning. I wrote a white paper for the MacArthur Foundation, which identifies core social skills and cultural competencies required for participatory culture and then launched Project New Media Literacies to help translate those insights into resources for educators. The work we are doing through Project New Media Literacies (which was originally launched at MIT but which has traveled with me to USC) is trying to experiment with the ways we can integrate participatory modes of learning, common outside of school, with the core content which we see valuable within our educational institutions.

    For us, teaching the new media literacies involves more than simply teaching kids how to use or even to program digital technologies. The new media landscape has as much to do with new social structures and cultural practices as it has to do with new tools and technologies. And as a consequence, we can teach new mindsets, new dispositions, even in the absence of rich technological environments. It is about helping young people to acquire the habits of mind required to fully engage within a networked public, to collaborate in a complex and diverse knowledge community, and to express themselves in a much more participatory culture. This new mode of learning requires teachers to embrace a much more collaborative atmosphere in their classrooms, allowing students to develop and assert distinctive expertise as they pool their knowledge to work through complex problems together.


    Vinicius Navarro is assistant professor of film studies at the Georgia Institute of Technology. He is the co-author (with Louise Spence) of Crafting Truth: Documentary Form and Meaning (Rutgers University Press, 2011). He is currently working on a book on performance, documentary, and new media.

    Avatar Activism and Beyond

    A few weeks ago, I published an op-ed piece in Le Monde Diplomatique about what I am calling "Avatar Activism."

    The ideas in this piece emerged from the conversations I've been having at the University of Southern California with an amazing team of PhD candidates, drawn from both the Annenberg School of Communications and Journalism and the Cinema School and managed by our research director, Sangita Shreshtova (an alum of the MIT Comparative Media Studies Program). Every week, this volunteer army gets together and explores the blurring line between participatory culture (especially as manisfested through fandom) and participatory politics (with a strong focus on youth engagement). Collectively, we've begun to generate conference presentations and publications, including jointly editing a forthcoming issue of Transformative Works and Culture, which is going to deal with fan activism. We've now received funding from the MacArthur and Spencer Foundations to do field work looking at political organizations which are engaging youth with the political process often through unconventional means. Our current focus is on Invisible Children and The Harry Potter Alliance, though other members of our group have been looking at a range of other examples. You can see some of our earliest accounts of this process on the web here.

    Those of you who follow my Twitter account will already have seen the Avatar Activism piece in its published form, but I thought I would share here the extended version, including the bits that ended up on the cutting room floor. And after the article, I want to talk about an interesting response to the piece which was recently posted.



    Avatar Activism
    By Henry Jenkins


    In February, five Palestinian, Israeli and International Activists painted themselves blue to resemble the Nav'I from James Cameron's science fiction blockbuster, Avatar, and marched through the occupied village of Bil'n. The Israeli military assaulted the Azure-skinned protestors, whose garb combined traditional Keffiyeh and Hijab scarfs with tails and pointy ears, with tear gas and sound bombs. The camcorder footage of the incident was juxtaposed with borrowed shots from the Hollywood film and circulated on YouTube. We hear the movie characters proclaim, "We will show the Sky People that they can not take whatever they want! This, this is our land!"

    By now, most of us have read more than we ever wanted to read about Avatar so rest assured that this essay is not about the film, its use of 3D cinematography and digital effects, or its box office. Rather, my focus is citizens around the world are mobilizing icons and myths from popular culture as resources for political speech. Call it Avatar Activism.

    Even relatively apolitical critics for local newspapers recognized that Avatar spoke to contemporary political concerns. Conservative publications, such as The National Review or the Weekly Standard, denounced Avatar as anti-American, Anti-military, and Anti-capitalist. A Vatican film critic argued that it promoted "nature worship," while some environmentalists embraced Avatar as "the most epic piece of environmental advocacy ever captured on celluloid." Many on the left ridiculed the film's contradictory critique of colonialism and embrace of white liberal guilt fantasies, calling it "Dances with Smurfs." One of the most nuanced critiques of the film came from Daniel Heath Justice, an activist from the Cherokee nation, who felt that Avatar was directing attention on the rights of indigeneous people even as Cameron over-simplified the evils of colonialism, creating embodiments of the military-industrial complex which are easy to hate and hard to understand.

    Such ideological critiques encourage a healthy skepticism towards the production of popular mythologies and are a step above critics who see popular culture as essentially trivial and meaningless, as offering only distractions from our real world problems. The meaning of a popular film like Avatar lies at the intersection between what the author wants to say and how the audience deploys his creation for their own communicative purposes.

    The Bel'in protestors recognized potential parallels between the Nav'I's struggles to defend their Eden against the Sky People and their own attempts to regain lands they feel were unjustly taken from them. (The YouTube video makes clear the contrast between the lush jungles of Pandora and the arid, dusty landscape of the occupied territories.) The film's larger-than-life imagery offered them an empowered image of their own struggles. Thanks to Hollywood's publicity machine, Images from Avatar would be recognized world-wide. The site of a blue-skinned alien writhing in the dust, choking on tear gas, shocked many into paying attention to messages we too often turn off and tune out, much as Iranian protestors used Twitter to grab the interest of the digitally aware outside their country.

    As they appropriate Avatar, the actvists rendered some of the most familiar ideological critiques beside the point. Conservative critics worried that Avatar might foster Anti-Americanism, but as the image of the Nav'I has been taken up by protest groups in many parts of the world, the myth has been rewritten to focus on local embodiments of the military-industrial complex: in Bel'in, the focus was on the Israeli army; in China, it was on the struggles of indigeneous people against the Chinese government; In Brazil, it was the Amazon Indians against logging companies. Without painting themselves blue, intellectuals such as Arundhati Roy and Slavoj Zizek have used discussions around Avatar to call attention to the plight of the Dongria Kondh peoples of India, who are struggling with their government over access to traditional territories which are rich in Bauxite. It turns out that America isn't the only "evil empire" left on Planet Earth. Leftist critics worry that the focus on white human protagonists gives an easy point of identification, yet protestors consistently seek to occupy the blue skins of the Nav'I,.

    The Avatar activists are tapping into a very old language of popular protest. Cultural historian Natalie Zemon Davis reminds us in her now classic essay "Woman on Top" that protestors in early Modern Europe often masked their identity through various forms of role play, often dressing as peoples, both real (the Moor) and imagined (The Amazons), who were a perceived threat to the civilized order. The good citizens of Boston continued this tradition in the New World when they dressed as native Americans to dump tea in the harbor. And African-Americans in New Orleans formed their own Mardi Gras Indian tribes, taking imagery from Buffalo Bill's Wild West Show, to signify their own struggles for respect and dignity (a cultural practice being reconsidered in HBO's Treme).

    In his book, Dream: Reimagining Progressive Politics in the Age of Fantasy, media theorist Stephen Duncombe argues that the American Left has adopted a rationalist language which can seem cold and exclusionary, speaking to the head and not the heart. Duncombe argues that the contemporary cultural context, with its focus on appropriation and remixing, may offer a new model for activism which is spectacular and participatory, rejects the wonkish vocabulary of most policy discourse, and draws emotional power from its engagement with stories that already matter to a mass public. Duncombe cites, for example, a group called Billionaires for Bush, which posed as mega-tycoons straight out of a Monopoly game, in order to call attention to the corporate interests shaping Republican positions. Yet, he might have been writing about protestors painting themselves blue or Twitter users turning their icons green in solidarity with the Iranian opposition party.

    Working with a team of researchers at the University of Southern California's Annenberg School of Communications and Journalism, we have been mapping many recent examples of groups repurposing pop culture towards social justice. Our focus is on what we call participatory culture: in contrast to mass media's spectator culture, digital media has allowed many more consumers to take media in their own hands, highjacking culture for their own purposes. Shared narratives provide the foundation for strong social networks, generating spaces where ideas get discussed, knowledge gets produced, and culture gets created. In this process, fans are acquiring skills and building a grassroots infrastructure for sharing their perspectives on the world. Much as young people growing up in a hunting society may play with bows and arrows, young people coming of age in an information society play with information.

    The Harry Potter Alliance's Andrew Slack calls this process "cultural acupuncture," suggesting that his organization has identified a vital "pressure point" in the popular imagination and sought to link it to larger social concerns. The Harry Potter Alliance has mobilized more than 100,000 young people world wide to participate in campaigns against genocide in Africa, in support of workers rights and gay marriage, to raise money for disaster relief in Haiti, to call attention to media concentration, and many other causes. Young Harry Potter, Slack argues, realized that the government and the media were lying to the public in order to mask evil in their midst and he organized his classmates to form Dumbledore's Army and went out to change the world. Slack asks his followers what evils Dumbledore's Army would be battling in our world. In Maine, for example, the Alliance organized a competition between fans affiliated with Griffindor, Ravenclaw, and the other Hogwarts houses, to see who could get the most voters to the polls in a referendum on equal marriage rights. The group's playful posture may mobilize young people who have traditionally felt excluded or marginalized from the political process.

    Sack acknowledges that journalists are apt to pay much more attention to what's happening at Hogwarts (or at least the opening of the new Harry Potter theme park) than what's happening in Darfer. Such efforts may sound either cynical (giving up on the power of reason to convert the masses) or naïve (believing in myths rather than realities). Actually, these new style activists show a sophisticated understanding of how utopian fantasy often motivates our desires to change the world. In traditional activism, there has been less and less room to imagine what we are fighting for rather than becoming overwhelmed by what we are fighting against. In such movements, there is always a moment when participants push aside the comforting fantasy to deal with the complexities of what's happening on the ground.

    This new style of activism doesn't necessarily require us to paint ourselves blue; it does ask that we think in creative ways about the iconography which comes to us through every available media channel. Consider, for example, the ways that Dora the Explorer, the Latina girl at the center of a popular American public television series, has been deployed by both the right and the left to dramatize the likely consequences of Arizona's new "Immigration Reform" law or for that matter, how the American "Tea Parties" have embraced a mash-up of Obama and the Joker from Dark Knight Returns as a recurring image in their battle against health care reform.

    Such analogies no more capture the complexities of these policy debates than we can reduce the distinctions between American political parties to, say, the differences between elephants and donkeys (icons from an earlier decade's political cartoonists). Such tactics work only if we read these images as metaphors, standing in for something bigger than they can fully express. Avatar can't do justice to the century old struggle over the occupied territory and the YouTube video the protestors produced is no substitute for informed discourse about what's at stake there. Yet their spectacular and participatory performance does provide the emotional energy they need to keep on fighting and it may direct attention to other resources.

    A growing number of people know how to Photoshop images, sample and remix sound, and deploy digital editing tools to mash up footage from their favorite film or television shows. This public is developing a new kind of media literacy, learning to read such deployments of popular icons for what they express about ourselves and our times. And where Photoshop fails us, protestors are turning to blue body paint in their effort to get the attention of potential supporters on Facebook and YouTube.

    So, that's where I left it in the original draft of the essay, but the great thing about the blogosphere is that others add to your ideas in unexpected ways and they do so with much more rapid turnaround than would be possible in the sluggish realm of traditional academic publishing. Over the weekend, a response to my essay appeared on line, written by an expert about the tactics and rhetoric shaping politics in the Occupied Territories, and placing the Avatar video from Bilen into the larger context of the ongoing tactics of the group of protestors who created it. The entire post is must-read for anyone who cares about either the politics of the region or the general theme I am exploring here, how activists can use participatory media practices in order to direct greater attention onto their struggles and engage with new supporters. But I thought I would share a few chunks here in the hopes of enticing more of you to check out what Simon's Teaching Blog has to say.


    Thus viewers of a video of the Bil'in demonstration on YouTube, or photographs of the same demonstration on Flickr might turn to text-based forms of communication as a means of informing themselves about why these images were produced. Robert Hariman and John Louis Lucaites have suggested that the Abu Ghraib photographs disseminated internationally in 2004 encouraged people to read documents that were already in the public realm, but which had not gained as much attention as they should. Thus they state: 'Strong images can activate strong reading.' (Robert Harimen and John Louis Lucaites, No Caption Needed: Iconic Photographs, Public Culture, and Liberal Democracy, Chicago, 2007)

    The organisers of the Avatar demonstration in Bil'in aimed to produce strong images that would have an impact upon those who saw them and would attract the attention of a much wider audience. The video of this demonstration posted on YouTube by Bil'in based video maker Haitam Al Katib has received 245,440 views, at the time of writing, as opposed to the video of Naomi Klein's visit to Bil'in in August 2009 which has received 9,498 views. Taking the motif of blue aliens from a science fiction film and relocating it within the political reality of the West Bank could not be anything but a strong image, generating an uncanny effect and one hopes encouraging reflection and 'strong reading' that might help explain what was being seen. But the potential effects of strong images are not restricted to media audiences. The strength of these images can also shape how these audiences encounter them in the media. Thus Kevin Michael DeLuca and Jennifer Peeples have argued that the strong images created by acts of symbolic violence performed by anarchists during the protests against the World Trade Organisation conference in Seattle in 1999 focussed the media spotlight on the concerns of the demonstrators, allowing their ideas to be aired and given a greater degree of serious attention (Kevin Michael DeLua and Jennifer Peeples, 'From Public Sphere to Public Screen: Democracy, Activism, and the "Violence" of Seattle', Critical Studies in Media Communication, Volume 19, Number 2, June 2002). With these considerations in mind, it can be suggested that whatever loss of conceptual understanding occurs through the immediate impact of the images of 'Avatar activism' can be made up for in how these images relate to the written word.

    Considering Jenkin's fleeting discussion of Bil'in it should be added that the Avatar demonstration was just one instance in which demonstrators in the village appropriated motifs from other contexts, most of which were not related to popular culture. More usual has been imagery related to the broad historical frame of the Israeli-Palestinian conflict and current events related to the occupation. Thus the Bil'in Popular Committee have set up demonstrations themed to reference, for example, the iconography of the Holocaust and the storming of the Free Gaza flotilla. This affirms that the image repertoire of the Bil'in demonstrators is much broader and more historically and politically aware than the appropriation of imagery from a Hollywood blockbuster might suggest.

    The key point here is that the people of Bil'in have repeatedly appropriated imagery for their demonstrations that is in some way relevant to their cause and that enables them to not only keep going, but also to break out of their isolation. To do this they have had to constantly innovate themes for their demonstrations and develop new props that can become the focal point for demonstrators and the media alike. What this suggests is that although the imagery used in the demonstrations is often simple and involves the reinforcement of crude binaries between oppression and freedom defined in terms of a contrast between the Israeli state and the Palestinian struggle, this mobilisation of simple imagery is the result of a sophisticated understanding of what resources politically weak agents can mobilise in a long term struggle against the power of a sovereign state. The people of Bil'in have committed themselves to non-violence and consequently have had to turn to other media oriented means of resistance to the classic 'weapons of the weak' utilised in the armed struggles of guerrilla and national liberation movements.

    It was fantastic to see someone place the Avatar protest in this larger context of other interventions and tactics deployed by this same group of protesters. As someone who lacks expertise on the Middle East, I didn't know anything more about this situation than I had read in existing news reports, though it spoke to the global context where these appropriations are occuring. When we launched our paper call for the Transformative Works and Culture special issue on "Fan Activism," we were surprised that the overwhelming number of submissions on this issue came from researchers working outside of the United States and recounting very powerful examples of such tactics being deployed all over the world. I look forward to sharing more about these issues in future blog posts.


    High Tech? Low Tech? No Tech?

    Through the work of the New Media Literacies Project, we make a core distinction between the digital divide (which has to do with access to technologies -- especially networked computers and mobile telephones) and the participation gap (which has to do with access to skills and competencies required to meaningfully engage with networked culture). While there is clearly a relationship between the two, we've seen great value in decoupling them -- recognizing that one can have access to the technology without having the support structure around it which would enable you to meaningfully participate in the online world and suggesting that even schools which have little or no access to the technology might still help to foster core literacies which would allow their students some leg-up when and if they were able to gain access to networked computing. We've taken as a challenge the design of activities for low-tech and even no-tech contexts, trying to reassure teachers that ultimately it is about new conceptual models and cultural relations as much or more than it is about new technologies.


    That's why I am so excited to share the following story with you. It was written by Laurel Felt, a student in USC's Annenberg School, who took my New Media Literacies class last year and has since joined our core research team. I will let her tell her own story in her own way and won't step on her punchlines here, but I hope that all of those schools and teachers who use lack of access to state of the art technology as an excuse for not changing how they teach and what students learn will read this story and perhaps think about their own situation in different terms.


    Along the way, Felt builds on her research in my class to explore potential intersections between the frameworks which have emerged from the Emotional Literacy movement and those we've identified through MacArthur's Digital Media and Learning initiatives.


    Take it away, Laurel.

    Dakar street.jpg


    High Tech? Low Tech? No Tech?

    by Laurel Felt


    We'd lost electricity... AGAIN.


    Power outages ("coupures" en francais) are hardly a novelty in Dakar, Senegal, during the early summer. Despite the fact that Dakar is Senegal's capital city, and despite the fact that Senegal is known as one of the most advanced sub-Saharan countries in terms of access to and use of Information and Communication Technologies (ICTs), the regular but unpredictably-timed blackouts bring digital manipulation to a standstill. Lack of electricity stymies desktop computing and shuts down router-dependent Internet networks.

    Those offices/apartment buildings/restaurants/hotels with the means independently purchase backup generators to see them through these periods of electrical deprivation. My workplace, the African Health Education Network (Reseau African d'Education pour la Sante (RAES)), had a backup generator.


    It was broken.


    After a week or two of persistent outages and incalculable loss of productivity, RAES Director Alexandre Rideau was finally able to wrangle a stop-by from the hotly-in-demand(1) generator repairman. He charged us $400, a small fortune by our non-profit organization's cash-strapped standards, and fixed yet again our mediocre, overtaxed generator. Three days later, due to negligence, the generator was blown. So it was back to the drawing board... only not quite. This time, the generator's shoddy circuitry just couldn't be salvaged. And rather than draw 10,000 non-existent dollars from RAES's red budget to buy a new generator (which was sure to be exhausted in another couple of years, or carelessly destroyed at any moment), Alex ruled that we simply had to manage this season -- powerless.


    Oh, did I mention the reason I was in Senegal? To teach teens, among other things, how to harness the New Media Literacies (NMLs).


    I can almost hear my fellow educators protesting that teaching NMLs in such a context is impossible. But I can testify, to my colleagues' and my relief and delight, that NMLS are precisely what are needed to survive this challenge. Since NMLs cultivate critical thinking, problem-solving, and collaboration skills, and since we, as a teaching team, had benefited from NML training before unrolling the teen workshop, we were able to construct a series of ingenious solutions. While we were powerless in a technical sense - Electrical flow? That'd be a "No" -, we were quite the opposite of "powerless" in a productive sense. Our NML training had made us powerful.


    How?


    Well, let me explain a bit about NMLs, and Henry Jenkins's course on New Media Literacies and discussed with Project New Media Literacies Research Director Erin Reilly, NMLs don't require technology -- they're not about technology. They're about enriching learners with useful, versatile capacities that help them think sharper, work better, and appreciate fuller the ethical ramifications of their actions.


    Samba reporting.JPG

    Who can quibble with that? Who's against supporting kids' intellectual, social, and moral development? Seems like a bipartisan, big tent, "everybody on board" kind of issue to me. But a lot of people doubt the necessity of NML instruction... maybe because they misunderstand it? Maybe it's a name thing, maybe people hear the word "new," and they hear the word "media,"(2) and they think,


    "Forget about it! Enough with the bells, enough with the whistles! Enough with time-sucking TECHNOLOGY! Get back to teaching little Johnny and Susie(3) good ol' fundamentals, like reading, writing, and 'rithmetic. How about teaching them how to spell, for goodness sakes?! They don't know how to write anymore!"


    Noted. And I basically agree with you. But did I ever mention "technology"? No. NMLs build cultural competencies and social skills -- no technology required.


    But fine, let's address technology. I mean, YOU brought it up. It's not like I'm looking to dodge the topic. ;-) Look. You can't deny that technology has entered our lives in a significant way. Personally and professionally, we're accessing digital tools and sifting cybersourced information constantly. In this new context of digital ubiquity, we especially need the critical thinking, problem-solving, and collaboration skills that we've always found handy.


    3 kids on computer.jpg

    Am I making sense? Here's an example: We've always needed to know how to experiment in order to figure things out. How else could we have mastered free throw shooting, can opener using, or parallel parking? But now we especially need to know how to experiment. Why? Because we're confronted with complex cell phones, tricked-out digital cameras, and bewildering new versions of Microsoft Office. Let's face it, unless you're my dad, you're just *not* gonna read the manual. If we're not comfortable pushing buttons, navigating menus, and noticing what happens, we're gonna find ourselves in a jam and/or seriously undertapping potential.


    Here's another example: We've always needed to know how to respect diverse perspectives and flourish in unfamiliar environments. How else could we have moved to new towns, traveled overseas, or made friends on our first day of school? But now we especially need to know how to negotiate. Why? Because we're viewing YouTube clips from abroad, joining global communities such as Second Life and World of Warcraft, and harnessing online tools like Wikis, GoogleDocs, Salesforce and BaseCamp to manage group projects. If we're not proficient in reading and respecting people's ways of functioning, again, we'll be stuck between a rock and a hard place or flagrantly wasting opportunity. And who wants that? I'll tell you who wants that: NOBODY.


    But back to Senegal.


    I was working for the summer as a consultant to RAES's program Sunukaddu, which means "our voice" in Senegal's indigenous Wolof language.


    Sunukaddu logo.JPG


    Funded over the past two years by the Soros Foundation of West Africa (OSIWA), Sunukaddu had already proven itself an innovative and effective force for social change. Its model was participatory and hands-on, connecting local media experts with motivated teens for training in multimedia health message development. Participants learned reporting and writing techniques, as well as manipulated digital cameras, camcorders, audio recording equipment, editing software, and web interfaces. Their products are online and educate all who come and click on youths' perspectives vis-à-vis HIV/AIDS. Notably, this past February, Sunukaddu ran the first public awareness media campaign by youth for youth in West Africa. Thousands of young people submitted their songs, poems, narrative films, documentaries, audio reports, articles, commentaries, and posters.. and soon this authentic content will be disseminated nationally.


    Kids' campaign.jpg


    Despite this demonstrable success, visionary RAES wanted to push the envelope. RAES dreamed of scaling up Sunukaddu and distributing its curriculum across West Africa. Doing so would require the construction of an explicit pedagogical method, and perhaps a re-invention of some of the ways that Sunukaddu did business...


    That's when I met Alex. In our first meeting last October, Alex explained his desire for Sunukaddu to more intensively focus on storytelling, message development and diffusion. He spoke of harnessing additional, diverse media. What about pottery? What about textiles? What about dance and jewelry and cell phones? Finally, he sought to explore the human dimension of HIV/AIDS, emphasizing the relationships between and among this scourge and stigma, discrimination, community support, and human rights.


    And so I began by working backwards. These new lessons and tools were Step Three. Figuring out a way to offer them so that the learning stuck was Step Two. And theorizing what was essential for any learning and growing to occur in the first place, that was Step One. So, drawing on my studies of communication, child development, and social policy, I developed a model that, at its most parsimonious, looks something like this:


    New Media Literacies Improved Functioning

    +

    Social and Emotional Learning →

    +

    Asset Appreciation



    Social and Emotional Learning (SEL) pairs perfectly with NMLs. In the words of Forrest Gump, they're like peas and carrots. As with the 12 NML skills, SEL's five core competencies --- self-awareness, self-management, social awareness, relationship skills, and responsible decision-making -- set the stage for meaningful education. In my view, SEL forms the individual, NMLs form the learner.


    Back to the cries of skeptics and censurers:


    "Our public school system is bankrupt and our students are falling behind. Fourth-graders in Kazkhakstan out-perform our kids in math! Most US students think Beethoven is a dog! So should we really be spending taxpayers' precious dollars on touchy-feely lessons like 'making friends' when kids can (and probably are!) learning these things themselves on the playground?"


    Yes, I hear you. And yes, we absolutely should.


    What are the prerequisites for learning? And what is the point of school? The first federal Bullying Prevention Summit was convened in Washington, D.C., last week. Director of Healthy School Communities (part of the Whole Child Initiative at educational leadership organization ASCD) Sean Slade summed up associate professor of child development Philip Rodkin's argument:

    "Children are there [at school] to learn not only how to read, write, add, and subtract, but also how to work together as a group, a team, a community" (2010, paragraph 4).


    Couldn't have said it better myself. This is proponents' rationale for teaching SEL. Sounds awfully similar to our rationale for teaching NMLs, doesn't it? And that is why SEL and NML are like peas and carrots, folks. And why life is like a box of chocolates...


    Back to Senegal.


    The whole Sunukaddu team agreed, Our workshops should optimize participants' engagement, appropriation, and application of the material. We should also operate as non-hierarchical partners in the learning process, and so create a context in which ideas and knowledge can flow freely in both directions.


    Kids' campaign.jpg


    So we developed a method that enabled learning via hands-on exploration, game play, improvisation, creation, discussion, and self-reflection. We configured these pedagogical activities such that they cultivated NMLs, SEL, and asset appreciation (a construct that I created that draws on principles from asset-based community development, appreciative inquiry, positive deviance, intrinsic motivation, and resilience). The explicit curriculum was a 12-session workshop supporting teens' efforts to access their voices, make connections, manipulate multiple communication forms and tools, and share their messages with their peers and communities.


    Our original curricular outline:


    DAY 1: Introduction + Basic Computer Literacy (NML skill of the day: Distributed Cognition)

    DAY 2: Basic Computer Literacy + Message Development (NML skill of the day: Multitasking)

    DAY 3: Message Development (Classic media literacy; NML skill of the day: Collective Intelligence)

    DAY 4: Message Diffusion (Diffusion of Innovation + Stages of Change; NML skill of the day: Networking)

    DAY 5: Audio (Hip hop; NML skill of the day: Appropriation)

    DAY 6: Non-fiction (Journalism + Positive Deviance; NML skill of the day: Negotiation)

    DAY 7: Conflict (NML skill of the day: Performance)

    DAY 8: Fiction (Script-writing +Entertainment-education; NML skill of the day: Transmedia Navigation)

    DAY 9: Fixed images (Photography + Peer support; NML skill of the day: Play)

    DAY 10: Moving images (Cinematography + Human rights; NML skill of the day: Visualization)

    DAY 11: Basic Internet Literacy (NML skill of the day: Judgment)

    DAY 12: Conclusion (NML skill of the day: Simulation)


    Then the power went out.


    Oh yeah, remember that? ;-)


    The power left the building early in the intervention, Days 1-4.(4) How do you teach basic computer literacy without computers? How do you teach distributed cognition (defined by Jenkins, Purushotma, Clinton, Weigel, and Robinson (2006) as "the ability to interact meaningfully with tools that expand mental capacities" (p. 4)) without the digital tools we'd intended?


    Is it too jingoistic to holler, "New Media Literacies to the rescue!"? Probably.


    Here's the answer: You harness distributed cognition and tap other tools -- we broke out the battery-powered smartphones.


    Smartphones.JPG


    You multi-task -- while the participants were filling out their asset inventories, we powwowed and rejiggered the day's schedule. You play -- along with the participants, we tested our way through this challenge, discovering what happened when we did X, Y, and Z, noting successes and setbacks, evaluating, replicating, discarding, and innovating. Like I said, the NMLs returned power to our powerless situation.


    And a few days later, when Sunukaddu instructor Idrissa Mbaye hatched the idea of a Competence Clothesline, the NMLs provided an effective solution to our lack of electric fanning. Because our perceptive participants had pulled down competence cards from the line, they had in their hands... handy hand-fans. How about THAT? ;-)

    Goree clotheslines.JPG


    Competence clothesline.jpg


    So what I'm saying is, Who needs electricity when you've got skillz? And these skills don't need digital technology. What they do need are understanding, and they need sharing, with students, colleagues, parents, partners, anyone, everyone.


    Now.


    (1) literally - no power means no air-conditioning (not that most establishments could afford to buy or run air conditioners) and no standing fans. And this is serious in July, when average daily temperature is 81 degrees Fahrenheit and average relative humidity is 70%.

    (2) and the word "literacies" - fuhgeddaboutit. Who even knows what "literacies" means? Seriously - can you define it?

    (3) (nowadays, it's more like Aidan and Madison, or Muhammad and Elena)

    (4) By Day 5, Alex greenlit the daily rental of a tiny generator.

    Laurel Felt is a third-year doctoral student at USC's Annenberg School for Communication & Journalism who only wants to change the world... To do so, she seeks to support youths' development of new media literacies, social and emotional learning, and asset appreciation. Her research also looks at gender, obesity, bullying, and reproductive health.

    Games, New Media and Learning in Argentina: An Interview with Ines Dussel (Part Three)



    You've drawn heavily on the work of the MacArthur Digital Media and Learning initiatve. What do you see as the most significant continuities and differences between their approach and what you are finding in Argentina?

    I've been reading all the work done by the initiative, and for me it stands out as the most encompassing and organized effort to understand what is going on. I think I provided some of our keys for reading this work already, but let me try and summarize them. One is the idea of a public culture. That there is something such as a common public sphere that has to be reconceptualized beyond Habermas' notion of the argumentative skills and rhetorical plays but that still includes some notion that there is something to be done together and for everybody, is an uncommon approach in most studies of new technologies. I think we share an engagement with an idea of public culture that remains open and subject to debate, and does not get captured by the state, the market, or the isolated individual.

    The second has to do with the kind of learning that young people are doing with and in new media, trying to approach in an honest, more open way these new practices. We liked very much the notion of "genres of participation," as they help organize what we are seeing in our research. And what I liked particularly is that schools are not left out of the map, but are considered as part of this media ecology. I support the idea that schools can be helpful in organizing interesting and relevant experiences for young children which are not immediately accesible to everyone, and which bear other issues in mind than merely the audiences' tastes. Of course, this means changing the ways in which schools are working with new media, which, as said before, have been focused around issues of safety and potentials threats to children's integrity, when they have not been totally derogatory on the value, ethics, or productivity of young people's activities in and with new media.

    We also agree with the general search for a balance between the celebration of new, creative, and democratic forces that are mobilizing the digital culture, and the skepticism about some trends that we do not see as democratic and that tend to extend and reshape current social divisions and inequalities. [When I use "democratic," I am pointing to some discussions in contemporary political philosophy that show how evanescent this term might be, but that still hold to an impulse towards more justice and equality (for me, Jacques Rancière or Bill Connolly are good referents of this kind of view).]

    Finally, it is difficult for me to point to a difference, but I would say that we bring to our study different concerns that have to do with different "localities" and cultures, as I was saying in the last question. Lately, with the team at Flacso we've been reading more about changes in authorship, in the balance between the emotional and the rational in terms of learning, in our notions of a common culture, archive or memory (and memory is a cherished thing in Argentina, where it immediately refers to the last dictatorship and to a quest for human rights and justice), and also the need to maintain the differences between simulation and "real life" (I've been reading with great pleasure Sherry Turkle's discussions on this). I would say they are more politically- and ethically-oriented issues. These topics are not directly addressed by the MacArthur papers, but there are none the less many links to their approaches.



    As you do so, you seem to be very aware of the existing visual culture of schools. For example, you told me about research which suggests students are sometimes overwhelmed by films they see in the classroom and do not always remember what they were supposed to teach. How can designers of educational games sidestep those problems?

    In the research we are doing on the visual culture of schools, many students referred to their memories of remarkable activities organized by teachers using fiction films or documentaries, or asking them to bring pictures about social issues. Students liked them a lot, and valued them as great learning experiences. But when we asked about what they thought they had learned with those activities, they could not refer to any specific content. For example, a student said that her Biology teacher showed the class an image of the cell and that it caught her attention, and that she learned like in a fingers' snap, but she could not name any concept nor "title" for that image. The same happened in social studies or history lessons: students had vague memories about the activities, but all remembered the intensity of the feelings provoked by the viewing.

    This is something that interests me a lot, and that I put along a series of readings I've been doing on visual studies, attention and learning. Historically, pedagogy has thought that there is an equivalence, a direct relationship, between seeing and knowing, but psychology and our own historical experience shows that that is not the case. We need to "know" something to be able to "see" it (I am aware that these are complex terms and there are deep philosophical debates around each one but let's keep it simple for the sake of the argument). What are children learning when they "see" something in the classroom? Are they learning what we want them to learn, or something completely different?

    The examples mentioned above relate, for me, to something that you've referred to in previous works: the "wow" effect, the emotional impact of media on people. When using images in classrooms, we might get that "wow" feeling, as when the first student says, "wow, the teacher caught my attention," but from that we cannot deduce that she learnt the structure of the cell or anything in that neighborhood.

    How to sidestep this problem is a difficult question. The first thing I would say is not to take learning for granted. We have to be aware that the intensity of stimuli and the excitement of the game might provoke them to learn something altogether different from what we wanted them to learn with these activities.

    And the second thing I would say is that this doesn't imply that we have to become more explicit of our message or the "content" we want to convey. On the contrary, my reading of these examples is that form and content are divorced in some pedagogical activities, and that "forms" are compelling and complex while "content" is straightforward and unidimensional, and so young people's attention is caught by the more complex and interesting stimuli and do not attend to the content. So, I would say we should struggle to produce better materials that are more consistent in their forms and contents.


    You also told me about research you have been doing about the image banks which teachers draw upon in thinking about the world and how these may differ from those which their students bring into their classes. Can you share some of this research with my readers?

    Yes, of course. I wrote an essay on teachers' visual culture, based on the findings of an activity I've done in online courses with teachers. I ask them to post a powerful image of our culture. The idea of "powerful image" draws on visual studies and refers to images that impact us for any reason, that have a lasting effect not only personally but also socially.

    In this activity, it struck me that most of the teachers chose shocking images that come from photojournalism: the Biafra child, Kevin Carter's Pullitzer picture of a little girl in a Sudanese village, anonymous pictures of children in famine, in war refuges, or hurt or killed by political violence. They endorse a "hyperrealism" that, while it aligns itself with a progressive rhetoric, might have troubling effects as a visual discourse on the social. Most pictures were of children, and children were almost always depicted among ruins. No "happy," meaning no optimistic, narrative was to be found in most pictures (and when it appeared, it was in the line of the Benetton-multiculturalism: black child with white child taking hands and smiling to each other). Also, it was surprising that the Argentinean teachers spoke a "Global visual Esperanto," as Nick Mirzoeff calls it: the images were from Albania, Africa, Palestina, New York, Central America, Brazil, and not many depicted Argentina's landscapes or events. The pictures are all serious, and engage in the performance of denunciation. There is almost no ironic image, nor images that refer to advertising or cultural industries. My guess is that, if the same question was posed to young people, the number of advertising images, and of images of their own production, would be much more significant than in the teachers' selections.

    My interest in this essay is with global visual imaginaries, and the visual culture of teachers. There is much more I could say on this, but let's refer the reader to the essay that has been published in a book edited by the National Society for the Study of Education, whose title is Globalization and the Study of Education, and edited by Fazal Rizvi and Tom Popkewitz.

    You have been involved in a number of games and learning initiatives. Can you describe some of the work you are doing and explain what kinds of pedagogical and design principles are informing this work?

    With my research team at Flacso, we started doing educational documentaries in 2002. We produced eight 30-minutes videos that developed a program to address issues of discrimination and inclusiveness in middle and secondary schools. We tried to build complex and subtle plots, to present the stories always in a dignified way, and never construct people as passive victims. We were always thinking of how and when the teacher would be using these materials, so time constraints and also pedagogical problems of what to show and how to show it were present from the beginning (and we made pilot tests with teachers to make room for that).

    But seen from today, I think that at the beginning we were more aware of the conceptual and political dimensions of our work than about the aesthetic aspects of it. And it was a great experience, because we learned a lot about the tensions between content and form. As soon as we started to work with teachers and students, we realized that there were many unexpected things in their reactions to our videos, and that they had to do with the context in which they were seen, with their prior experiences with these type of videos, and with our own pedagogy. And most of all we had to learn to work through and with the emotions elicited by the documentaries.

    This drove us to media studies and also to visual studies, and this intersection is still very interesting to me. The question of which type of knowledge is produced by an image, as posed by the French historian Georges Didi-Huberman, remains a potent, even a burning issue, as he says. Sometimes images touch us at a sensitive level, without being able to put it into words, and yet they do produce important effects on us. Could these effects be called a learning or be considered as knowledge?

    I am not interested in measuring it, but on understanding what is it that they do to us. Will it last? Will it be attached in our memory to some meanings? Will we, as the students I found in our recent research, just remember the intense emotion we felt without being able to conceptualize or rationalize anything about it? Maybe this is not a bad thing, but we should be aware of which kind of learning or effects some images produce on us.

    We then moved to do an animation piece on global warming which was also very exciting, and since 2007 I've been engaged in a team run by Analía Segal, a colleague and friend of mine, that produces videogames. Analía had extensive experience on simulations and games in social studies, and some years ago she decided to experiment with new media, and I joined her. We wanted to explore the potentialities of videogames for learning: they can offer complex narratives, they use a visual language that is closer to young people's visual culture than the schools', they promote learning through immersion in a given situation and mobilize intuitive, bodily language that is scarcely mobilized by traditional schooling, among many other possibilities. The team includes people from different disciplines in the social sciences and young game designers who are key to the project. We know that educational materials are not magical solutions to anything, but believe that they can contribute to make classroom more interesting and more challenging. This might be a poor goal for an educational reformer but it is good enough for us as development team.

    One of our principles was to produce materials that were not offered by the cultural industries, neither by their topics nor by their aesthetics. We did research on alternative groups that are working on serious games, and decided to focus on sustainable development and produced three or four games on this subject. The first one is called "Urgent, Message" and is about a messenger in the near future who has to deliver different things to different places, always considering time, cost, and environmental impact.

    The second one is called "Villa Girondo" and is a multi-player game. We wanted to explore a different game structure. This one deals with the relocation of a village due to the planned construction of a water dam. Players are asked to assume different roles in the community and decide whether the village will be relocated or not. The tension between progress and sustainability is explored, as well as the centrality and complexity of citizens' involvement in environmental issues.

    In the development of the videogames, we included a working group with teachers with whom we discuss and test the games at different stages. And we are doing research on the first developed prototypes to understand how they interact with the real dynamic of classrooms. The questions that interest us are both related to the design of the game and to the pedagogical skills needed to use it in classrooms. Which kind of interactions are promoted by the rules of the game? How important and effective are teachers' interventions? What kind of strategies do young people use when playing the game? Are there constraints by playing the game at school? Which reflections are opened up by the game? Which ones are picked up by the teachers and which ones are left aside, and why? These are some of the questions we are investigating in schools these days.


    I was impressed by the distinctive look and feel of the games you shared with me. To what degree is the goal to create games which reflect the national culture of Argentina as opposed to following the "neutral" or "odorless" design practices that shape many commercial video games? Why might it be important for students in your country to see games which look and feel like the culture around them?

    Well, I like your comment and take it as a compliment. As I said before there is a relation between form and content. We believe that it is important to provide students with different aesthetics, less standardized and more related to their daily life. But it doesn't mean that one has to close down aesthetic diversity. So while we don't want to follow mainstream games in their options, we do not support any kind of localism that tends to isolate cultural productions. On the other hand, this would be impossible as we are all visual subjects in a global culture.

    We hope our games can be played by any child or young person who is interested in these topics. For example, the relocation of villages has been a common problem in Latin America. We include some excerpts from documentaries that give more information and context about real life situations. We believe it is important that schools pick up these debates and provide interesting and challenging opportunities to unfold the complexities involved. In that respect, videogames can be really helpful.

    Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching.

    Games, New Media and Learning in Argentina: An Interview with Ines Dussel (Part Two)


    Can you tell us something about the context of this debate in your country? For example, how much access to students have to new media technology outside of school? How much exposure do teachers as a class have to new media in the course of their everyday life?

    I would say that most students have access to technology, although the frequency and intensity is heavily dependent on socio-economic backgrounds. The main divide is between urban and rural/semi-rural populations, because even in low-income groups in big cities there is a push towards having multi-functional cell phones that allow most of the operations one can do on the internet. Of course, the problem is the soaring costs of the broadband or the phone service, which are still terribly high in the region. In Portugal, and in some Brazilian cities, there are state policies being effected that subsidize broadband connections to low-income populations (5 euros per month or less). This might be a really democratic move in the near future in most of Latin American countries, but we are not there yet. Anyway, I was surprised to read some recent educational research that shows that almost 50% of the children from low-income families report to have Internet connections at home. This means it is spreading quickly.

    But the divide, as many people are arguing, is moving from access to use. In a research we are currently doing at FLACSO on schools and visual culture, we find a clear distinction between the type of uses young people from middle and upper classes are doing, and the ones done by young people who come from low-income families, and especially those in semi-rural areas. The first ones are making sophisticated videos, have large collections of images and music, and produce multimedia reports for schools, while the latter make basic powerpoints and have smaller collections of pictures and music, generally with less reflection on what it is, and what for, they are collecting. As always, there are exceptions, but this seems to be the trend. That is why I believe schools could be very important in providing a wide range of experiences that enrich young people's engagement with the media.

    Teachers, on the other hand, do not have a special relationship to new media as a class, that is, because they are teachers. Quite the contrary: pre-service training has started to include it as a curricular content only in the last two years, and it is still a marginal trend, though increasingly important in some groups (who can be considered as "early adaptors," as in the work you are doing in the New Media Literacy project). But most of the times, one can see young teachers in low-income schools who do not have an email account or don't even know about the possibilities that new media offer. I ask myself how it is that nobody in their training, which did not happen in the 1980s but only three or five years ago, told them that having an email account and navigating the internet is important not only for them as professionals who are concerned with knowledge or as citizens of this world, but also for them as teachers in their relationship and their cultural offer to their students.

    I think that this has to do with some prejudice on the part of the teacher training institutions that assume that new media is kind of a "sumptuous consumption" for low-income populations who are not getting the basics (decent employment, food, electricity or water) and so that it should not be included as a basic content. What they are overlooking is that today access and use of new media is part of the "basics," of being a member of the local or global community, of getting to be informed and participate in a public culture, even of getting a job.

    And children and young people know this better than the training institutions, which are falling behind. In our research, we found multiple examples of young people from low-income families whose relatively-poor use of IT is still pivotal for themselves and their parents in doing budgets for contract works, making a website for home repairs or other informal jobs, or connecting to family in other provinces or neighbouring countries. These uses might not be as sophisticated as others, but are none the less very effective and important in helping them get better material and emotional conditions.

    Most teachers do not use new media in these ways, nor do they recognize that their students are doing these kind of things with the computers. The kind of activity they privilege in classrooms, when they do anything, is that of seeking information (all they see in the internet is a gigantic library), and sometimes asking their students to write a report, preferably text-only, or produce a powerpoint with some images, but generally without further reflection on the combination of text, sound, special effects or rhythm that is implied in multimodal texts, as Gunther Kress and many others have emphasized.

    So, as research notes in other countries, in Argentina the uses promoted by schools are poor when compared to the actual things young people are doing at homes or with their friends in cybercafés. It is slightly different in middle- and upper-classes, but overall I would say there is still a small proportion of schools that are promoting richer, innovative uses of new media.

    How has new media been perceived by the Argentinian public? Is it still read mostly as a threat or is there an awareness of the opportunities it represents?

    Well, part of the answer refers to what I said before. For some people, those in the middle classes, new media are a luxury that comes after some basic issues have been guaranteed for the society as a whole. And while this argument is sensible (you cannot think about the internet if you're not eating or have no electricity), it is not true that one thing can be solved without the other. As the examples mentioned above show, low income families use the internet to improve their work opportunities and to enrich their support networks in multiple respects. It is part of having a wider horizon and range of possibilities.

    On the other hand, the public debate is still organized around moral terms which are dichotomic, and I would say that they tend to go for the pessimistic side of the dichotomy. Talks of threat, safety, danger, not only for the children but also for the Spanish language (fear of Anglo-influence) or for "the world as we know it," are visible in most of the media coverage on new media. Teachers tend to endorse this view, and complain about the supposed empoverishment of writing and oral skills that new media are causing in young people (with the support of traditional agencies like the National Academy of Letters, who has produced a report on this, with doubtful empirical evidence but with lots of media coverage).

    But there are some perspectives that are trying to build a more balanced approach, which value the opportunities while they point to the challenges the new media are posing to us. My own concern has been to produce something in that line. I believe that a deeper discussion is needed that addresses the profound changes brought about by new media, part of which I signaled when talking about the 1-to-1 strategy. I particularly like Bernard Stiegler's discussion in The YouTube Reader on the breakdown of the synchronized access to a flux of programmed texts such as the ones provided by broadcast TV, and the emergence of a cardinal access that can be produced and controlled by the user. I think that there are many issues to be debated around the possibility of a common, public culture that goes beyond what each ones of us chooses to look at, consume, produce in our individual screens and in our own time or pace; and that is why I also do not want to give up on the presence of a common screen in the classroom, be it the blackboard, the smart board, or any other common point of attention. In that respect, I also align myself with the comments done by you, Mimi Ito, and many others, on the reports done through the MacArthur Foundation initiative, that posit the discussion of new media in the light of the production of a public culture.



    I got a sense from some of the questions I was asked that new media is understood through some of the same paradigms that were applied to broadcast media -- concerns that it exposes Latin Americans to cultural imperialism from Hollywood and elsewhere. How big a concern do you think this is for parents and educators?

    I believe that anti-Americanism is more prevalent among progressive intellectuals (including educators) than among the general public, but I do not know of any serious study on this so I will speculate in the next paragraphs. There might be a reemergence of a certain nationalism or LatinAmericanism in the last decade, after the 2001 crisis which put the region in the verge of a collapse, and also backed by the center-left governments in the region that have stressed a rhetoric of autonomy and self-determination for Latin Americans. And of course Bush's government has done lots to increase the anti-imperialist rhetoric. I know that the rates of disapproval of Bush in Argentina were among the highest in Latin America, and that people welcomed Obama's election as a hope of a new external policy in the US.

    But these are the only data I recall to make a statement about the public's relation to the US, and I don't think this translates into a relationship to broadcast media or anti-Hollywood: blockbusters are the same ones than in the US, with the exception of some Argentinean films. But even speaking of "Argentinean films" is ambivalent: the best Argentinean filmmaker today is Juan José Campanella, whose movie El secreto de sus ojos(The Secret in Their Eyes) won the Oscar for foreign films in 2010. Campanella works in LA and has directed some episodes of House, M.D. and other major TV series in the US. So whether his narrative style and aesthetics is anti-Hollywood remains quite debatable... I don't think he even considers that a problem or a question that deserves attention.

    Anyway, in some respects, your perception is right in terms that anti-imperialism is a significant force in terms of how educators react to new media (I'm less sure about parents). Many teachers feel that they have to defend the nation and the Spanish language against any kind of imperialism, and that they have to do it in the schools, through their teaching. I would say that, as a general rule, teachers in Latin America are more politicized than in the US, and think of themselves as constructors of the nation, as producers of a new type of citizen.

    I did my Ph.D. in the US, at UW-Madison, and I was surprised when teachers said that their primary task was to develop the full potential of the individual child and spoke almost exclusively in psychological terms. You don't see that kind of talk in Argentina or in most Latin American countries. Even the less politicized teachers make reference to the nation, to the society, to social functions and ideals. They might do it in a conservative way, but they still feel part of a social mission, of a political project.

    But the question you raised takes me in another direction, that is how the global and the local are negotiating in and through new media. Being an otaku in New York or in a small village of Salta, Argentina, is similar and different, in ways that we need to analyze much more carefully than simply celebrating cosmopolitanism and global culture, or rejecting it by refuging ourselves in an anti-Hollywood or anti-US culture position. Watching a TV series like 24 in the US might reaffirm a certain power narrative about geopolitics and the imperial domination, but when seen in Latin America it might say quite the opposite.

    I like very much the work done by Carlos Monsiváis, a wonderful Mexican cultural critic who just passed away, on the dispositions and sensitivities of the audience in our region -which is extremely diverse, of course. He said that, contrary to Hollywood's happy ending movies where the cowboy saves the girl, it is very likely that in Latin American melodramas the girl dies right before her hero comes to her rescue. For him, melodrama was a "structure of understanding," a "unifying device for experience" that was built into politics, religion, and social bonds. This structure (which he thought of as something loose, not rigid) comes from the verbal blocks of 19th century novels, the filmic melodrama, or TV's telenovelas.

    So, following his lead, I would say that for most Latin American viewers there is not an epic of triumph when seeing these TV series, but we put them along or inside a narrative that is sadder, more nostalgic, definitely not victorious (may be it derives in identifications with the bad guys, which is extremely dangerous). Images and audiovisual texts might be the same, but the locality of the viewing makes a great difference in understanding the narratives in which they are inscribed, and the meaning which we produce. So yes, going back to your question, I would say that locality plays a role in new media, and the structures of understanding still seem more local than global.



    Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching.

    Games, New Media and Learning in Argentina: An Interview with Inés Dussel

    Earlier this summer, I shared with you some of my experiences in Buenos Aires where I was a speaker at the VI For Latinoamericano de Educacion, hosted by the Fundacion Santilla, an event attended by education ministers and educational researchers/policy makers from many of the Latin American countries.

    My host for the event was educator and public intellectual Inés Dussel who is one of the co-authors with Luis Alberto Quevedo of a new white paper exploring the impact of new media on education in Latin America, Educacion y nuevas technologias: los desafios pedagogicos ante el mundo digital. I was deeply impressed by Dussel and her colleagues: she is highly engaged with the work we've been doing through the MacArthur Digital Media and Learning initiative, as well as the debates taking place in South America around these same topics. I wanted to be able to share more of her perspectives with English-language researchers and educators in hopes of brokering more conversations between educators in the North and the South who are confronting the ways that rapid media change is reshaping the lives and interests of their students.

    While I was in Argentina, you released a significant report which sought to explore the impact of new media on educational practices in Latin America. What were your major goals for this project?

    The report was commissioned by the Organization of IberoAmerican States (OEI) and the Foundation Santillana, which is affiliated to a major publishing house in the Spanish-speaking world. They organize annual conferences that bring together Ministers of Education from throughout the Southern Cone, educators, and media people. It is an important venue for public policy and debate in education.

    The 2010 Forum, on which you were the guest speaker, was devoted to the pedagogical challenges of IT technologies in the region. Luis Alberto Quevedo and myself were asked to write the discussion paper, which actually turned into a 60+-pages report. Both Luis Alberto and myself have been working on these issues for a number of years, and run together an online course on education, visual culture and media designed primarily for educators. Above all, we share an active engagement with public debate in and around media, both in public and commercial media, although Luis Alberto has a more sociological take on this and I bring a pedagogical concern with what people learn from their experiences with the media.

    Our goal with the report was to provide a broad frame that helps organize a discussion around the different alternatives that are being explored either by public policies or by the schools themselves in the introduction of IT. We talk about four major strategies: a) organizing computer labs in schools, b) getting one laptop to every child (1-to-1) either by joining the OLPC initiative or through major commercial firms, c) having portable carriages with laptops for planned, alternate usage in classrooms, and d) introducing electronic boards in each classroom. Each strategy has different assumptions about the extent to which IT should permeate the daily life of schools and of course imply different costs and mobilization of resources.

    In the report, we were also interested in taking a look at the production of content, especially the work done by teachers with the use of blogs or video production for educational purposes, and by the Argentinean Ministry of Education, which has done an interesting TV series for rural schools called Horizontes (Horizons) whose impact on school practices we want to investigate. These schools usually have only one teacher with multi-grade classrooms, so IT technologies can be a great help in supporting teachers who usually exhaust themselves in their daily work.

    We could only get a glimpse at content issues and DIY media production in the report but it seems promising, and we are currently doing research to get a better understanding of what is going on. And finally, we made a review on the changes on teacher training, looking in particular at changes in curricular contents, and discussing whether there are new teaching figures appearing in the landscape of schools (IT specialists or audiovidual assistants, among others). So, as you can see, the scope was broad and it calls for more research and more writing, which is the step in which we are currently engaged.



    Which models have gotten the greatest traction in Latin America and why?

    So far, the most extended strategy in the region is to equip computer labs, but research shows that, while it was helpful in the 1990s to get at least some teachers interested in IT, today it tends to confine the novelty to a marginal place in the curriculum and does not contribute to a deeper discussion on the big changes brought about by digital culture in the production and circulation of knowledge in our societies. Also, it has been noted that computer labs usually get trapped in the micro-politics of schools, with power games around who's got the key or privileged access to the lab (the same can be said about any innovation in schools, of course, but the concentration of computers in one space contributes to a more centralized struggle around access and control).

    There is also a particular Argentinean context that has to do with the scarcity of resources: the first reaction of school principals and teachers when they get computers or even books is to lock them off so that they are not lost or ruined by usage. This sounds absurd, but it has to do with an entrenched learning that in schools you don't get good things too many often, so you better preserve them, even though this might mean not using them at all...

    So, as we all know but tend to forget, innovations and new technologies in schools have to negotiate with multiple levels of adaptation and with different school dynamics that produce unexpected effects. Sometimes they are able to mobilize creative, wonderful energies and forces in the schools, and sometimes these effects are undesirable. When involved in the innovations, we tend to forget about the latter.

    The second alternative, which is actually becoming the most common nowadays, is the 1-to-1 strategy of equipping every child with a netbook. In Uruguay the Plan Ceibal, effective since 2007 and based on OLPC, has been very successful in doing that with all elementary school children in public schools (around 320,000 students, ages 6 to 11). Uruguay is a relatively small country, with a flat land, and is one of the most socially egalitarian in the region, so in many respects it has not gone through the challenges of connectivity that other countries are undergoing right now, especially when there are high mountains with blind spots for telecommunication, lots of isolated villages, or heavily marginalized groups with a predictable feeling of resentment towards State policies (which might derive in high levels of theft or destruction of equipment), challenges that countries such as Argentina, Chile, or Perú are facing. Argentina's government has recently started a program called ConectarIgualdad (ConnectEquality) that will provide 3,000,000 secondary school students in public schools with netbooks, manufactured by commercial firms. It is probably the largest single investment in the region, and we are all eager to see how it will work.

    The third and fourth alternatives (portable carriages with laptops and smart boards) are being implemented in small scale, and more research is needed to understand their effects. Both seem interesting ways of making a smoother transition into the digital culture than the 1-to-1 strategy, because they are closer to the way in which classrooms are organized today. But apparently the 1-to-1 option is the route that the educational systems are taking in our region. It might be interesting, though, to keep these other possibilities in mind, as we don't know yet how effectively the 1-to-1 strategy is going to work, and also because we don't think this should be an "either/or" option: school systems are large conglommerates of people and institutions and they should be able to incorporate new media through many different strategies that might be useful for different purposes.


    What are the goals of Latin American governments in seeking to expand access to new media?

    Our reading of initiatives like the 1-to-1 option is that they are great strategies for digital inclusion, and the main effects are not only to be seen on children's lives but on their families'. In Uruguay and Argentina, the fact that the netbooks are going to public school children means that they are helping to bridge the digital gap in terms of access (middle and upper classes have fled to private schools some decades ago).

    There's an ad from the Plan Ceibal in Uruguay that is rich in images about the social progress that rural children will make with their laptops. The song is performed by Jorge Drexler (Oscar winner with the film The Motorcycle Diaries, about Che Guevara's youthful journey across South America) and says something like this: "I want to be a sailor/ on the Austral sky/ without getting away from my haven/ under the shadow of my ceibal" (which is a common tree in the pampas). The symbolic aspect of having an opportunity for growth and development without being forced to migrate to a big city or to a foreign country is something that is really strong in the Latin American context, and points to a transformation in the economy and the politics of our societies. I want to stress the complexity of the symbolism that is being mobilized: it is conceived as part of the rights of every citizen; it also has overtones of deep quests for social justice in Latin America and it implies an affirmation of local development not in a nostalgic mood but with hope for the future. This is a major change, and, from my point of view, quite an interesting and promising one.

    Surrounding these initiatives there is, however, a significant lack of discussion about what it will mean for schools and classrooms to have children connected to individual screens, presumably moving at their own pace in a rich environment with multiple alternatives and pathways to be followed. This sounds fantastic on one level, but it is also terrifying for most teachers who have no clue about how to handle these new situations.

    A person who is doing research in Uruguay told me some days ago (two or more years after they started) about the kind of problems teachers get when some students are not able to connect, which sometimes can happen to almost 50% of the class. The netbooks might have software or hardware problems, and at any rate teachers are not prepared to deal with them and do not have a technical aid at hand. Thus, the classroom sequence they prepared most likely starts to sink. When you encounter this kind of problems, you cannot simply tell the students with failing equipment to shut up and let other children work (in fact you can, but this won't make things any better!). There are things to be done in these situations, but what I mean is that teachers should have a repertoire of alternatives that they don't have yet.

    The training they are receiving is on software and, as far as I know, there is no organized training or discussion about the pedagogical situations they are facing. This is something that could be dealt with if there were more concerns about pedagogical issues and about the skills and practices that are needed to implement these changes.

    There is also not much reflection on the demand for new content and sequences for teaching that this change will place on teachers and school administrators, and unfortunately there has been no significant investment so far to put up to this challenge. In educational journals and in mainstream media there are lots of apologetic talks on the "School 2.0," most of the times in de-politicized terms, that propose an ideal of a direct (un-mediated) access to information and knowledge and that assume the model of the business websites for participation. In this view, with the Internet 2.0 children will (finally!) be free from the domination of the teacher and the institution of schooling, and the rhetoric promises that, instead of having ill-trained teachers, young people will be able to access any site and get all the expert advice that they want from top scientists and thinkers.

    The mainstream rhetoric is no different, at least from what I've read, from what you hear in the U.S. or in Europe. I have many problems with these arguments, among them, the derogatory view they have of actual schools and teachers and the uncritical privileging of expert knowledge, but probably the largest difference lies in the assumption that there is an access to knowledge that is un-mediated by existing social knowledge or institutions.

    Let me give just one example of this difference, referred to the type of production children and young people do with digital media. As Sonia Livingstone, Mimi Ito and Julian Sefton-Green have shown in their work, tyoung people's uses of digital technologies are not necessarily creative, but tend to be shaped by their own culturally-mediated practices with existing media. For instance, some years ago the Ministry of Education developed an interesting program on short-film making with digital media (camcorders, simple editing programs, a notebook) in low-income schools in the northern provinces of Argentina -the ones with the highest levels of exclusion and poverty, and lower performance rates in schools. The program was led by a great team that included popular educators and young filmmakers (interestingly, Argentinean film industry is booming and the film schools are producing many graduates who have trouble finding a job, so teaching is actually an option for many of them, and while this is bad for the young graduates, this is a great opportunity for schools to involve people from the creative industries).

    During its first year, the program was very open about the kind of topics and styles that students could use, and the short films that young people produced were all in the line of TV reality shows, with topics such as drug addiction, juvenile crime, teenage pregnancy, etc. The aesthetics was mimicking that of the TV shows such as Cops or alike. Most of these young people lived in small villages with different problems than the ones narrated by these sensationalist shows, but the students, when left on their own, had a hard time imagining other narratives or alternative aesthetics than the ones they learned from the TV shows (Julian Sefton-Green and David Buckingham's work in the UK show the same thing). So, after discussing this development, the second year of the program the organizers decided to ask the students to produce short films based on their dreams and with a surrealistic approach. The range of genres and of topics was much more interesting this second time, when actually the framing was more clearly defined in a top-down manner.

    For me, this example speaks about the inescapable connections between the kind of productions and uses that young people do with new media and the cultural industries. When I say this, I do not intend to demonize cultural industries; but being naïve about the kind of constraints that are at play is no good either. I like very much Mimi Ito's Engineering Play, because it shows all the nuances of media production in the case of videogames, the different genres, but also all the range of practices in media use or consumption by young people. What I want to stress is that the most likely outcome of this "non-mediated" (which in fact means non-mediated by schools or teachers) access will be in fact mediated by young people's experience with the media outside schools, which is far from being pure or uncontaminated by social class, cultural habitus, etc..

    Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching.

    Transmedia Education: the 7 Principles Revisited

    Last week, I participated in one of the ongoing series of webinars for teachers which is being conducted by our Project New Media Literacies team. The series emerges from an Early Adopters Network we are developing with educators in New Hampshire to drill down on the skills we identified in our white paper for the MacArthur Foundation and to think through how teachers in all school subjects and at all levels can draw on them to change how they support the learning of their students. Vanessa Vartabedian is the coordinator who has been running this series. Each month, they focus on a different skill. This month's focus was on Transmedia Navigation. The webinars are open to any and all participants and are drawing educators from all over the world. The webinars are also available after the fact via podcast. The Transmedia Navigation discussion involved not only some remarks by me but also a conversation with Clement Chau from Tufts University and Mark Warshaw from the Alchemists who has developed transmedia content for Smallville, Heroes, and Melrose Place, among other properties.

    "Our Ning site is where our community of educators are exchanging ideas and trying out resources. You simply need to sign-up and fill out a short profile to access the schedule of upcoming webinars, as well as links to the archived recordings for previous webinars."

    The focus of transmedia navigation offered me a chance to think a bit more deeply about what it might mean for us to produce transmedia education and I thought I would share some of those insights with you.

    Let's start with some first principles:

    Transmedia needs to be understood as a shift in how culture gets produced and consumed, a different way of organizing the dispersal of media content across media platforms. We might understand this in terms of a distinction I make between multimedia and transmedia. Multimedia refers to the integration of multiple modes of expression within a single application. So, for example, an educational cd-rom a decade or so ago might combine text, photographs, sound files, and video files which are accessed through the same interface. Transmedia refers to the dispersal of those same elements across multiple media platforms. So, for example, the use of the web to extend or annotate television content is transmedia, while the iPad is fostering a return to interest in multimedia.

    Multimedia and Transmedia assume very different roles for spectators/consumers/readers. In a multimedia application, all the readers needs to do is click a mouse and the content comes to them. In a transmedia presentation, students need to actively seek out content through a hunting and gathering process which leads them across multiple media platforms. Students have to decide whether what they find belongs to the same story and world as other elements. They have to weigh the reliability of information that emerges in different contexts. No two people will find the same content and so they end up needing to compare notes and pool knowledge with others. That's why our skill is transmedia navigation - the capacity to seek out, evaluate, and integrate information conveyed across multiple media.

    The push for transmedia is bound up with the economic logic of media consolidation. Yet, there is a push to transform this economic imperative into an aesthetic opportunity. If entertainment experiences are going to play out across multiple platforms, why not use this principle to expand and enrich the experience which consumers have of stories? Why not see transmedia as an expanded platform through which storytellers can deploy their craft? As we think about transmedia in the classroom, there are several key justifications/motivations for integrating it into our learning and teaching practices.

    First, as modes of human expression expand and diversify, then the language arts curriculum has to broaden to train students for these new forms of reading and writing. If many stories are going to become transmedia, then we need to talk with our students about what it means to read a transmedia story and as importantly what it means to conceive and write a transmedia story. This is closely related to what Gunther Kress talks about in terms of multimodality and multiliteracy. Kress argues that we need to teach students the affordances of different media through which we can communicate information and help them to foster the rhetorical skills they need to effectively convey what they want to say across those different platforms.

    I've had good luck at getting students to think in these terms through assignments which ask them to propose ways of translating an established story into a new medium - for example, translating a novel or film into a computer game. This practice requires them to develop critical skills at identifying the distinctive features of specific stories and worlds and it requires them to think about the affordances and expectations surrounding other media. Check out my earlier blog post on this practice.

    As educators, we need to model the effective use of different media platforms in the classroom, a practice which would support what Howard Gardner has told us about multi-intelligences. In this case, I am referring to the idea that different students learn better through different modes of communications and thus the lesson is most effective when conveyed through more than one mode of expression. We can reinforce through visuals or activities what we communicate through spoken words or written texts. Doing so effectively pushes us to think about how multiple platforms of communication might re-enforce what we do through our classrooms.

    Some will object that this skill takes a mode of commercial production as a model for what takes place in the classroom. Didn't I note here just a few weeks ago the dangers of talking about "learning 2.0" because it confuses a business plan for a pedagogical approach. I think we need to be careful in this regard and if it were only Pokemon or Lost that operated according to transmedia principles, I might be much slower to advocate integrating these same principles into our teaching.

