Confessions of an Aca-Fan by Henry Jenkins

Archives: media literacy

The Past and Future Histories of Books: An Interview with Ted Striphas (Part Two)


You trace the surprisingly long history of Barnes and Noble as a book store which has transformed itself many times across the 20th century.  Given this nimbleness, why have we seen so many brick and mortar bookstores close over the past decade or so? Is this simply the next stage in their evolution or does it represent a more fundamental shift in the place of bookstores in our lives?

This is a wonderful and challenging question, Henry, because bookstores mean so many different things to different people. The best way for me to answer it is to think about what Amazon.com has done to the idea of a bookstore. The company has succeeded for many reasons, chief among them a commitment to low prices. But it's also succeeded, at least with books, because it's taught consumers that many of the things people liked best about physical bookstores could be reproduced online, often algorithmically. I wish I had a dollar for the number of memoirs I've read about readers and their relationship to particular (often independent) booksellers. They often wax nostalgic for how their favorite bookseller just seemed to know which books would most interest them. Well, along comes Amazon, which can perform more or less the same service but without direct human intervention. That may be a drawback for some, but many people avoid buying books about sensitive issues -- say, sex, mental illness, or divorce -- for precisely that reason. What Amazon has done so successfully is to create a bookselling environment that mimics most of the strengths of traditional bookstores while at the same time throwing their many drawbacks -- most of which people just accepted as the status quo -- into sharp relief. Oh...and Amazon is always open.

I don't have any grand prognostications about the future place of bookstores, beyond wanting to sound a note of caution about Amazon. It wasn't all that long ago that Amazon deleted pirated copies of George Orwell's 1984 from its customers' Kindles. Can you imagine another (physical) bookseller breaking into your house in the middle of the night to reclaim a pirated copy of a book you'd just legally purchased? Amazon says it will never do something like this again, but because every Kindle is "tethered" to the company, it will always possess the capacity to do so. Similarly, that Amazon accidentally de-listed gay and lesbian themed books from its product catalog a few years ago, re-indexing them as pornography, tells you something about the delicacy of its computer systems. What are the implications of delegating the curatorial work of culture to databases and computer algorithms? That's a question I'm pursuing in my current book project, on the topic of "algorithmic culture," and have posted about at length over on my Late Age of Print blog.

When you ask about "a fundamental shift in the place of bookstores in our lives," these are the types of questions that arise for me. And they're not exactly the kinds of questions we've had to ask about bookstores in the past.

You see the introduction of the ISBN code as a key moment in transforming our contemporary relations with books. What led to this innovation and what impact did it have?


I had the good fortune of receiving a very positive review of The Late Age of Print when it first came out, in UK's Guardian newspaper. The reviewer admiringly called me a "distribution nerd" because of my enthusiastic discussion of the ISBN. I haven't lost any of that exuberance, as you and your readers are about to discover!

The ISBN is a simple, elegant, and effective code, one that tells you just how wired the book industry is. In fact, it's one of the things that tells you that book publishing was among the first wired industries, period, despite the fact that people tend to think about it as behind-the-times.

Basically, in the 1960s, a British bookselling chain confronted a practical problem: how to inventory all of its books and coordinate stock among its numerous stores? The company's management team studied the issue and later convinced a trade organization to agree to a book coding standard -- what was called the "Standard Book Number," or SBN, later to be known as the ISBN when it was adopted internationally. Originally it was 10 digits long; in recent years it's grown to 13 digits. With this you can electronically communicate a book's language or country of origin, as well as its publisher, title, edition, and binding. That's an astonishing amount of information to convey in such a tiny amount of space.

I see the development of the ISBN as a technological counterpart to advertising, public relations, and other types of "ideological" work that the culture industries routinely engage in. So much of the story of popular culture in the United States in the 20th century focuses on how "captains of consciousness" -- people like Bernays and others -- helped to square capitalist production and consumption through their work. And yet, their work would have amounted to little had there not also been an adequate infrastructure in place for book publishing and other industries to coordinate the distribution of their products. It's much sexier to talk about "swaying the masses" than it is to discuss product coding, and yet the latter is no less significant to the story of popular culture than is the former.


You discuss the debates around the contribution of Oprah's Book Club to contemporary print culture, but now, Oprah is off the air. To what degree was the impact of this institution linked to the nature of broadcasting? Could Oprah's book club have functioned the same way in a digital environment? If not, what kinds of digital practice might be encouraging people to read more rather than less (as seems to be the fear of many cybercritics)?


I really appreciate how you've inflected this question now that "Oprah has left the building," as it were. One of the reasons for the success of Oprah's Book Club was Winfrey's repute and notoriety, but celebrity alone can't explain why a TV personality became such a major force in the book world. One of the claims I make in The Late Age of Print is that Winfrey and her producers cleverly tapped elements of the televisual medium to make the Book Club successful. So, for example, they were sensitive to the seasonal dimensions of television viewing; recommendations for long books tended to coincide with the end of the regular television season in May, thereby giving readers plenty of time to read the selection before the new season of Oprah began in September. Similarly, Oprah Book Club shows were carefully segmented in such a way that even those who hadn't read the latest selection wouldn't feel left out. It was an extremely adept, decade and a half-long example of how to marry books and television, happily.

What the Oprah example suggests, moreover, is that printed books and printed book reading can be encouraged in digital environments given the right type of strategy and, more importantly, the right sensitivities to the affordances of digital media. That's already emerged, in fact, around Goodreads, which is a site combining social networking and online conversation about books. Amazon, too, is experimenting with a social network, its version architected around the Kindle. Readers can opt to share passages they've highlighted in their Kindle books with people who have decided to follow their feeds. You can opt to Tweet those passages, too, complete with ready-made hashtags meant to encourage response.

The intention seems to be to virtualize and deterritorialize the traditional reading group. The question critics are now starting to ask is, can you have a meaningful conversation about a book in settings mediated by hardware, software, and code as opposed to, say, paper and one's living room? These digital systems are still in their infancy, so in my view it's too early to tell. Having said that, I don't see why, perforce, you cannot have a deep and intelligent discussion about books online, even in installments of 140 characters or less.

Given the centrality of Harry Potter as a case study in the book, I wondered what you thought the Pottermore announcement suggests about the ways that, as you write, "printed books and electronic media can complement each other"?


The Pottermore site, J. K. Rowling's new digital hub for selling Harry Potter e-books, encouraging fan involvement, and promoting Harry Potter more generally is probably the biggest thing to happen with the boy wizard since I published The Late Age of Print. And, sure enough, it does certainly suggest the complementarity of atoms and bits, paper and pixels.

Having said that, Pottermore also seems to me to point to something even more interesting: Rowling's desire to maintain what you might call "end-to-end" control of the Harry Potter franchise. She's been deeply involved in the production of the film adaptations, even going as far as to have Steven Spielberg removed early on in the process because he wanted to Americanize the stories (for example, by transforming Hogwarts School of Witchcraft and Wizardry into "Hogwarts High"). She's also active in policing Harry Potter copyrights, trademarks, and related indicia, something the Harry Potter Lexicon copyright infringement case from a few years ago made clear. Moreover, until Pottermore, Rowling refused to make e-editions of the Harry Potter series available, fearing for the ease with which digital copies not in her immediate control might end up being pirated. (A footnote: I find it naive to think that anyone can control a digital copy of anything, even if it's digitally rights managed. When I worked at a hardware store in high school, my boss was fond of saying, "locks are for honest people.")

What Pottermore tells me, then, is that Rowling aspires to become book publishing's equivalent to Apple Computer -- something she's quite well positioned to do. And, as with Apple, that type of end-to-end control will undoubtedly have its plusses and minuses, its benefits and frustrations; you get a great product, but it's significantly on another's terms.

Your Harry Potter case study is very much about "piracy," the creation and circulation of unauthorized versions of the book in the developing world, yet many of my readers are also interested in fan fiction as the unauthorized expansion of the Harry Potter universe by its fans. How does this kind of publishing fit within the book's discussion of print culture practices?

Piracy is an issue with a tremendous amount of gray area, one that too often gets presented as if it were simply black and white. Whenever we want to talk about piracy, I believe we need to imagine it as existing along a continuum that includes, at minimum:

1) officially authorized derivative works (e.g., the various novels in the Star Wars series sanctioned by George Lucas);
2) officially tolerated derivative works (e.g., unauthorized vanilla fan fiction that adheres closely to existing narrative universes);
3) possibly tolerated derivative works (e.g., unauthorized fan fiction that pushes the boundaries of or even departs from the standard narrative universe, as in the re-narrating of Harry Potter and Ron's Weasley's relationship as homosexual); and
4) allegedly infringing derivative works (e.g., unauthorized materials that are usually intended to be sold commercially, as in The Harry Potter Lexicon, the Russian Tanya Grotter books, etc.).

What this means, ostensibly, is that almost anyone whose creative work piggybacks on that of another is a pirate, at least to greater and lesser degrees. I realize that's a controversial claim, but at some level it gets at the nature of the creative process, which is all about marshaling and remixing existing cultural resources. That's also in part why, for instance, J. K. Rowling herself has been accused multiple times of plagiarism and copyright infringement, the Willy the Wizard suit being the most recent example. However fresh and captivating her stories undoubtedly are, they nonetheless draw on some of the deepest resources of Western culture, including the narrative of the hero's quest, the genre of the British boarding school novel, and much, much more. (The fact that Rowling has deep, deep pockets is also a major factor here -- let's be clear.)

One of the things that most intrigues me in talking to the students of my "Cultures of Books and Reading" course, where we read my Harry Potter chapter from The Late Age of Print, is the tension that exists between categories (2) and (4), above. I'm always fascinated to hear my students debate where they think the line should be drawn in terms of what constitutes illicit (piratical) appropriation. Most are generally okay with officially authorized derivative works. Some, however, become very upset at works that end up in category (4), even as they admit to being readers and sometimes producers of fan fiction, typically of category (2) and on rarer occasion, number (3). I'm not sure how to reconcile this tension other than to point out that many have framed the piracy issue as a clash between "powerful" and "grassroots" media producers. But there is also significant tension that exists among the grassroots -- which is to say nothing of all of the suits and countersuits that routinely occur among the big media producers.

The bottom line for me, then, is to begin thinking more deliberately about the ways in which law and legal concerns increasingly mediate people's experiences of culture -- this alongside the work you've done in terms of identifying the frameworks that fans and even more pedestrian consumers use to judge the legitimacy of particular cultural goods.

Ted Striphas is Associate Professor in the Department of Communication & Culture, Indiana University and book review editor of the journal Cultural Studies. He research and teaching interests include media history, the digital humanities, and the future of scholarly communication. He blogs about books and digital culture at The Late Age of Print. You can also find him on Twitter: @striphas.

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 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.

How to Earn Your Skeptic "Badge"

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

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

Through a simple framework that's open to all


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

I guess what I am saying is:

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

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

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

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

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


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


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


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


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


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


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



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

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

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

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

    For more information, check out this website.

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

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

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

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



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


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


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


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

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

    At the core of connected learning are three values:

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

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

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

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


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

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

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

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


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

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

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

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

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

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

    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).

    On Transmedia and Education: A Conversation With Robot Heart Stories' Jen Begeal and Inanimate Alice's Laura Fleming (Part One)

    This week, I want to showcase two innovative projects which seek to explore the intersections between transmedia storytelling, participatory culture, and education -- Robot Heart Stories and Inanimate Alice. Here's some background on the two projects, taken from their respective home pages:

    Robot Hearts Stories is an experiential learning project that uses collaboration and creative problem solving to put education directly in the hands of students. This fall, two classrooms, a continent apart, will work together to get a lost robot home, and they will need your help... The experience begins when a robot crash lands in Montreal and must make her way to LA in order to find her space craft and return home. Two class rooms in underprivileged neighborhoods, one in Montreal (French speaking) and the other in LA (English speaking), will use math, science, history, geography and creative writing to help the robot make her way across North America. At the same time, Robot Hearts Stories extends beyond the classroom, as the project welcomes involvement from a global audience. We need participants of all ages to share their own passions in the form of a creative act involving a robot they can print, customize and document. For each photo or piece of art featuring the robot that is submitted, the "signal strength" of the robot grows stronger and helps her to get back home. Robot Heart Stories is the first in a trilogy of experiential learning projects from award winning storytelling pioneer Lance Weiler and creative producer Janine Saunders.


    Robot Heart Stories from WorkBook Project on Vimeo.

    Set in the early years of the 21st century and told through text, sound, images, music and games, Inanimate Alice is the story of Alice and her imaginary digital friend Brad. nanimate Alice is Transmedia - designed from the outset as a story that unfolds over time and on multiple platforms, the episodes are available on all devices capable of running Adobe's Flash Player. Alice connects technologies, languages, cultures, generations and curricula within a sweeping narrative accessible by all. As Alice's journey progresses, new storylines appear elsewhere providing more details and insights, enriching the tale through surprising developments. Students are encouraged to co-create developing episodes of their own, either filling in the gaps or developing new strands. Designed originally as entertainment, 'Inanimate Alice' has been adopted by teachers eager to connect with students through media they inherently understand. Created around a high-quality robust text, the content is suitable for the deep-reading and re-reading necessary for academic investigation.

    My desire to learn more about these imaginative and groundbreaking projects led me to two women (Robot Heart Stories' Jen Begeal and Inanimate Alice's Laura Fleming) who have been heavily involved in their development and deployment. What follows is an online conversation between the two of them which describes not only their work on these projects, but also dig deeper into their underlying philosophies concerning the value of transmedia and participatory learning. (For my own thoughts on these topics, see this blog post.) My hope is that this exchange will help spark similar discussions across projects, across entertainment companies, nonprofits, educators, and schools, about how we can tap in the power of new forms of storytelling experiences to enhance the opportunities students have to learn and grow.


    You have both been involved in recent projects to create transmedia experiences for young people. Can you describe these projects and your participation in them?

    Jen: I have recently been involved with Robot Heart Stories (RHS), an experiential education project that used collaboration and creative problem solving to put education directly in the hands of students. The experience begins when a robot crash landed in Montreal and must make her way to LA in order to find her space craft and return home. Two class rooms in underprivileged neighborhoods, one in Montreal (French speaking) and the other in LA (English speaking), will use math, science, history, geography and creative writing to help the robot make her way across North America.

    At the same time, Robot Hearts Stories extends beyond the classroom, as the project welcomes involvement from a global audience. We need participants of all ages to share their own passions in the form of a creative act involving a robot they can print, customize and document. For each photo or piece of art featuring the robot that is submitted, the "signal strength" of the robot grows stronger and helps her to get back home.

    Robot Heart Stories was created by award winning transmedia storytelling pioneer, Lance Weiler and creative producer Janine Saunders. My role with the project is as social media strategist, I helped build the social media strategy for the twitter feed and the blogger outreach campaign.

    Laura: I have been working on Inanimate Alice , a series of interactive, multimedia, episodes that uses a combination of text, sound, images, and games to tell the story of Alice, a young girl growing up with technology as her best and sometimes only friend. During my time with the project, I have been able to work closely with the producer of the series advising on the educational media attributes of the story and helping devise intriguing new ways to navigate the transmedia experience that is just starting to unfold.

    In addition, I was a collaborator for Robot Heart Stories, a project in which transmedia strategies were used to engage students from across the world. I also implemented pieces of the project within my own classroom.

    What lessons have you taken from your experiments so far in deploying transmedia practices for education?


    Jen: You need to understand your audience, and know that what works for each grade level will be different. Also, you must make the project easy to understand, curate and showcase for educators and students. Another lesson we learned from RHS is that you need an open line of communication between collaborators which may include needing an administrator to oversee discussions to you ensure that goals are made and met.

    Laura: When thinking about transmedia and the affordances it provides for learning, the most important lesson I have taken away is that transmedia properties designed for education must be pedagogically sound, by shifting the locus of control firmly away from the teacher towards the learner. In the case of Inanimate Alice, I have seen learners become producers of content in the widest transliterate sense- teachers and learners learning together, shaping new narrative possibilities has enabled learners to participate, grow and be an integral part of the story. Transmedia practices for education must allow room for freedom, flexibility, and creativity while at the same time being practical and addressing standards, objectives and the needs of learners.

    While transmedia has long been a property of commercial franchises aimed at young people, we are just now beginning to explore the implications of transmedia for education. What lessons do you think educators might take from commercial transmedia aimed at children? In what ways does educational use of transmedia require different underlying models and assumptions?


    Jen: Some lessons that educators may take away from commercial transmedia aimed at children are the social communities built around the project, and how these communities encourage each participant to have a voice. Some examples of commercial properties which have accomplished this include: Inanimate Alice and the eagerly anticipated Pottermore, currently in Beta, but which allowed one million early testers to join in the summer of 2011.

    Transmedia projects are about being actively engaged with a story and "playing." Educators must understand that there is no right or wrong way to tell a transmedia story because the landscape and communities are continuously changing and evolving. Digital technologies are in a constant state of flux therefor we can no longer rely on "standards" for teaching as educators will face a harder time connecting with students who are becoming more accustomed to shifting technologies.

    Laura: Successful commercial franchises have proven that transmedia narrative techniques create intense loyalty, interaction, and engagement. Educators can use these same techniques to create anytime, anywhere learning that is fully integrated and embedded into learner's lives. Spanning educational content across varying platforms and incorporating varying forms of media meets the needs of all of our learners, while at the same time creates an emotional connection to content. Transmedia techniques create a totality of learning experiences that encompass learning both in school, in the community, and at home. Ultimately, I feel educators and indeed learners, increasingly, need to be an integral part of the creation process
    .


    Jen Begeal is a social media strategist and transmedia producer. Her recent projects include developing a social media strategy for the experiential education project, Robot Heart Stories, developed by The Workbook Project and producing the transmedia campaign for the film, Zenith. She currently works at Umami.TV and can be found tweeting at @jlbhart and @umamitv Jen has spoken at leading conferences including the Film & History Conference for the University of Wisconsin and Mobility Shifts Conference at The New School on the subjects of film theory and media literacy. As a writer her works have been featured on the Tribeca Film: Future of Film blog and on Huffington Post's blog. Jen received her BFA from The State University of New York at Purchase in film directing and her MA from The New School in media studies. She is a co-organizer of the Transmedia NYC meetup group and an active member in the New York Film community.

    Laura Fleming has served the children of New Jersey as an educator for the past fifteen years as both a media specialist and a teacher. In recent years she has taken a professional interest in developments in new media and in vanguard techniques in interactive and transmedia (multi-platform) storytelling. In this context, she has been able to draw powerful connections between transmedia and education. She blogs on these issues at www.edtechinsight.blogspot.com and is a regular contributor to other outlets, including the Huffington Post. Laura is currently playing a lead consultative role with the BradField Company, the developers of the innovative and popular transmedia story, Inanimate Alice. She has played a major role in growing and sustaining a thriving and vibrant global community around Inanimate Alice. She has consulted on several transmedia properties, working with producers to help maximise the value of their creations and toolsets for teachers and students as well as for the corporations themselves. Laura is currently co-authoring a book on Transmedia LearningWorlds, due for publication in Autumn 2012, and has spoken at a number of prestigious education, publishing and media events on the significance of transmedia for teaching and learning.

    On Transmedia and Education: A Conversation With Robot Heart Stories' Jen Begeal and Inanimate Alice's Laura Fleming (Part Two)

    Some transmedia properties are entirely top-down, deploying fairly conventional models of authorship, despite their deployment across multiple media platforms. Others include strong elements of participatory culture. How central is youth participation in the production and circulation of media to your visions for transmedia education?

    Jen: Youth participation is very important In production and circulation as many Transmedia projects are aimed at young people, and the ones aimed at adults require that the adults have some prior knowledge of media which leads us back to teaching media literacy at a young age. Specific youth aimed projects, like Robot Heart Stories, require that the students create their own videos, write collaborative stories and construct and color their own paper robots (called "heart packs") which were pdf downloads from the website. The theory behind transmedia education is that user generated content (i.e. created by the students themselves) should be at the core of these projects.
    Laura: Story-driven user-generated content is a powerful piece of the transmedia experience and in my opinion is an essential consideration for any educational property. Technology tools allow for new forms of participation and learners inevitably seek out those opportunities. Even just the notion of creating transmedia experiences for specific groups or demographics is something we need to consider carefully. Learners themselves should be immersed in the creative process to ensure that they are not mere consumers of the experience.

    What are the implications of teaching a generation not only how to read but also how to write across media?


    Jen: There are several implications to this, for one there will be a larger population of active consumers, prior to the "digital generation" most media consumers were passive with little choice in what they were sold or presented with. This new generation now has the choice to decide what to watch, who to interact with and decide which brands can target them. This likewise poses a challenge for brands to be smarter and more engaging with their target audience. I also foresee a higher literacy rate as well as lower drop-out rates as students will have to have certain levels of education to compete in the working world, which will be heavily media driven.

    Laura: One of my personal goals has been to blend the theory of transmedia with the implications from entertainment and business and layer it in a discussion about reading, writing, and learning for even our youngest learners. Children will read and write across platforms, whether they are taught to or not. As an educator, I feel I have a personal responsibility to teach my students how to read and write across media by providing a learning environment that allows for freedoms to think about story in less conventional ways. Transmedia storytelling techniques enable us to expand the definition of literacy and allow for new opportunities to experience both reading, writing, and publishing in a transmedia environment and students should be taught to do so responsibly and effectively.

    One potential implication of the use of transmedia for education is that it might help students to experience the same story or events through multiple points of view. How might such practices contribute to young people's capacity to explore different perspectives?


    Jen: Exploring different perspectives allows for students to filter the facts of a story and sift through the evidence presented to determine the truth. As was the case with RHS, French speaking students in a Montreal classroom had to convey their stories through video, music, and images to their sister classroom of English speaking students in Los Angles. This presented a problem that the students themselves needed to solve, one which involved telling a narrative which could be understood across language. The global initiative of the project prompted our collaborators to translate the initial French/ English curriculum into other languages including Swedish and German.

    Laura: Transmedia by nature promotes multiple points of view which fosters a dialogue within global reach that can connect technologies, languages, cultures, generations, and curricula. The dynamic experiences transmedia storytelling helps to provide allows for the proliferation of information and knowledge, as well as ensures that young people will learn together and from each other. Ultimately, transmedia practices have the power to shape and possibly even alter beliefs or interpretations offering mutually beneficial solutions for all. This power makes it all the more critical that learners themselves are instrumental components of transmedia learning worlds.

    I have used the metaphor of "hunting and gathering" to describe the activities of consumers engaging with a transmedia narrative. What connections do you see between these modes of active consumption and the kinds of research processes which have long been central to education?

    Jen: Research requires actively searching out information and can be as involved as your project requires. Likewise transmedia storytelling allows you to be as little or as much engaged with the project as you desire. The students who participated in Robot Heart Stories had a specific curriculum presented to them, however what they chose to do with the information provided was up to them. In the end they chose to tell the story of the robot across multiple platforms including videos, e-mails and through song.
    Laura: There is no problem with the notion of 'consuming' transmedia, but its true educational value will come in our definition of 'active'-- its definition has to be about more than mere 'thinking about the content', it has to stray knowingly into the creative and the immersive aspects too. In the case of Inanimate Alice, students around the world have been motivated to create their own next episodes of the series. Learners have used critical literacy skills to deconstruct the digital text as readers, and have used the knowledge they gained to write and create. They have become producers of content, shaping new narrative possibilities. Students have developed episodes of their own, either filling in the gaps or developing new strands of the narrative. In addition, students have created interstitial episodes that fill in the gaps in Alice's story.

    Inanimate Alice has created an active virtual circle of storytelling where transmedia meets co-creation inspiring many learners to write and create. Creators looking to build a market here will succeed best where they can find a path between 'delivering' transmedia experiences which can then be consumed, and building transmedia platforms/landscapes/immersive experiences that empower the learner to create (and live!) their own stories.


    How might we reconcile calls for transmedia education with ongoing concerns raised by the Kaiser Foundation and others about the amount of time young people spend engaging with "screens." Does transmedia education compound the concerns others have raised around multitasking and divided attention or might it foster a higher level of media literacy?

    Jen: For some, transmedia may be seen as technology overload, however not all transmedia projects take place completely on screens. For instance with Robot Heart Stories part of the project involved students physically cutting out paper robot heart-packs and either drawing pictures or pasting photos on the robots stomachs as a way to "fuel" the robot. The students also had to create videos which meant they had to engage in face to face collaboration.

    Another transmedia project that focuses on youth culture is Socks, inc. asks participants to create a physical sock-puppet then photograph or video the puppet interacting in the real world. This type of teaching, which requires a cross-pollination of digital and real world problem solving, should be the core theory behind all transmedia education. We are already a society of information overload but now we need to learn how to examine the world around us and learn how to engage with it through digital media and hands on activities.

    Laura : When considering the amount of time young people spend engaging with "screens", it is important to differentiate effectively between the many uses to which screens are put- playing an immersive and complex computer game is not the same as watching television. In the case of transmedia each screen facilitates the manifestation of the whole storyworld.
    One promise of transmedia education is that it responds to research about multiple intelligences -- that is, the idea that different young people might learn more effectively through different media channels. Should the model of transmedia education focus on multiple paths to the same knowledge or on the ability of any given learner to synthesize information across multiple channels?
    Jen: The model of transmedia education should focus on the ability of the learner to synthesize information across multiple channels as students need this skill in the real world. Content is continually being dispersed across multiple channels and as more content becomes available it will be up to us to teach young people how to curate this content and synthesize the constant stream of information.
    Laura: To me, neither of these models are mutually exclusive. Ultimately, only the learner is really in control (for a concise exposition of this position, see I am Learner) Teachers can influence, guide, and facilitate, but what is taught is rarely if ever what is actually learned- so while learners focus on synthesizing information across multiple channels, they will also, naturally, when they are allowed to, take multiple paths to knowledge. The most powerful transemdia education will therefore try to combine both models into one more persistent model.
    Pottermore has been a highly publicized attempt to connect multimedia and participatory elements to children's literature. What are your hopes or concerns about Pottermore as a model for transmedia entertainment and education?
    Jen: Pottermore has the ability to connect children globally, to teach them how to learn from different cultures, to understand how to connect with one another and be more accepting of each other. I foresee projects like these with such a broad scope and community to reduce prejudices, stereotyping and encourage collaborative learning.
    Laura: JK Rowling has done a fascinating thing with Pottermore. She has taken her linear novels and created a non-linear experience around them. Her fans have been wanting to get close to her for years and through Pottermore they will feel like they have gotten that chance and that they now have the opportunity to contribute to the story world. The loyalty this will foster should not be underestimated and should serve as a model for future transmedia properties. In the case of education, these strategies will empower learners to share, contribute, and create by making discoveries through their own interpretations, which encourages passion and responsibility for their own learning.

    Both of you have placed strong emphasis on the value of stories as a means of capturing and communicating human wisdom and knowledge. How do we decide which stories or themes should form the basis for these kinds of grassroots storytelling activities?

    Jen: Stories should have personal meaning, and they should have an overriding theme. We had learned that for primary and secondary education topics that deal with social good, passion and personal responsibility (anti-bullying) campaigns are the easiest for students to tackle. There are many themes which can be explored or addressed, however the theme itself should be easy to understand and engage with, and be meaningful to the students learning the curriculum.

    Laura: Storytelling activities should have the power to offer multiple perspectives and different ways of communicating ideas. Authentic, meaningful, genuine narratives that engage learners through their intent will naturally capture them and enhance the depth of their knowledge.
    Our culture has historically reified the concept of authorship, suggesting that only special people have the capacity to create meaningful stories. What techniques have we discovered that help young people overcome their own insecurities and resistances to becoming authors?
    Jen: By allowing students to tell their stories across multiple platforms we have given them the chance to be authors without making them self conscious. Some students tell stories visually, others through music and some even through short form dialogues, transmedia embraces the telling of stories across multiple channels, thereby giving everyone a chance to be a storyteller or author. In the case of Pottermore, these same young people are encouraged by a community to pick and choose how little or how much they want to involve themselves into the stories. It gives them the chance to become immersive creators and to actually play instead of write. This is especially helpful to those kids with learning disabilities as they can engage with others in their own way and at their own pace. By breaking down traditional barriers of storytelling we build a world of creators who can tell a story and synthesize information more effectively than ever before.

    Laura: Transparency, connecting learners directly to the storytellers allows for powerful opportunities for co-creation. Learners themselves become multiplatform producers by mashing-up commercial content or by creating their own original content that extends the overarching narrative. Once embraced, contributing to the story world will provide satisfaction and a sense of achievement. In addition, celebrating the participation of the learner is validating and will lead to further engagement with the content and will make them feel empowered.

    Jen Begeal is a social media strategist and transmedia producer. Her recent projects include developing a social media strategy for the experiential education project, Robot Heart Stories, developed by The Workbook Project and producing the transmedia campaign for the film, Zenith. She currently works at Umami.TV and can be found tweeting at @jlbhart and @umamitv Jen has spoken at leading conferences including the Film & History Conference for the University of Wisconsin and Mobility Shifts Conference at The New School on the subjects of film theory and media literacy. As a writer her works have been featured on the Tribeca Film: Future of Film blog and on Huffington Post's blog. Jen received her BFA from The State University of New York at Purchase in film directing and her MA from The New School in media studies. She is a co-organizer of the Transmedia NYC meetup group and an active member in the New York Film community.

    Laura Fleming has served the children of New Jersey as an educator for the past fifteen years as both a media specialist and a teacher. In recent years she has taken a professional interest in developments in new media and in vanguard techniques in interactive and transmedia (multi-platform) storytelling. In this context, she has been able to draw powerful connections between transmedia and education. She blogs on these issues at www.edtechinsight.blogspot.com and is a regular contributor to other outlets, including the Huffington Post. Laura is currently playing a lead consultative role with the BradField Company, the developers of the innovative and popular transmedia story, Inanimate Alice. She has played a major role in growing and sustaining a thriving and vibrant global community around Inanimate Alice. She has consulted on several transmedia properties, working with producers to help maximise the value of their creations and toolsets for teachers and students as well as for the corporations themselves. Laura is currently co-authoring a book on Transmedia LearningWorlds, due for publication in Autumn 2012, and has spoken at a number of prestigious education, publishing and media events on the significance of transmedia for teaching and learning.

    A Few Final Reflections at Year's End...

    Having made it, more or less, through the grading frenzy, I am now really and truly spent, and looking forward to some much needed rest and relaxation over the holidays. So, this is going to be the last blog post for 2011. We will be back by the Second Week of January with an exciting line-up of interviews, essays, and other resources, but for the time being, I am going to take a few weeks off to read, write, and other things that keep Henry healthy and wise, if not particularly wealthy.

    Before I do, I wanted to share a few loose ends which have come across my desk in the past few weeks.

    The first is the webcast created by the fine folks at the New School of Social Research depicting the public conversation I had with Liz Losh at the Mobility Shifts conference earlier this fall. Many of you will have seen photographs of Liz and I wearing the Team Critical Theory and Team Cultural Studies racing jackets which Liz's husband designed and produced for the event. They were our joking way of calling out some of the unproductive tensions which have existed between those two camps over the past few years and the desire to work beyond them in order to contribute to far more important public debates, such as those concerning the future of public education, and to contribute towards shared visions, such as those concerning the democratization of access to digital media.

    Here's how the program was billed:

    At Mobility Shifts: An International Future of Learning Summit Henry Jenkins (Team Cultural Studies) and Elizabeth Losh (Team Critical Theory) offer a progress report on whether and in what ways the public schools and universities are going to be able to absorb or meaningfully deploy what Jenkins calls "participatory culture." Rather than an abstract discussion of a theoretical construct drawn from their supposedly opposite positions studying fan culture and institutional rhetoric respectively, the two will discuss concrete experiences of young people acting appropriately or not, inside or outside the classroom. What might a participatory learning culture look like? What policies make it hard for even supportive teachers to achieve in their classrooms? What stakeholders would need to be engaged in order to change the current cultures of our school? How might participatory learning take place beyond the schoolhouse gates? What is everyone afraid of?

    The Mobility Shifts conference did a great job of combining multiple groups of people, from around the world, who care passionately about the future of education, many of whom are doing local projects designed to have a material real world impact that exist alongside and in relationship with their theory and scholarship.

    As you will see, the differences that might exist between Losh and I on paper start to break down when we deal pragmatically with the concerns that animate our work. We've sometimes disagreed through our blogs, but the more we worked on pulling together this event, the clearer it became that our shared values and commitments were far more significant than tactical disagreements. In the course of this conversation, we make strong arguments for why, tempting though it may be, we can not just blow up the public schools and walk away, we talk about some specific insights we've gained through our educational interventions, and we discuss the strengths and limits of the concept of participatory culture as a way of framing current struggles over access to the means of cultural production and circulation. If you want to learn more about Liz's work, see her blog here.

    Nikki Usher, a recently minted PhD from the Annenberg School of Communications and Journalism, has been using excerpts from Spreadable Media: Creating Value and Meaning in a Networked Society (which I co-authored with Sam Ford and Joshua Green and which will be released by NYU Press next fall) with her students at George Washington University. Nikki shared with us a video produced as part of a class project by her student, Sandi Moynihan, which applies our concepts of "spreadability" to describe the Occupy movement. The video is part of a larger set of resources around the movement you can find at her website, many of them dealing with Occupy's use of social media. I was so excited by her wonderful video that I asked if I could share it with you here.

    Last week, I was down in Rio. In Copacabana, there are the most remarkable sand sculptures, including several which reconstruct the city's landmarks. Somehow, this sculpture depicting Santa and friends caused me great amusement. It speaks to the incongruous way that Euro-American Christmas iconography and traditions work in the context of South America, where, after all, December is one of the hottest summer months, but we are hearing "Frosty the Snow Man" and "White Christmas" playing everywhere we go. I decided this particular version of Father Christmas might better be called "Sandy Claws." (By the way, while it does not show up very well in this particular image, the woman in the picture is actually wearing one of those "itsy bitsy polka dot bikinis" that one sees on the beaches here, though admittedly, the sculpture left very little to the imagination in this rendering, itself a marker of cultural difference, given how unlikely it is to see anything so "family unfriendly" in public spaces in the United States.)

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    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.

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    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?

    A Virtual Bullpen?: How the USC Cinema School Has Embraced ARGs To Shape The Experience of Entering Students (Part One)


    A few weeks ago, I was sent a pack of collector's cards -- with my picture on them! -- and asked to show up in the courtyard outside the USC Cinematic Arts facilities so that I could pass them out to students who showed up and said "convergence." I camped out and soon small clusters of students started showing up, enthusiastically saying "convergence" and waiting for me to hand them their tokens. Very quickly, I gave out of cards and for the most part, the students did not mind. In fact, a bunch of those who arrived later hung out and started a conversation, which kept growing until at its peek I had twenty or so undergraduates sitting all around me asking questions about transmedia storytelling, fan culture, new media literacies, spreadable media, and an astonishing array of other topics from my blog. This photograph was shot surreptitiously by Tracy Fullerton, one of my Cinema School colleagues, who was staking out a vantage point not far away.


    heyhenrygroup.jpg

    All of this cloak and dagger stuff was part of an innovative game -- an Alternate Reality Game of sorts -- which is being conducted amongst the entering Cinema School undergraduates this year. If my own experiences are any indication, the game is proving to be enormously successful at getting students involved, excited about entering the Cinema School, more aware of its resources, more connected to its faculty, more engaged with its research, more connected across different divisions. It is also getting them involved in collaborative and production like activities than most entering students who have had to wait for a bit before they would be allowed to take production classes. I've seen lots of discussion over the past few years about the potentials of using ARGS for pedagogical purposes. But, this is the first time I've seen such a large scale experiment in integrating ARG activities across an entire school to orient entering students to a program and to serve a range of instructional goals. The passion the game is motivating in USC students is palpable. And I can tell you that many of the faculty, who have gotten pulled into the game through one play mechanic or another, are feeling a real pride in their school for its willingness to embrace this kind of experimentation and innovation.

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    I've wanted for some time to share with you some of the insights of the people most involved in this project -- Jeff Watson, Tracey Fullerton, and Simon Wiscombe, who wish to be identified here as the "co-designers/conspirators" behind the Game. In this interview, they tell us more about how the game came about, the design and teaching goals shaping it, the core mechanics, and the impact it has had on the school and especially this remarkable group of entering students. I have a feeling we are going to want to track its impact for the next four years to see what kind of difference it has made in their relations to each other and to the school.


    The three of you have been co-conspirators in the development of an alternate reality game which has captured the passions and interests of the incoming students at the USC School of Cinematic Arts this fall. Can you give us some background on the project? What got it started?

    Tracy Fullerton: The project actually came out of a committee established by the dean of the School of Cinematic Arts (SCA) in 2009 after a full faculty retreat. The charge for that committee was to envision the future of the SCA, and one of the key initiatives was to establish a "gateway experience" for incoming students that introduced them to the changing media landscape, the history and future of the school, the possibilities that can emerge from the SCA network of current and past students, and the importance of bridging the divisions of the school while they are here, both socially and academically.

    The gateway course was envisioned as introducing a new kind of social networking for SCA students, both on and offline, that would become critical to their involvement in courses and with each other. As the class developed, it became clear that a game layer would be a perfect way to achieve all of the goals set out by the committee without falling victim to the general survey or lecture class tradition we wanted to move beyond. So, while the curriculum for the gateway class and the game aren't "officially" linked, they are intertwined in vision and purpose and serve to bring students from all divisions together in multiple ways that will purposefully drive the social dynamics and the cross-media collaboration.

    From its inception, the gateway class was envisioned as having a companion social network, which linked to a digital library of information about media history and theory and SCA's past and future. The design of the card game, with its "high touch" in-person mechanics, is just the beginning of implementing that vision. On each card, history and theory are linked to practice with a piece of knowledge on one side and a prompt to creative practice on the other. This bridge between theory and practice, like the ones we hope to forge between divisions here, is a critical statement at the heart of the game.

    Jeff Watson: As an iMAP PhD student, finding ways to bring together theory and practice is central to my doctoral research. Over the past couple of years, I had been looking for a dissertation project that would enable me to put into practice my research into transmedia interaction design and alternate reality games. I wanted this project to be something that played out in the real world and had a tangible and measurable impact. I didn't want it to be a demo or a proof of concept. I wanted to play with real stakes, real players, and real outcomes. I wanted the project to be able to fail if it wasn't designed properly. So when Holly Willis, the chair of the Future Committee, came to me with the mandates that Tracy just outlined and asked if I would be able to come up with a pitch for an ARG that could be played by all the incoming students of the SCA, I jumped at the chance. This was a real design challenge that touched on all the corners of my research, from participatory culture to social and mobile media to interventionist art practice.

    What were the core learning goals for the design and deployment of this game?

    Tracy Fullerton: The core learning goals for the game are all around fostering the kind of complex skills that are sometimes called 21st century skills. Of course, these skills, such as team-building, collaboration, creativity, critical thinking, problem solving and innovation, are not unique to the 21st century and they have been at the heart of the curriculum here at SCA for a very long time. The difference here is activating students right from the start of their SCA experience with the knowledge that these skills are critical building blocks to their success as media makers, and also that the development and improvement of these skills is something they need to take responsibility for themselves from day one.

    The game wraps these learning goals into a kind of induction into the SCA culture of networking and support which is something students certainly leave USC with, but we wanted to use the game to start surfacing these ideas for them earlier in their development.


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    Jeff Watson: When we first met to brainstorm what we wanted students to be able to discover through this game, we filled up a 16 foot whiteboard and still felt like we hadn't scratched the surface. On top of the kinds of building block skills Tracy just mentioned, faculty members from each division of the SCA had very granular lists of the kinds of things that they felt Cinematic Arts students should be aware of as they commence their tenure as undergraduates. Writing professors wanted the game to encourage the exploration of character and story; production faculty wanted to make sure all students acquired basic knowledge about cameras, editing, and safety; critical studies pushed for more opportunities for analysis, historical contextualization, and reflection; animation wanted to make sure their students would have more ways to connect with students from other divisions; and interactive media pushed for a deeper integration of notions of iterative design and systems thinking. At the end of the meeting, I took a picture of the whiteboard with my iPhone. It was a crazy tangled bird's nest of inspiration.