    But here's the thing: Obi-Wan Kenobi is a transmedia character, so is Barrack Obama. In both cases, readers put together information about who this character is and what he stands for by assembling data that comes at us from a range of media platforms. In such a world, each student in our class will have had exposure to different bits of information because they will have consumed different media texts. As a result, one child's mental model of Obama may include the idea that he was not born in the United States, that he is a Moslem, that he is a socialist, or what have you, and we need some way of communicating across those mental models, we need a way of understanding where they came from, and we need to help students expand the range of media sources through which they search out and assess information about what's happening in the world around them. To some degree, teachers emphasis similar skills when they tell students to seek out multiple sources when they write a paper, yet often, they mean only multiple print sources and not sources from across an array of different media. All of this suggests to me that we need to make the process of transmedia navigation much more central to the ways we teach research methods through schools.

    Vanessa asked me to share with the group the Seven Principles of Transmedia Entertianment which I presented through this blog last fall and suggest how they might relate to learning. I wanted to express some cautions about this exercise. Transmedia Storytelling is one of a range of transmedia logics, which might also include transmedia branding, transmedia performance, and transmedia learning. There is sure to be some overlap between these different transmedia logics, but also differences. I don't doubt that some principles carry over but we need to keep in mind that there may also be some core principles for transmedia teaching/learning which will not be explored if we simply try to adopt what we know about transmedia entertainment for this space. I hope that this blog can start a conversation which helps us to identify other principles which are specific to the learning domain.

    7 principles.jpg


    Here goes.

    Spreadability vs. Drillability Daniel Thomas Hickey wrote a series of posts (Part One, Part Two) which explore how the circulation of educational media might be described and improved by our model of spreadability. They are worth checking out.

    But for the moment, let's think of this in a somewhat broader way. Spreadability refers to a process of dispersal - to scanning across the media landscape in search of meaningful bits of data. Drillability refers to the ability to dig deeper into something which interests us. A good educational practice, then, encompasses both, allowing students to search out information related to their interests across the broadest possible terrain, while also allowing students to drill deep into something which matters to them. This requires us as educators to think more about motivation - what motivates students to drill deeper - as well as class room management - how can we facilitate their capacity to dig into something that matters to them.

    Continuity vs. Multiplicity The media industry often talks about continuity in terms of canons - that is, information which has been authorized, accepted as part of the definitive version of a particular story. Education has often dealt in the range of canon - not only the canon of western literature which deems some books as more worth reading than others but also the structures of disciplines and standards which determine what is worth knowing and how we should know it.

    Multiplicity, by contrast, encourages us to think about multiple version - possible alternatives to the established canon. So, for example, Kurt Squire in his work on adapting Civilization III for the classroom talks about the value of asking students to think through "what if" scenarios about history - what if the Native Americans or Africans had resisted colonization, for example - that can be played out in the simulation game and which can help us to understand the contingencies of history. Asking what if questions both force us to think about the impact of historical events as well as the different factors which weighed in to make some possibilities more likely than others. As Squire notes, playing Civilization III encourages students to master the logic of history rather than simply what happened. The same thing happens when we explore how the same story has been told in different national contexts. It helps us to see the different values and norms of these cultures as we look at the way the story has been reworked for local audiences.

    p>Immersion vs. Extraction In terms of immersion, we might think about the potential educational value of virtual worlds. I don't mean simply having classes in Second Life which look like virtual versions of the classes we would have in First Life except with far less human expressivity. I mean the idea of moving through a virtual environment which replicates key aspects of a historical or geographical environment. I am thinking about Sasha Barab's Quest Atlantis< or Chris Dede's River City as examples of fully elaborated virtual learning environment which rely on notions of immersion. I am also thinking about activities where students build their own virtual worlds - deciding what details need to be included, mapping their relationship to each other, guiding visitors through their worlds and explaining the significance of what they contain.

    Extractability captures another principle which has long been part of education - the idea of meaningful props and artifacts in the classroom. In a sense, every time we have show and tell, everytime a student brings an element from their home culture into the classroom, every time a teacher brings back a mask or a tool from their visit to another country and displays it as part of their geography lesson.

    World Building World Building comes out of thinking of the space of a story as a fictional geography. I've mentioned here before that L. Frank Baum described himself as the Royal Geographer of Oz. In this case, we do not simply mean physical geography though this is part of it. Books with a strong focus on worlds often include maps - whether it is the large scale map of Middle Earth in J.R.R. Tolkien or the much more local map of the rigigng of the ship found in many of Patrick O'Brian's books. Part of the pleasure of reading those books is mastering that fictional geography. But world building also depends on cultural geography - our sense of the peoples, their norms and rituals, their dress and speech, their everyday experiences, which is also often the pleasure of reading a fantasy or science fiction narrative. But it is also part of the pleasure of reading historical fiction and a teacher can use the activity of mapping and interpreting a fictional world as a way of opening up a historical period to their students. This moves us away from a history of generals and presidents towards social history as the key way through which schools help us to understand the past. And many traditional school activities encourage students to cook and eat meals, to make and wear costumes, to engage in various rituals, associated with other historical periods. If we develop ways of mapping these worlds as integrated systems, we can push beyond these local insights towards a fuller, richer understanding of past societies.


    Seriality The media industry often discusses seriality in terms of the "mythology," which offers one way of understanding how we might connect this principle to traditional school content. At its heart, seriality has to do with the meaningful chunking and dispersal of story-related information. It is about breaking things down into chapters which are satisfying on their own terms but which motivate us to keep coming back for more. What constitutes the equivalent of the cliffhanger in the classroom? What represents the story arc which stitches a range of television episodes together? Or by contrast, what has to be present for a story or lesson to have a satisfying and meaningful shape even if it is part of a larger flow?

    Subjectivity At heart, subjectivity refers to looking at the same events from multiple points of view. When we were going through my late mother's papers, we found a school assignment from the 1930s when she wrote the story of Little Red Riding Hood from the perspective of the wolf. When I mentioned this at the webinar, others mentioned Wicked which tells the Wizard of Oz from the vantage point of the Wicked Witch of the West. Matt Madden's book 99 Ways to Tell a Story: Excercises in Style is a great way to bring these issues into the art or language arts classroom: he tells the same simple story 99 times, each time tweaking different storytelling variables, including those around tense and perspective. In the history classroom, there's a value of flipping perspectives - how were the same events understood by the Greeks and the Persians, the RedCoats and the Yankees, the North and the South, and so forth, as a way of breaking out of historical biases and understanding what lay at the heart of these conflicts.

    Performance In speaking about entertainment, I discuss performance in terms of a structure of cultural attractors and activators. The attractors draw the audience, the activators give them something to do. In the case of the classroom, there are a range of institutional factors which insure that you have a group of students sitting in front of you. But you still face the issue of motivation. When we were doing work on thinking about games to teach, we often had to ask the content experts to tell us what the information they saw as valuable allowed students to do. To turn the curriculum into a game, we had to move from information on the page to activities which put that information to use.

    This is at the heart of any process-driven approach to learning. What are you asking your students to do with what you teach them? How are they able to adapt it in a timely and meaningful fashion from knowledge to skill? And tied to this is the idea of adaptation and improvisation, since in the entertainment world, different fans show their different understandings and interest in the entertainment content through very different kinds of performances. So, how do we create a space where every student can perform the content of the class in ways which are meaningful to them? In short, how might teachers learn to think about cultural activators in designing their lessons?

    The Future of Teenagers: My Interview in O Globo


    Here is the interview I did with Bruno Porto of O Globo, a publication targeting youth, during my time in Rio. The newspaper devoted three full pages to this interview which was prominent on its cover and I heard lots of great responses to it as I traveled around the country. I suspect what will be striking to readers in the United States is how much the questions being asked there by parents, teachers, and others about new media are very much those being asked in our own country. For those who prefer to read this in Portuguese, here's the link.

    What´s the main difference between the teenagers that lived in 2000 and the ones that live nowadays? Do you see them as completely different beings or the prior generation already had cultural elements that are present in the next one?

    First, the continuities across generations are much greater than the differences. Young people today listen to different bands and often acquire music through different platforms than teens a decade ago, yet one's taste in music is still a key indicator of one's personal and social identity for teens. Young people play different games on different game platforms yet young people acquire and display mastery through competitive play. Young people use different social networking platforms and communicate with their friends through text-messaging, yet forging a place for oneself within the social system of their schools remains a central goal of adolescence. We can go down the list and most of the new digital practices which seem alien to older people are serving purposes which, if they are being honest, they recognize from their own teen experiences. That said, there are also significant differences, which I know we will get to as this interview goes forward. What does it mean to have immediate contact with your friends as a support system as you move throughout your day, to know that you will remain connected with your friends no matter where you move in the planet, and that you can form intense, intimate social ties with people who you may never meet face to face? Or to know, but not yet fully grasp, that those pictures you shot at a party when you were 16 could resurface at a job interview when you are 25 or end up being used against you in a political campaign when you are 45 because they have persistence online and can be accessed by many unintended audiences? These are some of the questions that contemporary teens face which are different from those confronting previous generations of teens.

    Do you think that the leap between the 2010 generation and the 2020 will be as significant as the leap between the 2000 and 2010 generations? Or have the main, structural changes, already happened?


    We are in the midst of a profound and prolonged period of media transition which is inspiring changes on every other level -- economic, social, cultural, political, legal... and I don't see the rate of change slowing anytime soon. Youth are often the earliest adapters and adopters of those emerging technologies and cultural practices as they seek out some place they can call their own, some place where their parents and teachers are not going to be nagging at and snooping on them. Young people, thus, embody the change that media is bringing and they are thus likely to be the advanced guard for most cultural practices. (Interestingly, this is not true for Twitter which has spread from the professional classes outward and downward to reach youth rather than the other way around). As this happens, they are going to create differences in style and taste which signal their differences in identity and affiliation. So, yes, I think that youth ten years from now will be significantly different from youth today -- with my above caveat that it will still be the case that the continuities in experience and interests will far out distance the differences.


    Which aspect of the DIY/collaborative philosophy, that transformed the youth (and the world), seems more intriguing and relevant for you now?


    For the past three decades, I have studied fan cultures as the springboard for grassroots creativity. Fans are people who are inspired by the stories that circulate through the mass media, who take elements of those stories and deploy them as the raw materials for their own creative expression, and who bond together over their shared investments in these rich cultural materials. I don't call this "do-it-yourself" but rather "do-it-ourselves," because of the deeply collaborative nature of these forms of cultural production. They are collaborative both in the sense that they build on existing stories, including those of mass media, within our culture and because they depend on each other to create the infrastructure which supports their creativity. Fan fiction is collaborative from conception -- as fans talk through story ideas as cafe table conversations, as they give each other feedback through Beta-Reading (peer-review) processes, as they read and comment on each other's shared works, and as they build the very platforms through which they circulate their creations. The fan fiction writer exists alongside the cosplayer who creates costumes and embodies characters, the fan musician who creates, records, and circulates songs, the vidder who re-edits and remixes footage, and so forth. All of them form communities which embrace new participants, which generate new forms of creative expressions, which teach each other the skills needed to participate, and who support each other's creations. This kind of participatory culture has existed for more than a hundred years, but the web has made it accessible to a much broader array of participants. Because it can innovate outside the constraints of the market or the art world, it is endless generative and thus a source of ongoing fascination to me.


    The transformations that the web caused are already present in almost all the Western world, but parents and teachers are still trying not only to understand it, but to accept it. Why do you think they´re still in denial?


    Some parents are in denial; some are in a state of panic. The first sees no change occurring, the second fears the change that is coming. Few are finding the middle ground between the two which allows young people plenty of space to navigate between neglect and constraint. I just heard the story of a young man, who came from a conservative religious family, who was told by his parents that he could not watch Family Guy or other Fox shows on television. The kid watched it on the internet instead without guilt, since his parents hadn't set up any restrictions on what he did on line. As someone who is the parent of a 29 year old son, I can tell you that most of parenting is reactionary. You are uncertain about the right way forward and so you fall back on what your parents did, even if they were dealing with different times and situations. You end up saying everything you thought you would never say to your kids because the script you have in your head bears the early imprint of your parent's philosophy. And you have to make a very conscious effort to change or reverse those impulses. You may change it some of the time, through sheer act of will, but then you will find yourself reverting back on other fronts. Most parents now do not have a script in their heads for thinking about what young people are doing with their iPhones. The young people are encountering situations which seem on the surface totally different from anything they faced growing up. That's why I always stress the continuities first. They may not know what the value is of having lots of friends on Orkut, but they do know that forming friendships is a vital part of adolescent culture. As the next group of parents grows up, they will have a better mental framework for thinking about these issues but unfortunately, their kids still won't believe they have any clue what they are talking about. :-)

    During years journalists, teachers and other specialists considered videogames as a media that causes much more damages than benefits. Do you think that that perception changed?


    Yes, somewhat. The good news is that the group of people entering the teaching profession over the past five or so years probably grew up playing Super Mario Brothers and so they have a much more normative understanding of what games can be used for. The bad news is that research shows that of ten different professional classes, teachers are the least likely to still be playing games today. Teachers are consumate creatures of the book and if anything, they are becoming more defensive about these new media as they fear that print culture may be displaced by digital. So, you have some teachers who do get the value of games as recreational and teaching tools, that want to see better games developed which they can deploy through their teaching, that may respect and value the kinds of teamwork and leadership skills being fostered on World of Warcraft, who may understand the simulations of history and government offered by Civilization or Sim City, We are seeing libraries embracing gaming as a community building activity for their patrons. And among educational researchers, games for learning constitute a high growth area of research. On the other hand, you see schools locking out most forms of participatory culture, closing out not only games but also Facebook, YouTube, and Wikipedia. You are less likely to see teachers who believe that playing Grand Theft Auto is going to turn their students into school shooters, but you are more likely to see teachers who believe video games are simply distractions from real learning, rather than recognizing how at least some games can be vehicles for the learning process. I will be happy when our government officials stop telling kids to turn off their XBoxes and do their homework, and start telling them to turn on their XBoxes and do their homework, but that's going to be a long time coming.


    Survivor, The Matrix and American Idol are some of the franchises you used as example in Convergence Culture. Any other relevant examples appeared recently?


    Franchises still dominate our media production. If I were writing the book today, I might have chapters focusing on Lost, Heroes, Glee, Avatar, and District 9, each of which represent a somewhat different way of thinking about the media's relationship to its consumers. Indeed, each of these franchises plays a role in my next book, which I hope to be writing later this summer, on spreadable media. So, let's take Lost. On the one hand, Lost represents one of the biggest hits on contemporary commercial television. When the Lost finale airs later this week, it is going to attract a massive audience. It is event television on a global scale. People will gather in large theaters all over the United States to watch it. They were flood Twitter and the other social networking sites with their responses. On the other hand, Lost represents all of the properties we would have associated with niche television a decade ago. It is a complex and demanding program. It draws a hard core, socially active, culturally generative audience. It challenges the collective knowledge and thinking of large scale social networks of people who pool their knowledge, compare notes, and try to figure out the mysteries of the island. And as they do so, they follow Lost through podcasts, websites, wiki projects, alternate reality games, and countless other platforms. Lost is television outside the box -- television in a transmedia environment. Each of the other examples I cite represent the further move of television into a transmedia and participatory world. With Glee, we might pay attention to it as a vehicle for selling music -- in that sense very much like Rock Band and Guitar Hero -- and we might talk about it as inspiring lots of amateur performances -- check out all the amateur performances of the songs from Glee which spring up on YouTube within hours of the airing of a new episode. With Avatar, I am of course interested in 3D but also in the ways that activists around the world have embraced the identity of the Na'Vi and their struggle against the cloud people as a language through which to talk about their own local struggles to protect their environments and their way of life. With District 9, I am interested in the ways that a small scale movie gains the level of public interest this film did through strategies which rely heavily on the most engaged and socially networked segments of their audience. And the list continues.

    Ten years ago, in Brazil and many other countries, kids found it hard to feel attracted by their schools. Now, with their connection with technology and the internet, it´s ten times worse. Do you think that most countries are facing this problem properly?

    I teach a class at USC on the New Media Literacies. One of the assignments is to have my graduate students interview a teenage student or a teacher they know. My students come from all over the world and since they tend to interview people in their own families, I see projects on people who live in many different countries. Almost without exception, every young person they interviewed had a more intellectually rich life outside of school than inside. The things they cared about, they things that provoked their curiosity and passions, were often things which had no place in the current configurations of schooling. The ways they learned best often involved tools and platforms which were blocked in the classroom. And they felt like what was turning them on intellectually was largely unknown by the adults in their lives. The teachers also expressed frustration about how much new technology they needed to absorb or about how hard it was to change the presumptions of school administrators that such tools were distractions from the core business of learning. This is bad enough as a global problem if we think about schools shutting down the brains of our most networked young people, but we might feel that they still get extra educational opportunities and cultural experiences outside the school hours. But then consider all of those young people who only get access to these technologies at school, for whom the teacher or librarian may be the only adult they know who has any understanding of the technical, social, cultural, and ethical challenges and opportunities they represent. If we shut these practices out of our schools, we will have denied those young people the support they need to meaningfully engage as citizens, workers, learners, and expressive individuals in a world where these technologies are going to be taken for granted. Young people are not better off being told to learn about technology on the street corner the way my generation learned about sex. Our schools need to develop a coherent, informed, creative approach to technology which incorporates the best tools and practices into their pedagogical approaches.

    How do you think that the new generation is absorving so much information? Do you think they absorb less - after all, the information is at reach all the time - or less?

    First, I think there is a shift away from an emphasis on learning information towards learning how to find information. The emerging generation tends to offload much of what they know into technological devices which they use to enhance their thinking. Take away my laptop and you chop off a chunk of my brain. This is not necessarily a bad thing because the information is changing at such a rapid pace. Yet, it only works if we don't fill our heads with misinformation, if we develop skills at evaluating information and recognizing what kinds of information we need to solve particular kinds of problems. Second, they are learning to depend on each other for information they may lack. This is what we call collective intelligence -- a world where nobody knows everything, everybody knows something, and what an individual knows can be shared with the group as needed. Young people are learning to recognize the expertise of their friends and others in their networks and learning to work together to solve complex problems which they would not be able to tackle on their own. So, there are two ways of processing the massive amount of information which the web makes available to us -- deploy tools which sort and filter the information or tapping into collaborative communities which appraise the information together from many different perspectives. The later, for example, describes how I use Twitter. I subscribe to the feeds of the smartest people I know in many different fields and trust them to insure that I at least get exposed to the key developments in those fields each day. Young people are tapping this in a more informal way, which is why young people often know a lot about current events without ever seeming to read a newspaper or watch the news. A lot falls through the cracks this way, which is why we need to foster these skills more, but it is still a pretty shrewd approach to dealing with what previous generations have described as information overload.

    As schools, many companies that hire young people are not prepared for all the changes that are happening. How does that affect young people? They will try to adapt or look for new kinds of jobs?


    Our young people have much more to give the world than they are being allowed to contribute. No question about it. When we read reports of fans developing online reference works for Lost, say, there's often a dismissive response that says they had too much time on their hands. I don't want to undercut the value of this grassroots production of knowledge and culture on its own terms, but I also want to ask - whose fault is that? Such activity emerges in a world which undervalues the creativity and knowledge, the skills and intelligence, of every day people -- undervalues it in school, undervalues it in the work place. As a result, young people create alternative spaces where they can learn and share what they learn with each other. It can be enormously frustrating to watch the company where you work make bad decisions because it is ill-informed about alternative possibilities, even as you sit there, knowing about new ways forward, and not being solicited to contribute, or sitting there going through mind-numbing repetitive activities while you know a high tech way which would be more effective and efficient. Just as schools need to change to embrace new ways of learning, companies need to change to embrace new ways of working. The most forward thinking companies have relatively flat organizations which allow new ideas to emerge bottom up from any corner of their staffs. They reconfigure teams so that everyone has a chance to lead and people can contribute based on their skill and expertise. As we think about who might be best at working in such an organization, it may well be someone who grew up playing massively multiplayers games, swaping roles, trying new identities, tackling new challenges. Hell, don't just hire an individual gamer. Hire an entire squad or guild, since this team of people already knows how to work together to achieve its goals, already knows what each member can contribute, and already trusts each person to carry their own weight. It isn't just that companies need to embrace new technologies; they also need to recognize and value new cultural processes which come out of young people's experience of growing up in a networked society.

    Last week Rio received his first TEDx (a version of the original TED) and the main attraction was a 13 years old boy that knows how to program apps for iPhone and iPod Touch. Many scientists are trying to understand the brains of people like that boy, that could be the next Bill Gates or Steve Jobs. Do you think that makes sense, that they´re treated that way? Or in some years there will be thousands of kids like that one everywhere?


    Our focus should not be on prodigies. There have always been child prodigies. There will always be child prodigies. That tells us little about the state of our culture. What we need to pay attention to are the remarkable achievements of perfectly normal girls and boys who are doing things that would have been inconceivable for earlier generations. Their ability to tap into social networks, to deploy new tools and technologies, to process complex information, is astonishing, yet often dismissed by their parents and teachers because it doesn't fit within the grids through which we evaluate their educational performance. It may well be the case that what this young man is doing will become much more widespread in another generation's time, especially as the processes for designing aps are better understood and toolkits more user friendly. In any case, I would want to understand not just how the boy's brain works but also the social support system around the child. What kinds of help has he received from parents, teachers, other adults along his path to this level of accomplishment, since no kid gets to this point alone. In general, we need to understand such developments not as singular cognitive accomplishments but as windows into the kinds of learning ecology which is needed to make it possible for every young person to achieve their full potential.

    Down Argentina Way...

    If my trip to Brazil ended up focused primarily on convergence culture and transmedia storytelling, the second leg of my trip -- to Buenos Aires -- was much more directed towards my work on new media literacies and issues concerning education. I was invited to Argentina by Ines Dussel, an educator and public intellectual, who is one of the co-authors with Luis Alberto Quevedo of a new white paper exploring the impact of new media on education in Latin America, Educacion y nuevas technologias: los desafios pedagogicos ante el mundo digital. The report was being released at the VI For Latinoamericano de Educacion, hosted by the Fundacion Santilla. It was an event attended by education ministers and educational researchers/policy makers from many of the Latin American countries. I was asked to give a keynote address which shared with the group some of the perspectives on new media literacies, participatory culture, and informal learning we have developed through Project New Media Literacies, including some discussion of the curriculum we have developed around "Reading in a Participatory Culture." A key concern throughout the discussion was the distinction between introducing technology into the classroom and developing the skills which would enable young people of all economic and cultural backgrounds to participate more fully in the emerging media landscape. Ines and her associates have promised me an interview for the blog, which I hope to share with you soon.

    I ended up using two examples from my family history to illustrate my key points. First, I talked about my father's tool box. My father spent much of his life in and around the construction trade. He was the son of a sheet metal worker. For both of those generations, their tools were vitally important to them, but their knowledge consisted of how to deploy those tools and could not be contained in the tools themselves. If my father sat his tool box on the table and told me to build a house, I wouldn't know what to do. Trust me, we went through this many times when he was alive. I never could think using hand tools. It isn't just that I didn't know how to use the tools well -- how to use a hammer or a saw -- but rather, I lacked the skills needed to use them effectively and I lacked the larger understanding of how a house -- or in my case, a bookcase -- would be put together. I had the tools but I lacked the competencies which would allow me to use them in meaningful ways. I lacked the sense of my own empowerment to take those tools out in the world and construct something with them.

    So, we can bring computers into the classroom but unless the tools are accompanied by other kinds of knowledge -- and I don't just mean how to use the keyboard and some basic software -- then they are not going to be able to deploy those tools in meaningful ways. For some of my friends back at MIT, the key knowledge is how to code -- and that's certainly part of what I mean -- but also I think that knowledge involves how to network, how to participate in new structures of culture and knowledge, how to read a Wikipedia page, how to assess the credability of information. And a technically focused curriculum which is not met with the integration of those skills into how we study culture and society will only get us so far in terms of closing the digital divide and the participation gap. That's the heart of the white paper I wrote for MacArthur.

    The second story I drew on heavily there had to do with my grandmother, who, among other things, made quilts, growing up in rural Georgia. We might think of quilting as a kind of remix practice. She took bits of cloth left over from other sewing projects, sometimes drawing on the shared reservoirs of the female community, to create new works. In doing so, she was also building on a shared tradition with its own patterns and formulas. And she was producing an artifact which was designed for sharing -- often the quilts were made as gifts to mark social occasions of significance in the life of the community. My grandmother would have known how to engage with a participatory culture.

    We can imagine moving from stitching together and remixing textiles to stitching together and remixing media content. Indeed, Francesca Coppa uses the metaphors of "cutting" and "stitching" to talk about the work that goes into producing a fanvid. In the United States, these folk traditions were radically disrupted by the rise of mass production and mass media. Today, quilt making is a specialized skill, more often trained in art schools than passed along from one generation to the next. And the logic of folk production has become disassociated from our understanding of the media.

    One of my speculations about digital culture in Latin America is that because it exists alongside a still vibrant folk culture, a new model for thinking about remix may emerge. And this is part of what I am trying to understand through my travels to the region. I don't want to romanticize this possibility since it is also the case that many Latin Americas worry that the web may simply open up another gateway through which North American influences will be felt upon their traditional ways of life, and it is hard talking to people there to dismiss those concerns.

    These next two images suggest some of the complex ways that these two ideas -- remix as part of the logic of folk culture and the importation of Northern culture on the south -- interact on a regular basis in Argentina. My brother owes an affinity to the brand community around Coca Cola, living in Atlanta, so I was especially interested to see the many ways that Coke's presence was felt in Buenos Aires. And yet, as cultural theorists might suggest, Coke is localized -- not only by the decisions made in the boardroom but also by the ways it is inserted into a distinctly Argentinian context.


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    As I traveled around the city, I was struck by the graphic arts of Buenos Aires, the expressive ways that paint -- especially bright primary colors -- was used to transform the urban landscape.
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    This focus on street art carried over to a strong tradition of murals and graffiti, such as the soccer related image, which also reminds us of how intense the country's connections are to sports fandom.

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    And this pub sign depicts Carlos Gardel, Tango performer who became a key figure in Argentinian cinema of the early sound era. I was introduced to Gardel's music while visiting Argentina, along with a wide array of appropriations and remixes of Tango music as it gets absorbed into jazz, hip hop, and techno/dance musics.

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    Gardel remains a key figure in Argentinian popular culture -- if you look closely, you will see his image on the wall behind these contemporary street performers who were in their own ways keeping the Tango tradition alive.

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    Ines and her husband took me to visit a curio market on Sunday, which is full of cultural debris, some reflecting the local traditions of Argentina, others suggesting the flow of goods and brands from the North. This still life suggests the complex assemblage of objects (and the cultural traditions they embodied) on every table.

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    The one thing I was taught about Argentina growing up in American public schools of the 1960s was that it was the land of the Gaucho, so I could not resist capturing this image of a Gaucho selling ropes and bolos in the marketplace. I am sure some of this was performance for tourists, but there was still something fascinating about confronting an icon which previously had lived for me only on the pages of battered and largely forgotten textbooks. Besides, I always loved a song Lupe Velez sings in one of the Wheeler and Woolsey comedies that "You can keep Harpo and Chico. I love my Gaucho."


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    And during this same trip, I was intrigued by these street performers. Like so many living statues, I have seen in the United States, they were frozen in a pose, defying the attempts of visitors to make them move from their static composition. Yet, what amused me here was the attempts to create what seems in still photographs to be a highly dynamic image -- they used a variety of illusions to convey a sense of movement, even as they remained absolutely still.

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    Pardon me for what has devolved into a series of tourist snapshots which fail to capture the complex thoughts and feelings which this trip stirred within me, but part of what I carried away with me was a real affection and fascination for the kinds of folk and popular culture practices I observed in Buenos Aires.

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    What Can Teachers Learn from DIY Cultures: An Interview with Colin Lankshear and Michele Knobel (Part Three)


    What do you say to an educator or parent who feels that making music remix videos, say, has nothing to do with literacy? In what senses are you describing such forms of expression as literacy practices?

    The common sense view of literacy is that it refers to reading and writing alphabetic print and that to be literate is simply a matter of knowing how to encode and decode printed text; that is, to recognise the letters and convert them into words and sequences of words as a reader or a writer. According to this view, literacy is the same thing for everyone. It is the same tool, or the same skill using that tool. Some people might be faster at it and others slower; some may spell better than others, and some may be better at applying text comprehension strategies than others; but at the end of the day, the common sense view is that literacy one single thing, and it is the same for everyone.

    This view is flawed, however, and on a number of levels. It's a bit like saying that computing is the same for everyone, just that some are more fluent with it or more skilled. But in the hands of different people who have different purposes and different understandings of what can be done with computers, and so on, computing takes on many different forms. There are many different practices of computing, such that you could give two people what look like the same tool, but what you see going on subsequently might be so very different that you can't really even begin to see them as doing "the same thing" or using the same tool. The example may be even better made by reference to "telephoning." To say that a person calling the dentist on their landline to make an appointment is doing the same thing, using the same tool, employing the same skill - telephoning - as a person in 2010 who uses their mobile phone to video an eyewitness account of what goes on to become a major news event, then uses the phone to upload the video to a social news discussion site along with an explanatory written commentary, and to check back regularly to see what comments have been left by others as well as to track how news of the event itself is playing out across the internet and broadcast media, is to miss the point. What looks like "the same kind of machine" is taken up in very different ways by different people, and has very different meanings for different people. It is to all intents and purposes a "very different thing" in the hands of different people; not the same thing at all.

    So it is with literacy, and that is why we think it is best to talk about literacies in the plural rather than literacy in the singular. The singular form focuses our attention on the wrong thing - on thinking that the all-important thing is managing alphabetic text. This is important, but it's only a part of it.

    There are two key points to make here. The first is to recognize what is most important about literacy as a social phenomenon, which is that it enables people to do what cannot be done by orality alone. Literacy enables human beings to communicate and share meanings in ways that go beyond the use of voice within face-to-face settings (which is orality). Literacy checks in when the conditions of everyday life are such that people need more than the use of voice alone to get the meaning-making work done that needs to get done for life to go on. The bottom line for literacy is that it enables meaning-making to occur or "travel" across space and time, mediated by systems of signs in the form of encoded texts of one kind or another. Encoded texts "freeze" or "capture" thought and language in ways that free them from their immediate context of production so that they are "transportable." Unencoded texts like speech and hand signs "expire" at the point of production other than to the extent that they can live on - fallibly - in the memories of whoever was there at the time. Encoded texts give (semi) permanence and transcendence to thought and language in the sense that they can "travel" without requiring particular people to transport them. Literacies can involve any kind of codification that "captures" language and thought in this sense. Literacy includes letteracy (the alphabet bits), but goes far beyond that. Speech recorded on tape or digitally is frozen and counts as encoded language and thought. The same applies to still and moving images. It is not that memory and speech alone cannot sustain considerable meaning making across distance and contexts. It is just that this is exponentially enabled and facilitated by literacy as encodification, which permits all kinds of procedures and institutions and practices that would be impossible, or impossibly cumbersome, without encoded thought and language.

    During the centuries of mass print, following the invention of the printing press, the dominance of print as the paradigm of encoded texts has made it "natural" to associate literacy with alphabetic text. But this is really just an historical contingency. Many centuries prior to that humans used pictorial inscriptions of one kind or another (as well as other markings) to encode language and thought independently of voice. As new ways of encoding come and go, encoding system paradigms change. And right now we are at a point where the dominance - previously, almost the monopoly - of the print paradigm is being challenged by the ease of digital encoding that can combine multiple modes and mixes of multiple modes. Where it is more effective to use alternative sign systems from alphabetic text to mediate meaning-making within mainstream everyday interactions, the alternatives will be used. And people's ideas about literacy will change accordingly.

    The second key point is that literacies vary with contexts. What we mean by context has to do with who the people are within a particular setting, what they are aiming to do, how they are trying to do it, what they are trying to do it with, and who they are or are trying to be within that context. So, if we think about something as obvious as reading a particular text, it is clear that different people, coming from different cultural spaces and possessing different cultural knowledge may read the same text in very different ways and make different meanings from it. For example, during the 1980s, many liberation theology priests who worked with Latin American peasants in ways they hoped would encourage them to mobilise to demand a better share of social wealth interpreted key biblical passages very differently to how conservative urban priests who identified with the existing social order interpreted them. Moreover, both groups worked with biblical texts in different ways and in different settings; liberationists would pore over the texts with peasants within settings where evidence of poverty was immediate, and would encourage the group to think about the meaning in relation to a change agenda. By contrast, other priests would read at large anonymous assemblies, making the interpretation amidst ornate decorative milieux that often dripped gold and spoke to divine rather than popular power. Same text, different people, different purposes, different procedures, different knowledge informing the meaning making and, indeed, a different technology. A bible being read by one person set apart from the listeners is utterly different from a bible being pored over, passed from person to person, and being used to stimulate thought intended to guide political action. Within Latin American settings both of these "ways" of "reading bibles" have been common - along with many other variations we can think of.

    Now the point is that these kinds of differences in "ways with encoded texts" can be multiplied many times over. In a famous example, Shirley Brice Heath showed how different social groups within a region of the United States "did bedtime reading" in very different ways. Experts on the philosophy of Kant read and discuss Kant's works in very different ways from first year philosophy students, and (can) make very different meanings from them. That is why philosophers try to induct philosophy students into sophisticated reading practices, of which following letters and words across a page is only a tiny (albeit very important) part. The expert philosophers are trying to recruit the students to a new social practice, and this involves having to teach them how to read and write philosophically (which involves a lot more than just eyes and texts). Jim Gee uses the word Discourse (with a capital "D") to signify the idea that there are all different kinds of combinations of types of people and kinds of purposes and goals, and ways of setting about them, and ways of using language within them, and ways of dressing (liberationists in outdoor garb and metropolitan priests in ornate robes) and so on. We can say that different Discourses tend to involve different literacies, and will often involve different (forms of) technologies or tools, and different ways of using them, and so on. And participants in these different Discourses will make different meanings from what look like the same resources, and they will use what look like the same resources (think: computer, phone, bible) in very different ways.

    So if we put all of these ideas together (along with others there is not space to mention here) it suddenly becomes very obvious why we would think of making remix music videos as having everything to do with literacy, rather than having nothing to do with literacy. It is one of a very large number of literacies that exist (not to mention new ones that are emerging all the time). That is, when we think of literacies in terms of "so many socially recognized ways in which people who are participating in particular Discourses generate, communicate and negotiate meanings through the medium of encoded texts," it's perfectly natural to think of people who are producing and sharing and interacting with remix music videos as engaging in (a) literacy. They are decoding and encoding sophisticated multimedia texts, with a view to communicating and sharing and negotiating meanings with others of their ilk (other members of their Discourse). They set about this in ways that others recognize as appropriate to doing this literacy well. They are freezing thought and "language" so that it can travel and be experienced and negotiated within practices of giving and taking meaning.

    When we look at things from this perspective it is the people who cannot see remix music video in terms of literacy that have the problem; not those for whom it is self-evidently a legitimate, pleasurable, widely-practised, and potentially incredibly powerful literacy.


    In my Afterword, I raise the question about the value of learning these skills as an isolated set of practices rather than as part of a more diverse affinity space. In other words, is there a difference between learning to make a remix video and learning to be an Otaku (who happens to display his or her skills and knowledge through contributing remix videos to a larger fan culture)?

    Yes, there certainly is a difference, although learning to make something like a remix video can - and often does - lead to becoming a fan of something one previously was not a fan of, and to becoming more the kind of fan who happens to display their skills and knowledge through contributing artifacts to a larger fan culture and through other characteristically Otaku practices. Indeed, this is precisely the route that Matt, the co-author of our chapter on AMV remix in the book, took. We came across Matt's anime music video remixes via YouTube, where his "Konoha Memory Book" video at the time had over half a million views (take-down notices unfortunately mean the video is no longer on YouTube). Half a million views is a significant marker of popularity online, and so we interviewed him about his anime music video production process, and his involvement in remixing AMVs. He was 17 years old at the time, and he explained that he'd started creating AMVs two years earlier. It turns out that prior to that, he hadn't been a fan of anime or manga or anything like that at all. What happened was that a mate showed him "Narutrix" (an AMV faux movie trailer parodying the Matrix movies) which got Matt interested in watching the Naruto anime series in particular, and then anime in general. It didn't take him long to start tinkering around with creating his own AMVs, even before he became what could be described a full participant in anime culture. He's subsequently gone on to become such an avid anime fan that not only does he create AMVs which he posts to AMV.org and YouTube, submit AMVs to convention contests (and for which he regularly wins awards), draw his own original manga figures and comics which he posts online at DeviantArt.org, maintain a blog about his anime interests, contribute to anime dicussion boards, write generous reviews of and comments' on others' AMVs, but he spends his weekends cosplaying a rich range of anime characters, and organizes cosplay chess games for different anime conventions as well. He's now--thanks to his initial interest in AMVs as an expressive form in their own right--most definitely an Otaku!

    Other ideas arise here, however, which are relevant to questions about the relationships between identity and practices and to ideas and ideals of learning. For example, it may not be that a person learns DIY media practices as an isolated set of skills but, rather, as skills and knowledges and values and mastery of systems and the like as part of becoming a kind of person that just happens not to be a fan. Hence, a person who identifies as the kind of person who practises the ideal of being as self-sufficient as possible might learn a particular skill and knowledge set under this kind of motivation (e.g., knowing how to sew clothes; knowing how to preserve or can home-grown fruit; knowing how to make solar-powered things). Moreover, we often find a paradox associated with self-sufficiency: people who identify with being self-sufficient often are closely linked with like minded people and inter-relate with them, sharing points of view, solidarity, and resources and so on. But they do this under a much more diffuse kind of identity than members of specific affinity groups. When people who are into "self-sufficiency" interact with one another their specific interests and things they create may have little or no overlap whatsoever, other than as expressions of participating in a general ideal of being as self-sufficient as possible.

    Alternatively, the kind of audience we have for this book is of people who might want to get some experience of DIY creativity and production as part of how they see themselves becoming a more effective teacher or, perhaps, a more in touch parent. Here again, the skills and knowledge being learned would not be "isolated". They might be a long way, at least initially, from Otaku culture or other avid fan cultures, but, equally, they may not at all be isolated but connected to something that is very important to them. In fact, isolation would actually be very difficult to sustain in the context of learning some digital DIY media. The very process tends to put people very quickly into the realm of affinity spaces and, as Matt's case indicates, from there anything can happen - including the development of full-fledged fan affinities and approximations to Otaku ways of doing and being.

    At the same time, there are some important differences and distinctions at stake. One is the difference between a more instrumental orientation to practice and a more intrinsic orientation. There is all the difference in the world between dropping in on a Linux forum to get some help with a problem, leaving feedback, making the information available to others and maybe making a Paypal contribution to an open source software fund, on one hand, and being a full-on contributor who helps code open source software and build the open source movement, on the other. In the first case the relationship is instrumental: minimal participation as a means to an end. In the second, it is intrinsic; one is a devotee of open source ideals and practices and, in effect, becomes a steward of those ideals and practices. Lawrence Eng's classic statement about fanship and stewardship is a supreme expression of the intrinsic orientation that defines many Otaku identities. Explaining why he proactively sought out other fans of Sasami from the Tenchi Muyo anime and developed the Sasami Appreciation Society as an affinity space, Eng said "it's our devotion to Sasami ... we're dedicated to bringing her the fanship that she deserves" (as cited by Mimi Ito). This is activity as an end in itself rather than to some further end. It is done for its own sake, as an expression of devotion, rather than as a means to producing an artifact, getting a reputation, or reaping other personal benefits. These may occur, of course, but they are not the point and purpose of the engagement within an intrinsic orientation. Of course, one can learn an incredible amount along the way, but even this is not the motivation to participate.

    There is much that is important and valuable about this kind of orientation and way of being. In many ways it constitutes an ideal of active citizenship - of being committed to building something because one believes in it, and of putting that first, and of dedicating one's activity to contributing to its fullest realisation. At its best, this is what communities of academic practice become, and if we need any reminders of how valuable this ideal can be we need only think of negative examples that are always available of academics who are largely or mainly there for "career prospects", and of the ugliness that can so quickly surface in the form of academic jealousies, back-biting practices, resentment, clique formation and turf battles and so on. Apart from the quality of learning that can occur within bona fide affinity practices, the fact is that there is much of human beauty to be found there: selflessness, promotion of the greater good, humility, stewardship, generosity, reciprocity and so on. Anyone who doesn't think we need as much as we can get of such values has not looked outside in a while.

    This said, however, it is worth making a couple of cautionary observations about the "structure" of participation and learning within affinity spaces. While we have identified the qualities of stewardship, humility, commitment to a greater (assumed) good, and the priority of intrinsic worth to fan practices, it may be helpful to remind ourselves that humans can be(come) fans of anything, and for these qualities to remain intact and yet, potentially, have regrettable consequences. While becoming a fan of many popular culture practices and icons, as with becoming a fan of environmental science, or mathematics, or democracy might typically be expected to have more or less benign and positive outcomes, the same might not apply to becoming a fan of the Third Reich or Pol Pot or any number of contemporary examples that could be named, where people do in fact become fans (although "bad" fans are often called, fanatics), and do pursue intrinsic goods (as they see them), practice stewardship, collaborate, share, put other people and ideals before themselves and so on. To be a fan has no limits so far as objects of affinity are concerned, and while we may limit the word "Otaku" to some specific range of fanships it may be more difficult to so limit the general concept and its deep grammar. Hence, the "good" of displaying skills and knowledge through contributing to a larger (fan) culture will always be to some extent contingent.

    A related point here concerns the structure of learning within practice affinities or, as they are often called, communities of practice. The New Work Order (1996) argues that communities of practice seed values without these values needing some apparent central controlling agency to insist upon them or maintain them: "Immersion into a community of practice [an affinity] can allow individuals or units to internalize values and goals - often without a great deal of negotiation or conscious reflection and without the exercise of very much top-down authority" (p. 65). Participants collaborate, participate, share, reciprocate, "scaffold" and support, for all they are worth, and the net effect of this is building the practice and the community. But it does not necessarily transcend what Kevin Harris (1979), many years ago, referred to as "supportive rhetoric". It can, and usually does, support critical scrutiny that is internal to the practice/community, but at the same time this critique insulates participants against possibilities of external critique. The more a person invests in an affinity the less space there is for countenancing alternatives. The learning is, to be sure, often "deep," and deeply social. But "learning works best - it is most enculturating, but (alas) also most indoctrinating - when it is done inside the social practices of a Discourse" such as a fan affinity practice (New Work Order p. 15). It is not for nothing that many "fast capitalist" enterprises have encouraged the development of fandoms around their products, seeding the core values and leaving it to fan collaboration, participation and celebration to build the community (and the profits).

    For us, the important thing is trying to keep the baby with the bathwater, in the sense of encouraging multiple fandoms - memberships of multiple affinities - and multiple orders of affinities, such that we strive for Otaku-like membership of practices that embrace intrinsic ends linked to distribution of material social goods as well as to pleasures. Becoming fans of understanding how social practices work for better and for worse so far as contributing materially to promoting long-term human good is concerned seems to us to be of the utmost importance.

    Michele Knobel is Professor of Education at Montclair State University, New Jersey. Her research examines new literacy practices across a broad range of contexts. She is joint editor, with Colin Lankshear, of DIY Media: Creating, Sharing and Learning with New Technologies. They have also jointly edited A New Literacies Sampler and Digital Literacies: Concepts, Policies and Practices.

    Colin Lankshear is an Adjunct Professor of Education at McGill University in Montreal, and James Cook University, in Cairns, Australia. His research interest is in sociocultural studies of literacy practices and new technologies. He is joint author, with Michele Knobel, of The Handbook for Teacher Research and New Literacies: Everyday Practices and Classroom Learning.

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    What Can Teachers Learn from DIY Cultures: An Interview with Colin Lankshear and Michele Knobel (Part One)

    Last time, I shared a chunk from my afterword for DIY Media: Creating, Sharing and Learning with New Technologies. There's plenty more where that came from, including a report on some of the core insights from our "Reading in a Participatory Culture" initiative.

    Over the next few installments, I am sharing an extensive and substantive interview with Colin Landkshear and Michele Knobel, the two editors of that book, which digs deep into the implications of DIY culture for contemporary education. Lankshear and Knobel are legends in the space of new media literacies, having authored or edited a series of first rate books, which explore how education is and should be responding to shifts in public access to the means of cultural production. I draw heavily on their collections and on their personal writings when I teach my New Media Literacies class at USC. One reason I feel such kinship with this dynamic duo is that they often ground their considerations of the nature of literacy and the purpose of learning through reference to field work they have done on Anime fans and their video production practices.

    Like their other books, DIY Media brings together young and established writers looking at a range of digital media practices; this book is especially targeted at educators who want to roll up their sleeves and get their hands dirty mucking about with media. In some ways, this is a "How to" book explaining how to make podcasts or edit vids; in some ways it is a "why to" book explaining why these alternative media practices will change our understanding of what it means to be literate. The essays move from pragmatic advice to theoretical ruminations without ever missing a beat and will be incredibly useful to educators struggling to find their footing in these unfamiliar spaces.

    In this opening installment, Lankshear and Knobel will explain some of the core premises which shaped the project. As you will see, we do not always agree, but we arrive at what I see as complimentary positions. One reason why I reproduced a chunk from my essay yesterday was to allow you to better understand the points of debate which emerge in the passages that follow.

    What is the DIY Media book about?


    It's an edited collection, and is an eclectic sampling of do-it-yourself media practices under current conditions of digital technologies and people's ideas about how these technologies can be used within everyday life, and how experience with engaging in such practices might help contribute to enhancing formal education. The authors address music remix, podcasting, photoshopping and photosharing, machinima movie making, stop-motion and flash animation, and anime music video practices. Each chapter begins by talking a little about cultural aspects of the practice it's addressing, and then provides a brief "tutorial" on how to get started technically and socially in that practice, before discussing some educational connections and implications.

    The book is "eclectic" partly in the sense that it covers quite a spread of media practices. But it's also eclectic in terms of how "DIY media" is understood. In your Afterword for the book, Henry, you suggest a distinction between DIY/Do-It-Yourself and DIO/Do-It-Ourselves (or DIT/Do-It-Together) to reflect varying degrees of engagement in participatory culture, as you and colleagues so usefully have conceived it. So, at one pole, the concept of DIY media might involve an individual using the generous affordances of the internet (as well as drawing on face-to-face and offline resources) to learn how to create a music video or a stop-motion animation artifact, and to then get on with creating it. This might involve quite minimal participation in affinity spaces - let's say, acknowledging support given by others and reciprocating by making one's own knowledge available to others and, perhaps, posting the animation online. At the other pole, a full-blown DIO/DIT media practice as a full expression of participatory culture involves aficionados of a particular interest working together and in deeply collaborative ways to build a rich and deep affinity space - a kind of cultural community - in which the act of creating a particular artifact is not the end in itself but much more a part (and maybe a relatively insignificant part) of contributing to building the affinity. In this sense of DIO media practices, as we see them, a person's commitment to the space can take a number of active forms. They may participate directly in collaborative artifact production and promotion (such as can be found within the machinima community, for example). Just as importantly, a person can devote much of their energies to regularly visiting a site central to the shared affinity or interest, say, Animemusicvideos.org, and viewing recently uploaded videos, and commenting on them; following up favourite videos on YouTube and commenting there, too; following particular anime music video remixers' work across the internet; voting in viewers' choice awards hosted by AMV.org or other online entities; recommending favourite AMVs to friends; physically attending anime music video screenings at comic conventions; watching a wide range of anime in order to better appreciate anime music video remixers' work, and so on. They actually may be relatively little engaged in creating - albeit with input and support of others - their "own" media artifacts, but still be very much participating within this shared, collaborative affinity space.

    The contributing authors in DIY Media cover most of this spectrum themselves as DIY media creators, and as editors we think that having a wide spectrum is important, since the main audience for this book is intended to be formal educators (teachers, teacher educators, teacher education students) and, hopefully, some parents/caregivers. For some serious fans it may be too goal-directed and "instrumental," although we hope that fans will read and interact with it because that interchange is essential for getting a sense of how to bridge the gap between the worlds of formal and less formal learning. Indeed, that role is already really nicely begun by your Afterword to the collection

    Our own perspective on DIY generally, and DIY media specifically, in terms of our work as educators may be worth spelling out a little here: starting with the "D." All DIY work involves doing: some degree of producing and not merely consuming. There is still plenty of room for consumption, but when we focus on the "D" we are focusing on being producers. We believe this emphasis has particular importance for formal education, precisely because it is so powerfully and deeply immersed in consuming. In his wonderful and important attack on the disempowering effect of disabling professions, Ivan Illich referred to school as the "reproductive organ of the consumer society," and argued that once our imaginations have been "all schooled up" to accept "full time attendance at an obligatory curriculum" as the learning paradigm, people are ready prey for all the other manipulative institutions that dominate our social system and force us to use their services because they are the only ones sanctioned or authorized to "deliver" them. School learning becomes, in effect, consumption of subject knowledge organised into various pre-determined sequences, and with little or no opportunity to learn how to produce that knowledge in the ways that experts do. Instead, the production within schooled learning is pretty much limited to recycling consumed information within standardized essay writing formats or school projects. There is little opportunity for Doing in the sense involved in doing for oneself at any point on the DIY-DIO spectrum, which is based on creating use values for oneself and for others, in accordance with personal goals, interests and purposes.

    The operating conditions of schooling increasingly are becoming as consumer-dominated for teachers as they are for learners. Competency benchmarks, standardized assessment protocols and tests, textbooks and resources, curriculum frameworks and reporting mechanisms are presented to teachers, along with batteries of "professional development opportunities" to consume information about how to enact the requirements imposed from above. Many teacher education students quickly catch onto this and are soon asking to be shown how to do this or that step-by-painful-step. In addition, many teachers are not at home with new technologies and are often reluctant to use them, or become anxious when confronted with getting up to speed - which is often "delivered" as a one-off professional development session that accompanies the arrival of some new technology in the school (Smartboards are a classic case of this kind of thing).

    So, for us, the "D" in DIY, as we thought about it for the book, is about trying to challenge at least some of this massive emphasis on consumption/being a consumer within the teaching and learning roles found in formal education through the process of encouraging readers to get started in some digital media practices. In the process, readers who are new to these practices can introduce themselves to some of the opportunities for learning and engaging within the kinds of affinity spaces that have evolved around DIY-DIO media practices and that exemplify participatory culture.

    As your book notes, the current moment of digital culture reflects a much older tradition of DIY media production. Can you share with us your sense of that history and what specifically digital media has brought to the kinds of DIY media communities being discussed.


    Our take on the DIY tradition is quite literal and pragmatic. We note that as a term in popular use, "DIY" really only dates to the 1950s although, of course, the idea of communities of enthusiasts and others with a will to bypass what is produced for them and to produce their own versions for constituencies they identify with is, as you note in your Afterword, very much older. In some of our earliest published work, for instance, we looked at the determined efforts of working class people in early 19th century Britain to establish a press that would help further their pursuit of better economic and social conditions, through organizing en masse to win voting rights, the right to organize their labour in syndicates or unions, and to generate their own material for reading pleasure and edification. Such doing-it-for-themselves media, however, was scarcely an intrinsic pursuit. It was much closer to a matter of necessity, although it was certainly a major exercise in building affinities and affinity spaces.

    In this book we are talking about DIY media in terms of digital entertainment and expressive media--animation, live action video, music video, music, spoken voice tracks, other artistic works--produced by everyday people to meet their own goals and personal satisfactions. Often, these goals and satisfactions are associated with fanship in some larger phenomenon and close affiliation with some social group. At the same time it often emerges out of opportunities to tinker with and explore the means for producing a media artifact of one kind or another. DIY media in this sense is very much characterised by people being able to produce their "own" media--whether it be radio-like podcasts, "original" remixed music, animated video shorts, music videos, etc.--by making use of software, hardware and "insider" skills, techniques and knowledge that were previously the domain of highly-trained experts who had access to specialised and typically very expensive media production know-how, resources and spaces.

    Our view of DIY runs multiple strands together. One is the idea of a DIY ethic in the sense of being able to do things oneself that are otherwise the preserve of experts or professionals - a kind of self reliance that lends a measure of independence. Another is the idea that, when it needs to be, this "self reliant production" is nonetheless of good quality and standing. Sometimes a "folksy" look and feel is fine and apropos. But at other times a professional feel and finish is sought, and the proficient DIY creator can achieve that (e.g., furniture construction, intricate quilts). A third strand is the idea that for some DIYers a key purpose is to resist corporate, commercial, and consumerist values per se. We note the way in which the punk subculture that emerged in the '70s not only encouraged personal styles of self-presentation, self- expression, and identity work within self publishing, music creation, clothing oneself and making oneself up; it also - through fanzine, and later general zine publication - impacted the ways fans interacted with musicians, and touched bases with other DIY/DIO traditions by providing gateways to access for novices via zines that offered tutorials on a wide range of creative pursuits.

    By comparison with your own position on DIO media, Henry, our view takes a shorter historical sweep, and tends to emphasize the use of tools/technologies, techniques and know how, and generating artifacts. We talk quite a bit about getting up to speed on production aspects and quality aspects, via interactions with others who share the same interest. But we do not emphasize the Otaku-like dimensions of the practices to any extent. We recognize them, but do not emphasize or prioritize them here.

    What this means is that our sense of what digital technologies have brought to the kinds of media practices and communities being discussed in DIY Media is less "communitarian" and more "functional", "quality-oriented", and "informational" than a full on "participatory culture" approach involves. For example, we talk about the way these new technologies make it possible in principle for everyday people to produce artifacts that have the kind of sophistication that could previously only be obtained via very high cost infrastructure. We talk about the way networked technologies open up rich opportunities for on-demand or just-in-time learning: the idea that "google is your friend" when you need to know something. This includes cultural knowledge about "cool" and "quality" as well as technical knowhow. We talk about DIY media creators often having a good sense of relevant professional standards, although they will not always prioritize these. Sometimes, basic explorations of a new tool or technique are satisfying and sufficient. At other times, posting a video recording online of a friend riding a bike off a pier and into deep water has much more to do with maintaining social relationships within a friendship network than producing an acclaimed artifact. But we highlight the satisfactions and use values that can be gained from tapping the affordances of contemporary tools and (especially online) learning resources to produce professional-like artifacts and resources. Sophisticated tools are augmented by online how-to guides, dedicated open discussion forums where experts and novices alike can participate, help boards and blogs, user-created media content review and comment spaces, and ready access to what are regarded as exemplary models of the media artifact being created. Such resources make many elements of "professional standards" explicit and accessible to the everyday person (e.g., amateur anime music video makers committed to professional standards know that good quality AMVs don't include clips that are subtitled or have different image resolutions from one another, that they avoid clichéd transitions between clips, and so on).

    TO BE CONTINUED

    Michele Knobel is Professor of Education at Montclair State University, New Jersey. Her research examines new literacy practices across a broad range of contexts. She is joint editor, with Colin Lankshear, of DIY Media: Creating, Sharing and Learning with New Technologies. They have also jointly edited A New Literacies Sampler and Digital Literacies: Concepts, Policies and Practices.

    Colin Lankshear is an Adjunct Professor of Education at McGill University in Montreal, and James Cook University, in Cairns, Australia. His research interest is in sociocultural studies of literacy practices and new technologies. He is joint author, with Michele Knobel, of The Handbook for Teacher Research and New Literacies: Everyday Practices and Classroom Learning.

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    Why Participatory Culture Is Not Web 2.0: Some Basic Distinctions

    The following is excerpted from the Afterword I wrote for the recently published book, Colin Lankshear and Michele Knobel's DIY Media: Creating, Sharing and Learning with New Technologies. Next time, I will begin an extended interview with the book's editors about their views about DIY Media, Informal Learning, New Media Literacies, and Otaku Culture.

    Do It Yourself rarely means Do It Alone. For example, much of what youth learn through game playing emerges from "meta-gaming," the conversations about the game play. Trading advice often forces participants to spell out their core assumptions as more experienced players pass along what they've learned to newcomers. This "meta-gaming" has many of the dimensions of peer-to-peer teaching or "Social Learning." As John Seeley Brown and Richard P. Adler (2008) explain, "social learning is based on the premise that our understanding of content is socially constructed through conversations about that content and through grounded interactions, especially with others, around problems or actions."To call this "learning by doing" is too simple, since we will not learn as much if we separate what we are doing -- making a podcast, modding a game, mastering a level -- from the social context in which we are doing it.

    I have always felt uncomfortable with the phrase, "Do It Yourself," to label the practices described in this book. "Do It Yourself" is too easy to assimilate back into some vague and comfortable notion of "personal expression" or "individual voice" that Americans can assimilate into long-standing beliefs in "rugged individualism" and "self-reliance." Yet, what may be radical about the DIY ethos is that learning relies on these mutual support networks, creativity is understood as a trait of communities, and expression occurs through collaboration. Given these circumstances, phrases like "Do It Ourselves" or "Do It Together" better capture collective enterprises within networked publics. This is why I am drawn towards concepts such as "participatory culture," (Jenkins et a, 2009l) "Affinity Spaces," (Gee, 2007) "Genres of Participation," (Ito et al, 2009) "networked publics," (Varnelis, 2008) "Collective Intelligence," (Levy, 1999) or "Communities of Practice," (Lave and Wenger, 1991).

    While each reflects somewhat different pedalogical models, each captures the sense of a shared space or collective enterprise which shapes the experience of individual participants/learners. Each offers us a model of peer-to-peer education: we learn from each other in the process of working together to achieve shared goals. Many of these models emphasize the diverse roles played by various participants in this process. It is not that all participants know the same things (as has been the expectation in school); success rests on multiple forms of expertise the group can deploy "just in time" responding to shifting circumstances and emerging problems. It is not that all participants do the same things; rather, these practices depend on the ad hoc coordination of diverse skills and actions towards shared interests.

    We need to understand the specific practices discussed here as informed by norms and values that emerge from their community of participants. We see different things if we focus on the practices or on the communities that deploy them, and in my remarks here, I hope to shift the lens onto the communities. Focusing on practices first, the editors write in this book's introduction, "Podcasting, for example, involves using particular kinds of tools, techniques and technologies to achieve the goals and purposes that podcasters aim to achieve, and to use them in the ways that people known as podcasters recognize as appropriate to their endeavor in terms of their goals and values." While saying something important about the nature of these practices, this description assumes that the operative identity here is that of the podcaster and that podcasters enjoy a shared identity as parts of a community of practice regardless of the content and functions of their podcasts. And this may be true for some, especially at the moment they are first learning how to podcast or are passing those skills and practices along to others, but for many, podcasting is a means to an end.


    OTAKU, FANS, HIP HOPPERS AND GAMERS

    On the ground, these practices get embedded in a range of different interest-driven networks and what motivates these activities may be less a desire to make a podcast than an urge to create a shared space where, for example, fans can discuss their mutual interests in Severius Snape or where church members can hold prayer circles or where comic book buffs can interview writers and artists or... The Digital Youth Project (Ito et al) drew a useful distinction between "messing around," tinkering with new tools and techniques to see what they can do, and "geeking out," going deep into a particular interest that may in turn lead you to engage with a range of social networks and production practices. There is some risk that as educators organize class projects around the production of podcasts, they risk divorcing these practices from the larger cultural contexts in which they operate.

    We might think about different interest-driven networks as mobilizing somewhat different clusters of interlocking and mutually reinforcing practices. Consider, for example, Mimi Ito's (2005) description of the literacy skills within Otaku culture, the fan community around anime and manga:


    "Anime otaku are media connoisseurs, activist prosumers who seek out esoteric content from a far away land and organize their social lives around viewing, interpreting, and remixing these media works. Otaku translate and subtitle all major anime works, they create web sites with hundreds and thousands of members, stay in touch 24/7 on hundreds of IRC channels, and create fan fiction, fan art, and anime music videos that rework the original works into sometimes brilliantly creative and often subversive alternative frames of reference.... To support their media obsessions otaku acquire challenging language skills and media production crafts of scripting, editing, animating, drawing, and writing. And they mobilize socially to create their own communities of interest and working groups to engage in collaborative media production and distribution. Otaku use visual media as their source material for crafting their own identities, and as the coin of the realm for their social networks. Engaging with and reinterpreting professionally produced media is one stepping stone towards critical media analysis and alternative media production."

    Certainly, within Otaku culture, one can gain an identity as a fan-subber, a vidder, a fan fiction author, a community organizer, or an illustrator, but these practice-based identities do not supersede one's larger identity as an Otaku.

    What Ito observes about Otaku culture is consistent with what researchers have observed in a range of other subcultures. Consider this description from my field work on female-centered science fiction fandom in the early 1990s (Jenkins, 1992):


    "Four Quantum Leap fans gather every few weeks in a Madison, Wisconsin apartment to write. The women spread out across the living room, each with their own typewriter or laptop, each working diligently on their own stories about Al and Sam. Two sit at the dining room table, a third sprawls on the floor, a fourth balances her computer on the coffee table. The clatter of the keyboards and the sounds of a filktape are interrupted periodically by conversation. Linda wants to insure that nothing in the program contradicts her speculations about Sam's past. Mary has introduced a southern character and consults Georgia-born Signe for advice about her background. Kate reviews her notes on Riptide, having spent the week rewatching favorite scenes so she can create a 'crossover' story which speculates that Sam may have known Murray during his years at MIT. Mary scrutinizes her collection of 'telepics' (photographs shot from the television image), trying to find the right words to capture the suggestion of a smile that flits across his face....Kate passes around a letter she has received commenting on her recently published fanzine....Each of the group members offers supportive comments on a scene Linda has just finished, all independently expressing glee over a particularly telling line. As the day wears on, writing gives way to conversation, dinner, and the viewing of fan videos (including the one that Mary made a few weeks before)....For the fan observer, there would be nothing particularly remarkable about this encounter. I have spent similar afternoons with other groups of fans, collating and binding zines, telling stories, and debating the backgrounds of favorite characters....For the 'mundane' observer, what is perhaps most striking about this scene is the ease and fluidity with which these fans move from watching a television program to engaging in alternative forms of cultural production: the women are all writing their own stories; Kate edits and publishes her own zines she prints on a photocopy machine she keeps in a spare bedroom and the group helps to assemble them for distribution. Linda and Kate are also fan artists who exhibit and sell their work at conventions; Mary is venturing into fan video making and gives other fans tips on how to shoot better telepics. Almost as striking is how writing becomes a social activity for these fans, functioning simultaneously as a form of personal expression and as a source of collective identity (part of what it means to be a fan). Each of them has something potentially interesting to contribute; the group encourages them to develop their talents fully, taking pride in their accomplishments, be they long-time fan writers and editors like Kate or relative novices like Signe."

    At the time, I was interested in what this scene told us about how fans read television and how they deployed its contents as raw materials for their own expressive activities. Rereading the passage today, I am struck by how fully the description captures the strengths of a DIY culture as a site for informal learning. Sometimes the women are working on individual, self-defined projects and sometimes they are working together on mutual projects but always they are drawing moral support from their membership in an interest-driven network. Each plays multiple roles: sometimes the author, sometimes the reader; sometimes the teacher, sometimes the student; sometimes the editor, sometimes the researcher, sometimes the illustrator. They move fluidly from role to role as needed, interupting their own creative activity to lend skills and knowledge to someone else. Their creative interests straddle multiple media practices: they write stories, they take telepics, they edit videos, they publish zines, each of which constitutes a complex cultural practice combining technical skills and cultural expertise. Leadership, as Gee tells us, is "porous": the space is Signe's apartment; Kate is editing the zine to which they are each contributing; and Mary has the expertise in fan video production which she shares with her circle in hopes of getting more of them vidding. And we see here a conception of culture as a series of "processes" rather than a set of "products." Fan work is always open to revision, expansion, and elaboration, rather than locked down and closed off from other's contributions. As a more recent account of fan cultural practices (Busse and Helleckson, 2006) explains:


    "Work in progress is a term used in the fan fiction world to describe a piece of fiction still in the process of being written but not yet completed....The appeal of works in progress lies in part in the ways... it invites responses, permits shared authorship, and enjoins a sense of community.....In most cases, the resulting story is part collaboration and part response to not only the source text, but also the cultural context within and outside the fannish community in which it is produced...When the story is finally complete and published, likely online but perhaps in print, the work in progress among the creators shifts to the work in progress among the readers."