    To make sense of it all, we took the mass of ideas generated during that whiteboard session and started looking for connective tissue. We noticed that all the learning goals we had brainstormed fell into one of three broad categories, which we ended up calling Literacy, Craft, and Social. Literacy goals were those that pertained to knowledge of all kinds: from highly local lore about the school and its resources, to basic understandings about the history and theory of media-making. Craft goals were those that had anything to do with the act of making -- from writing prose to shooting video to designing board games. Finally, Social goals were all those that related to the discovery of and connection with peers, alumni, faculty, and the broader community. Since the "content" of each of these categories of learning was agnostic with respect to the various divisions of the SCA, the first challenge of breaking down divisional/disciplinary boundaries had been met. The question became how to make a game that would motivate players to traverse the networks of Literacy, Craft, and Social goals that we had identified for inclusion. This became the starting point for our prototyping.


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    Can you describe some of the basic mechanics of the game?
    Simon Wiscombe: The game is, at its core, a project creation game. When players elect to join, they're given a pack of cards containing green "maker" cards (e.g. "30 second short," "Board Game," etc.), pink "property" cards (e.g. "About love", "In the SCA Courtyard", etc.), and one orange "people" card (which contains the name of one first year undergrad in the USC film school). These cards can be combined together or with other players' cards to make a "Deal," the simplest of which is composed of one maker card and one property card -- although an almost unlimited number of property cards can be attached so long as there are enough connectors. After laying out a Deal, players go out and actually create it (i.e. "A 30 second short about love in the SCA courtyard"). They then submit it to the site, and justify it in the game office -- at which point it's uploaded, they get points for the Deal, and everyone in the game can see it.

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    Jeff Watson: This whole process is outlined with pictures and video on the game website . Since it's such a highly visual interactive experience, readers who want to get a good sense of how it feels to play should head over there and check out the intro materials.

    Simon Wiscombe: Yes, visit the website -- it explains everything and also showcases the amazing work the players have created so far.


    What relationship does this game have with other alternate reality games which have been used for entertainment or training purposes in the past?

    Jeff Watson: The "meat" of this game is structured creative improvisation. As Simon has described, the core interaction here involves players trading, sharing, and combining collectible playing cards in order to generate creative prompts known as "Deals". Responding to these prompts by submitting completed artifacts results in advancement on the game's various leaderboards, unlocking special game content. This special content constitutes what might be called the "sauce" on the meat of the game.

    This "sauce" is the closest we get to "traditional" alternate reality game content. For example, toward the end of the second week of gameplay, we sent clues to several players who were leading in key Deal-making categories. The clues provided the players with a time and a location and nothing else. Bravely enough, the students showed up. Once there, they were greeted by a formally-attired Oud player. Accompanied by the Oudist, the players were transported without explanation to the Museum of Jurassic Technology. Once in the museum, the players encountered two alums of the SCA, Jenova Chen and Kellee Santiago (designers of critically-acclaimed games such as Flow, Flower, and Journey), who were wandering around in the darkness wearing sequined masquerade masks. Upon discovering them, the players were presented with a special game power which enabled them to score additional points on subsequent Deals, and were then treated to 90 minutes of informal discussion about game design, art, and media making.

    In short, our approach uses a rule-based play system (the card game) to drive the bulk of the experience, and employs more traditional ARG techniques around the edges, as rewards and tonal elements. This approach is in many ways a practical implementation of the ideas and critiques I presented last year on your blog in my essay, "ARG 2.0". In most "traditional" ARGs, our "sauce" is the full meal. The player experience in such games unfolds around a kind of scavenger hunt activity wherein game runners moderate and manage player communities as they plow through a sequence of puzzles, curated action prompts, and side-quests.

    While this logistically-complex structure is appropriate for certain team-building and talent sourcing applications, we wanted to make something that would have the capacity to perpetuate itself without relying on the constant generation of puzzle and narrative content by game runners. More importantly, we wanted our game to emphasize an active engagement with media-making: while scavenger hunts might help to build social bonds and search/analysis skills, we felt that they are inherently about solving puzzles or responding to prompts created by someone else -- and as such are a kind of consumption-oriented form of play. We wanted to make this game about the players' creativity, not ours.


    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.

    How Can We Understand Code as a "Critical Artifact"?: USC's Mark Marino on Critical Code Studies (Part Two)


    
What do you see as the relationship between critical code studies and platform studies as approaches to understanding digital artifacts?

    These approaches are tightly intertwined. On the one hand, you can talk about code independent of platform. That happens in computer science classes all the time. However, if you take the example of a forthcoming book project, you will see how platform plays a key role or rather how the code can point to an understanding of the platform. Over the past year, I have been working on a book under contract with MIT to analyze a single line of code, 10 PRINT CHR$(205.5+RND(1)); : GOTO 10. This line of code generates an image that resembles a maze. I should say, rather, that the code generates this image when executed on a Commodore 64 because in addition to using BASIC, which came installed on C64s, it also uses a custom set of ASCII code called PETSCII, which included two characters (2 diagonal lines), to create this image. Our exploration of this code, then, has led us to discuss the platform and its context. So to talk about the code is not to exclude a discussion of the platform, hardware, or larger systems, but rather to use the code as the central axis.

    Currently, the various approaches to digital objects are associated with specific critics, projects, and publishing series. As a result, "Software Studies" and "Platform Studies" will be defined by the kinds of things these critics publish, the kinds of readings they perform, and their own theoretical predilections. Comparing these first readings could skew the way the approaches are perceived. Taking the long view, I believe these terms will eventually become abstracted from the readings of those particular critics and will become part of rich assemblages of approaches to digital objects that look at the software, at the platform, at the hardware, and, of course, at the code.


    
What has been the response of programmers to the kinds of work you are doing?

    Many of the people who do CCS readings are programmers, so I would say on the whole it has been very positive. You know, there are a lot of misconceptions about what humanities people do, particularly regarding interpretation. When I first began suggesting this idea to professional programmers some voiced skepticism because they thought I was advocating treating their code like poetry. They doubted such a study would yield very much. Once I explained that I was interested in, for example, why programmers chose one programming paradigm over another, their process of writing the code, or even why they were laughing when I would show them some code written by someone else, what was the joke - they started to get more of a sense of what I was after. Once we reach that understanding, they typically offer their own critical observations, reflections they've formulated but haven't had an opportunity to discuss.


    
You've written, "The distance between the Haiku and the can of Coca Cola as texts marks the shift between the study of artistry and the broader study of signification." So, what does it mean to study code as a kind of "signification"?

    Code is a medium of communication, and like other communication substrates, its meaning is not restricted to what its author intended. The way someone writes a line of code, the language they choose, the programming architecture and paradigm, the code they borrow, the libraries they use - all these factors produce meaning in code. That is when code is taken as a sign system with its own material conditions.

    At the 2011 CCS Symposium, UCLA Computer Science professor Todd Millstein explained that computer scientists already see code as an aspect of a program that is meant primarily for human readers. It is not, then, heresy to say that code is written for other people to read. By extension, once it is circulated, its meaning expands and changes depending on who is doing the readings. Jeremy Douglass gave a terrific demonstration of this in the second week of the Critical Code Studies Working Group (http://www.electronicbookreview.com/thread/firstperson/recoded), when he showed how two opposing sides of the Climate debate used the source code associated with Climategate to support conflicting points of view.

    Code is a semiotic medium. It has rhetoric, style, art. It is a sign of a process and is in-process in terms of its own development. It circulates within discourse realms. It also bears marks of its authorship, signs of communal affiliation, remnants of its history, and notes and stubs for future development. Code has a special relation to the computational system in which it circulates. To make a legitimate utterance with code, one must comply with and conform to many restrictions that do not exist in, say, spoken language. Moreover, code is typically part of a chain of command, a layer of information represented in a form more easy for humans to read than machine language and binary (though my electrical engineering wife does tell binary jokes). Yet, as Wendy Chun has observed, source code is not the same as the executed code.

    To explore the significance of code, though, as you suggested, is not merely to look at what it says but to delve deeply into what it does and how it does it. While the signs themselves can produce meaning, for example in their relationship to natural language constructs (Print, function, if, then, void) as well as in comments and variable names, by constituting the algorithms of the program, the code also represents the logic of the program. Here too lies significance in a way analogous to but not exactly like other sign systems. Discovering the particularities of how code signifies is one of the chief challenges of CCS.

    What kinds of work do you see your center contributing to the growth of Critical Code Studies?
    The HaCCS Lab has two chief goals: to develop and promote the methodologies of Critical Code Studies and to foster dialogue between computer science and humanities scholars. This summer we hosted our first conference and have several events planned for the coming academic year geared toward bringing a diverse array of scholars together. Also, in the Spring, we plan to host another online forum, the third in three years. More importantly, the lab will serve as a hub for scholars interested in working on CCS, a source for news on the latest publications, and perhaps even a venue for provocations in the current debates surrounding code. We are currently investigating publication venues and are examining opportunities to create new courses and to offer workshops for those interested in joining our broader research community.


    Mark Marino is the Director of the newly launched Humanities and Critical Code Studies (HaCCS) Lab at USC, named for a field he initiated in 2006. He is the Director of Communication for the Electronic Literature Organization (http://eliterature.org), as well as a writer and critic of experimental interactive forms, including "a show of hands" (http://hands.literatronica.net) and the LA Flood Project. He blogs at Writer Response Theory and is Editor of Bunk Magazine, an online humor zine. He currently teaches for the Writing Program at USC. He is currently working on two collaborative book projects using CCS methodologies. His portfolio can be found here.

    How Can We Understand Code as a "Critical Artifact"?: USC's Mark Marino on Critical Code Studies (Part One)


    The Humanities and Critical Code Studies (HaCCS) Lab opened this summer at the University of Southern California with the specific goal of developing the field and fostering discussion between the Humanities and Computer Science. Current members include USC faculty and students and a host of affiliated scholars from other institutions, including and international advisory board. The HaCCS Lab sponsored its first conference this summer and will be sponsoring other get togethers both on campus and online. Central to its mission is to develop common vocabularies, methodologies, and case-studies of CCS, while promoting publications in the field.

    Mark Marino, who teaches in the USC Writing Program, is the Director of the new center. He was nice enough to agree to an interview during which he explains what he means by Critical Code Studies, how it relates to other humanistic approaches to studying digital culture, and what he thinks it contributes to our understanding of Code as a cultural practice and as a critical artifact.

    
What do you mean by critical code studies?
     


    The working definition for Critical Code Studies (CCS) is "the application of humanities style hermeneutics to the interpretation of computer source code."  However, lately, I have found it more useful to explain the field to people as the analysis of technoculture (culture as imbricated with technology) through the entry point of the source code of a particular digital object. The code is not the ends of the analyses, but the beginning.

    Critical Code Studies finds code meaningful not as text but "as a text," an artifact of a digital moment, full of hooks for discussing digital culture and programming communities. I should note that Critical Code Studies also looks at code separated from functioning software as in the case of some codework poetry, such as Mez's work or Zach Blas' trasnCoder anti-programming language. To that extent, Critical Code Studies is also interested in the culture of code, the art of code, and code in culture more broadly.

    At this nascent stage, I also find it useful to point out the plurality and variability of the methodologies that have been already used to analyze code whether in the Critical Code Studies Working Group, at our two conferences, in the HASTAC Scholars Forum, at MLA, and elsewhere. These preliminary readings demonstrate that Critical Code Studies is not an approach but a wide range of approaches that use code as a starting point for a larger discussion. Scholars seem eager to talk about code and are experimenting with ways to unpack it.

    Critical Code Studies answers a call from N. Katherine Hayles and others for media specific analysis by taking up for analysis an aspect of digital objects that is unique to the computational realm. Back in 2005 and 2006 when I first began talking to people about code, there weren't many examples of critics, working then under the title "new media," who discussed code, which struck me as unusual since it's such a rich semiotic realm. There just weren't enough critical readings that demonstrated for how to talk about that component of the work. At the time, I was working on my dissertation and was trying to produce readings of conversation agents, or chatbots. That led me to write that initial essay in electronic book review.

    For my work, the "critical" component is also crucial because it evokes "critical theory." I don't want to limit the types of theory or philosophy that can be applied to code, but I do want to push for critiques that challenge, that remain sensitive to the socio-historic contexts of the code, the institutional investments, the ideologies and ontologies of code. Code is already studied in the contexts of computer science, while the humanities have something unique to offer in the form of critical analysis and explication or, if you will, exegesis.



    
Your published definition of the field stresses the "extra-functional significance" of code. Why separate out meaning from effect? Why not study the relationship between significance and function?

     
    The "extra" in "extra-functional" does not mean "outside of" or "beyond" but rather "growing out from."  Function is certainly an important component of the way code signifies, but it is important to distinguish CCS from the study of code that concentrates primarily on function.  Perhaps more important to this moment of CCS is to discuss the difference between an interpretive approach that seeks implications and meaning rather than a utilitarian approach that is primarily concerned with making code function. Again, while I agree with you that the two aspects are inseparable, the search for meaning goes beyond denotation into the connotations, resonance, implication, evocation, et cetera.
     
How much technical skill and knowledge is required to look at code critically?  Is this a potential space for collaboration between the humanities and the technical fields?
    It is the contention of CCS and the newly formed Humanities and Critical Code Studies lab that everyone should have at least some literacy in how code works, whether at a base-level understanding of algorithms, some basic knowledge of programming principals, and/or a basic ability to parse code in whatever language.  That said, the HaCCS lab is working to foster dialogue and collaboration between the Humanities and Computer Science scholars because more engaged critical readings come from the fullest understanding of the culture out of which that code emanates.  Without that dialogue, CCS could become a kind of imperialist project, subject to the same kinds of over-writing, misinterpretation, and misreading that such relationships engender.

    In my own readings, I tend to engage in lengthy discussions with programmers, including the authors of the code, so that I can get a more nuanced understanding of how they perceive the code. Again, part of what I'm after are the layers of meaning that code has as it circulates through different discourse communities in different contexts. I look forward to courses in Critical Code Studies co-taught by Humanities and Computer Science faculty to students from across the university looking at code together using the lenses from all their disciplines.

    At the same time, CCS tends to attract the programmer-scholar, the hacker-theorist, critics who build things. Being versant in both programming and critical theory helps these critics to apply the theoretical approaches without doing violence or overwriting the ways in which coding conventions are understood within programming circles.
     



    Is the goal to develop an "aesthetics" of "good code"? Is critical code studies a kind of formalism?

     
    No, Critical Code Studies is not primarily focused on "good code," although the discussions of the aesthetics of code or Don Knuth's formulation of  "beautiful code" offer an opening for a conversation that will be familiar to Humanities scholars, namely who defines the aesthetics of beautiful code, why have they chosen this criteria, and what alternatives have been surpassed.  Such discussions often turn to programming anomalies such as the obfuscated code contests. Nonetheless, the discussion of aesthetics makes a fundamental notion of CCS clear: code is not a pure, inevitable formulation.  As Knuth said in his Turing Award lecture, programming is an art. 
     
    As to the second question, Critical Code Studies is not formalist, but instead requires a deeply contextualized reading.  On one of the earliest pages we published on CriticalCodeStudies.com, you will find a list of ways to read code that includes reading code against the factors of its creation, it funding source, its composer's work, its implementation and circulation in cultural as well as material contexts such as the platforms on which it operated, and the other code with which it interacts.    Critical Code Studies focuses on examining the code in its historical moment to better understand the culture out of which it developed. 

    Bio:
    Mark Marino is the Director of the newly launched Humanities and Critical Code Studies (HaCCS) Lab at USC, named for a field he initiated in 2006. He is the Director of Communication for the Electronic Literature Organization (http://eliterature.org), as well as a writer and critic of experimental interactive forms, including "a show of hands" (http://hands.literatronica.net) and the LA Flood Project. He blogs at Writer Response Theory and is Editor of Bunk Magazine, an online humor zine. He currently teaches for the Writing Program at USC. He is currently working on two collaborative book projects using CCS methodologies. His portfolio can be found here.

    On Skepticism, News Literacy, and Transparency: An Interview with Dan Gillmor (Part Two)



    Some have argued that the criteria for evaluating news has shifted from
    impartiality to transparency. How would you rank mainstream news and citizen
    media in terms of their embrace of transparency as a civic virtue?

    An effort to be impartial - or "objective," to use the word most journalists revere - is not a bad thing. The problem is that it's impossible to achieve in the real world. We all come to our jobs with life histories, world views, and sometimes outright biases.

    That said, transparency is a definite virtue. It's one of several principles - though not enough by itself - that information providers of all kinds should embrace. Add transparency to thoroughness, accuracy, fairness and independent thinking, and we're getting somewhere.

    I would rank traditional media organizations low on the transparency scale. They're still among the most opaque institutions around. But there are glimmers of openness, here and there, that give me some hope that journalists are beginning to understand why they need to do this. Bloggers and others we might put in the "citizen journalism" sphere vary in their openness, too, though I'd say bloggers tend to be somewhat more transparent than professional journalists.

    It's about trust in the end. For people who are honorable in the way they work, transparency inspires greater trust.

    What role should the news media itself play in fostering basic civic skills,
    including those of critical reading and thinking? For example, how should
    the news media be responding to persistent rumors about Obama, such as those
    promoted by so-called Birthers? Is this a "teachable moment," as one would
    say in the Education Schools, and if so, how should teaching taking place
    via the news media?

    I wish the news media had made this a core mission a long time ago. They didn't, and still haven't. That's a real shame; it would have helped not just their audiences but themselves - because audiences would have gotten a better idea what it takes to do quality journalism and had more respect for it.

    If I ran a news organization and learned that a sizeable percentage of people in my community believed something that was false - birtherism, for example - I would make it part of my mission to help them learn the truth. That sounds easier than it would be, because people who believe lies are invested in those beliefs, but teachable moments abound in today's world.

    You also advocate in the book that in an era where many of us are playing
    more active roles as citizen journalists, that the status of journalism
    classes in colleges and universities shifts from training professionals to
    training all citizens. Should journalism now be a required subject as part
    of a newly configured liberal arts education?

    The principles and skills of journalism map extremely well to every other endeavor, when you think about it. They're part of being an engaged citizen in a variety of ways.

    So, yes, I would make some kind of 21st Century media literacy - call it journalism or whatever - a part of the core curriculum. At several schools, "news literacy" is becoming a required course, though in the ones I've seen the emphasis (for practical reasons) is on consumption of news. The emphasis should be on critical thinking as consumers , but we are not literate unless we are also creators.

    Many argue that the key difference between citizen and professional
    journalism is the role of fact checking. Yet, your book describes many
    different mechanisms on the grassroots level which are designed to check
    facts and otherwise insure the integrity of information, while, for many
    reasons, the place of fact checking in professional journalism is declining.
    So, how long can we frame this as a meaningful distinction? And if this is
    not the best way to think of the differences between amateur and
    professional journalism, what would be productive ways of understanding
    their relationship?

    I don't agree that the key difference between citizen and pro journalism is fact-checking. It can be a difference, but as you note, sloppiness is growing in traditional media and lots of bloggers are doing work that I trust a great deal.

    The real issue is that we all have to take more responsibility for what we know, and what we say. Certainly we have to trust some sources more than others, but we have to be skeptical in varying degrees of everything, and the more important something is to us the more we need to look deeper. I don't buy a car based on an advertisement, and if I see a story about some alleged medical breakthrough - especially if I am personally a candidate for that treatment - I'll check further.

    I'm trying to blur the distinctions between "pro" and "amateur" in the information world rather than highlight them, by improving the practices of both and encouraging audiences to take more responsibility.


    Your book maintains a healthy faith that the current shifts in journalism
    are going to not only maintain but expand diversity. As you know, many would
    disagree with this claim, suggesting that core news organizations are
    eroding amidst waves of consolidation of ownership and that this is going to
    result in a much narrower range of information and opinion. What would you
    say to those critics and skeptics of the current news ecosystem?

    There's no question that traditional journalism is in trouble as a business, and that some parts - vital parts - of what these organizations have done will go missing for a time. Consolidation of the traditional media into an ever-smaller number of corporate hands is also a reality.

    At the same time, there's never been more quality information about all kinds of things in some profitable niches, such as politics, technology, fashion, sports and a host of other things. Meanwhile, in a host of unprofitable (as media companies) niches, domain experts are telling us what matters. And new techniques for providing information, using APIs and databases among other tools, are leading to an explosion of social news gathering and dissemination.

    We're also starting to see some genuine innovation in business models, That's key to what needs to happen.

    Are we where we need to be? Not even close. But I have to stress that we're very early in this transition. If it's a baseball game we're in the bottom of the second inning or top of the third.

    What practices might emerge around citizen journalism which would increase
    its accuracy and reliability?

    The main one would be a recognition on the part of the information provider that it's better to be trusted than distrusted - and that following some basic principles (the ones outlines above) are the road map to be trusted.

    I stress principles because they don't change much, if at all. The rest is simply tactics, which do change, but if tactics have principles as a foundation, we'll be fine.


    Dan Gillmor is founding director of the Knight Center for Digital Media Entrepreneurship at Arizona State University's Cronkite School of Journalism & Mass Communication. The project aims to help students understand the startup culture, and ultimately to help them invent their own jobs.

    Dan's latest book, Mediactive, aims to encourage a better media supply in part by creating better demand -- to spur people to become active media users, as consumers and participants. His last book, We the Media: Grassroots Journalism by the People, for the People was the first to explain the rise of citizen media and why it matters. Dan also writes an online column for the Guardian and blogs regularly at Mediactive.com.

    Dan has been a co-founder, investor and advisor in a number of media ventures in the for-profit and non-profit worlds. From 1994 until early 2005 he was a columnist at the San Jose Mercury News, Silicon Valley's daily newspaper, and wrote a weblog for SiliconValley.com. He joined the Mercury News after six years with the Detroit Free Press. Before that, he was with the Kansas City Times and several newspapers in Vermont.

    More about Dan at http://dangillmor.com/about

    On Skepticism, News Literacy, and Transparency: An Interview with Dan Gillmor (Part One)

    "We're in an age of information overload, and too much of what we watch, hear and read is mistaken, deceitful and dangerous. Yet you and I can take control and make media serve us -- all of us -- by being active consumers and participants."

    This language appears at the top of the website Dan Gillmor, long time advocate for citizen journalism, has constructed around his most recent project, Mediactive, and beautifully captures his particular contribution to the media literacy movement. Gillmor's approach acknowledges the challenges and opportunities the new media landscape presents us in a way which is at once pragmatic and empowering. He certainly knows the risks to democracy posed by waves of misinformation and disinformation being spread across an array of media channels and the challenges of a context where we do not always know who created the media we are consuming. He also recognizes the value of expanding who has access to the channels of communication and thus the democratization which occurs when a broader range of citizens are producing and sharing media with each other. What he demands is that we each take ownership over the information we consume and share with each other, and taking ownership for him starts with skepticism.

    Gillmor's book provides a solid foundation for anyone wanting to work with young people or adults about news literacy, one which is as invested in new forms of civic media and citizen journalism as it is concerned about the future of professional news. In this interview, we get a glimpse into Gillmor's current thinking about what it means to be a discerning citizen in the digital age and what the obligations of journalists are to help foster core civic skills and competencies.


    Your new book, Mediactive, seeks to encourage "skepticism" about news and information. What do you see as the core virtues of skepticism and how does it differ from cynicism, which some would argue is wide spread in the
    current context?

    Skepticism is an essential part of being well-informed. It starts us off in the right place: assuming nothing but learning to trust some sources of information more than others.

    Skepticism differs from cynicism in one key way: A cynic has essentially given up any hope that an information provider can do a good enough job to ever earn trust. A skeptic recognizes that there will be flaws, but also believes that trust can be earned.



    Throughout the book, you use the concept of a media or news "ecosystem." Can
    you explain this concept and suggest ways that the ecosystem we inhabit
    today is different from the one which other generations confronted?


    Let's look at agriculture as an analogy for a second. American factory farming is an ecosystem, but highly non-diverse - nearly a "monoculture" in many crops where a single variety overwhelmingly dominates the market.

    The news ecosystem has been something of a monoculture in recent years, at least in the newspaper business in most U.S. communities that support daily papers, where typically there's a single surviving one. Broadcast is close to that - just a few entities with government-granted airwaves that no one else can use.

    We've come to understand the danger of monocultures. They're inherently unstable, because when they fail they do so with catastrophic results. (Remember Wall Street in 2008.)

    A diverse ecosystem, by contrast, isn't as threatened by individual failures, because the parts of the ecosystem are less dominant. If the dominant food variety fails, we can end up with a serious food shortage, or worse. If a few big banks can kill the global economy when they fail, similar forces are at work.

    In a diverse and vibrant agricultural system or capitalist economy, the failure of a specific crop varietal or business is tragic mostly for the farmers who planted it or that business. It doesn't cause a wider catastrophe.

    That's the kind of news/information ecosystem we need, and which is coming. It's why I'm optimistic.


    You have historically been a key advocate of citizen journalism, but here,
    you are also offering some important cautions, calling for citizens (as
    readers and news producers) to take greater responsibility over the
    information they are exchanging. Is this a shift in position or a shift in
    emphasis?

    It's much more a shift of emphasis. I was cautious about quality in my last book, which some folks misconstrued as an uncritical celebration of citizen media. I continue to celebrate the fact that so many more people are creating media, but while the quantity is surging, it would be crazy to declare victory when it comes to quality.

    In the book, you advocate what you call "slow news." Can you explain this
    concept and why you think the speed of current journalism is partially to
    blame for the circulation and perpetuation of myths, rumors, and other
    inadequacies?

    I've been a fan of the "slow food" movement for some time (even if I don't adhere as well as I should to its ideas). Slow news, a term that was coined in this context by Ethan Zuckerman, is the notion that we should not hurry to assume we know what's actually happening, certainly not when we're getting news at the rapid pace we hear and see it today.

    When you combine the amount of information pouring over us with its high velocity, the need to take things a little more slowly - as information providers but especially as info consumers - becomes obvious. And it's not just random blog posts and tweets that can lead us astray.

    We need only look to last January's horrific shootings in Tuscon, Arizona, for evidence. NPR and a number of other news outlets (most relying on NPR as a source) reported that Rep. Gabrielle Giffords had died in the supermarket parking lot. She had not died, as we learned fairly quickly.

    My own approach is to force myself to consider how sensational a report is along with how soon it comes after the alleged event. And the closer it is to the event, the more I put it in a category of "interesting if true" - with emphasis on "if".

    I recognize that this goes against human nature to some degree. But if we can persuade ourselves to keep in the back of our minds that sliver of skepticism, we'll be fooled less, at a time when the consequences of being fooled are growing.

    Dan Gillmor is founding director of the Knight Center for Digital Media Entrepreneurship at Arizona State University's Cronkite School of Journalism & Mass Communication. The project aims to help students understand the startup culture, and ultimately to help them invent their own jobs.

    Dan's latest book, Mediactive, aims to encourage a better media supply in part by creating better demand -- to spur people to become active media users, as consumers and participants. His last book, We the Media: Grassroots Journalism by the People, for the People was the first to explain the rise of citizen media and why it matters. Dan also writes an online column for the Guardian and blogs regularly at Mediactive.com.

    Dan has been a co-founder, investor and advisor in a number of media ventures in the for-profit and non-profit worlds. From 1994 until early 2005 he was a columnist at the San Jose Mercury News, Silicon Valley's daily newspaper, and wrote a weblog for SiliconValley.com. He joined the Mercury News after six years with the Detroit Free Press. Before that, he was with the Kansas City Times and several newspapers in Vermont.

    More about Dan at http://dangillmor.com/about

    'Does This Technology Serve Human Purposes?": A "Necessary Conversation" with Sherry Turkle (Part One)

    After more than twenty years of living in the heart of the machine, I have concluded that there are two ways of doing humanities at MIT (perhaps anywhere): the first is entrenched and embattled, defending the traditions, from a broom closet, trying to civilize those who see virtue in the technological and who undervalue the cultural; the second is engaged, confronting the technological and demanding that it serve human needs, asking core questions about the nature of our species, and exploring how the cultural and the psychological reasserts itself through those media which we make, in Marshall McLuhan's terms, into extensions of ourselves. There is at MIT no greater advocate for humanistic engagement than Sherry Turkle, whose work on technologies as "second selves," as "evocative objects," as intimate tools and "relational artifacts", the central theme of her work.


    It has been my joy and honor to consider Turkle my friend for more than two decades. Our paths crossed too rarely in the years I was in Cambridge, but each time they did, I left the conversation changed by her insights about core questions which shaped both of our work. Here is a video recording of our most recent in-person exchange, a public dialogue about solitude and participation in the digital age, which we conducted at the Scratch conference hosted by our mutual friend, Mitch Resnick, at the MIT Media Lab. It will be clear there that our shifting alignments, sometimes agreeing, but often coming at the world a bit askew to each other, brought out some fresh thinking from both of us.

    MIT Tech TV

    Sherry Turkle shared with me some years ago the insight that we are both victims of the public's desire for simple answers. No matter what Sherry says, which is often layered and sometimes paradoxical, about the complexity of human's relations with technology, there will be those who see her as too pessimistic and no matter what I say, people are going to see me as too celebratory. In both cases, at the heart of our work is the desire to "complicate" our understanding of technological change through a focus on core human experiences.

    I was reminded of her statement when I saw the response to her most recent book, Alone Together: Why We Expect More From Technology and Less from Each Other. Critics and supporters alike tended to read the book as a diatribe against new media and as thus a turning of her back on the work of many at MIT who stress the ways new tools are expanding rather than constraining human potentials. Many wrote to ask me what I thought of the book, often with the expectation that we were fundamentally at odds with each other.

    I should have known better, but I found myself entering the book on the defensive, looking for points of disagreement, and there are certainly some of those as the following exchange will suggest. But, as I read, I found myself struggling to answer the challenges she posed, and finding the book anything but simplistic and one-sided. She is demanding that we all enter a new phase of the "conversation," one which accepts that technological changes are fundamental and unlikely to reverse course, but one which demands that we shape technologies to core human needs and goals rather than the other way around.

    This is the great theme which runs across the remarkable interview I am sharing with you this week, resurfacing again and again as she presses beyond simple one-sided perspectives and forces us to address our fundamental "vulnerability" to technological shifts. Do not enter into this interview expecting to disagree with Turkle or to simply reaffirm your own comfortable and well rehearsed arguments. Rather, use her comments to reshape your thinking and to redirect your energies to some of the core struggles of our times. What you will find throughout this discussion is a powerful intellect engaging with the shifting borders between the human and the mechanical, between psychology and technology, and between pessimism and skepticism. As always, I learn so much from reading Turkle's work, even where, or perhaps especially where, we disagree. But, again, I would stress, we disagree far less often than many, ourselves among them, might imagine.

    I was struck by one of the very first sentences in the book: "Technology proposes itself as the architect of our intimacies." Can you dissect that evocative phrase a bit for me? In what forms does the proposal take and how do we signal whether or not we accept?

    From the earliest days that I came to MIT, struck by the intensity of people's emotional engagement with their objects - and most especially with their computational objects - there were many people, and especially many colleagues, who were highly skeptical of my endeavor. And yet, I am inspired by Winston Churchill's words, who said, before McCluhan rephrased: "We make our buildings, and in turn, our buildings make and shape us." We make our technologies, and our technologies make and shape us. The technologies I study, the technologies of communication, are identity technologies. I think of them as intimate machines. They are not only, as the computer has always been, mirrors of our mind; they are now the places where the shape and dimensions of our relationship are sculpted.

    I think of the technological devices as having an inner history. That inner history is how they shape our relationships with them and our relationships with each other. Another way to think of this is in terms of technological affordance and human vulnerability. Technologies have certain psychological affordances, they make certain psychological offers. We are vulnerable to many of these. There is an intricate play between what technology offers and what we, vulnerable, often struggle to refuse.



    There would have been a time when technology was understood as the opposite of intimate -- as something cold, impersonal, mechanical, and industrial. In a sense your three books have mapped the process by which we have come to embrace technology as intimate. What factors has led to this shift in our relationships to technology?


    I think there are two ways of answering your question. The first is to say that technology has never been cold, impersonal, and industrial. We simply chose to understand it that way. Technology has always had a role in shaping the inner life, the intimate life. The telephone - surely a shaping force in the making and shaping of self. The telegram, the letter, the book.

    As a teenager living in Paris in the 1960s, I remember the telephone being shunned as too "impersonal" - for significant apologies, a request for a meeting, an assignation - it was explained to me that one sent a pneumatique. All the post offices of Paris were connected with pneumatic tubes. One wrote a letter in a sealed envelope. It was picked up at one's apartment and brought to the post, put in the tube, sent to the post office closest to the destinataire's address and hand delivered. The pneumatique had the touch of the hand on the correspondence. This, too, was intimate technology. There was nothing cold about the letter.

    Nor was there anything cold about how industrial technologies such as cars and trains shaped our sensibilities, our sense of self, of our sensuality, our possibilities. If we have succumbed to an ideology of technological neutrality that is something that needs to be studied as an independent phenomenon; it is not to be taken as a given.

    But there is another way of approaching this question. And that is to say that I do believe that information technology and the digital revolution has changed something fundamental in our way of seeing the world. There is something new in our current circumstance. The computer is a mind machine, not only because it has its own very primitive psychology but because it causes us to reflect upon our own.

    From the very beginning, people saw the computer as a "second self" - an extension and reflection of self. The computer seemed much like the psychologist's inkblot test: the computer as Rorschach, a projection of personal concerns. Indeed, I got the title of my first book on the computer culture from a thirteen year old who said, after an experience with computers: "When you work with a computer, you put a little piece of your mind into the computer's mind and you come to see yourself differently." A second self. So, one might say that in a context where I believe that all technologies shape and make us, the computer takes this vocation to a higher power. Or perhaps, one might say, this vocation is a centerpiece of its identity. I think of it as an intimate machine.

    This vocation has been heightened in the age of always-on/always-on-you communications devices, which of course are the focus of my current work. They move from being tools or perhaps prosthetics to giving people the sense of being near-cyborg. The devices seem like a phantom limb, so much are they are part of us.



    Your discussion of our shifting relations to Robots remains focused primarily on the actual technological devices and the roles they play in our lived experience. Yet surely our shifting understanding of the robotic has also been shaped in profound ways by the cultural imagination. After all, the very term, Robot, emerges from a work of science fiction -- Karel Capek's R.U.R. (1920) and surely our relations with actual robots have been shaped by science fiction representations from Asimov's I Robot and Robbie the Robot and Gort to C3P0 and R2D2. So, what relationship might we posit between the creative imagination and our shifting relations to the robots in our physical surroundings?

    This is a very important question for me. I have been tracking the flowering of a genre - there are of course antecedents - but now we have a flowering - of the robot who teaches people to love, and more than this, and crucially, teaches people how to be human. For me, the prototype here is WALL-E. The people have forgotten their sensuality, their capacity for love, their capacity for interconnectedness. It is a robot designed for industrial cleanup who rediscovers all of this, who falls in love and who, transcendent in this capacity, is in a position to teach it to humanity. In fact he saves humanity not just in the physical sense, but in the spiritual sense as well.

    In Alone Together, I talk about our having reached a "robotic moment." This is not because we have robots who are capable of loving us, but because so many of the people I interviewed say that they are prepared to be loved by a robot. There is no question that imaginative literature and film have been part of this shift. We used to look to machines for physical help. Now we feel we are missing things on an emotional and spiritual dimension and we look to the machine world.

    Sherry Turkle is Abby Rockefeller Mauzé Professor of the Social Studies of Science and Technology in the Program in Science, Technology, and Society at MIT and the founder (2001) and current director of the MIT Initiative on Technology and Self. Professor Turkle received a joint doctorate in sociology and personality psychology from Harvard University and is a licensed clinical psychologist.

    Professor Turkle is the author of Psychoanalytic Politics: Jacques Lacan and Freud's French Revolution (Basic Books, 1978; MIT Press paper, 1981; second revised edition, Guilford Press, 1992); The Second Self: Computers and the Human Spirit (Simon and Schuster, 1984; Touchstone paper, 1985; second revised edition, MIT Press, 2005); Life on the Screen: Identity in the Age of the Internet (Simon and Schuster, 1995; Touchstone paper, 1997); and Simulation and Its Discontents (MIT Press, 2009). She is the editor of three books about things and thinking, all published by the MIT Press: Evocative Objects: Things We Think With (2007); Falling for Science: Objects in Mind (2008); and The Inner History of Devices (2008). Professor Turkle's most recent book is Alone Together: Why We Expect More from Technology and Less from Each Other, published by Basic Books in January 2011.

    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.

    Learning from Hollywood: Voices from the Joan Ganz Cooney Center Conference

    I spent the first part of the week participating in a conference, hosted by the USC Cinema School and organized by the Joan Ganz Cooney Center, "Learning from Hollywood: Can Entertainment Media Ignite an Education Revolution?" This was the kind of event that warms my radically undisciplined heart and mind -- a gathering of people from many different backgrounds (educators and academics, media industry people from both the commercial and public media worlds, activists and nonprofits, foundations, librarians and curators) to talk about the potential intersection between education and entertainment. In the course of the two days, we heard a lot about the value of stories and storytelling to incite the imagination, to provoke curiosity, to convey our collective memories and wisdom, and to inspire more acts of creativity.

    This was perhaps best brought alive for me through a performance by The Story Pirates -- a group of actors, improv comedians, and otherwise kooky and creative people, who go into schools around the country, help young people construct their own stories, and then incorporate them into their performances. In this case, they brought a class of Latino/a elementary schools with them, both performing one young man's previously written stories, and soliciting elements from the kids for a story performed live on the spot.

    My own remarks at the conference centered on what the practices and logics of participatory culture might bring to the paradigm of "entertainment education" which I have been learning a lot about since coming to USC. Under the classic version of this model, experts consult with script writers to get information about health or social concerns integrated into the fictional programs and sometimes to get tags or bumpers which help link viewers to the groups working on these issues. I really respect the commitment behind such work and know that it does make a difference for many people. But increasingly, I've wondered what would happen if these same projects got taken up by the fan communities around the show, if the messages were not simply embedded in the program but designed to be acted upon in more creative and public ways. I used the example of what's happened around Harry Potter to describe a movement from inspiring reading to inspiring writing to inspiring activism, remarks which build upon the work my Civicpaths research group has been doing for the MacArthur and Spencer Foundations.

    Scott Traylor from 360KID, who I knew from back at MIT, was nice enough to capture my remarks and those of several other speakers via his cellphone camera and has given me permission to share some of these segments with you through this blog. Thanks, Scott. So, this first bit is my talk on Harry Potter and the potential of a more participatory model of entertainment education.

    Scott also captured some of the highlights from a panel on Monday night on "Storytelling and the Art of Engagement," hosted by Betty Cohen, the former President of the Cartoon Network and the Lifetime Network, and including film producers Don Hahn (Beauty and the Beast, The Lion King) and Doug Wick (Gladiator, Memoirs of a Gesha) and television producer Marcy Carsey (The Cosby Show, Roseanne, Third Rock from the Sun), sharing their insights on Hollywood's craft and speaking about their desire to see the work that they do more fully incorporated into both formal and informal education. Getting these kinds of glimpses into the behind the scenes production processes is one of the great joys of living so close to Hollywood.

    Here are two highlights Scott captured -- showing Carsey talking about the need to "respect the audience"...

    And Wick talking about how he draws inspiration from the work of Bruno Bettelheim:

    The event was also a place for demonstrations by some top digital designers and developers, including this segment on Sifteos by a Media Lab alum Jeevan Kalanithi.

    On Tuesday morning, we heard from Linda Burch from Common Sense Media and Frank Gilliam, Dean of the UCLA School of Public Affairs, talking about the challenges of overcoming existing frames parents and teachers have for thinking about the relations between digital media and schooling. Scott captured Gilliam's remarks, which offer some real insights into how and why some of the messaging around digital media and learning may be falling on deaf ears.

    Unfortunately, Scott had to fly back to Boston so we do not have some of the other highpoints of the conference, such as a presentation by Participant Media's John Schreiber on their Waiting for Superman documentary;


    an interview with Kari Byron, the charming host of Mythbusters, about their new Headrush initiative, to help inspire girls to think about STEM; and closing remarks by media mogul Peter Gruber.