    Similarly, Kevin Driscoll (2009) has discussed how Hip Hop's diverse practices around music, dance, the graphic arts, video production, and entrepreneurship associated with Hip Hop encourage participants to master a range of cultural and technological skills. He describes, for example, the different participatory practices that got mobilized around the circulation of a single song:

    "

    As the figurehead of 2007's "Crank Dat" phenomenon, Atlanta teenager Soulja Boy exploited social-networking and media-sharing websites to encourage a widespread dance craze that afforded him a level of visibility typically only available to artists working within the pop industry. "Crank Dat" ... began as a single commodity but grew into a multi-faceted cultural phenomenon.... Within just a few months of the first "Crank Dat" music video, fans had posted countless custom revisions of "Crank Dat" to media-sharing sites like YouTube, SoundClick, imeem, and MySpace. In each case, the participants altered the original video in a different manner. They changed the dance steps, altered the lyrics, created new instrumental beats, wore costumes, and performed in groups. Some created remix videos that borrowed footage from popular TV programs and movies...."Crank Dat" welcomed diverse modes of participation but every production required considerable technical expertise. Even a cursory exploration of the various "Crank Dat" iterations available on YouTube provides evidence of many different media production tools and techniques. The most basic homemade dance videos required operation of a video camera, post-production preparation of compressed digital video, and a successful upload to YouTube. For some of the participants in "Crank Dat", the dance craze provided an impetus for their first media projects. This lively media culture is representative of a spirit of innovation that traverses hip-hop history."

    As a former classroom teacher who worked with inner city and minority youth, Driscoll directs attention towards the technical proficency of these Hip Hop fans, to challenge assumptions that often position African-American males on the wrong side of the digital divide, assuming that they have limited capacity and interest for entering STEM subjects. Rather, he argues that educators need to better understand the ways that their cultural attachments to Hip Hop often motivate them to embrace new technologies and adopt new cultural practices, many of which could provide gateways into technical expertise.

    Or consider what James Paul Gee (2007) tells us about the "affinity spaces" around on-line gaming:

    " A portal like AoM [Age of Mythologies] Heaven, and the AoM space as a whole, allows people to achieve status, if they want it (and they may not), in many different ways. Different people can be good at different things or gain repute in a number of different ways. Of course, playing the game well can gain one status, but so can organizing forum parties, putting out guides, working to stop hackers from cheating in the multi-player game, posting to any of a number of different forums, or a great many other things."

    Indeed, for Gee, the idea of multiple forms of participation and status are part of what makes these affinity spaces such rich environments for informal learning. Unlike schools, where everyone is expected to do (and be good at) the same things, these participatory cultures allow each person to set their own goals, learn at their own pace, come and go as they please, and yet they are also motivated by the responses of others, often spending more time engaged with the activities because of a sense of responsibility to their guild or fandom. They enable a ballance between self-expression and collaborative learning which may be the sweet spot for DIY learning.

    These examples represent four very different communities, each with their own governing assumptions about what it means to participate and about what kinds of cultural practices and identities are meaningful. Yet, all of them embody the pedagogical principles I have identified within participatory culture:

    "A participatory culture is a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one's creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. A participatory culture is also one in which members believe their contributions matter, and feel some degree of social connection with one another." (Jenkins et al, 2006)

    CHALLENGING THE "LEARNING 2.0" FORMULATION
    There has been a growing tendency to describe the application of these participatory culture principles to the classroom as "education 2.0" and as we do so, to take the highly visible corporate "web 2.0" portals not simply as our ideal model, but also as the source for these new participatory practices. Look at the way Brown and Adler's (2008) influential formulation of "Learning 2.0" ascribes agency to corporate platforms and technologies rather than to communities of participants:

    "The latest evolution of the Internet, the so-called Web 2.0, has blurred the line between producers and consumers of content and has shifted attention from access to information toward access to other people. New kinds of online resources-- such as social networking sites, blogs, wikis, and virtual communities-- have allowed people with common interests to meet, share ideas, and collaborate in innovative ways. Indeed, the Web 2.0 is creating a new kind of participatory medium that is ideal for supporting multple modes of learning."

    The DIY ethos, which emerged as a critique of consumer culture and a celebration of making things ourselves, is being transformed into a new form of consumer culture, a product or service that is sold to us by media companies rather than something that emerged from grassroots practices.

    For this reason, I want to hold onto a distinction between participatory cultures, which may or may not engaged with commercial portals, and Web 2.0, which refers specifically to a set of commercial practices that seek to capture and harness the creative energies and collective intelligences of their users. "Web 2.0" is not a theory of pedagogy; it's a business model. Unlike projects like Wikipedia that have emerged from nonprofit organizations, the Open Courseware movement from educational institutions, and the Free Software movement from voluntary and unpaid affiliations, the Web 2.0 companies follow a commercial imperative, however much they may also wish to facilitate the needs and interests of their consumer base. The more time we spend interacting with Facebook, YouTube, or Live Journal, the clearer it becomes that there are real gaps between the interests of management and consumers. Academic theorists (Terranova,2004; Green and Jenkins, 2009) have offered cogent critiques of what they describe as the "free labor" provided by those who chose to contribute their time and effort to creating content which can be shared through such sites, while consumers and fans have offered their own blistering responses to shifts in the terms of service which devalue their contributions or claim ownership over the content they produced. Many Web 2.0 sites provide far less scaffolding and mentorship than offered by more grassroots forms of participatory culture. Despite a rhetoric of collaboration and community, they often still conceive of their users as autonomous individuals whose primary relationship is to the company that provides them services and not to each other. There is a real danger in mapping the Web 2.0 business model onto educational practices, thus seeing students as "consumers" rather than "participants" within the educational process.

    Helping Teachers Learn About New Media Practices (Part Two)

    Often, the teaching of the new media literacies is understood as either the domain of a specific digital specialist or as the work of language arts or arts instructors. Yet you offer many examples of how and why this approach should impact other disciplinary domains. Why should these skills and knowledge be integrated across the curriculum?


    Erin:
    If you look at these three words, New + Media + Literacies ...there are different ways to interpret them. You could read it as "New Media" Literacies or "New" Media Literacies. Either way, there is no wrong answer.

    "New" Media Literacies does build upon the media literacy movement where we move from being empowered by media to critically analyze the media we consume through asking important reflective questions to now being producers of media ourselves. And in this new role as producer, there are new questions to ask and new ways to think and act on how to be an integral part of shaping and contributing my perception of the world.

    But also, "New Media" Literacies is a new form of literacy and helps teachers understand that our students are reading and writing in new ways. Reading and writing was once relegated to reading books and writing papers, but now we write into meaning through new media such as video, audio or even construction of physical objects.

    A possible hypothesis is that the educational system has not caught up with the shifting landscape of participatory culture where there are new ways to read, write, and compute numbers.

    PAST PRESENT
    Reading a Book Reading a Transmedia Story
    Writing Alone Networked Writing
    Memorizing Formulas Gaming as Problem Solving

    This shift changes the focus of literacy from individual expression to community involvement where creativity and active participation are the hallmark. And it makes it increasingly important to understand and be competent in the skills of citizenship, art, and expression of social connectivity. These are the skills identified in our white paper as the New Media Literacies and ones we need to foster as we think about education.

    We are in a paradigm shift in the classroom where educators need to work in the gap between life and school. You only have to observe your students outside of the classroom for a few hours to see that they are immersed in this digital culture. This is not a "special treat if they're good" sort of immersion but a complete shift. It's their way of life. Incorporating participatory practices into the classroom -- such as remixing, Wikipedia, SNS, or even mobile -- allows for a blurring of boundaries between informal and formal learning and harnesses the power of digital technologies for students to reflect on the participatory culture that they live in.

    This provides teachers an opportunity to offer learning objectives in their classrooms in a new way, while at the same time offering students opportunities to read and write their cultural practices that are central to their own everyday experience.

    You point to a kind of generation gap around Wikipedia where students love it and teachers are wary. What do you see as meaningful steps forward in addressing these different perceptions of the value of Wikipedia? Are there examples of teachers who are effectively integrating Wikipedia into their teaching?

    Jessica: A first step is for our educational community to view Wikipedia as a collaborative learning environment. At first glance Wikipedia is perceived as simply an online encyclopedia--it's a product. Our community should look beyond the surface and focus on Wikipedia as a venue for contributing, editing and the sharing of one's expertise. For me, educators can learn a lot by creating low-risk environments in which making mistakes and struggling to come to an answer are the norm. Although someone can delete my additions to a Wikipedia entry, I can engage in a conversation around why this happened. I am part of a larger discussion around the creation and sharing of knowledge rather than being told I am incorrect and here is the right answer. Engaging a student can depend on whether or not she believes her input matters. Yet an engaged student must also be open to negotiation, revision, and change as these are inherent to the learning process. I learn from my mistakes just as I learn from my accomplishments.

    I also think that Wikipedia should not be banned in schools (although there are issues of determining the appropriateness of content). I think it is an excellent starting point for research--as long as both teachers and students understand its strengths and weaknesses. And this means that all teachers need to teach what it means to research something in their disciplines. The act of researching is an act of accessing, analyzing, evaluating, and assessing information as well as its source. These skills are vital to our digital media age and get at the heart of bias, perspective, objectivity/subjectivity.



    Erin:
    The first meaningful step to recommend is for school administrators and teachers to better understand Wikipedia's practice and the importance of the new media literacies that are gained in its practice.

    Wikipedia was a predominant activity we encouraged in NML's pilot studies last year. However, this activity had numerous road-blocks. We had one teacher comment, "When I've looked at pages in Wikipedia, I've found that some are not very accurate or complete. I'll use it in my classroom, when they go in and fix it." This shows that we need to help teachers understand that "they" is the community of users and that community could include the teacher and her students. We also found that Wikipedia was often blocked at the schools we piloted our resources in, and had to go to measures to get it unblocked in order to use it for the class period.

    One of the most valuable segments of Wikipedia's use was observing Global Kids' Media Masters program create the Prospect Heights Campus Wikipedia Project, which spanned five weeks. The Wikipedia page about the Prospect Heights Campus was a place for students to document information about the campus, its schools, history, and whatever else the students decided was important to include in an entry - and a place for them to do so publicly and neutrally. There are many examples of a structured learning environment of wikis or wiki pages being created; however, Global Kids chose to use Wikipedia and not develop a pbwiki or something similar for just their group of students to view.

    Trying to replicate Wikipedia through pbwiki, or some other wiki software, certainly has its benefits. It is what might be termed a "walled garden" approach, allowing students to tinker with wiki software and yet not be exposed to the potentially disruptive larger Internet. However, choosing a walled garden approach also has many costs. Students who already use the internet know very well what is actually "out there," and the walled garden runs the risk of losing their interest - because, after all, a walled garden isn't the "real world." Even if students are unfamiliar with the Internet, using a walled garden approach precludes the possibility of emergent learning.

    If a teacher develops a project in a walled garden, that is where it stays. It cannot become part of the information ecology of the web, and students cannot thereby learn about community participation. Nor can they be convinced that their work has any greater significance than "something I had to do to get a grade." They know very well that their work will never receive any attention from people who are not in their class.

    In Global Kids' Media Masters class, however, the students were energized by the knowledge that 1) they were filling a real need on Wikipedia, and 2) their work was going to become part of the great online knowledge base. The students prepared their page, but when it came time to copy and paste it into Wikipedia, they were nervous, excited, and thrilled. The act of pushing the "submit" button - that is, the act of submitting their classwork to their teacher - was suddenly pregnant with significance. They weren't just turning in homework. They were putting themselves out there and helping shape the way the public would see their high school - would see them.


    You make a strong case for the value of remix practices for learning, yet many teachers are stuck back at square one, expressing concerns about plagerism and wondering whether remix really does foster creativity. How can you speak to this long-standing concern of educators? Are they wrong to worry about issues of ownership and authorship in the new digital age or are there important differences between remix and plagerism?


    Erin:
    Right now, technology, new social norms and economics are all going through radical change and history has shown that at this point of convergence, moral structures break down and need to be re-built (E. P. Thompson).

    It's a known fact that probably every teacher reading this has seen in the classroom a form of plagiarism facilitated by digital media. Existing laws on copyright may not match social norms and this crossroads is predicated even more with the rise of remix culture and the ability to meaningfully sample content and create new pieces of work. Shephard Fairey's Hope poster of Barack Obama is a perfect example of one of the most powerful images ever created that captured the moment of political change being foreground now with the legal battle of messiness where people are taking sides as to where they stand on Fair Use. Even artists are at a crossroads.

    Through all of this though - teens are still remixing. You only have to go to YouTube to see the latest remix posted. Should we leave our students alone to wade through this muckiness themselves or is it our responsibility to mentor them in their process?

    Encouraging remix in the classroom provides new venues of learning and interacting with our students. Teachers can guide youth to better reflect on these new forms of creation and know the difference between plagiarism and appropriation -- the ability to meaningfully sample and remix media content. We can help students to support their argument for their creative expression and identify other works that inspired them during their process. We can provide opportunities to explore how we author new creations with regards to point of view, character, themes, etc. and give practice to understanding copyright protection and a broader sense of authorial responsibility.

    So yes, there is concern for this but the question to ask yourself is, "Are you going to blame new media as the problem or are you going to look to it as a possible solution?" Perhaps this moment in history gives us pause to rethink what are the projects we ask of our students to do? Is an essay the only way your learning objective can be met? Are their other creative practices that provide new forms of reflection and learning?

    Your book's contributors involve both academic researchers and practicing educators. What do you see as the most important points or contact or divergence between the ways these two contributors approached the concerns the book raises?


    Jessica:
    Classroom teachers are often voicing their concerns about a lack of opportunity to sit down with their colleagues and discuss important issues; time is not allocated for them to be part of a learning community. I have had similar experiences as a professor in academia. In both realms, there is a tendency to work extremely hard in isolation. My hope is that this book can serve as a conduit for academic researchers and practicing educators to talk about their findings, their experiences, and their hopes for new and different teaching and learning environments. We must remember that there is always something to learn about our disciplines by looking outside of them.

    What I find wonderful about the contributors to the book is that researchers like danah boyd would welcome an opportunity to sit down with classroom teachers and talk about the ethics of social networks and what it means to be part of a network, just as English teacher Amy Crawford would jump at a chance to talk to researchers about her students as textual borrowers--as remixers and media makers in her classroom. There are many points of interest here and, to be frank, we must be open to these kinds of trans-academic connections and discussions because we need each other as allies to move forward in rethinking learning, literacy, and technology integration.



    Much of the book tries to help teachers overcome their anxieties about working with new media technologies and practices. So, let me ask, which concerns do you think are valid? Where should teachers and schools go slowly in embracing these new media?


    Maryanne:
    With regard to embracing technology, I think that teachers need think through the consequences of implementing any innovation. For example if a teacher hosts a blog where students post satiric pieces about the school, the administration might feel that some of the postings conflict with the image of the school they wish to project to the community. In any social network there are going to be "in-house" jokes that might puzzle or even offend outsiders. Teachers need to take a clear look at new media practices and consider how they will change when they are employed in school settings. With the ability to broadcast thoughts, ideas and products, also comes the responsibility for considering who the audience will be and how they might respond.

    Any time a teacher is asking students to perform activities in a virtual environment, be it posting on a website, or interacting in an immersive setting, she must consider her duties to guide, protect and mentor her students. Teacher need to think the way they do when they take students on field trips and make clear guidelines regarding their expectations. It is not foolish to be cautious; it would only be foolish to miss out on incredible opportunities for learning simply because teachers were not willing to plan and prepare for the excursion.

    Jessica: Technology can be a scary proposition for some teachers. For both novice and veteran technology users, integrating this element into their curriculum and feeling the need to be knowledgeable can be intimidating and anxiety inducing. Additionally, teachers rarely have time to pursue their own professional development (e.g. PD that isn't mandated by the school/district), which would allow them to bring something new to their curriculum. The anxiety comes from feeling like there is too much technology to learn, too little time to learn it, and not enough of the right support from employers to really grapple with it. One option is to utilize the knowledge of the classroom: no one knows everything about technology so who knows how to do what? Is there an opportunity for students, parents, or community members to step up in a technological role? Even though this shift in thinking may challenge our notions of authority and expertise within a classroom, it opens up the possibility to create a community of learners made up of both teachers and students working toward a common goal.

    Since we know that time and anxiety are key issues for teachers, then let's change the culture of professional development: let's view PD not as a one-day affair with an "expert" but as an ongoing project with a group of educators dedicated to learning, creating, discussing, experimenting, and reflecting on their philosophy of technology and its integration.


    You have created this book to spark conversations with teachers. What steps have you taken to continue this dialogue once the book is published?


    Jessica:
    It seemed illogical to invite classroom teachers to join a discussion without offering an online space to help promote and nurture such a discussion. I created this social network (http://teachingtechsavvykids.com) in the hopes that both researchers and practicing educators could connect and discuss issues important to them as well as the issues the book addresses. I view the site as a way to collaborate, share stories of hope, frustration, and change, and tackle some of the tough questions of this profound moment. Ann Lauriks, a middle school counselor who contributed to the book, has already promised to write another piece to share with the new online community. In addition, some of the researchers who contributed to the book along with other colleagues have expressed interest in sharing their ideas and personal experiences within this space. I am excited to see the enthusiasm and ongoing commitment to continue this discussion and collaboration and I hope all educators will feel inclined to participate.

    Maryanne Berry enjoys a high school teaching career that has spanned a
    quarter of a century. The longer she teaches, the more fascinated she
    becomes with the ways young people learn. She is currently a doctoral
    candidate in the Graduate School of Education at U.C. Berkeley

    Phil Halpern is the lead teacher of Communication Arts and Sciences, a
    small school within Berkeley High School, where he teaches a variety of
    English and communications classes. He traces his interest in media
    education to the weekly television news program he helped produce while in
    high school back in the earliest days of videotape.

    Erin B. Reilly is the research director for Project New Media Literacies
    first at MIT and now at USC. She is a recognized expert in the design and
    development of thought-provoking and engaging educational content powered
    by virtual learning and new media applications, known best for her work
    with women and girls in Zoey's Room.

    Jessica K. Parker is currently an assistant professor at Sonoma State
    University, and she studies how secondary schools integrate multimedia
    literacy into academic literacy learning. She has taught middle school,
    high school, and college students for over a decade and has also created
    and taught professional development courses for teachers.

    Helping Teachers Learn About New Media Practices (Part One)

    Jessica K. Parker's new book, Teaching Tech-Savvy Kids: Bringing Digital Media into the Classroom, Grades 5-12 manages to be visionary and pragmatic in equal measures. Drawing heavily on the work done by researchers affiliated with the MacArthur Foundation's Digital Media and Learning Initiatives, especially the Digital Youth Project, the book offers educators, especially classroom teachers, new ways of understanding young people's online lives and how the resources of new media and participatory culture can be effectively integrated into their pedagogical practices. The book brings together smart people -- researchers, classroom teachers alike -- to talk through the implications of our present moment of media changes on the kinds of learning which are taking place in school. The authors move deftly from considering the big picture to explaining specific activities which might be deployed in the classroom. I was proud to see some discussion of the work we've been doing through Project New Media Literacies sprinkled throughout the book and not simply because our Research Director, Erin Reilly, has contributed an essay on learning through remixing.

    I am using the release of the book this week as an excuse to bring together several key contributors to the volume, including Reilly and the book's editor Parker, for a conversation about the ways that this new research is challenging some of the assumptions that govern how teachers and administrators often respond to the potentials of new media and learning. And while you are at it, check out this rich website developed to provide teachers with resources around the book.

    Can you give me a sense of your goals for this book? In some ways, it is translating or popularizing insights from the Macarthur Digital Media and Learning research for an audience of teachers. What do you see as the value of this research for impacting the decisions which teachers make everyday in the classroom, given, as you note, the primary focus of this research was on informal learning outside the classroom?


    Jessica:
    With this book, I wanted to invite educators, specifically classroom teachers, into this larger discussion of digital media and learning (DML). I felt that if I wrote a book for teachers my invitation needed to connote, "I trust you. Here is something that I want to share with you. I value your opinion and your insights." In the DML community, there is a sense that this current moment is a defining one. It is a profound moment. And I don't think my collective academic community has reached out enough to classroom teachers to say, "Join us in this moment." Join us--even though we may exist as researchers, educators, and mentors in different learning environments--join us as we analyze these important educational concepts and discuss how learning, literacy and knowledge creation and sharing are changing. Changing the culture of learning within schools starts with teachers.

    I wanted to share this research with classroom teachers and listen to their responses. And yet, I realize that the book that I created with 28 collaborators will force educators to shift their perspective of learning by going beyond a normative understanding of formal education. I don't think this discussion will be an easy one: in fact, this book might take readers out of their comfort zones. And that is why it was important for me to "invite" teachers into this discussion. We desperately need this kind of philosophical discussion. In order to do this, I followed in the footsteps of the MacArthur Foundation and wrote a book that focuses on "learning" rather than "education" or "schooling." We must take a different angle on learning in order to see beyond the constraints of our own educational system.

    I also wanted to avoid framing the book as a teacher's guide with a focus on one single subject with cut-and-paste activities for the classroom. This kind of thinking seems to promote an educational system devoid of curricular connections and deep participatory learning, and lacks application to everyday life. I framed the book as a philosophical discussion regarding learning in the 21st century in the hopes that we could take a step back from the everyday realities of the classroom and reflect on what it means to be an educator in these changing times. I know too well the teacher-mode of the treadmill, where from August to June I would run from unit to unit and chapter to chapter and miss making connections between topics, across disciplines or even daily lessons. We need to stop running on our treadmills and start asking serious questions about what it means to learn, to be literate, and to know something in a mediated culture.

    In terms of the value of the research from the MacArthur Digital Media and Learning Initiative, it is an excellent opportunity for teachers to explore pioneering research in this emerging field. Additionally, I don't buy into the notion that informal learning and formal learning are completely separate entities that have no bearing on another. I realize that they usually exist in separate settings and have different properties, but as a teacher and a learner, I have always viewed them as fluid. I don't want to draw a line in the sand and promote one over the other or frame our discussions as an either/or issue; in fact, I advocate that we should learn, reflect on, and analyze both settings. This can only make us better teachers and--most importantly--better learners.

    You frame the book around issues of what learning, literacy, and knowledge mean in the 21st century. While it is clear you want educators to continue to ponder these issues, you also clearly have some thoughts that guide this book towards certain answers. What do you know about these concepts at the end of the process of writing this book that you did not know before?


    Jessica:
    In my current work with pre-service and in-service teachers in Northern California, when I introduce the topic of reassessing learning, literacy and knowledge, it takes more than just reading research to unpack these issues. It takes more than just having a class discussion; it takes more than just testing out an idea in their own classroom. Analyzing and re-visioning these core educational concepts takes a lot of effort and it is really a combination of factors that allow teachers to really grapple with these topics: reading, discussing, experimenting and testing out ideas in their classrooms, and then coming back to our graduate class and reflecting and getting feedback from peers. This is a process that needs to be woven into the daily life of teachers--and it's hard to create time and space to accomplish this. We have to know ourselves as teachers and be willing to analyze our own philosophies of education. It's not an easy road to take but it is required if we are to rethink school-based learning.

    Many teachers fear that new media practices -- such as texting - leave students less literate. Yet, your book challenges this presumption. How do you see new media practices changing the range of expressive opportunities available to students?


    Maryanne:
    With regard to new media practices making youth less literate, it's a version of an old argument that surfaces every time there's a new wave of practice. Each new wave of media practices encounters resistance. Literary scholar, Nina Baym (2006), chronicles magazine and journal articles from the early 1800's in which editors asserted the need for reviewers to exercise surveillance and provide direction to the newly literate masses who had taken up the habit of reading fiction. Novels were dangerous! There was a similar kind of backlash in response to comic books. If anyone had taken that criticism seriously we would never have the incredible array of graphic novels we enjoy today.

    As Henry Jenkins has pointed out, the critical change in the latest of the new literacies is that of convergence. The problem with "either/or" thinking with regard to traditional and digital literacy is that it fails to capture the experiences of youth. The child who is reading a novel from a traditional text, or listening to it on her ipod, downloading it onto her e-book, and visiting a website where she can play a game as a character from the book, participate in a forum discussion, and answer challenge questions, is transforming the practices of reading and writing. The sad fact is that she is not allowed to bring her e-book to school, even though some of her classmates wear outfits that cost more than her Kindle. She only sees a computer when her teacher beats out the thirty other teachers attempting to sign-up for the school's only computer lab on Wednesday, after lunch. Though at home she rarely writes with a pen, during the school day it is the only tool she is allowed to use in most of her classes. Even her cell phone must be kept in her locker or it will be confiscated.



    Phil:
    Students express themselves through a variety of media. Kids are writing independently more now than they have since I started teaching in1992. What is new is the range of digital communication modalities that kids are adopting with zeal and creativity. That they are doing so using communication tools that are new to all of us and somewhat foreign to many teachers is immaterial. They are practicing the skills we teachers value on a daily basis. When teachers build on students' passion, they are capitalizing on an opportunity to help kids deepen both their use of communication tools and their understanding of (hopefully) relevant course content.

    You note that teachers often want to be told how they can use specific technologies in their classes. But you argue that this is not an adequate approach to the potentials and challenges of new media. Explain.

    Erin: When technology was first being used in the classroom, everyone involved in the process (from the developers to the school administrators, to the teachers working with the students) tried to replicate one to one what was already happening in the classroom. But we learned that this is the wrong approach. Integrating technology into the classroom provides new practices and scenarios that don't exist when technology is not there.

    On top of that, technology moves at such a rapid pace that to introduce teachers to specific technologies to use in the classroom would be doing them an injustice in better understanding how to incorporate new practices in the classroom. If teachers only learned how to use specific types of tools, they would not be prepared to adapt and negotiate new spaces and new innovations that continuously happen in this rich media landscape.

    No one technology is the savior for the classroom. It's not about asking ourselves what technology should I be using but instead we should be asking ourselves, "What practices enable my learning objectives?" This shift in question will encourage teachers to not be betrothed to a tool but instead encourage acquiring the new ways of thinking and doing through participating in new forms of practices.

    New Media Literacies (NML) is working with the state of New Hampshire on a project called the Early Adopters' Network. This is a group of teachers from schools across New Hampshire who we collaborate with through NML's Community to better understand our pedagogical approach and try new methods and tools to increase collaboration among educators. One of the participating New Hampshire educators recently wrote us a reflection on her experience, "No longer am I looking to transfer some tech skill for use of an application but facilitating thoughts and skills through them. It's funny, because I always thought I did this, but the reality was my model basically encouraged to seek support from a classmate. The activities and lessons themselves were not thought-provoking or designed to encourage collaboration."

    Though I don't endorse teaching teachers specific technologies, I think its important to provide ample time during each week to play. Play is one of the new media literacies, and we define it as the capacity to experiment with one's surroundings as a form of problem-solving. What about setting up a digital tool playground for your school as part of your teachers' professional development and as a way for students to share their expertise with the adults in their lives? This would provide a new space for teachers and students to come together wearing different hats than what we see in the classroom. In an unstructured format, this digital playground would allow teachers and students to collaborate in new ways and make visible the value of the different expertise available right in their own school.

    This is messiness at its best where teachers and students struggle together to better understand the social and cultural competencies and in a place where one isn't judged on outcome but on participation, teachers and students would have time to practice and reflect on what it means to be part of this networked world.



    Jessica:
    To reinforce what Erin said it isn't as easy as insert technology, out comes student learning. The excitement, sleekness, and allure of contemporary technology should not suggest that educators only have to incorporate laptops and webcams into their classrooms for students to magically acquire technical skills and understand academic concepts. We need an educational mindset that views technology as more than a mere tool--using technology in a classroom is in fact an application of a philosophy of learning. It is possible to incorporate digital media in a way that simply reproduces a particular kind of knowledge, a static notion of student identity, and a rigid understanding of teacher-student relationships. Viewing technology as both a philosophical issue and pedagogical practice offers teachers a way to avoid an overly deterministic approach to integrating technology.


    Maryanne:
    As a classroom teacher myself, I do not think that teachers want "canned" products that they can only employ in a particular way. Rather, they want tools and environments that can be used to extend and support the worlds they are creating in their classrooms. Excellent teaching involves a degree of risk and sadly today there are many constraints on teachers that keep them from trying anything new. Being too cautious can cause a teacher to miss the wave of enthusiasm that can generate real engagement in learning. I think that teachers need to look at how students use particular tools, how they participate in particular practices, how they act in particular virtual environments and then ask themselves, 'how can I use this to forward the subject I teach?'

    I saw how much my students enjoyed instant messaging when it first became available to them and so I devised a project through which students used IM to discuss literature. The point is to try and play with the forms, bend the rules to serve learning in school. I made strict guidelines about IM-ing. I didn't want the conversations to be superficial. Students had to support their ideas with quotes from the text. There is a way of balancing the excitement of a new practice with the rigor demanded by a particular discipline.

    With regard to specific uses of technology in classrooms we should be wary of practices that standardize student investigation and expression of knowledge. What the five-paragraph essay has done for writing, the powerpoint has done for presentations. Standardization of practices kills innovation as well as what we used to call "voice" in writing. While we want to introduce practices that help students organize their thinking, we also want to ensure that students will have opportunities to exercise agency in their own educations. I worry about this with regard to virtual worlds. Quests and adventures could be very exciting narratives through which students might learn all kinds of subjects, but there also needs to be studios and stages, places where young people can determine how to use the environments.

    After an initial surge of interest, many schools have started to dismiss virtual worlds such as Second Life as potential distractions from the learning process. What was missed in this first wave of experimentation with virtual worlds for education? How valuable are such immersive experiences for learning? Which educational groups have been most effective at deploying virtual worlds?

    Maryanne: Of the reading I've done, the most interesting work has been in the field of medicine, not only with technical training but through experiments with virtual patients. Studies indicate that pre-service health care professionals respond to virtual patients as they would to actual ones--they have physical responses of anxiety and empathy when interacting with virtual patients.

    With regard to virtual worlds, I think we will learn important lessons from Second Life. Before the recession there were 50+ virtual worlds emerging. I'm hopeful that we'll see lots of innovation in the development of immersive environments. What I envision happening is that schools and perhaps individual teachers will have access to virtual environments that they will be able to customize for their own uses. In the meantime, teachers should investigate virtual environments of all kinds, but especially immersive ones in order to experience how their literacy practices change when one dons an avatar. In Second Life, a teacher could join the very large and active education group and participate in virtual conferences and programs, in order to familiarize themselves with the possibilities. Teachers can visit http://simteach.com to get started.


    Maryanne Berry enjoys a high school teaching career that has spanned a
    quarter of a century. The longer she teaches, the more fascinated she
    becomes with the ways young people learn. She is currently a doctoral
    candidate in the Graduate School of Education at U.C. Berkeley

    Phil Halpern is the lead teacher of Communication Arts and Sciences, a
    small school within Berkeley High School, where he teaches a variety of
    English and communications classes. He traces his interest in media
    education to the weekly television news program he helped produce while in
    high school back in the earliest days of videotape.

    Erin B. Reilly is the research director for Project New Media Literacies
    first at MIT and now at USC. She is a recognized expert in the design and
    development of thought-provoking and engaging educational content powered
    by virtual learning and new media applications, known best for her work
    with women and girls in Zoey's Room.

    Jessica K. Parker is currently an assistant professor at Sonoma State
    University, and she studies how secondary schools integrate multimedia
    literacy into academic literacy learning. She has taught middle school,
    high school, and college students for over a decade and has also created
    and taught professional development courses for teachers.

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    Thinkers Welcome: New Resources on Participatory Culture and Learning

    Today, I want to flag for you some exciting online resources which emerged from two conferences on new media and education which I attended and participated in earlier this semester. The first is the TEDxNYED conference, which brought together some of the top thinkers about new technology, learning, and civic media, for an intensive one day session. Speakers included Amy Bruckman, Andy Carvin, Jeff Jarvis, Neeru Khosla, Lawrence Lessig, Jay Rosen, George Siemens, Mike Wesch, David Wiley, and others. There was something about speaking as part of an "A-Team" of speakers -- you bring your best work to the game -- and so each talk was surprising, engaging, informative, and mind-blowing. The TED podcasts are all gems and you can see this set of talks here. They just went up over the weekend.

    Since this is my blog, I am claiming the right to post my own video here. This talk emerged from some of the work I've launched since coming to USC on participatory culture and the public sphere. I've assembled a team of wickedly smart PhD candidates from Annenberg and the Cinema School who meet with me every week to try to identify and interprete case studies where our involvements as fans and gamers spill over into forms of public advocacy and activism. I've already showcased some of this work on the blog in the past and you will be seeing more in the months ahead.

    As for the other podcasts, I wanted to flag two in particular which were of special interest to me because they represent the voices of classroom teachers who are trying to translate the abstract insights about new media and learning into day to day interactions with students on the ground. Chris Lehmann is the founding principal of the Science Leadership Academy in Philadelphia and Dan Meyer teaches high school math outside of Santa Cruz, California. Whenever academics gather to talk about education, there's some tendency to knock teachers. Or at least teachers become "collateral damage" in our critiques of educational institutions and practices, as if they were simply agents of the structures in which they serve. Yet, in fact, there are many greater teachers, librarians, and other educators out there who "get it," who have a grasp of the significance of the cultural and technological changes we are describing, and why they matter to young people. It was great to see their voices represented at the TEDx conference and I am happy to share those talks here.

    I was honored to be asked to be the Conference Chair for the first MacArthur Digital Media and Learning Conference and to be able to propose "Diversifying Participation" as the main theme for the event. Diversifying Participation brought together several hundred educators, scholars, activists, community leaders, and journalists to share their perspectives on the challenges and opportunities participatory culture represents in the lives of young people. Our goal was in part to push the entire DML community to grapple more directly with the importance of enabling and promoting diversity within participatory culture. The plenary sessions of the conference have also recently been posted on line and may give you some sense of the event if you were unable to attend.


    Digital Media and Learning Conference 2010 Introduction and Opening Keynote from Shane Depner on Vimeo.

    Introduction: David Theo Goldberg, Connie Yowell and Henry Jenkins (Conference Chair)

    Opening Keynote: "Living on the Digital Margins: How Black and Latino Youth are Remaking the Participation Gap" S. Craig Watkins


    Digital Media and Learning Conference 2010 Plenary Panel from Shane Depner on Vimeo.

    Digital Media and Learning: The State of the Field
    Session Chair: Heather A Horst

    Presenters: Amanda Lenhart, Brigid Barron, Eszter Hargittai, Joe Kahne, Kevin Leander and Lynn Schofield Clark

    Discussion Moderator: Mimi Ito

    Digital Media and Learning Conference 2010 Closing Keynote and Closing Remarks from Shane Depner on Vimeo.

    Closing Keynote: "Youthful Participation - what have we learned, what shall we ask next?" Sonia Livingstone

    Closing Remarks: Henry Jenkins

    By the way, I've gotten some questions about my discussion of 19th century zine publishing. My key source is: Paula Petrik. "The Youngest Fourth Estate: The Novelty Toy Printing Press and Adolescence, 1870-1886," in Elliot West and Paula Petrik (eds.) Small Worlds: Children and Adolescents in America, 1850-1950. (Kansas City: U of Kansas P, 1992)

    Finally, for those of you who heard about the great webinar which Project New Media Literacies ran last week on Collective Intelligence and Education, you can listen to a recording here. We will be running monthly events through the summer centered on the different skills identified in my MacArthur white paper. You should join us for some of the future sessions. It's a great way for us to engage with educators -- both classroom teachers and teachers in training -- who want to integrate the new media literacies into their pedagogical practice.


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    Transmedia Generation

    Participatory culture is a global phenomenon. Young people all over the world are embracing the expressive and distribution resources of the computer to create and share their own cultural materials with each other. In countries all over the planet, they are mixing together local traditions of folk culture with the now globally accessible forms of digital expression in ways which could not have been imagined by previous generations. And as they do so, educators and parents are starting to recognize these creative communities as sites of informal learning which are transforming the ways these teens see themselves and the world. In every country, it is different. In every country, it is the same.

    I was delighted to hear recently from a young scholar, Felipe G. Gil, from Sevilla, Spain, who shared with me some of his thoughts about new media literacy and education. In particular, he wanted me to read this account of his young cousin, whose filmmaking activities he had come to understand in relation to some of my writings. I am delighted to reproduce this blog post, originally written in Spanish, here for my readers in hopes that it may spark other international reactions around these important topics. Gil is justly proud of the range of different kinds of media productions this young man engages with in the course of his everyday life, and has sought ways to place them in a larger context.

    Transmedia Generation
    by Felipe G. Gil

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


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

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


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

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

    The "Angry German Kid" remix

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

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

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


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

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

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

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


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

    Jurassic Park, Lego version

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

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

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

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

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

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

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


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

    The hyperlink is in us

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

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

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

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

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

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

    This week, I want to use my blog to call attention to a provocative recent book, Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America. The authors of the book are Allen Collins, formerly co-director of the U.S. Department of Education's Center for Technology in Education, and Rich Halverson, an associate professor of educational leadership and policy analysis at the University of Wisconsin-Madison, where he is co-founder of the Games, Learning and Society group.

    I have gotten to know Halverson through the Games, Learning, and Society conference, where I will be speaking this summer, so I was curious to look at this book when it came out. Given its authors, it's no surprise that the book is well informed about contemporary debates surrounding new media and education, and like the best books that have come out in the past year or so (including those by Sonia Livingstone and S. Craig Watkins, which I have profiled here), it strives to balance between the inflated hopes of early digital advocates and the inflated fears of those who would lock technology out of the classroom.

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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



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

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

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


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

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

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

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

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

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

    COMMON SENSE MEDIA: I think that the biggest takeaway was that adults and teens are truly able to participate in meaningful dialogue about some of the tougher issues that emerge about life online if there's an honest and open setting to do so. Dialogues like these could be tailored to a variety of settings and could focus on a wide array of issues that might be specific to local needs in a given community. There are a lot of easy to use online tools (out of the box social networks like Ning, free forum and Listserv services, etc.) out there that can allow educators and youth workers to run online dialogues with their school communities during the school year. Increased dialogue online between teens and adults is not only important because the two groups generally inhabit the digital world in very different ways right now, but also because adults provide important guidance in terms of the ethical development of young people. Adults have always played this role in kids' lives and the more they are educated about talking about the digital aspects of their kids' lives the better. GLOBAL KIDS: It's also important to note that this kind of cross-generational dialogue doesn't just need to happen online. We found that there are some real advantages to an online context, like a changed power dynamic where youth might feel more confident sharing openly. However, we know that having face to face conversations about these issues is critical whether it's in the home, in classrooms, in afterschool spaces or in other sorts of youth groups.

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


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


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

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

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

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

    Earlier this year, Common Sense Media, Global Kids, and the Good Play Project, three highly regarded groups, each working in different ways to promote the new media literacies, issued a report, Meeting of Minds: Cross-Generational Conversations About the Ethics of Digital Life, which summarized their collaborative efforts to get adults and youth discussing some core issues of online ethics. All three groups were active presences during the recent Diversifying Participation conference hosted last week by the MacArthur Foundation. I very much wanted to share the thinking behind the report with my readers and am happy today to offer you some insights from the three groups involved.

    I have long believed in the importance of opening chains of communication across the generations around the uncertainities we face in the digital era. I modeled what such a conversation might look like between parent and child in an essay I wrote with my son on Buffy the Vampire Slayer for Fans, Bloggers, and Gamers, and I published a study guide for adults and youth to conduct conversations in the wake of Columbine which appeared in the Spring 2003 issue of Telemedium (now the Journal of Media Literacy).

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

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

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

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

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

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

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


    • identity (When does identity play cross over into deception?),

    • privacy (What are the boundaries of sharing information about oneself and others online?),

    • ownership/authorship (How has the act of creation been altered by digital media and with what effects on claims to ownership and authorship?),

    • credibility (How do people signal their trustworthiness online and judge the trustworthiness of others?),

    • participation (In a context of rapidly forming and disintegrating communities, how are norms of behavior established, maintained, and respected online?).

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

    COMMON SENSE MEDIA : As a non-profit, we were founded on the principle that dialogue among parents, teachers, and students is the way forward! One way we encourage discussion across the generations is by asking all parties to use our online ratings and reviews of movies, books, websites, and music, and to write reviews of their own. We have also conducted quantitative research about the attitudes towards media of adults and children, including a recent national poll examining hi-tech cheating with more than 2000 teens and parents. The dialogues were a creative, new way to conduct research and foster dialogue and we welcomed the chance to collaborate with Global Kids and GoodPlay on the project. We knew the dialogues would inform our parent resources, policy work, and educational programs. We are in fact in the midst of creating a Digital Literacy and Citizenship curriculum for 5th-8th grade students that focuses on empowering kids to harness the power of digital technology responsibly. The curriculum, grounded in the research of the GoodPlay Project, is meant to be fun and engaging, and challenges kids to think critically about the perils and possibilities of life online. These dialogues and other focus groups and pilot research that we are conducting across the country all serve to inform this curriculum, which takes a whole community approach to engaging parents, teachers, and students in learning. As with GoodPlay, our work on digital citizenship is also supported in large part by the MacArthur Foundation.
    Your key finding in the press release you've issued is that youth often lack access to valuable adult guidance in their online lives. Many have assumed that youth who are "digital natives" who do not necessarily need or appreciate adult interference. How do you respond to that argument?
    GLOBAL KIDS: I think that there are a lot of ways that the digital natives argument has become more complicated and has shifted as the years have gone on. Just as people have realized that not all youth are equal in terms of technological access or the kinds of online participation they're exposed to, there's also been a growing awareness that there are many different aspects to what it means to be digitally fluent. For us, this doesn't just mean having digital skills, but also engaging online as a digital citizen. A teen might be a technological whiz and seem completely at home within complex games, but if he or she is regularly cheating new players out of virtual cash while playing those games, that's problematic. Digital skills and fluency can't exist in a vacuum, there has to be a values component to this conversation.

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


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

    COMMON SENSE MEDIA AND GLOBAL KIDS: In terms of activity in the dialogues, we were surprised that teens participated more readily than adults, on average, especially since we saw two adults sign up for every teen that did. We chalked up the participation differences to the fact that we had a lot of youth in the dialogues that were pretty involved in online communities and were used to sharing their views online from both a social as well as technological perspective. Adults overall were a little more hesitant and some had trouble navigating the technology, and we also got the sense that many were parents that had less experience with forum based discussions and didn't realize that they actually had to build in time to participate fully. There was a learning curve involved for some adults in terms of using an online environment, and that should certainly be taken into account for people looking to start similar exchanges in their communities. At the same time, the kind of youth engagement we saw was incredible, and we think there's something to be said for that. So often it's hard for adults to engage in dialogue about touchy issues with kids, but we found that online we saw very active sharing from the youth side.

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



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

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

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


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

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

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

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

    This is the final part of my interview with Spanish educational researcher Pilar Lacasa for Cuadernos de Pedagogia, a Spanish language publication, about my research on the New Media Literacies. Here, we discuss learning games, mobile technologies, civic engagement, and my advice to parents and teachers.

    Our challenge is then building bridges between culture and participatory democracy. Can you explain more?

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

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



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

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

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



    And video games? What can children learn from them?

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

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

    Could then video games have a place in classrooms?

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

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


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

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

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

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

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

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

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

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

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

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



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

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

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

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



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

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

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



    Maybe you can tell a little more by using some example

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

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

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

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


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

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

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

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

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

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

    This is the third part of my interview with Spanish educational researcher Pilar Lacasa for Cuadernos de Pedagogia, a Spanish language publication, about my research on the New Media Literacies. This time we talk about the relations between old and new media and explore how YouTube, fan fiction and Facebook can be deployed in meaningful ways through school.

    So far, we have been talking about new media, but it is clear that they do not replace the old ones.

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

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


    Therefore we need to use multiple media.

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

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

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

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

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

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

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


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

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

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

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



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

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

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



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

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

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

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

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


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


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

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

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

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

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

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



    What could do educators to overcome these participation gaps?


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

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

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

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

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


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

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

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

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



    Who can use this library?

    We are encouraging different organizations to develop their own collections for this library and are especially excited at the prospect of educators from many different countries sharing something of their own media cultures and practices through the library, allowing us to explore and learn on a global scale. I'd like to personally invite Spanish educators to try their hand at developing challenges which reflect your local educational and cultural practices.
    What could be role of the curriculum content in learning new literacies?
    My philosophy has been to be conservative in content and innovative in method. That is to say, we believe that these skills have something to contribute to even the most traditional of curriculum and that they are relevant across the full range of school subjects. Every field of knowledge today has been reshaped through the changes that have impacted our information environment. Scientists and social scientists for example regularly work with digital simulations and new modes of visualization as they process their data, yet these practices have scarcely impacted the way science and social science get taught in schools. Contemporary artists and writers are deploying remix practices that transform how they think about authorship but these insights about creativity have scarcely made it into the language arts classroom.
    Could you mention some examples of how the curriculum can be introduced by using methodologies emerging from these new environments?
    Through our Teacher Strategy Guides on Reading in a Participatory Cultture and Mapping in a Participatory Culture, we've been modeling new ways for integrating these skills into the classroom. For example, our Reading project took the American novel, Moby-Dick, as its starting point, seeking to better understand how its author, Herman Melville, created through borrowing and recontexualizing stories found in Homer, the Bible, Shakespeare, and contemporary whaling lore, as the basis for his own creative expression.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Heather Chaplin is one of the good guys -- she wrote one of the best books about the place of video games in contemporary culture; she's doing journalism which challenges some of the preconceptions about youth and new technology that run through most mainstream coverage; and she's been doing consulting work with some leading foundations -- MacArthur, Ford, among them -- as they think through what needs to be done to reallign public institutions with the risks and opportunities of the digital age.

    Heather interviewed me recently for the Digital Media and Learning project website, talking about participatory culture and public engagement. She was nice enough to allow me to turn the microphone (or in this case, the keyboard) the other way to talk with her about her recently published white paper, National Public Lightpath: Documentation and Recommendations, which seeks to map some future directions for how the internet might serve the public good.

    Here's part of the summary of the white paper:

    It's hard to remember life before the Internet. In the span of two decades it has entirely reshaped the way we do business, gather information, shop, play, and socialize. It's all moved so quickly, it's been hard to even stop and think. But do for a minute. Stop. Think. In all our rush to buy books and shoes online, and to find our lost high school friends on Facebook, we have failed to consider one thing. What part of the Internet is going to be devoted to the public interest?"

    In part one of this interview, Heather offers some frank and provocative comments about how the internet might better serve the public good and critiques the "libertarian" perspective on how the web should grow. In the second part, which will run later this week, she shares some thoughts about digital literacy and public education.

    Your white paper opens with the provocative question, "what part of the Internet is going to be devoted to the public interest?" How would you answer that question?


    It's actually a really hard question to answer, based on what your notion of "in the public interest" is. I mean, NPR and PBS have presences on the Internet. And I suppose you could argue that there are probably millions of sites out there that serve the general public good. So, if I were to play devil's advocate against myself, I suppose I would argue that the very nature of the Internet - the anyone-can-publish idea - is in itself a public good.

    But here's the thing, I'm not really the libertarian type. I don't believe that things will necessarily just sort themselves out if left alone. When I talk about creating a piece of the Internet in the public interest, I'm really talking about both public ownership of the infrastructure and content created specifically to educate, enlighten and enrich in the interests of genuine literacy and civic engagement.

    I think ownership of the infrastructure is important here. There is no inherent financial incentive to create something like NPL so there is no reason on earth for Verizon or AT&T to get involved. As it is they want to create a pay structure where people pay more for faster connections, which would in effect wipe out any chance for the "little guy" to compete with corporate players. People forget in this country that corporations despite their sunny logos and appealing products, are not our friends. They have a PROFIT MOTIVE. This means, as the phrase would imply, they're motivated by profit not the public good. In fact, they're legally set up so that they're breaking the law if they stop to consider the public good over profits.

    I have a real bee in my bonnet about the way the Internet infrastructure belongs to these companies when it was created by tax payer dollars. It's the same with the pharmaceutical companies - they make billions off drugs, the research for which was done by public universities funded by public citizens like you and me.

    But now I digress.

    What was the original question? Ah yes, well, in reality, I FEAR no part of the Internet will be devoted to the public interest in any sort of "official" capacity. I HOPE, however, that we are able to build an infrastructure that would, at first, connect public media to the schools, for educational purposes, and then build out from there to people's houses, libraries, museums etc.


    Your paper proposes what you are calling the National Public Lightpath. What specifically are you advocating?


    NPL proposes creating a publicly-owned piece of the Internet that links together important institutions devoted to the public good, such as public media, the public schools systems, and, eventually, museums and libraries. Ideally, it would eventually spread so that people could plug into NPL at home as well, to , say, complete a homework assignment given at school.

    What many people don't understand is how the Internet works - that there are different modes of connecting households and institutions. Some Internet connections, for example, are still run over copper wires, even though copper wires don't permit for very fast transmission. The reason? In the early 1990s, a couple of the big providers bought a lot of copper wire, and don't want to lose out on their investment. NPL advocates using high speed fiber optic cable, which in essence means the "pipes" to your house or school or whatever, would be fatter and thus capable of transmitting a greater amount of data at faster speeds. This is something Japan, Korea and many European countries already have. Many scientific universities are also connected on a network they own communaly called National LamdaRail, a non-profit set up specifically for that purpose. (NPL would build off of the National LamdaRail infastructure, as it already circles the country.) Fatter pipes gives you the ability to transmit vast amounts of data in real time. Imagine your kid in school learning biology by playing with 3-D molecular models being piped into the classroom from a university on the other side of the world - or engaging in peer-to-peer learning by sharing, in real time, virtual worlds they'd built with kids in other country. The possibilities are endless.


    Your talk about "empowering an agency to oversee these efforts and become the steward of the internet in the public interest" speaks of a centralized model of public media which is precisely what the internet has in many ways sought to overthrow. Have we gone too far towards decentralization and if so, what areas do require governmental intervention to promote the public interest?


    This is a great question. As I mentioned, I don't really go with the whole libertarian thing. I don't have a problem with a society deciding, you know what, education is really important and we're going to create a way to make sure that kids all over the country, no matter where they're from or what color they are get a top notch one. I do think the culture of the Internet is so gung-ho on this idea of "freedom" that they sometimes forget what that word even means. I would argue that the kid who isn't given the skills she needs to be a functioning and engaged part of her society because she wasn't given the critical thinking skills for independent thinking is not really free. That's more important to me that making sure that no agency anywhere ever gets to decide about anything. I'm sick to death of the post-deconstructionist idea that nothing has any inherent meaning, that everything is subjective, etc. It's led to a lot of very smart people adopting a hands off attitude that I think is very dangerous to our future.

    You note that most of the key tools which now support public discourse are owned by companies that are "designed to serve shareholders -- not the public." In what ways are these systems being deployed in ways which hurt rather than facilitate the public good?


    Well this goes back to my earlier rant. I just always think it's worth pointing out what an organization's goal is. The goal of a for-profit corporation is to earn profits. That is its legal responsibility. So, if making money happens to coincide with the public good, than fantastic, everybody wins. But what happens when it doesn't? Say, keeping drug prices so high that most people in the world can't afford to buy them? Or letting cars go out on the road known to be dangerous because a recall is more expensive then settling law suits?

    In the case of the Internet, one needs look no farther than the issue of Net Neutrality. The providers want to be able to charge more for faster speeds. Sounds OK. But all you need to do is think about it for one minute and realize that that's the end of the wonderful, brilliant democracy of the Internet right there and then. Why are they doing this? It's certainly not for the public good; it's to make money. Which, again, is their mandate.

    I don't have a problem particularly with a company making money - we live in a capitalist society - I just don't think we should kid ourselves about the implications. We've gone so far towards being market-worshipers, and we've come to view anyone who wants to see the government get involved in any way as being anti-"freedom," that I think we've gotten ourselves into a bit of a mess. With this mind set, we've handed over a vast amount of power to extremely large entities who dont' even nominally have our best interests at heart. This is a problem.

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

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    How Fictional Story Worlds Influence Real World Politics

    Last time, I shared with you the first of a series of occassional field reports and thought pieces from a team I have been putting together at MIT and USC to reflect on what we perceive as a potential continuum from engagement with participatory culture (especially fan communities and practices) and public participation in civic and political activities. As we described last time, this work is currently at a conceptual level as we gather examples of groups which are using elements from popular culture to provide a bridge into real world social and political concerns. Eventually we hope to do more indepth case studies working with organizations and their members to identify best practices that may be increasing young people's civic engagement and from there, develop materials which may foster even greater public participation. This reserarch has been funded in part by the Center for Future Civic Media at MIT (funded by the Knight Foundation) and reflects my involvement in a new John D. and Catherine T. MacArthur Foundation initiative focused on youth, new media, and public participation.

    This time, Flourish Klink, a Master's Candidate in the MIT Comparative Media Studies Program, shares some of our current thinking about "fictional story worlds" which offer resources that these groups are deploying to think through and intervene in complex real world problems.

    The idea may seem radical at first -- breaking with the largely rationalist drive of most contemporary activism. We have had less trouble accepting the premise that works of realist literature -- Uncle Tom's Cabin, The Jungle, The Grapes of Wrath -- can become the focal point for movements for social change than we have buying the idea that fantastical realms may do so, even though there is a long history. As someone who has spent much of my life in fandom, I have long seen examples of science fiction inspiring fans to rally support around NASA and manned space flight, say, or more recently, slash fans being moved to actively engage with issues of concern to the gay-lesbian-bisexual-transsexual community or to join fights against censorship and for free expression.

    But what has intrigued me the most in recent years is the way fan communities, especially around fantasy texts, are inspiring activism around human rights issues. The green politics often implicit in Anime has sparked growing awareness of environmental issues while J.K. Rowling's background in Amnesty International helps to explain why the Harry Potter books are leading young people to be concerned with repressive governments and human dignity.

    The temptation is to evaluate such movements through a focus on the author's implicit or explicit political commitments, yet we may also explore how fans have used these popular platforms as raw materials for their own public engagement, seeking inspiration there for ways they might work through complex real world issues. It is this focus on fandom as a site for exploring and engaging with social concerns that is the central focus of this second installment in the series.

    If you know of any groups who are doing interesting work which fuses participatory culture and public participation, please contact me at hjenkins@usc.edu. We are trying to identify as many examples as we can at this stage in our research.

    How Fictional Story Worlds Influence Real World Politics by Flourish Klink

    Once upon a time, a hare saw a tortoise ambling along, and began to mock him. The hare challenged the tortoise to a race, and the tortoise accepted. When they began, the hare immediately shot ahead. After running for some time, the hare was very far ahead of the tortoise, so he decided to sit down and have a rest before continuing the race. Sitting under a shady tree, the hare soon fell asleep. The tortoise, plodding on, overtook him, and by the time the hare woke up, the tortoise had already passed the finish line. The moral of this story is that slow and steady wins the race.

    As they read stories like this one, out of Aesop's fables, children are primed to seek meanings and morals in the stories they read. What we are taught as children follows us throughout our lives. As teens and adults, we continue to look for meanings in the stories we read. "That was such an inspiring book," we say, or "that movie was so depressing. It really made me feel like there's nothing I can do to fix this messed-up world."

    Sometimes, we are inspired to emulate aspects of our favorite stories. For example, when reading The Lord of the Rings, a fan might be inspired by Frodo's willingness to embark upon a long, perilous and dangerous journey, even before he really knows what it will entail, and even though every part of him wants to take the easier route:
    "

    A great dread fell on him, as if he was awaiting the pronouncement of some doom that he had long foreseen and vainly hoped might after all never be spoken. An overwhelming longing to rest and remain at peace by Bilbo's side in Rivendell filled his heart. At last with an effort he spoke, and wondered to hear his own words, as if some other will was using his small voice. 'I will take the Ring," he said, "though I do not know the way."

    Frodo's self-sacrifice and bravery might inspire us to take a chance - to try something new, perhaps. One can imagine that a person might read about Frodo's choice and decide that they, too, can take a journey to a dangerous place for the good of mankind - and sign up for the Peace Corps. Or, on a smaller scale, someone might just decide to start serving the homeless and mentally ill, overcoming her cultural revulsion against and fear of people less fortunate than herself.

    This kind of inspiration really relies on you "buying into" the story's world. It doesn't matter whether Frodo is saying heroic things if you find Lord of the Rings boring and Tolkien's style dry as dust. In some sense, if you really care about a story, the characters in it become figures that live in your mind, role models, if you will.

    Now think of a different situation. Imagine that, instead of our fictional do-gooder being inspired by Frodo's speech, she is inspired by a persuasive person. Perhaps she goes to a lecture about the issue of homelessness in her town, and at this lecture she meets a woman who runs a soup kitchen and who convinces her to overcome her nervousness at volunteering there. How is this situation different from the first? How is it the same? Is the first situation even realistic? Is the second situation? These are some of the sub-questions we're struggling with in our civic engagement research.

    It is well known that people who are involved in the high arts are more likely to volunteer in their communities. However, the reasons for this correlation are not clear. Are people actually inspired to volunteer by high arts? Is it only high arts that can inspire people to become more civically engaged, or can popular culture do it, too? Or is there a more complex situation underpinning the NEA study and these questions?

    As Anna ably chronicled in the last post in this series, there are plenty of civically engaged organizations which, to a greater or lesser degree, have formed around particular pop culture texts. There's a wide variety of ways that these organizations activate popular culture. Some of them grew organically out of a fan culture; others were concerned with a particular issue and then decided to use a story to make that issue more compelling. Some started off as very tightly focused on one issue - for instance, Racebending began life as a protest against white actors being cast in Asian roles in the movie The Last Airbender - and eventually branched out into more concerns. Others have always cast their net a bit wider. Still others began as tightly focused and continue to be tightly focused, such as Verb Noire, an e-publishing company dedicated to publishing fiction about groups that have been historically underrepresented in sci-fi and fantasy. What all these organizations have in common, however, is that they mobilize stories to encourage people to become more civically engaged - and in many cases, they were inspired and mobilized by stories.

    There's a lot more complexity in the way that these organizations deal with the stories they refer to than might initially meet the eye. In Textual Poachers, Henry refers to fandom as a mix of "fascination and frustration." Never is that more clear than in these organizations. Some of them, like Verb Noire, are dealing directly with aspects of their fandom that they don't like. Other organizations have to negotiate complex and differing understandings of their core story: the Harry Potter Alliance's "What would Dumbledore do?" campaign relies on a perception of Dumbledore as a positive or "good" character, which not all Harry Potter fans share. Some, like Racebending, are dealing with multiple instantiations of a single story and their slight variations, drawing inspiration from some but not all of these versions.

    Then, too, relatively simple fictional worlds often provide a starting point for hard thinking about the nuanced real world - hard thinking that goes beyond just "I want to be like Frodo." For example, the Harry Potter Alliance is doing this sort of hard thinking about the issue of witch hunts in Nigeria. In these witch hunts, parents are persuaded to ostracize and abuse their disobedient children, calling them "witches," in the name of performing an exorcism. The pastors who perform the exorcisms frequently charge a great deal of money for the service; if the parents cannot pay, they are told their only option is to completely ostracize or even kill their child. The children who survive often have suffered horrific wounds and incredible emotional trauma, and they are left alone in the world, if they aren't lucky enough to be taken into an orphanage or shelter.

    Naturally, witches and wizards are an important part of the Harry Potter books - and the persecution of witches and wizards is an important part of the Harry Potter books. In fact, Harry's aunt and uncle subject him to fairly horrible neglect as a result of his wizarding talents. On the surface, there would seem to be a very direct correlation between the witch-hunts in Nigeria and Harry Potter's childhood in the Harry Potter books, a correlation which the Harry Potter Alliance might rally around.

    In reality, however, this correlation was only the start of the conversation. Rather than simply seeing the similarities between Harry's life and the life of a persecuted African child, members of the Harry Potter Alliance also looked for the differences. They discussed, and are still discussing, how the cultural differences between Africa and the developed West might be clouding their understanding of the issue. They discussed the differences between the witch hunts in Nigeria and persecution of Wiccans in the United States (and came to the conclusion that Harry Potter fandom's typical claim - that the books don't lead to witchcraft - is, on some level, complicit with the idea that it is wrong to be Wiccan). And they discussed the ways that cultural flows between churches in the United States and churches in Africa may have contributed to the increased number of witch hunts that are taking place today. In fact, the conversation is still continuing, as they struggle with the question of how to make an intervention without behaving paternalistically towards the African groups involved.

    This sort of discussion can take place because the Harry Potter Alliance exists in the context of participatory culture. Rather than receiving information from a central source, group members have access to a social network and to easy email communication with organizers: there's plenty of opportunity for group members to become engaged in debate about the organizations' understanding of the stories they're focused on, and the organizations' actions. This increased communication can sometimes lead to unending debate, it's true: in some more decentralized groups, it can be difficult to come to a decision. When making choices quickly is important, there's nothing like centralized authority. But sometimes, like when the Harry Potter Alliance was thinking about witch hunts in Africa, a longer, slower thought process is appropriate, leading to better decisions. To quote a story with a moral: "slow and steady wins the race!"

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

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

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

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


    On Chuck and Carrot Mobs: Mapping the Connections Between Participatory Culture and Public Participation
    by Anna Van Someren

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

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

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

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

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

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

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

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

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

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

    We consider a participatory culture to be one where:

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

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

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

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

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

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

    Inside the Computer Clubhouse (Part Two of Three)


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

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


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

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

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



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


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



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

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

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

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

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

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


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

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

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

    He's BA-A-A-ACK!

    My blog, begun at MIT some years ago, has now successfully relocated onto USC servers. And so I am now going to return to my normal blogging activities.

    As I do so, I wanted to use this first post to play catch up on a number of recent developments around projects that I am involved with, so today will feel like a series of announcements (many of which you already know if you are following me on Twitter).

    New Media Literacies Conference

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

    Here's his bio:

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

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

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    Futures of Entertainment 4 Conference

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

    * DAVID BAUSOLA - Co-founder of Ag8

    * NANCY BAYM- University of Kansas

    * BRIAN CLARK - Partner and CEO, GMD Studios

    * STEPEHN DUNCOMBE - NYU

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

    * NOESSA HIGA - Visionaire Media

    * JENNIFER HOLT - UC Santa Barbara

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

    * HENRY JENKINS-USC

    * DEREK JOHNSON - University of North Texas

    * BRIAN LARKIN - Milbank Barnard College

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

    * TRAPPER MARKELZ- VP Products, GamerDNA

    * JASON MITTELL- Middlebury College

    * AVNER RONEN - CEO & Co-founder, Boxee

    * FRANK ROSE - Contributing Editor,Wired

    * LORRAINE SAMMY - Racebending

    * ANDREW SLACK - The Harry Potter Alliance

    * DAVID SPITZ -Director of Business Development, WPP

    * LOUISA STEIN - San Diego State University

    * JORDAN WEISMAN - CEO and Founder, Smith & Tinker

    * MARK ZAGORSKI- Chief Revenue Officer, eXelate Media

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

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

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


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

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

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

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

    Early last summer, I sat down with a production crew from PBS's Frontline at the Games for Change conference in New York City. They were producing web-based content for a new documentary, Digital Nation, which was intended to be a follow up to their Growing Up Digital documentary. To be honest, I had some concerns about the depiction of young people's online experiences in the earlier production. It seemed to me to be sensationalistic in its choice of topics, mostly depicting generational conflicts around the use of the web. In most cases, there was a bias towards the adult perspectives offered by parents and teachers over those advanced by young people, who often lacked a language through which to defend experiences which were clearly meaningful to them. In this case, the decision not to include academic experts worked against having a fair hearing for young people, since the adults were advancing arguments which were oft staged through other news outlets while the young people were trying to get grown-ups to reconsider entrenched biases.

    In many ways, the Digital Nations site is correcting this over-sight, providing a rich array of indepth interviews with some of the top thinkers about young people's online lives. I was very pleased to see extensive use made of my interview, talking about the value of multitasking in an era of information overflow, how collective intelligence may displace the ideal of the Renaissance Man, participatory culture, parents and video games, the myth of game addiction, the nature of virtual reality, what schools are misunderstanding about the new media literacies and why so many teachers are ding book culture at the expense of embracing new skills and experiences. (Unfortunately, the site's producers have made it extremely difficult if not impossible to embed clips from this site onto blogs, showing how much they still have to learn about how to communicate ideas through digital media. So I am not able to offer you clips directly here on the blog but have to rely on links to direct you back to the PBS site. Trust me, if the content wasn't so good, I wouldn't bother!)

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

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

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

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

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

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

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

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

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

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

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

    Is Facebook a Gated Community?: An Interview With S. Craig Watkins (Part One)

    Earlier this year, I was asked to write a blurb for `S. Craig Watkins's book, The Young & The Digital: What the Migration To Social-Network Sites, Games, and Anytime, Anywhere Media Means For Our Future. The book was an eye-opener as Watkins brings a sociological perspective to the kinds of social lives young people are building for themselves through their deployment of a range of new technologies and emerging cultural practices. Here's what I ended up writing about the book:

    Why does Facebook have the same appeal as gated communities? Is distraction more concerning than addiction? How do video games like World of Warcraft value friendship? Bracing yet reassuring, often surprising, and always substantive, Craig Watkins acts as an honest broker, testing the contradictory claims often made about young people's digital lives against sophisticated fieldwork.

    I don't agree with everything the book says -- that's probably what "bracing" means here -- but it shook up some of my own preconceptions and has stayed with me since I first read it.

    We are seeing an explosion of significant new books on young people's digital lives -- in part inspired by the MacArthur Foundation's Digital Media and Learning initiatives, in part by the pervasiveness of digital culture all around us. I am trying to feature as many of these books and resources as they come out through the blog.

    Watkins's book ranks among the best I've read on this topic. The Young & The Digital especially stands out for his close attention to the perspective of teachers as they grapple with the ways new media change how young people learn and to the perspective of young people who may not have the economic and social capital to fully participate in the digital and mobile realm inhabited by their more affluent and priviledged counterparts.

    Watkins does not simply celebrate the "democratizing" impact of new media; he also looks at it as a space of social exclusions and in doing so, he calls attention to those factors which make it harder for some to participate more fully in the new media landscape. That's why I have chosen to highlight this interview as part of my contribution to this year's One Web Day with its theme -- "One Web. For All." And that's why I chose to include this book on the syllabus for the graduate course on New Media Literacies I am teaching at USC this fall.

    In this installment, he takes on one of the senior figures in the sociological study of media, Robert Putnam, describing the ways that online participation may be paving the way for greater civic engagement, but he also ponders whether the online world may be making us "too social" for our own good, again striking a balance between utopian and dystopian arguments about the impact of digital media on young people's lives.

    The Young and the Digital complicates in some important ways the arguments which Robert Putnam makes in Bowling Alone about the impact of electronic media on our social lives. Why did your field work lead you to reappraise Putnam's arguments?


    The fieldwork did force me to reconsider some of the more enduring arguments about media and, especially, the well-traveled "Bowling Alone" thesis by Putnam. From the very beginning of the Web as an everyday tool, researchers have openly speculated about its influence in our social lives. Does the growing amount of time we spend in front of a screen make us more or less social, more or less interested in our friends, neighbors, and the world around us? Putnam's most compelling evidence regarding this questions is based on television. Among researchers who study TV as a leisure activity, the medium's greatest legacy is how it influences our connection, or lack thereof, to our neighbors, communities, and civic life. Putnam argues that TV watching comes at the expense of nearly every social activity outside the home, resulting in the erosion of social capital--a sense of neighborliness, mutual trust, and reciprocity that binds people and communities together. The big fear, of course, is that we will all retreat into our own media fortresses, forgoing any valuable social interaction with friends and acquaintances. While I understand the concern, the research evidence simply does not support it. This was certainly true in our research.

    As we began talking with young people and combing through our survey results it became clear that their engagement with technology is first and foremost, a social activity. Conventional wisdom contends that time spent at home with TV is time spent away from friends and public life. But computer and mobile phone screens represent very different kinds of experiences than the ones traditionally offered by TV. Among the teens and young adults that we talk to, time spent in front of a computer or mobile screen is rarely, if ever, considered time spent alone. Screen time, increasingly, is time to connect with friends and acquaintances.

    It's true, connecting via a mobile or Facebook is a different way of bonding, but, as I argue in the book, these practices are expressions of intimacy and community. We tend to get caught up on how much time young people spend with their computers and mobile phones. But what I came to understand is that their true interest is not in the technology per se, but rather the people and the relationships the technology provides access to.

    Finally, I believe that young people's move online is also forcing us to reconsider another argument made by Putnam's regarding decreasing political participation. The final chapter of the book considers how young people's use of social and mobile media appears to be reversing some of the disturbing trends Putnam documents regarding a once decisive shift among Americans from political participation--for instance, attending political events, signing petitions, or writing an editor or politician. While establishing their support for President Obama, young people used Facebook, mobile phones, YouTube, and digital cameras to essentially redefine what electoral politics will look like in the future. Their use of digital media was social, communal, and in its own distinct way, political.



    Throughout the book, you have a good deal to say about the ways digital media is reshaping young people's relations to traditional media (newspapers, television). What insight can you offer people working in the television industry about their prospects of attracting or holding the attention of younger Americans?


    I'm glad you asked me about television. My interests in young people's engagement with the social Web is driven, in part, by a desire to understand the shift from television to screens that are more social, mobile, and personal. It's a historic shift and one that breaks from a more than fifty year cultural institution and experience--television as the first and most dominant screen in our lives.

    Our research indicates that among persons ages thirty and under television is not the first or most preferred screen in their lives. They are just as likely to view their laptop or mobile phone as their "go to" screen. Young people still watch television but in ways that are quite distinct from previous generations--they watch it while media multitasking, on the go, and online. Moreover, kids are being socialized to engage TV in ways that are distinct from the generations that grew up in TV-centric households. These and other changes have forced a group of executives accustom to the dominance of TV in the household to rethink their business and programming models.

    The television industry is diligently struggling to avoid what has happened to the pop music and newspaper industry. The TV business is struggling with what most of the corporate media world is struggling with and that is the question, "who will control content?" It's a hard lesson to learn but the rules of engagement really are changing.

    It will be really interesting to see what network television looks like in about ten years. There is no doubt that it will look different but it will largely be outside forces--the ways our viewing and media behaviors shift--that will provoke change. Everything from rethinking the prime time schedule (NBC's decision to decrease scripted dramas and the impending Leno experiment) to the scaling back of the up-front presentations that once defined the industry's premium status among media buyers.

    The biggest thing that the industry has to realize is that they can no longer control content or our viewing habits like they did in the past. It took a while but they began putting their shows online and making them available as downloads. Hulu-- a network response to the rise of YouTube--has shown signs of early success for long-format online video. But there is still a debate within the industry regarding this question of control. That is, should the network partners in Hulu make their content exclusive or, as some contend, make it available everywhere. I think it's clear that if network TV is to have a meaningful future it will have to permit its audience to not only access content across multiple platforms but also encourage audiences to shape and influence content, too.


    You question the argument that digital media has had an anti-social impact on young people. Are there ways that these new media technologies and practices have made us "too social"?


    I think so. Still, I realize that the idea of being "too social" is peculiar. Here is what I mean. The assertion that the Web and mobile phones are making us less social, caring, and involved with others is baffling when you consider the preponderance of evidence that actually compels a substantially different question: is today's "always-on" environment making us too social, too connected, and too involved in other people's lives?

    In an "always on" world we are constantly communicating with each other via social network sites and mobile phones. It was interesting to learn that part of the initial appeal of Facebook among college students, for example, was the opportunity for constant status updates as well as the chance to gaze into the backstage world of friends and acquaintances. Young college students consistently made references to what they called, "e-stalking," that is the degree to which their peers frequently use social-network sites to track people's lives, activities, and relationships. Twitter and this idea of what Clive Thompson refers to as "ambient awareness" is another example of a technology that promotes a desire to be in constant connection with others.

    In the digital age the idea of being out of touch or disconnected from family and friends is practically obsolete. No matter where we are--in class, at work, driving, or on vacation--the idea of being connected to our social networks is now a constant opportunity and, quite frankly, a constant challenge.

    Rather than worrying about the likelihood of becoming anti-social I wonder if the reverse outcome--being too social--is a more legitimate concern. Talk to teachers in high school and you will learn that students are constantly connecting via their mobile phones while sitting in the classroom. Talk to university professors and there is a growing belief that students are constantly connecting with each other via platforms like Facebook while sitting in class. Again, it's the idea that we are using these emerging technologies in ways that are inventively social and dare I say excessively social.

    S. Craig Watkins teaches in the departments of Radio-Television-Film and Sociology and the Center for African and African American Studies at the University of Texas at Austin.

    His new book, The Young and the Digital: What the Migration to Social Network Sites, Games, and Anytime, Anywhere Media Means for Our Future (Beacon) explores young people's dynamic engagement with social media, online games, and mobile phones. Craig participated in the MacArthur Foundation Series on Youth, Digital Media and Learning. His work on this ground breaking project focuses on race, learning, and the growing culture of gaming. He has been invited to be a Research Fellow at the Center for Advanced Study in the Behavioral Sciences (Stanford).

    Currently, Craig is launching a new digital media research initiative that focuses on the use and evolution of social media platforms. For updates on these and other projects visit theyoungandthedigital.com.

    Diversifying Participation

    CALL FOR SESSION PROPOSALS

    FIRST ANNUAL DIGITAL MEDIA AND LEARNING CONFERENCE
    CONFERENCE THEME: "DIVERSIFYING PARTICIPATION"

    February 18 - 20, 2010

    Cal IT2
    University of California, San Diego
    La Jolla, California

    We are pleased to announce the first Digital Media and Learning Conference, an annual event sponsored by the MacArthur Foundation. The conference is meant to be an inclusive, international and annual gathering of scholars and practitioners in the field, focused on fostering interdisciplinary and participatory dialog and linking theory, empirical study, policy, and practice.

    For this inaugural year, the theme will be "Diversifying Participation". Henry Jenkins is the Chair of the Digital Media and Learning Conference.

    We invite submissions for session proposals that speak to the conference theme as well as to the field of digital media and learning more broadly. Those wishing to present work should look to propose or participate in a panel topic (see submission process outlined below).

    DIVERSIFYING PARTICIPATION

    A growing body of research has identified how young people's digital media use is tied to basic social and cultural competencies needed for full participation in contemporary society. We continue to develop an understanding of the impact of these experiences on learning, civic engagement, professional development, and ethical comprehension of the digital world.

    Yet research has also suggested that young people's forms of participation with new media are incredibly diverse, and that risks, opportunities, and competencies are spread unevenly across the social and cultural landscape. Young people have differential access to online experiences, practices, and tools and this has a consequence in their developing sense of their own identities and their place in the world. In some cases, different forms of participation and access correspond with familiar cultural and social divides. In other cases, however, new media have introduced novel and unexpected kinds of social differences, subcultures, and identities.

    It is far too simple to talk about this in terms of binaries such as "information haves and have nots" or "digital divides". There are many different kinds of obstacles to full participation, many different degrees of access to information, technologies, and online communities, and many different ways of processing those experiences. Participatory cultures surrounding digital media are characterized by a diversity that does not track automatically to high and low access or more or less sophisticated use. Rather, multiple forms of expertise, connoisseurship, identity, and practice are proliferating in online worlds, with complicated relationships to pre-existing categories such as socioeconomic status, gender, nationality, race, or ethnicity.

    We encourage sessions that describe, document, and critically analyze different forms of participation and how they relate to various forms of social and cultural capital. We are interested in accounts of the challenges and obstacles which block or inhibit engagement to different forms of online participation. We also encourage session proposals that engage with successful intervention strategies and pedagogical processes enabling once marginalized groups to more fully exploit the opportunities for learning with digital media. Conversely, we are interested in hearing more about how marginal and subcultural communities find diverse uses of new and emerging technologies, pushing them in new directions and navigating a complicated relationship with "mainstream" forms of participation. Specifically, we seek to understand the following:

    * What can research on more diverse communities contribute to our understanding of the learning ecologies surrounding new media?
    * What are the technologies, practices, economic, and cultural divides that lead to segregation, "gated" information communities, and differential access?
    * When and how do diversity and differentiation in participation promote social and cultural benefits and opportunities, and when do they create schisms that are less equitable or productive?
    * What strategies have proven successful at broadening opportunities for participation, overcoming the many different kinds of segregation or exclusion which impact the online world, and empowering more diverse presences throughout cyberspace?
    * Are there things occurring on the margins of the existing digital culture that might valuably be incorporated into more mainstream practices?

    In addition to these questions directly addressing the conference theme, we welcome submissions that address innovative new directions in research and practice relating to digital media and participatory learning.

    SUBMISSION DETAILS

    Submissions should be in the form of full session proposals. Proposed sessions may range from 1 to 2 hours in length and may include traditional paper presentations, hands-on workshops, design critiques, demos, pecha kucha, or roundtable discussions. We welcome and encourage submissions of innovative formats, but request that the proposals come in the form of session proposals rather than individual papers or presentations.

    The goal of the event is to foster dialog and build connections. To that end, sessions should have at least three to four presenters and/or discussants. Session organizers should reserve substantial amounts of time for open discussion and exchange.

    We have established an open wiki for potential participants to engage in session organizing. The wiki can be used to call for contributions to a briefly outlined session topic, to seek out partners to develop a topic together, to brainstorm about co-presenters, and any other functions potential participants find valuable. The wiki can be accessed at: http://dmlconference2010.wikidot.com/forum:start

    Session organizers should submit proposals that consist of a title and a 200-word abstract (including proposed presentation topics and formats and the speakers and/or discussants). In addition, names and contact details for the session organizers and participants will be required. The submission system will be available at the end of September 2009.

    Each individual will be limited to participation on no more than two panels at the conference. Participants will be expected to fund their own travel and accommodation. Registration for the conference will be free.

    Conference Website: http://dmlcentral.net/conference

    Conference Wiki: http://dmlconference2010.wikidot.com/forum:start

    KEY DATES AND DEADLINES
    Submission System Available: September 30, 2009
    Deadline for Submissions: October 30, 2009
    Notification of Acceptance: November 30, 2009
    Registration System Opens: December 15, 2009

    Conference Program Announced: December 15, 2009
    Registration Deadline: January 15, 2010
    Evening Reception: February 18, 2010

    CONTACT INFORMATION
    Digital Media and Learning Research Hub
    UC Humanities Research Institute
    University of California, Irvine
    Email: dmlhub@hri.uci.edu

    Over the next week, I am going to be focusing this blog on issues of digital inclusion, which is the theme of this year's One Web Day. A global event, One Web Day has been celebrated each year since 2006 on September 22. Bloggers all over the world are using their space to call attention to the value of the web in our everyday life and to some of the issues which are blocking full participation. This year's theme is "One Web. For All." So it seems particularly appropriate to be announcing this conference call in the midst of the blogosphere's growing focus on issues surrounding the "digital divide" and the "participation gap." For more on One Web Day, go to their homepage.

    New Media Literacies -- A Syllabus

    Last week, I shared the syllabus for my Transmedia Storytelling and Entertainment class and was blown away by the intensity of interest out there. I don't expect the same level of excitement over this class, since there are many such classes out there around the world, but I figured I would share it just the same. This course is pretty much over-subscribed at USC so I am not trying to attract new students -- just sharing models and resources with others doing work in this area.

    What does it mean to be "literate" and how has this changed as a consequence of the introduction of new communication technologies? What social skills and cultural competencies do young people need to acquire if they are going to be able to fully participate in the digital future? What are the ethical choices young people face as participants in online communities and as producers of media? What can Wikipedia and Facebook teach us about the future of democratic citizenship? How effective is Youtube at promoting cultural diversity? What relationship exists between participatory culture and participatory democracy?

    How is learning from a video game different than learning from a book? What do we know about the work habits and learning skills of the generation that has grown up playing video games? Who is being left behind in the digital era and what can we do about it? And how might research on pedagogy and learning contribute more generally to our understanding of media audiences? Much of the reading in this course will be drawn from a series of books recently produced by the MIT Press and the MacArthur Foundation. These books reflect a national push by the MacArthur Foundation to explore how young people are learning informally through the affordances of new media and what implications this has for the future of schools, libraries, public institutions, the workplace, and the American family.

    This emerging body of research represents an important place where media and communication studies is interfacing with learning researchers and public policy makers. Understanding these debates helps shed light on long-standing debates in media and cultural theory, especially those having to do with the social production of meaning around media content and the nature of online communities. A better understanding of how informing learning, cultural collaboration and knowledge production takes place through fan and game communities may offer key new insights into media audience research and may also help journalists to better understand shifts in how young people access and deploy news and information. At the same time, translating this theory into practice poses challenges which may force our field to rethink some of its core assumptions. This course is intended to be a meeting point between students interested in communications research and cultural studies, media production, and educational research.

    The course is structured in two parts: Part One, Learning in a Participatory Culture, seeks to provide an overview of our contemporary moment of media change, of the kinds of informal learning which is occuring in the context of participatory culture, of how schools are responding to the challenges posed by new media technologies, and of core debates between those who value and those who criticize the new media literacies. Part Two, Core Skills and Competencies, digs deeper into what young people need to learn if they are going to become full participants in the emerging media culture, adopting the framework of social skills and cultural competencies which shapes the work of Project New Media Literacies, and illustrating them by looking more closely at such cultural phenomenon as computer game guilds, youtube video production, Wikipedia, fan fiction, Second Life and other virtual worlds, music remixing, social network sites, and cosplay. We will be examining more closely new curricular materials which have emerged from Project New Media Literacies, Global Kids, The Good Play Project, Common Sense Media, the George Lucas Foundation, and other projects which are seeking to introduce these skills into contemporary educational practices.

    By the end of the course, students will be able to:

    • Map the ways the changing media landscape has impacted the way young people learn
    • Identify how participatory cultures work to support the growth and contributions of their members
    • Recognize and be able to respond to core debates surrounding the value of bringing new media technologies and participatory culture practices into the classroom.
    • Outline some of the ethical challenges which youth face in their roles as media producers and members of online communities.
    • Describe our current understanding of the connections between participatory culture and civic engagement, including the relationship between the digital divide and the participation gap.
    • Summarize and critique core theorists working in the field of New Media Literacy
    • Comprehend the framework of basic social skills and cultural skills associated with the new media literacies
    • Apply their theoretical understandings to the development of curricular resources for use in school or after school programs.
    • Critique existing curricular resources designed to teach "the new media literacies"
    • Deploy course concepts in the development of an independent research project which makes a substantive scholarly contribution.
    •

    Course Assignments:


    • For each class session, the student should make one thoughtful contribution to the class forum, describing their response to the readings, and offering some topics or questions we should explore during the class discussions. This process is designed to jump start the conversation before class so students should make an effort to read their classmate's contributions. Keep in mind that contributions here also allow me to assess your mastery over the course content so try to anchor your comments closely to the readings. You need not, however, reference all of the readings for that week but should focus your discussion on salient points of interest. (10 percent)
    • Deploying their emerging understanding of the literature on New Media Literacies and their own personal experience as a user of new media tools and platforms, the student will write a five page response to Mitoko Rich, "Literacy Debate - Online, R U Really Reading?", New York Times Book Review, July 27 2008. The response should consider what counts as literacy, how literacy changes in response to the new media landscape, and what value we should ascribe to the new forms of communication that are emerging online. (Due Week Three) (10 percent)
    • The Student will do a short interview with a student or educator, identifying some of their core beliefs about the value of new media technologies and practices for learning, and sketching out how much and in what ways they use such tools and techniques inside and outside of school. Drawing on the literature we've read so far in the class, the student will write a short five page essay which paints a portrait of their interview subject and links them to larger trends impacting how young people are learning through and about new media. (Due Week Six) (20 Percent)
    • The Student will develop one challenge for the Project NML Learning Library. Challenges may deploy videos produced by the project or other material that already circulates online. The challenge should reflect their understanding of the "new media" skills and should introduce young people to some aspect of digital culture. (Due Week Ten) (20 Percent)
    • The student will complete a paper or project of their own design, with consultation with the instructor, which makes a significant scholarly or pedagogical contribution to our understanding of the new media literacies. A written paper should be roughly 20 pages in length. (due at end of the term) The scale of projects should be negotiated with the professor. The student will make a brief presentation of their paper or project to their classmates during the final class session. (Due Week Fifteen) (40 Percent)

    Required Books:
    Cory Doctorow, Little Brother (New York: Tor, 2008).
    Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006).
    Peter Lyman, Mizuko Ito, Barrie Thorne, and Michael Carter, Hanging Out, Messing Around, And Geeking Out: Kids Living and Learning With New Media (Cambridge: MIT Press/MacArthur Foundation, 2009).
    John Palfrey and Urs Gasser, Born Digital: Understanding the First Generation of Digital Natives (New York: Perseus, 2008).
    Colin Lankshear and Michele Knobel, New Literacies: Everyday Practices and Classroom Learning (Maidenshead: Open University Press, 2006).
    S. Craig Watkins, The Young and the Digital (Boston: Beacon Press, 2009).


    PART ONE: LEARNING IN A PARTICIPATORY CULTURE

    Week 1 (August 25) Growing Up Digital

    Recommended Readings (For after the first class session):

    Mark Prensky, "Digital Natives, Digital Immigrants" (2001)

    Henry Jenkins, "Reconsidering Digital Immigrants," Confessions of an Aca-Fan, December 5 2007.

    Henry Jenkins, "Eight Traits of the New Media Landscape," Confessions of an Aca-Fan, November 6 2006

    Henry Jenkins, "Nine Propositions Towards a Theory of YouTube," Confessions of an Aca-Fan, May 28 2007

    Renee Hobbs, "The Seven Great Debates in the Media Literacy Movement"

    Week 2 (September 1) The New Media Literacies

    Henry Jenkins et al, Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century. , pp.3-23.

    James Paul Gee, Good Video Games + Good Learning (New York: Peter Lang, 2007), chapter 8, "Affinity Spaces", pp.87-103.

    Colin Lankshear and Michele Knobel, New Literacies: Everyday Practices & Classroom Learning (Maidenhead: Open University Press, 2006). Part One: "What's New?", pp.7-101.

    Richard Sennett, The Craftsman (Yale University Press, 2008), Chapter 6 "Expressive Instructions," pp. 179-193.

    Week 3 (September 8) The New Digital Landscape: Differing Perspectives

    Peter Lyman, Mizuko Ito, Barrie Thorne, and Michael Carter, Hanging Out, Messing Around, And Geeking Out: Kids Living and Learning With New Media (Cambridge: MIT Press/MacArthur Foundation, 2009).

    Mark Bauerlein, The Dumbiest Generation: How the Digital Age Stupefies Young Americans and Jeopardizes Our Future. (New York: Tarcher, 2008), Chapter One: "Knowledge Deficits," pp. 11-38 and Chapter Two, "The New Bibliophobes," pp.39-70.


    Week 4 (September 15) The Ethics of Participation

    Carrie James with Katie Davis, Andrea Flores, James M. Francis, Lindsey Pettingill, Margaret Rundle and Howard Gardner, "Young People, Ethics, and the New Digital Media," pp.1-62.

    John Palfrey and Urs Gasser, Born Digital: Understanding the First Generation of Digital Natives (New York: Basic, 2008), "Privacy" pp. 53-82, "Safety" pp. 83-110, "Pirates" pp. 131-154, "Aggressors" pp. 209-222.

    Thomas McLaughlin, "The Ethics of Basketball", Give and Go, Basketball as Cultural Practice, State University of New York Press, Albany, 2008. 23-45

    Ellen Seiter, "Practicing at Home: Computers, Pianos, and Cultural Capital" in Tara McPherson (ed.), Digital Youth, Innovation and the Unexpected (Cambridge:MIT Press/MacArthur Foundation, 2008), pp. 27-52.

    Week 5 (September 22) The Politics of Participation

    Cory Doctorow, Little Brother (New York: Tor, 2008).

    Justine Cassell and Meg Cramer, "High Tech or High Risk: Moral Panics about Girls Online" in Tara McPherson (ed.), Digital Youth, Innovation and the Unexpected (Cambridge:MIT Press/MacArthur Foundation, 2008), pp. 53-76.


    PART TWO: CORE SKILLS AND COMPETENCIES


    Week 6 (September 29) Play

    Jenkins et al, pp. 22-25.

    James Paul Gee, "Learning and Games" in Katie Salens (ed.) The Ecology of Games: Connecting Youth, Games and Learning (Cambridge: MIT Press/MacArthur Foundation, 2008), pp. 21-40.


    Kurt Squire and Shree Durga (in press), "Productive Gaming: The Case for Historiographic Game Play," in Robert Fedig (ed.), The Handbook of Educational Gaming (Hershey, PA: Information Science Reference), pp. 1-21.


    Mary Louise Pratt, " Arts of the Contact Zone," Profession 91 (1991), pp.33-35.

    Eric Klopfer, "Augmented Learning," Confessions of an Aca-Fan, July 7 2008

    David Williamson Shaffer, "How Computer Games Help Kids Learn," Confessions of an Aca-Fan, January 25 2007


    Week 7 (October 6) Performance

    Jenkins et al, pp. 28-31.

    James Paul Gee, "Pleasure, Learning, Video Games, and Life: The Projective Stance," in Michele Knobel and Colin Lankshear (eds.), A New Literacies Sampler (New York: Peter Lang, 2007), pp.95-114.

    Shelby Ann Wolf and Shirley Brice Heath, "Living in a World of Words," in Henry Jenkins (ed.) The Children's Culture Reader (New York: New York University Press, 1998), pp. 406-430.

    Gerard Jones, Killing Monsters: Why Children Need Fantasy, Superheroes, and Make-Believe Violence (New York: Basic, 2002), "The Good Fight," pp. 65-76 and "Fantasy and Reality," pp.113-128.

    Geraldine Bloustein, "'Ceci N'est Pas Un Jeaune Femme': Videocams, Representation and 'Othering' In the Worlds of Teenage Girls," in Henry Jenkins, Tara McPherson and Jane Shattuc (eds.) Hop on Pop: The Politics and Pleasures of Popular Culture (Durham: Duke University Press, 2002) pp.162-186.


    Week 8 (October 13) Appropriation

    Jenkins et al, pp. 32-34.

    Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), Chapter 5, "Why Heather Can Write," pp. 169-205.

    Rebecca W. Black, "Digital Design: English Language Learners and Reader Reviews in Online Fiction," in Michele Knobel and Colin Lankshear (eds.) A New Literacies Sampler (New York: Peter Lang, 2007), pp.115-136.

    Angela Thomas, "Blurring and Breaking Through the Boundaries of Narrative, Literacy, and Identity in Adolescent Fan Fiction," in Michele Knobel and Colin Lankshear (eds.), A New Literacies Sampler (New York: Peter Lang, 2007), pp.137-166.

    Lankshear and Knobel, "New Literacies as Remix," pp.105-136.


    Week 9 (October 20) Transmedia Navigation and Multitasking

    Jenkins et al, pp. 34-36, 46-49.

    Gunther Kress, Literacy in the New Media Age (New York: Routledge), Chapter 4 "Literacy and Multimodality: A Theoretical Framework," pp. 35-60.

    Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), Chapter 3 "Searching for the Oragami Unicorn," pp. 93-130.

    Mimi Ito, "Technologies of the Childhood Imagination: Yugioh, Media Mixes, and Everyday Cultural Production" pp.31-34.

    David Buckingham and Julian Sefton-Green, "Structure, Agency and Pedagogy in Children's Media Culture," in Joseph Tobin (ed.), Pikachu's Global Adventure: The Rise and Fall of Pokemon (Durham: Duke University press, 2004), pp.12-33.

    Week 10 (October 27) Collective Intelligence and Distributed Cognition

    Jenkins et al, pp. 37-43

    Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), Chapter One "Spoiling Survivor," pp.25-58.

    Jane McGonigal, "Why I Love Bees: A Case Study in Collective Intelligence Gaming" in Katie Salens (ed.), The Ecology of Games: Connecting Youth, Games, and Learning (Cambridge: MIT Press/MacArthur Foundation, 2008), pp. 199-228.

    Andrew Clark, Natural-Born Cyborgs: Minds, Technologies and the Future of Human Intelligence (Oxford: Oxford University Press), Chapter Two "Technologies to Bond With," pp. 35-58.

    T.L. Taylor, "Does WOW Change Everything?: How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause," Games & Culture, October 2006, pp.1-20.


    Week 11 (November 3) Simulation and Visualization

    Jenkins et al, pp. 25-30.

    Ian Bogost, "Procedural Literacy: Problem Solving in Programming, Systems and Play," Telemedium: The Journal of Media Literacy, 52, 2005, pp.32-36.

    Rachel Prentice, "The Visible Human," in Sherry Turkle (ed.), The Inner History of Devices (Cambridge: MIT Press 2008), pp. 112-124.

    Sherry Turkle, Life on Screen: Identity in the Age of the Internet (New York: Touchstone, 1996), Chapter Nine "Virtuality and Its Discontents," p.233-254

    Barry Joseph, "Why Johnny Can't Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework," in Katie Salen (Ed.), The Ecology of Games: Connecting Youth, Games, and Learning (Cambridge: MIT Press/MacArthur Foundation, 2008), pp. 253-266.


    Week 12 (November 10) Networking

    Jenkins et al, pp. 49- 52.

    danah boyd, "Why Youth Social Network Sites: The Role of Networked Publics in Teenage Social Life," in David Buckingham (ed.) Youth, Identity and Digital Media (Cambridge: MIT Press/MacArthur Foundation, 2009), pp. 1-26

    W. Lance Bennett, "Changing Citizenship in the Digital Age" in W. Lance Bennett (ed.), Civic Life Online: Learning How Digital Media Can Engage Youth (Cambridge: MIT Press/MacArthur Foundation, 2009), pp. 1-24.

    Yasmin B. Kafai, "Gender Play in a Tween Gaming Club," in Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun (eds.), Beyond Barbie & Mortal Kombat: New Perspectives on Gender and Gaming (Cambridge: MIT Press, 2008), pp.110-123.

    Elizabeth Hayes, "Girls, Gaming, and Trajectories of IT Expertise," in Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun (eds.) Beyond Barbie & Mortal Kombat: New Perspectives on Gender and Gaming (Cambridge: MIT Press, 2008), pp.217-230.

    Vanessa Bertozzi, Unschooling and Participatory Media (Master's Thesis, Comparative Media Studies, MIT, 2006), "Carsie's Network: Connecting a Geographically Dispersed Population," pp. 98-123.



    Week 13 (November 17) Negotiation

    Jenkins et al, pp.52-55.

    S. Craig Watkins, The Young and the Digital (Boston: Beacon Press, 2009)

    Antonio Lopez, "Circling the Cross: Bridging Native America, Education, and Digital Media" in Anna Everett (ed.), Learning Race and Ethnicity: Youth and Digital Media (Cambridge: MIT Press/MacArthur Foundation, 2008). pp. 109-126.


    Week 14 (November 24) Judgement

    Jenkins et al, pp. 43-46

    Henry Jenkins, "What Wikipedia Can Teach Us About the New Media Literacies," Journal of Media Literacy,

    Axel Bruns, "Educating Produsers, Produsing Education," Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage (New York: Peter Lang, 2008), pp.337-356.

    Andrew J. Flanagin and Miriam J. Metzger, "Digital Media and Youth: Unparalleled Opportunity and Unprecedented Responsibility,"In Andrew J. Flanagin and Miriam J. Metzger (eds.), Digital Media, Youth, and Credability (Cambridge: MIT Press/MacArthur Foundation, 2008), pp. 5-28.


    Week 15 (December 1) Student Presentations


    Documenting the Digital Generation

    The George Lucas Educational Foundation recently launched an exciting new website -- Digital Generation -- which offers a wealth of videos which will be relevant to anyone who wants to better understand the new media literacies, participatory culture, and young people's online lives, themes which recur here with great frequency. I have been looking the site over closely as I am getting ready to teach a graduate seminar on new media literacy at USC this fall. I certainly will be using the materials on this site as a resource for sparking classroom discussions and giving my students a more immediate experience of some of the writers we will be reading.

    First, the site brings together substantive conversations with what they are calling "Big Thinkers." These include some key participants from the MacArthur Foundation's Digital Media and Learning initiatives, including Katie Salen talking about learning with and through games, Howard Gardner talking about ethics and education, Sasha Barab talking about virtual worlds and participatory culture, John Palfrey talking about "Born Digital" youth, James Paul Gee on assessment and games, and yours truly speaking to parents and educators about our changing media landscape. Here's Mimi Ito from the Digital Youth Project talking about what her ethnographic research has shown about the ecology of informal learning.







    Second, the website offers some vivid and engaging portraits of typical American teens and their relationship to new media technologies and practices. There's so much that I find commendable about these videos -- starting from the fact that they define new media in terms of its opportunities rather than starting from the conflict and controversy approach which defined for example PBS's Growing Up Online documentary last year. Key to this is the centrality of the young participant's own voice in describing what these new tools and communities mean to them, coupled with supportive comments from teachers, parents, and other adults who remain part of their lives. The picture that emerges acknowledges that there are sometimes generational conflicts around the deployment of these media but also models strategies for working through those disagreements in ways that allow everyone to tap into the opportunities and route around the risks posed by the online world. Young people's lives are shown to be conducted across and through a range of different media platforms, rather than, say, identifying one kid as a gamer or another as a social networker. The technologies are shown as supporting a range of different social roles and relationships rather than necessarily directing young people to develop in predetermined directions. There are great examples here of gifted teachers who embrace the informal learning which is taking place in and around participatory culture and linking it in meaningful ways to the school curriculum. These stories allow us to see new media practices as an expansion of rather than distraction from traditional forms of learning. These are the kinds of stories I wish we could see more of in mainstream media rather than sensationalized newsreports which are designed to provoke moral panic over the topic of the week. Right now, that topic seems to be sexting.

    This video about Sam is one of my personal favorites. Sam is a young drama queen -- in all of the best senses of the word -- and it's clear that she is deploying a range of new media tools to produce, critique, edit, and restage her own persona (as well as to direct her friends in their own identity play activities).







    And this portrait of Luis shows a young man as he uses new media tools to juggle a range of social responsabilities. Part of what I love here is the ways that his mastery over these technologies allows him to be a dutiful son, a caring brother, an active citizen, and a mentor to other youth.







    And surrounding each of the youth portraits are samples of their own media productions and links to sites which are meaningfully part of their own lives. These young people are allowed to share their own insights and experiences through the site, alongside the credentialized experts (and "Big Thinkers") and this is clearly as it should be, given how much each of them has to say about digital culture.

    Finally, the site offers videos which provide portraits of significant youth-focused organizations and the work they are doing to promote the new media literacies. These groups include several with whom Project NML has been collaborating, including New York City's Global Kids and Chicago's Digital Youth Network. This video, for example, shows a workshop on digital storytelling and talks about the Remix World project. I've had the chance to get to know Nichole Pinkard and Akili Lee, visit their school, and see their students in action. What they are doing is, in the words of one of the young people featured here, "totally sick."








    These samples only scratch the surface. You should allow yourself the time to explore this rich new resource for media literacy education.

    What Is Learning in a Participatory Culture? (Part Two)

    Today, I am running the second part of an essay written by Erin Reilly, the Research Director of the New Media Literacies Project (NML) in which she tells you more about our new learning library. If you have not yet checked out the learning library, you can find it here. And if you want to learn more about how it is starting to be deployed across a range of educational settings, check out the special issue of Threshold magazine about "Learning in a Participatory Culture."


    Exploring New Media Literacies

    My work on Zoey's Room was an ideal segue to applying practice to Project NML's research into how a participatory culture facilitates learning in the 21st century. Outside their classrooms, which largely still follow a top-down model of teachers dispensing knowledge, today's children learn by searching and gathering clusters of information as they move seamlessly between their physical and virtual spaces. Knowledge is acquired through multiple new tools and processes as kids accrue information that is visual, aural, musical, interactive, abstract, and concrete and then remix it into their own storehouse of knowledge. Describing how learning and pedagogy must change in this new cultural and multimedia context, the think tank New London Group argues that "literacy pedagogy now must account for the burgeoning variety of text forms associated with information and multimedia technologies."

    Indeed, they describe how "the proliferation of communications channels and media supports" sets up a need for "creating the learning conditions for full social participation." The media-literacy movement has effectively taken the lead among educators in this regard by teaching students to analyze the media they consume and to see themselves as both consumers and producers of media. However, even this learning often is relegated to electives or to after-school programs rather than being integrated across curricula. The new media literacies allow us to think in very different ways about the processes of learning, because they acknowledge a shift from the top-down model to one that invokes all voices and all means of thinking and creating to build new knowledge. For many educators, however, this raises issues of maintaining control, building trust, and providing an open-source culture of learning that allows students to share their own expertise in the classroom. At the same time, the mindsets and skill sets of the new media literacies are changing the discipline itself. In effect, we are teaching an outdated version of literacy if we do not address the sorts of practices that new media and new technologies support.

    Invitation to Participate

    Integrating the new media literacies into learning echoes the concept of syndesis presented by social anthropologist Robert Plant Armstrong in "What's Red, White, and Blue and Syndetic?" (1982). Syndesis is a process that strings together self-contained moments or increments of what Armstrong calls "presence" to form a whole. Syndesis has important applications to today's learning environment because it ensures that educators and students contribute to the body of knowledge being formed by the group. The end result is an environment that shares information in multiple formats that become similar only when the group pulls them together.

    One major approach to the new learning paradigm at Project NML is the Learning Library , a new type of learning environment that embraces the characteristics of syndesis and participatory culture. The Learning Library is an activities-based model that aggregates media from the Web--such as a video, image, or audio file--and provides tools for users to integrate that media into a learning objective. Educators are encouraged to load their own media or draw on media by others that already exist in the Library to shape new learning challenges and to collaboratively build and share new collections based on particular themes. These challenges range from playing a physics game designed to experiment with problem-solving, to developing collaborative ways to bring innovation into the classroom, to learning about attribution while exploring issues involving copyright, public domain, fair use, and Creative Commons.

    Project NML has seeded the Learning Library with its first collection of 30 learning "challenges" so that users can explore and practice applying the new media literacies to their classroom activities. One example from our first collection of challenges, called Expressing Characters, uses the new media literacy of transmedia navigation. In this activity, a student learns how plot can be extended across media by following the adventures of Claire Bennet, a character from the TV show Heroes. After exploring how Claire is already portrayed on television, in a graphic novel, and on MySpace, learners practice transmedia navigation by adapting and extending one of their own favorite characters into media forms in which the character does not currently exist. Bringing their own experiences to this challenge, students then load their creations into the Library, where they can be viewed and remixed into a different learning objective by others. By exploring and practicing the new media literacy skill of transmedia navigation, students learn to make meanings across different media types--not just in relation to print text. In this way, these new modes of communication are highlighting the need to teach new ways of expression and new methods of understanding the digital world.

    Conclusion
    A prime goal of Project NML is to understand what happens when multiple forms of media are fully integrated into processes of learning. The new media literacies build upon existing print literacy practices, making possible new literacy practices where, according to the New London Group, "the textual is also related to the visual, the audio, the spatial, the behavioral, and so on." And these practices offer new resources and pathways for learning the disciplines.

    Our students are already appropriating information from the Web and turning it into new knowledge. They are already learning from each other and participating in the learning of their peers. They already connect, create, collaborate, and circulate information through new media. The goal for us, as educators, is to find new ways to harness and leverage their interests and social competencies to establish a participatory learning environment. Teachers and administrators must learn to leverage this new learning paradigm to engage our students, and we encourage you to use the Learning Library and see if it works for your context.

    Resources
    Armstrong, Robert Plant. "What's Red, White, and Blue and Syndetic?" Journal of American Folklore, 1982.

    Building the Field of Digital Media and Learning. MacArthur Foundation.

    Jenkins, Henry et al. "Confronting the Challenges of Participatory Culture: Media Education for the 21st Century." MacArthur Foundation, October 2006. digitallearning.macfound.org

    The New London Group. "A Pedagogy of Multiliteracies: Designing Social Futures." In Multiliteracies: Literacy Learning and the Design of Social Futures, edited by Bill Cope and Mary Kalantzis. Routledge, November 1999.


    Erin Reilly is a recognized expert in the design and development of educational content powered by virtual learning and new media applications. As research director of MIT's Project New Media Literacies, Reilly helps conceptualize the vision of the program and develop a strategy for its implementation. Before joining MIT, Reilly co-created Zoey's Room, a national online community for 10- to 14-year-old girls, encouraging their creativity through science, technology, engineering, and math. In 2007, Reilly received a Cable's Leaders in Learning Award for her innovative approach to learning and was selected as one of the National School Boards Association's "20 to Watch" educators.

    Pew Internet & American Life Project
    .


    Zoey's Room.

    "Geeking Out" For Democracy (Part Two)

    A close look at the recent presidential election shows that young people are more politically engaged now than at any point since the end of the Vietnam War era. 54.5 percent of Americans ages 18 to 29 voted last November, constituting a larger proportion of the total electorate -- 18 percent -- then Putnam's bowlers, people 65-years-and-older (16 percent). The youth vote was a decisive factor in Obama's victories in several states, including Indiana, North Carolina, and possibly Florida. John Della Volpe, director of polling for the Harvard Institute of Politics, told U.S. News and World Reports that the desire to make the world a better place was "baked into the millennials' DNA" but "they just didn't believe they could do that by voting." Political scientist Lance Bennett has argued that unlike Putnam's bowlers, this generation's civic identities are not necessarily defined through notions of "duty" or through once-every-four-years rituals like voting; rather, he argues, they are drawn towards "consumerism, community volunteering, or transnational activism" as mechanisms through which to impact the larger society.

    The Obama campaign was able to create an ongoing relationship with these new voters, connecting across every available media platform. Log onto YouTube and Obama was there in political advertisements, news clips, comedy sketches, and music videos, some created by the campaign, some generated by his supporters. Pick up your mobile phone and Obama was there with text messages updating young voters daily. Go to Facebook and Obama was there, creating multiple ways for voters to affiliate with the campaign and each other. Pick up a video game controller and Obama was there, taking out advertisement space inside several popular games. Turn on your Tivo to watch a late night comedy news show and Obama and his people are there, recognizing that The Daily Show or Colbert are the places where young people go to learn more about current events. This new approach to politics came naturally to a candidate who has fought to be able to use his Blackberry and text-messaging as he enters the White House, who regularly listens to his iPod, who knows how to give a Vulcan salute, brags about reading Harry Potter books to his daughters, and who casually talks about catching up on news online. The Obama campaign asked young people to participate, gave them chances to express themselves, enabled them to connect with each other, and allowed them to feel some sense of emotional ownership over the political process.

    What has all of this to do with schools? Alas, frequently, very little.

    Let's imagine a learning ecology in which the youth acquires new information through all available channels and through every social encounter. The child learns through schools and after school programs; the child learns on their own through the home and family and through their social interactions with their peers. They learn through face to face encounters and through online communities. They learn through work and they learn through play. The skills they acquire through one space helps them master core content in another. Through the New Media Literacy project, we have been developing resources which can be deployed in the classroom, in afterschool programs, and in the home for self-learning, seeking a more integrated perspective on what it means to learn in a networked society. Yet, right now, most of our schools are closing their gates to those cultural practices and forms of informal learning that young people value outside the classroom and in the process, they may be abdicating their historic roles in fostering civic engagement.

    In a 2003 report, CIRCLE and the Carnegie Corporation of New York sought to document and analyze "the civic mission of schools." Historically, schools had been a key institution in fostering a sense of civic engagement. While their parents were bowling, their children were getting involved in student governments, editing the student newspaper, and discussing public affairs in their civics classes. The Civic Mission of Schools reports: "Long term studies of Americans show that those who participate in extracurricular activities in high school remain more civically engaged than their contemporaries even decades later.... A long tradition of research suggests that giving students more opportunities to participate in the management of their own classrooms and schools builds their civic skills and attitudes.....Recent evidence indicates that simulations of voting, trials, legislative deliberation, and diplomacy in schools can lead to heightened political knowledge and interest." Yet, the committee that authored the report ended up sharply divided about how realistic it was to imagine schools, as they are currently constituted, giving young people greater opportunities to participate in school governance or freedom to share their values and beliefs with each other. Student journalism programs are being defunded and in many cases, the content of the student newspaper is more tightly regulated than ever before. Schools no longer offer opportunities for students to actively debate public affairs out of fear of a push-back from politically sensitive parents.

    In reality, young people have much greater opportunities to learn these civic skills outside school, as they "hang out," "mess around," and "geek out" online. This may be why so many of them use social network sites as resources to expand their contact with their friends at school or why they feel such a greater sense of investment in their game guilds than in their student governments, or why they see YouTube as a better place to express themselves than the school literature magazine. Meanwhile, our schools are making it harder for teachers and students to integrate these materials into the classroom. Federal law has imposed mandatory filters on networked computers in schools and public libraries. There have been a series of attempts to pass legislation banning access to social network sites and blogging tools. Many teachers have told Project New Media Literacies that they can't access YouTube or other web 2.0 sites on their school computers. And the Student Press Law Center reports that a growing number of schools have taken disciplinary action against students because of things they've written on blogs published outside school hours, off school grounds, and through their own computers.

    In other words, rather than promoting the skills and ethical responsibilities that will enable more meaningful participation in future civic life, many schools have sought to close down opportunities to engage with these new technologies and cultural practices. Of course, many young people, as the Digital Youth Project discovered, work around these restrictions (and in the process, find one more reason to disobey the adults in their lives). Yet, many other young people have no opportunities to engage with these virtual worlds, to enter these social networks, on their own. These school policies have amplified the already serious participation gap that separates information-haves and have-nots. Those students who have the richest online lives are being stripped of their best modes of learning as they pass into the schoolhouse and those who have limited experiences outside of classroom hours are being left further behind. And all of them are being told two things: that what they do in their online lives has nothing to do with the things they are learning in school; and that what they are learning in school has little or nothing of value to contribute to who they are once the bell rings.

    One of the goals of Project New Media Literacies has been to bring this participatory culture into the classroom as a key first step towards fostering a more participatory democracy . This isn't a matter of making school more "entertaining" or dealing with wavering student attention. It has to do with modeling powerful new forms of civic life and learning, of helping young people acquire skills that they are going to need to enter the workplace, to participate in public policy debates, to express themselves creatively, and to change the world. As we are doing this work, we are bumping up, again and again, against constraints which make it impossible for even the most determined, dedicated, and informed teachers to bring many of these technologies and cultural practices into their classrooms. It isn't simply that young people know more about Facebook than their teachers; it is that for the past decade, schools have sought to insulate themselves from these sites of potential disruption and transformation, hermetically sealing themselves off from these social networks and from the mechanisms of participatory culture. The first we can overcome through better teacher training, but the second is going to require us to rethink basic school policies if schools are going to pursue their traditional civic missions in ways that enhance these new forms of citizenly engagement.

    This article was written for Threshold Magazine's special issue on "Learning in a Participatory Culture." Read more about Project New Media Literacies here.

    "Geeking Out" For Democracy (Part One)

    On the eve of our conference at MIT on "Learning in a Participatory Culture," Cable in the Classroom has joined forces with Project New Media Literacies to edit a special issue of Threshold which centers on the work we've been doing and the vision behind it. Among the features are a wonderful graphic showing the new learning environment and how informal, individual, and school based learning can work together to reinforce the core social skills and cultural competencies we've been discussing; a transcribed conversation with Benjamin Stokes, Daniel T. Hickey, Barry Joseph, John Palfrey, and myself about the challenges and opportunities surrounding bringing new media into the classroom; James Bosco adopting a school reform perspective on these issues; and a range of pieces by the core researchers on our team describing what happened when we introduced some of our materials into schools or after school programs.

    If you wanted to attend the conference but just couldn't make it to Cambridge, you can follow along through the live webcasts of the event. Check here for details.

    Over the next few weeks, I am going to be showcasing the work of Project New Media Literacies and introducing you to some of our curricular materials which are just now going public. Along the way, you will get a chance to read several pieces from the Threshold magazine, including one from our award-winning research director Erin Reilly, get some reflections from some of our students about how they learned about and through popular culture, and learn about how spreadability may impact education. Today and next time, I will be running the essay which I wrote for the magazine, which maps the ways I am starting to think about the relationship between participatory culture and participatory democracy.

    And if that's not enough New Media Literacies thinking for you, check out this great podcast put together by Barry Joseph and others at Global Kids, one of our research partners, which includes a conversation between Mimi Ito and myself and an interview with Constance Steinkuehler.

    "Geeking Out" For Democracy
    by Henry Jenkins


    In his book, Bowling Alone, sociologist Robert Putnam suggests that many members of the post-WWII generation discovered civic engagement at the local bowling alley. The bowling alley was a place where people gathered regularly not simply to play together, but talk about the personal and collective interests of the community, to form social ties and identify common interests. In a classic narrative of cultural decline, Putnam blames television for eroding these strong social ties, resulting in a world where people spent more time isolated in their homes and less time participating in shared activities with the larger community.

    But what does civic engagement look like in the age of Facebook, YouTube, and World of Warcraft? All of these new platforms are reconnecting home-based media with larger communities, bridging between our public and private lives. All offer us a way to move from media consumption towards cultural participation.

    During a recent visit in Santiago, I sat down with Chilean national Senator Fernando Flores Labra who believes that the guild structure in the massively multiplayer video game, World of Warcraft, offers an important training ground for the next generation of business and political leaders. (Guilds are affiliations of players who work together towards a common cause, such as battling the monsters or overcoming other enemies in the sword-and-sorcery realm depicted in the game.) The middle aged Labra, with his slicked back hair, his paunchy midsection, and his well-pressed suits, is probably not what you expect a World of Warcraft player to look like. Yet, he's someone who has spent, by his own estimate, "thousands of hours playing these games, with hundreds of people, of all ages, all over the world."

    Labra recently invited leading business and political leaders to come together and learn more about such games, explaining: "I am convinced that these technologies can be excellent laboratories for learning the practices, skills and ethics required to succeed in today's global environment, where people are increasingly required to interact with people all over the world, but still have a hard time working with their colleagues in the office next door, never mind with their new colleagues, whom they have never met, on the other side of the world. If an organization is to survive and thrive in today's era of globalization, its leaders must ensure that members of their organization become experts in operational coordination among geographically and culturally diverse groups; build and cultivate trust among their various stakeholders, including their employees, their customers and their investors, all of whom may be culturally and geographically diverse; cultivate people that are able to act with leadership in an era of rapid and constant change."

    Playing World of Warcraft requires the mobilization of a large number of participants and the coordination of efforts across a range of different skill groups. Experienced players find themselves logging into the game not simply because they want to play but because they feel an obligation to the other players. Participants often network outside the game space to coordinate their efforts and soon find themselves discussing a much broader range of topics (much like Putnam's bowlers). Participants develop and deploy tools which allow them to manage complex data sets and monitor their own performances. And the guild leadership, many of whom are still in their teens, learn to deal with their team member's complex motivations and sometimes conflicting personalities.

    Whatever these folks are doing, they are not "bowling alone." If Putnam's correct, bowling was more than a game for post-war citizens, and World of Warcraft is more than a game for many students in your classrooms.

    But let's take it a step further. Game guilds and other kinds of social networks are as central to what we mean by civic engagement in the 21st century as civic organizations were to the community life of the 20th century. If bowling helped connect citizens at the geographically local level, these new kinds of communities bring people together from diverse backgrounds, including adults and youths, and across geographically dispersed communities. Such dispersed social ties are valuable in a world where the average American moves once every four or five years, often across regions, and where many of us find ourselves needing to interact with colleagues around the planet.

    I use the term "participatory culture" to describe the new kinds of social and creative activities which have emerged in a networked society. A participatory culture is a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one's creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. A participatory culture is also one in which members believe their contributions matter, and feel some degree of social connection with one another. Participatory culture shifts the focus of literacy from one of individual expression to community involvement.

    The work we are doing through the MacArthur Foundation's emerging Digital Media and Learning Initiative, a network of scholars, educators, and activists , starts from the premise that these new media platforms represent important sites of informal learning. The time young people spend, outside the classroom, engaging with these new forms of cultural experience foster real benefits in terms of their mastering of core social skills and cultural competencies (the New Media Literacies) they are going to be deploying for years to come. While much has been said about why 21st century skills are essential for the contemporary workplace, they are also valuable in preparing young people for future roles in the arts, politics, and community life. Learning how to navigate social networks or produce media may result in a sense of greater personal empowerment across all aspects of youth's lives.

    In a recent report, documenting a multi-year, multi-site ethnographic study of young people's lives on and off line, the Digital Youth Project suggests three potential modes of engagement which shape young people's participation in these online communities. First, many young people go on line to "hang out" with friends they already know from schools and their neighborhoods. Second, they may "mess around" with programs, tools, and platforms, just to see what they can do. And third, they may "geek out" as fans, bloggers, and gamers, digging deep into an area of intense interest to them, moving beyond their local community to connect with others who share their passions. The Digital Youth Project argues that each of these modes encourages young people to master core technical competencies, yet they may also do some of the things that Putnam ascribed to the bowling leagues of the 1950s -- they strengthen social bonds, they create shared experiences, they encourage conversations, and they provide a starting point for other civic activities.

    For the past few decades, we've increasingly talked about those people who have been most invested in public policy as "wonks," a term implying that our civic and political life has increasingly been left to the experts, something to be discussed in specialized language. When a policy wonk speaks, most of us come away very impressed by how much the wonk knows but also a little bit depressed about how little we know. It's a language which encourages us to entrust more control over our lives to Big Brother and Sister, but which has turned many of us off to the idea of getting involved. But what if more of us had the chance to "geek out" about politics? What if we could create points of entry where young people saw the affairs of government as vitally linked to the practices of their everyday lives? "Geeking out" is empowering; it motivates our participation and in a world of social networks, pushes us to find others who share our passions. If being a "wonk" is about what you know, being a "geek" involves an ongoing process of sharing information and working through problems with others. Being a political "geek" involves taking on greater responsibility for solving your own problems, working as a member of a larger community, whether one defined in geographic terms or through shared interests.

    Maybe "geeking out" about politics is key to fostering a more participatory democracy, one whose success is measured not simply by increases in voting (which we've started to see over the past few election cycles) but also increased volunteerism (which shows up in survey after survey of younger Americans), increased awareness of current events, increased responsibility for each other, and increased participation in public debates about the directions our society is taking. "Geeking out" might mean we think about civic engagement as a life style rather than as a special event.

    We still have a lot to learn about how someone moves from involvement in participatory culture towards greater engagement with participatory democracy. But so far, there are some promising results when organizations seek to mobilize our emerging roles as fans, bloggers, and gamers. Consider, for example, the case of the HP Alliance, an organization created by Andrew Slack, a 20-something activist and stand up comic, who saw the Harry Potter books as potential resources for mobilizing young people to make a difference in the world. Slack argues that J.K. Rowling's novels have taught a generation to read and write (through fan fiction) and now it has the potential to help many of those young people cross-over into participation in the public sphere. Creating what he describes as "Dumbledore's Army" for the real world, the HP Alliance uses the story of a young man who questioned authority, organized his classmates, and battled evil to get young people connected with a range of human rights organization. Slack works closely with Wizard Rock bands, who perform at fan conventions, record their music as mp3s, and distribute it via social network sites and podcasts. He works with the people who run Harry Potter fan websites and blogs to help spread the word to the larger fan community. So far, the HP Alliance has moved more than 100,000 people, many of them teens, to contribute to the struggles against genocide in Darfur or the battles for worker's rights at Wal-Mart or the campaign against Proposition 8 in California.

    Many parents and educators grumble about this generation's lack of motivation or commitment, describing them as too busy playing computer games to get involved in their communities. For some teens, this may be sadly true. But, Global Kids, a New York organization, has been using Second Life to bring together youth leaders from around the world and to give them a playground through which they can imagine and stage solutions to real world problems. Global Kids, for example, used machinima -- a practice by which game engines are deployed to create real time digital animation -- to document the story of a child soldier in Uganda and circulate it via YouTube and other platforms to call attention to the plight of youth in the developing world. Much like the HP Alliance, Global Kids is modeling ways we can bridge between participatory culture and participatory democracy.

    Upcoming Conference -- Learning in a Participatory Culture

    I've often written in this blog about the work we have been doing through Project NML developing curricular materials for in school and after school use to support the New Media Literacies. We will be hosting an event to showcase this work coming up next month and I wanted to encourage you to register and attend.

    At NML's May 2nd conference, we will share our new web-based learning environment, the Learning Library, and host a series of conversations and workshops about the integration and implementation of the new media literacies across disciplines. Workshops include "The Complexities of Copyright: Shepard Fairey v. the AP," "Mapping in Participatory Culture: Boundaries," "Using Wikipedia in the Classroom" and many others. Henry Jenkins' closing remarks will address the future of NML and participatory democracy.

    Panelists at this conference will include members of the NML team, educators who have been working with NML materials in the field, and educational researchers. The conference is designed to engage anyone with an interest in the future of education, especially high school teachers and after school coordinators. The format itself will be participatory - we hope that attendees will join the conversation, and leave the conference equipped with new ideas and strategies.

    Learning in a Participatory Culture will take place at MIT, Cambridge MA, from 8:30 am to 5:00 pm.
    Registration for this one-day conference is $35.00, breakfast and lunch included.

    Registration is now open. For more, check out Project NML homepage.

    Loomings 2009: What Obama Might Have Learned from Moby-Dick

    The following post was written by Wyn Kelley, a Melville scholar, who is collaborating with Project NML (New Media Literacies) on our teacher's strategy guide on "Reading in a Participatory Culture." The work we've been doing on Moby-Dick would not have been possible without Wyn's passion for the topic and her commitment to teaching. More than any one else, she helped me to see that there are fans of serious literature just as there are fans of popular culture and that we have much to learn from each other about how we engage with texts that really matter to us. She recently shared with me these interesting reflections on Obama's reading preferences and what they might tell us about his vision for the country. I wanted to share them with you -- along with my own best wishes on the dawning of a new era in American history.


    "Loomings 2009"
    by Wyn Kelley

    "Grand Contested Election for the Presidency of the United States." "WHALING VOYAGE BY ONE ISHMAEL." "BLOODY BATTLE IN AFFGHANISTAN."

    After September 11, 2001, some commentators wondered if Melville's phrases in the opening of Moby-Dick prophesied a twenty-first-century war in Afghanistan. This year, as we observe a new inauguration, his words about an election for the presidency might seem strangely apt as well. Few have considered, however, whether "WHALING VOYAGE BY ONE ISHMAEL" matters to the government of the United States.

    Now, apparently, it does. According to a statement on his homepage at Facebook, as well as in various interviews and profiles, incoming president Barack Obama's favorite books are Toni Morrison's Song of Solomon and Herman Melville's Moby-Dick. What does this information suggest about our new president?

    Song of Solomon, the story of an African-American man searching for his identity, seems a likely inspiration for Obama's account of a (somewhat) similar quest, Dreams from My Father. But Moby-Dick? One would hardly associate Obama with Captain Ahab, a man of furious passion bent on revenge. Nor does he much resemble Ishmael. As verbally inclined as Melville's narrator, Obama nevertheless has assumed political leadership, whereas Ishmael prefers the role of observer.

    Perhaps he is an island prince, like Queequeg? Yes, he comes from a distant Pacific island, but Obama has taken his place within American society as Queequeg never does. Does he, like Bulkington, have a soul that can "keep the open independence of her sea"? It may be too soon to tell.

    One possible answer appears in Obama's book, Dreams from My Father. In contemplating an early failure when working as a community organizer in Chicago, Obama describes himself as like "the first mate on a sinking ship" (166). Call me Starbuck?

    Ishmael portrays Starbuck as a "long, earnest man." He admires his valor: "Looking into his eyes you seemed to see there the yet-lingering images of those thousand-fold perils he had calmly confronted through life." Ishmael pays tribute to his "august dignity," which he associates with a "just Spirit of Equality, which has spread one royal mantle of humanity over all my kind!"

    Starbuck, however, goes down with the Pequod. Obama took the helm of what he saw as a sinking ship and steered it to Washington.

    On further reflection, we might conclude that Obama is less like Melville's human characters and more like the whales, who maintain their equilibrium in widely diverse regions. "Oh, man!" says Ishmael, "model thyself after the whale! . . . Be cool at the equator; keep thy blood fluid at the Pole. . . . [L]ike the great whale, retain, O man! in all seasons a temperature of thine own." Perhaps our new president has the whale's "rare virtue of a strong individual vitality, and the rare virtue of thick walls, and the rare virtue of interior spaciousness" with which to endure the hazards of nature--or American politics.

    Wyn Kelley teaches in the Literature Faculty at MIT and has published
    extensively on Melville. Other projects include working with the New Media Literacies
    group at MIT and the Melville Society Cultural Project at the New Bedford Whaling Museum
    in New Bedford, MA.

    Capturing Cosplay: The Photographs of Brian Berman (Part Two)

    Editor's note: this is my last post for 2008. I will be back after the start of the new year.

    Last time, I shared with you a series of photographs of Furry fans taken by Brian Berman and encouraged us to reflect a bit on what they show or fail to show us about this particular subcultural community. To me, these photographs speak to a core issue in fan studies: the question of how we position ourselves vis-a-vis the subjects of our research. Put in its broadest terms, we see different things and say different things if we are writing about a community which we are a member of than when we are dealing with that same community as an outsider.

    Brian is very explicit in his artistic statement and in his bio that while he is fascinated by these fan communities, he looks at them as an outsider, a non-participant. This does not mean that his photographs are necessarily hostile to the communities being depicted, but they do, to some degree, hold these fans at a distance. This is the strength of the images in many ways, but it is also what may make them more than a little disturbing to some of us who claim a much closer set of social and emotional ties to fan communities.


    By way of contrast, I thought we might look at some of the videos we've been producing about Cosplay for Project New Media Literacies's learning library project. These videos, filmed at an anime convention in Ohio, reflect a perspective much more sympathetic to the fan experience. Indeed, many of the students who worked with us on these videos were themselves anime fans and some of them had a long history of cosplay. Our goal was precisely to escape the outsider perspective of many commercial documentaries about fans, to treat cosplay as a normal and valued mode of cultural expression, and to hopefully introduce these practices to young people who may not have found their way into the cosplay community before.


    These photographs were taken by Brian Berman at Onnafest, Newark Gateway Hilton, Newark, NJ 2005.

    CP1.jpg

    Anime Family

    CP03.jpg

    Chris

    CP3.jpg

    Mark and Holly

    CP04.jpg

    Rebekah as Avian Firefly

    CP07.jpg

    Patricia, Callie & Sonya

    Brian Berman was born in New York City in 1971 and grew up in the suburbs of New Jersey. After graduating from both the University of Michigan in Ann Arbor and the School of Visual Arts in NYC he started shooting professionally in New York in 1996. He shoots for, and has been featured in, publications such as the New York Times, Esquire, Ojo de Pez, and Capricious Magazine. He has also been featured in shows at the Houston Photo Festival and Wallspace Gallery. The project featured here is part of larger project about how people fulfill a basic human need to fit in by creating their own subcultures. He does not watch anime or own a fursuit.

    Fan Vidding: A Labor Of Love (Part Two)

    In many ways, the emergence of these videos represents the culmination of a several year long process through which some in the fan vidding world have decided to come out out of their bedrooms and hotel suites and share what they are producing with the world. I wrote about part of this story in a forthcoming essay for Joshua Green and Jean Burgess's book on Youtube:

    When a recent news story traced fan videos back to "the dawn of YouTube," many female fans expressed outrage. For more than two decades, a community, composed mostly of women, had been producing such videos, using two vcrs and patch cords, struggling with roll back and rainbow lines, when it seemed an act of sysiphian patience. Francesca Coppa (2007) traces the history of this form back to 1975 when a woman named Kandy Fong first put together slide show presentations set to popular songs for Star Trek conventions. Over the years, these fan vidders developed more sophisticated techniques as they embraced and mastered digital editing tools, constructed their own distribution channels, and defined and refined multiple aesthetic traditions.

    Yet, even as other "remix" communities found a supportive home on YouTube, the community struggled with how public they wanted to make their practices. When I wrote Textual Poachers in 1992, the vidders were reluctant to talk and most asked not to be named. Fans were nervous that their works were vulnerable to prosecution for copyright violation from film studios, networks, and recording studios alike. They were also anxious that their videos would not be understood outside of the interpretive context fandom provided. For example, when a Kirk/Spock vid, set to Nine Inch Nails's "Closer," leaked onto Youtube without its creator's permission, its queer reading of the Star Trek characters as lovers was widely read as comic, even though this particular work was seen as disturbing within the slash fan community because of its vivid depiction of sexual violence.

    Some vidders circulated their works through less visible channels, such as IMeem, often friend-locked so that they could only be accessed within their own close-knit community. Debates broke out on LiveJournal and at fan conventions as veteran vidders were torn between a fear of being written out of the history of mashup culture and an anxiety about what would happen if the Powers That Be (producers and networks) learned what they were doing. In Fall 2007, New York magazine (Hill) ran a profile of Luminosity, a leader in the viding movement, while fan vids were showcased, alongside the work of other subcultural communities, at a DIY Media conference hosted by University of Southern California.