    All told, my head is exploding from new insights and beyond that, new connections, many of which I hope to build upon through this blog in the weeks ahead.

    Special thanks to Cooney Center Director Michael Levine who has helped pull together this phenomenal event.

    Shall We Play? (Part Two)


    Because of the importance we place on play, we call the professional development program Project New Media Liteacies is developing PLAY (which in this case stands for Participatory Learning and YOU!) (We usually accompany this definition by pointing our finger at the person we are talking to, itself a playful ritual which surrounds our collective discussion of this work.) You can read more about the core concepts underlying our PLAY approach through a series of blog posts being developed by Vanessa Vartabedian at the Project NML blog.

    For the moment, I will simply offer this one paragraph explanation of our general approach:

    Participatory learning is characterized by:
    • Heightened motivation and new forms of engagement through meaningful play and experimentation;
    • Learning that feels relevant to students' identities and interests;
    • Opportunities for creating using a variety media, tools and practices;
    • Co-configured expertise where educators and students pool their skills and knowledge and share in the tasks of teaching and learning;
    • An integrated system of learning where connections between home, school, community and world are enabled and encouraged.
    While there is no one-to-one mapping between the 6 Ps of Play and these principles of participatory learning, I hope it is clear that these two frameworks have informed each other in significant ways. What we are describing as participatory learning can and often is linked to new media tools and platforms but it does not have to be. We stress the value of low-tech and no-tech versions of these processes, even if we also try to model ways that state-of-the-art tools can be integrated into this kind of learning environment. The principles of participatory learning emerge from our close examination of what I call participatory culture, a topic which surfaces often here on the blog.

    Blake Anderson, a student in my New Media Literacies class made this video to explain the concept, which I had to share. This graduate student was motivated by a series of YouTube videos to make a puppet for the first time, as he sought ways to translate my conceptual model for a new audience. As you will see, the protagonist of the video is The Professor who bears an uncanny resemblance to the actual instructor of his class but was also a tribute to a childhood spent in the company of Muppets. This deflation of academic authority was received with great pleasure by all involved, especially by me.

    What does participatory learning look like in practice? Well, one example might be the workshops in interactive design which I ran for many years at MIT in collaboration with the late Sande Scoredos from Sony Imageworks. We formed teams of students with many different educational backgrounds and interests. Each team was to chose an existing media property and began to develop a plan for how to expand it into interactive media -- most often, how to translate it into the vocabulary of contemporary video games. Students in this intensive class broke their time between hearing lectures on aspects of interactive design by faculty and industry people and working in teams, brainstorming, refining their ideas, and working towards a presentation. By the end of the week, the students "pitch" their game ideas to a panel of people from different parts of the entertainment industry, pretending to be a start up company trying to get a contract, and they got feedback on both their ideas and their presentation styles.

    The result was always memorable -- a rich array of imaginative ideas which showed a deep understanding of the core concepts and information running through the class. Students listened with the idea that they would be applying what they learned in this creative and playful process. I plan to adapt this approach for the Transmedia Entertainment and Storytelling class I am offering through the Cinema School in the fall.

    Participatory learning might also look like what we have been doing through an after school program which we launched at the Robert F. Kennedy Community Schools this semester, a program focused around themes of digital citizenship. The RFK schools (six altogether, each with different focuses and philosophies) launched this fall and they are still trying to work through their identity and norms as a community. We sought ways to get students focused on the process of defining who they were as a community through play and creative activities. Vanessa Vartabedian ran the program, with strong support from Erin Reilly and Laurel Felt, and in the end, it involved all of the current Project NML students and staff, as well as students from my New Media Literacies graduate seminar.

    One activity had the students taking photographs of "invisible borders or boundaries" which shaped their social interactions, whether borders based on gender, class, or the line between student and teacher or the line between the different schools using the shared facility. This focus on norms of inclusion or exclusion was enhanced by the challenge of using photography, normally a medium for capturing the visible, as a means of representing things which are understood but often not explicit, often not seen or observed.

    Another activity, developed by the Rossier Schools' Stefani Relles sought to get students to construct an anthem for their school, using very open ended modes of visual orchestration, and then, using simple instruments, trying to produce meaningful noise together. The goal was not only to get students to articulate what their schools meant to them but also to experience music-making as a creative process, one which was structured to free them from anxieties about performance.

    Another activity, developed by Meryl Alper, got them to focus on the history of the school, which had, among other things, been the site of the Coconut Grove nightclub, which has been partially preserved as a drama facility, and was also the site of the Ambassador Hotel, where Robert F. Kennedy was assassinated. In fact, the media lab where the after school program meets is the kitchen where RFK died, something which students had not fully understood until Alper explained it. Alper shared with them a photograph of the Latino bus boy who prayed with and comforted RFK in his final moments, and asked them to think about their own place in the history of the school. Using an app which pastiched a range of different film stocks, she asked them to go out and stage images which conveyed something of the history of the school, and again, they were invited to creatively explore and document their physical surroundings. These are simply a few of the forms of participatory learning activities we've incorporated into our work at the RFK schools. Most of these activities are playful and creative, but they are not in and of themselves games.

    So, let me close with the invitation to all of the educators who read (or hear) this talk: Shall we play?


    Shall We Play? (Part One)

    A few weeks ago, I delivered one of the two keynote addresses at the USC Teaching with Technologies conference. This year's theme was "The Connected Mind." I chose to spend my time talking about the value of play, a theme which has surfaced several times in my recent talks, so I wanted to share the core ideas from this presentation with you here.

    SHALL WE PLAY?

    In many ways, I am speaking to you today under false pretenses. This talk is not primarily about teaching with technology. After spending two decades of my life at MIT, I have almost reflexively become that guy who challenges claims about technological determinism and who stresses the importance of the culture which informs the design and deployment of tools.

    These themes are explored more fully in the white paper which I wrote for the MacArthur Foundation on Learning in a Participatory Culture. New media tools and platforms have affordances which support new kinds of learning, but those forms of learning are also very strongly informed by participatory practices, many of which have a history far older than the web. Today, in focusing on play, I am going to be drawing heavily on ideas that emerged prior to the introduction of digital games, but which continue to be relevant in rethinking our pedagogical practices. If we embrace the values of play, we may find ourselves toying with new technologies and insofar as these participatory practices are closely associated with some of the new platforms of the Web 2.0 era, we may also find that in working with these tools, we are drawn towards a reappraisal of the value of play in our teaching.

    This is also not a talk about games-based learning. Through the work I did almost a decade ago at MIT with Kurt Squire, Philip Tan, Eric Klopfer, Alex Chisholm and others on the Games to Teach Project, I have been an early and frequent advocate of games-based learning. I both share James Paul Gee's belief that good game design is also good pedagogical design and have worked to model what games for education might look like. But in talking always about games, we may under-estimate the value of more open-ended forms of play and of play as a general disposition in the educational environment. These are the themes I want to explore more fully today.

    This is also not a talk about gamification, a term which is being used far too often today, as if it could adequately sum up the larger movement towards games for change. To me, gamification as a concept grossly simplifies what research on games-based learning has shown us over the past decade or so. When the Games to Teach team worked with content experts, we sought ways to embed information from the curriculum, knowledge from the text book, into activities in the games. We asked each expert what knowing this allowed people to do and then we sought to capture those activities through the game design and mechanics so that they provided deep motivation for the learner to master these concepts.

    At the heart of this model was intrinsic motivation. The power of games is in part that they provide such clarity in defining the roles and goals, that they helped us to know what to do and how to do it, and as such, they motivate deeper forms of learning. Gamification, at its worst, rejects a theory of intrinsic motivation in favor of one based on extrinsic motivation. That is to say, it attempts to motivate "proper" or "desired" behavoirs through attaching points to otherwise mundane and uninteresting activities. For example, Foursquare represents a gamification of consumer loyalty programs.

    One might argue that this version of gamification does not in any significant way break with current educational practices which may be why it has been easier for schools to embrace than the more challenging kinds of learning games which were proposed in the past. Our students learn NOW in schools not because they value what they are learning but because they have been taught to value grades. And where their grades are not strong, they plead for extra credit points, which represents another way of adding points as rewards or incentives to behaviors valued by their teachers. I do believe we can learn much from games but I sure hope that what we take away from them goes deeper than most current models of gamification.

    But, for the moment, I want to push games aside and talk about play. The distinction I am making here comes from an essay by the child psychologist Bruno Bettelheim. Here's what Bettelheim tells us:


    'Generally speaking, play refers to the young child's activities characterized by freedom from all but personally imposed rules (which are changed at will), by free-wheeling fantasy involvement, and by the absence of any goals outside the activities itself...'

    Bettelheim thus links play to freedom, experimentation, personal investment, and process, all values to which I will return later in this talk.


    "Games, however, are usually competitive and are characterised by agreed-upon, often externally imposed, rules, by a requirement to use the implements of the activity in the manner for which they were intended and not as fancy suggests, and frequently by a goal or purpose outside the activity, such as winning the game."

    We might think about the game, Candyland, as an ideal transitional device -- a game which teaches young players the basic mechanics of board games, one which often plays a key role in socializing us into the world of games. For Betteiheim, learning to play games represents an important step in the socialization process -- learning to accept outside and sometimes arbitrary constraints on one's behavior for the purposes of social reciprocity and delayed gratification.


    "Children recognize early on that play is an opportunity for pure enjoyment, whereas games may involve considerable stress."

    So, while learning to play games is a step forward, it also is accompanied by some kinds of losses -- in terms of personal expression and immediate pleasure. People cheat at games, for example, as a way of coping with the anxiety of competition in ways that they do not generally find it necessary to cheat at play. Indeed, it is not clear what cheating at play would look like given the lack of social constraint on individual expression it entails.

    By that same token, institutions find it much easier to incorporate games, which preserves the notion of rule-driven activity, rather than play, which is often understood as a kind of anarchic freedom from any and all constraints. So, schools often treat most forms of play as minimally a distraction, more often a disruption, of school practices, hence the concept of "class clown" which runs through educational literature. In other cultures, the clown is an educator who invites us to re-examine existing hierarchies and structures, taking the world apart and putting it back together again, where-as the clown in our schooling is seen as an unwelcome rival for the classes attention, a challenge to discipline and a disturbance of learning.

    In part, this is because our puritan culture maintains a world view in which play is the opposite of work. We have decided that schooling should be about work rather than play, and as such, we are driving down the creative impulses of our students. No wonder that many are seeing a crisis of creativity in contemporary America!

    Interestingly, though, when we work with teachers in professional development programs focused on learning and teaching the new media literacies, they consistently gravitate to play out of the 12 social skills and cultural competencies we've identified through our work. Here's how our white paper defines play as a literacy: "the capacity to experiment with one's surroundings as a form of problem solving." Today, we are pushing beyond play as a skill to think about play as a disposition -- a way of seeing oneself and the world through new creative lens which depend on suspending real world consequences and encouraging a process of innovation and creativity.

    Educators are sometimes drawn to play for the wrong reasons -- because they seek to entertain their students. I sometimes hear various lay theories of "stealth learning," the idea that we can smuggle in learning disguised as play into schools and students will have so much fun that they will overcome their resistance to the schooling process. In many ways, I see this as like that moment in Tom Sawyer where Twain's protagonist sells others in his cohort into helping him white wash the fence by convincing him that doing so is great fun. This is perhaps the same kind of trap that we fall into when we talk about gamification -- a confusion between intrinsic and extrinsic motivations. Play is not disguised learning; play IS learning.

    Jean Piaget captures this sense of the value of play when he tells us that "play is the work of childhood." He rejects any simple opposition between play and work, suggesting that play is the most important work children perform, because it is through play they acquire basic knowledge and skills fundamental to their culture. A kitten plays at stalking. In a hunting society, children play with bows and arrows. And in an information society, people play with information and interfaces.

    We can rehearse and acquire core skills and knowledge through play because play lowers the stakes of failure. One of the activities we've developed through Project NML for thinking about play is called "Fail and Fail Often," and it uses the casual game, Bloons, to get people to reflect on the strategies of experimentation and calibration they apply in solving problems in games. This is a totally addictive game in part because it is so simple and the way you move forward through the game is to try different strategies, most of which will not work. Through this process, we learn basic things about the physics of the game and how different materials respond to us. We can compare this with the role failure plays in schools: children are afraid to fail and teachers are afraid to tell their students that they are failing. As a result, students do not take risks which might push their performance forward and they do not get the feedback they might need to better calibrate their efforts.

    Lately, as I've talked about the value of play for learning, I have started to identify a series of properties which help us to better understand the core principles of play. I call them the Six P's of Play (though this remains a work in progress and may end up with fewer or more Ps before all is said and done).

    1. Permission
    . Before we can play, as adults, as students, we have to give ourselves permission to do so. This is of course different for many children who play often and only stop playing when they are prohibited from doing so. The concept of permission is closely linked to what game theorists call the "magic circle," that is, a mental bracket which we put around our activities which changes their affect, their meaning, and most of all, their consequences. Within that magic circle, we lower the consequences of risks; we agree to engage with each other with good humor; we try hard but do not take the outcome as seriously as we would if we performing the same activities outside of a play context. I love the example of the little girl who is sweeping the floor -- we would understand her activity differently if she were doing chores or playing house, even though the actions would be the same. In a school culture, where there is a long history of prohibiting play, we must work very hard to give signals when play is an acceptable mode of engaging with the activities and we have to build up trust with our students that we are not going to retrospectively count their play against them.

    2. Process -- Play values process as much or more than product. Eric Zimmerman and Katie Salens make the point that the most efficient and effective way to play golf is to walk right up to the hole and plop the ball into it. But we would not see that as a very fun way of playing golf. Instead, we create as many obstacles as possible -- we use strange implements, we move far away from the hole, we create sand and water obstacles, we slope the landscape to give us less effective control over the outcome. In an education system now focused so heavily on how students perform on standardized testing, performance based on product completely displaces performance assessed based on process, yet play's value is focusing our attention on the experience itself, in the moment, in the process. It asks us to be aware of how we do things as much as on what we do. This is why play can be helpful in supporting the acquisition of basic skills which can be rehearsed and valued on their own without regard to the finished product.

    3. Passion --The Gates Foundation has found that an increasing number of young people are dropping out of school not because they are incapable of performing what's expected of them but because they are bored. Work in the Digital Media and Learning Field tells us that we need to recognize the rewards of passion-based learning, of students pursuing those topics which they care about most deeply and using these interests to motivate and sustain other kinds of learning. Mary Louise Pratt has a great story she tells about her son's baseball card collection and how talking with him about it pushed him to learn more about history (as a backdrop to the key games in baseball history), geography (as a context for where the teams come from), architecture (as a way of discussing different stadiums), and math (as a way of playing around with batting averages.) This brings us back to Bettelheim's notion of play as open-ended, free-flowing, self-determined, and thus as something which is experienced as a site of freedom and passion.

    4. Productivity
    -- Play is highly generative, despite or perhaps even because of its focus on process rather than product. I am very fond of the photographs which Martha Cooper took in the 1960s and 1970s of children's street play in New York City. These images show the imaginative ways that children transform their geographic environments through their play, claiming space even in relatively inhospitable environments where they are free to explore and interact; these images also show them taking up everyday materials around them as raw materials for their own play, transforming them from their mundane functions through a clever recognition of their underlying properties and affordances. And of course, they do the same thing with their bodies and with their social relations, performing new roles, trying out new structures, redefining old situations. This is the sense in which play can be linked to creativity. While in the spirit of play, old rules and structures are suspended, allowing us to look at the world in new ways, and allowing us to transform and transcend our environments.

    5. Participation -- Play occurs in a social context which invites us to enter into the fun. We do sometimes watch others play, to be sure, and this represents what educational theorists call "legitimate peripheral participation." We watch with the anticipation of future participation. We watch to observe how others perform, to learn new skills, to appraise our own performance, or simply because we do not yet feel in the right spirit to play. But watching in this case is also a form of learning and is of a very different kind than watching which occurs when we know we will never be able to participate, when we feel that our participation is not welcome, when we anticipate not being able to do what's expected of us. As we sit in classrooms where no one offers up answers and no one is engaging with the learning process, we could learn a lot by going back to the ways that young people are introduced to a new kind of play and the ways that ideally they are encouraged to participate. (Of course, I don't want to romanticize this. As someone who often was not picked for teams in school, I know that the promise of participation can become cutting if we experience exclusion rather than engagement.)

    6. Pleasure -- Pleasure is the byproduct of play. The search for pleasure is often what motivates play. This takes us back to Bettelheim's point about the stress around winning a game versus the relative freedom of participating through play. The game remains an operationalization of play, it represents a stress on the outcome that undercuts play's focus on process. And thus, a game may offer pleasure to some but with no guarantees and often a strong threat of displeasure if we lose the game. Thus, while it is very valuable to bring games into school, it is also important to provide contexts for more free and open-ended forms of play, which can offer pleasure to all who participate, rather than offering rewards to those who win.

    (MORE TO COME)

    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.

    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.

    Multitasking and Continuous Partial Attention: An Interview with Linda Stone (Part Two)



    Some have argued that new media have diminished our attention span, but you are arguing for more nuanced shifts in the ways we pay attention and process information. Do you see these shifts as a product of the technology or of the ways we have learned to inter-relate with those technologies?

    Our most resilient selves are able to tap the attention strategy that best matches any given activity or situation. As we create and adopt new technologies, we do a dance with them -- we are figuring out what they offer and the trade offs (how they optimize us and how we optimize the technologies). The shifts are a result of this dance. Over time, as we internalize the costs and benefits of our inter-relationship with technologies (the "what"), and we make choices as to the "how."

    When we talk about information overload, it's as if we believe the information is committing the crime. When Nicholas Carr talks about "the web shattering focus and rewiring our brains," we turn the finger of blame toward the worldwide Web. Carr even asks, "What kind of brain is the Web giving us?" Excuse me, the web is giving us a brain? Can we really be so certain about cause and effect?

    If we shift our focus to the how, we can find new options. This is a call to action, not a call to a war of technology vs. humans. In our relationship with technology, we are powerful. The HOW is up to us.

    For more on these ideas, check out these posts.

    There has been a good deal of debate about the value of multitasking. Is it a logical adaptation to the intensified flow of information and demands we face in the current media environment?

    There are so many degrees of multi-tasking. There's simple multi-tasking and complex multi-tasking. Most people lump it all together, but there are very different impacts physiologically and mentally. What I call continuous partial attention is complex multi-tasking. I wanted to more clearly differentiate. In any case, this is _not_ black and white. Sometimes it's good to multi-task, sometimes not. Attention strategies need to match intentions and situations.
    What are the educational implications of your research on attention? Many educators are opposed to bringing new media tools into they classes because they see them as a potential distraction for their students. Is this a legitimate concern or should they be helping students develop skills at managing their attention which may allow them to more productively engage with such technologies?
    Long, long answer possible here. The short story is that, as a former teacher, I think there's room for all kinds of experiences. There are times when NO technology is the best match and times when a thoughtful integration of technology is best.

    This may sound a little out there, but I've come to believe that it's time for students to learn breathing techniques that help regulate the autonomic nervous system. Autonomically regulated, we have the best command of our attention, of using the strategy we choose that best matches the activity and situation.

    honestly, I do believe, the single most important thing educators can do is to teach breathing techniques that regulate the autonomic nervous system and help up regulate parasympathetic response. This is at the heart of attention, social and emotional intelligence, and contributes to cognition. Further, educators can consider how reflection time might be integrated into the school day. Between media, technology and the 24/7 lifestyle, this precious processing and integration time doesn't exist. Art, music, leisure time - these contribute to our humanity, and often are cut in a productivity obsessed society. A post productivity society will value them again. It is not an accident at the TED Conference that art, music, dance and wordless videos are as important a part of the program as the talks. This variety contributes to the "music" of the human body and human learning.... Rests and notes.

    Time and environments for self-directed play - also essential. We have replaced self-directed play with homework and guided learning. Both of the latter have value. The former is significant. Self-directed play is where our emergent questions find expression, our passions find us, failure is iteration - there isn't an emotional charge, it's part of a compelling process of discovery.

    I am eternally grateful to my mother for having an art/art supply table set up in the family room. When we weren't outside playing, we were often creating books, objects, works of art -- we were given freedom to express. Questions were indulged with trips to the library, opportunities to build, make or create experiments. We were welcomed in the kitchen, one of the greatest labs, ever, for me. When I wanted to start a cookie baking company, selling cookies door to door at age 8, I was encouraged to do so and had to pay cost of goods before I could take profits.

    Today, in the name of "safety"/danger, so much is declared dangerous -- so much of what feeds curiosity and wonder. Granted, some of it may be dangerous, but so much of it can be explored -- just ask Geever Tulley.

    In the name of "teacher-proofing," everything from schedules (2 minutes of health and safety, 30 minutes science, 70 minutes reading, etc) to content (which book, which page), to measures (least common denominator student learning objectives, uni-dimensional tests that teachers are compelled to teach toward), is prescribed.

    This alienates imaginative, passionate teachers and, honestly, it's time to assess the overall (in my opinion) damages caused by this hyper productivity approach to learning. I'm a fan of diane ravitch and highly recommend her latest book on the rise and fall of American schools. She is a wise woman.

    It's not the fault of the unions and a war with the unions is not going to improve education. We need re-assess both the what and the how of education and find a way to enlist all parties in re-creation vs destruction.

    I would be remiss if I failed to mention school lunches. This program was started after world war II, to support an under-nourished populous. Today, it is one of the cornerstones contributing to childhood obesity and poor health, and potentially, the learning challenges that can stem from poor nutrition.

    This program must be a role model for healthy nutrition. It is one of the central ways to infuse information and experience around healthy food choices.



    Social critics, such as Walter Benjamin, have long raised questions about distraction, seeing it as a phenomenon of the modern age. Is there a reason to think that contemporary forms of distraction are profoundly different from those encountered in cities at the beginning of the 20th century? If so, in what ways?

    Different, but at heart, the same impact. Distraction is like a broken glass. Embracing a spectrum of attention strategies and having the flexibility and skill to match intention and activities to attention strategy is the prize. Understanding and being able to manage breath and emotion contributes this (and it's commutative -- managing attention helps manage breath as much as managing breath helps manage attention).
    You noted recently that there are new tools emerging which seek to block some of the distractions we encounter on line. What is motivating these tools and are they a good response to the situations you are observing?

    I'm in favor of approaches that tap the wisdom of the body or that enhance the wisdom of the body, the cooperation/integration of mindbody.

    I'm not opposed to using technologies to support us in reclaiming our attention. But I prefer passive, ambient, non-invasive technologies over parental ones. Consider the Toyota Prius. The Prius doesn't stop in the middle of a highway and say, "Listen to me, Mr. Irresponsible Driver, you're using too much gas and this car isn't going to move another inch until you commit to fix that." Instead, a display engages us in a playful way and our body implicitly learns to shift to use less gas.

    Personal technologies today are prosthetics for our minds.

    In our current relationship with technology, we bring our bodies, but our minds rule. "Don't stop now, you're on a roll. Yes, pick up that phone call, you can still answer these six emails. Follow Twitter while working on PowerPoint, why not?" Our minds push, demand, coax, and cajole. "No break yet, we're not done. No dinner until this draft is done." Our tyrannical minds conspire with enabling technologies and our bodies do their best to hang on for the wild ride.

    With technologies like Freedom, we re-assign the role of tyrant to the technology. The technology dictates to the mind. The mind dictates to the body. Meanwhile, the body that senses and feels, that turns out to offer more wisdom than the finest mind could even imagine, is ignored.

    Our opportunity is to create personal technologies that are prosthetics for our beings. Conscious Computing. It's post-productivity, post-communication era computing. Personal technologies that enhance our lives.

    Thirty years ago, personal computing technologies created a revolution in personal productivity, supporting a value on self-expression, output and efficiency. The personal communications technology era that followed the era of personal productivity amplified accessibility and responsiveness. Personal technologies have served us well as prosthetics for the mind, in service of thinking and doing.

    How do we usher in an era of Conscious Computing? What tools, technologies, and techniques will it take for personal technologies to become prosthetics of our full human potential?

    For more on conscious computing, follow this link.


    Widely recognized as a visionary thinker and thought leader, Linda Stone is a writer, speaker and consultant focused on trends and their strategic and consumer implications. Articles on her work have appeared in the New York Times, Newsweek, The Economist, Boston Globe, Harvard Business Review, and hundreds of blogs.
    Previously, she spent close to twenty years as an executive in high technology. In 1986, she was persuaded to join Apple Computer to help "change the world." In her 7 years at Apple, she had the opportunity to do pioneering work in multimedia hardware, software and publishing. In her last year at Apple, Stone worked for Chairman and CEO John Sculley on special projects. In 1993, Stone joined Microsoft Research under Nathan Myhrvold and Rick Rashid. She co-founded and directed the Virtual Worlds Group/Social Computing Group, researching online social life and virtual communities. During this time, she also taught as adjunct faculty in NYU's prestigious Interactive Telecommunications Program. In 2000, CEO Steve Ballmer tapped Stone to take on a VP role, reporting to him, to help improve industry relationships and contribute to a constructive evolution of the corporate culture. She retired from Microsoft in 2002. She is an advisor for the Pew Internet and American Life Project (www.pewinternet.org) and is on the Advisory Board of the RIT Lab for Social Computing.

    DIY Video 2010: Political Remix (Part One)

    This is the second in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following curator's statement was written by Jonathan McIntosh, who describes himself as "a pop culture hacker, video remix artist and fair use advocate."

    Political Remix Video can empower people to assert their creative voice, tell alternative stories and critically engage with mass media systems. It is a form of critical DIY media production which challenges power structures, deconstructs cultural norms and subverts dominant social narratives by transforming fragments of mainstream media and popular culture.

    The practice of remixing and re-framing moving images for political purposes has been around since the invention of film. The tradition dates back to the 1920's when Russian re-editors (many of them women) would repurpose American Hollywood films to create different political narratives and class messages. During World War Two, the Allies propaganda machine re-edited footage from Nazi rallies for newsreels to poke fun at the German Army making it seem less threatening. These early re-mixes were painstakingly done by hand, splicing strips of film and setting them to a new audio track.

    The 1980s and 1990s brought video tapes and home VCRs allowing artists, activists and fan-vidders to make remixes via tape-to-tape editing. The media tools and technology of the 21st century have made the power of critical remix available to anyone with access to the web, a computer and some extra time.

    Increasingly we are becoming a global culture that communicates in an audio-visual language. All political remix videos are made without the permission of the copyright holder and rely on the fair use doctrine. However despite the fact that they should be protected under fair use many critical remixes are especially vulnerable to DMCA takedowns and automatied content ID matching systems.

    Today a small number of large corporations own, control and produce most of our popular culture. The remix video process provides creators a powerful way of talking back to this mass media machine. It is a way to communicate using that audio-visual language in poetic, humorous, poignant and entertaining ways.

    I curated the political remix portion of the DIY 24/7 Video show at USC in the Spring of 2008. I was asked to put together a new show for 2010 highlighting some of the best remixes of the last two years. Here I have collected videos representing several distinct remix styles, covering a wide variety of social, cultural and political topics. I have focused in particular on re-cut trailers, identity correction, transformative storytelling, supercuts, and music videos. These works comment on, subvert, critique, ridicule, celebrate, illuminate and build on aspects of mass media by utilizing pieces of mass media. The topics of these videos vary widely; some focus on big "P" political issues like war, elections and government policy while others highlight small "P" political issues like race, gender and sexuality.


    Re-cut trailers
    Re-cut trailers are probably the most popular form of video remix online today. Some dramatically shift the genre and tone of popular movies while others remix straight characters to create new queer relationships and queer narratives from heteronormative Hollywood films.

    Pretty Women as a Horror Film


    Becca Marcus re-imagines the popular romantic comedy Pretty Woman as a terrifying thriller. The 1990 movie stars Richard Gere as a wealthy businessman endearingly obsessed with a women who prostitutes herself on the streets of New York City played by Julia Roberts. Becca re-cuts the films trailer adding a new soundtrack and transforming Richard Gere's character from "wealthy saviour" to a more appropriate violent controlling predator. Interestingly, the original film was written as a dark drama dealing with the difficult lives of sex workers but prior to production, Walt Disney Motion Pictures rewrote the film making it into a lighthearted Cinderella-story with the tagline "Who knew it was so much fun to be a hooker?"

    Gay Marriage Storm Chasers

    Mary C. Matthews of VideoPancakes remixes the now infamous anti-gay marriage "gathering storm" ad created by the National Organization for Marriage (NOM). She couples it with footage from the Discovery Channel show Storm Chasers, she creates a promo for a new fictitious reality show called "Gay Marriage Chasers". Matthews' seamless combination produces a hilarious critique of the absurd fear mongering embedded in religious anti-gay PR efforts.

    Harry Potter and the Brokeback Mountain

    By now there are thousands of Brokeback Mountain parody videos online, some edging on ridicule and homophobia and others successfully subverting heteronormative Hollywood narratives to create new queer relationships. This Harry/Ron slash remix, by 19 year old vidder MissSheenie, re-casts the stars of the heteronormative Harry Potter films as young, queer wizards struggling with magic and their feeling for each other. Slash fiction using film trailers as a foundation allows makers to easily queer nearly any on screen straight relationship and is an especially important tool for LGBT fans who have so few characters to identify with in mass media.

    Jonathan McIntosh is a pop culture hacker, video remix artist and fair use advocate. He blogs at PoliticalRemixVideo.com and is a member of the Open Video Alliance. He also facilitates workshops with youth that utilize remix video and a crucial media literacy tool. His latest remix "Right Wing Radio Duck" along with the rest of his work, can be found on his website RebelliousPixels.com.

    When Politics Meets Pop Culture: The Mid-Term Election Report

    I am writing this well before any election returns have come in. At the moment, I do not know for sure how well any of these candidates fared in the American mid-term elections last night (and given the likely results, I might prefer to remain in blissful ignorance for a bit.) Actually, if you are reading this it is probably because I stayed up way too late last night watching the returns.

    Over the past few weeks, I've been picking up a range of political ads which are, in one way or another, inspired by contemporary popular culture. As many of you know, I'm doing research right now on the concept of "fan activism" and the related concept of the "consumer-citizen," both ways of getting at the blurring of the lines between politics and entertainment. This has been a key theme running through the campaign season here -- especially as journalists and academics alike have come to grips with the Jon Stewart and Steven Colbert rally for sanity in Washington last weekend. I thought these spots, drawn from races around the country and a range of organizations, might spark some productive conversations on the day after the election.


    Here's one produced by the John Manchin (Democrat) campaign for the U.S. Senate in West Virginia.

    Don't blame Manchin. The title of George Lucas's science fiction classic has been linked to missile defense systems since the Reagan era. In this case, the candidate just knows how to build on that imagery to transform the campaign in a space opera.

    This spot, produced by GOP Proud, uses knowledge of reality television (in this case, Real Housewives of New Jersey) to construct a critique of three leading Democratic figures.

    Here, the Pat Quinn (Dem.) for Governor campaign in Illinois borrows a few notes from Glee to try to catch voters up to what they've missed so far in that election cycle. Of course, Quinn took office after the previous governor Rod Blagojevich resigned (under scandal) and went on Celebrity Apprentice.

    Here, Young Republicans take aim at the president who has become famous for campaigning on Facebook, representing youth voters as recovering from a bad online romance with an abusive boyfriend. This seems the logical followup to the celebrity-themed spots which the McCain campaign ran during the 2008 election campaign, though they are created by someone who knows what Facebook is and who is also no doubt aware that The Social Network has been generating buzz at the box office.

    This last spot, produced by Jerry Brown, has been credited with helping turn around the Governor's race in California. I've included it not because it features our Terminator governor (we've gotten used to that) but because in many ways, its juxtaposition of Meg Whitman and Arnold Schwartzenegger resembles one of the segments on The Daily Show which digs into the news archive to contextualize contemporary news footage.

    So here are some questions to consider about these videos:

    • Which genres or forms of popular culture did they each evoke?
    • What kinds of fan knowledge or consumer interests do they tap?
    • What tone or attitude do they adopt towards the popular culture forms in question?
    • What kinds of rhetorical work are the pop culture references doing here?
    • Do the spots situate the candidate and the viewer as equally in the know about popular culture?
    • Do any of them seem pandering or patronizing in their use of pop culture images? If so, why?
    • How might we relate such spots to the "culture wars" which have long defined national politics? Is there a difference in running against popular culture as "cultural pollution" and mobilizing popular culture towards other political ends?
    • Are there differences in liberal and conservative strategies for deploying pop culture references?

    I'd love to have readers send in other examples from this campaign season where candidates drew upon pop culture references to help frame their political messages.

    theaskanison, one of my Twitter followers, has added this Twilight Zone themed spot to the mix:

    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.


    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 (Part Two)



    Participation in a culture of convergence requires the development of certain cognitive capacities. Multitasking, for example, is a skill that young people, the digital "natives," seem more comfortable with than those of older generations, who lived in less complex media environments and were expected to think linearly. In the current media environment, what do we lose and what do we gain in terms of cognitive skills? And can new ways of learning co-exist with old forms of knowledge?

    I am often reminded of Plato, who reacted with horror at the thought that writing would displace oral language at the center of Ancient Greek culture; he feared that we would lose the capacity to remember the core values and traditions of our society as we became overly reliant on the technology of writing. He was right in some ways. We do not command the kind of oral-based memory that dominates in pre-literate societies, but it is hard to argue that we would have been better off as a society in the absence of writing - or later, of print.

    Every new technology opens up rich possibilities for human communication and expands in significant ways our cognitive capacities. Yet, at the same time, there is always a loss of some skills, which have been valuable to us in the past. We are in such a moment of transition. It's hard to see with any certainty all of the trade-offs we are going to be asked to make, but it is also clear that what is coming will dramatically expand our capacity to create, to learn, and to organize.

    The question is how to balance the new skills with the old, how to embrace the capacity of the young to process multiple channels of information with the values of contemplation and meditation, which were the virtues of older forms of learning. We need students who can learn from computers and from books, rather than forcing a false choice between the two. We need young people who can embrace and deploy a range of different cognitive strategies to confront a range of different sources of information and to express themselves across a range of different discursive contexts.

    For me, this is never about displacing traditional literacy with new media literacies, but rather expanding the ways young people learn to encompass what is most valuable about the new and retain what was most effective about the old.



    How can humanist traditions of critical thinking survive the overflow of information that comes with new media?

    To be honest, I don't know. But we will need critical thinking now more than ever if individually and collectively we will navigate through a much more complex information-scape and be able to make quick, effective decisions about the reliability and value of the sea of documents and videos that pass over our eyeballs in the course of our day. One way forward is to embrace what Pierre Levy calls collective intelligence. Levy argues that, in a networked society, nobody knows everything - get rid of the idea of the Renaissance man and rid education of the concept that every student should learn the same things. Everybody knows something - foster a culture of diverse expertise and multiple ways of knowing. And what any given member knows is available to the group as needed - enhance mechanisms for allowing us to compare notes, to deliberate together, and learn from each other. Individually, we are no match against the tsunami of data that crests over us every day of our lives, but collectively, we have the mental capacity to tackle complex problems that would be far beyond our personal competencies.

    For us to achieve that potential we have to embrace collaborative learning at every stage of our educational process and we have to allow individuals to develop their own distinctive expertise rather than push our schools towards greater standardization.



    From this perspective, the use of new media can in fact help build communities. The opposite, however, also seems to be true. Some media scholars have insisted, for example, that YouTube undermines this promise of community building and collective action precisely because of the huge amount and wide range of information published by its users. Making information publicly available is not the same thing as organizing community or mobilizing action. How would you respond to those who argue that fragmentation and dispersal, rather than purposeful collective action, are the likely outcomes of information overflow? Does access really translate into agency?

    I would argue that YouTube represents the opposite of fragmentation. It is a site where media producers of diverse backgrounds and goals pool their resources and share with each other what they have produced. We are more aware of the diversity of our culture when we look at YouTube in large part because it has brought us into contact with forms of cultural production that were once hidden from our view, drowned out by the amplified voice of mass media, and isolated from us by all the various structures of exclusion that shape our everyday cultural experience. This is the heart of what Yochai Benkler argues in The Wealth of Networks - that many of these new sites represent a meeting ground for diversely motivated groups and individuals.

    There is, at least potentially, much greater flow of information across groups at the grassroots level now than ever before. Groups that were once invisible are now gaining greater public impact through bringing their cultural productions into these new common spaces. These materials move much more fluidly through the population because they do not have to rely on traditional gatekeepers.

    I don't want to overstate this point. Much recent research on social networks suggests that they reflect other kinds of segregation in our culture: people tend to gather online with people they know in their everyday lives rather than exploit the full capacity of a networked culture; they tend to seek out people like themselves rather than use the technology to build "bridging" relationships. And this tends to blunt the potential of a participatory culture to diversify our experiences and knowledge.

    I would agree that access does not necessarily translate into agency: it certainly doesn't in the absence of knowledge and skills to deploy the affordances of these new social networks effectively; it doesn't in the absence of a mindset that places a real value on diversity or respects the dignity of all participants; it doesn't in the absence of new forms of social organization that help us to leverage the potentials of digital media to confront the challenges and problems of the 21st century.



    The concepts of authorship and intellectual property are key to current debates on new media. On the one hand, digital culture encourages appropriation and popular uses of mass cultural texts, offering increased public exposure to fan creativity. On the other, the surge in what you call "grassroots creativity" has met with growing efforts on the part of the media industry to control the use and circulation of information. Is the notion of intellectual property on the wrong side of history? And what role - if any - can it play in the world of media convergence?

    Intellectual property is the battleground that will determine how participatory our culture becomes. In some ways, the mass media industries are opening up greater space for participation, are accepting more appropriation than I ever anticipated. But they are not likely to give up the fight to own the core stories, images, and sounds of our culture without some pretty serious pushback from the public.

    If we look at the history of culture, we can see some broad movements, which argue against the long-term viability of our current models of intellectual property. First, there was a folk culture, which supported broad participation, which drew few lines between amateur and professional creators, which stressed the social rather than the economic value of our creative acts, and which relied on peer-to-peer teaching of skills and practices. Second, there was a mass media culture, where the production of culture was privatized and professionalized, where most of us consumed and a few produced, and where none of us could lay claim to the cultural traditions that had sustained us or to the stories that had captured our imagination.

    Now, the rise of participatory culture represents the reassertion of the practices and logics of folk culture in the face of a hundred years of mass culture. We now have greater capacity to create again and we are forming communities around the practices of cultural production and circulation. We now have the ability to share what we create with a much larger public than was possible under folk culture, and yet our templates for what culture looks like are still largely formed around the contents and practices of mass culture. This is why fan culture thrives in this new environment. Participatory culture cannot grow without the capacity to archive, appropriate, and recirculate media content; it cannot sustain itself long term without an expanded notion of fair use and a reduction on the capacity of corporate media to exert a monopoly control over our culture.

    Everyone sees that the future will be more participatory, but we are fighting over the terms of our participation. New business models seek to liberalize the terms, opening up more space to consumer control, much as autocratic regimes are often forced over time to allow some kinds of democratic practices and institutions as they struggle to stay in power. But my bet is that the public demand is going to be greater than their capacity to let go of their control over the mechanisms of cultural production and circulation. They are not going to be capable of moving far enough fast enough. More and more of us will become "pirates" as we seek to pursue our own interests in a media environment that supports greater participation and a legal environment that seeks to channel that participation in ways that serve the interest of major media conglomerates.


    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.

    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.

    From Fear to Facebook: An Interview with Matt Levinson (Part Two)

    This is the second part of an interview conducted by Erin Reilly, Research Director, Project New Media Literacies.


    Now that you've established a one-to-one laptop initiative at Nueva, do you see a need to think ahead on integrating mobile devices into the system as well, especially with the lure of the iPad being promoted for schools?

    There's always the need to think ahead, and of course with technology, it can be a challenge to keep pace. The iPad is cheaper and lighter than a laptop, it has a great screen, it's fun to use, and the number of apps is growing.  There is no video creation capability, it's hard to type on it (unless you have purchased the keyboard), you can't take photos with it, though you can view and manage your photos.  Will it gain traction as a stand alone device for schools?  I'd like to think so, but it may take some time.