    As Laura Shapiro (2006), a contributor to the USC event, explained in a Live Journal post:

    "However legitimate a vidder's fears may be, the fact is that the vids are already out there. The minute we put our vids online, we expose ourselves to the world...We can't stop people from sharing our vids without our consent or even our knowledge. We can't control the distribution of our own work in a viral medium....We also can't control other people's attitudes. New vidders arrive on the scene every day, without any historical context or legal fears, and plunk their vids onto YouTube without a second thought. They post publicly and promote themselves enthusiastically, and why not? That's what everybody does on the Internet, from the AMV creators to machinima-makers to Brokeback Mountain parodists to political remixers."

    Shapiro's post to the Live Journal viding community suggests the complex creative, personal, institutional, ideological, and legal motivations which might draw such a historically sheltered subculture towards greater public outreach:

    • recognition of our history and traditions, academically and socially (new vidders learn, older vidders are venerated).
    • the opportunity to provide context and normalize our fannish work the way traditionally male fannish work is becoming normalized
    • the potential for vidders to connect fannish work with professional work, working professionally in the entertainment industry if they want to
    • more widespread appreciation and recognition of great vids and great vidders
    • the potential to generate widespread support for us in any legal battles we may encounter (joining forces with other DIY video communities, representation of the Electronic Frontiers Foundation, creation of legal defense funds, etc.)
    • the potential for cross-pollination or even unification of disparate vidding communities and the chance to connect isolated vidders with those communities
    • the chance to influence Big Media to create more of the kinds of TV shows and movies we value
    • the potential to influence the wider viewing world with themes and portrayals of sexual and gender equality, homosexuality, etc."

    Shapiro's comments help to explain why the fan community has become increasingly public in promoting its agenda in recent years, including the emergence of the Organization for Transformative Works, which has taken on a range of projects, ranging from legal and public advocacy to the development of an online journal and participation in our efforts to promote New Media Literacies. These documentaries on vidding suggest one of the ways that fans can deploy new media platforms to help expand public awareness and understanding of the transformative potentials displaed in their remix practices.

    Those of us at Project New Media Literacies were delighted to see what Coppa, Shapiro, and the others working on this project were able to accomplish. The filmmakers manage to represent a broad range of different source material, to showcase fans of different generations, to display a range of techniques, and to convey something of the spirit of the vidding community. It is great to be able to share a fan's eye view of this phenomenon without any of the exoticism that often surrounds dominant representations of fans. I love the way that the films move through many different voices rather than focusing on a small number of individuals. This is very consistent with our own interests in collaboration, collective intelligence, and community.

    Teachers often complain that they lack aesthetic criteria for talking about what constitutes good or bad work in regards to new media production practices. In particular, as we've begun to integrate materials from participatory culture into the classroom, we find that teachers and students clash over the relative value of the examples selected and such clashes can often break down opportunities for discussion and learning. As Pierre Bourdieu notes, tastes are most often defended through the expression of distastes. We deflect criticism of our own tastes by launching into an attack on some one else's cultural preferences. Fans have long gotten bogged down in what I've described as the politics of cultural preferences. From without, fans are often isolated by a public which doesn't understand their tastes or how they choose to express them. From within, fans are often isolated from each other through clashes of tastes -- even among people who share a favorite book or television series, they may disagree over "ships" (that is, preferred relationships). For that reason, we were particularly eager to have a segment exploring how fans determine what constitutes a good or bad vid. Here, we get some understanding of the aesthetic judgments shaping vidding and in the process, we may learn to be better viewers and more informed critics of vids.

    In the context of the NML Learning Library, these videos will become resources for classroom teachers, after school programs, and home schoolers. They will be explored through the framework provided by our new media literacies skills including in this case, appropriation, collective intelligence, and networking. When the learning library rolls out in the spring, we will include more than 30 challenges (clusters of resources and activities organized around the skills) and more than 80 videos produced either by our NML team or by outside collaborators like the Organization for Transformative Works or American University's Center for Social Media. These materials will provide raw materials for teachers and students alike to develop their own challenges and share them with the larger NML community.

    Many of our videos center around fannish topics including vidding, cosplay, and animation. I'm hoping that fan communities may want to take on the responsibility to develop their own challenges which help introduce their innovative production practices to a larger public.

    Thanks to Francesca Coppa, Laura Shapiro, and the others on their team for offering such a rich model for the value of this kind of collaboration between fandom and academia.

    Fan Vidding: A Labor Of Love (Part One)

    Project New Media Literacies has been collaborating with the Organization for Transformative Works to develop a series of short documentaries, designed for inclusion in our Learning Library, which explain the phenomenon of fan vidding. These videos have been produced by Francesca Coppa and Laura Shapiro, both long time contributors to vidding culture. Their stated goal is to introduce vidding to a larger public, whether in support of the classroom and after-school deployment of our resources for promoting the new media literacies or as a tool within fandom for passing along the craft and poetics of vidding to future generations or for that matter, as resources for teaching about participatory culture in undergraduate and graduate classes.

    We've been delighted by the level of enthusiastic support this project has received from the vidding community -- some of whom shared time with the production team via fan conventions and others sent in footage of themselves working in their homes. Over the next two installments, I am going to be sharing these videos with my readers. The videos are designed to be relatively self-contained, though in the context of our learning library, we hope they will eventually be linked with creative activities designed to encourage participants to try their hand at appropriating and remixing media content.

    Here's some of Francesca Coppa's thoughts about the process of producing these videos:


    We made these videos--well, like vidders; collaboratively. The OTW put together a project and together we brainstormed what questions to ask. I shot some footage, but we also sent cameras around (vidders are, after all, visually smart people.) Other people used their own cameras and interviewed their friends, and still others used webcams. Laura all did the hard work of editing; she's totally the rock at the center of this project. AbsoluteDestiny is a superhero; he did the audio-postproduction. We got our drafts betaed by our friends who are vidders.

    We premiered all six segments in a show at Vividcon, 2008, and everyone seemed to like them. OTW is developing a vidding project page on the OTW site, and we hope to have them streaming there as well in the near future.

    While these videos do not explicitly address the issue of gender and fandom, it should be clear from watching them what a high percentage of the people who produce and consume fan vids are female (women of all ages, professional backgrounds, and races), who work individually and collectively to sustain this particular set of remix practices. Francesca Coppa comments::


    We were happy to showcase the female-domination of vidding (so rare and different from fan--and regular--filmmaking; still male dominated) and I think we do a pretty good job of showing some of the key ways vidders intervene in popular culture. I will say, too, that more and more, when I think about vidding, I shorthand it as "It's the network, stupid." I think the network of vidders--who are mostly women willing to teach other women the technical ins and outs, to share practical information and expertise--is really inspiring. I think women really need to see other women as filmmakers and artists. I know I would never have dared to think about making these OTW/NML videos if I hadn't had someone sit me down in front of a computer a few years ago and say, "No, really, it's not that hard. I'll show you how."

    I hope middle and high school girls will see these videos and think--I want to do that! That looks like fun. *g*


    What Media Literacy Educators Need to Know About Fair Use...

    Some time ago, this blog ran an interview with Pat Aufderheide (Center for Social Media) and Peter Jaszi (The Program on Informational Justice and Intellectual Property) about the work they have been doing developing Codes of Best Practices for Fair Use for a variety of different communities, including documentary producers and the DIY media world.

    Last week, the team, working with long time media literacy veteran upstart Renee Hobbes Renee Hobbs (The Media Education Lab), released a new report, The Code of Best Practices in Fair Use for Media Literacy Education. It is a follow up to an earlier report which described "The Cost of Copyright Confusion for Media Literacy." The report comes with the endorsement of many key Media Literacy organizations including Action Coalition for Media Education, Media Education Foundation, National Association for Media Literacy Education, National Council for Teachers of English, and the Visual Communications Studies Division of the International Communications Association.

    I've been watching this initiative develop over time, sharing the team's belief that copyright law (and confusion about fair use) represents one of the biggest obstacles for the development of meaningful resources for supporting media literacy education. We hosted a brainstorm with media educators at the last Media in Transition conference. I am particularly pleased to see that the report moves beyond the issue of what individual teachers do in their own classroom to address how and when we might share curricular materials with each other, an issue I've been pushing hard in my conversations with the authors.

    In our own work, we regularly encounter teachers who are anxious about introducing any copyrighted works in their classroom and I've had at least one project shut down by university attorneys who were convinced we were exceeding our Fair Use rights in quoting from films and other existing media texts. We have been struggling through the work we are doing on New Media Literacies to get enough room to be able to show short segments from the media we are discussing. To date, we've been developing our materials using the best practices statement for documentary filmmakers and we are excited to see further clarification of what these principles mean in the specific context of media literacy education. As you will see if you look at the materials we are producing, we rely on Creative Commons content where-ever possible and where it is not possible, we are creating very strong markers of attribution. I know that many media educators read this blog, so I wanted to flag this new report for you.

    Thanks to the work of Hobbes, Aufderheide, and Jaszi, many of us can walk into our classrooms with greater confidence that what we are doing falls squarely within current understandings of intellectual property law.

    "Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part Three)

    In his recent book, The Dumbest Generation, Mark Bauerlein writes, "In an average young person's online experience, the senses may be stimulated and the ego touched, but vocabulary doesn't expand, memory doesn't improve, analytic talents don't develop, and erudition doesn't ensue." What kinds of evidence did you find which might support or challenge this assertion?

    Becky Herr: I don't think that Bauerlein's claim (as quoted here) is completely off the mark. For many young people, including some of those who we interviewed and observed in the Digital Youth Project, the Internet is a "vast wasteland" of flash games shrouded by banner ads, websites full of inaccurate information, and corporations looking to make money off young eyeballs. However, unlike Bauerlein, I don't think this is the fault of the kids. I think it's our fault as adults--particularly adults who are parents, educators, and media makers--for not making an effort to understand the Internet from a kid's point of view and for preventing kids from having the time and space to mess around in ways that encourage them to learn to evaluate what they come across online.

    I think what's important to unpack with respect to Bauerlein's claim is that his criticism is rooted in specific, class-based assumptions about media and about childhood. These are not new assumptions, nor are they new criticisms. Similar issues of media damaging young people's hearts and minds have been levied in relation to earlier forms of media. In talking with parents and teachers about our research, I hear echoes of Bauerlein's concerns in their complaints about students writing essays in "IM speak" or eschewing activities parents prefer (for reasons of nostalgia or cultural capital) in favor of playing video games or surfing YouTube.

    Mimi Ito: It is tempting to blame the media or a new technology for social or cultural problems. But research has shown that things are much more complex than that, and using media as a scapegoat obscures some of the important underlying issues. A new technology grows out of our existing norms and practices. The fact that many youth are not part of the kind of culture that Bauerlein describes is not a problem caused just by the technology, but is much more deeply embedded in, as Becky notes, existing social and cultural distinctions. If kids are doing things online that seem unproductive or problematic, we don't feel that the answer is to ban the media. Instead we think that it is important to look at and try to shape the underlying social issues. That may be the commercialization of online spaces, lack of connection between kids and teachers, or the fact that academic knowledge seems irrelevant to many kids. It is rarely something that is being driven by the technology alone.



    We share a concern about the "participation gap" and how that may create inequalities in experience and knowledge. What obstacles did you discover that might block some young people from exploiting the full opportunities offered by these new media? What role do class differences play in shaping the way young people experience these new platforms?

    Lisa Tripp: While increasingly young people of all social classes in the U.S. have opportunities to go online and use new media, the nature and quality of access still varies greatly. A lot of poor and working class youth still rely on schools, for example, as their primary source for access to the Internet and digital media production tools. Whereas interest-driven and friendship-driven genres of participation are fundamentally "kid-driven" in terms of growing out of youth interests and motivations, schools typically incorporate media into instruction in ways that are "teacher-driven" and heavily constrained by institutional and adult concerns. This can be seen in many "technology-integrated" assignments that address the standard curriculum without engaging students' interest or curiosity. It can also be seen in school policies and rules that aim to keep out participatory media, such as by blocking social network and video sharing sites, instant messaging, etc. While young people find creative ways to use media at school towards their own interests and goals, those who rely on schools for access to new media are at a disadvantage from other kids. For them it can be a challenge to find the time, space, and resources to experiment with media in more open-ended ways, and to engage in the media practices that youth tend to find the most meaningful.

    In the cases where we interviewed parents, we also saw class disparities in how parents approached computers and the Internet. For the middle class families in our study (who were also very tech savvy), parents provided significant scaffolding and encouragement of their children's friendship and interest-driven practices with new media. In contrast, for many of the poor families in our study, the parents had little or no experience with computers (and often learned what they did know from the kids in the family). While in both cases there were opportunities for intergenerational collaboration around the computer, in the case of the middle class families young people had access to a great deal more support to pursue their own interests online. In the case of the poor families we interviewed, parents wanted their children to focus on using the computer for homework. Many had heard scare stories on the news about MySpace and were hesitant to let their children go online unsupervised. Some parents even took the modem or cable with them when they left their children home alone. This represented a well-intentioned effort to protect children from perceived online risks, but it also made it harder for the young people in these families to mobilize online opportunities. I think these examples speak to the ways that young peoples' access to new media is determined not just by economic factors, but also social and cultural factors.


    danah boyd: In my fieldwork, during the 2006-2007 school year, I started witnessing a divide in social network site usage between MySpace and Facebook. While this divide was extremely complex, it can be understood through the lens of Penny Eckert's "jocks and burnouts." These two social network sites became digital turf and usage reflected social categories. While many teens opted to use both sites, the division that did occur took place along lines of race and class. This may not look like a traditional participation gap as both groups were participating, but divisions in usage that reinforce dynamics like race and class require us to pause. Consider for a moment that Facebook is the "preferred" tool on most college campuses. What does it mean that some teens are already engaged with the normative collegiate tools while others are not? How does high school nonparticipation shape early collegiate life?


    Your writing is sympathetic to the various ways young people "work around" constraints imposed by adults on their ability to access online social networks. How would you address the concerns of adults who imposed those restrictions in the first place?

    CJ Pascoe: What I tended to see as I studied kids in urban and suburban public schools was that teens constantly tried to work around the constraints the school administration placed on their internet use. Schools blocked the students' access to Facebook, MySpace, certain search terms and instant messaging programs. In response teens developed a sort of knowledge network in which everyone knew which kid could find the proxy servers that would allow them access to these sites (though of course none of them knew the name for proxy servers). Interestingly many of the teachers at these schools found these rules too stringent. One teacher listed off several students who were the proxy server "experts" when one of her students needed to access a forbidden site. Similarly when one of his students was writing a paper on breast cancer a teacher let the student conduct research on the teacher's computer because the word "breast" was blocked from the network to which the students had access. In light of these restrictions it seems that adults are not an undifferentiated mass, that some find certain restrictions of teens Internet use problematic. It seems that what the more restrictive adults are afraid of is teens access to information and ability to process that sort of information as well as the fear that teens might not concentrate on the task at hand - school - if they could be hanging out on MySpace. To those adults I would say that banning information or certain sites does not prevent teen access. Instead it creates a community of mistrust. Thus adults should be working with teens on issues of media literacy, how to process the sort of information that appears on the banned sites, rather than forbidding teens to visit them.



    Heather Horst
    : We saw parents across the socioeconomic spectrum express considerable concern about the threats and vulnerabilities their kids faced in the contemporary media ecology. Parents worried about the type of information that circulated and, given the timing of our research, the ability of sites like MySpace to be used as a way to access and exploit their kids. They also worried about multitasking and 'wasting time' online. In addition, because there's fear of kids hanging out outside of the home, and their lives can often be overscheduled, young people genuinely felt that they had very little face-to-face contact with their friends. The use of Instant Messaging and online sites like MySpace, Facebook and so many others are now a part of kids everyday lives, part of peer culture. In addition, the kids who were doing the most interesting things talked about having (or finding) the time to 'mess around' and explore in a way that did not have 'serious' implications (e.g. being graded. To deny participation in this space is to fail to acknowledge the importance of sociality in kids' lives.

    danah boyd: I commend parents and teachers for being engaged and concerned, but I worry that their concerns are often based on inaccurate understandings of danger. As is well documented by researchers at the Crimes Against Children Research Center, the mythical image of the online predator is a completely inaccurate portrayal of the actual dangers youth face online. Yet, I found that fear of predators prompted many of the restrictions youth face. When restrictions are driven by fear rather than risk, we do a disservice to our youth. I think that it is very important for parents and other adults to know the data. The findings that we share in our report focus primarily on the positive opportunities for learning and social engagement, but in a different role, I have aggregated all that is known about the risks and dangers youth face. For more information on this, check out this Literature Review, a product of the Research Advisory Board of the Internet Safety Technical Task Force.

    Heather Horst: In addition to knowing the data, as danah suggests, we also want to emphasize that the 'dangers' of online participation must also be understood within the wider context of kids' lives. For example (and too channel CJ Pascoe), part of the reason going online is so compelling for GLBT teens is that they lack the opportunities for dating that are available to heterosexual teens in their local communities as well as the social support of other GLBT teens navigating complex relationships. At the same time, the lack of local support from peers, parents and teachers also makes many GLBT teens vulnerable to individuals who might take advantage of them online. Developing an understanding of these problems from a youth perspective may help to bridge the gap in understandings risk and vulnerabilities - blaming the medium merely distracts us from the root of these complex social problems.

    A key argument throughout your book is that young people are often using new media to do things that teens historically did off-line such as spend time with friends or dating. Why have so many of these activities moved into the realm of "networked publics?" What kinds of new activities or social relations have emerged as a consequence of the affordances of new media platforms?

    Christo Sims: I always feel funny writing as an authority on teenage flirting and dating as it certainly wasn't what I went into the field intending to find. But, of course, this was a big oversight on my part since flirting and dating is so central to teenage culture in the U.S. I think these practices are a good example of how existing offline practices are moving online. The practices are the same, but being reshaped in some new ways. In terms of flirting and getting to know someone, the primary advantage of doing so online is that the entire process can be simultaneously more controlled and seemingly more casual. The asynchronous exchanges afford more time for composition. Plus there are far less cues to manage when compared to being on the phone or interacting face-to-face: tone-of-voice, posture, and a host of other non-verbal cues don't have to be managed. Additionally, each round of messaging is, at least initially, quite brief and seemingly low key: a short little message is "no big deal." I've called this "composed casualness" because often quite a bit of effort and time goes into composing that seemingly casual and lightweight message.

    Another advantage of flirting online is that it doesn't have to be done in front of a bunch of peers at school. Boys in particular mentioned how rare it was to be able to talk to a girl at school one-on-one. Girls are in groups and almost any interaction you have is witnessed. While the Internet can amplify this sense of acting in public it also affords more private communications. Messaging features on sites like Facebook and MySpace, and well as SMS on cell phones, allow teens to carry on one-on-one conversations outside earshot of friends and family. Online communications also make rejection easier, or less confrontational, during the flirting stage. Rejection is often signaled by not responding to a message. Such a passive strategy is easier for the one doing the rejection but it also allows the person being rejected to save face since they never "officially" got rejected, the conversation just stopped. In terms of dating, sites like MySpace and Facebook offer a stage for announcing and performing the relationship. My take on this is that most of the negotiations over relationship status are handled more privately, between couples (although these too might be mediated), and when they've agreed on an "official" status they announce it to the peer group.

    CJ Pascoe: As the other team member focused on teens' dating, romance and hanging out practices I'd like to build on what Christo is saying. Historically adults, particularly parents, have had a lot of control over teens' social lives and the scope of the social world from which they could draw friends. New media allows teens to move beyond the institutions in which they have been historically located (schools, churches, sometimes civic groups) to create relationships and friendships of their own choosing. So in many ways making friends or sustaining friendshps in these networked publics allows teens to create friendships independent (or at least less constrained by) the institutions in which they are located because of their age.

    danah boyd: Networked publics offer new opportunities for social interaction, but they are also used to replace mobility and freedoms that have been taken away. When I asked teens if they'd prefer to socialize online or offline, face-to-face encounters consistently were preferred. Yet, for many youth, such interactions were often infeasible. The reasons for why are diverse. Some teens lack transportation to meet up with friends or do not have friends who live nearby. Others have no time because their lives are heavily structured with activities or, when they do have time, their friends don't. Many places in which adults gather do not allow youth to hang out and various laws forbid youth from gathering at certain times and in certain places. Some teens face heavy restrictions because of parental values or cultural norms. Yet, the most pervasive explanation for why youth were unable to get together with friends often came down to adult fears. All told, youth have little opportunity to gather with their friends, let alone their peers. Social network sites and other networked publics enable youth to gather in new ways, asynchronously and in different physical spaces.

    Dan Perkel: In some of our case studies on creative production, we're also seeing interesting dynamics in how kids are extending existing practices in new ways online. Networked publics provide space for people to more easily share and circulate their creations to others. We've seen how for both kids and adults, many people are taking existing practices of sharing photos and video and moving them online. A lot of this reflects very familiar kinds of sharing with friends and family. Posting drawings and stories online may be a different story. Here there is the opportunity to find other people who you may not know offline, who are into the same thing you are. This is the difference between friendship-driven and interest-driven kinds of sharing. So if you are creating fan fiction or drawing fan art or making fan-related movies, you may have a few others in your school, or friends you might meet at a local comic book store that share your interests. But online there are many more opportunities to share and discuss this kind of work. Moreover, there may be more opportunity to not just post this work and talk about it, but to improve and learn from others over time. These dynamics point to how the online space can provide new kinds of learning experiences that wouldn't have otherwise been available to kids.

    danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

    Becky Herr-Stephenson is an Associate Specialist at the University of California Humanities Research Institute at UC Irvine. Becky's research interests include media literacy, teaching and learning with popular culture, and youth media production. Her dissertation, "Kids as Cultural Producers: Consumption, Literacy, and Participation," investigates issues of access and media literacy through an ethnographic study of media production projects in two mixed-grade (sixth, seventh, and eighth) special education classes. Previously, she was a member of the research team for the Digital Youth Project and a graduate fellow at the Annenberg Center for Communication. Before beginning her graduate studies, Becky worked as a production manager for companies producing original content for the web and multimedia museum exhibits. Her current work with the DMLstudio involves a literature review of institutional efforts related to youth digital media production. Becky recently completed her PhD in Communication at the Annenberg School for Communication at the University of Southern California.

    Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

    Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

    C.J. Pascoe is a sociologist who is interested in sexuality, gender, youth, and new media. Her book on gender in high school, Dude, You're a Fag: Masculinity and Sexuality in High School, recently received the 2008 Outstanding Book Award from the American Educational Research Association. As a researcher with the Digital Youth Project she researched the role of new media in teens' dating and romance practices. Her project "Living Digital" examines how teenagers navigate digital technology and how new media have become a central part of contemporary teen culture with a particular focus on teens' courtship, romance, and intimacy practices. Along with Dr. Natalie Boero she conducted a study titled "No Wannarexics Allowed," looking at the formation of online pro-anorexia communities and focusing on gender, sexuality, and embodiment online. C.J. is currently an Assistant Professor of Sociology at The Colorado College.

    Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

    Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

    Lisa Tripp is Assistant Professor of School Media and Youth Services, College of Information, Florida State University. Lisa received her PhD in Communication from the University of California, San Diego in 2002 and collaborated with the Digital Youth Project to study youth in Los Angeles-area middle schools and neighborhoods. Her research with the project emphasized classrooms incorporating media arts into instruction and the role of the Internet in the lives of Latino immigrant families. Before coming to FSU, Lisa was Associate Director of the USC Institute for Multimedia Literacy. She has a background in developing media education initiatives and she continues to research new media literacy and digital inclusion.

    "Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part Two)


    Many writers talk about "digital natives" or describe these young people as "born digital." What do you see as the strength and limitations of these terms given what you found in your research?

    Becky Herr: One potential strength of the term "digital generation" for describing young people and their relationship to technology is its acknowledgement that youth are using media and technology in interesting and important ways. Talking about kids as "digital natives" can be seen as a counterargument to pervasive discourses about kids as deviant users of technology--hackers, cheaters, wasters-of-time--or kids as victims of technology--the "prey" of online predators, for example. This is not to say that the term is used exclusively to describe positive interactions with technology; it also emphasizes the gap between the ways "digital natives" use technology and the ways non-natives (like adults) use technology.

    What is worrying about the discourse of digital natives is that talking about young people as a "digital generation" risks romanticizing certain types of youth participation and ignoring important differences in access to media and technology, including barriers to access that are not tied to a lack of hardware--barriers like not reading and writing in English, being a girl and having to compete with boys in a classroom with limited resources, or parental rules borne out of moral panic. Further, the idea of a digital generation marked by shared characteristics (other than the dates of their birth) that outweigh other aspects of identity/subjectivity--race, class, gender, ability, (etc.) is problematic. What we have found in the Digital Youth project is that there is a huge amount of variation in the ways kids are using media and technology in their everyday lives. Yes, the ways in which these practices are enacted vary, often by peer group or by individual kid. We've also found that things like class, race, and gender continue to have significant influence in kids' lives.

    In my own research, for example, I worked with kids at the middle school level who were using media production software (iMovie and PowerPoint) for the first time. At home, most of the students I observed and interviewed did not have a computer, Internet access, or any video equipment. However, they had other media and technology that was incredibly important to them and that they used in creative and sophisticated ways to find information, to express themselves, to communicate with friends, and to mess around in order to figure out things like game cheat codes or how to substitute a borrowed digital camera for an mp3 player. Some had vast music or DVD collections, others spent hours each day playing games on a video game console. Were they "digital natives"?

    Christo Sims: There are also plenty of folks who weren't "born digital" who have developed incredible fluency in various forms of online participation. We also met numerous youth who weren't technically adept or comfortable participating online. By emphasizing a generational break we risk mystifying the factors that structure online participation, and equating competency automatically with age.

    danah boyd: Many of those who use these terms often do so with the best of intentions, valorizing youth engagement with digital media to highlight the ways in which youth are not dumb, dependent, or incapable. Yet, by reinforcing distinctions between generations, we reinforce the endemic age segregation that is plaguing our society. Many social and civic ills stem from the ways that we separate people based on age. If we want to curtail bullying and increase political participation, we need to stop segmenting and segregating.


    Parents and teachers often want to structure young people's time online. Yet your research suggests that some of the most productive experiences come when young people are "hanging out" or "messing around" with computers in relatively unstructured ways. Explain.

    Mimi Ito: In a lot of our case studies, we saw examples of kids picking up media and technical literacy through social and recreational activity online. When they were given time and space to experiment, they often were able to pick up knowledge and skills through messing around, whether that was learning how to make a MySpace profile, experimenting with video, or figuring out how to use cheat codes in a game. Some kids used this kind of messing around as a jumping off point towards much more sophisticated forms of creative production or engagement with specialized knowledge communities.

    Christo Sims: One story that comes to mind is a youth named Zelan who we feature in one of the sidebars in the Work chapter. Zelan comes from a very rural area where most of his peers will end up in working class jobs, doing construction, building roads, working as mechanics. Zelan, who identifies himself as a computer geek, leveraged his technical know-how for economic gain starting in junior high school: fixing electronics, buying and selling gaming and computer gear, and servicing the computers of neighbors and teachers. His passion, though, has been video games. He started as a player but soon became an enthusiast, subscribing to game magazines, following the latest releases, looking for tips online. In addition to becoming a fan he started messing around with broken consoles, taking them apart to see how they worked, trying to fix them so he could play a better console or sell it for a profit. He did all this without seeing it as leading towards a career or success in school. It was only once he started seeing that he his gaming interest was actually valuable to others at school and in the community that he began to imagine how these interests could lead to a life after high school. When I first met him he was a Junior and was thinking of starting a computer service business when he graduated. When I saw him again last summer he was headed to a technical college on scholarship.

    Dan Perkel: Another person featured in one of the sidebars is Jacob. Jacob was an African American senior who had moved from the East Bay to Georgia and back again. Jacob, like others we talked to in our studies, joined MySpace when someone else made an account for him. For a while, Jacob didn't understand how to customize his page--again like other new members to the site--and had other people do it for him. On the friendship-driven side he used MySpace as a way to communicate with people he met and friends he left behind after various moves. However, at some point he made the connection between changing MySpace profiles and the web design classes that he had gotten into at school. He then took the time to better understand how to customize his own profile and consider making and distributing MySpace layouts, something he had seen others do on the site. When I last talked to him, he was considering a career in web design and said he had been offered a job already.

    danah boyd: It is important to note that "productive" engagement doesn't necessarily mean only traditional learning or media and technical literacy. As a society, we've never spent much time considering how youth learn to be competent social beings, how they learn to make sense of cultural norms and develop social contracts, or how they learn to read others' reactions and act accordingly. We expect youth to be polite and tolerant, respect others' feelings, and behave appropriately in different situations. This is all learned. And it is not simply learned by telling kids to behave. They need to experiment socially, interact with peers, make mistakes and adjust. Stripping social interactions from youth's lives does not benefit them in any manner. I would argue that even the oft-demeaned social practices that take place online are extremely productive.



    You write about "genres of participation." Explain this concept. What are the most important genres at the present time and why?

    Mimi Ito: We use the concept of genre as a way of describing certain social and cultural patterns that are available and recognizable. Friendship-driven and interest-driven practices are based on genres that youth recognize, have particular practices associated with them, as well as certain kinds of identities. For example, interest-driven genres of participation tend to have a more geeky identity associated with them, involve congregating on specialized and often esoteric interests, and reaching beyond given, local school networks of friends. This is a whole package of things that goes together, a recognizable genre for how youth participate in online culture and social life. We also think of hanging out, messing around, and geeking out as genres of participation.

    When and how might the borders between friendship-driven and interest-driven forms of engagement start to blur?

    Mimi Ito: As with all genres, there are a lot of things that don't totally fit, and a lot of blurring between genres. When kids engage in friendship-driven practices, they often get involved in messing around with technology, and that can become a jumping off point for more interest driven activities. For example, some kids will begin messing around with video or photos that they take with their friends, and then they get more interested in the creative side of things. Conversely, we find that kids who connect to others around interests will often see these groups become really important friendship networks, and an alternative source of status and identity that is different from the mainstream of what happens in the school lunchroom.
    You note throughout the report a broadening of who gets to "geek out" in today's youth culture. Explain. What factors are reshaping cultural attitudes towards "geek experiences"? Who gets to "geek out" now who didn't get to do so in the past?
    Mimi Ito: Now that digital media and online networking has become so embedded in kids' everyday social and recreational lives, there is a certain baseline of technical engagement that is taken for granted. Only certain kids, though, decide to go from there to what we consider more geeked out kinds of practices. Predictably, it tends to be boys who geek out more than girls. Even though girls are often engaging in highly sophisticated forms of technology use and media creation, often they don't identify with it in a geeky way. What does seem to be changing though, is the overall accessibility that kids have to more geeked out practices because of the growing accessibility of digital media production tools as well as the ability to reach out to interest groups on the Internet. Although our study didn't really measure this, this may be particularly significant for less advantaged youth who would not otherwise have had access to specialized creative communities or media creation opportunities.

    Patricia Lange: Being able to connect with dispersed networked publics enables kids to explore skills and receive mentoring that may be difficult to gain from co-located peers or teachers who do not have the same interests or experiences. For example, in my study of the video-making culture of YouTube, accessing mentors or assistance in a "just-in-time" fashion is inspiring and encouraging, especially given kids' decreasing ability to connect with other adults and potential mentors in neighborhoods and local communities. One of the things we heard very often was that friends, family, and kids at school often did not understand why young YouTubers wanted to "geek out" making videos. YouTube participants' school peers did not always have the same familiarity and expertise with how media is put together in ways that kids on YouTube did. Many of the kids we interviewed have already had extensive experiences making media. They often have very sophisticated visual literacies and complex ideologies about what makes a good or bad video, what constitutes appropriate participation in technical groups, and how they think about online safety. Failing to engage with these sites in school means there is no hands-on dialogue between teachers and students that might help shed light on why some kids thrive by geeking out and why others have difficulty.



    You are using terms to describe these experiences which are much closer to those which might be used by young people than those deployed by parents and teachers. What are the implications of that shift in the terms of the discussion?

    CJ Pascoe: In general we tried to take a Sociology of Youth approach to our findings in this book. In line with this approach we try to let the categories of analysis as well as the descriptive terms arise from the youth themselves, rather than imposing our adult categories on our findings. What this means is that we tried, for the most part to describe a social world from the point of view of its participants, rather than as (more powerful) outsiders. I think foregrounding our participants' terms, categories and experiences allowed us to challenge some of the common assumptions adults have about youth participation of new media.

    Heather Horst: As is common in most ethnographic research, we integrate terms like 'hanging out', 'messing around' and 'geeking out' into our analysis in order to highlight the categories and perspectives that are meaningful to young people themselves. Throughout this project, we felt quite strongly that part of our role and responsibility as researchers as working to navigate the gaps between youth and adult-centered perspectives. While we recognize that this may involve some degree of translation work when talking to different audiences (e.g. educators, policy makers, etc.), if we really want to see changes in discussions about learning and education, youth voices and perspectives need to be brought to the table.


    danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

    Becky Herr-Stephenson is an Associate Specialist at the University of California Humanities Research Institute at UC Irvine. Becky's research interests include media literacy, teaching and learning with popular culture, and youth media production. Her dissertation, "Kids as Cultural Producers: Consumption, Literacy, and Participation," investigates issues of access and media literacy through an ethnographic study of media production projects in two mixed-grade (sixth, seventh, and eighth) special education classes. Previously, she was a member of the research team for the Digital Youth Project and a graduate fellow at the Annenberg Center for Communication. Before beginning her graduate studies, Becky worked as a production manager for companies producing original content for the web and multimedia museum exhibits. Her current work with the DMLstudio involves a literature review of institutional efforts related to youth digital media production. Becky recently completed her PhD in Communication at the Annenberg School for Communication at the University of Southern California.

    Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

    Patricia G. Lange is a Visiting Scholar at the Institute for Multimedia Literacy at the University of Southern California. She received her PhD in Anthropology from the University of Michigan. Her areas of interest for the Digital Youth Project are centered around using theories from anthropology and linguistics to understand the cultural dynamics of video creation, reception, and exchange among kids and youth. She is studying YouTube as well as video blogging groups to gain insight into the cultural aspects of video sharing and how these practices change ideas about the public and private. Lange is exploring how the content and form of videos as well as material video sharing and response practices serve as sites of identity negotiation, emotional expression, and promotion of public discourse in increasingly video-mediated, online milieu. She has recently published articles in a variety of journals including: Journal of Computer-Mediated Communication, Discourse Studies, Anthropology of Work Review, First Monday, and The Scholar and Feminist Online.

    Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

    C.J. Pascoe is a sociologist who is interested in sexuality, gender, youth, and new media. Her book on gender in high school, Dude, You're a Fag: Masculinity and Sexuality in High School, recently received the 2008 Outstanding Book Award from the American Educational Research Association. As a researcher with the Digital Youth Project she researched the role of new media in teens' dating and romance practices. Her project "Living Digital" examines how teenagers navigate digital technology and how new media have become a central part of contemporary teen culture with a particular focus on teens' courtship, romance, and intimacy practices. Along with Dr. Natalie Boero she conducted a study titled "No Wannarexics Allowed," looking at the formation of online pro-anorexia communities and focusing on gender, sexuality, and embodiment online. C.J. is currently an Assistant Professor of Sociology at The Colorado College.

    Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

    Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

    "Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part One)

    On Thursday, the Digital Youth Project, funded by the MacArthur Foundation, released "Hanging Out, Messing Around, Geeking Out," a report on a massive ethnographic investigation into the place of new communications and media technologies in the lives of American young people. I have had the distinct honor to watch this research take shape over the past few years, to get to know the core researchers on the team, and to attend meetings where they struggled over how to process the sheer volume of data and insights they have gathered. The team is a model for collaborative research with senior faculty and graduate students working side by side across disciplines and universities to make sense of problems which none of them could fully understand on their own. You will get a sense of the dialogic nature of this research in the interview which follows, a conversation which involves nine members of the research team, sharing insights from their own specific research projects as well as expressing the rich synthesis that emerged from their collaboration. The report represents one key outgrowth of the MacArthur Foundation's Digital Learning and Youth initiative, which also funds our own Project New Media Literacies initiative, along with providing support for such key educational researchers as Sasha Barab, James Paul Gee, Kurt Squire, Howard Gardner, Howard Rheingold, David Buckingham, and Katie Salens, among many others.

    "Hanging Out..." is staggering in its scope and in its implications. The researchers take seriously young people, their lives online, their subcultural practices, their identity play, their nascent civic engagement, their dating and social interactions, their involvement with fan production practices, and much much more. What emerges is a complex picture of how they are living through and around emerging technologies, how they are innovative in their use of new tools and platforms, and how they are struggling with the contradictions of their lives. This report is in no simple way a celebration of the digital generation, though it respects the meaningfulness of their involvement with digital and mobile technologies: it raises questions about inequality of access and participation; it points to conflicts between adults and youth around the deployment of new media; it identifies risks and opportunities which sites such as MySpace and YouTube pose for their young participants. Those of us who care about young people and education will be struggling with some of the implications of their research for a long time to come. I am proud to have a chance to offer this interview with some of the key members of the Digital Youth Project team over the next three installments of my blog.

    By way of background, here's how the Digital Youth Project is described on their homepage:

    Since the early 1980s, digital media have held out the promise of more engaged, child-centered learning opportunities. The advent of Internet-enabled personal computers and mobile devices has added a new layer of communication and social networking to the interactive digital mix. While this evolving palette of technologies has demonstrated the ability to capture the attention of young people, the innovative learning outcomes that educators had hoped for are more elusive. Although computers are now fixtures in most schools and many homes, there is a growing recognition that kids' passion for digital media has been ignited more by peer group sociability and play than academic learning. This gap between in-school and out-of-school experience represents a gap in children's engagement in learning, a gap in our research and understandings, and a missed opportunity to reenergize public education. This project works to address this gap with a targeted set of ethnographic investigations into three emergent modes of informal learning that young people are practicing using new media technologies: communication, learning, and play.

    The Principal Investigators on this project are Peter Lyman at the University of California, Berkeley, Mizuko (Mimi) Ito at the University of Southern California, Michael Carter of the Monterey Institute for Technology and Education, and Barrie Thorne of the University of California, Berkeley. At Berkeley, the project is administered by the Institute for the Study of Social Change. With the help of a large number of graduate students and postdocs, a variety of projects are under way in both the Los Angeles and San Francisco Bay areas.

    The project has three general objectives. The first objective is to describe kids as active innovators using digital media rather than as passive consumers of popular culture or academic knowledge. The second objective is to think about the implications of kids' innovative cultures for schools and higher education and to engage in a dialogue with educational planners. The third objective is to advise software designers about how to use kids' innovative approaches to knowledge and learning in building better software. This project will address these objectives through ethnographic research in both local neighborhoods in Northern and Southern California, and in virtual places and networks such as online games, blogs, messaging, and online interest groups. Our research sites focus on learning and cultural production outside of schools: in homes, neighborhoods, after-school, and in recreational settings.

    This project is sponsored by The John D. and Catherine T. MacArthur Foundation.


    To see the white paper and full report of the Digital Youth Project.

    To learn more about the MacArthur Foundation Digital Media and Learning Initiative.

    Can you give us some sense of the scope and scale of the project?

    Mimi Ito: This was a study that was conducted over three years, with 28 researchers and research collaborators. We interviewed over 800 youth and young adults, and conducted over 5000 hours of online observations. This was done in the form of 22 different case studies of youth new media practices. Some of the studies looked at particular online sites, such as YouTube and social network sites. Other studies looked at interest groups, such as gaming groups and fans of anime and Harry Potter. Other groups also recruited youth from local institutions such as afterschool programs, parent networks, and schools. We believe that this is the most extensive qualitative study of contemporary youth new media practice in the U.S.
    What were your goals with this project?
    Mimi Ito: Our goal was really to capture youth perspectives and voices to understand what is happening in the online world today. We wanted to look at how young people are incorporating new media into their everyday social and recreational lives, in contexts that they found meaningful and motivating. Our thought was that it was only by looking at these kind of youth-driven contexts that we could get a grasp of what youth were learning through their online participation, and how that activity was changing the shape of our media and communications landscape.
    Ethnography often gets praised for its process of discovery. What was the biggest discovery your team made through this process?
    Mimi Ito: One of the strengths of the ethnographic process is that it involves listening and learning from people with different perspectives, and having that inform our research frameworks. One of the big things that we learned from doing this with such a large research team, was how it was that different kinds of youth practices and social groups were related to one another, either in a synergistic way or a more antagonistic way. We learned that the main thing that distinguishes different kinds of youth new media practices was the difference between what we call "friendship-driven" and "interest-driven" participation. Friendship-driven participation is what most youth are doing online, and involve the familiar practices of hanging out, flirting, and working out status issues on sites like MySpace and Facebook. Interest-driven participation has to do with more of the geeks and creative types of practices, where youth will connect with others online around specializes interests, such as media fandom, gaming, or creative production. It wasn't the just usual things like gender and socioeconomic status that necessarily determined the big differences, but it also had a lot to do with categories in youth culture, like is considered "cool," "popular" or "dorky."

    Heather Horst: In addition to friendship-driven and interest-driven genres of participation, we also identified three genres of participation and learning - hanging out, messing around and geeking out. Hanging out is when kids are using technologies like IM, Facebook or MySpace to hang out socially with their friends. Messing around is when they are looking around online for information, or tinkering with media in relatively casual and experimental ways. Geeking out is when they really dive deep into a specialized area of knowledge or interest.

    What is important about this framework is that it's not about categorizing kids as having a single identity or set of activities. What we are doing is identifying different ways that kids can participate in media culture, and this can be quite fluid. For example, we talk in our chapter on Media Ecologies about a teen named Derrick who participated in Christo Sims' study of Rural and Urban Youth. He uses Instant Messaging and his mobile phone to coordinate hanging out with his friends. Yet, and like many other teens, Derrick has also earned a reputation for geeking out through his interest in locating and downloading movies through BitTorrent. He also uses the Internet to 'mess around', such as the time he did a search on Google until he found tutorials and other information to help him build a computer. The diversity of practices reflect differing motivations, levels of commitment and intensity of use which frame Derrick's (and other youths') engagement with new media.

    Mimi Ito: These genres of participation were things that we found across the different case studies that we looked at. In addition, each individual case study discovered a wealth of interesting details and findings that were specific to each case. What was unique about this project was that we discovered things that were grounded in the specifics of deep case studies, which is typical of ethnographic work, as well as identifying these broader cross-cutting patterns.


    Parents often express concerns that young people are interacting online with people they don't know while those excited about social network sites talk about the ways they allow us to escape the constraints of local geography. Yet, your report finds that young people often use these tools primarily to interact with people who they already know. What can you tell us about the relationship between the online and off-line lives of teens?

    danah boyd: While there are indeed examples of teens meeting others through these sites, it is critical for adults to realize that these sites are primarily about reinforcing pre-existing connections using mediated technologies. Youth's mobility is heavily curtailed and they desperately want to hang out with their friends from school. These sites have become that gathering space. Just because they can be used by youth to connect to strangers does not mean that they are. By focusing on the possibilities of risk, adults have lost touch with the benefits that these sites afford to youth.

    Christo Sims: As danah says, most of our participants used social network sites to complement their offline social relationships rather than to experiment with identity or to make a bunch of new "friends" from around the country or world. With that said, there were instances where youth developed online relationships that extended beyond school, neighborhoods, and local activity groups. Youth that were more marginalized in their local social worlds would often go online for friendship and intimacy. We heard several stories of gay and lesbian youth using internet-based tools in these ways. Similarly, we heard stories of immigrants and ethnic minorities connecting online despite being widely distributed geographically. Then, there's youth who engaged in interest-driven online participation who often interacted with folks far beyond their local region. When friendships did develop they grew over sustained participation in those interest-driven activities, not out of more friendship or intimacy seeking behavior as you'd find in an online dating site. Finally, we did hear several stories of youth developing pen-pal like relationships with other teens. These interactions tended to be conversational, sharing accounts of what life was like in their respective towns or cities, discussing the challenges and confusions of being a teenager. These sorts of interactions more closely resemble the self-exploration and identity-play that earlier accounts of online participation tended to emphasize - a sense of anonymity, a degree of freedom from the trappings of one's identity in the family or at school - yet they weren't anywhere close to the dominant day-to-day uses of these tools.

    Dan Perkel: Just to follow up on a point that Christo alludes to, there are in-between categories of people that might be overlooked in the split between "people you do already know" and "strangers." For example, there are people who are friends of friends, or friends of cousins, who you may not know, but go to neighboring schools, or live in the same area of town. We heard from participants in San Francisco, the East Bay, and I believe in Brooklyn as well, stories of people meeting up and getting to know people who they knew through others but only "met" using MySpace or another site. We also heard stories or in some cases watched people play out situations where they had met someone offline, and gotten their MySpace username so that they could contact them later. This was one way of facilitating dating (like asking someone for a phone number). In this case, this is someone that they have met, but is not necessarily someone they "know" or at least have any other contact with before back and forth conversations using social network sites. The point is that we learned how confusing it can be to even categorize who is a stranger versus a known person. How some of the participants use online media happens in the space inbetween.


    danah boyd is a doctoral candidate in the School of Information at the University of California, Berkeley and a Fellow at the Harvard University Law School Berkman Center for Internet and Society. Her research focuses on how American youth engage in networked publics such as MySpace, YouTube, Facebook, Xanga, etc. She is interested in how teens formulate a presentation of self and negotiate socialization in mediated contexts with invisible audiences. In addition to her research, danah works with a wide variety of companies and is an active blogger.

    Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets.

    Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture.

    Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005.

    Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000.

    The New Media Literacies: An Introduction

    Over the next several weeks, I plan to be showcasing some of the work we are doing through Project New Media Literacies, an initiative funded by the MacArthur Foundation as part of their Digital Learning and Youth program. Many regular readers of this blog will already be familiar with some of the work which we do. If you have not read the White Paper we wrote several years ago on the educational implications of participatory culture, check it out.

    Members of our team of graduate students and researchers have been working on creating new curricular models which reflect many of the implications of this white paper. Some of them are being tested through schools and after school programs as we speak. Many of them are going to be released to the public in the course of this academic year. So, you can expect to hear more about these initiatives on this blog in the weeks and months ahead.

    This video was put together by our team to explain in the most general terms what we mean by the New Media Literacies and why we think they are important. It is our collective statement about the principles which govern and motivate our work. The exciting thing about our team is that it brings together those of us who have media production backgrounds, who have expertise in media studies, and who have been trained in educational research. We are all learning from each other as we put these ideas into practice.

    One respondent to the YouTube posting of this video questions our use of the term, "literacies." This is a question that crops up often. A growing body of academic research over the past few decades has increasingly realized that literacy is not simply one thing but rather a range of interconnected skills and practices. We are scarcely the first to talk about "multi-literacies." These skills are unevenly distributed across the population. Some of them may receive a high degree of prestige while others are often debased and dismissed. There is almost always a struggle over what counts as literacy.

    Increasingly, the word, literacy, has moved from reference to the specific practices associated with text to a more generalized capacity to decipher the signs and symbols of our culture. The Media Literacy movement has a long history of extending the concept to refer to our capacity to intreprete and communicate through audio-visual media.

    We see these earlier forms of literacy as absolutely foundational for what we are trying to promote. If you can't read and write, you may not be able to meaningfully participate in this new media landscape. At the same time, participatory culture practices -- such as fan fiction -- provide strong incentives and support for acquiring traditional literacy skills, for growing as readers and writers, while other sites -- such as those around gaming or YouTube -- may provide the infrastructure to help people acquire the skills they need to meaningfully participate.

    We fear, however, that most schools are locking out what is most valuable about these participatory cultures, often by limiting or banning access to social software, blogging tools, Youtube, and other key tools and platforms. This has been true even for some of the schools we are working with to test our materials, an issue I hope to address in more detail in future installments of this blog. The New Media Literacies (definitely plural rather than singular) refer to skills which will support young people in their future roles as learners, creators, workers, and citizens. Watch the video and you will have a better sense of what we mean, but there's no substitute for reading the white paper.

    Why Universities Shouldn't Create "Something like YouTube" (Part One)

    I was recently interviewed by a Canadian journalist, Alexandre Cayla-Irigoyen
    Chef de pupitre - Societe Monde, about OpenCourseWare, Collective Intelligence, and the modern university. Somehow, the interview questions sparked me to dig deep on some ideas that I hadn't really formulated before and I figured the answers might prove interesting to blog readers. So I asked the reporter if I could run the transcript here, once he had gotten what he needed from it for his story.

    I read your book (Convergence Culture) and also a couple of other of your publications. You argue that, right now, the school system is failing its children because they are learning more experimenting outside class than in it. Do you think that Internet and the tools that are being developed will help change this situation ?

    The internet is improving opportunities for learning for at least some portion of our youth, but most of what is most valuable about it is locked outside of schools. For example, many American schools block all access to YouTube, to social network sites, even to blogging tools, all of which are key sites for learning. Schools are discouraging young people from using Wikipedia rather than engaging with it as an opportunity to learn about the research process and to engage with critical discussions around issues of credibility. The schools are often frightened of anything that looks like a game to the point that they lock out many powerful tools which simulate real world processes, encourage a 'what if' engagement with history, or otherwise foster critical understanding of the world.

    As long as they react to these developments as risks rather than resources, then those kids who have access to this online world are going to be de-skilled as they enter the schoolhouse gates and those kids who don't have access are going to be left further behind because they have been abandoned by the institutions which are otherwise best situated to address the digital divide in terms of technical access and the participation gap in terms of access to skills and experiences. So, yes, informal learning is taking place outside of school for those who are able to access it but the refusal of schools to engage with it further amplifies the inequalities between information haves and have nots.



    Can such changes be implemented in university classes? Flexibility seems to be the key aspect of this new approach whereas the university classroom is typically governed by a rigid student-teacher relation (at the undergrad level at least).

    Whatever their limitations in terms of bureaucratic structure, most university instructors have much greater flexibility to respond to these challenges than the average public high school. Unfortunately, by the time we get to college, these gaps in experiences, skills, and resources will have already had a near lethal impact on those kids who are being left behind. It isn't just that we will need to have a head start program to get them the technical skills they need to deploy these technologies. It is going to be much harder to give them the sense of empowerment and entitlement needed to allow them to feel fully part of the online world. They are going to be much less likely to play and experiment with the new technologies because they will be afraid of failing and looking dumb in front of classmates who will have been using these tools for more than a decade.

    That said, we certainly do want to integrate these skills into college classes, because they are key to higher order thinking an research in most of our disciplines, because doing so is the best way of reaching a generation that expects to be able to participate in social networks and manipulate data through simulations. But we shouldn't delude ourselves into thinking we can fix a decade's worth of neglect through the public schooling system.


    How can an institution recreate the type of communities you spoke about in your book ?

    The kinds of communities I discussed in the book are what Cory Doctorow calls "ad-hoc-cracies." They emerge quickly in response to shared interests and concerns. They last as long as people need the community to work through a common problems or query. They vanish when they are no longer useful to their members. They are radically interdisciplinary or I'd prefer, "undisciplined," in that they draw together people with many different expertises and they deploy social networks which observe few of the barriers to interaction we experience in the physical world to bring people together who should be working together. They develop informal yet very powerful systems for vetting information and for carrying out deliberation.

    Almost none of this holds with the average college class which has a fixed duration, a prearranged sequence of materials and problems, a disciplined border, a geographically narrowed location, etc. So, if we want to integrate these into our classes, they require
    much greater flexibility in imagining what constitutes an educational context. They certainly involve developing projects which span disciplines, which link several classes together and requires students to build on each other's work, and which may straddle multiple universities dispersed in space. All of this is easier said than done, of course, but we should be experimenting with how to achieve this goals since at this point it is even hard to point to many real world examples of what this would look like.


    MIT has the OpenCourseWare program that seems to follow a more open logic. Does MIT have other programs that would help it achieve (or create) a more open, flexible and creative environment ?

    The Open Courseware Initiative has very worthy goals -- indeed, the vision behind it is deeply inspiring to me. Universities like MIT should be opening up their resources to the planet. We should being supporting independent learners and providing materials to support education in parts of the world which do not have what major research institutions have to offer. The scale on which Open Courseware is operating now is astonishing and a real tribute to the people who developed it.

    That said, I do not myself participate in Open Courseware. I freely give away my own content through our various blogs, podcasts, and online materials. But MIT has failed to assert a strong Fair Use defense which allows instructors to meaningfully quote from and repurpose existing materials as part of their instructional process. As a media scholar, my teaching centers on helping students understand other people's media content and if I can't quote from and share that content with the users of the Open Courseware, I can not meaningfully reproduce my instructional practices online. MIT had an opportunity to be a leader in the arguments about Fair Use, especially given the good will they have gotten through Open Courseware, yet they have chosen to take a very timid and conservative legal approach to these matters and as a consequence, I feel like it severely compromises the goals and ideals of the Open Courseware initiative.

    I am thus a conscientious objector in my relation to this project. I am going into this here not to slam the Open Courseware people but to suggest that the ideals of free distribution of content by educational institutions are compromised by the current intellectual property regime and that we are not going to be able to meaningfully achieve the full ambitions of such a project until we develop stronger defenses around Fair Use.


    At the present time, MIT is thinking about its next step in its Internet strategy (after the OpenCourseWare project), what are the options ? What should a university try to implement ?

    Many universities are trying to figure out how they can build "something like YouTube" to support their educational activities. Most of them end up building things that are very little like YouTube in that they tend to lock down the content and make it hard to move into other spaces and mobilize in other conversations. In a sense, these university based sites are about disciplining the flow of knowledge rather than facilitating it. As I think about what makes YouTube YouTube, I see a number of factors:
    • Anyone can submit content at anytime and thus doesn't have to operate from a base of academic and institutional authority. It respects multiple kinds of expertise, understands people are differently motivated, and appreciates that information can be posted for many different reasons.
    • YouTube content can be embedded on any website, blog, or social network page. It is spreadable and it gets value as it gets inserted into these various contexts, because they represent different social communities which are having ongoing conversations. YouTube sees information as something that can be used, not something that is simply stored.
    • YouTube provokes responses. Indeed, the most valuable content on YouTube is content which inspires other users to talk back, reframing and repurposing materials, coming at them from many different angles.
    • The content on YouTube can be reconfigured many different ways. It is not part of a structured curriculum; rather, it is modular, nonliner, unstructured. And as such, we are encouraged to play with it rather than being disciplined to approach it in set ways.

      So, I don't know for sure what the next stage of an academic content system looks like but my own sense is that it should look MORE like YouTube and less like what university lawyers and department heads think will be "something like YouTube".


    Teaching "Ahab": An Interview with MC Lars

    Not terribly long ago, I made a blog post discussing the nerdcore performer MC Lars and his music video, "Ahab," as appropriations from Herman Melville's Moby-Dick.


    We have been using Lars's video as a resource for our Teacher's Strategy Guide for "Reading in a Participatory Culture." I ended the post with a plea to help me get in touch with MC Lars and it's a tribute to the network which has emerged around this blog that a little later, I did hear from the performer (and ex-Lit major) who was excited to learn that we were deploying his performance in schools. Since then, MC Lars agreed to respond to a set of questions submitted to him by Rebecca Rupert's students from Aurora Alternative High School in Bloomington IN. It serves students who have not experienced success in traditional settings. Rupert's English Language Arts classes are part of the pilot program for our project. I added a few more questions in the mix myself designed to place the students' questions in a fuller context.

    How would you define nerdcore?

    To me, nerdcore hip-hop is a genre of music that has lyrical content of things "nerds" would typically be interested in: computers, Star Wars, Final Fantasy, Magic the Gathering, Lord of the Rings, etc. Culturally, nerdcore "trades on" the implied notion that "authentic" hip-hop artists from urban areas spend less time reading comic books and more time "doing drive-by shootings", hence the instanty novelty appeal of the genre to any one familiar with pop culture. One can also ascertain the implication that nerdcore is "4th generation hip- hop created by 3rd generation hip-hop's target audience", as a new generation of thousands of rappers who make beats on their computers can attest. Nerdcore can be viewed as hip-hop created by a generation of artists whose parents may have grown up listening to artists of the genre's golden age, such as Chuck D, KRS-One, and Eric B & Rakim (much like the punk generation grew up listening to the three chord progressions of the early Beatles and distilled it into a more distilled presentation). If one wants to be cynical and explore how hip-hop has transcended racial and class boundaries, there is an implication that nerdcore is "white hip-hop", in lack of acknowledgement of its African American cultural roots.
    How did you get involved in the movement?
    I started out playing guitar in punk bands as a teenager growing up on the Monterey Peninsula. When I started by undergraduate work at Stanford, I was drawn to KZSU, a station that proudly boasts having "the oldest hip-hop show on the West Coast". One of my projects was to alphabetize the vinyl library of thousands and thousands of records... and this gave me a quick education on every important performer in the first 30 years of hip-hop. I continued writing and performing my rap songs, and when I went to study in Oxford, I made friends with local indie rock bands who asked me to open for them. This led to me getting signed to a British label and everything else that followed. When "nerdcore" became an "authentic" genre in 2003/2004, I looked it up on Wikipedia and saw that I was officially part of the movement. Reading more about it I was happy to have the label as a description of part of what I do.
    How do you see "Ahab" as part of the larger nerdcore movement?
    There isn't an MC in the scene who raps about 19th century American literature. I thought it was time to make waves, so to speak. Nerdcore is an important cultural phenomenon because it gives voice to people who write songs about things they love, and nerdcore gives license to people to rap about very "un-hip-hop" topics. I enjoyed my literature studies in college and wanted to write a song about one of my favorite books, and because only people with a certain education and understanding will understand what I'm doing, that makes "Ahab" part of the larger nerdcore movement. My hope is to inspire kids to read more Melville and turn off their televisions (after watching my video, of course).
    One of the students got very passionate in arguing that mc Chris was better at rapping than you. This raises the question: How do we evaluate appropriations and remixing of materials within nerdcore?

    Great question. Chris Ward is a talented rapper with a strong flow whose success can be directly attributed to his voice work for Cartoon Network and his comedic blurring of the line between "real hip-hop culture" and "nerd culture". He trades on the notion, as mentioned in my response in your first question, that nerdcore is unique in its lacking of songs about "bitches, blunts, and 40's". But Chris surprises people with album titles like "Life's a Bitch and I'm Her Pimp" and songs about recreational drugs, to show that nerds can relate to comedic elements of gangsta rap culture in their own ways. One might argue that he is a better rapper than me because of this, but I would argue that his act plays on elements of mocking African-American culture and verges on being a minstrel show. His voice and grammatical choices emulate African American culture in a way that would make the typical person laugh, this being its primary selling point. We evaluate mc chris's appropriation of culture by his closeness to "authentic hip-hop" and his use of comedy in the blurring of lines between "gangsta" and "nerd" culture. Other elements for evaluation of appropriation and remixing include musical craftmanship in constructing "beats", vocabulary, and originality in subject matter in writing lyrics.
    Can you share some of your own experiences as a reader of Moby- Dick? When did you first read the novel? Do you consider yourself a fan of Moby-Dick?
    I first read Moby-Dick as a Junior in college. My professor Jay Fliegelman taught a class on Melville, and we read Moby-Dick and some of Melville's shorter stories. I remember being frustrated at first with the slow pacing of the novel, but found myself being drawn into it one chapter at a time. I love the metaphor of the Pequod as a cross section of 19th century American life, with all of the racial and class diversity of American society at the time, and the depth of the characters who reflected different elements of American life during that time. The layers of metaphor and allegorical references are dense, and the footnotes to the Norton Critical Edition were very helpful in discerning the meaning. I am definitely a fan of Moby-Dick, especially because of the overarching theme of mankind's hubris in the face of Mother Nature's sublime indifference.
    You've sung about the so-called "iGeneration" in ways that are very similar to our concept of new media literacies. What do you think this generation is bringing to the culture and what do you see as the relationship of these new ways of thinking to the things we've traditionally taught through school?
    The iGeneration is the generation that grew up with an innate familiarity with the internet. Kids can instantly access music by any band, old or new, and can find information and background info on any film or book ever written through any medium they want. We are used to hyper-stimulation, chatting on AOL instant messenger while emailing friends while watching a movie while download torrents while updating our websites. We are used to creating our own niches within the subcultures through which define ourselves, through Myspace pages of our local bands, or YouTube videos of our local comedy troupes. But technology has shortened our attention spans as well, to the point where if we can't "Wiki" something and understand it instantly, we move on. Students can now comprehend the world a lot faster than the previous generation, because we are used to old technologies and are adept at using new technologies more quickly. We are used to processing many streams of information at once and are more discerning about the sources and intentions of those preventing the information (.com, .org, .gov etc.). Basically the "iGeneration" is the "information / internet" generation who is bringing new technologies and creative ways of implementing them and has the responsibility of using their powers to leave the world a better place when we go. With all of the technology at their disposal, the iGeneration could come together and find cures for AIDS and for global warming, if we put down the Wii controller and log off of Myspace for an afternoon. It's an exciting time to be alive and affecting culture.


    What follows are the student's questions and his responses, including Lars's advice to teachers who want to engage the "iGeneration" with excitement about traditional literature.

    Why did you want to make this video?


    To retell Moby-Dick in an engaging and exciting way and to promote my 2006 release The Graduate. With our media-saturated culture, videos are an important way to promote albums and "Ahab" was a fun single from the last record.


    How long did it take you to make this video?

    I was on tour in Australia for most of June of 2006 when preparation for "Ahab" began, but the set designers and artists spent three weeks creating the sets, ship, and fish costumes. When I got back, we rented a warehouse in Brooklyn and filmed for two hot summer days, from 6 am to midnight. The post-production lasted another two weeks, compositing such scenes as the boat floating in the sea, the transition between the sailors on-deck and below the ship, and and exiting of the whale's stomach to reveal a cast of students taking bows. The entire project took 6 weeks of very hard work.

    Why was it so cheap?


    We had a finite video budget of $3,000, which is why the aesthetic differs from a Kanye West video. That's why it looks "cheap", or quite conveniently, like a school play.


    Why did you put people in fishy costumes?

    I made the video to show students how books can help us explore worlds we've never been to before. I wanted to bring the world of Herman Melville's dark tale to light, as done through the eyes of a 4th grade production. Our aesthetic for costume design was that of the feel of 80's-era PBS learning programs, such as Sesame Street and Reading Rainbow, where the fantasy world of imagination and the real world were brought together with color costumes and low budgets. The entire video was shot in just a few conjoined takes, to give the feel of a live performance. Having kids reenact every aspect of the novel was a pivotal part of the framing device of the presentation is a children's play for adults, which is why the choreographed dancing in the fish costumes was a key part in the design and presentation. The charm of a grade-school production is meant to help emulsify Melville's weighty prose.


    Why is the whale limpy?

    I'd like to have an erudite, complex answer for you, but the truth is that we had a relatively small service elevator we had to use to get the Moby Dick model up to the third floor of the warehouse where we shot. Moby was carried by three very patient PA's on the set, who walked around with walkie talkies and listened as the director Sean Donnelly shouted directions to them. The tail was originally designed to move up and down by the people in the costume, but it was snapped in half when we crammed the costume into the elevator. Hence its unintentional "limpy-ness" - giving it a relaxed, limp appearance, and perhaps more charm.


    What point were you trying to make--were you trying to make fun of Moby-Dick or what was the point behind it?

    As a writer, Jonathan Swift and Alexander Pope are big influences on my work. Swift reveals mankind's shortcomings through his portrayal of the human condition and Pope was a master of the satirical verse and social commentary. Both of these writers were influences on me as I worked to retell Moby-Dick for a younger audience to remind us that hubris can be deadly, and until we learn that the sublime power of nature is nothing to be tempted, we will be doomed to repeat Ahab's fate. When I wrote the song in 2005, the Iraq War was in its relatively early stages and many people in the media were comparing Bush to Ahab, a crazed leader in search of the white whale of terrorism, seeking justice in a confused and self-destructive way. It made me think about how relevant the story still was, so I decided to retell the book for a new audience, updating it with modern references (Steve Wozniak, Supergrass, etc.) and compressed it into a Wiki-Wiki version, the cliff notes version of the cliff notes. It serves as a warning for future politicians who may become crazed with power, presented in a fun, catchy way.
    How would you teach Moby-Dick to make it fun for students?
    Young people have been brought up in a postmodern cut-and-past culture, replete with pop culture references and media saturations. A steady beat and cadence draws listeners in, as they are used to hyper- stimulation. Hip-hop is a very, very effective way to pique students' interest, in any topic, since it is the platonic manifestation of postmodern culture. I am intrigued by the lineage between Chaucer and KRS-One, a tradition of verse that reflects our struggles and victories as human beings.

    As a lesson plan, I would encourage students to read Moby-Dick and find characters with which they identify. I would encourage students to keep an eye open for some of the less famous characters, such as Daggoo or Tashtego. I would then ask them to each write an 8 to 16 line verse that interprets their characters' experiences in the novel, and ask them to explore how these characters could be translated to a modern context.... either through their similarities to modern celebrities or how they reflect struggles of notably personalities in current events. For instance, Fedallah's stowaway experiences could shine light on immigration policies, while Pip could shine light on child labor laws or the class struggle.

    I would then have students get into groups of three to four people each, bringing their verses together and create a song. I'd ask them to find similar themes between themselves to find a "hook" for the chorus song. They could then think of a lyrical chorus that reflects these similarities between character, and perform the "rap" for the class. Some instrumental beats that could convey the cadences and rhythms of such a translation are as follow:

    Hip Hop by Dead Prez
    Shook Ones Part II by Mobb Deep
    MC's Act Like They Don't Know by KRS-One

    This would show students how the plights of the characters in Moby-Dick relate to current events, and through an updated presentation of the form, this exercise would also inspire them to find more similarities between works 19th century literature and postmodern life in the 21st century.



    Speaking of Geeks

    A little while ago, I mentioned that the CMS grad students had been reading The Brief, Wondrous Life of Oscar Wao, in anticipation of a conversation with its author, Junot Diaz. Given the interest this generated for some readers, I wanted to add a pointer to the podcast version of that exchange. Diaz offers a masterful account for why he thinks comics, science fiction, and horror may speak truths that are excluded from official histories or from "serious literature" and explains how his novel was structured in part around borrowings from The Fantastic Four and Dune. Enjoy.

    Youth, New Media Literacies, and Civic Engagement

    Editor's note: I wrote this post originally for the Knight Foundation's Idea Lab blog where it appeared earlier this week. It has generated enough interest there that I figure it would also be relevant to my regular readers here.

    This fall, I am going to be teaching a course on New Media Literacies and Civic Engagement, which is designed to help facilitate conversations across two of the projects we run through the Comparative Media Studies program: the Center for Future Civic Media, funded by the Knight Foundation as a collaboration with the MIT Media Lab, and Project NML (New Media Literacies), which is funded by the MacArthur Foundation. My goal in the class is to systematically explore a rapidly expanding body of literature which deals with the ways that new forms of "participatory culture" are impacting how young people think about themselves as citizens and community members. Most of this material is available online and so I wanted to share with you some pointers in hopes that it may help spark larger conversations around these issues.

    I plan to open the course with reflections on the current presidential campaign season, the role of both old and new media, and signs of increased voter registration and activity by young Americans. To set the stage, I am having my students read from several recent news stories on the campaign, including:
    David von Drehle, "The Year of the Youth Vote," Time , Jan. 31 2008.
    David Talbot, "How Obama Really Did It," Technology Review, September/October 2008,
    Marc Ambinder, "HisSpace," The Atlantic, June 2008
    In the first class session, we will be looking at the images constructed around the two candidates through their advertising, websites, and official biography videos. The best online resource for these materials is realclearpolitics, a site which aggregates recent media coverage of the campaigns, including collecting current political advertising. I plan to discuss the roles which YouTube played early in the campaign season, a topic which I discuss in a new "afterward" to the recently released paperback edition of Convergence Culture: Where Old and New Media Collide. And I plan to explore the ways that the McCain campaign is taking aim at Obama's blurring of the lines between popular culture and politics, a topic I addressed in a recent post on my blog. We also will be placing these materials in a larger historical context by looking at earlier forms of political advertising. You can find such materials through the Living Room Candidate, an archive created by the Museum of the Moving Image in Astoria, NY, and through Project Look Sharp's curricular materials on studying presidential campaigns.

    From here, the course will progress across a range of related topics including:


    • New Media Literacies

    • Civic Engagement

    • Youth as Cybercitizens

    • Digital Ethics

    • Is There a Digital Generation?

    • Children's Fiction and the Fiction of Childhood

    • Expression and Participation

    • Games and Virtual Worlds

    • Collective Intelligence and Social Networks

    • Identity and Community

    • The Digital Divide and the Participation Gap

    The only full book we are reading is Cory Doctorow's recent young adult novel, Little Brother, which deals with the politics of cyberactivism and homeland security. Check out my blog post on this important novel.

    We will also be reading extensively from the recently published Born Digital: Understanding the First Generation of Digital Natives, written by John Palfrey and Urs Gasser from Harvard's Berkman Center.

    We will also be drawing extensively from the new books, recently released by the MIT Press and the MacArthur Foundation, as part of their Digital Media and Learning Series -- Civic Life Online;Digital Media, Youth and Credability; Digital Youth, Innovation, and the Unexpected; The Ecology of Games; Learning Race and Ethnicity; Youth, Identity and Digital Media. All of these books are available online for free access and they include work by many of the most important contemporary thinkers on youth and media literacy.

    I also anticipate working with the report out from an extensive ethnographic study of young people's online lives being conducted by Mimi Ito, Barrie Thorne, Michael Carter, and an army of graduate students from USC and Berkley; this document will be released later this term, but you can read about the research.

    For a counter perspective on many of these issues, my students will also be reading from Mark Bauerlein's The Dumbest Generation: How the Digital Age Stupefies Young Americans and Jeopardizes Our Future (Or, Don't Trust Anyone Under 30).

    And I will be having students look at parts of Ben Rigby's Mobilizing Generation 2.0. I recently interviewed Rigby for my blog.

    Throughout the course, we will be looking at a range of recent white papers which offer cutting edge perspectives on these issues, including:

    And we will be eagerly awaiting the report soon to be issued by the Pew Center on the Internet & American Life which deals with the ways young people's experiences as gamers might impact their lives as citizens.

    Along the way, we will be exploring two significant PBS documentaries, both of which can now be accessed online -- Growing Up Online and By the People: Citizenship in the 21st Century


    The Center will also be hosting two public events through the MIT Communications Forum this fall focused around the Presidential Campaign and the role of media. You can find out more information about these events and hear podcast versions of previous Forum events here.

    I hope to offer some more reports on the class and how it is informing our work at the Center for Future Civic Media in the weeks ahead. But I'm hoping the above may introduce you to some materials you might not know about otherwise.

    Mobilizing Generation 2.0: An Interview with Ben Rigby

    This fall, I will be teaching a course on New Media Literacies and Civic Engagement. The class is designed to provide a bridge between the research we are doing for the Center for Future Civic Media and Project New Media Literacies. It also hopes to explore in depth a range of current research about how the new media landscape is impacting how young people learn to think of themselves as citizens. Here's the course description:


    New Media Literacies and Civic Engagement

    What does it mean to be 'literate' and how has this changed as a consequence of the introduction of new communication technologies? What social skills and cultural competencies do young people need to acquire if they are going to be able to fully participate in the digital future? What are the ethical choices young people face as participants in online communities and as producers of media? What can Wikipedia and Facebook teach us about the future of democratic citizenship? How effective is Youtube at promoting cultural diversity? What relationship exists between participatory culture and participatory democracy? How is learning from a video game different from learning from a book? What do we know about the work habits and learning skills of the generation that has grown up playing video games? What impact are young voters having on the 2008 elections and why? What lessons can we take from the study of virtual communities which might help us enhance civic engagement at the local level? Who is being left behind in the digital era and what can we do about it? This class is designed to introduce students to a new wave of research which is bringing together scholars from many different disciplines to ask new questions, pose new models, and try new experiments to better imagine the future of American education and of democracy itself.

    Much of the reading in the course will be drawn from a series of books recently produced by the MIT Press and the MacArthur Foundation. These books reflect a national push by the MacArthur Foundation to explore how young people are learning informally through the affordances of new media and what implications this has for the future of schools, libraries, public institutions, the workplace, and the American family. Researchers and guests from The MIT Center for Future Civic Media and Project New Media Literacies will play an active role in the course, sharing projects and curricular materials under development, grounding our more theoretical considerations with real world perspectives. Students will have an opportunity to explore these ideas through research papers but they will also be asked to get involved in the development of projects which are designed to have an impact on real world communities.

    If you happen to be a student at MIT, Harvard, or Wellesley, I hope you will consider taking the class this fall. The class meets Mondays, 11-2 pm, and Weds, 3:30-5 pm. I am hoping to write here from time to time about some of the ideas that emerge from the class. We will also be hosting several discussions through the MIT Communications Forum this term focusing on the roles which new media played in the 2008 Presidential Campaigns.

    To whet your appetite on this topic, I wanted to share here an interview with Ben Rigby, the author of a recent book, Mobilizing Generation 2.0, which offers case studies and insights for activists and campaigns as they think about how to reach and court young voters. The book includes discussions of blogs, social networks, mobile technologies, wikis, and virtual worlds, among other web 2.0 practices, and features contributions from a range of key thinkers including danah boyd, Seth Godin, Mitch Kapor, and Beth Kanter. Rigby, who has developed web and mobile strategies for a range of nonprofit and Fortune 1000 companies, founded MobileVoter.org, an organization dedicated to using new media to politically empower young people.


    You organize your book around new technologies and platforms. Yet at every civic media event I've been at lately, the core debate has been whether the change is
    being brought about by new technologies or by new social and cultural practices
    which help to foster a greater sense of civic engagement. Is this a false
    debate? Where do you fall in terms of the relative importance of technologies
    vs. social and cultural practices?

    It's absolutely a false debate. Technology is a social and cultural practice. It means nothing outside of the context of the people who use it. This question led me to re-read the paper that inspired me to pursue a thesis program in Science, Technology, and Society back in college. It's called "Steel Axes for Stone-Age Australians" by Lauriston Sharp.

    To summarize Sharp's brief ethnography: The Yir Yoront is a Western Australian aboriginal group that, by the early 1900s, had very little exposure to any social group outside of their limited radius (and virtually no contact with non-aboriginal peoples). The stone axe played a central role in their lives as a productivity tool, but most important, as a lynch-pin of social relations. Being difficult to manufacture, these axes were in short supply. While any Yir Yaront was permitted to use one, their use was controlled by adult men. Women and children who wanted to use an axe were required to get one from a man (usually a direct relation) and needed to return it promptly and in good condition. A man referred to his axe as "my axe," but women and children never did. The axe also figured prominently in trading relations with nearby groups. The Yir Yaront traded sting-ray-barb tipped spears for raw stone with their neighbors to the south (where quarries were located). Again, adult males figured prominently in these relations as they were the primary producers of spears and lead negotiators.

    When an Anglican mission arrived in 1915, the missionaries set up a plan for "raising native living standards." In return for undertaking certain tasks or behaviors, the missionaries distributed incentive goods to the Yir Yaront. The missionaries quickly discovered that their steel axes were valued more than any other trading item. Thus, they'd give out these axes as incentives for participation in their programs and as gifts during holidays. They'd give them to men, women, and children indiscriminately.

    Sharp describes the events that follow the introduction of the steel axe as "the collapse and destruction of all Yir Yoront culture." Wives and children no longer needed to defer to their superordinate male. Men, in turn, became insecure as they questioned their roles and masculinity. The hierarchy of 'ownership' melted, which resulted in the rise in stealing and trespassing. Trading links weakened as stone was no longer highly valued. Associated trade ceremonies took on less significance and became poorly attended.

    Frustratingly, Sharp's ethnography leaves off there. It appears that he left the field just as these monumental transitions were taking place. I haven't been able to find any followup reporting. It's the ultimate cliff hanger (if any readers have additional information on this group, please send!). He reports, somewhat melodramatically, that the Yir Yaront's southern trading partners passed through a similar set of cultural transformations which resulted in an "appallingly sodden and complete cultural disintegration, and a demoralization of the individual such as has seldom been recorded elsewhere."

    Even without the melodrama or the end of the story, it's clear that a technical innovation (or introduction of such) sparked the transformation of a society. However, because the technology in question is a simple axe, it's easy to disambiguate the tool from the social and cultural practice that surrounds it. Here, the tool gets moderately more effective at its ostensible task (chopping), but it's how the Yir Yaront wove it into their life that's critical. If it were any garden variety tool, that'd be one thing. But the axe was central to the Yir Yaront hierarchy and belief system. It's impossible to understand the axe without understanding its cultural context - it doesn't make sense.

    Similarly, email, social networking, and YouTube don't mean anything by themselves. They are what we make of them - and how we believe in them. Peer production of media is significant because of the way that we value media. Technology is inherently social.

    In fact, this question ties into my motivations for writing Mobilizing Generation 2.0. In order to make social change, you have to understand -a- what the axe does (chopping) and -b- how people value it (cultural context). Of course, there's a chasm in complexity between the axe and today's technologies such that even understanding -a- is something of a challenge. However, it's -b- that's really important. And you can't get to -b- without first getting to -a-.

    So the book is organized around our most significant axes: blogs, social networking, mobile phones, wikis, video and photo sharing, online mapping, and virtual worlds. It intends to give readers a crash course in understanding -a-. Then, once that territory is covered, the book goes into -b-: how young people are using their technologies and how organizations are, in turn, using these same technologies to connect with youth.

    We have a curious relationship with the word "technology." In common speech, we use it to define a subset of our tools which are unfamiliar to some, but not all, members our social group. Thus, tools such as tshirts, shoes, and axes are just "things"... things familiar to everyone. But microchips, cell phones, and Web sites are "technologies." Of course, they all belong to a kind of tool continuum - and it's helpful to understand "technology" in this context.

    There's a moment when a tool stops being referred to as a "technology" and becomes just a thing. A light bulb, for example, has moved from being a technology to just a thing. However, a cell phone is still a technology. It will eventually move into the category of "thing" as it becomes more familiar to more people and as newer and less familiar tools take its place. The dividing line on this continuum differs among age groups - it sits forward for younger people. This rough diagram illustrates this idea.

    tech.PNG

    Of course the continuum varies from person to person. But for an older person running a nonprofit or political campaign (as most director level people tend to be), it's helpful to imagine that most of their "technologies" are just "things" in the minds of young people - nearly as natural and thoughtless as putting on shoes in the morning (which is not to say, however, that they're insignificant).

    All along this continuum (and back to your question), each of these tools is embedded in our cultural context. I can't imagine it being any other way until the point at which our tools take on an agency that's quite outside of our collective control. To my thinking, this point happens when we start having earnest discussions about civic rights for intelligent computer systems - which means that these systems will have evolved into something entirely different from what they've been. I think that this moment will eventually arrive, but that it's many years away.



    Over the past few years, organizations of all kinds have begun to explore the
    value of virtual worlds. Yet, virtual worlds still arguably reach only a culture of early adapters. What is the current value of virtual worlds as a political platform? Are we experimenting with something that will have a long term impact but may offer only limited short term rewards? If so, how can you justify putting energy there in what may turn out to be a tight political contest?

    I don't know much about the inception of Second Life, but I imagine it went something like this:
    [Scene: friends sitting around a poker table drinking beer] Philip Rosedale: Have you guys read Snowcrash?

    Friend #1: Yea, it rocked.

    Philip Rosedale: Wouldn't it be cool if we built that thing?

    Friend #2: What thing?

    Philip Rosedale: The thing! The actual virtual world that Stevenson describes. I know some tech guys.

    Friend #1: Phil, you should do it. That would rock.

    Philip Rosedale: Yea, maybe I will.

    Then Rosedale takes the book, hires some coders, and transliterates the book into pixels. And so, we've got Second Life, which is Snowcrash come to life - irony and all. Second Life was such an early sensation that it has, thus far, defined what is meant by "virtual world." In fact, it's gone further by defining the common understanding of character-driven 3D space (which is distinct from a "virtual world").

    Second Life's early success and recent woes have, in fact, put a damper on innovation in the 3D space. Second Life and its imitators (of which there are now dozens, including Google's recent project called Lively) continue to replicate Snowcrash. They recreate fantasy versions of something that approximates real-life. And social change efforts in these worlds are doomed. They are shoddy replications of experiences that are better in real life: walkathons, tschotchke giveaways, museum exhibits.

    But these efforts are only the first forays into what will eventually be the next world changing technical movement. Snowcrash is not where we'll end up. The potential of immersive 3D space is much greater than imitating and fantasizing about our existing reality. Remember in 1995 when businesses would scan their paper brochures and use the resulting JPG as their Web site? That's where we are today with the use of 3D space.

    So, for anyone concerned about the 2008 Election, there's very little of interest. I wouldn't spend any time at all in today's virtual spaces. From the candidate perspective, it's not worth the effort. My advice for social changemakers is to keep a close eye on the space and to wait for it.



    You end the book with a suggestion that "web 2.0" constitutes a "tectonic shift" in the political landscape. Explain. What's the nature of that shift? How quickly is its impact being felt? What changes will traditional political organizations need to make in order to take advantage of this new model for reaching voters? And what do you think will be the biggest points of resistance in moving in this direction?

    Yochai Benkler describes this shift wonderfully in the Wealth of Networks. We (I) owe him a debt of gratitude for the book. Benkler describes the shift as nothing short of a massive redistribution of the means of production. That's tectonic. It's a dozen steel axes put into the hands of everyone. And it's a power grab right now between:
    a) Those who are trying to prevent the redistribution (ie: RIAA) b) Those who don't recognize that massive shifts are underway (ie: most large nonprofits and traditional political organizations) c) Those who love their newfound axes (ie: most young people and Web2.0 business owners)
    So -a- will fight it; -b- will lose (most of the time); and -c- will fight to make -b- join them instead of joining -a- so that -a- doesn't win, which is not at all a certainty at this point in time.
    All signs are that a record number of young people have been participating in the current presidential elections and that voter registration for those under 30 have increased dramatically in recent years. What factors do you see as contributing to this increase in youth participation? Will these trends continue to rise as we look towards the fall?

    I don't have anything substantively new to say on this topic, other than to echo what you and other smart observers have been saying for the past couple of years. Young people's media has become participatory - and they're reacting positively to a candidate (Obama) who has shaped his campaign in a similar fashion. Moreover, he's using language and speaking about issues in ways that give him the air of authenticity. For the sake of increasing youth political involvement, it's a good thing he won the nomination.



    You begin the book by discussing your experiences running a nonprofit, Mobile
    Voter, which you suggest failed to meet its goals for registering and
    mobilizing young voters. Why did Mobile Voter fail and what did you learn from
    this failure?

    There's such a finality implied by the word "failure." I don't believe in it. It's too black and white.

    To take a recent example - this spring, we entered our newest initiative, Volunteer Now!, into the NetSquared Mashup Challenge. The Challenge involved two rounds. To make it into the first, we needed to generate votes on Net2's web site. I emailed my list asking for votes and we made it in. The second round involved two days at a conference center in San Jose. At the conference we met dozens of enthusiastic social change activists and several potential funders. We also demonstrated the product dozens of times. In sum, we met a ton of people, honed our pitch, and got great feedback for the project.
    We didn't place in the top three. Did we fail? Of course not. There's so much value in this experience. I'm unsure what historical events brought us to consider our efforts in Manichaean terms (win/lose, evil/good, fail/succeed), but I think it's a big problem. We're afraid of nuance.

    So, instead of slinking away from not winning the Net2 challenge, I sent out an email to my list again with the subject line "We didn't win!!" And funny enough, that email generated a response that was 10x higher than the initial email asking for votes. There was a lot of value in looking at the "loss" as an opportunity for engagement.

    So, that's a long entree to your question about Mobile Voter's 2006 "TxtVoter" campaign. In 2006, we raised funds from the Pew Charitable Trusts to register 55,000 young voters. By Nov 5th, we'd registered about 35,000 - of which only about 2,000 came through our text messaging system. The rest came via our GoVote.org Web site which we built and operated in conjunction with Working Assets (now Credo, who put the lionshare of the effort into generating traffic to that site).

    It would be disingenuous to say that we weren't disappointed by the numbers - especially since we started the season with a Dean-like yell and aspirations to register many more than 55K. However, there's a rich context to this "failure." In addition to TxtVoter's registration component, we helped to implement a get out the vote (GOTV) campaign that was studied (and party organized) by researchers from Michigan (Dale/Strauss) which has since become the seminal study on the effectiveness of text messaging for GOTV. We also developed a list of best-practices which is now being used to replicate the most successful instances of the TxtVoter campaign (there were some events in which response rates surged to 46% versus the 1% overall average). To boot, the experiences of the '06 campaign led directly to the writing of Mobilizing Generation 2.0, which intends to address some of the pain points that I saw across hundreds of nonprofits and political campaigns during the TxtVoter initiative.

    In sum, the learning is: there is no failure and we need to better embrace nuance.

    MacArthur's Participatory Learning Initiative Goes International

    I've been showcasing this week some of the work we've been doing with the MacArthur Foundation on new media literacies. If you are feeling inspired, you might consider submitting something to the second round of the foundation's Digital Media and Learning Competition. Here are the details which were just released this week:

    MACARTHUR'S $2 MILLION DIGITAL MEDIA AND LEARNING COMPETITION FOCUSES ON PARTICIPATORY LEARNING, GOES INTERNATIONAL

    Chicago, IL (August 18, 2008) - The John D. and Catherine T. MacArthur Foundation, in collaboration with the University of California, Irvine, Duke University and the virtual network HASTAC, announced today a second annual open-call competition that will provide $2 million in awards to innovators shaping the field of digital media and learning. The Digital Media and Learning Competition, supported through a grant to the University of California, Irvine and administered by HASTAC, has been expanded to pilot international submissions and introduce a new category focusing on young innovators aged 18-25.

    "Digital media are helping to make the world smaller, spread ideas, and encourage collaboration across borders and among people who otherwise might not have an opportunity to work together," said MacArthur President Jonathan Fanton. "To ensure support for the freshest thinking and most innovative applications of digital media to learning, we have expanded this year's competition to include international submissions and ideas from young people, who are often the pioneers of the digital space."

    Awards will be given in two categories:

    * Innovation in Participatory Learning Awards will support projects that demonstrate new modes of participatory learning, in which people take part in virtual communities, share ideas, comment on one another's projects, and advance goals together. Successful projects will promote participatory learning in a variety of environments: through the creation of new digital tools, modification of existing ones, or use of digital media in some other novel way. Submissions will be accepted from applicants in Canada, People's Republic of China, India, Japan, Mexico, the Netherlands, Nigeria, Russia, Singapore, South Africa, the United Kingdom, and the United States, countries in which HASTAC or MacArthur have significant experience. Winners will receive between $30,000 and $250,000.

    * Young Innovator Awards are designed to encourage young people aged 18-25 to think boldly about "what comes next" in participatory learning and to contribute to making it happen. Winners will receive funding to do an internship with a sponsor organization to help bring their most visionary ideas from the "garage" stage to implementation. For this competition cycle, submissions will only be accepted from applicants in the United States. Winners will receive between $5,000 and $30,000.

    This year's competition will include an online forum where applicants can post their ideas, solicit feedback, offer their services, and connect with other applicants and potential collaborators. All material posted to this "Digital Media and Learning Scratchpad" is publicly accessible. Participation is voluntary and not required for application.

    "Participatory learning allows people to work together online toward some collective purpose, sharing knowledge, insights, and expertise, and most important, learning together," said Cathy N. Davidson, John Hope Franklin Humanities Institute Professor at Duke University and HASTAC co-founder.

    The open competition will be administered by the Humanities, Arts, Science and Technology Advanced Collaboratory (HASTAC), which was founded and is primarily operated at two university centers, the University of California Humanities Research Institute at the University of California, Irvine and the John Hope Franklin Center at Duke University. Applications will be judged by an expert panel of scholars, educators, entrepreneurs, journalists, and other digital media specialists.

    "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."

    Competition winners will join an existing community of 17 awardees from last year, including a mobile musical laboratory, a digital humanitarian assistance game derived from existing military simulation technology, and a mobile phone project hat connects young African social entepreneurs with young North American professionals. Winners also will be invited to showcase their work at a conference that will include venture capitalists, entrepreneurs, educators and new media experts seeking the best ideas about digital participatory learning.

    Applications are due Oct. 15, 2008 and winners will be publicly announced in April 2009. Detailed information on the competition is available online at www.dmlcompetition.net.

    How Fan Fiction Can Teach Us a New Way to Read Moby-Dick (Part Two)

    Last time, I shared with you part of our teacher's strategy guide on "Reading in a Participatory Culture." Today, I am running the second part of our discussion of fan fiction. This time, we apply concepts from the study of fan reading and writing practices to talk about the teaching of Melville's Moby-Dick.

    I've received several questions off-line about the context of this material in the guide itself. We've heard two conflicting pieces of advice, which I think reflects two different kinds of teachers. On the one hand, we hear that teachers want lesson plans they can rip and read which are carefully calibrated to the standards and indeed, the first part of the guide provides precisely that. Because we are focusing on local schools for our testing phase, we've focused on our own state standards, though we are also attentive to national trends in this area. We've already started a small scale teacher training program for the folks field testing our guide this year. Teachers at our workshop were able to take some of our lessons, go straight to work, and produce good results without reading the rest of the guide.

    We also hear, though, that certain teachers want to learn a new approach to teaching and want to understand more fully the philosophy behind the approach. While we are offering a wealth of resources specific to Moby-Dick, we also very much want the exercises and philosophy to be flexible enough that they can be applied to the full range of books that get taught in high school English and language arts classes. We've produced a seperate "expert voices" section that provides more detailed background. The material I am running on the blog right now is from that section. We have heard from some teachers so far that they do find this material very helpful but my bet, from interacting with them, is that other teachers won't ever look at it because the pace of their work life won't allow it. We've tried to design things so teachers can dig as deep as they want or work only on the top level.

    One of the goals of the guide is to draw on several decades of ethnographic work on how and why people read in order to encourage teachers to be open to a much broader range of interpretations through their classes. One of the ways we do so is being very self reflective about the reading practices that shaped the guide itself. We have foregrounded four different readers who were involved in producing the guide -- Wyn Kelly as a literary scholar; Rudy Cabrera as a performer; Ricardo Pitts-Wiley as a creative artist; and myself as a media scholar and fan. I thought you might enjoy this video, created by Deb Lui, for the Guide, which introduces these four readers and the ways they approach Moby Dick.

    Now, enjoy Part Two of the section on fan fiction and literature. And again, I would appreciate any feedback you may have about the approach we have taken to this section of the guide. Here, I introduce a new conceptual framework for thinking about what aspects of texts provide the most fertile openings for fan interventions.


    Reading Moby-Dick As a Fan

    Fans are searching for unrealized potentials in the story that might provide a springboard for their own creative activities. We might identify at least five basic elements in a text that can inspire fan interventions. Learning to read as a fan often involves learning to find such openings for speculation and creative extension. [1]


    • Kernels -- pieces of information introduced into a narrative to hint at a larger world but not fully developed within the story itself. Kernels typically pull us away from the core plot line and introduce other possible stories to explore. For example, consider the meeting between the captains of the Pequod and the Rachel which occurs near the end of Melville's novel (Chapter cxxviii). Captain Gardiner of the Rachel is searching for a missing boat, lost the night before, which has his own son aboard. He solicits Ahab's help in the search. In doing so, he tells Ahab, "For you too have a boy, Captain Ahab - though but a child, and nestling safely at home now - a child of your old age too." The detail is added here to show how much Ahab is turning his back on all that is human in himself. Yet, this one phrase contains the seeds of an entire story of how and why Ahab had a son at such a late age, what kind of father Ahab might have been, and so forth. We may also wonder how Gardiner knows about Ahab's son, since the book describes him as a "stranger." The John Huston film version goes so far as to suggest that Gardiner was also from New Bedford, which opens up the possibility that the two men knew each other in the past. What might their previous relationship have looked like? Were they boyhood friends or bitter rivals? Were their wives sisters or friends? Did the two sons know each other? Might Ahab's wife have baby-sat for Gardiner's son? Soon, we have the seeds of a new story about the relationship between these two men.

    • Holes -- plot elements readers perceive as missing from the narrative but central to their understanding of its characters. Holes typically impact the primary plot. In some cases, "holes" simply reflect the different priorities for writers and readers who may have different motives and interests. For example, consider the story of how Ahab lost his leg. In many ways, this story is central to the trajectory of the novel but we receive only fragmentary bits of information about what actually happened and why this event has had such a transformative impact on Ahab, while other seamen we meet have adjusted more fully to the losses of life and limb that are to be expected in pursuing such a dangerous profession. What assumptions do you make as a reader about who Ahab was -- already a captain, a young crewmember on board some one else's ship -- or where he was when this incident occurred? In fandom, one could imagine a large number of different stories emerging to explain what happened, and each version might reflect a different interpretation of Ahab's character and motives.

    • Contradictions -- Two or more elements in the narrative which, intentionally or unintentionally, suggest alternative possibilities for the characters. Are the characters in Moby-Dick doomed from the start, as might be suggested by the prophecies of Elijah and Gabriel? Does this suggest some model of fate or divine retribution, as might be implied by Father Mapple's sermon about Jonah? Or might we see the characters as exerting a greater control over what happens to them, having the chance to make a choice which might alter the course of events, as is implied by some of the exchanges between Ahab and Starbuck? Different writers could construct different stories from the plot of Moby-Dick depending on how they responded to this core philosophical question about the nature of free will. And we can imagine several stories emerging around the mysterious figure of Elijah. Is Elijah someone gifted with extraordinary visions? Is he a mad man? Does he have a history with Ahab that might allow him insights into the Captain's character and thus allow Elijah to anticipate what choices Ahab is likely to make?

    • Silences -- Elements that were systematically excluded from the narrative with ideological consequences. As Wyn Kelley notes in "Where Are the Women?," many writers have complained about the absence of female characters in Moby-Dick, suggesting that we can not fully understand the world of men without also understanding the experience of women. Some works -- such as the John Huston version -- call attention to the place of women in whaling culture, if only incidentally. Melville hints at this culture only through a few scattered references to the families that Ahab and Starbuck left behind. These references can provide the starting point for a different story, as occurs in Sena Jeter Naslund's novel, Ahab's Wife; we might imagine another version of the story where Ahab was female, as occurs in Moby-Dick: Then and Now, or we might use the plot of Moby-Dick as the starting point for creating a totally different story set in another kind of world where women can play the same kind of roles as the men play in Melville's novel, as occurs in the Battlestar Galactica episode, "Scar."

    • Potentials -- Projections about what might have happened to the characters that extend beyond the borders of the narrative. Many readers finish a novel and find themselves wanting to speculate about "what happens next." As Pugh writes, "Whenever a canon closes, someone somewhere will mourn it enough to reopen it....Even though we may feel that the canonical ending is 'right' artistically, if we liked the story we may still not be ready for it to end, for the characters and milieu that have become real to us to be folded up and put back in the puppeteer's box." For example, we might well wonder what kind of person Ishmael becomes after being rescued. Melville offers us some hints -- even if only because Ishmael chooses to tell this story in the first place. Yet, in our world, someone like Ishmael might be wracked with "survivor guilt," feeling responsibility for the deaths of his friends, or wondering why he alone made it through alive. How might Ishmael have dealt with these powerful emotions? How might these events have changed him from the character we see at the start of the novel? Might we imagine some future romance helping to "comfort" and "nurse" him through his "hurts"?

    The examples above suggest several additional aspects of reading a narrative as a fan. First, fans generally focus on characters and their relationships as their point of entry. Clearly, Melville's novel, with its digressions and fragmentation, raises many more character issues than it resolves -- for example, the richly drawn but only occasionally explored friendship between Ishmael and Queequeg or the comradeship between Queequeg, Daggoo, and Tashtego, or the relationship between Ahab and Fedallah or... Second, fans look for worlds that are richer, have greater potentials, than can be used up within a single story. They are particularly interested in back story -- the untold narratives that explain how the characters became the people we encounter within a particular story. Many contemporary television series reward this fan interest by parceling out bits and fragments of back story over time. Here, again, part of the pleasure of reading Moby-Dick is absorbing all of the incidental details about the ship, its crew, the other ships, and life in New Bedford, and through chapters such as "The Town-Ho's Story," Melville tells us again and again that this world is full of stories beyond the ones the novel tells.

    For the most part, fan reading practices are directed at popular television series or films, but there's no reason why they can't be applied to works from the literary canon. Teachers might find that students respond well to being asked to look at Moby-Dick and other literary texts through this lens. Here's a process you might follow:


    • Encourage students to find examples of Kernels, Holes, Contradictions, Silences, and Potentials.

    • Ask them to consider what purposes these elements play within the original novel.

    • Invite them to speculate on how these elements might provide the basis for additional stories.

    • Tell them to find other passages that shed insight into the core character relationships here.

    • Discuss what elements would need to be in place for a new story to feel like it belongs in this fictional world.

    • Have students write stories reflecting their insights.

    • Share stories between students, especially those working with the same elements, so that they have a sense of the very different ways writers might build upon these same starting points.

    Ricardo Pitts-Wiley took a very similar approach with the students in the Rhode Island correctional program, asking them to select a character and explore the novel from their point of view. Students were encouraged to develop a character sketch which described what kind of person the character would be if he or she were alive today. These character sketches were then combined to construct a plot in which these characters met at the Spouter Inn and set out on a quest together. Such an approach might tap the techniques of fantasy role play games to sketch out the events of the story, and then the student writers might contribute to a shared narrative of the experience. Such techniques led to the writing of the Wild Cards series of fantasy novels, for example. [2]


    The "Transformative Work" of Fan Culture

    Fan stories are not simply "extensions" or "continuations" of the original series. They are constructing arguments through new stories rather than critical essays. Just as a literary essay uses text to respond to text, fan fiction uses fiction to respond to fiction. You will find all kinds of argumentation about interpretation woven through most fan-produced stories. A good fan story references key events or bits of dialogue as evidence to support its particular interpretation of the characters' motives and actions. Secondary details are deployed to suggest the story might have plausibly occurred in the fictional world depicted in the original. There are certainly bad stories that don't dig deeply into the characters or which fall back on fairly banal interpretations, but good fan fiction emerges from a deep respect for the original work and reflects a desire to explore some aspect of it that has sparked the fan writer's imagination or curiosity.

    Fan fiction is speculative but it is also interpretative. And more than this, it is creative. The fan writer wants to create a new story that is entertaining in its own right and offer it to perhaps the most demanding audience you could imagine -- other readers who are deeply invested experts about the original work. The new story may operate within any number of genres that have emerged from the realm of fan fiction and which represent shared ways of reading and rewriting favorite works.

    Novelist Michael Chabon is a fan of the creative works of fans and has written an essay discussing the value of fan fiction in relation to Sherlock Holmes. He argues:

    All enduring popular literature has this open-ended quality, and extends this invitation to the reader to continue, on his or her own, with the adventure....It creates a sense of an infinite horizon of play, an endless game board; it spawns, without trying, a thousand sequels, diagrams, and web sites....Through parody and pastiche, allusion and homage, retelling and reimagining the stories that were told before us and that we have come of age loving -- amateurs -- we proceed, seeking out the blank places in the map that our favorite writers, in their greatness and negligence, have left for us, hoping to pass on to our own readers -- should we be lucky enough to find any -- some of the pleasure that we ourselves have taken in the stuff we love: to get in on the game. All novels are sequels; influence is bliss.
    [3]

    Not all writers would agree that writing fan fiction is a logical or legitimate extension of critical interpretation. Fantasy writer Robin Hobb has raised sharp concerns about how fan fiction impacts her own creative process:

    Every fan fiction I've read to date, based on my world or any other writer's world, has focused on changing the writer's careful work to suit the foible of the fan writer. Romances are invented, gender identities changed, fetishes indulged and endings are altered. It's not flattery. To me, it is the fan fiction writer saying, 'Look, the original author really screwed up the story, so I'm going to fix it. Here is how it should have gone.'...The tragic ending is re-written, or a dead character is brought back to life, for example. The intent of the author is ignored. A writer puts a great deal of thought into what goes into the story and what doesn't. If a particular scene doesn't happen 'on stage' before the reader's eyes, there is probably a reason for it. If something is left nebulous, it is because the author intends for it to be nebulous. To use an analogy, we look at the Mona Lisa and wonder. Each of us draws his own conclusions about her elusive smile. We don't draw eyebrows on her to make her look surprised, or put a balloon caption over her head. Yet much fan fiction does just that. Fan fiction closes up the space that I have engineered into the story, and the reader is told what he must think rather than being allowed to observe the characters and draw his own conclusions.
    [4]

    By contrast, consider this statement from the introduction to an important anthology of scholarly essays about fan fiction:

    Work in progress is a term used in the fan fiction world to describe a piece of fiction still in the process of being written but not yet completed....The appeal of works in progress lies in part in the ways fans engage with an open text; it invites responses, permits shared authorship, and enjoins a sense of community....Every fan story is in this sense a work in progress, even when the story has been completed....In most cases, the resulting story is part collaboration and part response to not only the source text, but also the cultural context within and outside the fannish community in which it is produced....When the story is finally complete and published, likely online but perhaps in print, the work in progress among the creators shifts to the work in progress among the readers....The source text in many cases are serial, in progress, and constantly changing, as are the fan stories set in these universes.
    [5]

    These writers see both the fan text and the source text as open-ended, subject to revision and expansion, providing raw material for further speculation and creative elaboration. This idea of the text as open and collaborative contrasts sharply with Hobb's notion that writers should have the last word on what happens to their characters and that any addition by fans is to be understood as signaling a flaw or error in the original work. Fans would find Hobb's suggestion that their stories tell the reader "what he must think rather than being allowed to observe the characters and draw his own conclusions" particularly baffling: since no fan story is regarded as in any way definitive or as precluding other acts of authorship. To the contrary, fans take great pleasure in reading and writing a broad range of different interpretations of the shared characters, and fan authors often may construct a number of mutually contradictory conceptions of the characters or situations even within their own body of work.

    Some fans have adopted the legal term, Transformative Works, to defend their creative practices against such challenges. A transformative use is one that, in the words of the U.S. Supreme Court, "adds something new, with a further purpose or different character, altering the [source] with new expression, meaning, or message." Moby-Dick: Then And Now is a transformative work in so far as it revises and updates Melville's novel. Moby-Dick is a transformative work in so far as it takes sources, such as the story of "Jonah", as raw materials for its own storytelling. And fan fiction is transformative in so far as it transforms the critical insights we are discussing here into the starting point for new stories, developing new conceptualizations of the characters or expanding the narrative in new directions.

    The Organization of Transformative Works (http://transformativeworks.org/) has emerged within fandom as an advocacy group defending the rights of readers to remix and rewrite the contents of their culture for the purposes of sharing their own interpretations and speculations. Here's part of the mission statement of the Organization for Transformative Works:


    1. We value transformative fanworks and the innovative communities from which they have arisen, including media, real person fiction, anime, comics, music and vidding.

    2. We value our identity as a predominantly female community with a rich history of creativity and commentary.

    3. We value our volunteer-based infrastructure and the fannish gift economy that recognizes and celebrates worth in myriad and diverse activities.

    4. We value making fannish activities as accessible as possible to all those who wish to participate.

    5. We value infinite diversity in infinite combinations. We value all fans engaged in transformative work: fans of any race, gender, culture, sexual identity, or ability. We value the unhindered cross-pollination and exchange of fannish ideas and cultures while seeking to avoid the homogenization or centralization of fandom.

    The Organization for Transformative Works has been developing a series of short documentaries in partnership with Project NML that are designed to introduce students to the basics of another fan remix practice -- vidding. Vids are music videos which combine footage from the source text with music -- sometimes original, more often also appropriated -- for the purposes of critical commentary or artistic expression. The tradition of vids goes back to the early 1970s when fan artist Kandy Fong first began to set slides of scenes from Star Trek to music. [6] Through the years, this production practice has spread across many fan communities and in the process, fans have refined their craft and embraced new technologies that support their production and distribution. In these videos, vidders talk about this kind of transformative work in their own words, explaining what motivates them to re-edit the footage, discussing what they see as good or bad practices, and sharing some examples of their work. The videos excerpted in these documentary segments reflect some current popular fandoms, including Harry Potter, Doctor Who, Battlestar Galactica, Buffy the Vampire Slayer, and Will and Grace.

    As with fan fiction, these vids start with a recognition of an unrealized potential in the original source material. While the fan fiction writer can create new situations for the characters, the vidder works with found footage, trying to use the images to illustrate a particular interpretation of the original text. The footage may be removed from context or shift perspectives to suggest alternative ways of understanding the characters. Some vids are playful and parodic, encouraging us to laugh with and sometimes at the original (see the Will and Grace video sampled here which has fun with the relationship between the music and the character's gestures); many others strive for a more serious and sometimes melodramatic tone.

    The Organization for Transformative Works is seeking to document the history of this amateur media production practice and to provide a shared portal through which fan video makers can share their work. These videos are an extension of their effort to educate the public about their fan practices. The Organization for Transformative Works is mounting a legal and political defense of fan culture, one which acknowledges fan culture as a site of creative expression, as an alternative way of thinking about how stories get produced and circulated, and as a space which supports diversity and experimentation.

    There has also emerged a strong set of arguments about the educational benefits of the fan community as a space of informal learning, especially for younger fans. [7] James Paul Gee has described the fan community, alongside other sites of informal learning, as "affinity spaces," asking why people learn more, participate more actively, engage more deeply with popular culture than they do with the content of their textbooks [8]. Affinity spaces offer powerful opportunities for learning, Gee argues, because they are sustained by common endeavors that bridge across differences in age, class, race, gender, and educational level, because people can participate in various ways according to their skills and motives, because they depend on peer-to-peer teaching with each participant constantly motivated to acquire new knowledge or refine his or her existing skills, and because they allow each participant to feel like an expert while tapping the expertise of others.

    More and more literacy experts are recognizing that enacting, reciting, and appropriating elements from preexisting stories is a valuable and organic part of the process by which children develop cultural literacy. Educators like to talk about 'scaffolding,' the ways that a good pedagogical process works in a step-by-step fashion, encouraging kids to try out new skills that build on those they have already mastered, providing support for these new steps until the learner feels sufficient confidence to take them on her own. In the classroom, scaffolding is provided by the teacher. In a participatory culture, the entire community takes on some responsibility for helping newbies find their way. Many young writers began composing stories on their own as a spontaneous response to popular culture. For these young writers, the next step was the discovery of fan fiction on the internet, which provided alternative models for what it meant to be an author. At first, they might only read stories, but the fan community provides many incitements for readers to cross that last threshold into composing and submitting their stories. And once a fan submits, the feedback he or she receives inspires further and improved writing.

    Many fan fiction website provide a process of mentoring, known as "beta-reading," through which more experienced writers critique and support emerging contributors. Fans learn both from the feedback they receive and from the process of sharing feedback with others. As a consequence, fans become better readers and writers. As educational researcher Rebecca Black argues, the fan community can often be more tolerant of linguistic errors than traditional classroom teachers and more helpful in enabling learners to identify what they are actually trying to say because reader and writer operate within the same frame of reference, sharing a deep emotional investment in the content being explored. [9] The fan community promotes a broader range of different literary forms -- not simply fan fiction but various modes of commentary -- than the exemplars available to students in the classroom, and often they showcase realistic next steps for the learner's development rather than showing only professional writing that is far removed from anything most students will be able to produce.

    Much of what works here works because fan fiction exists outside of school and the people who participate do so out of deep personal and social motivations, rather than because they are assigned to write a story for a grade. Yet, this does not mean that educators can not learn a good deal from fan fiction, and this Teachers' Strategy Guide has been informed by our own research on fan cultures as sites for reading and creating stories. We believe strongly that there is a value in learning to engage with works of fiction creatively as well as critically, that the process of creating a transformative work often motivates much closer reading of the original text, that it is empowering for young people to think of themselves as authors and thus to find their own expressive voices, especially in the context of today's participatory culture. Pitts-Wiley's work with the incarcerated youth shows a similar understanding of how we might motivate reading by encouraging young people to look at established literary texts as the springboard for their own creative expression.

    Sources

    [1] Camille Bacon-Smith, Enterprising Women: Television Fandom and the Creation of Popular Myth (Philadelphia: University of Pennsyvania Press, 1992).
    [2] George R.R. Martin, "On the Wild Cards Series," in Pat Harrington and Noah Wardrip-Fruin (eds.) Second Person: Role Play and Story in Games and Playable Media (Cambridge: MIT Press, 2007).
    [3] Michael Chabon, "Fan Fictions: On Sherlock Holmes," in Maps and Legends: Reading and Writing Along the Borderlands (San Francisco: McSweeneys, 2008)
    [4] Robin Hobb, as quoted in Justin, "In Defense of Fan Fiction," Swifty, Writing, November 9 2005 (link).
    [5]Kristina Busse and Karen Hellekson, "Work in Progress," in Karen Hellekson and Kristina Busse (eds.) Fan Fiction and Fan Communities in the Age of the Internet (Jefferson, NC: McFarland and Company, 2006).
    [6] Francesca Coppa, "Celebrating Kandy Fong: Founder of Fan Music Video," In Media Res, November 19 2007 (link)
    [7] Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006).
    [8] James Paul Gee, Situated Language and Learning: A Critique of Traditional Schooling (New York: Routledge, 2004)
    [9] Rebecca Black, Adolescents and Online Fan Fiction (New York: Peter Lang, 2008).

    How Fan Fiction Can Teach Us a New Way to Read Moby-Dick (Part One)

    I'm back after an extended time on the road -- most of it I was able to spend off line, recollecting my thoughts. This is the longest time I've spent off line in almost a decade and I consider it a major moral victory. Don't get me wrong -- digital technologies have dramatically expanded my productivity, the computer has become an extension of my mind, but it also means that I sometimes can't hear myself think or separate out my own priorities from those that others, more insistent than I am, want to impose upon me. For that reason, I have come to really appreciate time when I am not online, time when I am out in the natural world and engaged with my closest friends and family all the more.

    I have lots to report on both my thoughts and experiences during this downtime and it's going to take me several weeks to fully catch up.

    The weeks before the trip were a mad frenzy. I have spent a good portion of my summer focused on developing a Teacher's Strategy Guide on "Reading in a Participatory Culture," which will be deployed by six schools in the coming year and will eventually roll out to a much larger public. My partners in crime on this particular project include Wyn Kelly, a Melville scholar and colleague in the MIT Literature department; Jenna McWilliams, Project NML's Curriculum Specialist, and Deb Lui, a recently graduated CMS Masters student who is our primary documentary producer on this project. The initiative is funded by the MacArthur Foundation. The Project nml team is headed by Erin Reilly.

    I've mentioned the guide here before. It is inspired by the remarkable pedagogical and artistic approach taken by Ricardo Pitts-Wiley, the Artistic Director of the Mixed Magic Theater. Ricardo worked to get incarcerated youth to read Moby-Dick by having them rewrite and update Melville's novel for the 21st century. Here's a section from an interview with him which I did for the guide:

    I had an opportunity--and this was probably the best part of the experience for me--as a teacher to release their imaginations. Boy oh boy, no matter how much I write I'll never be able to fully capture the degree to which their imaginations were released and they released me, too, to say you don't have to play by the ABC game. You don't have to go by the numbers. You can rethink these characters and it's okay, and you can honor them and rethink them at the same time. When we started the writing process, I started by saying, "Pick a character and write a story about the character." They all chose their favorite character in the novel and wrote a story about just their character.

    One of the young men who chose Ahab--it was a great story, too! Ahab was at home. He had just come back from a very successful voyage of drug dealing for WhiteThing, his boss. It was so successful that he worried that he was now a threat to the great omnipotent WhiteThing. He was making some decisions that it was time for him to either challenge the boss for control or to get out of the business. He's home, he's got this young wife, she's pregnant, and the drug lord sends agents looking for him. In looking for him, they kill his wife and unborn child. They don't get him. His revenge is based on what they did to him.

    Another one chose Elijah, the prophet, and the awful dilemma of being able to see the future and no one believing or understanding what you're trying to tell them. "I'm going to warn you about this, but if don't heed my warning this is what's going to happen," and the awful dilemma that you face. His story was about 9/11. "I'm trying to tell you this is going to happen," and then nobody listened, and how awful he felt that he knew and couldn't stop it.

    Another one chose Stubb, who is kind of cantankerous. He started his story, "I'm Stubb, linebacker, middle linebacker." That just was so right. I mean, you take a character and you sum it up just like that. He's playing a football game. His girlfriend, a cheerleader, gunned down on the sideline, drive-by.

    Another one chose Queequeg and he made him a pimp. Wow, why a pimp? He says, "Well, when we meet Queequeg he's selling human heads, shrunken heads," so he's a peddler in human flesh. He's exotic. He's tall. He's good looking, and fiercely loyal and dangerous. That's a pimp.

    Another kid chose Ishmael. He started off by saying, "Ishmael was a Navy Seal who was so high strung they kicked him out of the Navy." If you know anything about Navy Seals, I don't know how it's possible to be too high strung, but he was. Then you go back and you see he read that first chapter where Ishmael is saying, "I feel like I'm following behind funeral processions. I feel like I need to get into a fight with somebody. I better get out of here and go handle my own anxiety before I either commit suicide or lay a whole community of people to waste because I'm mad. Time to get out. Time to go to sea. I'll get away." It's a brilliant description: he was a Navy Seal who was too high strung so they kicked him out. That's exactly what Ishmael is. If you go back to Ishmael in the Bible, the discarded son, the one who got nothing, it makes a lot of sense.

    Those are just examples. They were extreme, but at the same time the more extreme they got, the closer they got back to the root of the characters. And they met at the Spouter's Inn. Ultimately all these characters met at the Spouter's Inn and they rallied around Ahab who had been wronged and they knew it. In his story Pip was a soul singer, an entertainer, and they all came. He was there, but everybody thought Pip was crazy, but they took him on the voyage because they needed levity and entertainment even though they recognized that there was a message in his music, so to speak.


    He later used these character sketches as loose inspiration for the creation of his own stage production, Moby-Dick: Then and Now, which remixed passages from the original novel with a more contemporary retelling set in the world of the drug trade. We are using the Mixed Magic Theater production as a point of entry into understanding the creative process and the relationship between readers and writers in new ways. When I first met Ricardo, I was taken by how much his approach had in common with what fan fiction writers do with more contemporary works. He was inviting his young students to become better readers by getting inside Melville's novel and reworking it on their own terms. What emerged might, in fan terms, be described as an alternative universe story, one where we understand the characters and their relationships better by inserting them into a new context. As the Strategy Guide has evolved, fan practices have come to play a larger and larger role in our pedagogical approach. We have, for example, been working with Laura Shaprio and Francesca Coppa (as a collaboration with the Organization for Transformative Works) to develop a series of short videos about fan vidding as part of the mix of materials we make available to teachers.

    Today, I wanted to share with you a section from the guide which is intended to explain to teachers what fan fiction is and how it might inform their classroom practices. I am not so much advocating that they take existing fan fiction into the schoolroom. I suspect what is valuable to young fan fiction writers is precisely what would get lost if we imposed teacherly standards on their production. Rather, I am interested in drawing on the reading and interpretation practices that inform fan fiction to open up new ways for students and teachers to talk about fictional works. My hope is that we can teach students not only to read critically but also creatively and free them to make the books they read for school into resources for their own imaginative speculations.

    I want to know what fans think of this material and so I am posting it here in hopes of soliciting your comments. There are so many teachers and librarians in fandom that I suspect you have a special stake in making sure we get this material right and a special insight into how we might bridge between these two worlds. We are in a process of iterative design with this material; we will be collaborating closely with the teachers and students involved in our study to refine and revise this material over the coming year. So, let me know what you think. Pass along your thoughts and suggestions -- through the blog comments or through personal e-mail at henry3@mit.edu.

    Reading Critically and Reading Creatively

    If there is a shared agenda within the diversity and fragmentation that has often characterizes the American media literacy movement, it has come through a focus on five core questions students and teachers have been taught to apply to a range of texts:


    • 1. Who created this message?

    • 2. What creative techniques are used to attract my attention?

    • 3. How might different people understand this message differently from me?

    • 4. What lifestyles, values, and points of view are represented in, or omitted from, this message?

    • 5. Why is this message being sent?

    Throughout the Teachers' Strategy Guide, we address each of these core questions, although not always in the same language. When we talk about context in our discussion of remix, we are really trying to consider who created the message and why; we also encourage students to identify the techniques deployed within the remix. Our discussion of Motives for Reading helps to explain how and why "different people understand this message differently from me," and that recognition of differences in interpretation and experience are central to our understanding of how to negotiate a multicultural space. Throughout, we have reinforced the value of close reading. Through various case studies, we've applied these skills and inquiries to a range of different kinds of media texts including music videos ("Ahab"), films (several versions of Moby-Dick, Pirates 3, Star Trek: The Wrath of Khan), musical recordings (Oceana), and television shows (Battlestar Galactica) as well as our central texts -- a novel (Moby-Dick) and a stage production (Moby-Dick: Then and Now). Within various media, we have focused on different critical approaches, including considerations of narrative (Star Trek: The Wrath of Khan), acting (Patrick Stewart in Moby-Dick), art direction (Pirates 3), and camera work/editing (John Huston's Moby-Dick). We have embraced the core goals of the media literacy tradition, but we are also expanding its vocabulary and introducing some new perspectives. We are trying to reflect through our pedagogy some significant shifts in the media environment at a time when more and more young people are entering the participatory culture.

    In this section, we want to turn our attention to question 4 -- "What lifestyles, values, and points of view are... omitted from this message?" Here, pay attention to the word, "omitted." What's not in the text is seen here as consciously or unconsciously excluded; often there's a hint that certain ideas or perspectives are being silenced, marginalized, or repressed. This formulation sets the reader in ideological opposition to the text while maintaining a clear separation between producers and consumers. This understanding reflects a moment when the power of mass media was extensive and the average consumer had no real way to respond to the media's agenda except through critical analysis. In a participatory culture, however, any given work represents a provocation for further creative responses. When we read a blog or a post on a forum, when we watch a video on YouTube, the possibility exists for us to respond -- either critically or creatively. We can write a fierce rebuttal of an argument with which we disagree or we can create a new work which better reflects our point of view.

    Schools have historically taught students how to read with the goal of producing a critical response; we want to encourage you to also consider how to teach students how to engage creatively with texts. Under this model, we should still be concerned with what's not in the text; the difference is in what we do about it. Yochai Benkler argues that we look at the world differently in a participatory culture; we look at it through the eyes of someone who can participate. [2] Just as we saw in the Motives for Reading unit, we read for different things depending on our goals, we also watch for different things if we want to use the experience of reading as the starting point for writing criticism or as a springboard for creative expression At its worst, reading critically teaches us to write off texts with which we disagree. At its best, reading creatively empowers us to rewrite texts that don't fully satisfy our interests. Keep in mind that we may rewrite a text out of fascination or out of frustration, though many writers are motivated by a complex merger of the two.

    Reading Fan Fiction

    Fan fiction represents a vivid example of reading creatively and critically. Fan fiction refers to original stories and novels which are set in the fictional universes of favorite television series, films, comics, games or other media properties. Some of the earliest fan fiction was inspired by Star Trek in the 1960s. Today, fans write thousands of stories each year devoted to hundreds of different media texts. The writers are often amateur; the stories are labors of love. Many of these stories are distributed online. Historically, women wrote the majority of fan stories, though men have become more actively involved as fan fiction has moved onto the Web. Some stories are written by teens; many more are written by adults. Harry Potter and various anime/manga fandoms have become central sites for youth expression.

    Some of the stories are appropriate for high school students; some are more sexually explicit. Fans typically include some kinds of rating at the start of the story indicating its graphicness, often using the same G, PG, R, and X ratings used for motion pictures. There is no consistent relationship between the ratings of the "source text" (the original work which inspired the story) and the ratings of the fan text -- so one can imagine a Sex and the City story that only deals with shopping and a Harry Potter story depicting carnal relations between the characters.

    Fan authors and critics have developed their own vocabulary for talking about these works with many of the terms reflecting fan-oriented genres or describing the complex set of negotiations between the fan text and the source text. Some of the terms reflect the desire of fans to be as respectful as possible to the original work, such as the distinction between stories that are "in" or "out of character"; others, such as "alternate universe," signal works which break more dramatically with the original material. Fans generally scorn "Mary Sue or Barry Sue" stories where authors insert idealized conceptions of themselves into the fictional world often at the expense of the more established characters. Fans often use Author's Notes (AN) to explain the relationship of their stories to the source text. Even the concept of the original work as a "source" tells us a great deal about the ways fans think about the creative process.

    In her book, The Democratic Art, poet Sheenagh Pugh discusses what motivates large numbers of women to write fan fiction. [3] She suggests that some fans want "more from" the original source material because they felt something was missing and some write because they want "more of" the original source material, because the story raises expectations that are not fulfilled. Pugh discusses stories as addressing two related questions -- "what if" and "what else." Pugh's discussion moves between fans writing about science fiction or cop shows and fans writing about literary classics (for example, Jane Austen's novels). She focuses mostly on the work of amateur writers yet she also acknowledges that a growing number of professional writers are turning their lenses on canonical literature and extending it in new directions. She opens her book, for example, with a discussion of John Reed's Snowball's Chance (2001) which rewrites George Orwell's Animal Farm. Other examples might include Isabelle Allende's Zorro (based on a pulp magazine character), Gregory Maguire's Wicked (The Wizard of Oz), Jean Rhys's Wide Sargasso Sea (Jane Eyre), Tom Stoppard's Rosencrantz and Guildenstern Are Dead (Hamlet), J.M. Coetzee's Foe (Robinson Crusoe), Linda Berdoll's Mr. Darcy Takes a Wife (Pride and Prejudice), Nicholas Meyer's Seven Percent Solution (Sherlock Holmes), Alice Randall's The Wind Done Gone (Gone With the Wind), and Sena Jeter Naslund's Ahab's Wife (Moby-Dick).

    While such works are sometimes described as post-modern, such practices run throughout the history of literature and as Abigail Derecho notes, this mode of creative reworking of canonical literature has been a way some female authors have asserted their perspectives onto their culture. [4] If anything, modern conceptions of copyright have slowed down a long-standing tendency of people to retell existing stories. Fan fiction revitalizes that creative impulse, operating in a world where many different people might retell the same story and in the process, expand the range of potential interpretations of the source material. Here, for example, a veteran fan fiction writer speaks about what motivates her to read and write such stories:

    What I love about fandom is the freedom we have allowed ourselves to create and recreate our characters over and over again. Fanfic rarely sits still. It's like a living, evolving thing, taking on its own life, one story building on another, each writer's reality bouncing off another's and maybe even melding together to form a whole new creation. A lot of people would argue that we're not creative because we build on someone else's universe rather than coming up with our own. However, I find that fandom can be extremely creative because we have the ability to keep changing our characters and giving them new life over and over. We can kill and resurrect them as often as we like. We can change their personalities and how they react to situations. We can take a character and make him charming and sweet or coldblooded and cruel. We can give them an infinite, always-changing life rather than the single life of their original creation. We have given ourselves license to do whatever we want and it's very liberating.... If a story moves or amuses us, we share it; if it bothers us, we write a sequel; if it disturbs us, we may even re-write it! We also continually recreate the characters to fit our images of them or to explore a new idea. We have the power and that's a very strong siren. If we want to explore an issue or see a particular scenario, all we have to do is sit down and write it.
    [5]

    This statement beautifully captures our participatory model of reading: the text as written is the starting point; readers may be motivated to respond to the work by creating new works. Literary works do not simply enlighten us; they also inspire us or perhaps more accurately, they provoke us.

    To understand this provocation, we might consider two closely related concepts -- negative capability and the encyclopedic impulse. The term, "negative capability," emerges from the writings of the poet John Keats, who first coined the term by explaining: "I mean Negative Capability, that is when man is capable of being in uncertainties, Mysteries, doubts without any irritable reaching after fact & reason." We use the term to refer to any meaningful gap or detail in a text which allows readers to draw on their own imaginations. [6] Consider, for example, a horror film where the monster remains in the shadows and thus becomes more terrifying as we flesh it out in our minds. The less the filmmaker shows us, the more we are able to imagine something that terrifies us. The minute the monster comes into the light, we are stuck with whatever the filmmaker thought we would find fearsome.

    As we have seen above, all art works are incomplete and depend on the "beholder's share" to put together the pieces, to read across the gutter, to fill in the gaps, choose your own metaphor. Some artists purposefully create nooks and corners for their more creative readers to play in, while other authors want to close things down as much as possible. We might read J.K. Rowling (Harry Potter) as an author who is torn between these impulses -- sometimes wanting to encourage fan readers and writers to take the story in their own directions, increasingly attempting to close off speculations that differ with her own interpretations through verbal response or continued annotation of her fiction, even through legal action.

    Closely related to this artistic practice of negative capability is an encyclopedic impulse on the part of readers who want to know all of the details of a favorite story. For a work to become a cult movie, Umberto Eco suggests, it must come to us as a "completely furnished world so that its fans can quote characters and episodes as if they were aspects of the private sectarian world." [7] The work must contain a rich array of information that can be drilled, practiced, and mastered by devoted fans. Yet, the text will ultimately fall short of the fan's hunger to know everything, and so part of what motivates fans to write their own stories is this desire to get "more from" and "more of" a work that has given them pleasure. Negative capability describes this phenomenon from the point of view of the producer, who wants to create opportunities for audience engagement and participation; the encyclopedic impulse describes it from the point of view of the consumer who demands coherence and continuity and who is motivated towards further speculation and expression.

    Many literary critics would describe a great book as one where everything is there for a reason and nothing is missing that wouldn't detract from our experience as a whole. Director's cuts and DVD extras suggest otherwise. At least in the worlds of film and television, many things remain on the cutting room floor -- some of what gets left out improves the work by its absence, some of it might have made a meaningful contribution, and some may radically transform our understanding of the whole. DVDs often label these segments "deleted scenes," inviting us to take pleasure in seeing behind the scenes in the production process and second guessing the creative decisions of the producers. For example, the DVD for Aliens includes a scene where Ripley reacts to the news that her daughter has grown up and died during the time she has been in suspended animation in space; the scene can provide a different understanding of what motivates her intense efforts to protect and rescue the young girl Newt. A scene added for the Director's Cut of Bladerunner, linking Deckard's dream of a unicorn (in the original cut) with a shot of an origami unicorn left outside his dorm (in the director's cut) implies that he may be a replicant, because people from the Corporation know the contents of his dreams.

    We might contrast this focus on deleted scenes with a genre of fan fiction called "missing scenes." Here, fans add to the fiction, offering their own versions of what might have happened during scenes absent from the original source. These scenes may be as simple as showing how other characters reacted to the news of the events shown in a particular episode; they might show us what happened before or after a key turning point, allowing us a deeper understandings of the character's motivations or the impact of their actions. So, the term, "deleted scenes," holds onto the idea that authors get to determine what belongs in their story, while the term, "missing scenes," allows fans to decide for themselves what parts of the story they want to see. Both can represent creative contributions to our understanding of the work but they have different kinds of status because our culture tends to value the original author over their readers. Many fans will distinguish between canon (elements contributed by the author) and fanon (speculations proposed by fans), with the first providing an agreed upon baseline in their conversation while the second is taken as apocrypha.

    [1] Center for Media Literacy, "Five Key Questions Form Foundation for Media Literacy," http://www.medialit.org/reading_room/article677.html
    [2] Yochai Benkler, The Wealth of Networks: How Social Production Transforms Markets and Freedom (New Haven: Yale University Press, 2007).
    [3]Sheenagh Pugh, The Democratic Genre: Fan Fiction in a Literary Context (London: Seren, 2006) . See also Henry Jenkins, Textual Poachers: Television Fans and Participatory Culture (New York: Routledge, 1992).
    [4]Abigail Derecho, "Archontic Literature: A Definition, a History, and Several Theories of Fan Fiction," in Karen Hellekson and Kristina Busse (eds.) Fan Fiction and Fan Communities in the Age of the Internet (Jefferson, NC: McFarland and Company, 2006).
    [5] Henry Jenkins, "'Normal Female Interest In Men Bonking': Selections from the Terra Nostre Underground and Strange Bedfellows," in Fans, Bloggers, and Gamers: Exploring Participatory Culture (New York: New York University Press, 2006).
    [6] Geoffrey Long, Transmedia Storytelling: Business, Aesthetics, and Production in the Jim Henson Company, Master's Thesis, Comparative Media Studies Program, MIT, http://cms.mit.edu/research/theses/GeoffreyLong2007.pdf
    [7] Umberto Eco, "Casablanca: Cult Movies and Intertextual Collage," in Travels in Hyperreality (New York: Harcourt Brace, 1986).