    Will students really use the iPad exclusively and primarily for the "academic enhancement" of the courses?  Probably not.  The iPad will double as a learning and social/entertainment tool. Schools need to go into these endeavors with both eyes open to the possibility that students will take the devices in directions not anticipated or even imagined, and that's what is exciting.

    The iPad is a fantastic, alluring consumption device, and transforms navigation, reading, and viewing.  The key question is how to turn it into a content creation tool.  That will be the challenge for schools to face as they move to adoption of the iPad.
    Can you share more about how the iLab at Nueva School works?  ...From how you established a relationship with Stanford University, to how you work with them on going, to how the iLab is used in students' learning.
    The iLab opened its doors in 2007, the same year we launched the laptop program.  We have a superb iLab director who partners with teachers to create curriculum that embeds design thinking and incorporates engineering principles.  Our iLab director is an engineer, and she is working to develop a K-12 design thinking curriculum.  The exciting part about the iLab is the way teachers bring an interdisciplinary lens into their planning and approaches, and design thinking asks kids to step out of their comfort zones to go deeper into idea development.  The premise of the iLab is to be explicit about teaching creativity.  Beyond class projects, kids also have the opportunity to explore in the iLab during lunch recess with robotic arms, for example.  Each summer, we send teams of teachers to Stanford's Design Thinking Workshop, and that has helped with teacher development and curricular implementation. 
    How do you encourage your teachers to push the boundaries?  Can you provide an example of an exemplary teacher? 
    Nueva is about pushing boundaries for kids and for teachers.  We love it when teachers come up with new ways of looking at curriculum or have a new idea about how to implement technology.  One teacher in particular, a science teacher, has been a self-starter and leader with technology from the start of the laptop program.  This past year, she was a Google fellow.  She is always thinking about technology, and bubbles with ideas and implementation.  She is eager to figure out how to make iPads work in the classroom.  Her whole class is digital - lectures, labs, assignments - and she takes pride in the "green" aspect.  Her enthusiasm has spilled over to others and there is an organic approach to teacher development with technology.  Also, there is nothing better than to see a teacher beaming with being able to imagine possibility with kids and technology.  
    In talking with other schools and teachers, we've heard that bringing in experts or other adult role models into the classroom are one of the hardest things to do.  Do you find this the case at Nueva?  And if not, can you share some insight to others on how to facilitate these connections?
    One big lesson we've learned at Nueva is that you can't go it alone.  Reach out to experts in the field.  Don't be afraid to ask for help.  We try to foster an environment at Nueva where we are all learners.  We have speakers come and speak to parents, teachers, and kids and we hear similar messages. It sends a signal to kids that we are all trying to learn.  During the first year, we reached out to Common Sense Media, and to cyber safety experts like Steve DeWarns.  In the second year, we brought Alan November to work with our teachers, and to inspire our students.  The big takeaway is that we are comfortable knowing what we don't know and then we try to learn more.  Technology is endlessly fascinating, and there are always new iterations.  We want to keep learning along with the kids. 
    I completely agree that "finding the balance between appropriate oversight and student's rights and needs for privacy is anything but easy".  In your chapter on Privacy and Little Brother, you talk about how Nueva School uses ARD (Apple Remote Desktop) technology to monitor what the student is doing on his / her laptop. How do you respond to those who might argue that this is a violation of student privacy? Another concern that could arise with use of ARD in schools is the removal of teachers having to discuss with students what they are doing on their laptops during class time.  How would you address this concern?
    The key thing about ARD is that it cannot serve as a stand alone to manage student behavior in the classroom.  It's so critical to invest time in the classroom with kids to create the culture and build the relationship.  It's also so important to be transparent with kids about why ARD is being utilized by the school.  The ultimate goal is for kids to gain the ability to regulate their behaviors.  At times, it can be a challenge for kids, particularly in their first year of the laptop program, to control their use, and to keep the focus on using the laptop as a tool to enhance teaching and learning.  A big challenge for schools, and we've seen this with Lower Merion in Pennsylvania, is the issue of transparency and communication.  We have ARD as one tool to use, but the most effective tool is the relationship among student, teachers, and parents.

    A graduate of Teachers' College, Columbia University, Matt Levinson is the assistant director and head of the middle school at the Nueva School in Hillsborough, California. Prior to moving into school administration, he taught middle and upper school history for fourteen years at Princeton Day School in Princeton, New Jersey. Matt Levinson is the author of From Fear to Facebook: One School's Journey, published by ISTE in August 2010. He writes and thinks about technology, parenting, and schools.

    From Fear to Facebook: An Interview with Matt Levinson (Part One)

    Today, I am cross posting an interview which Erin Reilly, the research director for the New Media Literacies Project, did for our blog.

    From Fear to Facebook
    by Erin Reilly


    Matt Levinson recently released his book, From Fear to Facebook: One School's Journey.  I had a chance to interview Matt on his journey of moving from New Jersey to California in 2007 to start a 1-to-1 laptop program at the Nueva School. 

    This book is a must-read for any school grappling with the questions of what it means to meaningfully support teaching and learning with technology.  Matt shares the promises and perils that he and the Nueva Community faced as they integrated a laptop program. It is an interesting, holistic road map that takes into account each stakeholders position whether it was the teachers to the parents to the students.

    Let's begin with expectations... When you started the 1-to-1 laptop program at the Nueva School, what were your goals for the initiative and how did they play out?

    I had just moved to Northern California from New Jersey in 2007 at the start of the laptop program, and approached the rollout with confidence that the community, which is made up of tech-savvy teachers and parents in Silicon Valley, would handle the transition smoothly.  Even though most families had home computers and were technologically sophisticated, and the teachers had lived with laptop carts for several years, none of us were prepared for the culture clash that occurred between kids and adults.  Parents and teachers felt overwhelmed by the laptops initially, and we all struggled to figure out how to map out acceptable boundaries, set limits, and also seize on opportunities to enhance teaching and learning with technology.  
    From Fear to Facebook shares many of the challenges the Nueva Community overcame when implementing the one-to-one laptop program, but now that it is underway, what are new promises and challenges with the program?
    We are now entering year 4 of the laptop program and progressing in our use of technology.  Teachers are more confident now and create curriculum with technology at the forefront of their thinking. The school culture has also been established with buy in from all stakeholders.  We are still taking steps to build a more powerful participatory culture with the use of blogs and wikis, discussion forums, and digital portfolios.  We are running programming and podcasting classes, and further integrating curriculum across multiple disciplines.  The challenge is how to leverage new opportunities with new tools - flip video cameras, iPads (a few teachers have the now and are beginning to think of ways to implement curriculum with iPads).  
    Can you share with us an example of one of the most difficult obstacles Nueva has faced in this journey, how you overcame it and the unexpected positive outcomes that resulted?  How did you foster a participatory culture whereby dialogue between all stakeholders in the Nueva Community happened and all voices were heard?
    The first two years of the program, we approached the laptop program from the outside looking in.  In year two, we learned the valuable lesson that we had to include the kids in our discussion and planning and develop a model from the inside out.  The kids resisted the boundaries of the acceptable use policy, but at the root of the issue was their feeling that rules were being imposed without their consideration and voice.  We had many community discussions with kids at lunch, with parents at parent coffees, and we held parent education evenings with our very talented Social and Emotional Learning teachers facilitating discussion with parents about how to create agreements in the home.  This turned the tide.  
    Parents often break into two sides of connecting children to the world outside of the school walls. One side would like to have less restriction and provide students the freedom to explore while the other side would rather have more restrictions put in place.  In what ways do you and others at Nueva School navigate the school / home relationship and balance between parents of differing viewpoints?
    This is a constant, ever evolving challenge and opportunity.  We try to give parents the ability to customize their homes with laptop restrictions, but we do not implement a one size fits all program.  Our Social and Emotional Learning Team is critical to this part of the laptop program.  They serve as a vital resource for parents, and incorporate digital citizenship into their curriculum.  They communicate constantly with parents about what they are doing in the classroom and how parents can follow up at home.  We tell parents that we want to know about their frustrations and challenges with laptops and we want to be a helpful resource for them.  The key thing is for parents to feel that the school is partnering with them on the perils and possibilities of parenting in the digital age.  There will always be different parenting styles, and we learn as much from parents as they learn from us, and it's critical to listen to parents on opposite sides of this type of issue.  It helps us to frame our approaches.   
    There is a tension between participatory learning and how schools currently provide a "one size fits all" approach to instruction that can be standardized, measured and assessed.  There also is a certain notion of what the role of both teacher and student looks like which is very prominent in the United States Public Education System.  Knowing Nueva is a private progressive school, do you think the current public education school system can radically change?  What are some characteristics they could adopt from progressive schools to have schools like Nueva can become the norm rather than the exception?
    I think there are so many exciting possibilities out there right now.  We can begin to break down the walls of schools with technology, deepen and personalize learning for students, differentiate instruction, and meet the needs of students of all abilities.  One of the virtues of a progressive school environment is that student-centered learning is valued and honored.  Laptop learning is perfect for this environment because it allows and fosters the role of student as engineer, designer, and architect of their own learning with guidance from a teacher.  We need to move to the idea of learning playlists and digital itineraries for students.  With tools like Google Apps for Education, schools can create a participatory culture within their school walls, and depending on comfort with security issues, can open up the school to communities around the worlds.  Also, with tools like Skype, learning world languages can look different and individualized learning can happen more and more.  We need to shift to one size fits each as the operating premise for schools, and that can be applied in every community.    
    A graduate of Teachers' College, Columbia University, Matt Levinson is the assistant director and head of the middle school at the Nueva School in Hillsborough, California. Prior to moving into school administration, he taught middle and upper school history for fourteen years at Princeton Day School in Princeton, New Jersey. Matt Levinson is the author of From Fear to Facebook: One School's Journey, published by ISTE in August 2010.  He writes and thinks about technology, parenting, and schools. 

    Doing Drag in Wal-Mart and Other Stories of Rural Queer Youth: An Interview with Mary L. Gray (Part Three)



    You argue that queer identities are "achieved, not discovered." What do you see as the process by which youth outside the metropolitan areas "achieve" a sexual orientation?

    I think that what makes queer youth identities organized outside metropolitan areas so different is that they must be negotiated in communities where everyone assumes a deep familiarity with each other. If anonymity, access to critical masses of queer folks, and unfettered exploration of queer-controlled counterpublics define urban queer identity formation (and I think they do for white, middle class queers in major cities), familiarity, an absence of visible queer presence, and circumscribed sharing of boundary publics shape the achievement of rural sexual orientations and gender identities. So, crafting and articulating a sense of queer self where one has, as a talk about in the book, never met a stranger is a vastly different project than what young people able to access a city's LGBT Center or youth program can do.

    Rural youth and young adults definitely travel beyond their small towns to larger cities to recreate the sense of being in the majority (and just to find dates!) but their day-to-day lives gives them fewer tools on hand to build an identity that approximates what they see in popular media. And, at the end of the day, many of the youth I met were trying to achieve queer identities that looked like what they saw on television or in film.

    The hard part was that rural places, if depicted at all, are not part of that queer achievement. Small towns and rural communities play out like evil characters (think Deliverance or Boys Don't Cry or Brokeback Mountain). So young people in Rural America have to enact their identities in ways that don't disparage their small towns so much so that they become inhospitable. In that regard, popular media has left them little they can use.



    You challenge many preconceptions about how small town gay youth use the web to find a world beyond the paroachialism of their own communities in favor of a much more complex picture. What roles does digital media play in the kinds of struggles you account in your book?

    I did start out my research assuming that youth simply used digital media to escape their dreariness of their lives. Isn't that what most of us assume?

    What I found was that rural youth used digital media to interject their own voices and experiences into the mix. So I follow the case of one young trans-identifying person who used a website to chronicle his gender work. He shared this website with family and friends--both local and living elsewhere. Digital media were at once his tools for articulating his experience and for finding resources and support that weren't available to him locally. In short, they use digital media not to find a queer world elsewhere but to augment the world they queer through their presence and actions.


    How does rural youth's "complicated, and often, compromised, access to computers and internet connections...hamper" their capacities to engage with online spaces that are meaningful to them?

    I think what worried me most is that queer organizers will believe that the internet is the window through which we will see the lives of rural queer youth. In fact, the majority of youth I worked with did not have access to a personal computer in their home. Several communities still did not have household broadband service available in their area. Schools were the only institutions that had reliable net access but all them, without exception, had both monitoring software and filtering software installed so that students could not search for information with the word "gay" in it without receiving some sort of sanction. Most of the public libraries in these communities have recently started blocking the most common social networking sites.

    All of these social barriers to access deepen what DiMaggio and Hargattai describe as digital inequality. It's no longer about whether the hardware is present or not (even though, in several cases, that digital divide still persists); if our social understandings of youth culture increasing involve young people's capacity to build out social spaces for themselves through networked connections, these rural young people will be left even further marginalized by the mainstream. To make my point concrete: the more queer-specific content, whether commercial or non-profit, tracks to an imagined consumer who's cruising with the speed of broadband and looking for hook ups through geo location applications that only exist for the city connoisseur, the further distanced rural queer youth will be from taking part in creating what "queer culture" means.



    As you worked on the book, you were often pulled into these local controversies as an outside resource or consultant for local queer activists. How did this dual role complicate and/or enrich your research process? Has the book's publication changed your status as a public intellectual working on these issues?

    This book came out of my desire to see what the internet did and could mean to rural queer youth. It's a very personal project in that I was an aged-out former queer youth activist from the sticks of the Central Valley and I wanted to know what would make life better for someone like me if I hadn't left my hometown.

    Carrying my commitments to queer organizing into my fieldwork meant that there were some people who would not want to talk with me and would not let me in. So, for example, I did not spend anytime in schools or with many teachers uninvolved in LGBT organizing so I lost a sense of how they fully fit into the lives of the youth I did work with. But I know I gained quick access and found the number of teens I did because I had a backstory that looked something like their lives.

    My commitment to seeing what my work could bring to their lives also gave me a focus beyond an academic conversation. It's allowed me to feel like this work can and will have a life of its own as it makes its way to queer rural organizing projects and media activists trying to think through how to reach those with socially compromised access to information. It has been so surreal to see other scholars pick up what I've learned from these rural queer youth and their communities. It's really a dream come true for me to be able to make a living bringing legitimacy to these questions and model the kind of scholarship that inspired me to go into this wacky line of work we call "the academy."


    Mary L. Gray is an Associate Professor in the Department of Communication and Culture at Indiana University, Bloomington. Her research looks at how everyday uses of media shape people's understandings and expressions of their social identities. She is the author of In Your Face: Stories from the Lives of Queer Youth (1999). Her most recent book, Out in the Country: Youth, Media, and Queer Visibility in Rural America (NYU Press) examines how young people in rural parts of the United States fashion queer senses of gender and sexual identity and the role that media--particularly the internet--play in their lives and political work.

    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.

    Ethics and Game Design: A Conversation (Part Two)



    One goal of the book is to help identify design principles that encourage game designers and players to reflect more deeply on their ethical choices. What would a designer learn from studying the contents of this book?

    COLLEEN: You ask the question I'm super invested in and excited about! On one hand, I think we have to be careful about what we mean by ethical choices in the context of designing and playing. Both design and play are inherently transgressive (if they are any good). They push against the boundaries of rules and norms to create new experiences. At least, this is what many of us (designers and players) aspire to. I think what's really exciting about the collection of essays in the book is how each author defines ethics on their own terms, but also in complementary ways. I think the book gives designers the freedom to consider ethics not just as a property of games (to shoot or not to shoot?), but as an active engagement with players, context, and culture. Considering ethical choices as a way of thinking about game design and where and how games take form expands the boundaries of what we think about when we consider a game. The playing field extends beyond the game itself to the social context and the rhetorical perspectives (intentional or otherwise) of its creators (to borrow from Ian Bogost's model of persuasive games).

    Do ethical concerns emerge differently in single-player and multi-player games? If so, how are the social dimensions of games being harnessed to encourage greater ethical reflection?

    MIGUEL: Even though much of my work is focused on single-player games (as I understand them being the singularity that allows us a deeper understanding of games as ethical systems), I think the right answer to this questions is to say that we, scholars and sometimes developers, don't often think about ethics and multiplayer, and how to harness the social for creating this kind of meaningful play. I mean, the social is always moral (and political), so I guess we are taking it for granted, and focusing much more on this solitary experience (clearly influenced by other media that some could understand operate this way, even though careful reading of say Brecht shows that even epic theatre understood the audience as a social body, even though the experience of the play was individual - but I digress). In other words: we tend to forget multiplayer, and social dynamics, when thinking about the design of ethical gameplay, and we focus too much on either single player, or how the rules/mechanics of a system will affect a single player, even in a multiplayer game.

    I think there is much work to be done regarding multiplayer ethical gameplay design. I feel that games like Diplomacy, or Defcon, or even RPGs (specially the swedish school of "jeepen games") have understood how to design particular multiplayer mechanics that generate ethical gameplay. Of course, backstabbing is one: but how does it work? Does it always generate ethical gameplay? How about harnessing empathy, solidarity, other values that are at play in multiplayer contexts? This question you're asking points us, I think, in the right direction: how to include the social, that which cannot be proceduralized, into the design of ethical gameplay?

    My answer? By understanding how does a game system operate when creating ethical experiences (high abstract order), and then trying to think about mechanics that translate that into player-to-player behavior. I think the "Fragile Alliance" multiplayer mode in Kane and Lynch does this very well, for example: being a traitor is fun, but it's also a moral decision, one that is recognized so by both the game system and the game players, both reacting to a particular ethical choice.

    COLLEEN: Adding another real person into the equation certainly changes the game. Interacting with unpredictable real people demands dynamic ethical choice-making from the start. You can't really grief an NPC! I think, however, it's more difficult to for designers to harness ethical choice-making in these social situations. In MMORPGs to grief or not to grief is really a player choice - like bluffing in human-human poker - these are not "designed" ethical choice moments. They are emergent aspects of play which designers don't always anticipate. This unpredictability is the magic of games and I think it's also where ethical play is more complicated and interesting. The complexity of emergent play - particularly in social play - can't always be harnessed, but it can be sought after. I think the flip-side to this fairly optimistic view of social and ethical dimensions is where we see social games designed around behaviorist concepts to
    generate responses like addictive play, social coercion, and perhaps the worst evil of all, spam. I think there are definitely some ethics to consider here. Do we need a game design code of ethics?



    Several of the writers note that all games are in some sense "ethical systems." Yet, certain games recur across many of the essays, suggesting that there may already be a canon of "ethical" games within this new field. What are these games doing which makes them such rich examples for research?

    MIGUEL: Well, what the games I tend to analyze do right is to think about ethical gameplay beyond the basic consequentialist dilemma posing in a black-and-white moral universe. When we think about ethical gameplay, we immediately fall prey of the binary dilemmas, of the clashes between right or wrong, or between greater and lesser evils. Which I think it's often both too ethically coarse and a waste of time. Games can contribute to fostering our moral values, but they can only do so inasmuch as they first address us, players, as moral beings, then challenging our values and forcing us to reflect about our very notion of morality.

    Binary dilemmas just help us corroborate our values - we don't need to challenge them, we act by them. The canon of "good" ethical games presents us with challenges beyond choices, a way in which we can use play to learn, develop and evaluate our own morality, both as players and as citizens. The games I find the most interesting are those in
    which either there are no choices (Shadow of the Colossus) or the choices have effects I cannot easily predict by trying to understand the algorithms behind the game, therefore effectively making me develop ethical, and not instrumental strategies (Fallout 3).

    KAREN: There are quite a few games that were mentioned regularly throughout the book collection and across multiple authors--games that could be considered part of a growing canon. These were typically games that attempted to include some type of ethical components or questions, or game play that ascribed some type of morality points to how you behave in the game. Some of these games, such as Mass Effect, Red Dead Redemption, and Fallout 3, incorporated a system (which varied from being transparent to opaque), where depending on your choices (e.g., actions in the game, or your dialogue selections), your avatar would be placed on a scale that was related to his or her ever-changing honor, ethics or morality. As a result, different options or interactions would open up due to your avatar's status on this scale. Other games did not use an ethical lever as part of describing your avatar, but offered an ethical choice that had certain direct outcomes, such as in Bioshock I/II. There are also some games that bring up specific ethical issues or concerns through their game content, narrative or other mechanics, such as Super Columbine
    Massacre RPG
    or the Grand Theft Auto series. Thus, many of the authors in this collection analyzed the extent to which these games truly support ethical thinking, and provide the ability to experiment with one's own ethics and values, as well as which types of principles might better support this. I am personally interested in the moments in games when players have difficulty deciding what is right or appropriate to do, and how they think through those decisions.

    On the other hand, I believe that all games (and any type of artistic expression) to some extent embody and express values--from everything through their modes of production and distribution, their mechanics and rules, to their cultural touch points and the ways subcultures form around them. For example, how a game is staffed or advertised may
    have ethical implications, and there are values embedded in the way a particular game's world is designed. Again, while many games mentioned in the books more directly present ethical content and mechanics around ethics, potentially any game could be a site of interest because of the ways they were used, written about, or played with other people. For example, what is the function of using cheat codes in games?; how do players negotiate with each other in a given game, particularly ones that require social interaction?; and what are the rules around play? Any game can be a beneficial site for exploring ethical issues.

    Interestingly, I've noticed that in the past few years, many games, particularly RPGs, have had more direct ethical components and have been quite popular. I believe this may be because games enable you to experience a new perspective--a new role--and one's ethical identity is an important part of this perspective. Being able to access diverse
    ethical perspectives is perhaps even necessary for fully appreciating humanity. Through play, we are able to access new ways to experience the world, understand humankind, reflect on our identities, our destinies, our pasts and our mysteries. We may never fully answer these questions, but hopefully games can help us approach them.



    Other essays describe so-called "serious" or "educational" games which are created specifically to foster ethical reflection. What are these games doing that's different from those already on the market?


    COLLEEN: I'm not sure these games are doing anything different on a formal level, but they are certainly coming out of different development contexts from AAA titles, or "mainstream" videogames. Many of the games referenced in the book are the result of a different economic model: research funding and university/not-for-profit labs. In the last 5-10 years some exciting models have taken form in New York (I have heard it referred to as "The New York School") where there's lots of cross-pollination between academia and industry, enabling lots of low-risk experimentation and new funding possibilities/models. Out there in Cali you guys have some very exciting things happening as well, particularly at your institution, Henry! I think in order to build games that take risks with content and gameplay, there needs to be these kinds of alternative spaces and collaborations to experiment and learn.

    The market is definitely changing and diversifying as well. Over the last month console sales dropped and mobile game sales skyrocketed. More distribution platforms for all kinds of games will definitely also help "serious" and "educational" games reach wider audiences, and exist across different platforms and in different contexts.



    Games encourage what James Paul Gee describes as "projective identification." How is this concept linked to notions of "empathy"? What role does "empathy" play in fostering ethical reflection through play?

    MIGUEL: As a Virtue Ethicist, I would argue that empathy is one of the core virtues that needs to be fostered in order to achieve the good life. However, in games, empathy presents itself in a different way. Let me start with a question - what or who do we feel empathy for in games? In the case of multiplayer games, the answer is easy: other players. Therefore, any game that includes some kind of systemic reward for behaviors that are empathetic will foster that value, and hence maybe not provoke ethical reflection, but have an ethical outcome.

    In single player games, though, what is the object of empathy? AI researchers aspire to create empathy for artificial agents, but I am not certain we are there yet. We do feel empathy though for characters and locations, that is, not for the way a particular agent behaves, but for the role a particular agent plays in the game narrative or fiction. So using this instinctive care for the plot (if you wish to call it so - there is no story requirement, and open-world games also foster care for the place), developers can create engaging ethical
    experiences based on one of the values that are cardinal to fulfilling the good life. Play, then, becomes valuable.

    COLLEEN:
    I love how you connect empathy to Gee's concept, because in many ways I think Gee has developed a more nuanced - and realistic - model for empathy in games. The role of empathy is key to ethical thinking, since ethical possibilities are always in flux and specific to the situation and people/entities involved. Gee's concept of projective identification goes beyond just trying to understand another person through reflection or thought, it's a verb - learning how to think like someone else by playing them - and by practicing them. That said, I think bridging these experiences between the game and the real world is where the reflection is potentially more potent. The game is a practice space, but it is inherently limited. In many cases, players are not just identifying with the roles they are playing, they are trying to understand what the game - or the game's designers - will reward and they'll play accordingly. In "trw" (the real world) there
    are many more possibilities and while stuff learned in the game can be tried out, it will likely produce very different results.

    KAREN: This question is of particular interest to me, as I am currently
    writing my dissertation on the relationship among play, empathy and ethical thinking! It was also an integral part of the game I co-designed, called Mission U.S.: For Crown or Colony? I outlined the design process for this game in one of the chapters in the book, called, "Using Mission U.S. For Crown or Colony? to Develop Historical Empathy and Nurture Ethical Thinking." Mission U.S. is developed by Channel 13/WNET, Electric Funstuff, historians from CUNY and researchers from EDC. It is an adventure game that teaches historical thinking skills to Middle School students. The game, which centers around the Revolutionary War and Boston Massacre, invites the player to explore 1770 Boston as printer's apprentice, Nat. We argue that through playing the game, the player and avatar form a new avatar-self relationship that embodies both the social conventions of 1770 Boston and the modern-day knowledge of the player. In a sense, we can argue, the player projects his or her identity onto this avatar, thereby
    strengthening the ability to see through the eyes of Nat, and empathizing with Nat's 1770 context.

    So, although I'm still thinking through this complicated question, my hypothesis (and gut reaction) is that empathy plays a strong role in fostering ethical reflection and reasoning (in games and outside games), because it enables a person to take on a new role, project
    one's self into that role, and to perceive the world through those new eyes and from within a new ethical system. Similarly, empathizing with another person in any context allows one to think through their perspective, and start to consider other's points of view, which is
    helpful when deciding what is right and wrong in a given situation. In the practice of argumentation, for example, it's one thing to tell your side, but it's a stronger argument if you know what the other side is thinking, and how to incorporate that into your thesis. People are really good at stating their opinion, but not as good as considering other's opinions and building an argument that predicts and addresses contrary opinions. Yet, as citizens in a democracy, it is absolutely necessary to be able to empathize with others so we can judge ethical issues more holistically, argue our opinions more substantially, and decide the best solution to complex issues. From my experience with Mission U.S. and beyond, I think that games have the potential for helping support "projective identification" and empathy,which in turn can help people become better ethical thinkers--and more
    engaged citizens.



    Karen, the American Revolution was the subject of both your thesis project at MIT and your new initiative, described in the book. What lessons did you learn from your student work that has informed your new project? Why do you think the American Revolution is especially rich as a context for exploring the kinds of historical questioning that have been at the center of these projects?

    KAREN:Yes! How lucky was I to work on two interesting history-focused projects?! Working on my MIT Comparative Media Studies masters thesis project, Reliving the Revolution, was definitely a strong impetus for developing this book collection. It also helped me to shape the game design for Mission U.S, a game that teaches kids historical and ethical thinking skills. Reliving the Revolution is a location-based GPS-enabled game that lets players to step into the shoes of historic figures involved in the Battle of Lexington, and relive the events leading up to and after the battle, so they can figure out together who fired the first shot. To do this, the players explore present-day real-world Lexington, MA, and also interact with virtual historic figures and objects accessed through a mobile device. The purpose of my project was, in part, to help students start to realize that historic moments are interpretable, and that there were many perspectives on what happened during this specific moment. Likewise, I believe all moments--both past, present, and future--are interpretable. I believe that being able to critically analyze these moments, and consider other's perspectives, helps us be better at deciding what is right or wrong in a given context.

    History is a great way to practice interpretation, analysis, multiple perspectives and empathy--all important components of understanding complex social and ethical issues. Some may balk, but historical thinking and ethical thinking are, to me, not very different. History just adds another dimension to a moment--time--which affects how you
    analyze a particular context. To be a good historian, you need to embody a historical time period, and its unique values, morals and norms. I would argue that historians could (and do) readily apply their skills to current and future moments. When playtesting Reliving the Revolution with Middle School students, I was pleased to see how
    naturally the students translated their skills to thinking about current events, and wondering how, for example, the War in Iraq would be written about differently in textbooks there versus here.

    Fortunately, I had the opportunity to apply my experience to a new game, Mission U.S.: For Crown or Colony, which was developed as part of a Corporation for Public Broadcasting grant, and as I mentioned earlier, designed by Channel 13/WNET, Electric Funstuff, historians at CUNY, and EDC. The climax of Mission U.S. is the Boston Massacre, which the player, in the role of a printer's apprentice named Nat,
    experiences first-hand. Yet instead of showing one version of the event, we built the game so that each student in a class could potentially see totally different versions of what happened. To do this, we created eight different vignettes about the Massacre, some
    that displayed the Loyalist/British take on what happened, and some that leaned more to the Patriot perspective. The choice of vignettes that are presented are randomized for each player. After playing the Boston Massacre module of the game, the students then have the opportunity to discuss with their peers why there were multiple interpretations and perspectives on the event. Later, they also have the ability in the game to participate in a deposition where they could tell an officer what they think happened at the event--their testimony even has consequences on their game play. I know it sounds
    crazy, but even just the idea that there can be other points of view on the past--and that kids can be active arbiters of historic moments--is an epiphany for many young students. Most students just get fed history facts from a textbook! But being critical thinkers of past
    and present moments is necessary for developing engaged citizens in a democracy and a globally interconnected world. No one opinion or interpretation is enough, so we all need to be responsible for considering many points of view and appropriately expressing our own.

    I hope this collection will inspire everyone to find ways--perhaps through games and play--to teach these important skills to young people (and adults, too!).


    Colleen Macklin is an Associate Professor in the Department of Communication Design and Technology at Parsons The New School for Design in New York City and Director of PETLab (Prototyping Evaluation, Teaching and Learning lab), a lab focused on developing new games, simulations, and play experiences for experimental learning and social issues. Projects range from a curriculum in game design for the Boys and Girls Club, a card game for the Red Cross Climate Centre, and big games such as Re:Activism and the sport Budgetball. In addition to work in social games and interactive media, her research focuses on the social aspects of the design and prototyping process. In this vein, she is working with the Social Science Research Council on a prototyping approach to creating innovative mobile learning spaces with youth, public schools and cultural institutions, with funding through the MacArthur Foundation's Digital Media and Learning Initiative. Member of the game design collectives Local No. 12 (see backchattergame.com) and The Leisure Society. India China Institute Fellow (2006-2007). Interactive work shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School.

    Miguel Sicart is Assistant Professor at the IT University of Copenhagen, where he teaches game design. He received his Ph.D. in game studies 2006; taking a multidisciplinary approach to ethics and computer games, he studied issues of game design, violence and videogames and the role of age-regulation codes. His book, The Ethics of Computer Games, which is based on his doctoral work, was published by MIT Press in the spring of 2009. He is currently working on developing a design framework for implementing ethical gameplay in digital games.

    Karen Schrier is a doctoral student at Columbia University, where she is finishing her dissertation on ethics and games. She also currently works full-time as the Director of Interactive Media at ESI Design, an experience design firm in New York City. Her first co-edited book, Ethics and Game Design: Teaching Values through Play, was published last March by IGI Global; the next book in the collection will be published in early 2011. Previously, she worked as a portfolio manager and executive producer at Scholastic, where she spearheaded digital initiatives for the Corporate and International divisions. She has also worked at Nickelodeon, BrainPOP and Barnes & Noble's SparkNotes. Karen was the Games Program co-chair of the ACM SIGGRAPH Conference in 2008 and 2009, currently serves on the advisory boards of the Computer Game Education Review (CGER), and is an adjunct professor at Parsons The New School. Karen has spoken on games and learning at numerous conferences, including GDC, SIGGRAPH, AERA, Games for Change, NECC, and SITE. She also helped develop numerous games and digital properties, such as Mission U.S.: For Crown or Colony?; Scholastic Summer Reading Challenge, and Scholastic.com; and Nickelodeon's ParentsConnect. Her digital and non-digital games have been featured in festivals such as Come Out and Play. Karen holds a master's degree in Comparative Media Studies from MIT and a bachelor's degree from Amherst College.

    Ethics and Game Design: A Conversation (Part One)

    A year or so ago, Karen Shrier, an alumna from the MIT Comparative Media Studies program, asked me to contribute a forward to a book she was co-editing on Ethics and Games with David Gibson. The opening of the piece I wrote for her book gives some sense of how I personally think about these issues:

    What a videogame does at heart is teach you how, in the midst of utter chaos, to know what is important, what is not and act on that" -- Colonel Casey Wardynski

    "I'm reviewing the situation. Can a fellow be a villain all his life?" or so asks Fagin, the scheming and ruthless mastermind of an army of thieving young boys, at a key moment in Oliver!, the musical based on Charles Dickens's Oliver Twist. Fagin's "situation" may be an odd place to start in thinking about the potential role of games in providing ethical and moral instruction--after all, Dickens used Fagin to embody the negative influences which besieged young men when society turned their backs on them--but bear with me.

    In Oliver!, through the song, "Reviewing the Situation," we have a character digging deep into his own goals, values, and place in the world, and openly proclaiming that his experiences as a "villain" make him ill-suited to most of the trappings of a "normal life." Fagin's self-reflection leads him to construct and test a series of scenarios (marrying, joining respectable society, getting a job, living alone, freeing the young men in his employee, reaching old age), each embodying an alternative version of himself. Fagin plays out their consequences as a series of thought experiments, before pulling back and deciding to "think it out again." In the course of "Reviewing the Situation," Fagin engages in a range of different cognitive processes--projecting alternative versions of himself, and speculating about possible choices and anticipating their consequences--all in a particular kind of mental space that has no immediate consequences for his current social situation, though it has the potential to reshape the way he sees himself and his place in the world. Here, for example, he explores what it would be like to work for a living: "Is it such a humiliation for a robber to perform an honest job? So a job I'm getting, possibly, I wonder who my boss'll be? I wonder if he'll take to me...? What bonuses he'll make to me...? I'll start at eight and finish late, At normal rate, and all..but wait! ...I think I'd better think it out again."

    Now consider a typical adolescent, seated in front of her computer screen, beginning to construct a character for a role playing game, and facing the same range of questions about her potential identities and goals. Should she join the dark horde, embrace a life as a villain, commit atrocities on other players, and in the process, begin to experiment with and potentially exorcise the darker side of her own personality? Or, should she become one of the good ones, going out to do heroic deeds, sharing the loot with others in her party, rescuing those in distress and helping newbies learn to play, and developing a sense of responsibility and accountability to others in her guild? Should she design an avatar that reflects the way she sees herself or should she embrace a fantasy radically different from her real world personality or situation and in so doing, see what it might be like to walk in a different set of moccasins?

    Like Fagin, she can try on different personas, test different scenarios, and imagine alternative moral codes through which she might navigate the challenges of her day-to-day existence. She has the option of taking risks, dying, rebooting, and exploring another course of action: "I think I'd better think it out again." While young people have often found it difficult to anticipate the future consequences of their current actions, the game offers her a powerful tool through which to accelerate life processes and thus play out in the course of an afternoon several different scenarios and their consequences. And through in-game cameras that allow players to record and replay their actions, she can literally review the situation, going back to key choice points and retrospectively evaluate where she went wrong and how bad decisions led to negative consequences. Seen in this way, the computer game constitutes an incredible resource for self-reflection and personal exploration, one with rich potentials for moral and ethical education. No other current art form allows such an intense focus on choices and their consequences; no other art form allows us this same degree of agency to make our own decisions and then live through their outcomes.

    Over time, Karen's project expanded into two edited collections, the first of which is already out in the market, the second of which will appear late this year or in early 2011. If you want to buy the first book, Ethics and Game Design: Teaching Values Through Play, Karen's publisher is generously offering readers a chance to buy a copy at half price if they follow this link. You can see the table of contents for the collection here. The second book will be called Designing Games for Ethics: Models, Techniques, and Frameworks.

    Taken together, the two books bring together an impressive array of game designers, theorists, and critics, representing a mix of people working on mainstream commercial and alternative "serious" games production, a global community of people trying to think through the core issues implied by the books' titles. I read the first volume with great interest (and no small amount of pride at seeing my former student at the center of such an effort): the topic is one which deserves more attention than it has and the book offers us some important ways to complicate the typical arguments around games and media effects. These books are important not only to those deeply invested in games but to the growing community of people invested in new media literacies and education, given the centrality of games to the cultural lives of young people and the importance of encouraging self reflection and ethical skills.

    In the hopes of calling more attention to this project, I asked Karen if she would do an interview for this blog. The interview has grown into a conversation between Karen and two of her contributors, Miguel Sicart (IT University of Copenhagen) and Colleen Macklin (Parsons The New School), which explores games (in many forms) as ethical systems and as vehicles for shaping the empathy and identification of their players.

    As the book's preface suggests, ethics and games is an "emerging field of study." What role do you see this collection playing in generating interest and awareness around this topic?

    Karen: A major goal of my co-edited collection, Ethics and Game Design:Teaching Values through Play is to bring together the diverse and growing community of voices and begin to define the field of ethics and games, identify its primary challenges and questions, and establish the current state of the discipline. To start to unpack this, I brought together experts from a variety of perspectives--such as computer science, art history, education, philosophy, law, game design, management, media studies, and psychology. These designers, practitioners, educators and researchers wrote almost 40 chapters on everything from the ethics of Farmville's game mechanics; to a case study on designing Train, a non-digital game about the Holocaust; to the types of ethical play styles of teenagers. Our goal is to encourage game designers to think through and address ethical questions and issues in their designs; to motivate educators to seek new ways to support ethical thinking and reflection through play; and to inspire researchers to develop relevant frameworks and methodologies, design principles and theories for understanding this complex field. Attention to this field is essential for developing citizens who can think deeply about ethics; fully engage with complex issues; reflect on their values; and decide what is right for them, their families, their societies and the world.

    My hope is that the collection will provide the foundation to start an engaged, rigorous dialogue around games, play, and ethics. The book collection, however, is just the first step in building a larger community of researchers, policy makers, journalists, educators, game players, and designers who are interested in moving the question beyond whether games are inherently good or bad, to how games and play can support ethics and citizenship skills.

    And wow, it was a lot of work putting this collection together, but it was totally worth it.

    Games and play are fundamental to all human societies and have historically been used explicitly and implicitly to teach values. What lessons can we learn from thinking about pre-digital games as "ethical systems"?''
    MIGUEL: First of all, I am not sure we should make a pre-digital/digital divide without mentioning what makes digital games so unique. It may be possible to argue that in fact, there is nothing unique to digital games, and therefore what we learn from thinking about non-digital games is also valid for digital games.

    In the case of ethics and games, I'd argue that there are at least two unique elements in digital games that differentiate it from the past: one, the possibility of single player games, and more importantly, of solitary play. Digital games have afforded single player games that make players engage alone with the game system. Two, the black-box effect (rules are invisible to players and have to deduct them from play - and they are not discussable/easily modifiable) is stronger in games. Of course, there are mod communities and hackers, but still, the access to rules and their configuration is much more complicated than in non-digital games.

    In terms of thinking about morality, this implies that there are significant differences with the non-digital world. Essentially, I'd claim that morally interesting non-digital games make it complicated to claim that games can be understood as ethical systems, since the role of the social (which is, in my opinion, always bringing in the political and the moral) is deeply intertwined with the systems design. In other words: how much of the ethical analysis of a non-digital game can argue for the morality embedded in the system, and how much can it refer to the moral social play? With digital games, specially with single-player games, we can have an optimal sample: from the rules, through the player, we can deduct the values, and given the black-boxing of the system, we can claim that those values are inscripted there by designers.

    So, after this digression (apologies!), what I want to say is that maybe we can learn from digital games how to look at non-digital games as ethical systems, without the role of the social. And therefore, what we can learn from pre-digital games is that multiplayer is always ethically interesting, and that negotiation of rules, sportsmanship and player-to-player behavior, that is, many of those elements external to a systems-centric understanding of games, are fundamental for the ethics of play. Because what pre-digital games tell us is precisely that: play is moral (regardless of Huizinga's claims), not only because there are many players, but also because the systems are of ethical interest.

    I guess I haven't much answered the question as rephrased it and answered what I actually wanted to answer. I'll give a shot at a short answer then: pre-digital games can help us trace the history of play as a moral activity, as one used to teach, educate and promote a number of values in our society by means of systems designed to embody
    and foster a number of values.

    COLLEEN:
    I think we can learn a lot. From a cultural perspective, looking at
    the historic trajectory of games engaging with social and political issues is pretty exciting. I am thinking here of Situationist Games, The New Games Movement, Buckminster Fuller's World Game and the recent surge of "big games" fostered by festivals like Come Out and Play and (for the first time this year) IndieCade. In fact, many big games bridge pre and post digital games, gaming in and with the real world, which might happen to include and use computers (i.e. mobile devices). These kinds of games take place out in the streets actively blurring the edges of the magic circle and raising all kinds of interesting questions about what happens when public space and game space, game rules and social norms collide. If an ethics is a dynamic negotiation between people and/or entities, I think this kind of negotiation between spaces - inside and outside the game, digital and nondigital - is a productive place to start thinking about "ethical systems."

    In the chapter I contributed, I talk about the design of a big game called Re:Activism, which so happens to have "serious" content, but that's not the part that is so interesting to me on an ethical level. What I think is interesting are the complex relationships between the designer, the player and the publics that encountered the game.

    Much of the debate about video game violence would assume that games as a rule exert a negative moral and ethical influence on players. How might the essays in this book complicate such an understanding of their impact on players?
    MIGUEL: Even though this is something Karen should answer, since she's the editor, let me chip in: I think this collection helps describing why players are moral beings, arguing strongly against the implicit discourse of the computer game player as a moral zombie that is so ubiquitous in popular press and anti-videogame literature. Players are ethical agents, and they have moral fail-safe systems that help them engage with the ethical complexities of computer game play.

    KAREN: Again, the purpose of this book is to move the conversation away from simply demonizing games as violent or inappropriate, to really understanding why games are so controversial, and determining the potential (and limits) of games to help us think about and reflect on ethical issues and complex social dynamics. Building on what [one Ethics and Games collection contributor] Nick Fortugno said at a talk a few years ago, there are books that embody what many would consider negative ethics (e.g., Mein Kampf) and books that embody positive values (e.g., The Bible), but we should not deem books themselves as evil or good as a result. As we have seen throughout history, the introduction of each new medium incites fear that it will negatively affect our youth. This happened even during the movement from orality to the written word, where educators were worried that writing things down, rather than memorizing all texts by rote, would destroy young minds. We need to be open about what games can do, rather than focusing on some specific content in a few particular games. Or, at least let's talk about why certain violent content bugs us, or let's reflect on what types of cultural dynamics are at work when some people strive to ban all games.

    Thus, many of the authors in this book start to complicate ethics surrounding games, and investigate the nuances of the player and game relationship. For example, Erin Hoffman takes a philosophical approach to understanding the purpose of death in games, and how violence and death may serve to help us contemplate the human experience. J. Alison Bryant and Jordana Drell take a more educational approach and investigate how families play video games together to see how to better foster dialogue about values through group play. Just like ethics themselves, no one feels these issues are black or white, but something to be discussed and deliberated.

    Moreover, I want to make it clear that in editing this collection, or designing games, I personally do not seek to decide for someone else what is right or wrong, morally appropriate, or socially acceptable. Rather, I believe there is a need to equip young citizens with the ability to reflect on their values, consider other perspectives, make
    complex arguments, and decide what is right in a given context. After all, values are constantly shifting from offline to online, transnationally, and across peer groups and social contexts. How you act at work is different from how you would act on an online parenting discussion group. What is appropriate in one country may not be relevant in another, and what you on the playground may be interpreted differently than in the boardroom. The way we individually and collectively vote on issues today may be different to how we cast our ballot in twenty years. We need to be our own arbiters of right and wrong during complex moments and shifting contexts.

    I do feel that games provide a unique opportunity to practice these types of skills.



    Colleen Macklin
    is an Associate Professor in the Department of Communication Design and Technology at Parsons The New School for Design in New York City and Director of PETLab (Prototyping Evaluation, Teaching and Learning lab), a lab focused on developing new games, simulations, and play experiences for experimental learning and social issues. Projects range from a curriculum in game design for the Boys and Girls Club, a card game for the Red Cross Climate Centre, and big games such as Re:Activism and the sport Budgetball. In addition to work in social games and interactive media, her research focuses on the social aspects of the design and prototyping process. In this vein, she is working with the Social Science Research Council on a prototyping approach to creating innovative mobile learning spaces with youth, public schools and cultural institutions, with funding through the MacArthur Foundation's Digital Media and Learning Initiative. Member of the game design collectives Local No. 12 (see backchattergame.com) and The Leisure Society. India China Institute Fellow (2006-2007). Interactive work shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School.

    Miguel Sicart is Assistant Professor at the IT University of Copenhagen, where he teaches game design. He received his Ph.D. in game studies 2006; taking a multidisciplinary approach to ethics and computer games, he studied issues of game design, violence and videogames and the role of age-regulation codes. His book, The Ethics of Computer Games, which is based on his doctoral work, was published by MIT Press in the spring of 2009. He is currently working on developing a design framework for implementing ethical gameplay in digital games.

    Karen Schrier is a doctoral student at Columbia University, where she is finishing her dissertation on ethics and games. She also currently works full-time as the Director of Interactive Media at ESI Design, an experience design firm in New York City. Her first co-edited book, Ethics and Game Design: Teaching Values through Play, was published last March by IGI Global; the next book in the collection will be published in early 2011. Previously, she worked as a portfolio manager and executive producer at Scholastic, where she spearheaded digital initiatives for the Corporate and International divisions. She has also worked at Nickelodeon, BrainPOP and Barnes & Noble's SparkNotes. Karen was the Games Program co-chair of the ACM SIGGRAPH Conference in 2008 and 2009, currently serves on the advisory boards of the Computer Game Education Review (CGER), and is an adjunct professor at Parsons The New School. Karen has spoken on games and learning at numerous conferences, including GDC, SIGGRAPH, AERA, Games for Change, NECC, and SITE. She also helped develop numerous games and digital properties, such as Mission U.S.: For Crown or Colony?; Scholastic Summer Reading Challenge, and Scholastic.com; and Nickelodeon's ParentsConnect. Her digital and non-digital games have been featured in festivals such as Come Out and Play. Karen holds a master's degree in Comparative Media Studies from MIT and a bachelor's degree from Amherst College.

    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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    The Struggle Over What Gets Taught in Texas: An Interview with Rebecca Bell-Meterau

    Like many of you, I have been reading with some horror about the culture war which has been taking place down in Texas over the revision of their social science standards, especially because Texas remains a key influence on national curriculum and textbook development. A group of highly reactionary candidates have gotten elected to the school board there, in some cases in races where they ran without opposition and where voters had limited access to information about their views, with the result that they are striping aside anything from the standards that may run afoul of their narrow ideological perspective. Even readers who have expressed concerns in the past about "political correctness" in American education probably are not happy at the thought that Thomas Jefferson no longer has a place in Texas schools.

    Enter Rebecca Bell-Meterau, a media scholar from Texas State University, who has decided to run for the Texas School Board in order to provide a corrective to these reactionary trends. In the interview which follows, she shares her own story of how and why she got into this race. You have to admire her courage, intelligence, and civic responsibility, since I know very few academics in our field who have ever sought elective office, let alone who would be willing to engage under such trying circumstances. It's sad to think how novel the concept of an educator running for the school board has become! She can use our support -- moral or otherwise -- as she gets ready for this tough race.

    You are a university professor who is running for the Texas Board of Education. Can you share some of your academic interests?

    I began my academic career looking at gender in film, but when I got to Texas, I quickly developed an interest in how race and cultural identity influence the production of film and other art forms. I participated in seminars on the study of the Southwest and learned a great deal about the history of Texas, Mexico, and surrounding states. I conducted numerous workshops for public school teachers on ways to incorporate media into their classes in English, history, and other subjects, including AP classes.

    I also developed a service-learning curriculum, finding ways to connect the college classroom with the larger community, so that university students participate in service projects and group problem-solving activities and then "publish" their work for fellow students. I was asked by Texas State University President Jerry Supple to serve on president's cabinet for two years to improve our retention of freshman students. We began at 68%, below average for an institution of our size, and we now have a 79% freshman retention rate, which is above average for a university of about 30,000 students. My experience is relevant in light of the soaring high school dropout rates in Texas.

    How did you come to run for this office?

    A number of colleagues had suggested that I run for the board, and then I began attending meetings, thinking that I would support anyone who emerged as the strongest candidate. After speaking before the group about what I would do as a board member (hypothetically), I received an email from a political consultant who told me I was clearly the best person to run. Our younger daughter saw this email and then convinced me to run by pointing out that I could actually improve the state of education in Texas, saving students from the boredom and frustration she experienced in public school. At that point, I decided that if I really cared about education, I needed to step up and do something to rescue Texas from disaster.
    Many readers may not know that the Texas Board of Education has been involved in a series of heated "culture wars" over the state-wide curriculum in Social Studies. Can you share with us some of the context of these struggles?
    Over the last ten years, extreme right-wing candidates have quietly taken over local and state school boards. In District 5, my opponent, Ken Mercer, ran unopposed by any Democrat in 2006. Their actions went under the radar of most people until recently. With the last round of curriculum decisions, the board has angered a number of Democrats, independents, and reasonable Republicans across Texas and the nation. Extremists on the board have voted to make outrageous revisions to a curriculum suggested by their own review committees--people they, themselves, selected. I will list a few of the more egregious examples, with my own responses:

    In one of the most outrageous revisions, they removed "Enlightenment ideas" from the standard. They require instead that students learn about the "writings" of various thinkers. They removed Thomas Jefferson from a world history standard about the influence of Enlightenment thinkers on political revolutions from the 1700s to today, and the board placed Thomas Aquinas, John Calvin and William Blackstone in the standard instead. Even conservative Republicans find elimination of founding father, Thomas Jefferson, one of the most important Enlightenment thinkers, and replacing him with Aquinas and Calvin to be absurd.

    Democratic member Mavis Knight suggested this amendment: "Examine the reasons the Founding Fathers protected religious freedom in America by barring government from promoting or disfavoring any particular religion over all others." Cynthia Dunbar and her fellow extremists maintained that the Founders did not intend to have separation of church and state.

    They removed the concepts of "justice" and "responsibility for the common good" from a list of characteristics of good citizenship for Grades 1-3. I can't imagine why they would find the concepts of justice and responsibility for the common good to be objectionable.

    They removed a reference to propaganda as a factor in the United States entry into World War I. Most historians would acknowledge that every nation uses propaganda, and historians try to sort out what is an accurate portrayal of the facts of history. The board should reexamine the definition of propaganda.

    They changed the word "imperialism" to "expansionism" in a U.S. history course standard about the United States' acquisition of overseas territories in the late 1800s and early 1900s. The board should keep the term "imperialism" in order to avoid confusing students, especially when they go on to higher education, where the term is used to describe forceful acquisition of territories, particularly during this period.

    Former Chair, Mr. McElroy, once called critical thinking "gobbledygook," and the board's systematic censorship of common terms supports this view. The board voted to delete any references to the term "democracy," substituting the term "representative republic." They also deleted the word "capitalism" and substituted the words "free enterprise" throughout the curriculum. They removed discussion of distinctions between sex and gender, fearing this would lead students to think about transvestites and transsexuals.

    These battles matter well beyond Texas because Texas is one of the largest buyers of textbooks in the country and thus these standards have the potential to impact what's included in the books taught in schools across America. Can you share some of the history of how Texas has impacted textbook publishing?

    At one time, texts chosen by Texas were sold all over the country with no changes. Now, with the advent of desktop publishing, Texas still influences the content of textbooks, because publishers and authors do not want to create numerous small revisions. This is a nightmare for publishers and textbook authors, who do not want to produce inadequate, inaccurate texts, but they are essentially blackmailed into censoring information or altering content, for fear of not being selected by this huge market.

    In addition to the textbook issue, Texas also serves as a model for the takeover of local and state school boards by extreme right-wing groups. These groups generally believe that the earth is 6,000 years old, that the United States is a Christian nation, that global warming is a myth, and that creationism should be taught alongside evolution in the biology classroom as an alternative scientific theory.

    While some may argue that most students don't pay that much attention to textbooks anyway, those few students who do study their books tend to be the most conscientious and likely to succeed. Thus, the far right may be able to create a whole generation of extreme right-wing leaders who will take their place running the local, state, and national government of the future.

    Is there an over-arching vision behind the changes the Texas Board of Education seeks to impose on textbooks?

    The vision they have is a return to a worldview that was prevalent in earlier decades and earlier centuries. They do not respect modern science, teachers, reason, or critical thinking. Their notion of history is "American exceptionalism," which maintains the idea that we are a special nation, chosen by God to fulfill a manifest destiny and spread Christianity throughout the world. Any criticism of the United States' actions is viewed as treasonous, and any attempt to include more minorities or women in history is disparaged as liberal "political correctness." They do not want to depict conflict or nuances in history; rather, they want to present the benefits of free enterprise and a unified portrait of the United States as superior to other nations and cultures in every way imaginable.

    What do you think concerned citizens around the country can do about these issues?

    Concerned citizens can comment in newspapers and on blogs, contribute to reasonable candidates for State Board of Education, spread the word among their social networks, and take concerted action to defeat this movement to return to the dark ages. They can request that The Daily Show and The Colbert Report provide a venue for good candidates to tell their side of the story. The current board makes for good comedy, but we also need to push the idea that there is hope, that the majority of Texans oppose the ridiculous changes these extremists propose to the curriculum and textbooks.

    What changes would you try to implement if you were elected to the Texas Board of Education?

    I would return to a reasonable process that respects the work of the review committees and scholars in the various subject areas. I would also recommend that we develop strict criteria for selection of the experts who comment on review committee recommendations. To whatever extent it is possible, I would explore how to repair the damage done by the current lame duck board. Actual textbook development and selection will be the responsibility of the next board. The board needs to take a leadership role in coordinating efforts to improve the state's abysmal dropout rates. It needs to step back from partisan battles and stop micromanaging teachers and forcing publishers and schools to adhere to the outdated personal views of an extreme minority faction.
    How many seats would have to change before the revisions in the curriculum could be reversed?
    Seven seats of the fifteen-member board are up for election in November 2010. Theoretically, it would only take one new reasonable person on the board to shift the balance from extreme right to a moderate middle. The calculus is somewhat complicated by the fact that some Republicans who are unopposed promise to be more reasonable members of the board. Moderate Republican Tom Ratliff has beat extremist Don McElroy in District 9, and moderate George Clayton came out of the blue to defeat long-time Republican board member Geraldine "Tincy" Miller in District 12 (Dallas).

    Democrat and Trinity University professor Mike Soto will probably replace Democrat Rick Agosto, who is not running in District 3 (San Antonio). Agosto often voted with the Republicans on social issues.

    To assure a solid majority, the key disputed districts that must be won are 5 and 10, which have been gerrymandered to insure that no Democrat represent Austin. My opponent, incumbent Ken Mercer in District 5, has a strong extreme-right network, with which he defeated a moderate Republican opponent in the primaries. In District 10, Democrat Judy Jennings will run against whichever Republican wins the April run-off.

    The board meets in the third week of May, and their proposed changes will be posted on the Texas Education Association website for thirty days prior to that for public comment. The meeting to finalize their proposed curriculum changes should bring protests from Texas and around the country. The final election will be on November 2, 2010.


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

    In this second installment of my interview with Rich Halverson, we explore some of the trends impacting contemporary schooling, including the significance of home schooling, his vision for transforming schools, his research on fantasy baseball leagues as a literacy practice, and his thoughts on how and why schools should foster failure. As always, Halverson remains a provocative and yet substantive thinker about technology and learning.


    Your book writes extensively about home schooling as an alternative to the current educational system. What advantages do home schoolers have in dealing with technological change? What are the limits of home schooling?


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


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


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

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

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



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


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

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

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

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

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

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


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

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

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

    This week, I want to use my blog to call attention to a provocative recent book, Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America. The authors of the book are Allen Collins, formerly co-director of the U.S. Department of Education's Center for Technology in Education, and Rich Halverson, an associate professor of educational leadership and policy analysis at the University of Wisconsin-Madison, where he is co-founder of the Games, Learning and Society group.

    I have gotten to know Halverson through the Games, Learning, and Society conference, where I will be speaking this summer, so I was curious to look at this book when it came out. Given its authors, it's no surprise that the book is well informed about contemporary debates surrounding new media and education, and like the best books that have come out in the past year or so (including those by Sonia Livingstone and S. Craig Watkins, which I have profiled here), it strives to balance between the inflated hopes of early digital advocates and the inflated fears of those who would lock technology out of the classroom.

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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



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

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

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


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

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

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

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

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

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

    COMMON SENSE MEDIA: I think that the biggest takeaway was that adults and teens are truly able to participate in meaningful dialogue about some of the tougher issues that emerge about life online if there's an honest and open setting to do so. Dialogues like these could be tailored to a variety of settings and could focus on a wide array of issues that might be specific to local needs in a given community. There are a lot of easy to use online tools (out of the box social networks like Ning, free forum and Listserv services, etc.) out there that can allow educators and youth workers to run online dialogues with their school communities during the school year. Increased dialogue online between teens and adults is not only important because the two groups generally inhabit the digital world in very different ways right now, but also because adults provide important guidance in terms of the ethical development of young people. Adults have always played this role in kids' lives and the more they are educated about talking about the digital aspects of their kids' lives the better. GLOBAL KIDS: It's also important to note that this kind of cross-generational dialogue doesn't just need to happen online. We found that there are some real advantages to an online context, like a changed power dynamic where youth might feel more confident sharing openly. However, we know that having face to face conversations about these issues is critical whether it's in the home, in classrooms, in afterschool spaces or in other sorts of youth groups.

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


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


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

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

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

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

    Earlier this year, Common Sense Media, Global Kids, and the Good Play Project, three highly regarded groups, each working in different ways to promote the new media literacies, issued a report, Meeting of Minds: Cross-Generational Conversations About the Ethics of Digital Life, which summarized their collaborative efforts to get adults and youth discussing some core issues of online ethics. All three groups were active presences during the recent Diversifying Participation conference hosted last week by the MacArthur Foundation. I very much wanted to share the thinking behind the report with my readers and am happy today to offer you some insights from the three groups involved.

    I have long believed in the importance of opening chains of communication across the generations around the uncertainities we face in the digital era. I modeled what such a conversation might look like between parent and child in an essay I wrote with my son on Buffy the Vampire Slayer for Fans, Bloggers, and Gamers, and I published a study guide for adults and youth to conduct conversations in the wake of Columbine which appeared in the Spring 2003 issue of Telemedium (now the Journal of Media Literacy).

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

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

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

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

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

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

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


    • identity (When does identity play cross over into deception?),

    • privacy (What are the boundaries of sharing information about oneself and others online?),

    • ownership/authorship (How has the act of creation been altered by digital media and with what effects on claims to ownership and authorship?),

    • credibility (How do people signal their trustworthiness online and judge the trustworthiness of others?),

    • participation (In a context of rapidly forming and disintegrating communities, how are norms of behavior established, maintained, and respected online?).

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

    COMMON SENSE MEDIA : As a non-profit, we were founded on the principle that dialogue among parents, teachers, and students is the way forward! One way we encourage discussion across the generations is by asking all parties to use our online ratings and reviews of movies, books, websites, and music, and to write reviews of their own. We have also conducted quantitative research about the attitudes towards media of adults and children, including a recent national poll examining hi-tech cheating with more than 2000 teens and parents. The dialogues were a creative, new way to conduct research and foster dialogue and we welcomed the chance to collaborate with Global Kids and GoodPlay on the project. We knew the dialogues would inform our parent resources, policy work, and educational programs. We are in fact in the midst of creating a Digital Literacy and Citizenship curriculum for 5th-8th grade students that focuses on empowering kids to harness the power of digital technology responsibly. The curriculum, grounded in the research of the GoodPlay Project, is meant to be fun and engaging, and challenges kids to think critically about the perils and possibilities of life online. These dialogues and other focus groups and pilot research that we are conducting across the country all serve to inform this curriculum, which takes a whole community approach to engaging parents, teachers, and students in learning. As with GoodPlay, our work on digital citizenship is also supported in large part by the MacArthur Foundation.
    Your key finding in the press release you've issued is that youth often lack access to valuable adult guidance in their online lives. Many have assumed that youth who are "digital natives" who do not necessarily need or appreciate adult interference. How do you respond to that argument?
    GLOBAL KIDS: I think that there are a lot of ways that the digital natives argument has become more complicated and has shifted as the years have gone on. Just as people have realized that not all youth are equal in terms of technological access or the kinds of online participation they're exposed to, there's also been a growing awareness that there are many different aspects to what it means to be digitally fluent. For us, this doesn't just mean having digital skills, but also engaging online as a digital citizen. A teen might be a technological whiz and seem completely at home within complex games, but if he or she is regularly cheating new players out of virtual cash while playing those games, that's problematic. Digital skills and fluency can't exist in a vacuum, there has to be a values component to this conversation.

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


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

    COMMON SENSE MEDIA AND GLOBAL KIDS: In terms of activity in the dialogues, we were surprised that teens participated more readily than adults, on average, especially since we saw two adults sign up for every teen that did. We chalked up the participation differences to the fact that we had a lot of youth in the dialogues that were pretty involved in online communities and were used to sharing their views online from both a social as well as technological perspective. Adults overall were a little more hesitant and some had trouble navigating the technology, and we also got the sense that many were parents that had less experience with forum based discussions and didn't realize that they actually had to build in time to participate fully. There was a learning curve involved for some adults in terms of using an online environment, and that should certainly be taken into account for people looking to start similar exchanges in their communities. At the same time, the kind of youth engagement we saw was incredible, and we think there's something to be said for that. So often it's hard for adults to engage in dialogue about touchy issues with kids, but we found that online we saw very active sharing from the youth side.

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



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

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

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


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

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

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

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

    This is the final part of my interview with Spanish educational researcher Pilar Lacasa for Cuadernos de Pedagogia, a Spanish language publication, about my research on the New Media Literacies. Here, we discuss learning games, mobile technologies, civic engagement, and my advice to parents and teachers.

    Our challenge is then building bridges between culture and participatory democracy. Can you explain more?

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

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



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

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

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



    And video games? What can children learn from them?

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

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

    Could then video games have a place in classrooms?

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

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


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

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

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

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

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

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

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

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

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

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



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

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

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

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



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

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

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



    Maybe you can tell a little more by using some example

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

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

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

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


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

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

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

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

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

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

    This is the third part of my interview with Spanish educational researcher Pilar Lacasa for Cuadernos de Pedagogia, a Spanish language publication, about my research on the New Media Literacies. This time we talk about the relations between old and new media and explore how YouTube, fan fiction and Facebook can be deployed in meaningful ways through school.

    So far, we have been talking about new media, but it is clear that they do not replace the old ones.

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

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


    Therefore we need to use multiple media.

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

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

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

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

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

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

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


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

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

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

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



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

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

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



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

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

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

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

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


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


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

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

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

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

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

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



    What could do educators to overcome these participation gaps?


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

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

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

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

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


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

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

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

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



    Who can use this library?

    We are encouraging different organizations to develop their own collections for this library and are especially excited at the prospect of educators from many different countries sharing something of their own media cultures and practices through the library, allowing us to explore and learn on a global scale. I'd like to personally invite Spanish educators to try their hand at developing challenges which reflect your local educational and cultural practices.
    What could be role of the curriculum content in learning new literacies?
    My philosophy has been to be conservative in content and innovative in method. That is to say, we believe that these skills have something to contribute to even the most traditional of curriculum and that they are relevant across the full range of school subjects. Every field of knowledge today has been reshaped through the changes that have impacted our information environment. Scientists and social scientists for example regularly work with digital simulations and new modes of visualization as they process their data, yet these practices have scarcely impacted the way science and social science get taught in schools. Contemporary artists and writers are deploying remix practices that transform how they think about authorship but these insights about creativity have scarcely made it into the language arts classroom.
    Could you mention some examples of how the curriculum can be introduced by using methodologies emerging from these new environments?
    Through our Teacher Strategy Guides on Reading in a Participatory Cultture and Mapping in a Participatory Culture, we've been modeling new ways for integrating these skills into the classroom. For example, our Reading project took the American novel, Moby-Dick, as its starting point, seeking to better understand how its author, Herman Melville, created through borrowing and recontexualizing stories found in Homer, the Bible, Shakespeare, and contemporary whaling lore, as the basis for his own creative expression.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Today, I wanted to share with you a fascinating experiment in media education which is conducted each year as part of the San Diego Comic-Con. I've written about the centrality of Comic-Con as a meeting point between fans and producers and as a site where academics interested in promoting the study of comics co-exist side by side with dealer's rooms and discussions with comics creators.

    This past year, I had a chance to consult with two students who were part of a program being offered by Matthew J. Smith, a comics scholar who teaches classes in media studies at Wittenberg University in Springfield, OH. Every year, he organizes a team of students who conduct individual and collective ethnographic projects trying to make sense of the complexity and diversity of Comic-Con. He's now in the process of recruiting students for this year's program so I told him I'd help him spread the word. What follows is an interview with Smith about his ethnographic instruction and about the culture of Comic-Con. At the end, I tell you where you can go to be considered as a recruit for this educational program.

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

    Students are responsible for several readings before they get to San Diego, so that we can have an informed discussion about ethnographic tools when we meet. But from our first night onward, students are thrown into the deep end of the pool, being asked to record observations and make modest interpretations starting with "Preview Night" on the floor of the convention hall floor. Thereafter, there's a good deal of note taking, and of course talking through observations and constructing interpretations with peers in daily "Breakfast Briefings." After the first few days, students are encouraged to compliment their observations by doing interviews with informants. Some students find their individual topics evolving as we progress through the week, which is just fine with me! However, they do have a week to process the experience and think through their material more before their final narratives are due.
    What goals do you set for your participants?
    My primary goal is to help students become more media literate for having had the experience. Popular culture is created and marketed with them in mind. If nothing else, I really want them to be aware of their role in this process and exercise greater agency in their future interactions with it.

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



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

    What stands out to me is the way in which Con is now a multi-media experience in and of itself. I'm not just talking about the multiple media industries that are represented on site, but the way that Con is experienced by both those who are physically there--supplemented by constant Twittering, for example--and also by those who are elsewhere around the country. I return from San Diego feeling like one of the fortunate few who get to attend the Super Bowl, as friends and colleagues come up to me and say, "I saw Con on TV (or read about it online or got the feed) and knew you were there." For that moment, I am the coolest person in the room.
    Within the more than 100,000 people gathered at Comic-Con, there are representatives of a broad range of different fan subcultures. How do you and your students deal with the diversity of different fan interests represented?
    Some students find the scale overwhelming for the first few days. Given so much to process, I encourage students to focus their individual projects on areas of interest to their individual intellectual interests or pop culture tastes (e.g., Marvel Comics panels). With some filters in place, the stimuli become a bit more manageable. However, I love it when students start to look out for things for one another. Often at our "Breakfast Briefings" they begin to ask one another if they are aware of this event or that person's signing appearance in the hall latter in the day. These moments of overlapping interest really make us a learning community within the 100,000 person crowd.
    Many attending the con now beline to the major presentations in Hall H and Hall 20. Yet, this is only the tip of the iceberg of what goes on at Comic-Con. What aspects of Comic-Con culture have emerged through your collaborative research efforts that we would miss if the focus was only on the major events?
    Where to start!? My students have found nooks and crannies of popular culture that I would not have thought to explore in twenty trips to Con. Let me share a small sample of some of the project titles to give you a sense of what they have focused on in the past: • Twitter as a Means of Direct Dialogue between Creators & Fans • Aggressive Marketing & its Impact on Consumers at San Diego Comic Con • "State Your Name and Your Purpose": The Talk of Marvel Comics Fans • Fanbois at Comic-Con: Queer Consumer/Producer Interface & the Intransitive Writing of Comics • Hollywood Comes to Comic-Con International: An Examination of Glamour & Glitz • Video Games: On the Bottom Looking Up
    Comic-Con is one of the most racially diverse fan gatherings I've ever attended. Has your research offered any insights into how and why this con attracts more minority participants than most other fan gatherings?
    In three years my students have initiated eighteen different projects, and while a number have investigated demographics like gender and sexual orientation, none have addressed race explicitly. It's a great topic that some student could investigate this summer! My own impression is that California's diversity helps set up the climate for Con's diversity. Beyond that, is it that popular culture fans judge you by your interests first and not the color of your skin?

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

    I'm waiting for the student who wants to tackle this project! Over the last two years my students and I have certainly noted the outright hostility directed towards the Twilighters and found ourselves at a loss for how one minority (the comics fan) can turn on another. Is it anger at the encroachment of Hollywood on the Con finding an outlet at long last? Is it a matter of gender? Is it that the cross-over between interests doesn't quite overlap as much as other groups present (e.g., a video gamer can also be a comics fan)? I hope we have a student or two who will want to tackle these kinds of questions this summer.
    Your students give a public presentation of their findings every year as part of the Con. How has the Comic-Con community responded to their representations of their norms and practices? How does this public presentation impact the kinds of work your students do?
    The reception for my students has been tremendous. Whereas most academic presentations are lucky to draw an audience larger than the number of presenters behind the dais, my students typically draw a crowd of 80+ curious minds. The best audience members are those who want to challenge or extend my students' claims, weighing their own perceptions against those of my students. I love to see that kind of interaction as the students are challenged to either further defend their conclusions or engage in expanding/refocusing their thoughts. I think knowing that a public presentation is an integral part their task focuses their work for the week that we are there and makes them accountable to an audience of more than just me as the instructor.
    Critics might argue that the duration of a con is not sufficient time to really immerse yourself into any kind of rich cultural community and that there are serious problems with performing "instant ethnography." What do you see as the strengths and limits of the work your team does each year?
    That's entirely a fair critique. I try to keep the course from making the pretension that it is the only course in ethnography one would ever need. To the contrary, I explicitly state that this experience is a mere appetizer meant to whet one's appetites for more and richer ethnographic projects in the future. In Communication Studies in particular, I see a lot of programs where students are typically trained as either survey administers or rhetorical critics, and I want to introduce them to another viable way of coming to know the world around them.
    What qualifications are you looking for from prospective students in your program?
    There are no academic prerequisite, per se, other than that one be currently enrolled in an undergraduate or graduate program and in good academic standing at one's home institution (which usually means minimally a 2.0 cumulative higher grade point average). The course is really designed to be introductory in its approach, although I've had graduate students participate each year who report learning something new. Beyond that, I've found that the most successful students are intellectual curious, open-minded, and willing to work hard. The experience is intensive: Students find themselves on the go for five consecutive days and that takes stamina. Even so, it is terrifically rewarding to come to the end of the experience and know that you discovered something new about culture and its exercise.
    Matthew J. Smith teaches courses in media studies at Wittenberg University in Springfield, OH, including "Graphic Storytelling: Comic Books as Culture," "The Graphic Novels of Alan Moore," and a week-long field study at Comic-Con International each summer (details of the latter may be found at www.powerofcomics.com/fieldstudy). In 2009, Wittenberg University's Alumni Association recognized him with its Distinguished Teaching Award. Along with Randy Duncan, he is co-author of The Power of Comics: History, Form & Culture (Continuum, 2009), a textbook for college-level comics arts studies courses. The two are also editing the forthcoming Comics Criticism: Methods and Applications.

    The Field Study at Comic-Con
    Earn academic credit while studying the dynamics of marketing and fan culture at the largest comic arts event on the continent, July 21-25, 2010.
    For complete program details and costs go here.

    Application deadline is March 1, 2010

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

    This week, PBS stations around the United States are airing Digital Nation, a documentary which claims to offer us insights into life in the digital age. I was happy to participate in this important production, though, I must confess, more than a little disappointed in the finished product. It raises important issues, to be sure, but does so often in a one-sided manner which panders to the biases of public television viewers rather than challenging them to look at the potentials of digital media in education through new lens.

    What I value from the production is the website which gathers together extensive interviews with key thinkers with a range of views about the value of digital media in education and our everyday life and which has collected the voices of everyday people many of whom share stories of how they have built productive relationships with and through new media technologies and practices. The website allows us to chart our own paths through this debate, to drill much deeper into different points of view, and offers a more balanced picture of the current state of the debate. The website allows us to ask questions, while the television show tells us what to think. Granted it does so in a way that is much more subtle than the typical Fox News scare story, but it is hardly "fair and balanced" either.

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

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

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

    Let me start with the concept of "killer paragraphs," a phrase used by one of the MIT students to describe his writing. I recognize the point of the piece was that they had difficulty connecting paragraphs together to form a coherent linear essay. On that point, I think we can all agree. But I think the student who described himself as writing "killer paragraphs" was getting at something that is easy to ridicule or dismiss, yet may be a significant shift in what constitutes good writing. The writing of MIT students has to do with the production of densely written, carefully argued, powerfully presented, meaningful chunks of information. They can and often are really "killer" in that they condense together a great deal of information, they have a core insight which gets introduced and developed in a half a page to a page of prose, and then they move onto something else. It is to the traditional college essay what Hemmingway was to Hawthorne. They take you through all of the steps of the argument; they support it; they anticipate and head off potential criticism; they draw on both the readings and their
    personal experience. Some of the paragraphs make you weep for joy. Yet, they have difficulty connecting them together to form larger units in part because they learned and rehearsed their writing on discussion lists, where they acquired skills at compression and where extended development is apt not to be read or dismissed as long winded. (Trust me, my own verbosity is often held up to me as a reason why I am "not really a blogger.") I am not ready to dismiss this as bad writing, but I would work hard to make sure they could create a larger framework through which to connect their ideas.

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


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

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

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

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

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

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

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

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

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

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

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

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

    Barack Obama "Hope" poster, original...

    Image via Wikipedia

    "Hope"

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

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

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

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

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


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

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

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

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

    Backlash

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

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

    "The Boston arrest was a lot of different things converging," he says. "I made the
    mistake of being very candid about my practice as a street artist. The Boston police said
    thatʼs an affront to the Commonwealth."

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

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

    The AP argues that Faireyʼs use of the photograph was substantial and not transformative: "The Infringing Works copy all the distinctive and unequivocally recognizable elements of the Obama Photo in their entire detail, retaining the heart and essence of The APʼs photo, including but not limited to its patriotic theme."27 It also charges that as of September 2008, Fairey had made $400,000 off the image. In a statement available on the website, AP spokesman Paul Colford said the organization was itself acting in defense of creators: "AP believes it is crucial to protect
    photographers, who are creators and artists. Their work should not be misappropriated by others."28!

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

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

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

    Does Shepard Have a Posse?

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

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

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

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

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

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

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

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

    Free Speech + Free Culture = Democracy

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

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

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

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

    "Artists -- whether professional or amateur -- need to be able to depict the country's political leadership and in almost every case, they are going to need to draw on images of those figures which come to them through other media rather than having direct access..."
    "The question, then, boils down to what relationship should exist between the finished work and the source material. And my sense is that Fairey's art was transformative in that it significantly shifted the tone and meaning of the original image. The photograph as taken has nowhere near the power that Fairey's deployment of it had. The photograph was quicklyforgotten amid the flood of such images. And many other photographers captured essentially the same shot. Fairey's poster, on the other hand, is so iconic that it is likely to be reproduced in American History textbooks decades from now. The mythic power comes from what Fairey added to the image -- not from any essential property of the original, which was workmanlike photojournalism."34

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

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

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

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

    1 Henry Jenkins, et al., Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, Chicago: MacArthur Foundation, 2006,
    2 Jenkins, Convergence Culture: Where Old and New Media Collide, New York: New York University Press, 2006, location 188-192, ebook version.
    3 Lawrence Lessig, Free Culture, New York: Penguin, 2005, page 11.
    4 This and all subsequent quotes from Fairey that are not footnoted are from an in-person interview conducted by Evelyn McDonnell Nov. 18, 2009.
    5 Shepard Fairey, talk given at University of Southern California, Nov. 4, 2009.
    6 "Sex Pistols Artwork," SexPistolsOfficial.com.
    7 Shepard Fairey, et al, Obey: Supply and Demand: The Art of Shepard Fairey, Berkeley: Gingko Press, 2009.
    8
    Richard Whittaker, "Artist Cage Match: Fairey vs. Orr," The Austin Chronicle, May 16, 2008.
    9 Peter Shapiro, The Rough Guide to Hip-Hop, London: Penguin, 2005, pages 160-61.
    10 Fairey et al, page 18.
    11 Randy Kennedy, "If the Copy Is an Artwork, Whatʼs the Original?", The New York Times, Dec. 6, 2007.
    12 Jason Rubell, phone interview with Evelyn McDonnell, Oct. 28, 2009.
    13 Rene Morales, email to Evelyn McDonnell, Nov. 23, 2009.
    14 Greg Milner, Perfecting Sound Forever: An Aural History of Recorded Music, New York: Faber and Faber, 2009, page 302.
    15 Lessig, pages 129-30.
    16 Lessig, page 9.
    17 Jenkins et al, page 32.
    18 Jenkins et al, page 33.
    19 Jessica Litman, Digital Copyright, Amherst, NY: Prometheus, 2006, page 13.
    20 Paul Goldstein, Copyrightʼs Highway: From Gutenberg to the Celestial Jukebox, Stanford, Calif.: Stanford University Press, 2003, page 15.
    21 Goldstein, page 27.
    22 See Nas, Hip-Hop Is Dead, Def Jam Records recording, 2006. Also Sasha Frere-Jones, "Wrapping Up: A Genre Ages Out," The New Yorker, Oct. 26, 2009, and Simon Reynolds, "Notes on the Noughties: When Will Hip-Hop Up and Die?", www.guardian.co.uk, Nov. 26, 2009.
    23 Lessig, page 181.
    24 Litman, page 14.
    25 Fairey et al, page. 273.
    26 COMPLAINT FOR DECLARATORY JUDGMENT AND INJUNCTIVE RELIEF, SHEPARD FAIREY and OBEY GIANT ART, INC., against THE ASSOCIATED PRESS, page 11.
    27 ANSWER, AFFIRMATIVE DEFENSES, AND COUNTERCLAIMS OF DEFENDANT, THE ASSOCIATED PRESS, SHEPARD FAIREY and OBEY GIANT ART, INC., against THE ASSOCIATED PRESS, page 10.
    28 Paul Colford, AP Statement on Shepard Fairey Lawsuit, Feb. 9, 2009.
    29 Fairey, Nov. 4, 2009.
    30 Whittaker.
    31 Mark Deuze, "Media Work & Institutional Logics," Deuzeblog, July 18, 2006.
    32 "Jasper Johns," Obey website, Dec. 10, 2009, http://obeygiant.com/.
    33 Randy Kennedy, "Artist Sues the A.P. Over Obama Image," The New York Times, Feb. 9, 2009.
    34 Jenkins, email to Evelyn McDonnell, Nov. 22, 2009.
    35 Jenkins, Nov. 22, 2009.

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


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


    One of the many highlights of my first semester in LA was the chance to see and meet Shepard Fairey. who I regard as one of the most significant visual artists of our times and a focal point for debates about the politics/poetics of appropriation and fair use. Fairey spoke on stage with my new colleague, Sarah Banet-Weiser.

    I have been following Fairey for some time since he was an art student at the Rhode Island School of Design and "Andre the Giant has a Posse" stickers started to appear on lamp posts and underpasses around Boston. At first, I envisioned the stickers as a new kind of fan art -- since I was deeply into the World Wrestling Federation at the time -- and only gradually came to understand them as a form of culture jamming. Now, having seen and talked with the guy, I suspect they were an odd blurring between the two -- a bold experiment in tapping the power of participatory culture to spread images across the planet and relying on local contexts to shape what those images meant to participants. Pretty cool.