    MC Lars, "Ahab," and Nerdcore

    My major focus this month is on developing a teachers strategy guide for Project nml on "Reading in a Participatory Culture," which uses as its major case studies: Herman Melville's Moby Dick and Ricardo Pitts-Wiley's Moby Dick: Then and Now. I've written about this project here before in essays on "The Whiteness of the Whale" and "Was Herman Melville a Proto-Fan?"

    A central theme in the project has to do with how we bring contemporary cultural concepts of remix culture into conversation with the study of more traditional literary texts. We want to get teachers to think a bit more about writers as existing in conversation with their cultures rather than as original creators. Teachers have long asked students to write about Biblical Allusions in Moby Dick, say, without fully working through what it means that Melville draws upon, reworks, and ascribes new meaning to the story of Jonah, who surfaces directly through sermons or discussions of whaling lore and implicitly through the fate of Ahab's crew.

    As I was speaking on this project recently, a member of the audience shared with me via his iPod a recording of MC Lars's song, "Ahab," which has now become an integral part of my work on the project. I thought I would share with you today some work in progress which looks at MC Lars and the Nerdcore movement as a way into thinking about contemporary remix culture. Hope you Enjoy.

    MC Lars, along with Sir Frontalot, mc chris, Optimus Rhyme and Baddd Spellah, is widely considered to be a founder of the so-called "nerdcore" movement. Nerdcore refers to a subgenre of hip hop music whose themes and images are drawn from subject matter generally considered of interest to geeks: games, science and science fiction, computers and digital culture, and cult media in particular. Like other nerdcore performers, MC Lars often incorporates allusions to films, television shows, comics, and novels into his work.

    For example, consider his video for "Space Game" which not only celebrates the virtues of early arcade games but also makes references to characters from Star Wars (Darth Maul, Boba Fett, Sith girls, etc.), Lost in Space (Dr. Smith), Classic Star Trek (Captain Kirk, Scotty, Spock) Star Trek: The Next Generation (Q, The Borg) , 2001:A Space Odyssey (Hal), The Matrix (Neo and Morpheus), X-Men (Magnito), Superman (Zod), even Doctor Seuss ("The Obleck"). In the later verses, the song lays claim to being "postmodernist" (under the banner of Robert Ventura and Andy Warhol) and lays smack down on modernists such as T.S. Elliot, Ezra Pound, Virginia Wolfe, Joseph Conrad, Franz Kafka, e.e. cummings, Wallace Stephens, and Frank Lloyd Wright. Watching this video with your students might be a good way to help them understand what an allusion is and how it creates a juncture between old and new stories and in this case, between high art and popular culture.

    Several of MC Lars songs, including "iGeneration" and "Download this Song,"constitute manifestos for those who have grown up in a world where music is easy to access and where remix is part of what it means to consume popular culture. As one critic explained, "MC Lars is a member of what he dubs the "iGeneration," a group born and raised in the time of the Ninja Turtles, cassette tapes and new wave music, who now live in the age of Desperate Housewives, Sidekicks and screamo bands. These are the kids who have grown up using the Internet as a part of their every day life. They can conveniently carry 5,000 songs in their pocket, but are faced with the glooming fact that the world's oil supply and Social Security will both run out in their lifetime. MC Lars is the hero of this new generation, addressing their thoughts and every day struggles in his music."

    The "iGeneration" has in return deployed all of the resources of participatory culture to do their own mash-ups to MC Lars songs, such as this version of "iGeneration" which combines characters from the Japanese Anime, Naruto, with a visual style associated with iPod advertising, and another fan video which deploys images from advertising, news, The Matrix, and Battleship Potemkin. So, how do the two different image tracks deployed here change the meaning or bring to the surface different aspects of the original song?

    "Ahab" should be understood in this larger context, one of several songs which MC Lars, has composed based on cannonical literary works which he reads with the same playful irreverence with which he approaches icons of science fiction culture. "RapBeth" represents his hip hop ode to William Shakespeare, while "Mr. Raven" signals his respect for Edgar Allen Poe.

    MC Lars has a degree in English Literature from Oxford University and has said that he would have pursued a career as an English teacher if he hadn't found success as a hip hop performer.

    He jokingly told one interviewer, "I read Moby Dick, and I thought it was a great book but it was really long, so I tried to put it into three minutes." "Ahab" does manage to include a high number of reference points in the novel, some of which are expressed through the lyrics (such as the reference to the gold doubloon which Ahab nails to the mast or the shoutouts to Queequeg), some through the visual iconography of the video (for example, the scar on Mc Lars's face or his peg leg). For example, the line, " Hey Ishmael... can I call you annoying?," plays upon "Call Me Ishmael," which is probably the single most famous phrase in Melville's novel. The repeated chorus, " Peg leg, sperm whale, jaw bone, what!," not only refers to some of the recurring icons of the narrative but also hints at the novel's linkage of Ahab's leg with the Ivory of the whale. The conflict between Ahab and Starbuck is hinted at by "You're Never going to find him! He's a big sperm whale. The ocean is enormous!" while other lines hint at Ahab's self absorption and solitude, "excuse me while I go be melancholy in my room!" Another lyric neatly captures a key subplot in the novel: "Pip went insane when he almost drowned, So profound when he shrieks like a little sailor clown." The visual logic of the video, which takes us under water and then into the mouth and through the belly of the whale, may hint at the story of Jonah, who is swallowed by a great fish, which Melville reads as a whale, while the hectoring figure in the turban here may suggest Elijah's warning.

    What other references to the novel do you and your students identify here?

    Would the song even make sense if the listener did not have at least a broad exposure to the major themes and plot twists of this classic American novel? That's the essence of an allusion: MC Lars is able to shorthand Moby Dick because so many of his listeners will already know the story through other media representations if not through a direct experience of the book. MC Lars simply has to point us in the right direction and our mind fills in all the rest with much of the humor here stemming from the brevity with which he is able to sum up elements of such a vast and intimidating work.

    Yet, the song also suggests some of the interpretations of the song which arise in high school literature classes. Ahab described himself as a "monomaniac," draws parallels to Oedipus, talks about "hubris" as his "tragic flaw," defines the book's conflict as "man vs. beast," and sums up the book's message as "revenge is never sweat." All of this is the stuff of Spark Notes and bad high school essays, suggesting a work which isn't simply familiar to us the first time we read it, but also may come predigested, neatly broken down into familiar modes of literary analysis.

    The sense that "Ahab" is responding to the rituals of the English classroom is further hinted at through the visuals here, which depict a group of students re-enacting Moby Dick, and ends with a shot from the wings as the performance concludes and the audience applauds. The Nerdcore movement, in general, tends to embrace low tech and amateur looking graphics in many of its videos, hinting at the Do-It-Yourself culture which inspires them and their audiences. Ironically, here, the stagecraft is more elaborate than would be likely to be seen in any school play, making, perhaps, a reference to the spectacular and equally unlikely high school productions of films like Apocalypse Now depicted in the cult classic, Rushmore. Either way, though, the visuals reinforce lyrics which connect Moby Dick back to the classroom, suggesting that the video may be in some sense a thumbing of the nose at the practices of secondary education, even as it is also an affectionate tribute to the novel itself.

    Like many examples or remix, the song combines its primary source -- Moby Dick -- with a range of other allusions. "Ahab" evokes a range of contemporary reference points which would have been anachronistic in Melville's novels, such as Steve Wozniak, the Mariana Trench, Titanic, and Finding Nemo (suggested by the clown fish at the end of the video) Is the suggestion here that the novel remains relevant to contemporary concerns or that it is hopelessly out of date?

    A tossed off reference to "a Supergrass beat" acknowledges another group whose music MC Lars has sampled for this song. Remix often gets described as "plagiarism," yet in fact, it can be seen as the opposite of plagiarism: plagiarists usually seek to cover their tracks, masking the sources of their material, and taking claim for them. Remix, on the other hand, depends on our recognition of that the material is being borrowed and often depends on our understanding of the specific contexts it is borrowed from. This song would be meaningless if we did not recognize its references to Herman Melville. And it says something about the ethics within this community that the songwriter wanted to acknowledge the beats that he sampled, even if the reference makes little sense within the context of its re-purposing of Moby Dick.

    So, the above discussion suggests some questions which you and your students might want to ask about any remix:

    What was the context within which the remix was produced?

    In this case, we read "Ahab" in relation to Nerdcore as a specific subgenre of hip hop, one which makes extensive use of allusions to forms of culture which are valued by its "nerd" audience, including video games, science fiction, and cult media. In this case, we also saw it as part of a larger strand in MC Lars's work which appropriates themes from works commonly taught in high school and college literature classes, acknowledging his own educational background and professional experiences.

    What content is being repurposed here?

    In this case, the primary source material is Moby Dick and to beats taken from a song by Supergrass. The song also makes a series of topical references.

    What relationship is being posited between the remix and the original work?

    "Ahab" is a good natured parody, one which deflates the elevated reputation of the original novel, even as it pays respect to its potential continued relevence to the present day. The song may be harsher towards some of the ways novels get taught through schools. Like several of MC Lars' other songs, "Ahab" blurs between high art and popular culture, suggesting an ongoing criticism of cultural hierarchies.

    Are the works of the same or different genre?

    Moby Dick is a literary epic with tragic overtones; "Ahab" is a music video with comic overtones.

    Are the works of the same or different media?
    Moby Dick was a printed novel; "Ahab" was a music video distributed primarily through YouTube.

    How does the remix tap or transform the original meaning?

    Some of both. The song remains surprisingly faithful to the themes and narrative of the original novel, even as it shifts the tone by which we understand these elements.

    What techniques are deployed in reworking the original?

    There's a lot going on here. First, the song compresses the complex and lengthy novel into a series of evocative phrases which summarize key themes and plot elements. Second, the song relies on anachronisms to hint at the relationship between past and present. Third, the song incorporates key phrases from literary analysis to suggest a particular set of interpretations of the novel. Fourth, the staging of the music video is intended to evoke a school pageant, again hinting at the relationship of this text and higher education. Fifth, the song's bouncy beat transforms the tone and spirit of the original book, inviting us to have fun with the story rather than taking it totally seriously.

    I welcome any feedback from serious nerdcore fans: "Ahab" was really my introduction to the genre and I want to get this right. I'd also love to be in touch with MC Lars, if he's out there reading this.

    Dumbledore for a Day: The Things You Can Do in Second Life


    dumbledore 1.jpg

    A while back, I shared with my blog readers my experiences in Teen Second Life, thanks to an organization called Global Kids. I've gotten a chance to work more closely with Barry Joseph, Rafi Santos, and others from the Global Kids organization over the past year or so and each encounter has left me even more impressed with their respect for their young participants and their imaginative use of virtual worlds to focus young people on issues impacting the real world.


    Some of you may have seen the virtual documentary they produced on the Ugandan child soldiers, for example, or may be aware of their excellent advice on the educational use of Second Life.

    Well, they invited me back for a return engagement -- what they billed as the Hogwarts Dance Party of Good and Evil -- this time focused around Harry Potter fandom and what it may tell us about the new media literacies. There's an extensive discussion of Harry Potter in Convergence Culture and ever since, I've found myself speaking to Harry Potter fan conventions -- including the Witching Hour in Salem, Phoenix Rising in New Orleans, and the upcoming Portus in Dallas. I am also featured in the documentary, We Are Wizards, which is currently making its way on the festival circuit.

    dumbledore 2.jpg

    For this event, a teen designer, Sylver Bu, developed a perfect melding of my own iconic persona and that of Dumbledore, the Wizard. As wizards go, I was not particularly skilled -- in part because I use Second Life so infrequently and because I am clumsy in my off-line persona too, so I muffed my dramatic entrance, but I got much more comfortable as the event went along. Barry Joseph, who conducted the interview, dressed up in a dragon avatar for the festivities.

    The interview segment was enhanced by periodic trips to the dance floor -- this time to boogey to Wizard Rock recordings, most of which had some broad social message. The selections were chosen for Global Kids by USC's own Suzanne Scott, who is completing a dissertation which deals in part with Harry Potter fan music production and distribution. Our discussion ranged from the basics of fan culture to the particular ways that groups like the HP Alliance have used J.K. Rowling's world as a starting point for social and political activism, the ways Wizard Rock exploits social network technology,the current legal battles around the Harry Potter Lexicon, and the global nature of contemporary fan culture. For Rafi's account of the event, see this blog post.

    Global Kids has posted a full recording of the event for anyone who wants to relive the experience:


    And this is an edited highlights video which mostly focuses on the Wizard Rock dance:

    Remix: A Contested Practice

    While we are on the subject of Remix Culture, I wanted to call attention to a contest being run this month by the website, Total Recut, designed to get remix artists of all types reflecting on what remix and fair use means to them. If you don't know Total Recut, you should check it out since it is one stop shopping for a range of diverse and interesting examples of remix video -- examples which run from fan vids to political propaganda and includes both obvious and obscure examples. Here's some of the details of the contest:

    Create a short video remix that explains what Remix Culture means to you. Using video footage from any source, including Public Domain and Creative Commons licensed work, we want you to produce a creative, educational and entertaining video remix that communicates a clear message to a wide audience. The video is to be no shorter than 30 seconds and no longer then 3 minutes in duration.

    This contest is being run to promote awareness of remix culture in an educational capacity by encouraging the fair use of a wide variety of content and also to create a new pool of work that explains what remix culture is to the general public....

    The contest will begin in May '08 and will be open for 1 month. Public Voting will begin in June and will remain open for 2 weeks, after which the best 10 videos will be put forward into the final and the Judging Panel will vote on each one. The winner will be announced in July '08.

    Entries should follow the guidelines on Fair Use issued by The Center for Social Media, guidelines we discussed here a while back.

    I was proud to be asked to be a judge for this competition, which emerged in part in response to a discussion with Total Recut's Owen Gallagher about the work our Project New Media Literacies has been doing focusing on the ethics and poetics of remix culture as we are supporting the teaching of Appropriation as a cultural competency through our curricular materials. We have, for example, been collaborating with the fine folks at Organization for Transformative Works who are producing videos for our learning library about vidding. And we are developing a whole curriculum around Moby Dick which centers on historic and contemporary examples of remix. So, I am personally very excited at the prospect of this competition leading to the production of new materials which might help students, teachers, parents, and the public learn more about remix, creative commons, fair use, appropriation, and participatory culture.

    Total Recut has pulled together a truly diverse and interesting group of judges, including Pat Aufderheide (from the Center for Social Media), legal legend Lawrence Lessig, Darknet author J.D. Lasica, fan vidder Luminosity, Documentary filmmaker Kimbrew McLeod, and Negativeland's Mark Hosler. I hope that this range of judges indicates just how open the competition is to a range of different communities who are finding remix an effective mode of creative expression and social commentary. Even if you are not interested in the contest per se, you should check out this resource page which already includes a number of useful materials for explaining why remix matters in contemporary culture.

    Children as Storytellers: The Making of TikaTok (Part Two)

    Last time, I shared with you an interview with CMS alum Neal Grigsby and MIT Media Lab alum Orit Zuckerman, two of the key players in a new startup company, TikaTok, which is working to encourage children to create their own books and share them with other young readers. This time, we get a bit more personal as the two share their sense of how their MIT education contributed to their current projects.

    Your site also seems to promote opportunities for collaboration between young authors and illustrators. Is this a way of introducing young people to the world of collective intelligence?


    Neal: It certainly is, and although it was always on our road map to add this feature, necessity made us move it up the schedule. Our users demanded it. Drawing, and getting an illustration up on the site, can be a creative and technical challenge for many. The team went back and forth for a very long time about the possibility of providing a digital drawing tool before finally coming to the conclusion that it was a bad idea for several reasons. But if you could use the illustrations that other kids had already provided and pledged to the community, if only until a time that your own drawings would be ready, it would really help.

    Now we are seeing writing and illustrating as potentially two separate modes of participation, and it is quite exciting. Of course there will always be children who enjoy writing more than illustrating, and vice versa, and this gives both groups the ability to engage deeply on the site and not feel like they're missing a big part of the experience. I also suspect that for many users their first experience with collaboration will be almost accidental: they will use someone's illustration, or someone will use theirs, and the system will automatically attribute the illustration credit. And then once those two kids see the power of this passive collaboration, it may pave the way for a more deliberate collaboration like co-authorship of the text, which the site also supports, or even "massively multiplayer" co-authorship with a large group.

    It is certainly possible that we will provide even more modes of participation in the future--one could easily imagine introducing analogs to the traditional roles of editor, copy editor, layout and design artist, and even publicist--but we haven't determined yet which of these would be the most meaningful to our community.



    In a "Mother's Welcome," Sharon Kan suggests that this project emerged from the experience of "two mothers who wanted to create a place where children can write, illustrate, publish and print their own books." What specific experiences did you have as mothers which pushed you to start this company?


    Orit: As mothers you see your children grow and their brains develop. It is one of the most fulfilling experiences to look at the world from a child's view. From very young age children try to express themselves in pictures and in stories. When I sat with my daughter and we created a story together, she knew exactly what she wanted to say and draw; she enjoyed creating a story and was very happy when it was presented to the world by her proud parents. Even though it wasn't storytelling as we see in books that are written by adults, the ideas that come out and the simplicity of the storyline was very interesting. I also noticed that through kindergarten she was always encouraged to draw, but when she went to first grade the emphasis went to reading and writing only, and all that talent of telling stories by pictures was neglected. Then I looked at my daughter's bookshelf. She loves books, yet all of her books were written by adults, edited by adults, and published by adults with adult priorities in mind. Why aren't there books for kids by kids? They clearly tell stories differently but no one publishes it? This is what led us to think that creating a platform where kids can tell their stories, bind them into real books, and be active in a community of book lovers would be a great thing to build.


    Neal, you are in the process of becoming a father yourself. How is that impacting your perception of this project? What would you say in a "Father's Welcome" to the site?


    Neal: In an interesting coincidence, the day that I learned I was becoming a father was the same day that we launched the private alpha release of the site. So you could say that both baby and website have been gestating for about the same amount of time. As you might expect it has been an incredibly busy and exciting time, and I approach the future with a sense of deep responsibility but also optimism.

    Since learning of my impending fatherhood, I have been following blogs like Parent Hacks and GeekDad, and have been inspired by the ways those sites integrate this resurgent DIY culture with parenthood. From the stereotypes, one might expect a geeky parent to be particularly disengaged or self-absorbed, but these blogs almost show geek parents as the best hope for our future; they show passionate and caring parents who involve their children in projects of investigation, exploration, and invention.

    If I were to write a "Father's Welcome," then, I would express my hope that the families who use our site embrace the opportunities it provides for parent and child to share a creative experience together. I am fully aware that, especially when he becomes a teenager, computers and the Internet will become tools of autonomy for my son. The old man will be embarrassingly uncool, as it is my destiny to become, and he will forge his online identity largely outside my direct supervision. Many sites for young children already reinforce this model, requiring the parent only for his blanket permission or his credit card. I hope on Tikatok a parent can hone a different facet of his relationship with his children: he can assist, collaborate, and inspire.

    Orit, you recently completed a degree at the MIT Media Lab. Can you describe the work you did through the lab and what you learned there which has contributed to the current venture?

    Orit: Part of my research in the media lab was creating a unique communication system for kids to involve remote relatives with their daily routines. Communication systems as we know them were designed for business use, later on they were adapted to home use, but without any changes to the basic design. Looking at what children need to communicate led to the development of a very unique video system that created contextual video correspondence between relatives. For example, a grandmother would read a story to her grandchild on the other side of the world; and then the grandson would get that message when he went to bed. The system would know the right time to connect between the relatives and thus create a more meaningful connection between them. Looking at things from the user's point of view creates a different product all together. With Tikatok, I tried looking at storytelling from a childs point of view and create something that would be easy and fun to use.

    Neal, you recently completed a Masters through the Comparative Media Studies Program. Can you describe the work you did with us and how it has contributed to the current venture?

    Neal: All of my work at CMS was united by the program's commitment to multidisciplinary thinking, and for putting theory into practice. It was really invaluable experience to me as I began work on Tikatok.

    The research project I worked most on was the Project for New Media Literacies. As your regular readers well know, it is a project very much created to address the challenges of participatory culture. As a graduate student researcher it was my responsibility to create educational media and associated curricula that would illuminate media production practices for a youth audience. I produced materials around blogging and science fiction authorship (using BoingBoing's Cory Doctorow as an exemplar), public art and graffiti, Wikipedia, and video games. The project forced me to think of creative ways to teach both the practical and ethical dimensions of media production, and that experience has certainly come in handy for designing materials that engage and instruct our users. The project also trained me to see these processes of creation and expression not only as individual processes, but as social process that occur within a context. This perspective has frequently come in handy when, as a team, we discuss new features and priorities for the company. The community illustration database is the perfect example. Do we solve the problem of illustration uploading with a tool that allows individual children to create digital drawings instantly? Or do we provide a more powerful way for kids to work together and take advantage of their unique abilities? My work with NML helped me provide an informed opinion on this decision and others.

    I also worked briefly at the Singapore-MIT GAMBIT Game Lab as the design lead for a team of Singaporean and MIT students charged with creating a multiplayer video game for mobile phones. GAMBIT really prepared me for the kind of rapid, iterative product development within a small team that is characteristic of many startups, including our own. My GAMBIT experience also gave me a heightened appreciation for the extreme importance of user interface design and QA. I believe that video games really have some of the best user interfaces of any interactive media. There are design principles common to video games that designers of websites and virtual worlds should ignore at their own peril. The multidisciplinary approach I learned at CMS has allowed me to recognize relevant connections between these different media modes.

    Finally, there was my academic work. My thesis explored "Narrative of Adolescence Across Media" and its final chapter, which imagined video games as a platform for a new kind of player co-authored coming-of-age story, articulates many of the same goals that we are trying to meet with Tikatok. For someone whose thesis was inspired by Neal Stephenson's novel The Diamond Age, in which a young girl is aided in her development by, essentially, a digital platform for collaborative storytelling, it has been exciting to bring my research to bear on one of the closest real-world examples of such a platform that I have encountered.



    What has been the biggest surprise as you've explored the intersection between these two MIT-based approaches to media?

    Neal: The biggest surprise to me, I suppose, is how compatible the two approaches have been. If I were to believe the Media Lab stereotype, it would be that the folks there put too much faith in technological solutions. Certainly there is a huge technological optimism behind projects like the One Laptop Per Child, and it's important to peel away the layers of hyperbole to assess its potential impact. In starting a new company, it puts you in the position of having to promote yourself and your ideas, and it can be tempting to let your high aspirations get the best of you and let the hype flow unchecked. But I have never found myself battling Orit over unrealistic expectations. I think because the project is so grounded in her commitment to making something cool and worthwhile for her children, it makes her a sharp judge of what really works vs. what we want to work. She's not making something for "the children," she's making something for her children.

    And while Orit works on a very intuitive level, the CMS approach has allowed me to bring a multitude of theoretical frameworks to the project, and helped me articulate what we are trying to achieve, sometimes to people on the outside, but sometimes even to the team. In that sense it is a nice marriage of a more bottom-up, creative approach with a top-down, analytical approach. But even that is a simplification - I think we both bring creative and analytical skills. As MIT media scholars I think we definitely speak the same language.



    Orit Zuckerman - Co-founder and CTO

    Orit has designed online communities since 1996, when she worked for Gizmoz Networks. In 1999, Orit co-founded uTOK Inc., a San Francisco-based Internet startup that created a "decentralized blogging community." She designed the community product, and supervised the R&D team. Most recently, Orit earned her Master's Degree from the MIT Media Lab, where she designed and implemented an innovative communication system for children. Orit has also exhibited her interactive portraiture installations in Milan, Monaco, Boston, British Telecom headquarters, and the National Portrait Gallery in London, England.

    Neal Grigsby - Director of Online Community


    Neal Grigsby worked for seven years at LookSmart.com, where he managed volunteers on a user-generated Web directory, co-managed partnerships and developed content for FindArticles, and designed education-themed search verticals. Neal recently earned his Masters Degree in Comparative Media Studies from MIT, where he produced educational media for the Macarthur-funded Project for New Media Literacies, and
    designed video games for the Singapore-MIT GAMBIT Game Lab. Neal also
    holds a BA from UC Berkeley.

    Ethics and the New Media Literacies

    All this week, the collaboration between MIT's Project nml and Harvard's Good Play Project is being spotlighted over at the MacArthur Foundation's Spotlight on Digital Media and Learning. If you don't know Spotlight, you are missing out on some of the best conversations these days about the ways that young people are learning in the context of the new participatory cultures. The two groups made a joint presentation a few weeks ago at the American Educational Researchers Association Conference in New York City.

    marriage-H&H.jpg

    As part of that presentation, Erin Reilly, NML's project manager, used her photoshop skills to put together this vivid representation of the collaboration we've started to build together.

    The following text was written jointly by John Francis, Andrea Flores, Sam Gilbert, Lana Schwartz, and Steve Schultze


    Meeting of the H's
    In 2006, Henry Jenkins (Comparative Media Studies, MIT) and Howard Gardner (Harvard Graduate School of Education), both grantees of the MacArthur Digital Media and Learning initiative, met to discuss their mutual interest in ethical issues around digital media and possible opportunities for collaboration--and why not, being situated only two subway stops apart in Cambridge? More important than geography, though, were emergent complementary themes and research questions of Gardner's and Jenkins' work, which made a collaborative effort seem promising.

    How has this meeting of the H's faired, and what has come out of the combined effort of Henry and Howard's teams? This week, we hope to give you an inside look at our collaboration through a series of blog posts highlighting our present accomplishments and future plans. Today, we'll start with a bit of background about our teams and the goals of our collaboration.

    Two Projects, One Mission
    As youth grow up in an increasingly connected environment, they are presented with a diversity of challenges. Many of these challenges arise in the context of new technologies of communication and creativity. How does digital copying relate to legacy notions of property? What do I need to know in order to collaborate with my online peers? How do I present myself online? What do I do when I encounter new communities with unfamiliar norms or ideas? In many cases, there are helpful analogies in "age old" practices. Nevertheless, the conventional wisdom of the analog world can seem like an ill fit. A more appropriate approach might frame the core skills and ethical issues within already established structures, but recognize the complications and opportunities of the contemporary media environment.

    Project New Media Literacies (NML) headed by Jenkins at MIT's Comparative Media Studies program is guided by two questions:


    1. What do young people need to know in order to become full, active, creative, critical, and ethically responsible participants in a media-rich environment?

    2. What steps do we need to take to make sure that these skills are available to all?

    NML uses digital media and new network technologies to help young people think about the role of media in their lives as consumers, producers, and participants


    Gardner's GoodPlay Project, part of Project Zero at the Harvard Graduate School of Education, is similarly concerned with the roles that youth assume online. More specifically, the GoodPlay Project seeks to understand the ethical issues that youth face in the virtual frontier of new digital media. How models of ethics transfer from the offline to the online world--especially in the five areas of identity, privacy, authorship and ownership, credibility and participation--and how young people understand their roles and responsibilities in digital contexts are key concerns.

    Together, it was decided that NML and GoodPlay would produce learning tools that help youth understand the connections between the digital media skills they learn and their roles and responsibilities as "good" cyber citizens. By integrating the GoodPlay ethical framework with the new media skill set defined by NML, the collaboration would develop activities that encourage reflection about ethical issues raised in various forms of media participation. These activities would draw on materials from the NML Exemplar Library and on data collected by the GoodPlay research team.

    Let's Collaborate

    In the summer of 2007, the NML and GoodPlay project teams set out to explore exactly what form our collaboration would take. We divided ourselves up into four "SuperTeams" to discuss compelling intersections between the two projects. After several weeks and many meetings, the entire group decided on a course of action for the fall: we--the "SuperQuartet" of Andrea Flores, John Francis, Steve Schultze and Lana Swartz--were challenged to generate ten high-level prototypes. After meeting with the full teams from NML-GoodPlay, we selected the best components of those prototypes for further refinement into two full learning modules. During this process, we began by considering the five core ethical issues identified in the GoodPlay white paper.


    • Identity: exploring and 'playing' with different identities

    • Privacy: choosing when and how to share information to whom

    • Ownership/Authorship: understanding issues of control and credit for intellectual work

    • Credibility: being authentic when representing one's competence and motivations

    • Participation: accessing communities, understanding codes of conduct, and engaging proactively



    We chose to focus on Ownership/Authorship for this first prototype development and refinement phase. This issue highlights the challenges youth face in navigating questions like "who owns the output of my work?", and "what are the appropriate means of giving credit?" Offline, these issues have a long history of legal and social norms but ethical indiscretions are commonplace. The opportunities for transgressions are compounded online by the absence of clear-cut and well-understood norms, facile technology and a multi-author model of online creation. Within this core issue of Ownership/Authorship, we integrated several skills from the New Media Literacies white paper, such as:


    • Simulation: the ability to interpret and construct dynamic models of real-world processes

    • Appropriation: the ability to meaningfully sample and remix media content

    • Collective Intelligence: the ability to pool knowledge and compare notes with others toward a common goal

    • 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 norms
    In our activities, simulation helps students set up and understand real-world scenarios of ethical ownership. When facing an opportunity to sample or remix media content, students must decide what makes for acceptable and meaningful appropriation. In several instances, they must pool knowledge and compare notes with others toward a common goal. In so doing, they must exercise the ability to search for, synthesize, and disseminate information. Because ownership/authorship is a complex issue with different expectations in different situations, the activities encourage students to discern and respect multiple perspectives, and to engage alternative norms.

    The combination of these issues and skills led us to four themes that we sought to address:


    • Collaboration/Co-Creation/Knowledge Communities: Developing models of how to work together effectively and ethically.

    • Responsibility: Highlighting the ways in which a creator has responsibilities to his/her audience, to the broader community, and to the original content and its creator (if he/she is a remixer).

    • Copyright: Understanding the proper use of materials by the individual and the individual's understanding of his/her rights as a creator of content.

    • "Inspired by " vs. Plagiarism: Identifying the difference between using content as a jumping off point for remixing/ creating new 'inspired by' materials vs. usurping materials as one's own creation.

    We are excited with the progress that has been made, and the ways in which insights from both NML and GoodPlay informed the process. In some ways, we experienced the very concepts we were designing for, as we relied on the collective intelligence of all involved, easily negotiated differences and drew from a wide network of knowledge. It is clear that the shared authorship process can generate something greater than the sum of its parts, and that remixing and appropriation helped us iterate toward more effective activities.


    But enough about us, we want to show you what we've made!

    THE INSPIRED HIGHLIGHTER

    When you're doing research or creating a work of art, the line between original work and copying is sometimes blurry. This activity helps "highlight" these distinctions.

    In The Inspired Highlighter, students review different media samples in which one work is influenced by a former work. The two samples are presented side-by-side, and students identify the various tools that the latter author draws upon elements of the first work--characters, point-of-view, wording, theme, etc. We provide several options for teachers, such as Emma and Clueless, Gone with the Wind and Wind Done Gone, Moby Dick and a contemporary stage adaptation, Harry Potter fan fiction, and more. Students are also provided with simple summaries of concepts such as plagiarism, inspiration, copyright, public domain, and fair use. Working in groups or individually, students make comparisons across different genres, media forms, and authorial communities. This involves judging what makes for acceptable appropriation and what does not. Students identify the difference between using content as inspiration versus straightforward plagiarism.

    The activity uses two conceptual tools to guide students through this process. First, the students themselves place the particular instances that they discover in a simple grid that helps them the tools the author, the nature of the appropriation, and the possible motivations of the second author. The second conceptual tools is a simple graph, featuring "unacceptable copyright" on one axis and "acceptable norms" on the other. Together on the board, the class discusses where on this axis they would place the specific examples they found. Perhaps some examples are acceptable with respect to copyright law but unacceptable when it comes to authoring an original academic work. Perhaps some cases are unacceptable with a strict interpretation of copyright, but seem perfectly acceptable when considered in light of social norms.

    By the end of the activity, students should be able to identify norms of ownership, tools of authorship, and instances of clear and not-so-clear plagiarism. Going forward, we hope that students will be able to highlight and consider these dilemmas not only in their school work but also in day-to-day situations.

    MAD MEN

    The themes of authorial responsibility and copyright are difficult concepts for many young people to grasp. In this activity, we let cows do the teaching.

    In Mad Men, students role-play as advertising project managers for the 'Vegetable Growers of America' (VGA) in a campaign promoting vegetarianism. In the activity, students choose photos and music for the campaign, considering both the licensing and original intent of the musical and visual creations. For example, students have to decide whether or not using an "agency" owned photo of a cow statue at the Sri Mariamman Temple in Singapore is appropriate in this context. While the photo can be used appropriately from a copyright perspective, students must weigh the needs of the campaign, the original intent of the photo's creator, and the photo's religious context. Mad Men, then, does not simply ask students to consider copyright violations, but also encourages them to think about the potential consequences of using media for different purposes than the original artist intended.

    After creating their advertising campaigns, students engage in a discussion about their decisions. In light of the music and photo choices they made for the ad campaign, they are asked to consider and articulate the likely views of different stakeholders--the VGA, the viewing public, and the original creator. Students are also prompted to consider how their concerns would change were they tasked with creating an anti-vegetarianism campaign using the same images and music. Our hopes in crafting this curriculum were twofold: 1) to expose youth to ownership norms and conventions of authorial responsibility; and 2) to scaffold youth to thoughtfully reflect on the meaning of ethical authorship and ownership decision-making in their everyday experiences.

    Mad Men poses issues of responsibility and copyright in a fun and engaging role-play and a substantive experience of making distinct ethical choices. Who knew that cows could do all that?

    Privacy and Publicity
    Now that we've developed curricular activities that address issues of ownership and authorship, the NML-GoodPlay collaboration is focusing on to another ethical issue salient to digital youth: privacy. The Internet has changed how youth find and share information about themselves and others, challenging existing conceptions of privacy. These changes result in a lot of uncertainty about what constitute good privacy practices. Our hope is to create a curriculum that gives young people thinking tools that help them to 1) understand both the promises and the perils of disclosure online and 2) consciously adopt a set of values around what to share and what not to share online.

    To start things off, the NML and GoodPlay teams recently got together for a 'group think' about privacy issues and strategies for encouraging reflection about privacy. Here are a few themes from that brainstorm that we feel will be important to address through the curriculum:


    • Digital media technology has made it possible for individuals to share more about themselves to more people than ever before. It has also made it harder than ever before for individuals to control what personal information gets shared with others. Thus, while young people may have more outlets to share their thoughts, receive support and feedback, and build relationships, it's much easier for them to be taken advantage of online.

    • Many young people use deception as a way of maintaining privacy. One teenager interviewed for the GoodPlay project, for example, changes the hometown listed on his facebook profile every couple of weeks so as to throw off people who might try to locate him.

    • Managing privacy is rarely as simple as knowing "what to say" and "what not to say" online. It involves managing one's information across diverse communities and contexts. Often, sharing an intimate part of oneself to others online can be a positive and rewarding experience; it's when such information is copied and pasted into a new context--or shared with an unintended audience--that problems arise.

    • For young people, many conflicts over privacy revolve around gossiping practices. Information is power, and young people are sometimes imprudent about sharing information so as to lift their standing in the social group.



    Our heads are swimming with ideas about privacy, but we'd still love to hear some more. Do you have a great concept for an activity that capitalizes on these ideas? Any thoughts on how privacy issues manifest themselves online? Write something in the comments and continue our brainstorm!

    For those of you who can't get enough of talk about new media literacies, you might want to check out this recording of a public conversation between Howard Gardner, James Paul Gee, Nichole Pinkard, Connie Yowell, and myself at AERA. Thanks to Barry Joseph and the fine folks at Global Kids for sharing this link.

    Librarians, YouTube, and the New Media Literacies

    I recently gave talks to two groups of librarians about their role in promoting the New Media Literacies: first, I did a webcast to more than 500 members of the Association for College and Research Libraries and then, I spoke in person to a meeting of the New England Educational Media Association and the Massachusetts School Library Association.

    Across both conversations, it was clear that librarians are on the front lines, dealing with those who have been left behind by the participation gap, struggling to deal with those opposed to or frightened by the participatory turn in our culture, helping anxious academics understand the value and limits of wikipedia, and so forth. In the question sessions at both talks, I heard some of the concerns they are facing on their ground as they try to keep pace with the changes in our understanding of literacy and in the ways that information circulates and knowledge is produced.

    I was especially struck by some questions from libraries whose school districts require them to block such key sites of participatory culture as Youtube, MySpace, and Second Life -- in part out of fear of the content they will bring into their schools but also out of concern about their liability over what students may post during school hours. I was struck all over again by the tension between the rich pedagogical benefits we see through the effective deployment of such sites and the pressures schools face from those in their community who are anxious about the directions their culture is taking.

    I tried to explain to them about the ways that YouTube has become an incredible archive of materials of invaluable use in the classroom. I cited for example the website, realclearpolitics, which everyday not only gathers together key articles about the presidential campaign from newspapers and newsmagazines all over the country but also collects major clips from the campaign trail, mostly posted on Youtube, so you can quickly catch up with everything from Saturday Night Live skits to the latest interviews on Sunday Morning talk shows, from advertisements to internet parodies, which help us to understand what's happening in American civic life. This site does a great job in curating the contents of Youtube yet it would be impossible to generate such a resources without the open ended platform for sharing media content that Youtube represents. As a media scholar, I think we should be teaching students ways to understand what's going on within Youtube and how it is impacting our culture. But I also think that regardless of what subject you teach, we can learn through YouTube. At the same time, producing and sharing media can be a powerful motivator for other kinds of academic research, can be a good way to get students to take greater responsibility over their own learning, and can be a way of introducing students to the rewards and challenges of civic engagement and cultural participation. The response to the risks posed by this new media platform is not to ignore them and let young people face them on their own outside of school but to insure that there are well informed adult mentors to watch their backs rather than snoop over their shoulders. So, I urge librarians and teachers to continue to struggle to insure that they have access to this resource in their schools.

    I know that a number of teachers and librarians regularly read this blog so I'd like to invite you to share your stories and perspectives on this issue. Which sites does your local school board block access to? What rationales are they giving? To what degrees is it possible to work around those restrictions? Or conversely, what uses have you made of these sites for your teaching?

    As you can probably tell from the reactions to the anonymous post, we now seem to be back on track in terms of processing reader responses: it does require a one time registration process but it allows you to post directly to the site without waiting for me to clear each post. So, let's see if we can put the system to a test.

    If you follow these links, you can find a podcast version of the ACRL talk (if you want to cut to the talk itself, it starts about 12 minutes into the podcast) and an interview with with College & Research Libraries News editor-in-chief David Free, which follows up on some of the core ideas in the talk.

    Both talks allowed me to share some of the materials we are developing through Project nml, including our Teacher's Strategy Guide on Moby Dick, our Learning Library, and the Ethics Casebook we are developing with Harvard's Good Play Project. You can find out more about all three projects at our Project NML blog. We are still looking for schools and after school programs which might want to test some of our materials next year. I am going to share more on the Ethics casebook project later this week.

    Catching Up on Project NML

    I am currently in New York City participating in a range of sessions at the American Educational Research Associaton conference designed to showcase the work which we are doing on New Media Literacies. Yesterday I participated in a panel discussion with James Paul Gee, Nichole Pinkard, Howard Gardner, and Connie Yowell. Last night, at a MacArthur Foundation reception, our team showcased some of the work we've been doing on the NML Learning Library (see below). Today, we are showcasing our collaboration with Harvard University's Good Play Project (Under the supervision of Howard Gardner) which is designed to encourage reflection on the ethical challenges young people face as they navigate through the complexities of the online world. All of this is part of an effort by the MacArthur Foundation to publicize the creation of a national network of researchers, scholars, educators, and activists who are focusing their attention on Digital Media and Learning. This has been one of the most exciting collaborations of my academic career. I love working with all of these people. Individually, collectively, we are starting to make a difference in the conversations that impact young people's relations to new media technology and participatory culture.

    Project NML recently launched a new blog designed to create greater "transparency" around the development of curricular materials and activities supporting the teaching of new media literacies. An early highlight is a post by Jenna McWilliams, our outreach coordinator, talking about how working on a teachers strategy guide designed to support the teaching of Moby Dick has forced her to reconsider this great American novel. She writes:


    Before I came to NML, I had long lived among the multitudes who for many reasons--actually, for me it was mainly out of guilt and the heavy weight of cultural duty--keep a copy of Moby-Dick on a bookshelf with the really truly honest intention of getting through it some day. My guilt was compounded by my personal history as first an English major and then a student-writer in an MFA program. Every time I looked over at that fat little book sitting plumply on my bookshelf, I got just a little miserable all over again. But then I thought, you know, it's a very long novel. And hard. And word on the street is that it's kind of...boring. But then I joined NML and started in on this teacher's guide and I figured, okay, it's time to end the shame. And I took a deep breath and I jumped in....

    There's no doubt that reading Moby-Dick is not the same kind of rollicking good time as, for example, reading Harry Potter. I won't argue about the degree of concentration, deliberation, and discipline required to make it through...

    When I started the book, I prepared myself for serious tedium, determined to charge through for the good of the project (good-hearted team player that I am). But--I promise you I'm telling the truth--I actually had a really good time. I think this is mainly because as I started to read, I was surrounded by some very smart people (Henry Jenkins and Melville Scholar and MIT professor Wyn Kelley) who framed the novel for me as the work of a kind of proto-fan--a writer who channeled a lifelong love of literature, science, mythology, and the tiniest details of whaling culture into the classic text we engage with today. I couldn't help but imagine Melville as a sort of geeky fanboy, running around from library to museum to shoreline to dock and collecting information that he couldn't wait to share with readers.... When you picture Melville like that, and when you think about the book as evidence of his fandom, it starts to get really fun. You can even slog your way through the pages and pages of whaling history and lore, because you understand that Melville has collected all the information he could possibly find and is presenting it to you, the reader, because he thinks it's really, really neat.

    McWilliam's post captures beautifully the excitement we are all experiencing reading Moby Dick through the lens of participatory culture.

    I have long argued that the New Media Literacies should not be conceptualized as an add on subject or as something teachers do on Friday afternoon if the students have been good all week. It requires a paradigm shift on the same order as the ways schools have started to confront the challenges of multiculturalism and globalization. It impacts everything schools teach. In this project, we are focusing on Literature and Language Arts. Our hopes is to provide a model for how we teach authorship and classic literature differently in an era of remix culture. For more of my thoughts on this project, see earlier blog posts -- The Whiteness of the Whale (Revisited) and href="http://henryjenkins.org/2007/09/was_herman_melville_a_protofan.html">Was
    Herman Melville a Protofan?

    MIT's Tech TV site is also showcasing some of the materials Project nml is producing for its forthcoming learning library. As Erin Reilly explains in the blog:

    The Exemplar Library that was once documentary videos highlighting best practices of participatory culture is now an integration of learning activities embedded into multimedia material. In addition to videos, the Exemplar Library now has animated data visualization, flash movies, and other motion media as launching points. The learning activities are a combination of online activities that teens can do on their own to group activities that can happen both in and out of the classroom. This new informal approach to learning through the Exemplar Library encourages teens from passive viewing into interactive participation... and we saw just that in our first focus group of the semester.

    The featured videos include several segments focused on what young people are learning through their participation in cosplay, some thoughts about the value of simulations and visualizations including a segment dealing with animation.

    We welcome your feedback on these works in progress -- especially from Educators (whether based in schools or after school programs) or Librarians.

    I will be giving two talks next week focused on these materials -- on Weds. as part of a webcast for Association of College and Research Libraries and on Friday before the New England Educational Media Association. Hope to see some of my regular readers there.

    If You Saw My Talk at South By Southwest...

    On Saturday, Steven Johnson (Everything Bad is Good For You) and I delivered the opening remarks at the South by Southwest Interactive Conference in Austin, Texas. Conference organizers told me that we were heard by around 2000 people, including those in the large auditorium and in various overflow rooms. So, I've got to figure that a certain percentage of those people are going to be visiting this blog for the first time in the next week so I am pulling together a guide to where they can read more about some of the topics we discussed. For the rest of you, you might want to check out this very elaborate chart which was "live drawn" during our discussion and which does a reasonably good job of mapping out some of the core topics.

    For those of you who want to learn more about the New Media Literacies, you might want to check out the white paper my team wrote for the MacArthur Foundation which identifies 11 core skills and cultural competencies which we think young people need to acquire to become full participants in this emerging media culture. The MacArthur network has generated a series of books on key topics surrounding digital media and learning which can be downloaded for free.

    If you'd like to read more about the politics of fear and the ways it blinds us to what's really going on as young people engage with media, you should consider this blog post and this document which danah boyd and I co-authored in response to the push to regulate school and library access to social network software.

    I discussed the concept of collective intelligence in relation to Wikipedia in this post, which is an early draft of an article which will appear soon in The Journal of Media Literacy. For the distinction I raised between "collective intelligence" and "the Wisdom of the crowds," you might read this post which considers how both might be tapped through serious games.

    Steven and I chatted a bit on the relative merits of The Wire (which I described as one of the best shows "inside the box") and Lost (which I characterized as one of the best shows "outside the box"). Here's an earlier discussion of Lost in relation to shifts in how we process television content. For a fuller consideration of Lost as a new form of television, you might check out CMS alum Ivan Askwith's Masters Thesis on engagement television. For an interesting take on The Wire, see Jason Mittell's essay here. And of course, Johnson's own Everything Bad is Good For You brought the debate about complexity in popular culture to a much larger public.

    I spoke at some length about Harry Potter fandom. These ideas are more fully developed in the "Why Heather Can Write" chapter of my book, Convergence Culture: Where Old and New Media Collide. I expanded my thinking on Harry Potter fandom this summer here at the blog. The remarks on Harry Potter were inspired in part by the fact that I appear in a new film (which I still haven't seen), We are Wizards, which was premiering at the South by Southwest film festival.

    I've had several people ask me about what I meant when I suggested that the amount of energy and creativity that surrounds fan culture might be understood, at least in part, in the context of a culture which fails to tap the full intelligence and creative energies of its citizens. I suggested that many of the women I had met in the fan fiction writing community, for example, held jobs, such as those of a librarian, school teacher, nurse, or nanny, which require high level of education for entry but often do not tap that knowledge as regularly as might be ideal. Many of these women use fan fiction as an outlet for their surplus creative energies, as a way of getting recognition for their accomplishments outside of the workplace, and as a means of forming community with others who share the same frustrations and fantasies. The same is true for fans of many other types: they are able to do much more outside of the workplace than they are allowed to do in their jobs. Someone asked me if I had meant women. Well, women are certainly as a group devalued and under-utilized in our society and this may account for why such a large number of them are participating in online communities of all kinds and accomplishing extraordinary things. But the same would be true of many other groups, including a larger number of young men. The point is that we look in the wrong direction when we pathologize fans for finding creative outlets through participatory culture rather than asking why America is not more actively cultivating that intelligence and creativity through every aspect of our society. (None of this is to suggest that fan activities are meaningless in their own right or need to be justified by appealing to more 'serious' values. As I also said during my remarks, humans do not engage in activities that are meaningless. If you think you see people doing things you find meaningless, look again and try to understand what the activities mean for them.)

    We talked about the Obama campaign and its relationship to collective intelligence and social networks, a topic that I explored in my blog very recently. From there, we extended to talk about the concept of civic media, a topic which allowed Steve to talk about his new project, Outside.in, and for me to talk about the work we are doing through the newly launched Center for Future Civic Media at MIT.

    In response to a question from the audience, I spoke about the newly created Organization for Transformative Works, a project by and for fans, in response to the commercial exploitation and legal threats surrounding their culture. It's a good example of how we can use the mechanics of participatory culture to exert pressure back on other institutions.

    And if you want to hear my conversation last year with danah boyd, you can find it here.

    For those of you who are new to this blog, welcome. Explore the backlog of posts. Stick around for more conversations on participatory culture, collective intelligence, and new media literacies.

    Multimedia in Spanish Classrooms: Harry Potter Comes to School

    The Comparative Media Studies Program often provides a temporary home to scholars from all over the world who want to learn more about our approaches to research and teaching. At the present time, we have scholars in residence from Spain, Denmark, Austria, China, and the Czech Republic. Spain's Pillar Lacasa has come back for a second stay with us. Her background is in psychology and her current interests center around the educational use of computer games and other digital resources. She and her collaborators shared some of this research during the Media in Transition conference a year ago. Here, she shares some more of her impressions and insights based on field work in Spanish schools -- in this case, work which involves teaching children and adults to think about what we call transmedia navigation. Here, she is using the Harry Potter franchise to encourage a closer attention to what each media platform brings to our experience of this popular adventure saga.

    SPANISH CLASSROOMS AS MULTIMEDIA CONTEXTS: CHILDREN, FAMILIES, TEACHERS AND RESEARCHERS WORKING TOGETHER
    by Pilar Lacasa

    Recently, Henry shared some field notes about the place of digital media in Chinese society, considering not just how particular people use these media, but also how this use has a specific meaning in the Chinese political and cultural context. He was speaking about the rhetorical use of the "games addiction" concept, which specifically considers that "playing games is problematic precisely because it is unproductive" i.e. that game-playing is taking up the time of young people that they could better be spending doing their school homework and preparing for standardized testing. Henry's comments suggested to me that very similar reflections could be made about these debates in many other parts of the world.

    Let me explain a little bit about Spain, my own country. Our team has been working in Spanish schools as participant researchers and ethnographers, exploring how games and other digital tools might be used to enhance education. Many families, some teachers and even school principals have complained to us about how children waste their time playing games or surfing the Internet looking for information that adults do not regard as very suitable for children. What are the reasons for these opinions? Put simply, many adults are afraid to approach these new worlds and digital universes that they don't know how to explore or don't find interesting.

    When chatting with such adults and exploring these thoughts in more detail, we begin to understand than behind this less than enthusiastic approach to digital tools lie much stronger beliefs about what learning in and outside of school actually means. For many we spoke with, the idea of learning is related only to schoolwork, the content of the curriculum, and particularly those specific materials that have almost always been present in the classroom: books, paper and pencils, textbooks, etc. All of these cultural tools are associated with the academic culture and the school context. What people think is learning is closely related to the formal context in which people have traditionally always learnt; that is, the schools and the tools that have been used there for centuries. However, as educators we believe that an important challenge today is to redeploy certain technologies that were originally designed for leisure-time use towards educational purposes.

    How can digital technologies, not just computers, be of value as learning tools? This is the question. To recognize the question is easy, even simplistic, but, for the time being, to achieve this goal demands the participation of teachers, families, investigators, companies and, not least, children. One of the first steps in meeting this challenge will be to introduce digital tools other than computers into classrooms, not just occasionally but on a permanent basis, at least as much as other traditional objects. But how can they be used? Could specific tools that have being designed just for fun also be used in schools? From our perspective new ways of teaching and learning need to be explored, enabling children's and adults' activities as active learners, capable of creating new knowledge by using the tools that they use in their everyday life.

    Adopting this perspective, our team of researchers in Spain are exploring the possibility of constructing these new educational innovative settings, in which families, children, teachers and researchers, and even industry, working together, learn to use some of the digital tools that are present in everyday life. Why are these digital technologies especially appropriate for supporting new approaches to learning? Through our project, teachers and researchers begin to prepare relatively innovative school homework in which parents and children could collaborate in interesting tasks that motivate them to bring to the schools topics and ideas from their everyday life, such as family stories, real problems people need to solve in their own work, and so on. We were thinking about how to open the school doors to topics beyond the curriculum. This homework was usually presented in the form of paper and pencil tasks. What happened in these families after they had been working for at least three months in this way with their children? We recorded many conversations at home when parents and children were working together, but contrary to our expectations, no innovative educational settings appeared. Family members were acting at home as teachers do into the classrooms, but in an even more traditional way. They were evidently using the same strategies by which they were taught many years ago.

    After this experience we began to look for new educational tools, which we found in the mass media. We brought Newspapers, television, videogames, consoles and any other new technology that the children use in everyday life into the classrooms. But how should we use these new tools? In the course of the past ten years many questions have arisen in our classrooms that discussions and readings at the Comparative Media Studies are helping us to answer. It is obvious that it is not enough to introduce all of them in the classrooms. It is also necessary to design new educational settings within which to develop the new media literacies in order to deal with these new media in a critical, creative and responsible way.

    When teachers bring movies, newspapers, television programs, or the internet into their classes, one of the most important conditions for a successful experience in terms of children's motivation and reflective processes is that the teachers should feel secure with the materials that they are using. But bringing commercial videogames into the classrooms is still an especially challenging experience. At the moment, adults are much less familiar with games than other entertainment mass media. Today, commercial videogames are far from what many families or even teachers think could be used in classroom instruction.

    Given our starting goals, it was clear that we wanted to integrate games into learning, but we weren't sure how to do so. Our previous work in Spanish schools tell us that at least three main conditions need to be present for innovative experience to be successful in both teaching and learning processes:

    • First, to establish close relationships between teachers, families and researchers
    • Second, to be involved in a multimedia context in which games are only one of the possible tools we can use
    • Finally, to establish a working methodology that attempts to bring into a multiplicity of expressive multimedia codes that children and adults can learn to use together.
    Let us show you how these three conditions are present in the Spanish classroom in which we are working. I will try to help you to observe this situation and to construct the meaning that the situations has for us as ethnographical researchers. Please, think for a moment of the context involved. It is January 2007 in a working-class neighbourhood near Madrid. The children and their teacher are waiting for the "new video game teachers", this is the name that the children give to the University of Alcalá research team. They have become used to meeting once a week with some people who do not belong to their school, but who are participants in their classroom; the children understand that we teach in other schools where they are going to be teachers in the future. For the whole of the school year we have been coming to work with them once a week, with the goal of learning together, children and adults, using new media.

    This particular day we are going to begin a workshop on Harry Potter; in the previous session we had chosen the topic by reflecting on the pros and cons in a large-group discussion. We all voted for our favourite video game. By this time each of us had different expectations about what would happen on subsequent days in the workshop. Given our previous experiences with other children, the teacher and the researchers tried to find a common task for the workshop: after having talked, played and reflected about Harry Potter, we will write our opinions of the game in our blogs, so that other children should know about our adventures with Harry Potter. Both children and adults will be journalists; people who write so that others members of the community and all over around the world will know the opinions of the class.

    During the next three or four session the children were playing at home and in the classroom with the PlayStation 2, with family members and the research team, to find out much more about Harry and his world.

    Now let us move on a little further in our schedule by observing a more advanced session during this workshop. As always, this new session begin by talking about Harry Potter. The children knew more than the adults about him. They even bring from their homes objects related to his adventures; they all belong to the popular culture based on Harry and represent this heroic figure, who is very popular in Spain at the moment. For example, there is a game of chess designed with the main characters of the Harry Potter books, films and games, an album of stickers, T-shirts with his image, card games, etc. By showing these treasures to all the participants in the workshops and discussing them, the children showed that they were conscious that Harry is not only the main character of a video game, but it is also present in other media.

    In order to look in more depth at Harry's presence in various media, a new activity was designed. We decided to compare selected parts of the film and game based on Harry Potter and the Goblet of Fire. After an introductory discussion on the film, we all watch together the chosen chapter. Later, we talk about Harry and invented a new collective oral story about him. By doing so, the children learn not only to tell stories but also to understand how stories spread across media systems. Moreover, by writing in their blogs the children understand that many other people, such as their families and friends, will be able to read the work that they have done in class, and in that way they begin to understand that there exists an audience that can read their texts and look at their drawings although it is not present in the classroom.

    Let us see now the text that two children wrote together to be published in their blog after watching a small part of the film and discussing its relationship with the game.

    Blog of Sergio and Miguel
    Session 8, 02-06-07
    Hello, we are Sergio and Miguel:
    In the class today we played with the videogame Harry Potter and the Goblet of Fire and have seen a little bit of the movie Harry Potter and the Goblet of Fire. Today we learned what are the differences and similarities between the video game and the movie. They look alike in that the characters are the same, as are the magic spells and the adventure involved. And they differ in that in the video game you move the characters and in the movie they move by themselves. The movie is more fun, thinks Miguel. Sergio prefers the video game because you can play.

    This brief description of the experience enables us to comment on what conditions need to be in place when introducing entertainment games into the classroom.

    First, the text shows that the children are conscious that stories can be told via several different channels of communication. Moreover, the children also knew that each of them has different, ways of expressing particular messages. At that time they were exploring various ways of being in touch with Harry Potter's adventures; e.g. the movie, the video game, the objects that the children had brought to school, the information that they had found on the Internet and the texts that they themselves have published. But what did they learn? I would want to interpret this text by considering that these children show an understanding that each medium has its own rules. Conversations with teachers, researchers, and other students, helped to increase their grasp of abstract concepts such as audience, messages, and the different affordances of different media. How have they learned this? By talking, reflecting and publishing about new media, always being supported by teachers, researchers and families, as more expert members of the community. Doing such tasks at school helped them to understand their lives beyond the schoolhouse walls.

    In order to understand this educational innovative experience a little better, something more needs to be emphasized. Let us focus now on the interpersonal relationships among participants. Collaboration between the teacher, the children, their families and the research team was probably the main driving force behind these experiences. This becomes clearer when we study the video-recordings of the workshop sessions or analyse our field notes taken as ethnographers and participant observers. Two main ideas emerge:


    • First of all, the classrooms were transformed not only through the introduction of games but also because relationships among participants changed in the course of the workshop. Both children and adults were learning from each other. In many cases, they adopted new and different roles. The relations between children and adults were much more symmetrical at the end of the workshops than they had been at the beginning, even though what each of the participants were teaching was really different. While the children were focusing on the procedural dimensions of the games (e.g. how to solve a specific problem to go to another game screen), adults were orienting the conversations towards a much more reflective level, e.g. how the individual media related to each other, what were their specific messages, who were the people for whom the children were writing in their blogs.

    • Secondly, extensive observations of recordings of the classroom conversations show that the participants' goals also differed according to their own particular roles. For example, when the games consoles arrived in the classroom, or when we compared the video game and the movie, the teacher's interest was vividly aroused by the way in which the children can learn from the game certain content that is closely related to the curriculum. In contrast, and just as was to be expected, the most important goal of the children was just to play the game; to become immersed in it. Their families, who know of their classroom work by reading their blogs or because they were working with their children at home became interested in the games consoles as learning tools. What is was our goal as a research team? We think that we tried to be "good mediators". At the end, we came to a deeper appreciation of just how difficult it was to address these different goals through a common workshop.

    Pilar's background is in Psychology and Media Education. During the past ten years she has been working with her students at the University of Alcalá (Spain), collaborating with teachers and families to facilitate the acquisition of new forms of literacy that enable children and adults to develop as global citizens in their community, as producers as well as active receivers of media content. She's a visiting scholar at CMS where she's looking for new theoretical and methodological approach to a transmedia education. At this moment they are working on a collaborative project with Electronic Arts to define innovative educational settings, introducing specific video games and other new media into the Spanish classrooms so that they can be used as educational tools in both formal and informal contexts. She recognizes that when she was lost, looking for new perspectives to design these new educational contexts, it was very useful to discover Ravi Purushotma's work and the MacArthur Foundation's report.

    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.

    Continue reading "From Zoey's Room to Project NML: An Interview with Erin Reilly" »

    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.

    Continue reading "Reconsidering Digital Immigrants..." »

    "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.

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

    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.

    Continue reading "Was Herman Melville a Proto-Fan?" »

    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 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.


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

    Navigating a "Remarkable Wilderness": In Tribute to Peter Lyman

    When Peter Lyman passed away several weeks ago, after a long struggle with cancer, his students and colleagues paid tribute by revising his Wikipedia page. It was a fitting tribute to a man who had spent his lifetime helping us to better understand how we live with information and information technologies. Peter was a professor emeritus at the University of California, Berkeley's School of Information and a former university librarian.

    I didn't know Lyman well, we met only a few times, but I have come to know and admire many of his students and through them, I have been touched by his passing. Today, I want to pay tribute to Peter and all those who have worked through him. The world is a better place because he spent time with us. The man I remember was soft-spoken, gentle, and nurturing, but also someone who was full of intellectual curiosity and a passion for learning. I did not meet him in good times -- he was already struggling to maintain his professional life in the face of the treatments he was undergoing for his illness -- and yet I remember him as a man who was full of joy and courage and who was still at the very center of the community of scholars he had helped to create.

    The first time I saw Peter Lyman, he was speaking before the governing board of the MacArthur Foundation at a meeting held inside the Exploratorium in San Francisco, and describing the work that his team had done through the How Much Information Project, a multi-year initiative which he ran with Hal Varian. The How Much Information Project sought to identify how much new information emerged per year and which spoke to the challenges we face in being able to process all of that new data. Looking to confirm my memories of this research, I found the Executive Summary on the project's home page. Here's some of what Peter and his team found:

    Print, film, magnetic and optical storage media produced about 5 exabytes of new information in 2002. Ninety-two percent of the new information was stored on magnetic media, mostly in hard disks.

    How big is five exabytes? If digitized with full formatting, the seventeen million books in the Library of Congress contain about 136 terabytes of information; five exabytes of information is equivalent in size to the information contained in 37,000 new libraries the size of the Library of Congress book collections....

    The United States produces about 40% of the world's new stored information, including 33% of the world's new printed information, 30% of the world's new film titles, 40% of the world's information stored on optical media, and about 50% of the information stored on magnetic media.

    How much new information per person? According to the Population Reference Bureau, the world population is 6.3 billion, thus almost 800 MB of recorded information is produced per person each year. It would take about 30 feet of books to store the equivalent of 800 MB of information on paper....

    Information explosion? We estimate that new stored information grew about 30% a year between 1999 and 2002....

    Information flows through electronic channels -- telephone, radio, TV, and the Internet -- contained almost 18 exabytes of new information in 2002, three and a half times more than is recorded in storage media. Ninety eight percent of this total is the information sent and received in telephone calls - including both voice and data on both fixed lines and wireless.


    These statistics were staggering when I first heard them, giving a count (although one so vast that it is beyond my comprehension) of the amount of data -- good, bad, and indifferent -- we pour into the media-stream on a regular basis. This research helps us to understand the overwhelming challenges we face as a society in weighing the information that passes between us and placing even a small portion of it in a meaningful context.

    Yet, as someone who cared deeply about libraries and the kinds of learning cultures they fostered, Peter was concerned about this information overload but also in his own quiet way set to work to shore up the structures we as human beings create to help us confront these insurmountable challenges.

    Looking to get closer to Peter, I stumbled upon a 1998 talk he presented on "Designing Libraries to Be Learning Communities: Toward an Ecology of Places for Learning." Here are a few excerpts which give a taste of his perspective on the human dimensions of information:

    Today we speak of people in the library as "users." The term, "user" suggests that it is the relationship to the information technology that is central, just as the term "reader" used to refer to a relationship to printed collections. While this is certainly a valid perspective, there is a certain social isolation implicit in each of these terms, suggesting that the library is a public place where strangers might gather to work side by side in peace, but remain strangers. And clearly, the creation of a public place within which such peaceful strangers might dwell is a substantial achievement in an urban civilization. But while some people can learn some things alone by reading books or computers, much learning is collaborative and tacit, and requires a social dimension as much as it requires access to information. While individual people do come to libraries in order to find answers to informational questions (or perhaps to be entertained, overcome loneliness, or get out of the rain), information is often only a necessary but insufficient condition for learning. Beyond information alone, learning may require the exchange of information between individuals, and ultimately a sense of membership in a community of learners....Digital libraries are often described as 'information resources' yet it is difficult to use digital information, for it provides no sense of place. It has no boundaries, for in principal every networked information resource may be linked to every other, and indeed many encompass the globe. The structure of digital information is defined by technical standards, but unlike print or other media, there is no authority in cyberspace that might determine the quality of information....Information is not a landscape; it is a remarkable wilderness, needing the vision of a technological Capacity Brown.
    These two passages are taken from a document which seeks to explain to librarians in technically precise and yet accessible terms the nature of the new digital landscape. Yet, the tone of this passage suggests the human touch which Peter Lyman brought to his work -- the wry acknowledgement that people go to libraries for reasons beyond reading the Great Works of Western Civilization, the focus on the social life of information and the fascination with the very human structures we create for processing and engaging with the very inhuman amount of information that passes between us. For him, libraries were not simply data bases but were fundamentally cultural institutions and learning wasn't simply what occurred within the single, isolated mind but what passed between minds and formed the basis of our social contact with each other. These are powerful ideas that we lose track of at our own peril and they were at the heart of what Peter Lyman contributed to the world -- someone who understand the nature of our changing mediascape and yet also held onto the traditional values which have long shaped human societies.

    Another of Peter's essays spoke about "the poetics of the future," analyzing the various metaphors -- Information Highways, Digital Libraries, and Virtual Communities -- which we deployed to make sense of our new and evolving relationship to information technologies. Throughout this powerful essay, he insists that we should discuss our relationship with information as "citizens" and not simply "consumers" and demanding that we address such matters out of a concern for social justice and out of our highest hopes for the kind of world we want to inhabit in the future. Peter wrote:

    Highways and libraries are useful metaphors, but are taken from an industrial society, and related to networked information only in their functions of transportation and information management. The term, community, originally referred to social relationships in feudal villages and if anything, modern life in an urban industrial society is marked by a lack of community. I do not mean to imply that there is anything wrong with the use of metaphor in general -- indeed, poetic thinking is among our most important resources -- but the subject may deserve better poets and poetry. Thus my project today is to test these three metaphors, to see how well they function as heuristics for thinking about economic and social justice in the information age.
    After a precise and thoughtful analysis of these three well worn metaphors, he concludes with a call for new imagery: "Poetry comes from the street, and the second research task I propose that we jointly undertake is to listen to the language of cyberspace for new poetry, new images that will take us farther than the noble but tired language of industrial society we now use."

    I am not sure whether the search for social justice or for "new poetry" led him to focus on youth and their relationship to digital learning in the final years of his life: I suspect a combination of the two. But it was in that context that I met Peter. Along with Mimi Ito, Peter was the director of the Digital Youth Project, a three year collaborative project funded by the John D. and Catherine T. MacArthur Foundation, which explores how kids use media in their everyday lives. I had a chance to watch Mimi, Peter, and the researchers on their team present the first year's findings from this research and have followed it closely ever since. I know I will be reporting on their findings in the future here in the blog. As a group, the team is exploring young people's use of Wikipedia and Live Journal, their engagement with anime, fan video, music mashups, multiplayer games, and fan fiction, all topics of interest to regular readers of this blog. I have come to consider them to be the sister project of our own Project nml, part of the powerful social network of researchers from around the country and across a range of disciplines that the MacArthur Foundation has brought together through their concerted effort to understand and help to shape the kinds of informal learning that kids engage with as they travel across the new media landscape.

    Peter's presence will be missed as his team, and the MacArthur network more generally, takes the next steps towards redefining how we think about youth, informal learning, and participatory culture. Yet, there's no question that his early interventions will have pushed all of us towards a greater understanding of the human dimensions of information technologies and perhaps nudged us to keep an eye open for the "new poetry" that is emerging as kids take these media in their own hands.


    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.

    Continue reading "WHAT WIKIPEDIA CAN TEACH US ABOUT THE NEW MEDIA LITERACIES (PART TWO)" »

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

    The following is based on the keynote lecture which I presented on Monday at the National Media Education Conference in Saint Louis. A more polished version of this talk will eventually appear in the media literacy journal, The Journal of Media Literacy, but I am offering this in a rawer, less processed form now in hopes of getting some more feedback from my readers and also of making this available to the conference attendees. Watch for a notice here later this summer when the exemplar about Wikipedia goes on line.

    n Fall 2006, Vermont's Middlebury College found itself the center of a national controversy when its history department took a public stand against students referencing Wikipedia in their research papers. The ban had been inspired by one faculty member's discovery that a large number of his students were making the same factual error (dealing with the role of Jesuits during the Shimabara Rebellion in 17th century Japan) which could be traced back to a bit of misinformation found in one entry of the online encyclopedia. Despite the publicity that surrounded it, the statement was scarcely a condemnation of Wikipedia: "Whereas Wikipedia is extraordinarily convenient and, for some general purposes, extremely useful, it nonetheless suffers inevitably from inaccuracies deriving in large measure from its unique manner of compilation." Students were asked to take responsibility for the reliability and credibility of the information they used in their papers; Students were told not to use Wikipedia as a scholarly source.

    Jimmy Wales, the co-founder of Wikipedia, publicly supported the Middlebury History Department's decision: "Basically, they are recommending exactly what we suggested -- students shouldn't be citing encyclopedias. I would hope they wouldn't be citing Encyclopaedia Britannica, either. If they had put out a statement not to read Wikipedia at all, I would be laughing. They might as well say don't listen to rock'n'roll either." Despite Wales's statement, Middlebury's announced policy inspired a series of national editorials:leading journalists and scholars weighed in on the perceived merits of the Wikipedia and on the credibility of online information more generally. The Middlebury History faculty were cast as poster children in the backlash against Web 2.0 and its claims about the "wisdom of crowds."

    Wales's analogy between Wikipedia and "Rock'n'Roll" suggests that the Wikipedia debate has also become emblematic of the divide separating the generation that grew up in a world where digital and mobile technologies are commonplace from their parents, teachers, and school administrators for whom many of these technologies still feel alien. As Jonathan Fanton, president of the John D. and Catherine T. MacArthur Foundation, wrote in an op-ed piece published on the eve of this conference,

    "The real gap between tomorrow's digital haves and have-nots will be a lag in competence and confidence in the fast-paced variegated digital universe building and breeding outside schoolhouse walls.... Today's digital youth are in the process of creating a new kind of literacy; this evolving skill extends beyond the traditions of reading and writing into a community of expression and problem- solving that not only is changing their world but ours, too... In this new media age, the ability to negotiate and evaluate information online, to recognize manipulation and propaganda and to assimilate ethical values is becoming as basic to education as reading and writing."

    Responding to these challenges, the MacArthur Foundation has committed 50 million dollars over the next five years to support research which will help us understand the informal learning which takes place as children interact within the new media landscape and how we might draw on the best practices that emerge from these new participatory cultures as we redesign school and after-school programs. I was part of a team of MIT based researchers which drafted a white paper that accompanied the MacArthur announcement and sought to identify some of the core social skills and cultural competencies that young people need to acquire if they are going to be full participants in this new media environment. And I am the principle investigator for Project nml, a MacArthur funded effort to develop resources to support the teaching of these skills through in school and after school programs. As it happens, we are just now completing a documentary about the Wikipedia movement and an accompanying curricular guide. This documentary is one of a number of short films produced for online distribution through the Project nml exemplar library.

    Here, I will draw on the interviews and research behind the documentary to explore what Wikipedia (and the debate around it) might tell us about the new media literacies. Through looking more closely at what young people need to know about Wikipedia, I hope to suggest some of the continuities (and differences) between this emerging work on New Media Literacies and the kinds of concerns that have occupied the Media Literacy community over the past few decades.

    THE NEW MEDIA LITERACIES

    According to a recent study from the Pew Center for Internet & American Life, more than half of all teens have generated media content and roughly a third of teens online have shared content they produced with others. In many cases, these teens are actively involved in what we are calling participatory cultures. A participatory culture is one where there are relatively low barriers to artistic expression and civic engagement, where there is strong support for creating and sharing what you create with others, where there is some kind of informal mentorship whereby what is known by the most experienced gets passed along to newbies and novices, where members feel that their contributions matter, where members feel some degree of social connection with each other at least to the degree to which they care what other people think about what they have created.

    A growing body of scholarship suggests potential benefits of these emergent forms of participatory culture, including opportunities for peer-to-peer learning, a changed attitude towards intellectual property, the diversification of cultural expression, the development of skills valued in the modern workplace, and a more empowered conception of citizenship. Access to this participatory culture functions as a new form of the hidden curriculum, shaping which kids will succeed and which will be left behind as they enter schools and workplaces.

    Not all of these skills are dramatically new -- they are extensions on or elaborations of aspects of traditional research methods, text-based literacies, and critical analysis that have long been valued within formal education. In some cases, these skills have taken on new importance as young people move into emerging media institutions and practices. In some cases, these new technologies have enabled shifts in how we as a society produced, dissect, and circulate information. Those interested in reviewing the full framework should download the report.

    While some have argued that these new media skills represent the different mindsets of "digital natives and digital immigrants", that analogy breaks down for us on several levels. First, the participatory cultures we are describing are ones where teens and adults interact but with less fixed and hierarchical relations than found in formal education. It is a space where youth and adults learn from each other, but it would be wrong to see young people as creating these new institutions and practices totally outside of engagement with adults. Second, the "digital natives" analogy implies that these skills are uniformly possessed by all members of this generation; instead, young people have unequal access to the technologies and cultural practices out of which these skills are emerging and so we are facing a growing participation gap in terms of familiarity with basic tools or core cultural competencies.

    Even if we see young people as acquiring some of these skills on their own, outside of formal educational institutions, there's still a strong role for adults to play in insuring that young people develop a critical vocabulary for thinking about the place of media in their lives and engage in meaningful reflection about the ethical choices they make as media producers and participants in online communities. While the MacArthur researchers take serious youth innovations through media and respect the meaningful role that these experiences play in young people's social and cultural lives, they also value what teachers, parents, librarians, youth workers, and others bring to the conversation. We want to help these adults respond to the changing circumstances young people face in a period of prolonged and profound media change. It is our belief that these new media literacies need to inform all aspects of the educational curriculum; they represent a paradigm shift in how we teach English, social science, science, math, and the other schoolroom subjects. If these skills are going to reach every American young people, it is going to require the active participation of collaboration of all of those individuals and institutions who impact young people's moral, intellectual, social, and cultural development.

    Our initial report raised three core concerns, which suggest the need for policy and pedagogical interventions:

    1. The Participation Gap -- the unequal access of youths to the opportunities, experiences, skills, and knowledge which will prepare them for full participation in the world of tomorrow.

    2. The Transparency Problem -- The challenges young people face in learning to see clearly the ways that media shapes our perceptions of the world.

    3. The Ethics Challenge -- The breakdown of traditional forms of professional training and socialization which might prepare young people for their increasingly public roles as media makers and community participants.

    Educators need to work together to insure that every American young person has access to the skills and experiences needed to become a full participant, has the ability to articulate their understanding of the way that media shapes our perceptions of the world, and has been socialized into the emerging ethical standards which should shape their practices as media makers and participants in online communities.

    This context places new emphasis on the need for schools and afterschool programs to foster what we are calling the new media literacies -- a set of cultural competencies and social skills which young people need as they confront the new media landscape. Participatory culture shifts the focus of literacy training from individual expression onto community involvement: the new literacies are almost all social skills which have to do with collaboration and networking.Just as earlier efforts at media literacy wanted to help young people to understand their roles as media consumers and producers, we want to help young people better understand their roles as participants in this emerging digital culture.

    In the discussion of Wikipedia that follows, I am going to be emphasizing four of the eleven skills we identify in our report:

    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.


    Continue reading "WHAT WIKIPEDIA CAN TEACH US ABOUT THE NEW MEDIA LITERACIES (PART ONE)" »

    Want to Work for Comparative Media Studies?

    I know that a fair number of Media Literacy teachers and facilitators read this blog. So I wanted to flag for your attention a new position opening up in our programing working as the Project Manager for Project nml.


    Official Job Title: Project Manager

    Position Title: Comparative Media Studies/ New Media Literacies Project Manager

    Payroll Category: Sponsored Research Staff/Administrative

    Normal Work Week: 40

    Starting Date: August 1, 2007

    End Date: June 30, 2009

    Salary: 50K- 60K annually full time plus competitive benefits package

    Supervision Received: Henry Jenkins, CMS director and Sarah Wolozin, Program Manager

    Supervision Excercised: New Media Literacies staff and students

    Project: 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. This four-year project - through collaborations with MacArthur's "Digital Kids" research project at UC/Berkeley and a community of educators, anthropologists, cognitive scientists, academics and media professionals - will establish how to define new media education, how to implement it, and how to sustain it once the project is completed.

    Principal Duties and Responsibilities (Essential Functions): Serve as primary contact and coordinator for the New Media Literacies Project based at MIT Comparative Media Studies, directed by Henry Jenkins (MIT), and sponsored by the MacArthur Foundation.

    Specific role will be tailored for qualified candidates, but minimum duties include:

    -- Implement the vision of the Principal Investigator during Phase II of the research project, overseeing current activities, maintaining current collaborations, and forging new partnerships to facilitate upcoming project initiatives;

    -- Ensure the dissemination of the project's key ideas and findings through publications, conference presentations, online communities, parent resources, and teacher training programs, and 1-2 NML conferences per year;

    -- Oversee the development and management of project-related communications, including a new website and other media production in a variety of forms (i.e., written, audio, video, PowerPoint, etc.);

    -- Guide the research process, ensuring a high level of team coordination to facilitate the process of refining pedagogical models and the continued production of multimedia curricular materials;

    -- Oversee the processes of prototyping and testing project's curriculum materials;

    --Develop advisory board and serve as primary contact; send out regular communications; ensure participation in project; organize annual or bi-annual meetings with board;

    --Together with Comparative Media Studies Program Manager manage all administration for project including but not limited to overseeing and managing budget; resolving legal, contractual, copyright and IP issues; generating necessary reporting for funder, CMS program, and MIT; managing and monitoring all documentation and reporting for the program, including coordination of reports with the Committee on the Use of Humans as Experimental Subjects and the Office of Foundation Relations; ensuring project is in compliance with CMS program and MIT policy; handling personnel issues including hiring, training, and terminations.

    -- Keep abreast of developments in media theory, educational design, entertainment, popular and youth cultures, and consumer electronics and bring such knowledge to bear on the development of teaching modules;

    -- Communicate with corporate, government, educational, and academic leaders who traverse appropriate K-12 and undergraduate market spaces;

    -- Coordinate regular communications and formal updates for the MacArthur Foundation and other stakeholders;

    -- Present research findings at conferences and in publications.


    Qualifications/Technical Skills: Experience in managing media research projects, developing learning environments, implementing educational innovations in media- and/or technology-rich classroom settings, and producing digital and multi-media projects, conducting quantitative and qualitative research, as well as possessing an understanding of the application of a wide variety of media in learning, especially to develop multiple literacies across media. Ability to communicate with a wide variety of contributors and audiences, including both university instructors, educators, designers, artists, comparative media specialists, and current and future sponsors AND young adults, teens, tweens, and children, is critical. Secondary school and/or college teaching experience, strong research skills and a commitment to publication agenda in education or media studies expected; experience in commercial media and/or product design and development preferred. Proven ability to bridge multiple research disciplines and apply theory to effective practice a must. Minimum of Master's Degree in education, media studies, instructional technologies, or related fields; Doctoral candidates with ABD status are strongly encouraged to apply.

    Send inquiries to Sarah Wolozin, swolozin@mit.edu.

    We will also be looking later this summer for:
    Post-Docs to work with the GAMBIT Lab (for games research) and for the Knight Center for Future Civic Media.
    A Research Manager for the Knight Center.
    An Outreach Coordinator for Project nml.

    If any of these sound like they might be a good fit for you, send e-mail to swolozin@mit.edu.

    Big Games with Big Goals

    Last September, the Project nml team went to the Come Out and Play Festival in New York City, cameras in hand, ready to document the so-called Big Game Movement. The finished product, the latest in our series of films for the Project nml exemplar library, recently went up on the web and will be relevant to my many readers who are interested in the serious games movement more generally. What's a big game? Here's the provisional definition offered by some of our supporting materials:

    Games for big groups of people in real world spaces (such as a park or the
    streets) that use mobile communication technologies like cell phones to link
    people together in gameplay.


    In its early chapters, the film both shows some of the large-scale public games staged in Manhattan during the festival, including Cruel 2 B Kind, a game developed by Jane McGonigal and Ian Bogost, which becomes the central example running through the piece. It also offers some historical analysis of the emergence of the Big Games movement (Future GAMBIT director Philip Tan discusses how today's Big Games relate to Assassin and other live action role play games and c3 researcher Ivan Askwith talks about their relations to alternate reality games). As Askwith notes, McGonigal turns out to be the key connector between the world of ARGS (such as I Love Bees, The Beast, and The Lost Experience) and the world of Big Games, in part because of her interest in using games to promote greater social interaction and spatial exploration:


    What Jane McGonigal really kind of brought to the mainstream in ARGs was the idea that rather than just being online and using email and going to webpages to find information, you would actually have to in real life play in the game yourself. You would go out, you would do something, you would be somebody and interact with other people in real time. Her idea was that games could be a communal activity, which is something they stopped being when we started playing video games like Mario Brothers where you would sit at home by yourself.

    As the documentary continues, McGonigal becomes a key spokesperson describing the kinds of learning which can occur through engagement with these kinds of large scale games:

    Continue reading "Big Games with Big Goals" »

    The Escasy of Influence and the Power of Networks

    Today, I want to call to your attention two recent articles which speak to themes that have been recurring interests in this blog since we launched last June -- the first deals with the relationship of intellectual property and creative expression, the second deals with web comics as a site of experimentation and innovation. Both warrant closer looks.

    Jonathon Lethem , an author whose fiction consistently plays around with themes of fandom and popular culture, has published a provocative essay, "The Ecstasy of Influence," in the most recent issue of Harpers, which explores the ways that copyright has operated to constrain and plagiarism and appropriation to expand the richness of our culture. Lethem's statement is impossible to summarize here because it expresses its ideas as much through its form (composed of remixing a range of writers who have dealt with the contemporary debates about copyright, including Lawrence Lessig, Siva Vaidhyanathan, Richard Posner, Lewis Hyde, David Foster Wallace, and Henry Jenkins).

    Something of the piece's argument can be determined by its opening quote from John Donne:

    "All mankind is of one author, and is one volume; when one man dies, one chapter is not torn out of the book, but translated into a better language; and every chapter must be so translated."

    For those who are curious, Lethem mashes up a passage from Textual Poachers with the Michel DeCerteau's The Practice of Everyday Life, the book which provided me with my theoretical underpinnings:

    Active reading is an impertinent raid on the literary preserve. Readers are like nomads, poaching their way across fields they do not own--artists are no more able to control the imaginations of their audiences than the culture industry is able to control second uses of its artifacts. In the children's classic The Velveteen Rabbit, the old Skin Horse offers the Rabbit a lecture on the practice of textual poaching. The value of a new toy lies not it its material qualities (not "having things that buzz inside you and a stick-out handle"), the Skin Horse explains, but rather in how the toy is used. "Real isn't how you are made. . . . It's a thing that happens to you. When a child loves you for a long, long time, not just to play with, but REALLY loves you, then you become Real." The Rabbit is fearful, recognizing that consumer goods don't become "real" without being actively reworked: "Does it hurt?" Reassuring him, the Skin Horse says: "It doesn't happen all at once. . . . You become. It takes a long time. . . . Generally, by the time you are Real, most of your hair has been loved off, and your eyes drop out and you get loose in the joints and very shabby." Seen from the perspective of the toymaker, the Velveteen Rabbit's loose joints and missing eyes represent vandalism, signs of misuse and rough treatment; for others, these are marks of its loving use.

    As a fan of Lethem's fiction (The Fortress of Solitude), I am tickled pink to see my own writing included in this context. Every so often, journalists, who see me as an advocate of very loose copyright protection, ask me how I would feel if someone took and used my work without my permission as if it were a kind of gotcha question. In reality, I am delighted to see people engage with my ideas; I give much of my own intellectual property away on a daily basis -- here in the blog and elsewhere -- because I care much more about having an impact on the debates that impact our culture and in providing resources for my readers than I am interested in regulating what they do with my text. Of course, it is nice when they acknowledge that I wrote the material, as Lethem does here, but I also understand as the quote from Donne suggests that new works get built on the shucks of old works and that to be part of the conversation is to become the raw materials out of which new texts get generated or perhaps simply the compost that allows them to grow.

    Continue reading "The Escasy of Influence and the Power of Networks" »

    How Computer Games Help Children Learn: An Interview with David Williamson Shafffer (Part One)

    I've known David Williamson Shaffer for more than a decade. I was lucky enough to have him as a student in my media theory and methods proseminar back when he was finishing up his PhD at the MIT Media Lab. where he was doing work with Seymor Papert. I've reconnected in recent years with Shaffer through his work on games and education.

    Shaffer has come out this month with a very important book, How Computer Games Help Children Learn. A colleague of James Paul Gee, Kurt Squire, and Constance Steinkuehler at the University of Wisconsin-Madison, Shaffer has long contributed to our conversations about the pedagogical potentials of computer and video games.

    He has especially promoted the idea of epistemic games, which he discusses at some length, in the interview that follows. He is interested in the ways that we can use computer-based games (including games that involve interacting with real people in real spaces) to introduce children to the basic conceptual frameworks that govern various professional practices. For him, this is the most powerful aspect of games-based learning.

    His new book makes a powerful case for this mode of teaching, including detailed case studies of games he has developed to cover a range of different professional contexts and academic disciplines and drawing parallels to commercial games already on the market. The writing is accessible and engaging, driven by his own experiences as a classroom teacher and his own passion for helping to reinvent American education.

    Over the next two days, I am going to be running this interview with Shaffer. In the first part, he lays out the book's core premises and in the second, he addresses the debates around serious games more generally.

    Your biography in the back of the book lists one of your titles as "game scientist." So, I suspect the readers might be interested to know what a game scientist does and how you train for such a position. The cynic in me wants to know what the implications are of using scientific language to describe what is essentially a position in the humanities.

    There are a few different ways of explaining where the title "Game Scientist" comes from. The most superficial answer is that as we were founding the GAPPS (Games and Professional Practice Simulations) Group here at the University of Wisconsin Advanced Academic Distributed Learning CoLaboratory, we needed to decide what members of the group would be called. The title "Research Scientist" is often used for appointments in research labs that do not grant tenure, so given that we were all studying games someone (I think it might have been me) suggested that Game Scientist would be an appropriate title.

    So originally the term was something of an historical artifact.

    But I do think that there is some value in referring to the work I do as game science. Games are, as you point out, a forum of human expression, like books, movies, and other things that are studied as "humanities." But it is also possible to ask scientific questions about books: to study, for example, how people read, or to study the social, economic or psychological impact of a particular kind of book. So we can ask scientific questions about games and peoples' experiences with them.

    In using the term "scientific" here, of course, I am making a statement about research methods, not values. By "scientific" I only mean asking questions that can be answered with empirical data, which can be quantitative data (surveys, brain scans, and the like) or qualitative data (like interviews and observations).

    In truth, though, I am not sure that drawing explicit distinctions between the sciences and the humanities is actually all that productive. Nelson Goodman made a strong case decades ago that the similarities between the two are more striking than the differences on a philosophical level: both try to warrant claims about phenomena in the world. This is a point I have made in some of my own writings as well.

    All of that having been said, I am a game scientist because the work that I do uses methods of the field of psychology, which is a form of social science.


    Continue reading "How Computer Games Help Children Learn: An Interview with David Williamson Shafffer (Part One)" »

    "The Family's CTO": An Interview with Net Family News's Anne Collier (Part Two)

    Over the past six months, I have been closely following the debates regarding the Deleting Online Predators Act. danah boyd and I issued a collective statement at the beginning of the summer based on our research on social networks and participatory culture. I also ran a post here describing some of the ways that banning youth from accessing MySpace and other social network sites in schools and public library might slow the potential use of blogging and other network software for pedagogical purposes.

    Yesterday, I ran the first part of a two part series focused on NetFamilyNews and its editor, Anne Collier. Collier's site has helped parents address their fears about MySpace and has kept all of us on top of the latest developments regarding governmental policies that might restrict young people's access to online space. These policies, and the fears that motivate them, play an important role in today's installment.

    Continue reading ""The Family's CTO": An Interview with Net Family News's Anne Collier (Part Two)" »

    Should I Cornrow My Beard? and Other Questions at the End of 2006

    This will be my last blogpost of 2006. By agreement with my family, I am going to take next week off, spending as little time online as humanly possible, and relaxing after the end of a term which has included at least 16 talks outside my home institution (and quite a few inside) as well as a period of six months during which I have made more than 165 blog posts. I think I have earned a short break. But have no fear, I will be back ready and rearing for conversation by early next year. I've already lined up some great interviews and have some cool topics in mind. There will also be some cool new announcements from the Comparative Media Studies community. Never a dull moment around here.

    I want to use this last post to provide a few updates and announcements -- especially concerning the podcasts of our events --- and then share a few thoughts about my recent venture into Teen Second Life thanks to the help of Barry Joseph and the other fine folks at Global Kids. (And I promise to answer or at least explain the title question by the end of this post).

    CMS Announcements

    We now have all but one of the webcasts of the Future of Entertainment conference up on line. That last one should be up soon.

    We promised a while back that we would have a webcast version of Jesper Juul's talk, "Half-Real: A Video Game in the Hands of a Player" and that podcast went up earlier today. We are experimenting here -- and in the Futures of Entertainment content -- with video podcasting. All feedback on these efforts would be welcome.

    I wanted to flag an upcoming event. For the past eight years, the MIT Comparative Media Studies Program has worked with Sony Imageworks and various local games companies to produce a workshop on Transforming Traditional Media Content into Nonlinear and Interactive Formats. The course, in the MIT context, runs intensively for five days during a week in January. I run this workshop in collaboration with Sande Scoredos from Sony Imageworks. This year, we will be assisted by Ravi Purushotma, the technological advisor to the Education Arcade.

    The dates for this year's event will be Jan. 29-Feb.2.


    Our students include undergraduate students from MIT and Wellesley College, graduate students, visiting scholars, staff, and other members of the MIT Community. While we offer a limited amount of academic credit for participating in the program, most of our students opt to do it purely on a volunteer basis. We also would welcome outside participants. If you are interested in joining us, contact me at henry3@mit.edu. More details will be coming early next year.

    Now About the Beard.

    From the start, my beard seemed to be the object of fascination and speculation among the teens at Second Life. Barry Joseph told me about this interest following my participation in the MacArthur Foundation's announcement event earlier this term. And it was one of the reasons why I wanted my own avatar so I could enter Second Life and interact with these youth. One of them wanted to know how long it took me to grow my beard. In truth, that's not an easy question to answer. I have had a beard since I left the University of Iowa to start my PhD work at the University of Wisconsin. This means I have not shaved it off completely in almost 20 years. We have watched it grow from black to salt and pepper to grey over that time. Yet, since hair continually replaces itself, it is hard to know how long I have been growing the particular beard follicles which are currently attached to my face.

    At one time, we even jokingly discussed making my beard available for distribution on Second Life, though so far this hasn't happened. Part of the issue is to figure out which beard length might be most popular -- the tightly trimmed Henry beard at the start of the term or the long and shaggy one by the end when my schedule has kept me from getting to a barbershop for a trim.

    Last Wedsday night, I made my live public appearance on the Global Kids island in Teen Second Life to talk about games, learning, and popular culture. I wasn't surprised when one of the first questions I got asked was when and if I would have my beard put up in cornrows. It is an interesting question -- and one I am pondering deeply as I enter into the Holiday season. So, here's the heart of my response: I welcome any and all attempts to digitally doctor photographs of my beard. I especially throw this out as a challenge to teens in Second Life. If you want to use Photoshop to cornrow a picture of my beard or if you want to fix the beard on my avatar to have a funkier do, then it's fair game. And I promise to share the results here on the blog early next year. Think of it as a technical challenge: how to cornrow Henry's Beard.

    My students have long tested their skills against the iconic quality of my persona --dressing up in Henry's costumes (complete with "suspenders of disbelief"), using Barbie Fashion Designer to put me in drag, doing graffiti on photographs of my bald head. So I welcome anyone from Teen Second Life to do their stuff!

    How's this for the perfect narcissistic scenario: Last Saturday, I tried out my new avatar for the first time by beaming myself onto a desert corner of the Global Kids Island. I was going to stay for just a minute, try to work through some of the control mechanisms, make sure the connection works. There was no one else in the entire world that I saw on the screen. And then, out of nowhere, someone walks up and says "Are you really Henry Jenkins?" It turns out to be Mariel, a teenaged girl from Mexico City, who has been using some of her work for a school assignment. So, here we are: only two people in the whole world on a Saturday afternoon and one of them turns out to be a fan! It's probably the only time in my life that I hit 100% market recognition! It turns out that Mariel, who introduced me at the event on Wedsday, and asked really probing and intellectually sophisticated questions, is one of the closest readers of my work I've met in some time.

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    People have asked me why I wanted an avatar for my appearance on Second Life. This goes back to the meaning of the word, Avatar, which is a metaphor which has gotten lost as the word has taken on such common usage. Here's what Wikipedia tells us:


    In Hindu philosophy, an avatar, avatara or avataram (Sanskrit: अवतार, IAST: avatāra), most commonly refers to the incarnation (bodily manifestation) of a higher being (deva), or the Supreme Being (God) onto planet Earth. The Sanskrit word avatāra- literally means "descent" (avatarati) and usually implies a deliberate descent into lower realms of existence for special purposes. The term is used primarily in Hinduism, for incarnations of Vishnu whom many Hindus worship as God.

    I remind us of this meaning half-ironically. I don't mean to imply that I am somehow a divine being taking earthly form. Rather, I mean to critique what happens when adult speak to youth much of the time. I felt vaguely uncomfortable at the MacArthur event because we -- the panelists -- were speaking from another order of representation (cinematically) in a world occupied by virtual beings. I wanted to get down to the same level (socially, representationally) with the community I was talking with. I think this is a real issue. Too often, adults talk about kids, maybe even speak to youth, but they don't talk with them. And becoming an avatar seemed like the best way to signal my desire to speak on the same level with my audience. Anyway, it made sense to me.

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    The whole experience was amazing. I will let you listen to the actual exchange which has been recorded and put on line if you wish. There's also a really wonderful video of highlights of the event which is now in circulation on YouTube. Frankly, I come off sounding much more coherent in the video than I did at the time. There was something truly overwhelming about the whole experience.

    For one thing, I really am a newbie and so moving around in that body -- and indeed, remembering to keep moving -- was a challenge for me. At one point, I accidentally flew up, planted myself on the top of a sign suspended over the event, and couldn't figure out how to get down. I've had embarrassing experiences speaking before but none like that. At another point, I just slumped over in my chair because I didn't remember to keep poking at my avatar. There's a high learning curve here and doing your learning in public eye can be awkward. My students are talking about creating an animation sequence which has my characteristic hand gestures. Nobody has ever seen me speak for long without gesticulating wildly. I've got a ways to go before I blend fully and comfortably into my avatar but I was really taken with the sense of presence I felt interacting with all of the people attending the event from remote locations.

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    I kept getting distracted by the sheer array of avatars in attendance -- characters from anime, dancing Pandas in Ninja costumes, a monster from Will Wright's Spore... At one point I made a reference to the struggles City of Heroes had with Marvel over the fact that players might use their character design tools to create a knockoff of the Incredible Hulk and then looked out a moment later to find someone in the audience had turned themselves into the Hulk. And I was blown away by the fact that my avatar has much better moves on the dance floor than I've ever managed to master. He's one cool dude and I am, well, not. So, all in all, it was an amazing experience but I was not at my most articulate as one thing or another distracted me mid-sentence.

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    Thanks to everyone who made it possible and to everyone who turned out to enjoy the show. I hope to have more chances to interact in Second Life in the coming year.

    And to all of you who have read and contributed to the blog this year, thanks -- and best wishes on the holiday season.

    The Independent Games Movement (Part Five): Interview with Eric Zimmerman

    A while back, I ran a series of interviews with Manifesto Games's Greg Costikyan (Part One, Part Two) and Indiecade's Stephanie Barish (Part One, Part Two) talking about the current efforts to spark an independent games movement. Both of them offered some unique perspectives about what independent games are, why they matter, how they fit within the current games culture, and what steps need to be taken to promote more experimentation and innovation in game design. I plan to continue this series from time to time with other interviews which showcase innovators, experimentors, and entrepreneurs who are helping to build the independent games movement.

    Eric Zimmerman was the person who introduced me to the concept of an independent game some years ago and his work for GameLab consistently embodies for me the experimental mindset I associate with this particular category of cultural production. I run into Zimmerman four or five times a year at various conferences and consistently find him an engaging personality and a lively thinker. As long as I have known him, Zimmerman is someone who has consistently pushed us to broaden our definition of what games can do and who has proceeded to prototype, build, and market games that expand our conception of this still emerging medium. Eric Zimmerman would rank high on anyone's list of the top game theorists -- Rules of Play remains probably the best book written to date about game design and is rapidly emerging as perhaps the most widely taught text in the emerging field of games studies. What gives his ideas about game design such credability is the ways he has put them into action, working with his smart team of fellow designers, through projects like Arcadia, Diner Dash, Loop, Blix, and Sisyfight 2000, among other Game Lab titles. Every Gamelab game has a point -- as we discuss here -- an underlying theoretical question which drives the design process. Each one contributes something vital to our understanding of the medium as well as illustrating that there are a whole lot more different kinds of play and fun that the marketing department of Electronic Arts might care to imagine. The GameLab titles are the best case I can imagine for the value of producing and distributing games outside of the major studios. I will be running this interview over the next two days. The first part deals mostly with the issue of independent games and with the ways GameLab approaches its business. The second part digs deeper into the Game Designer project which Zimmerman is developing with Katie Salen and James Paul Gee -- which promises to be a significant part of the new Digital Learning and Youth project recently launched by the McArthur Foundation.


    You have been a longtime advocate of the independent games movement. How do you
    define independent games and what do they bring to games culture?

    The idea of "independent games" is a slippery but important concept. I think there are a number of ways to consider what they are - I like to use the notion of independent film as a way of thinking through what indie games might be.

    On the one hand, it's possible to think about independent film as something which is small-scale in terms of scope of production - a homemade film project on a shoestring budget, as opposed to a major studio release. Related to this is another definition of independent film, which refers to the ways that a movie is funded and distributed - perhaps funded through an arts grant, and distributed via festivals, instead of more mainstream means. Lastly, an independent film might be seen as something which questions the conventions of mainstream cinema through its form or content - from avant-garde experiments to political documentary.

    There are other ways of conceiving of independent cinema as well, but these three (production, business, & design) help describe some of the challenges of creating independent games. The game industry is a cultural field that is currently dominated by large-scale games that cost $10 to $20 million or more to create, games that are funded by large corporations, distributed through the bottlenecks of retail, and are largely genre-generic titles. At Gamelab (a company I founded in 2000 with Peter Lee), we try and address these questions, making small-scale experimental games that are still commercially viable.

    To me it is less important to define exactly what independent games are and instead figure out how to create innovative games that expand the boundaries of digital games, a form of culture that is only a few decades old and still has vast spaces for experimentation and invention.

    Continue reading "The Independent Games Movement (Part Five): Interview with Eric Zimmerman" »

    The Independent Games Movement (Part Six): An Interview with Eric Zimmerman (Part Two)

    Yesterday, I ran the first of a two part interview with Eric Zimmerman, game theorist, designer, and teacher, during which he spoke at length about his vision for the Independent Games movement and the ways that his company, Game Lab, has developed distinctive and original content. Today, I shift the focus onto some of the public service aspects of Zimmerman's work, especially in his efforts to promote games literacy.

    Across the term, I have been sharing with you some news about the MacArthur Foundation's 50 million dollar commitment to exploring youth and digital learning. Our own Project NML is part of this effort as was the white paper I published on the social skills and cultural competencies young people need to participate meaningfully in the new media landscape. Another dimension of this effort is the Game Designer Project, which Zimmerman is developing in collaboration with Katie Salens and James Paul Gee. I got a chance to see some early prototypes of this project at the Serious Game Summit in Washington DC earlier this term and was blown away by the wit and imagination, not to mention the pedagogical sophistication, which is informing its design. As Zimmerman discusses below, this is an attempt to use the game platform as a vehicle to teach students about the design process. The goal is not to turn young people into game designers but rather to use the design process to help them to think critically about games as a mode of experience.


    In a recent interview on this blog, Greg Costikyan commented, "Consider Eric Zimmerman. He's found a viable niche doing casual games, and his company, Gamelab, does some excellent ones. But Eric is a -gamer- at heart, and while I imagine he's happy enough developing games for an audience (middle-aged women) that prizes games of types very different from those he himself loves, I'm sure he'd much prefer to be developing games of greater cultural significance and intellectual merit. In other words, if he could make as much money doing a game that appeals to people who have a passion for games, rather than for those who view them as light entertainment, I'm sure he'd be happy to. But he also has a payroll to make, and there's demonstrable money in casual games, and indie games are pretty much unproven as a market." Do you agree or disagree with that description of the context within which you work?


    God bless Greg Costikyan (and I mean that in the secular, idiomatic sense).

    Greg is half right. While Gamelab strives to have every game we make be in some way innovative, I believe we are just scratching the surface of the tip of the iceberg in terms of the kinds of games that could be made. So of course I would love to be doing more radically experimental and unusual work, in terms of gameplay and interaction, narrative and cultural content, contexts for play, audio and visual aesthetics, etc. In this sense, yes Greg, I'd like to be doing more than I am. But when I look around at all of the game companies out there, I'm very happy with what we are doing at Gamelab and I don't think there is another place I'd rather be.

    But I certainly wouldn't frame these issues as Greg does. For example, I wouldn't describe the work I want to do as my own personal desire to make games that I want to play. As a designer, I like solving design problems, which doesn't merely mean making games that are fun for me. And even if it did, the intrinsically collaborative nature of game development means that a game is the product of many people's desires, not just those of a single author.

    Greg is also certainly over-generalizing the online game audience. Online games include far more than the "middle aged woman" stereotype he invokes. I'd much rather be making games for the Internet, as the players there are vastly more diverse than for consoles and PC retail games. I can say with confidence that the two games I described in my response to the last question, Arcadia Remix and Out of Your Mind, are not designed just for middle-aged women.

    Lastly, I would hesitate to set up an opposition between running a business and "creativity," something implied in Greg's quote. Part of what we are doing at Gamelab is not just engaging with design questions, but engaging with questions of funding and producing and distributing our work as well. And Greg's company Manifesto Games is certainly doing this too. The fact that there are still so many unanswered questions about games - in terms of design, culture, business, etc - is what makes it so exciting to be working in the game industry right now.


    Tell us something about the Game Designer project. You hope to help young people develop an understanding of the game design process. Why? What do you see as the benefit of everyday people understanding games on this level?

    Game Designer is a project funded by a MacArthur Foundation grant in partnership with Jim Gee's research group at the University of Wisconsin-Madison. Game Designer will let junior high and high school students learn about game design by creating and modifying simple games. However, the point of the project is not to train future game designers. It is to engender media literacy.

    Our position is that there is an emerging form of media literacy that we sometimes call "Gaming Literacy." Gaming Literacy has to do with information management, understanding complex systems, social networks, a critical design process, and creativity with digital technology. Increasingly, this new form of literacy will be crucial in the workplace and in our social and civic lives. The process of game design, which combines mathematics and logic, storytelling and aesthetics, writing and communication, systems and analytic thinking, among other elements, is one of the best ways of engaging with this form of literacy.

    Katie Salen here at Gamelab is leading the Game Designer project design and working directly with our academic partners, who are focusing on research, pedagogy, testing, and assessment. Game Designer is not an open-ended prototyping tool like GameMaker - it is a guided, scaffolded experience that teaches game design concepts. So it is important that the instructional components of the project are really well-tuned. Right now there is nothing like Game Designer out there - and from kids' reaction to our prototype testing, it may be a very popular application.

    Continue reading "The Independent Games Movement (Part Six): An Interview with Eric Zimmerman (Part Two)" »

    Grafitti as an Exemplary Practice?: Tats Cru

    lloquium series featured a program about the production of Zigzag, the new video podcast which seeks to capture and convey some of the many fascinating aspects of life at MIT. This week's edition features a profile of the New Media Literacies Project. The video includes footage of several of our graduate students setting up to interview my colleague Beth Coleman for a forthcoming entry in our exemplar library project which will deal with DJs and music remixing practices. The center piece of the documentary, however, deals with the most recently added film in our collection which deals with the New York based Graffiti group, Tats Cru.

    This is a segment that cuts close to home for me. Indeed, many of the interview segments were shot in my living room. As some of you know, I am proud to have spent the last 12 years of my life as housemaster of an MIT dormitory known as Senior House. (Contrary to the name, the community includes a full range of undergraduates -- frosh to seniors -- and houses many of those at MIT who are interested in alternative cultures.) Tats Cru came to MIT in part at the request of our graduate resident tutors, Andrew "Zoz" Brooks who wanted help constructing a mural which would pay tribute to "Big Jimmy" Roberts, a long time night watchman who was much beloved among our residents and who passed away a few years ago. Our students have raised more than 50,000 dollars to create a scholarship in Big Jimmy's honor but they wanted an icon to help memorialize his role within the dorm. Since he worked between two dorms, the agreement was that they would paint a mural on canvas that would be portable and could spend part of the year in each location. Tats Cru came to MIT through help from the Creative Arts Council and Michelle Oshima and worked with our students to produce something that was worthy of Big Jimmy's memory. While the group was on campus, the graduate students on Project NML also filmed the production of the mural and conducted interviews to help explore graffiti as a form of creative expression.

    The story of Tats Cru is a fascinating one: a group of former street artists who have become known around the world for their murals and graffiti, who work with local communities to create memory walls and who work with corporate clients to support their branding efforts. It's hard to pick any group of artists who better embody some of the contradictions which surround graffiti as a form of creative expression.

    Continue reading "Grafitti as an Exemplary Practice?: Tats Cru" »

    Catching Up: Mostly on Media Literacy

    The New and Improved Henry Jenkins

    I was so impressed by the experience of participating in the MacArthur Foundation's press event, which was partially held in the New York Museum of Natural History and partially held in Second Life, that I sought out Barry Joseph from Global Kids, an organization which regularly runs events through Teen Second Life, to see if there might be a way I could engage with their youth participants. My one concern, as a media scholar, had been that when we spoke in Second Life at the press event, we appeared as cinematic images and not as avatars.

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    So, in speaking with Joseph, we decided that I should get an avatar if I was going to relate to the Second Life youth on their own terms. Joseph was nice enough to volunteer to get some members of his group to create an avatar for me. Apparently, some of the youth had expressed a particular fascination with my beard and therefore wanted to be able to reproduce it and share it with their friends. (I wasn't sure which Henry beard they wanted since mine comes in various lengths from trim to shaggy depending on what point it is in the term and how hectic my life has been.)

    This past weekend, Barry wrote to introduce me to the second Henry Jenkins. I have to say that I bonded instantly with this frisky fellow.


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    I have heard television puts ten pounds on you. It would appear that Second Life takes thirty or forty pounds off -- not to mention adding some of that vigor and vitality that has been worn away through many years of living the life of the jet setting academic.

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    Barry says they had two groups work on constructing me an avatar -- a group of adults known as The Magicians and several teens -- 1000 Carlos and Nik385 Doesberg -- and then they combined the best features of the two for the finished product. Thanks to everyone involved. It's been years since anyone has drawn a representation of me that didn't consist of a series of circles -- the bald head, the glasses, and the round little tummy. Indeed, some years ago, a whole Kindergarten class made Henry Jenkins masks by gluing string to paper plates! Even then, my beard was the subject of considerable fascination.


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    Barry and I are now working on the details of when and where I will be engaging with the Second Life Youth. I can't wait.

    Continue reading "Catching Up: Mostly on Media Literacy" »

    Eight Traits of the New Media Landscape

    The following text was written as part of the original draft for the MacArthur white paper about educating young people for a participatory culture. It was cut due to length considerations but it providees useful background for people reading the report.

    Most often, when people are asked to describe the current media landscape, they respond by making an inventory of tools and technologies. Our focus should be not on emerging technologies but on emerging cultural practices. Rather than listing tools, we need to understand the underlying logic shaping our current moment of media in transition. These properties cut across different media platforms and different cultural communities: they suggest something of the way we live in relation to media today. Understanding the nature of our relationship with media is central to any attempt to develop a curriculum that might foster the skills and competencies needed to engage within participatory culture.

    The Contemporary Media Landscape is:

    1. Innovative. We are the midst of a period of prolonged and profound technological change. New media are created, dispersed, adopted, adapted, and absorbed into the culture at dramatic rates. It is certainly possible to identify previous "revolutions" in communication. The shift from orality to literacy, the rise of print culture, and the emergence of modern mass media in the late 19th and early 20th century each represent important paradigm shifts in the way we communicated our ideas. In each case, a burst of technological change was followed by a period of slow adjustment. If, as Marshall McLuhan (1969) has suggested, "media are often put out before they are thought out," then there was ample time to think through the impact of one media before another was introduced. As historians and literary scholars have long noted, the explosion of new technologies at the end of the 19th century sparked a period of profound self-consciousness which we now call modernism. Modernism impacted all existing institutions, reshaped all modes of artistic expression, and sparked a series of intellectual breakthroughs whose impact is still being felt today. If anything, the rate of technological and cultural change has accelerated as we have moved through the 20th century and shows no signs of slowing down as we enter the 21st century. The turnover of technologies is rapid; the economic fallout cataclysmic; and the cultural impact unpredictable.

    Today, the introduction of new media technologies sparks social and aesthetic experimentation. Anthropologist Grant McCracken has described the present moment as one of cultural "plenitude," represented by an ever-expanding menu of cultural choices and options. McCracken argues that "plentitude" is emerging because the cultural conditions are ripe for change, because new media technologies have lowered barriers to entry into the cultural marketplace, and because those traditional institutions which held innovation in check have declined in influence (what he calls "the withering of the witherers".) The result has been the diversification of cultural production. Each new technology spawns a range of different uses, inspires a diversity of aesthetic responses, as it gets taken up and deployed by different communities of users. Such transformations broaden the means of self and collective expression.


    Continue reading "Eight Traits of the New Media Landscape" »

    Confronting the Challenges of a Participatory Culture (Part Seven)

    This is the last installment of my series on the white paper which we wrote for the MacArthur Foundation on participatory culture and media literacy. If you want to read the whole paper, check it out here. If you want to learn more about the work that the MacArthur Foundation is doing on youth and digital learning, you can follow their blog -- which regularly features comments from some of the country's leading educators and experts on youth media.

    This last installment concludes with some general thoughts about what all of this means for parents, schools, and after school based programs. Project nml will now be turning its attention to developing a range of curricular materials and activities based on this framework, which we will be rolling out through this blog, among many other places.

    Thanks for taking the time to read through this material. Do let us know what you think and do share this with others you think would be interesting.

    Once again let me acknowledge the contributions of Ravi Purushotma, Margaret Weigel, Katherine Clinton, and Alice J. Robison without whom it would have been impossible to pull this report together.

    Continue reading "Confronting the Challenges of a Participatory Culture (Part Seven)" »

    Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part Two)

    What follows is a second excerpt from the white paper which I authored, along with Ravi Purushotma, Margaret Weigel, Katherine Clinton, and Alice J. Robison, for the MacArthur Foundation. The report is intended to offer a provocation for educators at all levels to think about how our pedagogical practices need to shift to reflect the demands of a more participatory culture. In Part One, I outlined some of the changes that are taking place in the media landscape and the ways they impacted young people. In Part Two, I make the case for why adult intervention is needed and why youth will not be able to make these adjustments all on their own.

    My hope is that the release of this report will stimulate reflection and discussion among educators, parents, and students about the ways media education is or is not being taught through school and after-school programs. I hope this discussion will also be of interest to the many other groups who read this blog -- many of whom are helping to shape the participatory culture we are discussing here and thus have some responsibility for thinking about how we insure that every youth is given a chance to participate.

    As always, I welcome questions and comments. I am going to try to respond to any questions I receive once I have rolled out all of the parts of this report via the blog. While I have excluded sources from the blog version to insure ease of reading, you can see a full bibliography in the downloaded document.

    Continue reading "Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part Two)" »

    Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part One)

    I spent Thursday in New York speaking on a panel with the University of Chicago's Nicole Pinkard and the University of Southern California's Mimi Ito as part of the public launch of the MacArthur Foundation's exciting slate of new initiatives in the area of youth, learning, and digital media. People interested in understanding the full context of this initiative should keep an eye on the Foundation's new blog. The event was simulcast on Second Life and on Teen Second Life.

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    This is the context in which we have been pursuing our own Project nml (New Media Literacies) initiatives which I have been discussing from time to time in this blog. The New York City press event was the launching point for a white paper which I wrote for MacArthur identifying what we see as the key social skills and cultural competencies which young people need to be full participants in convergence culture. In Convergence Culture, I devote one chapter to thinking about the impact of participatory culture on our current understandings of education. Here I -- and my collaborators Ravi Purushotma, Margaret Weigel, Katherine Clinton, and Alice J. Robison -- have been able to dig much deeper into the pedagogical implications of the world I discuss in the book as well as to lay out some of the key insights from contemporary research on informal learning, games-based pedagogy, online communities, and participatory culture.

    My hope is that this white paper will spark conversations among educators at all levels -- in schools and in after school programs, in public institutions, and in churches and other community centers -- about how we need to change our practices to reflect the new ways that young people are engaging with the world around them.

    In hopes of sparking such a conversation, I am publishing the white paper in installments through my blog. This first installment sets the stage, describing some of the challenges and opportunities participatory culture represents in the lives of our young people.


    For those of you who are impatient and want to read the whole report at once, you can download it here.

    Continue reading "Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part One)" »

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

    "There are things about not being able to see someone who is talking that somehow gives you a much more direct link to that person than if you see their face. There's an awful lot of emotion conveyed in their voice and there's an awful lot of their personality conveyed in their voice. There's the obvious thing that you are able to create your own pictures in your head. It's also a lot more intimate. It's like someone is whispering to you in the dark. There was a guy at this radio festival I go to every year called the Third Coast International Audio Festival. One thing he said was radio was the only medium that can make you blush in the dark. You have to think about it for a moment but yeah, you can't read in the dark, you can't watch TV in the dark because it's emitting its own light, and it's true. It's like being at a slumber party all the time. It's really wonderful."


    -- NPR reporter Sean Cole

    Sean Cole is an award winning radio reporter, working out of WBUR in Boston, and producing content for such shows as Morning Edition, All Things Considered, Marketplace, and This American Life. He is also the subject of one of the exemplars we have produced as part of the MacArthur-funded Project NML. Previous entries here have described some of our goals for this project -- to expose young people to the choices that get made in the production of various forms of media, to provide them with role-models of what it might be like to create and distribute work in those media, to provide educators -- in school and out -- with a vocabulary for talking about and assessing student work within those media.

    This profile of Sean Cole was produced by Comparative Media Studies graduate student Orit Kuritsky with assistance from CMS graduate student Amulya Gopalakrishnan. Kuritsky, herself, is an experienced media producer, having worked developing new formats, scripting and editing for children's television in her native Israel and in radio production here in the United States, She moved from intern into a producer position on The Connectiona syndicated talk show that aired from WBUR Boston before returning to graduate school. She has also been part of a team of our graduate students which has been working with the Terrascope Program in the Earth Sciences department at MIT to help scientist learn to communicate their ideas through radio. The students focused their energies this year on the earthquake and tsunami that hit the coast of Chile in 1960 – the largest one ever documented. The students went to Chile during spring break to do interviews and collect sounds which would eventually be edited into a 23 minute piece dealing, as they put it, with “ecological, cultural and personal survival during a devastating earthquake and tsunami”. The piece aired on WMBR and is also available on the public radio exchange

    In a recent e-mail, Kuritsky explained to me some of the factors that went into her choice of Cole as an exemplar subject:


    I love to listen to him on the radio. His quirkiness, combined with genuine curiosity and wit, generate great radio pieces. And I'm not alone. He is regarded as one of the most interesting and unique voices in the world of public radio. He is a very warm, attitude-less person. When I was new at the station, besides simply being nice, he kept telling me that he also started as an intern, and that it took time for him to get a permanent position, all things I needed to hear at the time. I think this unassuming attitude, combined with willingness to give advice, translates well on the screen. Sean is technically savvy. Many highly regarded public radio reporters still send interview, narration and ambiance clips to their respective headquarters, where professional editors/engineers lace their pieces together. Sean insists on doing it himself. He is also active in online communities of radio enthusiasts (like transom and prx, commenting on othersÂ’ works and offering advice). In these regards, Sean represents where public radio is heading, or at least one among contradicting directions; younger, more personal, more participatory, more diverse.

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

    Making Comics: Nick Bertozzi as Exemplar

    Several weeks ago, I wrote here about the New Media Exemplar Library -- a digital filmmaking project that is being funded by the MacArthur Foundation as part of our larger project to develop curricular materials and activities to support the teaching of new media literacies. The Exemplar Library will consist of a series of short films showing media makers discussing the core choices they make -- both craft decisions and ethical dilemmas -- as they create their work. Our goal is to produce films that educators can use in classes and after school programs and that young people who are enthusiastic about media production might seek out on their own via the web. The first one I introduced to my readers centered on blogger, science fiction writer, and digital activist Cory Doctorow.

    Today, I wanted to share a second exemplar -- this one focused on independent comics creator Nick Bertozzi as he shows us the process by which he created a single page of his forthcoming graphic novel, The Salon The Salon centers around the circle of friends who helped generate the cubist movement and includes vivid portrayals of Gertrude Stein, Georges Braque, Pablo Picasso, Alice B. Toklas, Erik Satie, and Guillaume Apollinaire. The Salon was not created as a kids comic and indeed, much of the content deals with mature themes, but it's melding of fact and fiction makes it a rich text for us to examine in the context of a project on new media literacies.

    Having gotten to know Bertozzi through the years, one can't help but wonder if his fascination with this circle might have something to do with the tight circle of comic book artists in Brooklyn with whom he hangs out and sometimes collaborate, a circle which includes Jessica Abel, Paul Pope, Dean Haspiel, and Matt Madden, among others. Several years ago, these friends piled into a car and drove to MIT to visit Nick's sister, Vanessa Bertozzi, a Comparative Media Studies Masters Student, and to talk at our colloquium series. Various combinations of that circle have passed through the program in the years that have followed and this exemplar grew out of those conversations. In the interview, Bertozzi talks about why cartoonists and other artists need to work within creative communities:

    You need a community of other artists of other cartoonists who understand, because nobody else will understand the insanity that you go through. And they're people who don't bug you too much because they're doing the same thing you're doing and they want to be left alone a lot of the time. But we do need to come together, because we are human after all believe it or not.

    His former roommate Dean Haspiel described what he got out of working side by side with a fellow artist:

    What was really good about when Nick lived with me, was we were really able to share that space and maximize the energy of that room. And turn what a lot of what we were doing separately into this combined force of this infectious, vibrant kind of brain trust. It was a really good time. I really miss those days of when I could look over my shoulder and see Nick drawing when I didn't feel like drawing and that would just inspire me to keep trudging on when I was struggling, facing that blank page and not knowing what to do next.

    The video was produced and filmed by Vanessa which allowed her to achieve real trust and intimacy with her interview subject. Bertozzi turns out to be extremely good at explaining his creative process in language that is broadly accessible and there's a real fascination in watching this page take shape step by step across the videos. He takes us from the scripted concept, through the research into the historical period that insures the accuracy of his details, through penciling, inking, coloring (which occurs on the computer), and the final proofs. Bertozzi's comfort in explaining the creative process reflects his own experiences teaching and mentoring young would-be comic book artists in Brooklyn. The video also features his fellow comics artist and former roommate Dean Haspiel and one of his former students sharing their impressions of his work and creative process.

    Here's how one of Bertozzi's students described the first day of class:

    I was sitting in a class with all these kids who were interested in Spiderman comics, and Thor and Green Lantern. and in walks this guy, Nick. He said, the other guy who was supposed to teach this class, he's not teaching it anymore and I'm the replacement. And he comes in with this book On Directing by David Mamet and this other book called Story by Robert McKee. The first things he writes on the board are "ARCHETYPE! STEREOTYPE!" So he was talking about story structure in comics and saying that linear comicbook narrative structure has been done many, many times. And he said that what we're going for is something more, something more experimental. And I remember the first day of class he brought in a pile of superhero comics and he passed one out to everyone. And some of these students were like, "Oh, these are great, I have these in my own collection." And he said, "Now pick up the comic book and TEAR IT TO PIECES!" He said, "We're going to destroy these old idols and we're going to make new!"

    One of the themes which will run across the series is an emphasis on how contemporary artists build upon the past, sampling and remixing pre-existing work as a source of inspiration for new expression. We hope to help teachers and students understand the difference between plagiarism and creative appropriation, providing a context for thinking about the ethics of what we do with other people's creative content. Comics fans will be relieved to see Bertozzi has a large library of classic comics to which he returns for inspiration whenever he confronts creative problems . Teachers will probably be gratified by the degree to which Bertozzi stresses throughout the project the importance of doing research. As he explains:


    A good cartoonist has to have a lot of reference materials because you're going to be drawing a ton of things. And it's a lot easier to draw it from reference than it is to make it up out of your head.

    I was taking an art history class and I was learning about Cubism, which is an art movement that was started by Pablo Picasso and George Braque. And I'll be honest, I paid attention in class but I never really understood what cubism was. So I always wanted to do a story that was about cubism so I could do the research and so I could spend a lot of time figuring out why cubism was so important.

    Another fascinating part of the interview has to do with Bertozzi's choices to draw and ink the comics panels by hands but then to scan them and digitize them for the coloring process. As he explains, "You don't have to do the coloring on a computer, but I do because it saves me a lot of time." As a project, we are placing a lot of stress on the ways artists choose which tools to use and are especially interested in the hybrid nature of contemporary production practices, where some things are done physically and others digitally.

    Bertozzi is not the only member of that circle who is strongly committed to introducing comics to young readers and artists. We have spent a good deal of time on Project NML discussing Matt Madden's recent book, 99 Ways to Tell A Story: Exercises in Style, which we think would be an outstanding tool for teaching storytelling techniques in any medium. Madden took a very basic situation and restaged it using different narrative devices, reading it through different points of view, accepting different artistic restrictions, and fitting it within a range of different genres. His focus clearly is on how a fairly simple set of building blocks can be used creatively to generate new stories simply by tweaking different variables in their presentation. This book teaches us how to see the choices which storytellers make in producing their work while inspiring us to think of other variations that he has not yet considered.

    The Education of Sky McCloud

    Last Thursday, the Comparative Media Studies Program and the MIT Media Lab played host to Scott McCloud, the comics theorist, creator, entrepreneur, activist, and visionary, who traced for us the progression of his thinking about comics as a medium -- from his first book, Understanding Comics, which gave us a language for thinking about sequential art, through Reinventing Comics, which argued that digital media represented important new opportunities for comics creators and readers, through to Making Comics, which offers practical advice to would-be comics writers and artists and in the process, lays out some important new arguments about the role of choice and styles in graphic storytelling.

    As McCloud noted, he first spoke in that same room 12 years before in the wake of the first book's publication and I have helped to bring him back to MIT on several other occassions. Indeed, we were lucky enough to have him do a week long workshop for our students several years ago when the ideas for Making Comics were first taking shape. So, with Scott, I knew what we were getting -- an articulate, empassioned, and visionary thinker about comics as a medium, whose work has implications for anyone who thinks seriously about the popular arts. McCloud engaged thoughtfully with questions from the MIT community on everything from the economics of online publishing to the potentials for comics on mobile platforms, from the design of tools for making art to the evolving visual language of the medium. I certainly recommend checking out the audio recording of his presentation and question and answer period.

    Yet, the big surprise of the evening was Scott's 13 year old daughter, Sky McCloud. When Scott first asked if his daughter could make her own presentation following his opening remarks, we were not sure what to expect but immediately agreed.

    The last time I had seen Sky, she was a toddler interupting her father's talk at Harvard's Veracon. Today, she is a dynamic young woman - a delightful mix of goth and geek -- who felt self confident enough to share her own perspective in front of a packed Bartos auditorium crammed with several hundred MIT and Harvard types.

    She told us about the family's plans to do a 50 state speaking tour over the next year as her father rolls out his new book and as the family (Scott, his wife, Ivy, and his daughters, Sky and Winter) conduct an experiment in home schooling. Each member of the family is blogging about the trip over on Live Journal. And they are working together to produce a series of podcasts which they are calling Winterviews (after youngest daughter, Winter, who will be the on-camera presence in these films). The daughters will research about some of the comics people they will meet along the way, read and discuss some of their work, prepare questions, do interviews, and edit them for transmission via the web. Sky is also preparing an evolving powerpoint presentation as they travel to explain to various audiences about the trip and what they have learned along the way.

    Meanwhile, she remains in contact with a larger circle of home schooled kids who are also tapping into their interests in popular culture (in this case, Buffy the Vampire Slayer and Veronica Mars) to inform critical essays and research projects. We all concluded that Sky could be a poster child for the new media literacies we have been exploring through our project with the MacArthur Foundation -- someone who is tapping the full range of new media technologies to learn and share what she is learning with a larger community. Sky is incredibly articulate, holding her own debating the fine points of comics aesthetics with her dad and fully comfortably plopping herself down and conversing with a room full of graduate students. We were delighted to hear her say she was potentially interested in being an MIT student some day. She won the hearts of many of us here.

    Let's be clear: Sky is an exceptional child, the offspring of a remarkable man, and her parents have had the flexibility to incorporate her learning (and that of her sister) into their professional lives. Not just everyone can take off for a year and travel the country with their family and still take in an income from speaking gigs. Yet, the core of what they are accomplishing here should be part of the educational experience of every child -- what she is learning grows organically from her own interests; she is being encouraged to express herself across a range of different media; she is encouraged to translate what she is learning back into public communication and is empowered to believe that what she thinks may matter to others. As I have suggested in a blog post this summer, these experiences are so far more available outside of the formal educational system through afterschool programming and home schooling than they are in the public classroom. Like many other home schoolers we have encountered through our research, she is using the potentials of new media both for creative expression and social networking.

    I know that I make some people nervous when I talk here about the values of home schooling. Many people assume that home schooling is mostly used today by the religious right to escape secular education. But in fact, today's home schoolers come from many different backgrounds and are stepping outside of formal education for many different reasons. More and more kids are moving in and out of schools depending on where they are at in their emotional, social, and intellectual development or what kind of situation they are confronting in their local community. My wife and I home schooled our son for a year when he was Sky's age and oddly enough, one of his primary textbooks was Scott McCloud's Understanding Comics, but at the end of that year, he returned to a private school for the rest of his high school experience. I am not suggesting everyone should home school their kids. Most people should not. But I am glad that it is an option and I think that educators should study what is working in these home school contexts and pull the best of it back into their pedagogical practices. As they do so, they could learn a lot by listening to Sky McCloud speak about her experiences on the webcast of the event.

    Cory Doctorow as Exemplar

    Throughout the fall term, I am going to be sharing with readers more of the work we have been doing for the MacArthur Foundation on new media literacies, building up to the release of a significant new white paper in late October which makes the case for a new set of social skills and cultural competencies which we need to be incorporating into American education. We are already hard at work putting these ideas into practice, developing curricular activities and supporting materials that will help teachers and after school programs respond in more meaningful ways to the challenges and opportunities of the new participatory culture.

    One of our core projects is the development of an exemplar library. When we spoke with teachers and after school programs, it was clear that they recognized that their students were interested in new forms of cultural production that are enabled by new media technologies and new forms of cultural distribution supported by the web. They knew that their students were fans, bloggers, and gamers. But they faced a number of issues: they had no standards by which to evaluate work produced in these new and emerging media; they didn't know enough themselves to give good advice to student media makers; the students lacked role models to help them understand future opportunities in this space; and the students were facing ethical issues that their teachers and parents didn't really understand.

    We decided to respond to these challenges by producing a library of short digital films focused around media-makers and the craft and ethical choices they face in producing and distributing their work. For each media maker, we may produce 5-10 short (4-5 minute) video segments addressing different points in their creative process. A teacher or after school program might show one or more of those segments to kick off a discussion about media production processes. They may decide to work horizontally -- fleshing out one form of media making -- or vertically -- looking at storyboarding or interviewing techniques across a range of artists and media. These videos will be accompanied by supporting materials -- vocabulary sheets, charts showing the various tools the artists use, and potential production activities that can be brought into the classroom. We also imagine that as students get engaged with the videos they will seek out more content on their own via our website and thus dig deeper into the whole world of media production than can be accomplished within the constraints of the school day.

    Long term, we expect to make this an open library where anyone can insert their own content and thus provide an incentive for teachers and students to engage with media production projects around artists in their own local community. In the short run, we are producing these videos in-house -- working with Comparative Media Studies graduate students and with our new production coordinator Anna Van Someren, who was until recently part of the Youth Voice Collaborative here in Boston.

    We are just now putting the first crop of exemplars out on the web and I figured I would showcase them here as they go up. One of the first will have special interest to readers of this blog, many of whom found this site because of some early shout outs by Cory Doctorow over at Boing Boing. When Doctorow was speaking at MIT last year, CMS graduate student Neal Grigsby grabbed some time with him to talk about blogging, science fiction writing, and online communications. The documentary was produced for middle and high school students but we think it will engage many adult viewers as well.

    Here are some highlights:

    Continue reading "Cory Doctorow as Exemplar" »

    Henry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here.