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Sampling and Appropriation

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

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

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

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

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

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

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

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

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

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

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

    Litman refers to this land grab by the vested interests of media conglomerates as the Copyright Wars. "If current trends continue unabated, however, we are likely to experience a violent collision between our expectations of freedom of expression and the enhanced copyright law," she writes.24
    ******************************(MORE TO COME)*******************************************************
    Evelyn McDonnell is doing life backwards: After more than two decades of writing about popular culture and society, she's getting her Master's in arts journalism as an Annenberg Fellow at the University of Southern California. She is the author of three books: Mamarama: A Memoir of Sex, Kids and Rock 'n' Roll; Army of She: Icelandic, Iconoclastic, Irrepressible Bjork; and Rent by Jonathan Larson. She coedited the anthologies Rock She Wrote: Women Write About Rock, Pop and Rap and Stars Don't Stand Still in the Sky: Music and Myth. She has been the editorial director of www.MOLI.com, pop culture writer at The Miami Herald, senior editor at The Village Voice, and associate editor at SF Weekly. Her writing has appeared in numerous publications and anthologies, including Rolling Stone, The New York Times, Spin, Travel & Leisure, Interview, and the LA Times. She codirected the conference Stars Don't Stand Still in the Sky: Music and Myth at the Dia Center for the Arts in New York in 1998. She has won several fellowships and awards. "Nevermind the Bollocks" is part of a larger project Evelyn is researching on artists in the age of content. You can contact Evelyn at evelyn@evelynmcdonnell.com.

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

    Editor's note: This is my last post of 2009. See you in the new year. I am going to take some time off with my family.


    Much of your discussion centers around the impact of public media on public education. How would you describe the ideal learning environment for the 21st century and what blocks us from achieving that ideal?

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

    .


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


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

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

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

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

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

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

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

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

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


    On Chuck and Carrot Mobs: Mapping the Connections Between Participatory Culture and Public Participation
    by Anna Van Someren

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

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

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

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

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

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

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

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

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

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

    We consider a participatory culture to be one where:

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

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

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

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

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

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

    Inside the Computer Clubhouse (Part Three of Three)


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

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

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


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

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

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


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

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

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


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

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



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

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


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

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


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

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

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

    Inside the Computer Clubhouse (Part Two of Three)


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

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


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

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

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



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


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



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

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

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

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

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

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


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

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

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

    Inside the Computer Clubhouse (Part One of Three)

    The Computer Clubhouse is a worldwide network of digital literacy programs in after-school settings. The first clubhouse program started in 1993 at the Boston Computer Museum, an outgrowth of the work being done at the MIT Media Lab by Mitchel Resnick and Natalie Rusk. By 2007, there were more than one hundred clubhouses world wide. I I have long admired the extraordinary impact of the Computer Clubhouse movement, having had the privilege to get to know Resnick and others associated with the project during my many years at MIT. Few other programs have had this kind of impact on learning all over this planet, getting countless young people more engaged with the worlds of programming and digital design through an open-ended, constructionist practice, which respects each learner's goals and interests.

    A new book, The Computer Clubhouse: Constructionism and Creativity in Youth Communities, pays tribute to the fifteen year plus history of the movement, sharing some of its key successes, and offering key insights into what has made the Clubhouses so successful. The highly readable book, addressed to educators of all kinds who want to make a difference in addressing the digital divide and the participation gap, was produced for the Teacher's College Press by some key veterans of the movement -- Yasmin B. Kafai, Kylie A. Peppler, and Robbin N. Chapman. I know this book is going to be of great interest to many of you who follow this blog because of your interest in new media literacies. The publisher was nice enough to arrange an interview with the editors for this blog and I will be sharing their perspectives over the next three installments. In this installment, they share something of the goals and history of the clubhouse movement. In future installments, we will dig deeper into its global impact and its governing pedagogical assumptions.

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

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

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

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

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

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



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

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


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


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


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

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

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

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

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

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

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

    He's BA-A-A-ACK!

    My blog, begun at MIT some years ago, has now successfully relocated onto USC servers. And so I am now going to return to my normal blogging activities.

    As I do so, I wanted to use this first post to play catch up on a number of recent developments around projects that I am involved with, so today will feel like a series of announcements (many of which you already know if you are following me on Twitter).

    New Media Literacies Conference

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

    Here's his bio:

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

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

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    Futures of Entertainment 4 Conference

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

    * DAVID BAUSOLA - Co-founder of Ag8

    * NANCY BAYM- University of Kansas

    * BRIAN CLARK - Partner and CEO, GMD Studios

    * STEPEHN DUNCOMBE - NYU

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

    * NOESSA HIGA - Visionaire Media

    * JENNIFER HOLT - UC Santa Barbara

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

    * HENRY JENKINS-USC

    * DEREK JOHNSON - University of North Texas

    * BRIAN LARKIN - Milbank Barnard College

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

    * TRAPPER MARKELZ- VP Products, GamerDNA

    * JASON MITTELL- Middlebury College

    * AVNER RONEN - CEO & Co-founder, Boxee

    * FRANK ROSE - Contributing Editor,Wired

    * LORRAINE SAMMY - Racebending

    * ANDREW SLACK - The Harry Potter Alliance

    * DAVID SPITZ -Director of Business Development, WPP

    * LOUISA STEIN - San Diego State University

    * JORDAN WEISMAN - CEO and Founder, Smith & Tinker

    * MARK ZAGORSKI- Chief Revenue Officer, eXelate Media

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

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

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


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

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

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

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

    Early last summer, I sat down with a production crew from PBS's Frontline at the Games for Change conference in New York City. They were producing web-based content for a new documentary, Digital Nation, which was intended to be a follow up to their Growing Up Digital documentary. To be honest, I had some concerns about the depiction of young people's online experiences in the earlier production. It seemed to me to be sensationalistic in its choice of topics, mostly depicting generational conflicts around the use of the web. In most cases, there was a bias towards the adult perspectives offered by parents and teachers over those advanced by young people, who often lacked a language through which to defend experiences which were clearly meaningful to them. In this case, the decision not to include academic experts worked against having a fair hearing for young people, since the adults were advancing arguments which were oft staged through other news outlets while the young people were trying to get grown-ups to reconsider entrenched biases.

    In many ways, the Digital Nations site is correcting this over-sight, providing a rich array of indepth interviews with some of the top thinkers about young people's online lives. I was very pleased to see extensive use made of my interview, talking about the value of multitasking in an era of information overflow, how collective intelligence may displace the ideal of the Renaissance Man, participatory culture, parents and video games, the myth of game addiction, the nature of virtual reality, what schools are misunderstanding about the new media literacies and why so many teachers are ding book culture at the expense of embracing new skills and experiences. (Unfortunately, the site's producers have made it extremely difficult if not impossible to embed clips from this site onto blogs, showing how much they still have to learn about how to communicate ideas through digital media. So I am not able to offer you clips directly here on the blog but have to rely on links to direct you back to the PBS site. Trust me, if the content wasn't so good, I wouldn't bother!)

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

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

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

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

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

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

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

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

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

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

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

    Is Facebook a Gated Community?: An Interview With S. Craig Watkins (Part Two)

    Today, I am sharing the second part of my interview with sociologist S. Craig Watkins about his recently released book The Young & The Digital.

    From the moment I read his manuscript, I knew that his chapter, "Digital Gates: How Race and Class Distinctions Are Shaping the Digital World" would be the one which generated a lot of the heat and the controversy here. Those of us who see the web as key to our vision of a more participatory culture have to be concerned with the obstacles which block many from full involvement. And those of us who celebrate the "virtual community" being achieved through digital media need to be especially concerned with the various forms of exclusion running through our online lives. Indeed, one could argue that for many, going digital involves a kind of "white flight" as they escape the "dangers" of their real world communities by seeking out other like-minded people in cyberspace. Watkins joins a growing number of writers who are asking in what ways our social networks online replicate -- for better and for worse -- our friendship networks offline, networks we know are shaped by continued segregation.

    I was struck by a chart Watkins offers showing the language people use to describe and distinguish between Facebook and MySpace, language with long historical associations to our assumptions about race and class in the American context.
    MySpace is described as "crowded, trashy, creepy, uneducated, immature, predators, crazy" while Facebook was praised as "selective, clean, trustworthy, educated, authentic, college, private." In other words, MySpace takes on values we associate with inner city slums, while Facebook is tied to the values one might associate with a gated community.

    In this installment, I ask Watkins to reflect on these findings and how they might add another layer to our understanding of race in America; I also ask him to discuss the relationship between this new project on youth's digital lives and his earlier work on hip hop culture.



    What challenges are educators facing as they try to teach the generation which has come of age in the era of web 2.0?


    This is a fascinating question and, I believe, one of many that we are just beginning to reckon with as educators, researchers, and society. Part of my research included spending some time in the classroom and talking with teachers and school administrators.

    What I soon discovered is that they are on the front lines of the move to digital. Teachers face a generation of students armed with more personal media than any other generation. Most teachers will tell you that the trend of permitting students to bring mobile phones, iPods, and other devices to school is a big mistake. Just think. The idea that I would have been permitted to bring a personal media device to school would have been out of the question. But it reveals how our values, behavior, and culture are shifting in the digital age.

    The main concern among teachers is the degree of distraction these devices encourage in the classroom. It turns out that parents insist that their children carry mobile phones--easier to communicate and coordinate family schedules that are growing more challenging.

    In The Young and the Digital I deal with some of the learning and educational challenges/opportunities posed by digital media. There are two kinds of technologies in today's classroom-- technologies that pull students away from the classroom, and technologies that pull students into the classroom. I give some examples of both.

    But I am also interested in the social and behavioral challenges educators face in regards to technology. These include issues like citizenship, community, and helping students and educators make smart decisions regarding their engagement with digital media.

    Most schools are being forced to deal with student conflicts that occur online and away from school. More and more, administrators are having to contend with issues like cyberbullying or the circulation of photos that reveal some sort of misconduct. These kinds of issues raise questions about privacy and authority (i.e., when is a student's behavior away from school an administrator's concern?) Their are no rule books or precedence for what is happening in the digital world and online lives students build.

    I was surprised to learn that many principals are struggling not only with the online behaviors of students but of teachers also. A growing number of teachers and practically all recent college grads going into the profession maintain a personal profile. As you can imagine this raises many questions about the conduct of teachers away from school. Some teachers "friend" their students in places like MySpace and Facebook while others vehemently reject the idea. Like the rest of society schools and the people who run them are learning what it means to "be digital."



    Building on work by danah boyd and others, you argue that Facebook has operated not unlike a "gated community" and may directly contribute to racial and class segregation in the online world. How can scholarship on race in the physical world help us to better understand how race operates in the virtual world? What steps should be taken to combat segregation in the online world?

    It is easy to get caught up in the wonders of what scholars have variously referred to as "being digital," 'life behind the screen," or the "second self". But as the Web has become a more common experience it has also become a more local experience. That is, we use the World Wide Web to communicate most frequently with our friends, work colleagues, and acquaintances--that is, people we know, like, and trust. To use Putnam's language regarding social capital we use the Web to "bond" more than "bridge." This is certainly true with race.

    When danah distributed her blog commentary about the class divisions in MySpace and Facebook, it struck me as a reasonable even predictable outcome, especially if you understand that what happens in our lives online is intimately connected to our lives offline. Some Web enthusiasts, however, were either surprised or annoyed by her claims.

    But as your work and that of others show there is still a real "participation divide" that creates varying degrees of Internet engagement. No matter if we are talking about virtual worlds, mobile technologies, or social network sites race matters in the digital world. Most of the movers and shakers in the branding and marketing of the current generation Web show little, if any, interest in the social divisions that still mark the digital world. Mentioning the social divisions that are a part of the social Web is a kind of inconvenient truth. We learned a lot while studying young collegians embrace of Facebook. In reality, most of us use Facebook to connect to people that we know--we "friend" friends not strangers in our computer-mediated social networks. And who our friends are is usually influenced by race, class, education, and geography.

    In examining the hundreds of surveys and one-on-one interviews we collected my grad assistant and I noticed a strong preference for Facebook among young white collegians and students more generally with a middle class orientation. It was more than a casual preference; it was also an intense rejection of MySpace. Our research found an interesting "racialization" of MySpace and Facebook among young people.

    I began reading some of the research on the rise of gated communities in America and found some interesting parallels in the language used by residents living in physical world gated communities and young white collegians who preferred Facebook (a kind of virtual gated community) over MySpace. They both use words like "safe," "clean," "private," and "neat" to describe attachment to their communities. They both practice what cultural anthropologists call "gating," that is, the tendency to build physical/virtual, social, and cultural walls that are exclusive.

    I also turned to French sociologist Pierre Bourdieu's work. I've used his work before to think about the kinds of cultural capital that young people accumulate, especially in the places that they create and inhabit, and how it works as a source of power, pleasure, and mobility. But in this case I was interested in what Bourdieu refers to as the "distinctions", that is, matters of taste, aesthetics, and values that middle class communities reproduce to maintain social and even physical separation between them and those that they view as below their own social status and class position.

    When we began our work it was common to see college students switch from MySpace to Facebook. Among other things, the switch was also a bid for a social status upgrade, a move up the digital ladder. Today, middle class students in middle and high school are moving straight to Facebook. Social class distinctions like everything else in the digital age are trickling down to younger and younger users.

    I was also intrigued by Bill Bishop's "Big Sort" argument. In short, Bishop argues that starting around the 1970s Americans underwent a massive social experiment that changed one of the most basic features of everyday life--where and with whom we live. The change in geography, Bishop maintains, is really a sorting by lifestyle. Racial and class segregation have been a fact of American life since the early 20th century (see Douglas Massey and Nancy Denton's work on residential segregation). But Bishop argues that American neighborhoods are now being stratified along ideological and lifestyle lines--not simply "red" and "blue" states but even more carefully sorted and homogenous neighborhoods. There are some interesting parallels in the digital world.

    I'm a trained sociologists so I find it quite natural and instructive to look at wider sociological trends to understand what is happening in the online world. I simply can not separate the two.

    Finally, social network sites do not cause racial divisions or the desire for homogenous online communities. Insofar as what we do online is intimately connected to the lives we lead offline the fact that a kind of digital sorting is happening is not that terribly surprising. Still, it is striking that among a generation that played a key role in electing America's first Black president race plays a crucial role in their use of social network sites and who they bond with online.


    Tell us about the group you call "Four Pack." What did they help you to understand about the social dimensions of gaming?


    The four pack is a group of young gamers I got to know quite well while working on the book. I first met Derrick. I interviewed him about his use of social network sites. During our conversation it was clear that most of his media time is spent playing games. I asked Derrick to identify a handful of his peers to join a panel of gamers I wanted to put together. The idea was to get to know them and follow them for a period of time to learn more about their experiences with games. Several young men in Derrick's peer group responded to my inquiry and I eventually settled on four of them.

    I affectionately began calling the group the "four-pack." I visited them in their residential hall and established a rapport with them that lasted about six months. The four-pack provided me with what amounts to a life-history of their engagement with interactive media. Every two weeks I issued them questions via email to address in the media journals that they agreed to keep. One week the diaries, for example, may have been devoted to games, and the next week, to television. The diaries were honest, rich in detail, and provided intimate access to a group of young men who embody the rising generation of gamers. Each of the diary entries were followed up with one-on-one conversations.

    I learned a lot from the four-pack--their thoughts about addiction, virtual worlds, and the appeal of games. I witnessed up close what many game scholars and industry insiders refer to as "social gaming."

    Gaming among the four-pack and their peers was mainly a social experience. Rarely, if ever, did they play games alone. Often games were a way to have fun and also spend time with friends. In their own unique way, each member of the four-pack talked a lot about games as both a social lubricant and a social glue. The former refers to how games can make it easier to strike up conversations with new acquaintances, while the latter is a reference to how games give established friends a fun way to grow closer to each other. Games, it turns out, are the common denominator in their strongest and most meaningful social ties.


    Some of your earlier work dealt with hip hop culture. What similarities and differences do you see between the technological and social practices of the hip hop culture and that you've found in your work on digital youth culture?

    I've spent all of my academic career studying young people's relationship to media industries and technologies. The work I'm doing on digital youth culture is greatly informed by my earlier work on hip hop culture.

    As you know their has been a substantial change in the way scholars examine the cultural practices and identities young people produce. Hip hop, like digital culture, is participatory and performative. Hip hop, like the social media practices of youth today, has always been about young people expressing themselves, building community, while also finding places of leisure, pleasure, and empowerment.

    In my last book, Hip Hop Matters, I wrote a chapter titled "The Digital Underground." It was really an attempt to understand how the Web has become the new town square in hip hop culture--the place to find relevant and urgent dialogue about a host of issues facing young hip hoppers. To engage a community of young hip hop enthusiasts about a host of important social issues today you don't turn on corporate radio or read a corporate run magazine. You go online.

    The innovative use of technology has been a part of hip hop's story from the beginning. That's how everything from graffiti art to mix tapes has been produced bearing a striking resemblance to the DIY culture of social media today.

    My work has maintained a steady focus on understanding the world young people create and inhabit. It's clear that if you want to understand that world today you have to dig deep into the digital practices, identities, and communities young people are building. Writing The Young and the Digital gave me an up-close look at this world. The book and the blog we will be building is an effort to share what we are learning.


    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.

    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.

    Calling Young Gamers. Share your AHa! Moment!

    My friends, Alex Chisholm and Andrew Blanco from the Learning Games Network asked me if I could use this blog to help them spread the word of some exciting new activities designed to engage young gamers/media makers and to encourage reflection on the value of games for education. Both are causes close to my own heart, as regular readers will know. Here's what Blanco has to say about the initiative:

    Lights. Camera. Action! Tell us what you think a learning game looks like. Share a story about a connection you made between something you did in a game and something you had to learn in school.

    From the Learning Games Network (LGN) comes an interesting inspiration for user-generated content. A recently established 501(c) (3) non-profit organization, established by former MIT CMS Director of Special Projects Alex Chisholm, the MIT Education Arcade's Eric Klopfer and Scot Osterweil, and the University of Wisconsin-Madison's Kurt Squire, LGN was formed to spark innovation in the design and use of video games for learning. In addition to bringing together an integrated network of educators, designers, media producers, and academic researchers who all have a hand in creating and distributing games for learning, they're also bringing forth opportunities for youth to contribute to conversations, research, and development. It's a no brainer for today's students to share their perspectives in a more participatory role as the future of education is shaped.

    The first of two efforts is a video contest, notable in its invitation to students to help inform educators and designers with their own thoughts on video games as tools for learning. Requiring entrants to create their own two-to-three minute YouTube videos, the contest offers two themes from which students can choose.

    (1) The first challenge asks them to describe an "aha moment" they've personally encountered: "If you've experienced that spark of realization, that moment of epiphany between an idea from a game and something you learned -- at school, at home, or anywhere else -- tell us about it in your video."

    (2) The second puts students in the role of teacher or coach, asking them to describe an
    idea for a learning game they would employ to help others learn: "What kind of game would it be? What would it help players learn? Why would your video game be a better way to learn something? In your video, tell us what challenges players would face and how they would learn from them."

    Contest rules can be found at http://www.aha-moment.org. Students must be 13 years old and above to enter; there are separate categories for middle school, high school, and post-secondary students. Thanks to sponsorship by AMD, the first place prize for each category is a 16-inch HP Pavilion dv6 series notebook, powered by an AMD Turionâ„¢ X2 Ultra Dual-Core Mobile Processor. Deadline for submissions is midnight on July 31, 2009.

    A second, longer term initiative is LGN's Design Squad. With game design and production requiring many rounds of iteration during which details are play-tested,tuned, and enhanced, Design Squad members will learn about the development process and the integration of gaming into both formal and informal learning settings, as well as serve as a pool of rapid-reaction testers and reviewers during the creation of learning games by LGN and other organizations that are part of its network. This is a great opportunity for students to play an important role in creating innovative new learning games, enabling them to contribute to design discussions, play testing, production reviews, and early marketing concepts. LGN aims to amplify the voices of today's students among the companies, writers, and designers that are trying to better understand how games are both a powerful media for education and a challenge to develop if one doesn't understand what makes an engaging and rewarding experience.

    LGN is looking for highly motivated, creative, and articulate middle school, high school, and undergraduate students to (a) participate in exclusive workshops and online sessions with leading learning game designers, producers, marketers, and researchers;(b) regularly review and test learning games that are in development; and, (c) work both locally and virtually with LGN member organizations across the U.S. Design Squad members in the Boston area will work with the LGN team in its newly established Cambridge studio, a stone's throw from the MIT campus. Interested students between the ages of 13 and 20 can send a note to designsquad at learninggamesnetwork dot org. Or, if you're a teacher or parent who would like to nominate a student, please contact LGN.

    LGN plans to review inquiries and send applications to interested or nominated students
    through the end of July before announcing the LGN DS 2009-2010 team in time for back-to-school.

    Questions about the Learning Games Network can be directed to Andy Blanco, Director of Program and Business Development, andy.blanco at learninggamesnetwork dot org.


    Risks, Rights, and Responsibilities in the Digital Age: An Interview with Sonia Livingstone (Part Two)


    A real strength of your new book, Children and the Internet: Great Expectations and Challenging Realities, is that it combines ethnographic and statistical, qualitative and quantitative approaches. What does each add to our understanding of the issues? Why are they so seldom brought together in the same analysis?

    I'm glad you think this is a strength, as it's demanding to do, which may be why many don't do it. The simple answer is that I am committed to the view that qualitative work helps us understand a phenomenon from the perspective of those engaged in it, while quantitative work helps us understand how common, rare or distributed a phenomenon is.

    Personally, I was fortunate to have been trained in both approaches, starting out with a rigorous quantitative training before launching into a mixed methods PhD as a contribution to a highly qualitative field of audience research and cultural studies. While I don't argue that all researchers must do everything, I do hope that the insights of both qualitative and quantitative research can be recognised by all; as a field, it seems to me vital to bring these approaches together, even if across rather than within projects.



    You begin the book by noting the very different models of childhood which have emerged from psychological and sociological research. How can we reconcile these two paradigms to develop a better perspective on the relationship of youth to their surrounding society?

    I hope that the book takes us further in integrating psychological and sociological approaches, for I try to show how they can be complementary. Particularly, I rebut the somewhat stereotyped view that psychologists only consider individuals, and only consider children in terms of 'ages and stages', by pointing to a growing trend to follow Vygotsky's social and materialist psychology rather than the Piagetian approach, for this has much in common with today's thinking about the social nature of technology.

    However, this is something I'll continue to think about. It seems important to me, for instance, that few who study children and the internet really understand processes of age and development, tending still to treat all 'children' as equivalent, more comfortable in distinguishing ways that society approaches children of different ages than in distinguishing different approaches, understandings or abilities among children themselves.



    One tension which seems to be emerging in the field of youth and digital learning is between a focus on spectacular case studies which show the potentials of online learning and more mundane examples which show typical patterns of use. Where do you fall?

    Like many, I have been inspired and excited by the spectacular case studies. Yet when I interview children, or in my survey, I was far more struck by how many use the internet in a far more mundane manner, underusing its potential hugely, and often unexcited by what it could do. It was this that led me to urge that we see children's literacy in the context of technological affordances and legibilities. But it also shows to me the value of combining and contrasting insights from qualitative and quantitative work. The spectacular cases, of course, point out what could be the future for many children. The mundane realities, however, force the question - whose fault is it that many children don't use the internet in ways that we, or they, consider very exciting or demanding? It also forces the question, what can be done, something I attend to throughout the book, as I'm keen that we don't fall back into a disappointment that blames children themselves.
    As you note, there are "competing models" for thinking about what privacy means in this new information environment. How are young people sorting through these different models and making choices about their own disclosures of information?
    There's been a fair amount of adult dismay at how young people disclose personal, even intimate information online. In the book, I suggest there are several reasons for this. First, adolescence is a time of experimentation with identity and relationships, and not only is the internet admirably well suited to this but the offline environment is increasingly restrictive, with supervising teachers and worried parents constantly looking over their shoulders.

    Second, some of this disclosure is inadvertent - despite their pleasure in social networking, for instance, I found teenagers to struggle with the intricacies of privacy settings, partly because they are fearful of getting it wrong and partly because they are clumsily designed and ill-explained, with categories (e.g. top friends, everyone) that don't match the subtlety of youthful friendship categories.

    Third, adults are dismayed because they don't share the same sensibilities as young people. I haven't interviewed anyone who doesn't care who knows what about them, but I've interviewed many who think no-one will be interested and so they worry less about what they post, or who take care over what parents or friends can see but are not interested in the responses of perfect strangers.

    In other words, young people are operating with some slightly different conceptions of privacy, but certainly they want control over who knows what about them; it's just that they don't wish to hide everything, they can't always figure out how to reveal what to whom, and anyway they wish to experiment and take a few risks.



    You reviewed the literature on youth and civic engagement. What did you find? What do you see as the major factors blocking young people from getting more involved in the adult world of politics?

    I suggest here that some initiatives are motivated by the challenge of stimulating the alienated, while others assume young people to be already articulate and motivated but lacking structured opportunities to participate. Some aim to enable youth to realise their present rights while others focus instead on preparing them for their future responsibilities.

    These diverse motives may result in some confusion in mode of address, target group and, especially, form of participation being encouraged. Children I interview often misinterpret the invitation to engage being held out to them (online and offline) - they can be suspicious of who is inviting them to engage, quickly disappointed that if they do engage, there's often little response or recognition, and they can be concerned that to engage politically may change their image among their peers, for politics is often seen as 'boring' not 'cool'.

    In my survey, I found lots of instances where children and young people take the first step - visiting a civic website, signing a petition, showing an interest - but often these lead nowhere, and that seems to be because of the response from adult society. Hence, contrary to the popular discourses that blame young people for their apathy, lack of motivation or interest, I suggest that young people learn early that they are not listened to. Hoping that the internet can enable young people to 'have their say' thus misses the point, for they are not themselves listened to. This is a failure both of effective communication between young people and those who aim to engage them, and a failure of civic or political structures - of the social structures that sustain relations between established power and the polity.


    Sonia Livingstone is Professor in the Department of Media and Communications at the London School of Economics and Political Science. She is author or editor of fourteen books and many academic articles and chapters on media audiences, children and the internet, domestic contexts of media use and media literacy. Recent books include Audiences and Publics (2005), The Handbook of New Media (edited, with Leah Lievrouw, Sage, 2006), Media Consumption and Public Engagement (with Nick Couldry and Tim Markham, Palgrave, 2007) and The International Handbook of Children, Media and Culture (edited, with Kirsten Drotner, Sage, 2008). She was President of the International Communication Association 2007-8.

    If you've enjoyed this interview, you can hear Sonia Livingstone live and in person this summer at the 2009 Conference of the National Association for Media Literacy Education
    (NAMLE)to be held August 1-4 in Detroit, MI. Her keynote address for this biennial conference -- the nation's largest, oldest and most prestigious gathering of media literacy educators -- is scheduled for Monday, August 3 at 4:00 pm in the Book Cadillac Hotel in downtown Detroit.

    The conference - four days of non-stop professional development on topics such as teaching critical thinking, gaming, media production, literacy, social networking and more! -- will feature more than sixty events, including keynotes, workshops, screenings, special interest caucuses and roundtable discussions. Among the special events are the launch of the new online Journal of Media Literacy Education, the Modern Media Makers (M3) production camp for high school students, and a celebration of the 50th
    anniversary of Detroit's famous "Motown Sound."

    The conference theme, "Bridging Literacies: Critical Connections in a Digital World" speaks to the educational challenges facing teachers, schools and administrators in helping young people prepare for living all their lives in a 21st century culture. Complete details and online registration are available here.

    Risks, Rights, and Responsibilities in the Digital Age: An Interview with Sonia Livingstone (Part One)

    The first time I saw Sonia Livingstone speak about her research on the online lives of British teens, we were both part of the program of a conference organized by David Buckingham at the University of London. I was impressed enough by her sober, balanced, no-nonsense approach that I immediately wrote a column for Technology Review about her initiative. Here's part of what I had to say:


    A highlight of the conference was London School of Economics professor Sonia Livingstone's announcement of the preliminary findings of a major research initiative called UK Children Go Online. This project involved both quantitative and qualitative studies on the place of new media in the lives of some 1,500 British children (ages 9 to 19) and their parents. The study's goal was to provide data that policymakers and parents could draw on to make decisions about the benefits and risks of expanding youth access to new media. Remember that phrase -- benefits and risks.

    According to the study, children were neither as powerful nor as powerless as the two competing myths might suggest. As the Myth of the Digital Generation suggests, children and youth were using the Internet effectively as a resource for doing homework, connecting with friends, and seeking out news and entertainment. At the same time, as the Myth of the Columbine Generation might imply, the adults in these kids' lives tended to underestimate the problems their children encountered online, including the percentage who had unwanted access to pornography, had received harassing messages, or had given out personal information....

    As the Livingstone report notes in its conclusion: "Some may read this report and consider the glass half full, finding more education and participation and less pornographic or chat room risk than they had feared. Others may read this report and consider the glass half empty, finding fewer benefits and greater incidence of dangers than they would have hoped for." Unfortunately, many more people will encounter media coverage of the research than will read it directly, and its nuanced findings are almost certainly going to be warped beyond recognition.

    The last sentence referred to the ways that the British media had reduced her complicated findings to a few data points about how young people might be accessing pornography online behind their parents' backs.

    This week, Sonia Livingstone's latest book, Children and the Internet: Great Expectations and Challenging Realities, is being released by Polity. As with the earlier study, it combines quantitative and qualitative perspectives to give us a compelling picture of how the internet is impacting childhood and family life in the United Kingdom. It will be of immediate relevence for all of us doing work on new media literacies and digital learning and beyond, for all of you who are trying to make sense of the challenges and contradictions of parenting in the digital age. As always, what I admire most about Livingstone is her deft balance: she does find a way to speak to both half-full and half-empty types and help them to more fully appreciate the other's perspective.

    Given the ways I observed her ideas getting warped by the British media (read the rest of the Technology Review column for the full story), I wanted to do what I could to make sure her ideas reached a broader public in a more direct fashion. (Not that she needs my help, given her own skills as a public intellectual.) She was kind to grant me this interview during which she talks through some of the core ideas from the book.

    In the broadest sense, your book urges parents/educators/adult authorities to
    help young people to maximize the potentials and avoid the risks involved in moving into the online world. What do you see as the primary benefits and risks here?

    My book argues that young people's internet literacy does not yet match the headline image of the intrepid pioneer, but this is not because young people lack imagination or initiative but rather because the institutions that manage their internet access and use are constraining or unsupportive - anxious parents, uncertain teachers, busy politicians, profit-oriented content providers. I've sought to show how young people's enthusiasm, energies and interests are a great starting point for them to maximize the potential the internet could afford them, but they can't do it on their own, for the internet is a resource largely of our - adult - making. And it's full of false promises: it invites learning but is still more skill-and-drill than self-paced or alternative in its approach; it invites civic participation, but political groups still communicate one-way more than two-way, treating the internet more as a broadcast than an interactive medium; and adults celebrate young people's engagement with online information and communication at the same time as seeking to restrict them, worrying about addiction, distraction, and loss of concentration, not to mention the many fears about pornography, race hate and inappropriate sexual contact.

    Indeed, in recent years, popular online activities have one by one become fraught with difficulties for young people - chat rooms and social networking sites are closed down because of the risk of paedophiles, music downloading has resulted in legal actions for copyright infringement, educational institutions are increasingly instituting plagiarism procedures, and so forth. So, the internet is not quite as welcoming a place for young people as rhetoric would have one believe. Maybe this can yet be changed!



    Risk seems to be a particularly important word for you. How would you define it
    and what role does the discussion of risk play in contemporary social theory?

    I've been intrigued by the argument from Ulrick Beck, Anthony Giddens and others that late modernity can be characterised as 'the risk society' - meaning that we in wealthy western democracies no longer live dominated by natural hazards, or not only by those. But we also live with risks of our own making, risks that we knowingly create and of which we are reflexively aware. Many of the anxieties held about children online exactly fit this concept.

    My book tries to show how society has created an internet that knowingly creates new risks for children, both by exacerbating familiar problems because of its speed, connectivity and anonymity (e.g. bullying) and generating new ones (e.g. rendering peer sharing of music illegal). These are precisely risks that reflect our contemporary social anxieties about children's growing independence (in terms of identity, sexuality, consumption) in contemporary society.



    As you note, some want to avoid discussion of "risk" because it may help fuel the climate of "moral panic" that surrounds the adoption of new media into homes and schools. Why do you think it is important for those of us who are more sympathetic to youth's online lives to address risks?

    I have worried about this a lot, for it is evident to me that, to avoid moral panics (a valid enterprise), many researchers stay right away from any discussion or research on how the internet is associated not only with interesting opportunities but also with a range of risks, from more explicit or violent pornography than was readily available before, to hostile communication on a wider scale than before, and to intimate exchanges that can go wrong or exploit naïve youth within private spaces invisible to parents. I think it's vital that research seeks a balanced picture, examining both the opportunities and the risks, therefore, and I argue that to do this, it's important to understand children's perspectives, to see the risks in their terms and according to their priorities.

    Even more difficult, and perhaps unfashionable, I also think that we should question some of children's judgments - they may laugh off exposure to images that may harm them long-term, for example, or they may not realise how the competition to gain numerous online friends makes others feel excluded or hurt.

    Last, and I do like to be led in part by the evidence, I have been very struck by the finding that experiences of opportunities and risks are positively associated. Initially, I had thought that when children got engaged in learning or creativity or networking online, they would be more skilled and so know how to avoid the various risks online. But my research made clear that quite the opposite occurs - the more you gain in digital literacy, the more you benefit and the more difficult situations you may come up against.

    As I observed before, partly this is about the design of the online environment - to join Facebook, you must disclose personal information, and once you've done that you may receive hostile as well as valuable contacts; to seek out useful health advice, you must search for key words that may result in misleading or manipulative information. And so on. This is why I'm trying to call attention to how young people's literacy must be understood in the context of what I'm calling the legibility of the interface.



    You argue that we should be more attentive to the affordances of new media than
    its impacts. How are you distinguishing between these two approaches?

    Many of us have argued for some time now that the concept of 'impacts' seems to treat the internet (or any technology) as if it came from outer space, uninfluenced by human (or social and political) understandings. Of course it doesn't. So, the concept of affordances usefully recognises that the online environment has been conceived, designed and marketed with certain uses and users in mind, and with certain benefits (influence, profits, whatever) going to the producer.

    Affordances also recognises that interfaces or technologies don't determine consequences 100%, though they may be influential, strongly guiding or framing or preferring one use or one interpretation over another. That's not to say that I'd rule out all questions of consequences, more that we need to find more subtle ways of asking the questions here. Problematically too, there is still very little research that looks long-term at changes associated with the widespread use of the internet, making it surprisingly hard to say whether, for example, my children's childhood is really so different from mine was, and why.

    Sonia Livingstone is Professor in the Department of Media and Communications at the London School of Economics and Political Science. She is author or editor of fourteen books and many academic articles and chapters on media audiences, children and the internet, domestic contexts of media use and media literacy. Recent books include Audiences and Publics (2005), The Handbook of New Media (edited, with Leah Lievrouw, Sage, 2006), Media Consumption and Public Engagement (with Nick Couldry and Tim Markham, Palgrave, 2007) and The International Handbook of Children, Media and Culture (edited, with Kirsten Drotner, Sage, 2008). She was President of the International Communication Association 2007-8.

    The Radical Idea that Children are People

    This post is another in a series of essays written by the graduate students in my Media Theory and Methods proseminar last term. They were asked to try their hands at integrating autobiographical perspectives into theorizing contemporary media practices. As noted previously, the result was a strong emphasis on the informal learning which takes place around participatory culture.


    The Radical Idea that Children are People
    by Flourish Klink

    The original iMac is instantly recognizable. Its cute curvy body and its Bondi blue back are iconic; one might go so far as to say that it is the most iconic personal computer that has ever been released. For me, the Bondi blue iMac represents more than just a turning point in the fortunes of Apple Inc., or even a turning point in Americans' computing habits. It represents a key, unlocking the door of the adult world.

    In 1999, I was twelve years old. All my friends were having their Bar and Bat Mitzvahs, and I was feeling more than a little left out. Since my family wasn't Jewish, and my mother wasn't quite enough of a hippie to hold a "moon party" to celebrate my menses, my parents decided to buy me an iMac for my twelfth birthday. Even though it was advertised as "affordable," I knew at age twelve that this was an exorbitantly costly present: a thousand three hundred dollars! It was too large a number for me to put it into any kind of context. (Now that I am older I can say: a thousand three hundred dollars is three months' rent on a crummy graduate student apartment, and it was probably more than that in 1999. Scheiße!)

    The iMac itself, however, wasn't the important thing. I'd been around computers forever, and I knew what they could do: they could help me draw things, write things, calculate things, program things, blah, blah, blah. All that was exciting, but it got old fast. What was important was the cords that attached to the iMac. You see, I was about to become the only one of my friends to have an internet connection of her very own. No more arguing over whether I should hog the family computer long after my homework was finished. No more begging my father to hurry up so I could get online. Just me and the information superhighway, me and the vast world of online communities, me and all the knowledge I could possibly cram into my malleable young brain.

    According to the Pew Internet and American Life project, a third of all teens share their media creations online with others. At twelve, I was ready to be part of that demographic. In fact, I was thrilled. Most of my friends didn't share my single-minded passion for fiction writing and textual exegesis. Actually, "textual exegesis" makes it sound like I was interested in Hemingway or Joyce or something equally high-minded. The fact is, my friends just weren't interested in chronicling the rules of spell casting in the Harry Potter world (you might say "Crucio!" to cast the Cruciatus Curse, but you never Crucio someone; rather, you Cruciate them). I didn't know it, because I didn't know anyone who was involved in the world of media fandom yet, but I was a budding fangirl.

    As soon as that iMac came into my life, I began connecting with people online, exploring Harry Potter fan sites, joining mailing lists, posting fanfiction, making friends. The stories I wrote weren't very good - I was twelve years old, and I wanted to explore emotions that I had only the most inchoate and vague experience with. But my writing skills were good enough that I attracted the attention of not just other preteens but also adults, good enough that I was able to take my place in the online community as a valuable participant. In Situated Language and Learning: A Critique of Traditional Schooling, Jim Gee calls spaces like the Harry Potter fan community "affinity spaces," and cites their value as locations for learning.

    My experiences support his claim. I couldn't tell you about almost anything I did in high school; a few fantastic teachers are easy to recall, but even the details of what I learned in their classes is fuzzy and dim. Yet I can remember the experience of getting feedback on my fanfiction as if it were yesterday; I can remember how much I struggled to write my first fanfiction novel, and I can remember reading Strunk and White's The Elements of Style because I translated it into Harry Potter terms ("Headmaster Dumbledore is a man of principle, and his principal goal is to keep Lord Voldemort from rising again," et cetera). I was driven to write, to read, to found a non-profit company, for heaven's sakes, all before I reached the age of sixteen. In comparison, my time in high school seems empty, void, a place-holder that let me get that precious diploma and hightail it to college as fast as possible.

    I believe that my internet connection, as symbolized and enabled by that beautiful Bondi blue iMac, inspired me to pursue my goals - but I also believe that it helped me fill an enormous lack in my life. Trapped as I was in the suburbs, too young to drive and be mobile, I could not find a community where my own particular expertise was respected and valued. I felt trapped in my twelve-year-old body, frustrated that everyone around me saw me as a kid. (Actually, I wonder if I wouldn't have felt just as trapped even if I lived in an urban area, even if I was able to seek out other people like me in the physical world: "on the internet, nobody knows your a dog," but in person, everybody knows that you're only twelve.) My internet connection gave me the opportunity to try on a new role: the role of an fan author and editor. That role wasn't one that was tied to my "kid" status. Anyone could be a fan author, anyone could be a fan editor, and if I could do those things as well as anyone, I could earn the right to be just as important and respected as an adult.

    Now, looking back through the mists of time, I spend a lot of time thinking about how I could help other kids have similar experiences to mine. If I could find some way to introduce teens to affinity spaces that would provide them room to learn and grow the way that Harry Potter fandom did for me, I'd do it in an instant. Unfortunately, you can't force anyone to discover an affinity space. As young, idealistic English teachers learn every day, just because you love a book doesn't mean you can make everyone else love it (sorry, Ms Christiansen; I still think that Harry Potter was more formative for me than The Catcher in the Rye). If I had discovered the online fan community through a class, I might still have liked it - but then, I might have rejected it, slotting it firmly into the category of "work" rather than "play."

    Then, too, there's the problem of the digital divide. I felt awfully overlooked, sometimes even dehumanized and objectified, as a pretty little twelve-year-old, but I wasn't nearly as overlooked as a kid whose parents couldn't afford to buy her a shiny new iMac - and I wasn't anywhere near as overlooked as a kid who'd never gotten to interact with a computer at all, or a kid whose literacy skills were so poor that they couldn't participate effectively in online discussion. For privileged young me, the internet was a saving grace, but I was starting with so many advantages that it seems short-sighted to take me as a case study.

    So what can I learn from my childhood experiences? What can I give youth that's as valuable to them as Bondi blue idol was to me? I think that the first answer has to be "don't give them anything." That power relationship has got to go. That's what the computer really did for me: it gave me access to a space where no adult could tell me what to do. In the Harry Potter books, Harry was taking on adult roles, taking on challenges that would be difficult for grown-ups even though he was only a kid; online, I was doing the same thing. Since then, though, I've - well - I've aged. I've become less and less likely to think of preteens as individuals with hopes, dreams, expertise, knowledge and more and more likely to think of them as kids. When I was 12, I never believed this day would come, but at 22, it's easy to forget how I felt ten years ago.

    I can't give every preteen I meet a shiny new iMac, and I can't teach them how to use it, and I can't instill confidence in them, and I can't lead them by the hand into affinity spaces and make them like it. I can try to make it so that they don't need the same measure of escape that I did. I can try to make sure that I don't just slot them into the category of "child" and forget about them, and I can try to make sure that they know I respect, trust, and believe in them. I can do that much.

    Flourish Klink co-founded one of the largest Harry Potter fan fiction sites, FictionAlley.org, a project which was nominated for a Webby in 2004 and a Prix Ars Electronica award in 2005. She was one of the young fan fiction writers interviewed for Convergence Culture, already identified as a key writer and editor while still in high school. Her undergraduate career focused on the classics and religion, interests that she learned to combine with her growing fascination with digital media and fan culture. She earned a BA in religion from Reed College in 2008, where her undergraduate thesis explored the question: Can one have a Catholic religious experience in virtual reality? The project ultimately centered on religious communities within Second Life. At MIT, Klink has become a valuable member of the Project NML team. Her personal website is at madelineklink.com.

    Bouncing Off the Walls: Playing with Teen Identity

    Off and on, over the next few weeks, I am going to be showcasing work produced last term for my Media Theory and Methods graduate prosem at MIT. In the class, we spend a good deal of time exploring how various theorists and critics situate themselves in relation to the cultural objects and processes they study. This issue surfaces especially in relation to ethnographic research but also matters when dealing with a range of critical practices, especially those which emerge from feminist or minority perspectives. I ask students to write one paper which forces them to tap into their own autobiographical experiences as they seek to theorize some larger aspect of contemporary culture. The results never cease to amaze me: this is the most personally engaged writing these students generate all year and each brings something fresh to my own understanding of popular media.

    This year, there was a strong emphasis on educational issues -- a biproduct of the work we have been doing through the New Media Literacies Project and the Education Arcade. Many of the students returned to moments in their life when they were learning how to become cultural participants, media makers, curators, or critics of popular media.

    Bouncing Off the Walls: Playing with Teen Identity
    by Hillary Kolos

    If you've ever had the chance to observe a teenager use the web, it's likely one of their browser windows was open to their Myspace or Facebook profile. Teens are constantly updating and customizing their profiles online, adding photos and songs, and posting to each other's virtual "walls." While this could be interpreted as just playing around, these activities can also be a means for teens to construct and experiment with their identity. In particular, it can be a space for exploring one's gender identification and sexuality.

    Gerry Bloustein proposed this view in her work on teen girls use of video to create personal representations. She notes:


    "On the surface such attempts at representation...seemed like 'just play' but under closer scrutiny we can see specific strategies--'the human seriousness of play'-- providing insights into the way gendered subjectivity is performed." (Bloustein, 165)

    Serious play for teens is not necessarily something new to the digital age. Adolescence is often considered a time when rules are relaxed and young people can experiment with who they are or want to be. As new technology emerges though, some chose to blame it for distracting youth from what they see as the more important things in life, like education, physical fitness, or family relations. But teens' playful activities, while fun, can often have the deeper purpose of identity construction, which may not be apparent to those who view play always as meaningless.

    As a teen, my arena for play was primarily my bedroom. I remember once ripping out a black and white Calvin Klein ad from the latest issue of Vogue. In it, a young woman-not an All-American beauty, but striking in appearance-sat on the ground with her legs tucked under her. Her head was shaved and her face pierced. She wore just a black bra, a jean skirt and black tights. Most would not have read too much into this picture at all, but to me it represented a way of being, both in its content and form, that I wanted to emulate-down to earth, edgy, and beautiful.

    At the time, I was a 14-year-old wannabe skater chick, living with my mom, dad, and brother in suburban Northern Virginia. Earlier, when I was 10, I had asked my parents to please take down the 1970's nursery-themed wallpaper on my walls and paint them pink. While my parents are very loving people, they aren't the quickest at finishing projects. So four years later (just enough time for me to outgrow my wall color preferences) I finally had a fully-painted pink room-and I totally hated it.

    Tastes change, especially when you're a teen trying on new identities, but there was no way I could ask my parents to change the color of my walls again. Instead, I began a playful experiment: I decided to hang the Calvin Klein ad on my wall. From a young age I loved fashion. As a teen, I had several subscriptions to fashion magazines, including Vogue, Elle, Bazaar, Allure, and W. What if I used their pages to cover up the pink that was just so not me anymore? I'd start in the uppermost-left corner and work my way around the room. Sure there'd be some pink poking through, but eventually I'd be free from that oppressive color. I was over my pre-teen days of loving unicorns and Top 40. I wanted to make myself into a new kind of girl - pretty and cool, but different.

    I began my experiment right before the Internet boom in the mid-90's. Email and AOL chat rooms were all the rage, but there was nothing like the social networking sites and new media tools that teenagers have today to express themselves. Using websites as their "walls," teenagers today construct identities using collages of photos, music, and text online. Sites like Flickr, blip.fm, and YouTube make it simple to gather media of all kinds under profiles which stand for who you want to be on the web. My teen years were similarly saturated with media. In my case it was cable TV, pop radio, and glossy magazine, but my options for organizing and presenting the bits of media I wanted to represent who I was were limited. I made my outlet my bedroom walls.

    Selection

    Teenagers' bedrooms are usually the only physical space they have all to themselves. I wanted anyone who walked into my room to know immediately the style I liked, the bands I thought were cool, and the boys I thought were hot. Not the deepest stuff, I know, but it was important to me then. My room was my identity lab. On my walls, I could play with how I wanted to be perceived by others, combining images to create something bigger than any single picture could depict.

    My curatorial process didn't have any strict guidelines. In general, the pictures were of women. (Though a cute, male model made it in every once in a while.) I was picky about what I added and it took me about a year to fill up just one wall. While the clothes in each image were an important aspect, there was often something else about the photo that made it special enough to hang-an interesting use of color, a unique composition, or a model whose appearance broke with convention.

    My selection pool was limited to the mainstream magazines my mother would buy for me. Though I wanted to portray myself as on the edge of the mainstream, I had very little access to alternative media. I lived about an hour from Washington, DC where a sizable independent movement was occurring in the local music scene. While I heard about this from friends at high school, my parents' strict curfew and exaggerated view of crime in the city prevented me from being a part of it. Instead, I spent time in my room creating my vision of the world I wanted to occupy. Using images from mass media, I created a collection of the most creative and attractive images I found and presented them on my walls.

    Audience

    But who exactly was I presenting this collection to? Who was my audience? I grew up in a neighborhood with few girls my age. My brother spent his time running a muck with a band of boys who lived down the street, while I busied myself inside with crafts, reading, and TV. Later in my adolescence, I attended a magnet high school that was 35 miles from my house, a distance great enough to prevent most friends from visiting me. The only people then who saw my room were my parents and the one local friend I had named Wendy. (She too had her walls covered in magazine pictures, but had more of a metal theme going.)

    My mother was the person who saw my room the most. While I didn't realize it at the time, she was most likely my primary audience. She hated it when I started to hang pictures on the wall. She prided herself on having a neat house and thought the pictures made my room look cluttered and trashy. Starting around the age of 12 on, I, like most teen girls, had an antagonistic relationship with my mother. Nothing too drastic, just a constant misalignment of taste. At the time, I felt like the biggest problem was that she didn't understand me. I begged her to watch the TV show, My So-Called Life, with me because I strongly identified with the teenage main character, Angela, and her experiences. I thought maybe by watching the show my mother would understand me.

    My mom never watched the show with me, and we rarely talked about things like fashion, music, or boys. She did however come into my room constantly to talk to me about other things or to clean. Since my mom and I didn't talk much about my interests, I had to force them on her visually. What better way to show your mother what you're into than to Scotch tape it to the walls of her house?

    I was also my own audience. I stopped attending Catholic school around eighth grade, which is about the same time I started watching MTV. My worldview basically exploded wide open at that point. For the first time in my life, I saw that I could construct an identity with the clothes I wore and the music I listened to. Also my identity didn't have to be static, I could play with the possibilities. I was initially intrigued by grunge music... then indie rock... then techno... then punk and ska... then hardcore. For me, high school was a playground for trying on different alternative identities.

    The fashion ads I put on my wall became an amalgam of styles, but, in reality, I could never afford the clothes in the ads. Instead, I began to shop in thrift stores and create my own mix of styles influenced by the ads. I had limited resources, both in terms of money and selection at the thrift stores, which forced me to be more creative with my outfits. My high school peers were very tolerant of different looks and I took the opportunity to experiment with my style.

    Performance

    Many are concerned with the images that fashion ads portray and their impact on young women, especially in terms of body image. The mid-nineties could possibly have been the height of this fear, as "heroin chic" ruled and a super-thin Kate Moss was on every other page of fashion magazines. I was lucky to be naturally tall and thin and thankfully escaped the desire to radically transform my body to match the fashion world's runway standards.

    Instead, what I tried to emulate was the femininity in the photos. As edgy as some of the ads I hung on my wall were, they always possessed a sense of femininity and sexuality. Whether it was showing some skin or a wearing a flowing pant suit the women in the ads rarely represented traditionally masculine qualities. As I ventured into my teens years, I became less interested in being one of the boys and more interested in what it meant to be a woman.

    I wanted a safe way to explore femininity so I tested the waters by dressing up and taking pictures. I did this solely in my room with my friend, Wendy, and it quickly became one of our favorite activities, better than our other options of wandering around Wal-mart or hanging out at Denny's. We'd pull together some of the more extraordinary thrift store items, put on a ridiculous amount of make-up, and do our hair in a way we'd never be seen with in public. As I looked back at pictures we took, I saw a variety of styles that we explored. Sometimes we went for goth with dark lips and black clothes. Other times we obviously had the Spice Girls in mind with uber-glam makeup and fancy dresses. No matter what the genre though, the clothes we chose were always tighter and more sparkly than the torn jeans and baggy t-shirts we wore to school.

    These photo shoots were our way to perform and practice what it meant to us to be a woman. The images on my walls and those that we had seen on MTV served as a starting point. We then translated elements from them into our photos of ourselves working with what we had available to us in my room. One picture we took stood out to me. In it, I have made myself up to look like one of the pictures on my wall-one where the model is dressed in a kimono-like dress with her lips painted like a geisha. In our picture, I sit in a wicker chair with the ad hanging just over my shoulder, which, as I remember, was unintentional. My lips are painted similarly and I am sitting like the model (my dress and hair are way off). While I knew next to nothing about what a geisha was historically, I had a strong desire to perform the look of the ad. I wanted to see myself with those same lips, in the same position. I wanted to see if I could look like that kind of woman.

    As a teen, I used many resources to play with new identities. Fashion ads served as inspiration. My walls were a place to exhibit them. I did also, on occasion, leave my room where I had other experiences that helped shape the woman I am today. But having a space of my own to play and then reflect was very important to my process of identity formation. What seemed like goofing off at the time was actually a process of exploring who I thought I was at the time, as well as who I thought I should be.

    My experience in my room is one of countless examples of how teens use their available resources to explore potential identities through play. This kind of play can happen in private, but often young people use media to capture their experiments and share them with others. In this way, they can gauge reactions and refine their performances. I used my walls to reach a limited audience, but today teens can easily reach millions of people online and receive feedback instantly on how they represent themselves. It will be interesting to see the new possibilities, as well as the new concerns, that emerge as teens use new resources to play with their identities online.

    Bloustien, Gerry. "'Ceci N'est Pas Une Jeune Fille': Videocams, Representation, and Othering in the Worlds of Teenage Girls." Hop on pop: the politics and pleasures of popular culture. Ed. Henry Jenkins, Tara McPherson, and Jane Shattuc. Durham: Duke University Press, 2002. 162-185.

    Hillary Kolos completed a BFA at Tisch School of the Arts, NYU and worked in after-school programs, including one at the School of the Future, where she co-taught a high school filmmaking class. After graduating from college in 2002, she worked at a not-for-profit production company that produces documentaries on current issues in education for PBS. Seeking more experience in the classroom, she then worked as a media educator in New York City schools. She currently works as a media mentor for Adobe, advising teachers on how to incorporate media into their curricula. She was inspired to return to graduate school after reading the white paper produced by Project NML for the MacArthur Foundation. She has been working with NML this year around the classroom testing and refinement of our Teacher's Strategy Guide, "Reading in a Participatory Culture." She is currently developing a thesis centering on the gaming cultures of MIT, the notion of "geek mastery," and the gender dynamics of technical expertise. In the future, she hopes to work as a consultant to help teachers incorporate new media literacy skills into their classrooms.

    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.

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    Anime Family

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    Chris

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    Mark and Holly

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    Rebekah as Avian Firefly

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    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 Two)

    Universite de Montreal is developing a new web strategy, they intend to
    integrate web 2.0 features. They are thinking about letting students become
    publishers, but they fear a teacher backlash. Is this fear reasonable? What
    would be the worst case scenario?

    When we create more open platforms, we destroy old monopolies of information. That can be a brutal blow for those who gain their self worth from their role as the dispersers of that information. So, yes, when you open it up to students to submit materials, teachers feel threatened. There are some legitimate concerns here, having to do with the credentializing of information and the liabilities of the university. For most of us, credibility on the web is situational: we are not so much assessing content as we are assessing the reputations of the sources of that content. We tend to put our greatest trusts in the institutions we would trust for information in the physical world. So, many people who sought information from Universite de Montreal or MIT will make a general judgment about the reputation of the institution and then apply it to all content which gets circulated.

    For me, a lot of this has to do with how we frame the materials -- as a reference work (which meets certain criteria of reliability, which many faculty members would be hard pressed to meet) or as a space for investigation, deliberation, and discussion (where there are ongoing conversations about the value of different content being circulated). Most academic web resources represent the former; Wikipedia and YouTube would be better understood as the latter. The need is to be clear about who is contributing the content and then you need to create a context where the community has the literacy practices and collective intelligence processes to take ownership over critically engaging with the materials being shared.

    Everyone in the university would need to have a stake in insuring the integrity of the process and that means being highly critical and skeptical of anything that gets submitted, whether by a student or a teacher.

    Can a platform upstage the learning process ? By that I mean that students would get lost in a pile of information and would no longer be able to know what to use ?
    A platform certainly can upstage the learning process if by a platform you mean a technology. It is not at all unusual for faculty members to become enchanted with one or another kind of hardware and not think through its pedagogical implications. We can see some of the ways universities have embraced Second Life as an example of this process. Second Life has some remarkable affordances which can support powerful new kinds of learning, but it's also a challenging technology to learn how to use. There's no point in using it for things that can be done just as easily through more traditional learning platforms and there's no point in using it if it takes much longer to learn how to use the program than it is going to be possible to use the program for instruction. In other words, we have to do a cost/benefit analysis and know why we are using this platform, why it is better than traditional means, what it allows us to do that we couldn't do otherwise, what challenges it poses to learners, and so forth.

    On the other hand, I would argue that a process or a community is less likely to upstage learning because for the most part, it comes with its own pedagogical logic and if you work within that logic, everything you do will ultimately contribute to learning. Again, the choice of the community needs to be aligned to the pedagogical goals, because the community will impose its own goals which will often be more deeply motivating.


    Is there more value in sharing ( as with OpenCourseWare) or in mashing and
    allowing expression ?

    For me, they are two parts of the same process. When I hand you a printed book, which couldn't be more fixed in its content and couldn't be harder to reconfigure, you are still going to pay attention to only those parts that are of interest to you; I can't determine whether you read the whole thing; I can't determine what parts you cite in other works you write; and indeed, the book only becomes valuable when you can take out your yellow pen, mark up the passages that are meaningful to you, compare them with other books on your shelf, and use them as resources for your own explorations and ruminations.

    So, why should we imagine that digital resources are any different? Once you share them, they are going to be sampled and remixed, if they are of any value to the person who receives them. That's at the heart of the learning and research processes. So, the question isn't whether to allow remixing; you can't stop it and you really wouldn't want to if you could. The question is whether to facilitate it or for that matter, whether to increase the visibility of what readers do with the content you provide. In the end, that boils down to the question of whether you want to be part of a conversation or whether you simply
    want to publish.

    In our participatory culture, though, keep in mind that publishing as an end unto itself is having diminishing return and people are much more likely to be drawn towards spaces which enable and support meaningful dialog. You can try to block it, if you wish, but you are also cutting yourself out from the marketplace of ideas, so what's the point?



    Should all this self-expression be recognized ? Where can we draw the line between « artistic self-expression » and bad work ?

    The point is that I don't draw the line; the community draws the line. A society where there is lots of bad work out there is ultimately more generative than one which supports only excellent work. It provides points of entry for more people who are encouraged to try things, be bad, get feedback, and do better. A society which circulates only excellent work creates too strong a barrier to access and thus discourages most people from producing anything. The result is that we lack the diversity we need for collective decision making or shared cultural experiences.

    So, the goal should never be to get rid of bad work; the goal should be to develop mechanisms which helps us to identify what we see as valuable or meaningful work according to our own criteria. There are a number of different mechanisms which allow us to do so: we can have gatekeepers who curate the materials and use their personal reputation to bestow recognition on work they consider valuable; we can have some kind of system of aggregation, such as Digg, where many people vote on what's valuable and the "best" stuff rises to the top; we can have some system of collective deliberation in which we have ongoing debates about what constitutes good work and what works are
    good. All of those mechanisms can be found at work in one or another site online.

    We still don't fully understand how these mechanisms work and what kinds of areas each works best. And universities would have a lot to contribute into research in these areas if they would free themselves from the burden of feeling like they can only support excellence.


    A lot of bad work could tarnish the reputation of a university. How can it reconcile openness and the promotion of itself as a supplier of good knowledge?

    It depends on what the university is trying to sanctify: is it seeking to guarantee the integrity of the product (in which case, every bit of content needs to be vetted) or the integrity of the process (in which case, the university is creating a space where people learn through vetting each other's content.) Is the reputation of a university based on the fact that they gather together lots of people who know things or is it based on the fact that they create a context where the ongoing questioning of information takes place?
    What is the role of universities in this new « knowledge society » ?
    Universities have gathered together many forms of expertise into one institution and they have provided the time and space for those expertise to be exercised around compelling questions. They have developed processes by which questions can be asked and answers can be debated, where information can be produced, exchanged, and evaluated, and where expertise can be exchanged between many different minds. So, how do universities expand those functions and processes beyond their brick and mortar campuses? How do they open up these conversations to include a larger public who wish to continue learning beyond their undergraduate years or who wish to learn things that are not available to them at their local level? Universities can potentially play an enormous role here but it requires them to rethink their interface with their public and indeed, requires them to expand their understanding of what constitutes the constituency for higher learning.

    Note: In response to the first installment of this interview, reader Chris Lott asks why the Creative Commons license for MIT's Open Courseware initiative constitutes a "conservative" approach to Fair Use. I am not, in this case, concerned about reader's making Fair Use of my materials. They are welcome to use them with attribution as far as I am concerned. But my problem is that as a media scholar, I need to be able to provide excerpts from other people's media -- especially corporate media -- if my teaching materials and approaches are going to be accessible to people around the world who may not have ready access to American media. MIT's position is that we have to clear rights for every piece of material that we include in our course materials, rather than asserting a broader understanding of Fair Use which would define such materials as being circulated for the purpose of critical commentary. I apply such a broader notion in my own blog but so far, the Open Courseware people will not accept this perspective and as a result, I've been locked out of contributing to this program. People often ask why not use materials under Creative Commons license and the problem is that the kinds of materials currently circulating under Creative Commons tends to be indie media, which is great, but in teaching media studies, I also have to deal with material by mainstream media and universities feel themselves vulnerable to the exagerated assertions of copy right by many corporate rights holders. I hope this further clarifies my position.

    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".


    Framing the Candidates (Part Three): The Daily Show Parodies

    Over the past two posts, I've suggested ways educators could use the campaign bio videos produced for the two national conventions as a way of encouraging civic literacy. I've suggested that they are powerful examples of the different ways that the parties "frame" their candidates and platforms. The focus on personal biography brings to the surface what linguist George Lakoff calls the GOP's "Strict Father" and the Democrat's "Nurturing Parent" models, both of which see the family as a microcosm for the way a president will relate to the nation. I've also suggested that the videos surrounding the Vice-Presidential candidates help to broaden the appeal by bringing in aspects of the other party's "frame" so as to speak to swing voters.

    Today, I want to turn my attention to the parodies of these videos produced for The Daily Show. I've long argued that one of the program's greatest functions is to educate us to reflect critically on the discourse of news and politics, especially to focus attention on how issues get "framed" by commentators, how stories get handled by networks, and in this case, how the campaigns construct representations of candidates. As we laugh at its comedy, we learn to look at the "serious news" from a different angle.

    In this case, we might see the parody videos as representing the "return of the repressed." That is, these videos include the elements the parties themselves could never feature, because they reintroduce gaps or contradictions in the candidate's personas or elements which would play badly in the heartland of the country. At the same time, the parodies are deft at capturing some of the conventions ( in terms of narrative structure, rhetorical framing, and audiovisual style) of the campaign bio as a genre. And, as with the Photoshop parodies of Palin I focused on the other week, these parody videos also use a language drawn from popular culture to help us make sense of a political process that is often insular in its use of specialized language.

    Obama and Mother Africa

    In subtle and not so subtle ways, the official Obama video engulfed the candidate in America, excluding anything exotic in his background, stressing his mother's side of the family to the exclusion of his father's, stressing Kansas and not Kenya. Here, Africa speaks back, asserting itself again and again as the central frame for understanding Obama, "the earthly son of a goat herder from darkest Africa and an anthropologist from whitest Wichita." The video uses images and music from The Lion King to continually return us to "Mother Africa" -- and in the process, to make fun of the often mythic language the Obama campaign uses to describe his candidate. A key moment in his biography here is his trip to Kenya during which he has a "vision" of a Goat who guides him to run for the state senate. Obama's African background has been a large part of his international appeal with some suggesting that he may be uniquely situated to restore America's image in the developing world because he is seen as "one of them." Yet it is an idea that can not be spoken in an American context where Republicans often ridicule Democratic concern with international reputation, one of several meanings of their theme of "putting the country first."

    We also see a parody of the idea of "predestination," which as we've seen is played more seriously in the McCain campaign biography's suggestion that he escaped death because God had bigger plans for him. Here, this idea is pushed to its logical extremes with the birth of Obama seen as a cosmic event that will set right the rift between the continents created during the Earth's formation 180 Million Years Ago. We are told, "a child is born, destined to heal that rift." Or as the title of the video suggests, in a reference to Jerry McGuire, "He Completes Us." The Obama campaign often deploys his mixed race background to bring together contradictory views of America. Obama, according to this logic, can embody the "American Promise" because he contains within his family background so many different parts of a multicultural nation. As the narrator tells us, "he was black and white, Christian and Muslim, land mammal and sea creature." The idea that an early childhood experience might foreshadow later political philosophies is ridiculed here with the suggestion that in working at Baskin-Robbins, he "united an astonishing 31 flavors of ice cream." And there are later images of blacks and whites, Arabs and Jews, even cats and dogs, embracing, as he delivers his keynote address at the 2004 Democratic National Convention.

    And of course, running throughout the video, there's a spoof of the excesses surrounding praise for Obama's rhetorical prowese. "Every time Barrack Obama speaks, an angel has an orgasm," we are told, alongside promises that he will "unite the world" and that "change is coming." The narrator is unable to contain his excitement about Obama's speeches, lapsing into profanity which can't make it onto the air, in his enthusiasm.

    John McCain: "Reformed Maverick"

    The Daily Show's spoof of the McCain video works amplifies certain tendencies within the Republican framing, especially the desire to depict McCain's youth as one of rebellion against authorities (here transformed into the ongoing motif of Marlon Brando which runs through the video) and acknowledges elements that might be repressed in the official videos (such as his involvement in the Keating scandal or his shifts on many major issues.) The video reminds us that the candidate many Democrats knew and admired in the 2000 election is a very different person than the candidate who is being presented this time around, suggested by the way the video divides his life into "The Wild Years, 1936-2006" and "Abandoning Everything He's Always Stood For, 2006-Present." As the video explains, "if John McCain was going to be president, something would have to give."

    The closing moments of the video illustrate something The Daily Show does very well -- raiding the news archive for footage that sheds light on recent statements by political leaders, often catching them in overt contradictions. It's a pity more mainstream news programs don't do the same because such juxtapositions can be deeply illuminating about what's going on in American politics.

    There is a fair amount going on here designed to parody the hypermasculine imagery surrounding the candidate's official self-representation. His military career is framed in terms of recurring images of failure (which sometimes gets reframed as rebellion). So, we are told, "Everyone assumed this son and grandson of admirals would be a star at the Naval Academy. He showed 'em." The slow pan down the list of his graduating class, showing McCain at 894, makes fun at the way old documents and family photographs are used to authenticate ideological assertions. McCain is depicted as fighting back "against The Man" by crashing five Navy airplanes, while his fellow servicemen are described as "pussies" for keeping them in the air.

    The video treads lightly around his POW experiences, certainly hard targets for humor, but then, it makes fun of the fact that these experiences insulate him from criticism, seeing this "inoculation against all future political attacks" as one of the many awards he was given in recognition of his service, alongside the Purple Heart and a "hotter, richer wife." The video also suggests his wife's wealth has also "insulated" him from the harsh realities of everyday lives. Here, the POW is seen as "decorating and redecorating the rooms of ten different imaginary houses," a reference to a recent moment when he was unable to answer a reporter's question about how many homes he owned.

    Media Literacy advocates have long argued that as we study a piece of media content, we should ask our students to reflect on what it doesn't show or say, what's missing from this picture. The Daily Show parodies give us a great resource for doing just this, asking students why the official campaigns would not use such framings to represent their candidates and looking at what gets left out of the official videos.

    I hope I've inspired some of you to take these materials into your classrooms. I'd love to find out what happens when and if you do so. Drop us a line and share your experiences.

    Framing the Candidates (Part Two): The Vice Presidential Videos

    Last time, I introduced George Lakoff's argument that the two major American political parties adopt different frames, based on images of parenthood and the family, for understanding the political process: the Strict Father paradigm associated with Republicans and the Nurturing Parent paradigm associated with the Democrats. I applied these two frames to looking more closely at the videos shown at the two party conventions to introduce Obama and McCain to the voters. If anything, the models fit too easily onto those videos, reflecting the degree to which Lakoff has not simply described the rhetoric of the two parties, but perhaps helped to shape them. Both groups knew what they were doing in constructing videos which would appeal more solidly to their bases. And my hunch is that both sides read Lakoff as they sat down to produce the videos.

    Yet, Lakoff also makes the point that independent voters may be torn between conflicting understandings of the family and that all of us have within us some elements of the other model which also shapes our emotions and actions. So, we should be looking for the elements which contradict these dominant frames as offering ways that the campaigns might broaden their appeal. Last time, I discussed, for example, how the McCain video uses images of his mother, even the phrase "mother's boy," to soften his tough, military-based persona, and how he was able to use images of personal suffering to express both vulnerability and toughness. We see many more such contradictions -- or appeals across party -- when we look at the videos for the Vice Presidential candidates. Traditional logic is that the VP choice is for charging up your base while the Presidential candidates have to work across party lines. It's easy to see how this works in the two convention speeches. But I would argue that more bridge building takes place in the videos for the VP candidates than for Obama and McCain themselves.

    Keep in mind as you watch that these videos are shorter than those for the top of their tickets and that they were produced under many more constraints. In both cases, the VP choices were announced just a few days before the conventions which means the teams would have had to scramble to pull these together, while the candidate's own videos were crafted over weeks and probably in planning from the moment they launched their campaigns.

    One thing to look out for in these two videos is the role of the music in shaping how we respond to the still images and spoken words. In the case of the Obama video, the music borrowed heavily from Aaron Copeland to give the video a sense of national grandeur and yet to make it a "fanfare for the common man." The McCain video is much more martial in its tone, helping to establish his toughness and military background. Here, the music tracks are in effect reversed. The Biden soundtrack captures a more forceful tone, while the Palin soundtrack is softer, more wistful. Palin's music is being used to soften much tougher images and language, allowing her "feminine" side to emerge, even as we are trying to reconstruct the "strict father" model to include the prospect of a "hockey mom" who is like a "pitbull" in lipstick.

    Biden and the Nuturing Parent Model


    The opening story in this video is used to establish Biden's toughness: "My Dad used the expression, 'You don't measure success on whether or not you get knocked down. It's how quickly you get back up.' Because everybody gets knocked down. The measure is in getting back up. That's the measure of this country. It never failed to get back up." It's all here -- the appeal to the father who is represented as tough-minded and who demands toughness in his son yet there's also here the extension of that image to represent the country as a whole. In doing so, there is just a hint of Democratic "nurturing" in the suggestion that "everybody gets knocked down" and the question of what can be done to insure that everyone gets back up. Is this a test of individual character as the story begins or is it a test of the nation's commitment to its most vulnerable members, as the ending hints?

    The most compelling family images here center around Biden as a father: the story of him returning to his son's bedside following the car crash that killed his wife and daughter and "he never left it." Here, we see both a suggestion of protection against a harsh world but also the image of nurturing a child who has suffered an emotional loss. There is a strong emphasis throughout the video on the dedication that Biden feels as a father to his children -- taking the train back home from Washington every night, always taking their call -- as expressed through the testimony of his now adult son. And underlying this is the suggestion that Biden will be a dedicated father to the country. These scenes depend on a post-Feminist conception of the father not as a stern patriarch but as a mutual caregiver. And there's that warm, fuzzy shot of Biden craddling his young grandchild in his arms, which gives us a vivid picture of his gentle side.

    For me, one of the most interesting rhetorical moment here is Biden's statement: "When you see the abuse of power, you've got to speak whether it is a parent slapping around a child or a president taking the nation to war that costs lives that wasn't a necessary war. That's an abuse of power." The move from domestic violence to war, from family to nation, is breathtaking here. We can read the comment as a critique of the stern father model -- suggesting that the stern father may also be an abusive father, may not adequately care for his children, may abuse his authority in demanding respect he has not earned. This passage appeals to Democratic anxieties about the patriarchal logic of the Stern Father model. But it also contains the explicit image of another kind of father who cares enough about those who are suffering to stand up to such bullies and defend the weak. Again, there's just that hint of toughness here which adds some backbone to the images of the nurturing parent. We can also see this as connected with the other image of bullying in the video -- the reference to the ways Biden's classmates tormented him because of his stutter. In this formulation, Biden is someone who has endured pain and humiliation but learned how to stand up to bullies to defend others who might become victims.

    Palin and the Strict Father Model

    While the "nurturing parent" paradigm is gender neutral, reflecting the reconfiguration of responsibilities within the family and the kinder, gentler conception of the patriarch that it embodies, the "strict father" model gets defined along specifically masculine lines. Lakoff takes his inspiration from James Dobson and Focus on the Family, which sees men and women as playing different and complimentary roles within the family and sees the father as the head of the household. So, the construction of Sarah Palin within the terms of this discourse is a fascinating process. Much has been made among the GOP faithful about how she has retained her "femininity" even as she has broken into the "good Ol' Boys network," and the video must somehow suggest this without undercutting the core values the Party wants to attach to their candidates.

    This contrast between the models has another implication. While Biden and Obama may stress their partnership, much as husbands and wives are life partners within the nurturing parent model, the Republicans clearly want to subordinate Palin to McCain without undercutting their need to build her up as having the authority and experience to take over from him as president should he die in office. Throughout, she is depicted as a junior version of McCain, as if she was taken from his rib. The opening language of the video, which lists various roles she plays, explicitly mirrors the opening list in the McCain video. McCain, "the original maverick," (gee, I thought that was James Garner, the star of the 1950s western series, Maverick.), made an "astute choice" when he asked her to join him in Washington as his helpmate. And in the end, she's described as "Alaska's maverick" in contrast with McCain who is "America's maverick."

    But, as others have noted, Palin is probably the most "rugged" Republican to be on a national ticket since Teddy Roosevelt, who also happens to be McCain's own role model, and so the video wants to wrap her up with the "frontier" myth and thus link Alaska to a broader understanding of the American west. Much of this is carried by the persistent images of the great outdoors, which also serve to reinforce the hints here that she's an environmentalist, although the kind that likes to shoot and skin moose as opposed to the "tree huggers" and "nature lovers" that Democrats are most often accused of being. Again, we see a form of environmentalism consistent with tough love rather than nurturing. Alaska, here, gains credit for being "the far corner of America," where-as if we talked about Obama's Hawaii in such terms, it would be seen as signs that he was "outside" the American "mainstream" and lacked "touch" with "heartland" values. The frontier myth is particularly strong when the video describes her family's decision to move to Alaska: "attracted to Alaska by its unlimited promise and an environment suited to outdoor adventure."

    And of course, we can't overlook all of the images here of Palin interacting with service men and women, including the Alaska National Guard, given the emphasis on military backgrounds running through the McCain video. This is another way that Palin gets associated with "strength" even as we are trying to emphasis her status as an average Mom who goes to PTA meetings. But then it's worth stressing that military images appear far more often in the Biden video than in the Obama video, suggesting the ways that the Vice President is being used to increase the "toughness" of the Democratic ticket.

    Reason
    's Jesse Walker has written a very cogent critique of Lakoff's model, one which reflects upon how difficult it is to understand groups like Libertarians within the framework that it offers.

    Framing the Candidates (Part One): A Closer Look at Campaign Biography Videos

    George Lakoff's book, Don't Think About an Elephant, has been one of the most influential arguments about the nature of American politics to emerge in recent years. Lakoff, a linguist, turned his attention to the "framing" of political discourse. If you want to look more closely at his argument, "A Man of His Words" is an online excerpt which pulls out most of the ideas that are going to interest us here.

    Lakoff argues that the Democrats lose elections even though they often have the facts on their side because the Republicans typically frame the debate. Consider for example the ways McCain has transformed the current energy crisis from one which might deal with the environment or economics or alternative energy to one which rises and falls on the question of off-shore drilling. Or consider the ways that the Republicans have deployed terms like "maverick" and "reformer" to distance themselves from the Bush administration. To turn this around, the Democrats need to reinvent themselves -- not by shifting their positions but by altering the frame.

    As Lakoff explains, "Reframing is social change.... Reframing is changing the way the public sees the world. It is changing what counts as common sense." Much of the early excitement around Obama was that he seemed to offer the most compelling new way to "reframe" progressive politics and thus offered a way out of failed rhetoric of the past. For some, this is about style over substance or a matter of "just words," but Lakoff argues that framing is about a structure of ideas that gets evoked through particular words and phrases but has its own deep logic that shapes how and what we think.

    In a simple yet suggestive analysis, Lakoff characterizes progressive and reactionary politics in terms of what he calls the Nurturing Parent and the Strict Father frames. According to the Strict Father model, Lakoff writes, "the world is a dangerous place, and it always will be, because there is evil out there in the world. ...Children are born bad, in the sense that they just want to do what feels good, not what is right." The strict father "dares to discipline" his family and supports a president who will discipline the nation and ultimately, the world. According to the progressive "nurturing parent" scenario, "Both parents are equally responsible for raising the children. ...The parents' job is to nurture their children and to raise their children to be nurturers of others."

    Swing voters share aspects of both world views. The goal of politics, Lakoff suggests, is to "activate your model in the people in the middle" without pushing them into the other camp.

    We can see this as almost a reverse of old-style Christian doctrine in which the relation of a husband to his wife or a father to his child is supposed to mirror the relations of God to man. In this case, the family becomes a microcosm through which we can understand the relationship of the president to the nation and the world.

    This is consistent with an argument that I put forth in the introduction to The Children's Culture Reader that the Republicans and the Democrats both use the figure of the child as a rhetorical device in talking about their visions for the future of the country, but they understand the family in very different terms. In an analysis of the 1996 GOP and Democratic national conventions, I contrasted Hillary Clinton's deployment of the phrase "It takes a village to raise a child" with oft-cited Republican images of the family as a "fort" defending its members against a hostile world.

    As a teacher, I've found that one of the best ways to introduce this important argument to my classes has been to engage in a critical comparison between the official campaign biography videos, shown at the national conventions, and intended to link the candidate's personal narrative with the larger themes of the campaign. Here, we can see very explicit connections between the ways that the two parties understand the family and the nation. These videos are easy to access on the web and bring into your classrooms.

    Over my next three posts, I will look more closely at first the videos for the two Presidential candidates, then the bios for the two Vice Presidential candidates, and finally parodies of these videos produced for The Daily Show. I am hoping that this will provide inspiration for educators who might want a way to talk about the campaigns, the differences between the parties, and the role of media in the process.

    First, a few general points. Students often react to these videos when they first see them as if they were documentaries, straight forward presentations of the facts of the candidates' lives. If Obama and McCain tell very different stories, it is because they led very different lives. And this is of course partially true. The videos mobilize elements from the candidate's biographies to construct narratives about them which are designed to introduce them to the American people. For many votes, these videos and the acceptance speeches are the first time they are paying attention to these candidates.

    Yet, keep in mind the role selectivity plays here -- we can't tell everything about their lives in a short video, so get students to think about what they decide to include and what they leave out of these videos. There's also the question of framing -- what gets said by the candidate, by the people in his or her family, by others, and by the narrator -- which helps us to understand this person in specific ways. And then there's the matter of technique -- what kinds of images do we see, what role does the music play in setting the tone for these stories.

    I've found that these videos work best in a classroom setting where I show them side by side so that the students compare the differences in their approach. On one level, there's a well established genre here -- a general framing, followed by childhood experiences, early career, courtship and marriage, education, national service, early political life, fatherhood and family, and launch of the campaign. These similarities make it easy to see the differences in framing at work. If you are pushed for time, as I was in class the other day, you are better off showing the first 2-3 minutes of each, and then getting the discussion started, than showing one through all the way. It is through the comparison that we really understand how these videos deploy melodramatic devices and images of the family to shift how we think about the candidate's relationship to the nation.


    Obama and the Nurturing Parent Frame

    From start to finish, the Obama video is focused on constructing the ideal image of the nurturing parent who will insure the well being of all Americans. The very opening lines of the video already evoke the image of childhood: "It is a promise we make to our children that each of us can make what we want from our lives" and the climax of the video comes when we return to that opening statement and build upon it: "It was a promise his mother made to him and that he intended to keep." Think about the difference between talking about the "American promise" and the "American dream," and you know a great deal about the ideological differences between the two parties.

    The idea of "empathy" is a central cornerstone of the family as depicted in this video. It emerges most powerfully in the story about Obama's mother urging him to "imagine standing in that person's shoes. How would that make you feel." and again, by the end of the video, this concept of empathy becomes a cornerstone of Obama's relationship to the nation, as he describes how he remembers his mother as he travels "from town to town." Empathy runs through the list of values Obama tells us that he and Michelle want to pass down to their children: "hard work, honesty, self-reliance, respect for other people, a sense of empathy, kindness, faith." And we can see this respect for nurturing and empathy when he talks about the death of his mother, who was "the beating heart" of their family. Indeed, moments when candidates talk about personal losses of family members and loved ones are often potent appeals to the viewer's own empathy, since many of us feel our common humanity most powerfully through our shared experience of mortality.

    And this logic of empathy emerges through the suggestion that Obama knows first hand the suffering and anxieties felt by average Americans: "I know what it's like not to have a father in the house, to have a mother who's trying to raise kids, work, and get her college education at the same time. I know what it's like to watch grandparent's age, worrying about whether their fixed income is going to be able to cover the bills."

    We can see this last comment as part of a larger strategy in the video to depict Obama's personal narrative as the "story" of America and his "search for self" as a quest to better understand the nation that gave him birth. As the narrator explains, "By discovering his own story, he would come to know what is remarkable about his country." And this is an outgrowth of the first thing we are told about his mother, that she knew her son was an American "and he needs to understand what that means."

    This video works hard to combat images of Obama's background as exotic, as outside the mainstream. There is no reference here to Hawaii and only an implicit nod to the fact that he spent part of his life overseas, even though this last detail has been central to the candidate's appeal internationally. The focus is on the most "heartland" aspects of his family background -- a strong focus on his grandparents who come from Kansas, and their experience of the Depression and World War II. Obama got into trouble for suggesting that some people in rural Pennsylvania were "bitter," so the video is careful to say that his grandparents were not "complainers." When it comes time to capture his sense of pride in his country, he tells a story about sitting on his grandfather's shoulders and waiving a flag at the return of the astronauts.

    The representation here of his marriage might be summed up with the old feminist slogan, "the personal is the political." Michelle describes the moment she fell in love with Barrack: watching him deliver a speech in the basement of a community center in which he spells out "the world as it is" and "the world as it should be." This story collapses Obama's hopes for his family and his hopes for his country in a sublime moment of utopian possibilities. Michelle emerges as the ideal arbiter of his political integrity because she can testify that he lives these values through his personal lives.

    And the final statement of the "nurturing parent" model comes when Obama tells us, "One person's struggle is all of our struggles." The government becomes a mutual support system that looks after its weakest members in a world which is often unjust. The president's job is to insure that all of his children gets what they need and deserve and that the "American promise" gets fulfilled and transfered to the next generation.

    McCain and the Strict Father Model

    If the Obama video sets up issues of nurtering and empathy from its first images, suggested by the long panning shots across American faces and a voiceover about the "American Promise," the McCain video opens with us staring directly into the face of the candidate as a young naval officer, trying to read his character and understand the relationship of this national service to the "mission" ahead. The opening narration starts with descriptions of him as "a warrior, a soldier, a naval aviator, a Pow," before pulling us down to the family -- "a father, a son, a husband", then into his political career. And then we get that surprising moment when he is called "a mother's boy," one suggestion of softness amid a series of hypermasculine sounds, images, and terms. My students suggested that the reference to the mother helps him deal with issues of age and mortality, yet it also seems part of a strategy to manage the negative associations which many independents and Democrats may feel towards the repeated references to his toughness throughout the video.

    Strength of character and conviction, coupled with physical toughness as proven through war, are the central virtues ascribed to McCain by the video and they are introduced here once again through the narrative of his family. As suggested by the gender specificity of the "Strict father" construction, the family here, except for the references to the mother, is represented almost entirely through patriarchal bloodlines -- again a contrast to the absent father and strong mother image in the Obama video. We learn about his grandfather who died the day he returned from World War II; we learn about his father who ordered the carpet bombing of a country where his son was held captive, even as he waited at the border hoping for his return. When we see him with his son in the opening series of shots, he is standing alone with his offspring on the side of a mountain. Fatherhood is an extension of manhood and it gets expressed through discipline and competition more than through images of cuddling and craddling.

    The critical moments here, of course, deal with his Vietnam war experience which require a recognition of vulnerability and weakness even as the larger narrative centers around his toughness and will power. Consider this key description: "Critically injured, his wounds never properly addressed, for the next five and a half years, John was tortured and dragged from one filthy prison to another, violently ill, often in solitary confinement, he survived through the faith he learned from his father and grandfather, the faith that there was more to life than self."

    So, again, we see the passing down of civic virtue through male bloodlines as a central motif in this video. There's no question that the video constructs these experiences as a form of martyrdom out of which a national leader emerged: "The constant torture and isolation could have produced a bitter, broken man. Instead he came back to America with a smile -- with joy and optimism. He chose to spend his life serving the country he loved." or consider the phrase, "he chose to spend four more years in Hell." Or the ways the video depicts his role in the normalization of relations with Vietnam -- "Five and a half years in their hell and he chose to go back because it was healing for America. That's country first." Note this is one of the few places where metaphors of "caring" or "healing" surface in the video and it is specifically in relation to the pain of wartime. A more complex metaphor emerges as Fred Thompson reads aloud a passage from McCain's autobiography about "living in a box" and ends with "when you've lived in a box, your life is about keeping others from having to endure that box."

    This toughness and individualism carries over into the discussions of national policy. McCain doesn't believe that the country should care for each of its members but rather he has "a faith in the American people's ability to chart their own course." He is "committed to protect the American people but a ferocious opponent of pork barrel spending and would do most anything to keep taxes low and keep our money in our pockets." What is implied by that contrast between "protecting" the public and "pork barrel spending" and "higher taxes"? There is a clear sense that as a stern father he will give us what we really need but protect us from our own baser urges and desires.

    While the Obama video distributed its points across a range of different voices, including a large number of women, the McCain video tends to rely on a voice of God narrator who speaks the unquestioned truth about this man and on comments from McCain himself. All of this creates a more authoritarian/authoritative structure where truth comes from above, rather than emerging from listening to diverse voices, and reflects this notion of stern responsibility rather than nurturing.

    This centralized discourse is consistent with the videos focus on experience and its tendency to read McCain as "superior" to others -- "no one cherishes the American dream more," for example, but also no candidate has had his experiences in public service. There is an underlying suggestion here of predestination -- "McCain's life was somehow sparred -- perhaps he had more to do." In this case, the hint is that he is fulfilling God's plan for him and for the country. This issue of predestination resurfaces near the end when the video repurposes some of the core themes of the Obama campaign, including some that McCain has criticized and turns them around, "What a life, what a faith, what a family! What good fortune that America will chose this leader at precisely this time. The stars are aligned. Change will come. But change must be safety, prosperity, optimism, and peace. The change will come from strength -- from a man who found his strength in a tiny dank cell thousands of miles from home."

    There's so much more that we could say about both of these videos and that's the point. They are great resources for teaching young people to reflect critically on the ways the campaigns are being "framed." Next time, I will look more closely at the Vice Presidential videos.

    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.

    The Informal Pedagogy of Anime Fandom: An Interview with Rebecca Black (Part Two)


    To what degree are the pedagogical advances you saw simply a product of being motivated to spend more time writing? to what degree can they be traced back to Beta-Reading and Reader Responses providing greater feedback to the writer?

    Well, I believe that one of the best ways to learn a new language and to improve your literacy skills is to practice using the language in meaningful, communicative tasks. So, I think that a good amount of the progress that the English language learners from my study made can be attributed to their motivation to write and read fan fiction and related texts. I also think that their success within the fan community allowed them to develop confidence and begin seeing themselves as people who write and use English effectively. For Nanako and Cherry-Chan, this was very different than how they were viewed in school--basically, in school they were seen as students who struggled with all literacy-based (as opposed to Math or Science-based) tasks. So, if you're constructed as "bad" at something for long enough, after a while you start to believe it. Fortunately, for Nanako at least, her success in the fan community helped her achieve success and popularity as an online author--which in turn provided her with motivation to continue writing and improving her English. Cherry-Chan, on the other hand, used her participation in the fan community to improve her social connections. Still, she used her language and literacy skills to make her own LiveJournal pages, forums, and web sites, and to post reviews of other people's fictions and to leave comments on other people's web pages.

    In terms of the effect that beta-reading and peer-feedback might have had on their language abilities--it's important to note that they were both in English classes at school, so I can't really make any causal statements; however, over the 3 years that I followed her participation, Nanako's readers very clearly pointed out grammatical errors that she consistently made in her texts. And, she would acknowledge their feedback and then go back and correct her errors. In terms of second language acquisition, this is an important aspect of learning-- actually noticing errors and then figuring out how to correct them. For Nanako, sometimes her readers would tell her how to correct the errors, but other times they would simply point out the phrases, sentences, or paragraphs with errors and leave her to figure out how to correct them. In my opinion, I think these activities helped her to improve her English composition skills. Most of the fan fiction authors that I've talked with say that their reviewers and beta-readers were definitely responsible for helping them learn to be better writers.



    Some argue that the fan fiction world supports literacy skills precisely because it doesn't operate under the structures and constraints of formal education. These critics would argue that we would destroy what's valuable here if we tried to integrate it back into formal schooling. Do you agree or disagree with this claim? What, if anything, can traditional educators learn from this affinity space?


    I tend to agree that assigning fan fiction in classrooms would probably ruin its appeal for many students. However, other students might really appreciate having fan fiction texts or gaming-related texts available as options for their in-school composing. For example, many adolescents might feel more comfortable mastering the compare and contrast genre if they were able to write about subject matter that they have some expertise in, such as comparing and contrasting the merits of certain video game character classes or using Inuyasha or Harry Potter to discuss character development. Educators can create lesson plans that include or even encourage different options for students to incorporate their extracurricular literacy activities and/or interests in popular media texts into their classroom activities. Educators can also help students make the connections between their in and out-of-school practices. However, I think it ultimately should be up to students to decide to what extent their out-of-school activities will inform or work in concert with school-based tasks.


    What do you see as the value of studying the process of fan fiction writing as opposed to studying fan fiction as a series of texts?

    Well, one of the primary values that I see in studying fan fiction writing as a process is that it provides a mechanism for understanding the role of audience participation in the creation of texts. All of my focal participants' received a great deal of feedback from readers--for example, Grace has received around 9400 reviews, Nanako 7600, and Cherry-chan around 650. I don't know about you, but I've never had that many people respond to anything that I've written, especially not when I was a teenager. Hmmm... on second thought, you probably *have* had that many people respond to things that you've written. Anyway, the fan fiction audience often plays a significant role in determining the direction that a text will go in. As you pointed out in Textual Poachers, the audience has a vested interest in the media series, and they have strong opinions about what should and should not happen with the characters. So, they are happy to provide suggestions for how things should go and complaints about how things should not go in a story. Nanako in particular was very responsive to readers' suggestions about her texts. Sometimes she would incorporate their ideas into the narrative, other times she would go back and revise her chapters based on reader feedback. She would also use her Author's Notes to explicitly request guidance on certain parts of her texts, and the audience would respond to these requests. So, simply studying her fan fictions as a body of texts would be missing a great deal of the reciprocal interaction taking place as she goes through the process of writing, negotiating with readers, revising, and finalizing her texts.
    Traditional notions of literacy have tended to see it in fairly individual and personalized terms. Yet, one could read your book as making a case for social and collaborative notions of literacy. Would you agree?
    Absolutely. I think we have this whole focus in classrooms that's based around "keep your eyes on your own paper," and testing for what each individual learner knows, and it really stifles a lot of the potential for collaborative learning. Using language to effectively communicate ideas, negotiate perspectives, and even collaboratively complete projects is important for all students, but it's especially important for English language learners to have these kinds of interactive learning experiences. Through collaborative interaction, they're able to build on and extend the knowledge that each participant brings to the space. And, they're able to further develop their own skills and knowledge by using language for authentic purposes in meaningful contexts.

    Appadurai suggests that the contemporary imagination is collaborative in nature--that people are growing accustomed to creating and thinking through things in collaborative contexts. We can see examples of this in how many people will post their projects or ideas on a blog or publish their creative texts online and await feedback. It seems to me that this sort of approach to creation and even thought might be a very effective way to come up with robust representations, perspectives, and solutions to difficult problems. So, it may not just be a matter of social and collaborative forms of literacy, but rather a turn towards all sorts of collaborative activities that are facilitated by new media and technologies.


    Tell us about the cover of the book. You mentioned to me that it was designed by a fan artist. How did that come about and how did the press respond to working with a fan artist?

    Well, after one of my talks, a professor from the audience told me that his daughter was actively involved in the anime fan community, creating fan art and scanlations (which are fan-created translations of Japanese manga) and suggested that I contact her. We stayed in contact a bit over the years, and when I started the book, she seemed like the perfect person to create the cover. I told her about the main themes of the book, and she came up with this fantastic cover with an original anime character actually drawing herself onto the page with a pencil. I thought this had a nice parallel with one of the points I was making in the book--that many of the focal participants were writing different aspects of their identities into their fictions. They weren't really writing Mary Sue's, but they did integrate different aspects of themselves and their lives into their fan fiction texts. The series editors, Colin Lankshear and Michele Knobel, and the press, Peter Lang, were all very supportive of using this artwork for the cover. I think it speaks to a strong ethos of valuing the communities and the practices that are represented in the text.

    Rebecca W. Black is an assistant professor in the Department of Education at the University of California, Irvine. Her research centers on the forms of literacy and social engagement that are emerging in online environments. In particular, Black has focused on the ways that popular culture-inspired environments, such as fan communities, provide adolescent English language learners with opportunities to develop their language skills, establish social connections with global networks of youth, and construct powerful identities as successful authors and knowledgeable fans. Her work has been published in journals such as Reading Research Quarterly, TeacherÂ’s College Record, and the Journal of Adolescent and Adult Literacy. In addition, Prof. Black 's book titled Adolescents and Online Fan Fiction was recently published in the Peter Lang series on Digital Epistemologies.

    The Informal Pedagogy of Anime Fandom: An Interview with Rebecca Black (Part One)

    One of the central animating idea behind the New Media Literacies movement has been the observation that young people often learn better outside of schools -- through their involvement in informal communities, such as those formed around fandom or gaming -- than they do inside the classrooms. Researchers have sought to better understand these sites of informal learning and the often unconsciously developed pedagogical practices by which they communicate skills and information to newbies. James Paul Gee has used the term, "affinity space," to describe such sites of grassroots creativity and learning. Kurt Squire and Constance Steinkuehler deploy the "affinity space" concept to talk about communities of gamers. I've used the same concept in my discussion of young fan fiction writers.

    Rebecca W. Black, one of Gee's former students, has recently released an outstanding new book, Adolescents and Online Fan Fiction, which uses the study of anime fan fiction as the focus for a consideration of informal learning. Her central focus are on how fandom helps students for whom English is a second language refine their linguistic abilities and sharpen their expressiveness. She argues fandom has allowed many young people -- especially those from Asia -- to find their voice and gain greater social acceptance because the community is so eager to learn what they know about the cultures where anime is produced and circulated. This book reflects some of the best thinking in the current field of educational research on the value of participating in popular culture and will be of interest to parents, educators, policy makers, and fans.

    I had a chance to meet Black some years ago when she was at the beginning of her research; my early conversations with her and with Gee helped to inform my own writing about "Why Heather Can Write" in Technology Review and Convergence Culture. I am proud to share her insights through the following interview.


    The central claim of your book is that the practices and processes around the writing and sharing of anime-related fan fiction show many of the signs of a very robust and effective learning community. What aspects of fandom do you think support this kind of learning?

    Well, for one I think that the openness and scope of the fan community really fosters learning. And, I should clarify that I don't just mean traditional school-based forms of learning but rather learning in a broad sense. For instance, in terms of openness, you don't have to pass any kind of a test, and there aren't any requirements for gaining access to all the sections of Fanfiction.net. Therefore, youth at all different skill levels have the opportunity to tackle any sort of communication or writing task that they choose. However, in schools the activities that students participate in are often determined by ability level. And while I think it's important to make sure that curricular materials are accessible, I also think that lessons are often oversimplified for certain groups of students, such as English language learners (ELLs) and struggling writers and readers, to the extent that these students aren't offered many opportunities to use language in rich and creative ways or to participate in challenging literacy activities. In contrast, ELL youth participating in the fan community often take on challenging tasks, such as writing stories with multiple chapters or creating their own fan-based websites. In addition, they're able to draw on an array of resources in the community for support. Other fans are available and happy to peer-review their fictions, they visit other websites to receive tips on how to compose their texts or to build their websites, to name just a few examples. Interestingly enough, schools often seem to discourage activities with these distributed forms of knowledge and resources, instead focusing on testing for what students have "inside their heads". However, I think it's just as important to recognize, evaluate, and help develop students' strategies for learning, collaborating, and accessing knowledge that they don't already possess, as this seems to be much more aligned with what we do as adults. I mean, I don't know all sorts of things, but I have pretty good strategies in place for finding them out.
    You deploy James Paul Gee's concept of an "affinity space" to talk about FanFiction.net. Can you explain this concept and share some of your thinking about FanFiction.net?
    Well, this is related to the previous question. For Gee, there are several defining features of affinity spaces that make them particularly effective sites for informal learning, and many of these features can be seen in fan fiction writing communities. For example, one defining feature is that experts and novices participate in the same areas and activities in affinity spaces. So, as I mentioned previously, novices aren't prevented from engaging in creative activities that they find interesting, even if these activities are challenging for them. And, through working in the same space as experts, novices are able to benefit from this exposure, by asking questions, collaborating, and by observing how experts go about certain tasks.

    Another defining feature of affinity spaces is that they are organized around a common interest or goal rather than around age, socio-economic status, ethnicity, gender, or ability. One of the ways that this is really salient in anime fan fiction communities is in how they provide points of contact for individuals from diverse backgrounds. For example, the participants in my study had people from over 20 different countries reading and leaving feedback on their stories. I used to write fan fiction when I was younger, and the only people who read my stories were my closest friends who lived in the same town, went to the same school, and had similar backgrounds. And even they only saw the stories that I wasn't too shy to show them. Publishing on the web wasn't really an option back then. But now, the internet really provides unprecedented options for either anonymously (or somewhat anonymously) sharing content, and for exchanging information and ideas with people from all over the world. As one example, if a fan fiction writer wants to write a story that's based on high school students in Japan, s/he can post questions to a fan fiction forum asking for specifics about what everyday school and home life is like in Japan, and s/he can be pretty sure of getting some accurate responses from audience members who currently are living or have lived in Japan. And, the diverse and networked nature of affinity spaces also opens up a space for youth to discuss different culturally grounded practices and perspectives. For instance, one of my focal participants wrote a story that involved an arranged marriage between cousins. Now, this arranged marriage wasn't even a big part of the story, but it was something that several of the readers reacted pretty strongly to. Her response to this was to write a couple of fan fiction stories that focused on anime characters and their arranged marriages as part of a cultural practice that is grounded in familial duty. This was her way of pushing some of these readers to move beyond their limited scope of knowledge and learn more about a practice that is very common in many parts of the world.

    These points of cultural connection also are providing many youth with the incentive to learn different languages and to find out about different cultures. I think this is related to the "pop cosmopolitanism" that you discuss in your book Convergence Culture. Many anime-based fan fiction texts are linguistically hybrid, in that they contain more than one language, and, as I mentioned previously, they're often set in Asian countries. But, it's important to note that this isn't limited to anime communities and Asian elements. Fan fiction authors use many different languages and cultural elements to enhance their stories. Sirpa Leppanen has some interesting insights into these hybrid language practices in the article "Youth language in media contexts: Insights into the functions of English in Finland". I think that reading and trying to write these hybrid texts creates a cosmopolitan sensibility and a culture of interest in learning about new things. For example, online anime translation dictionaries have become very popular; there are forums specifically for fan fiction authors trying to do historical and cultural research to make their narratives more accurate; there are discussions about the historical, cultural, and linguistic accuracy of fan fiction narratives taking place between authors and reviewers on fanfiction.net. And these are just a few examples that come immediately to mind. On a related note, Eva Lam has pointed out that these points of contact in online communities don't necessarily or automatically bring about empathy and acceptance, and the previous example about arrange marriages clearly supports this. Still, I think that the shared interest of the affinity space provides unprecedented exposure to other linguistic and cultural traditions that just wasn't available before, and exposure is the starting point for moving toward understanding.


    What led you to an interest in fan fiction as a space for understanding informal learning?

    Well, I was actually a fan fiction writer as a child. It started when I read Tolkien's trilogy for the first time. I was pretty upset that Arwen Evenstar had to give up her immortality to be with Aragorn. So, I came up with my own version of how this part of the story might go. I'd rather not go into detail about that particular fic, but I'll at least say that it involved a magic immortality potion and a bird carrying letters back and forth between Middle Earth characters. Unfortunately, I didn't really have any friends who were interested in this sort of writing; they were more interested in television and MTV, so I gradually abandoned these writing activities for others. Almost 20 years later I went to UW Madison to work on my doctorate with Jim Gee, and I started looking at the literacy practices of fans in gaming communities. This led me to online fan fiction, and to be honest, I was pretty excited to find that there were so many people like me, writing their own versions of popular texts. Also, my background is in linguistics and teaching English as a second language, so I became particularly interested in the communities where non-native English speakers were composing and interacting in English. At the time, there was very little discussion of fan fiction in relation to literacy--in fact, I think that only Kelly Chandler-Olcott & Donna Mahar and you had even remotely touched on the literacy aspect. So, I decided that a dissertation based on English language learners and online fan fiction might help us to understand how this literacy phenomenon might be impacting immigrant youth's literacy development and language socialization and providing a significant venue for informal learning.



    You offer detailed accounts of how and what several young fans learn through their participation in the world of fan fiction. How was the world of fan fiction able to facilitate and support their different goals and styles as learners?

    My focal participants were all in very different situations as English language learners, and they had very different goals for and outcomes from their participation in the site. For example, Grace lived in the Philippines, and she learned English as a third language there. Most of her experience with English had been in writing academic texts in her classrooms. In an interview, she explained that participation in fan sites helped her learn how to "speak American" and that made her feel more comfortable developing the texts for her own websites and interacting with people online. So, for Grace, the value of writing these texts in English was that it provided her with feedback and input on how to "Americanize" her existing English skills. Nanako, on the other hand, didn't learn English until she moved from China to Canada with her family when she was about 11. She used to start many of her fictions with an Author's Note explaining that she was just learning English and really wanted to improve her language and writing skills. And, the audience was pretty receptive to this. They would comment on her grammar and spelling errors, but in supportive or constructive ways. Some readers would give her very specific feedback on grammatical errors that were common in her writing, and she would take note of this and actually go back and correct these errors in her writing. The audience also would give her a lot of positive feedback about her plotlines which helped bolster her confidence enough to continue writing in spite of her early struggles with grammar and spelling. As a very different example, another focal participant, Cherry-chan, found it taxing to write the sort of long, narrative texts that Grace and Nanako would write (for example, Grace has one fan fiction that's 30 chapters long, and Nanako has one that's 14 chapters long). So, she got into Role Play (RP) Writing, which is a type of fan fiction that takes place on a synchronous medium such as instant messenger. RP writers will take on the personas of different characters and then take turns constructing the narrative from each character's point of view. Cherry-chan liked the social aspect of this collaborative kind of writing. RP writing also gave her immediate feedback on how her co-author was responding to her text, and it more or less forced her to continue writing.

    Angela Thomas has done some interesting work interrogating adolescents' identity construction in RP writing that helped me think about how this form of composition was a way for Cherry-chan to extend her social relationships and use the anime characters to "ventriloquate" some of her own identity issues and perspectives. I think this is a common element of both RP and traditional fan fiction-- in that the authors use the characters to represent issues that they are struggling with in their own lives. As one example (that might be a little bit off topic), while I was conducting my study, I came across a "suicide fic" in which the teenage author depicted the anime protagonist committing suicide. The author concluded this fiction with an Author's Note stating that this would be his final story. Basically, he was implying that he was considering suicide himself. What was so powerful about this event was the outpouring of support he received from the audience of readers. There were youth and young adults alike offering up supportive advice, encouraging him not to give up, and providing their instant messenger addresses so that he could contact them at any time when he felt like giving up. Now, I've had some people ask me if it was actually harmful to have all these untrained people offering this young man encouragement and wouldn't it be better for him to reach out to a suicide hotline or a counselor where someone trained in such matters could help? This is where I think the affinity space aspect of fan communities comes into play again. Specifically, I think a lot of youth who are in crisis might have a difficult time approaching total strangers with whom they have nothing in common. However, in the anime fan community, they feel at least some point of affiliation and contact with the people that they've been sharing stories and feedback with. This might make it easier for them to reach out within the affinity space where they feel comfortable, when they might otherwise not reach out at all.


    Rebecca W. Black is an assistant professor in the Department of Education at the University of California, Irvine. Her research centers on the forms of literacy and social engagement that are emerging in online environments. In particular, Black has focused on the ways that popular culture-inspired environments, such as fan communities, provide adolescent English language learners with opportunities to develop their language skills, establish social connections with global networks of youth, and construct powerful identities as successful authors and knowledgeable fans. Her work has been published in journals such as Reading Research Quarterly, TeacherÂ’s College Record, and the Journal of Adolescent and Adult Literacy. In addition, Prof. Black 's book titled Adolescents and Online Fan Fiction was recently published in the Peter Lang series on Digital Epistemologies.

    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.

    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).

    What Does Popular Culture Have to Do With Civic Media?

    The following post originally appeared on the Media Shift Idea Lab blog, which is run by the Knight Foundation as part of their ongoing focus on civic media and citizen journalism. If you don't know this blog, you should. Regular contributors include such key thinkers in this area as Dan Gilmor, Jay Rosen, Gail Robinson, Ian Rowe, J.D. Lasica, Leslie Rule, Mark Glaser, Lisa Williams, and many others. It is a great space to go and learn about how new technologies and cultural processes are being deployed to enhance civic engagement. I had the chance to hang out with many of these folks last week at a conference we hosted at MIT.

    The Center for Future Civic Media is collaborating with the MIT Communications Forum to host an ongoing series of conversations about media and civic engagement. This past term, we hosted two such exchanges --- "Our World Digitized: The Good, the Bad and the Ugly," an exchange between University of Chicago law professor Cass Sunstein (Infotopia: How Many Minds Produce Knowledge) and Harvard University law professor Yochai Benkler (The Wealth of Networks) and "Youth and Civic Engagement" with University of Washington political science professor Lance Bennett, actvist Alan Khazei (Be the Change), and our own Ingeborg Endter (formerly with the Computer Clubhouse project, now a key player at the Center for Future Civic Media.) These events are now available on audiocast: you can find "Our World Digitized" here and "Youth and Civic Engagement" here. What follows are some personal reflections on a theme touched upon in the first exchange and explored more deeply in the second -- the relationship of popular culture to civic engagement.

    Despite its title, the goal of the Benkler/Sunstein exchange was not to sort through which of us was "the good, the bad, or the ugly" or even to present a debate between an Internet critic and an advocate. My own sense is that both Sunstein and Benkler have more complex, more multivalent perspectives on contemporary digital culture than is generally acknowledged. I know that both writers are ones I regularly teach in my classes and both raise questions which we need to address if we are to develop a sophisticated understanding of how and why civic engagement operates in the digital era. Our discussion was far reaching and defies easy description or summary here. You will have to listen to it yourself.

    Near the end of the session, one of my graduate students, Lana Swartz (bless her soul!), asked a question about how popular media and participatory culture fit into their ongoing discussion about the state of American democracy. Neither speaker was fully prepared to address this question, though Sunstein showed in the process a previously unsuspected enthusiasm for Lost. As a moderator, I had not felt it was my place to introduce my own perspectives on this question so I wanted to take advantage of this space to spell out a bit more about why I think Sunstein should pay more attention to the way popular culture gets discussed on the web.

    A core premise running through Sunstein's two most recent books, Republic.com and Infotopia is this concern that despite or perhaps even because of the dramatic expansion of the information environment brought about by the introduction of the web, most of us are accessing a much narrower range of opinion than previous generations in part because of our tendency to filter out news that is not personally interesting to us, in part because many of the forums we frequent do not have strong mechanisms for insuring diversity of perspective, and in part because such groups tend to develop very firm yet polarizing consensus over time which further narrows what gets said. I first read Sunstein's argument when I was asked to be a respondent to his article, "The Daily We," for Boston Review.

    At the time, I wrote:

    Sunstein assumes that we join virtual communities primarily on the basis of ideological identifications. Yet, many, if not most, Net discussion groups are not defined along party affiliations but rather around other kinds of shared interests--hobbies or fandoms, for example--which frequently cut across political lines. The fact that you and I both watch Buffy the Vampire Slayer may or may not mean that we share the same views on gun control. Many ideological questions may surface in such contexts: aviation buffs debate the naming of an airport after Ronald Reagan, the fans of a particular soap opera debate the moral choices made by a character. Sometimes these exchanges produce flame wars, sometimes mutual understanding. Still, they bring together people who would have had little or no prior contact and thus constitute contexts where more diverse opinions can be heard. We should not underestimate such exchanges by maintaining a crisp separation of political dialogue from other kinds of social interaction.

    Then as now, I find Sunstein's argument most convincing when he is speaking about those communities which are defined explicitly around political communication, i.e. the kinds of communities that law professors are most likely to spend time studying. Yet, they seem to break down as we move towards other kinds of communities, such as the fan communities which I most often explore.

    While ideological perspectives certainly play a role in defining our interests as fans and media consumers, they are only one factor among others. So, we may watch a program which we find entertaining but sometimes ideologically challenging to us: I know conservatives who watched The West Wing and laugh at The Daily Show; I know liberals who enjoy 24 even if they might disagree about the viability of torture as a response to global terrorism. Television content provides a "common culture" which often bridges between other partisan divides within the culture, even in the context of culture war discourses which use taste in popular media as a wedge issue to drive us apart.

    So, a fan group online is apt to be far more diverse in its perspectives than a group defined around, say, a political candidate or a social issue. This is not to suggest that fan communities do not form firm consensus perspectives which block some other ideas from being heard, but they form them around different axis -- such as desired sets of romantic partnerships between characters -- which may or may not reflect ideological schisms. There may be rich discussions, then, about the philosophy of education which should rule at Hogwarts, just not on which character constitutes the most appropriate life partner for Harry Potter.

    At the same time, the nature of popular culture means that it continually raises social, political, and ethical issues; popular media projects something of our hopes and fears and as such, it provides us a context for talking through our values. Research for example shows that fans of reality television shows spend more time talking about ethical issues than trying to predict the outcomes. Indeed, on a fan discussion group, there is an active desire for diversity of background and perspective to sustain the conversation and allow all participants to get new insights which refreshes their relationship with the series. In some cases, the community is engaged in a collective activity of problem solving, as in the case of the Survivor spoilers I discussed in Convergence Culture or for that matter, the various groups online trying to figure out the mysteries of Lost.

    In many cases, these groups are seeking to make predictions which have, in the end, right or wrong answers: someone's going to win Survivor; someday, we hope, we will know what's really going on on that island. As such, they split around competing theories, often adopting perspectives which are adversarial in the same sense that a court of law is adversarial: competing sides contest each claim made in the hopes of getting closer to the truth. Such communities, thus, have mechanisms built into them that insure that competing truth claims get heard and that the relationship between them get played out at a fairly deep level. Many of these mechanisms look very much like the solutions which Sunstein proposed for insularity and polarity in Infotopia, but they are being applied to less "serious matters."

    Again, though, we can't assume that no important civic discussions take place here. Consider, for example, the representation of an American political campaign depicted in the final season of The West Wing, which was depicted as a contest between Alan Alda as a thoughtful maverick Republican (closely model on John McCain) and Jimmy Smitts as a minority candidate who refuses to play old style race politics (modeled on Barack Obama). In the course of the season, both fictional candidates rehearsed themes, issues, and rhetorical styles which were designed to play to a "purple America" and were intended to be a utopian alternative to the 2004 campaign cycle. More and more, it looks like this fictional campaign was in fact a rehearsal for our current presidential season and that the program, in effect, market tested a range of new ways of framing the relationship between the two parties. Surely, we have to see such a process as deeply bound up with our contemporary understanding of civic engagement. The program both educated us about core civic concerns and gave us a new framework for thinking about what a good candidate might look like. And because the program was watched by people from all ideological stripes, it offered a context for a bi-partisan or "post-partisan" exchange at the same time we were incapable of talking to our neighbors about politics in the real world.

    In Convergence Culture, I argue that we are learning through play skills which we are increasingly deploying towards more serious purposes: in this case, a generation of young people may have found their voice in online debates and discussions around their favorite television programs. In this space, they felt empowered to express and argue for their points of view, precisely because talking about popular culture lowered the stakes for everyone involved. And it was through these conversations that they developed a strong sense of social ideals and values which they carry with them as they venture into real world political debates. I am unshamed to say that much of what I now believe about diversity and social justice I learned growing up watching Star Trek in the 1960s, watching a multiracial crew operate as friends and team members on the bridge, seeing how they responded to the challenges posed by alien societies radically different from their own.

    And this brings us to the second of the MIT Communication Forum events on youth and civic engagement. For me, one of the most exciting development of the past year has been watching the dramatic increase in youth participation in the Democratic and Republican primaries, seeing so many young people vote for the first time. Our speaker, W. Lance Bennett, edited an important new collection of essays for the MacArthur Foundation's Digital Learning and Youth series at the MIT Press, which is essentially reading for anyone who wants to understand what current research tells us about young people's civic lives online. You can read the book for free online.

    In his introduction to that book, Bennett outlines conflicting claims about young people's relations to civic life: one which sees them as apathetic, ill-informed, and disinterested because they tend to shy away from traditional civic organizations, tend to get news from nontraditional sources, and tend to be skeptical if not cynical about the claims made by political leaders. The other sees strong signs that their experience as media producers and participants in online communities, are giving them a much greater sense of empowerment, creating a stronger sense of shared social responsibilities, and are leading them to feel more comfortable speaking out about what they believe in. Bennett argues that those who want to get young people more involved in the political process, including the designers of future civic media or the developers of school curriculum about politics, need to spend more time studying the kinds of civic lives young people do find engaging and examining the language which speaks to this generation.

    Bennett notes that most campaigns spend little time addressing young people's concerns because they are seen as a hard to reach demographic which rarely makes a difference in elections. We will see whether these patterns hold, given the amount of attention now being paid for the centrality of the youth vote to the Obama campaign. As we look back through the aftermath of the current campaign season, we will certainly want to think long and hard about what impact YouTube parodies, Saturday Night Live, The Daily Show, and Stephen Colbert had on young people's engagement and participation in this election and will want to pay attention to how each of the major candidates have tapped into references to these shows as a way of reaching young voters.

    So, what does popular culture have to do with civic media? More than many law professors might assume...

    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.

    "What Is Remix Culture?": An Interview with Total Recut's Owen Gallagher (Part Two)


    What criteria should we use to evaluate good and bad remixes?

    I think that, as with any work of art, the criteria for judging whether a remix is 'good' or 'bad' is largely subjective and what some people passionately love, others will think is a complete waste of time. I believe there is no artistic work in existence that everyone on planet earth would unanimously agree is 'good.'

    Having said that, for the purposes of the Total Recut Video Remix Challenge, I have set some general criteria for the public and for the judges to use as guidelines when rating the videos. These are overall impact, which will account for 50% of the marks, creativity for 25% and communication for the remaining 25%. If you were to analyse a video remix that is generally accepted as being 'good', for example Titanic 2: the Surface by Robert Blankenheim, we can see that the video is exceptionally well produced, so much so that you could easily believe that is a genuine trailer for a new Titanic movie! The basic idea behind the piece is very clever and well executed on every level. Personally, I think that believability is a recurring theme in many of the most popular and well received video remixes. For these types of remixes, it is a huge challenge to convince the viewers that what they are watching is real. There is a long history of people messing with media channels to communicate a message effectively, e.g. Orson Welles War of the Worlds broadcast and I feel that speaking to an audience in a language that they are intimately familiar with, e.g. movie trailers, is an excellent way to communicate a message. The Adbusters movement have been 'culture-jamming' for decades, mostly in the medium of print, but I expect a lot of video remixed work to emerge in this niche in the future.

    But what about 'bad' remixes? Well, it is fantastic to see that so many amateur video makers are trying their hand at producing video remixes, however, as with every art form, the ratio is usually about 10% quality, 90% garbage. The ratio holds true in the case of video remixes. Here is an example of a particularly poor effort, but hopefully the creator will stick at it and improve as they produce more work. Having said that, production skills are not necessarily the be all and end all. Sometimes, the idea is strong enough to bring the video popularity even if the production values are not 100%.

    An interesting debate has sprung up around so-called 'YouTube Poop' videos. To some people, these types of videos seem to make no sense, are offensive and are even difficult to watch. People said similar things about punk. Personally, I think that YouTube Poop videos are some of the most potent examples of remixed videos out there, and although they may not be attempting to communicate a particular underlying message, bearing more resemblance to stream-of-consciousness poetry, they have their own artistic merit. But I am certain that many people would consider them to be 'bad' remixes.

    The statement above implies that you think the current influx of remixes and recuts is a product of shifts in the technological environment. Yet, we could point to a much older history of cut-ups, collages, montages, scratch video, fan video, running back across much of the 20th century. Remix was part of 20th century life well before digital tools and platforms arrived. What factors do you think have given rise to our current remix culture?
    I agree with you that remix itself is by no means a new phenomenon. In fact, it dates back as far as we can trace human history. The earliest example I am aware of is the anagram, which is essentially taking the building blocks of a word, i.e. the letters, remixing them into a new order that creates a new word and a secondary meaning and association by connecting the first word to the newly formed second word. There have been examples of remix in every creative art since time immemorial. For example, in art, the obvious one is collage. In music, folk music was spread by word of mouth, and so when one person would learn a new song from someone else, they would often apply their own variations to it, essentially remixing it to suit their own style.

    In more recent times, in the history of recorded music, music remixes date back at least to the 1950's, when Bill Buchanan and Dickie Goodman remixed Orson Welle's War of the Worlds with various musical snippets. In the world of film and video, recuts and remixes have been in existence since the art of editing was invented. Some of the most well known filmmakers that experimented in the field of remix and montage as far back as the 1920s include the Russians, Sergei Eisenstein and his mentor Lev Kuleshov. Joseph Cornell and Hans Richter also experimented in the genre in the early part of the 20th Century.

    The distinct difference between the work that was produced by these masters and the video remixes that we see today on Total Recut and YouTube, are that now the tools of production have been democratized. What was once an art form confined to professionals who could afford expensive film-making equipment and distribution companies with established networks and connections, is now affordable to the majority of creators in the western world. Anyone with a computer and an internet connection today can produce and distribute their work for costs close to zero. Every new computer comes shipped with editing software, video content is widely available on video sharing networks like YouTube and the Internet Archive, and it is easy to reach a potentially large audience by uploading your video to one of these sites.

    The net result is that the medium is evolving. Video remix includes everything from movie trailer recuts, political parodies, music mash-ups, subvertisements, fan made vids, machinima, overdubs and many others. There is no doubt in my mind that many other sub-genres will evolve as more and more people begin to experiment in this area.



    In your thesis, you suggest that video recuts are "stifled by overzealous copyright owners who are over-protective of their work." What can you tell us about current legal responses to the remix community? Are there any signs that the studios are becoming more accepting of remix culture as remixes become more widespread on sites like YouTube and are finding their way back into commercial media channels?

    Of recent times there has been a serious crackdown on video sites like YouTube where copyright owners have made claims of copyright infringement and the videos have been taken down, in compliance with the DMCA. Unfortunately, many remixed videos that legitimately make fair use of copyrighted content are being caught in the crossfire of outright piracy. I feel it is very important to highlight the distinction here as this is possibly the number one reason why the remix community gets targeted and bullied by 'overzealous' copyright owners. If somebody rips an episode of Lost from DVD, for example, and uploads five ten minute segments of the episode to YouTube unchanged and without permission, this is piracy and should definitely not be condoned. ABC Studios would be completely within their rights to request that YouTube remove these infringing videos from their site. However, if someone were to sample small clips from various episodes of Lost, recut them, add effects and overlay a soundtrack from the classic 80's TV show The A-Team, this would clearly be a fair use of the copyrighted material.

    Unfortunately, the filtering technology that has been developed to track copyrighted material cannot distinguish between these different types of videos, and fair use video remixes are being wrongfully taken down from YouTube every day. One of the problems here is that the creators of these ingenious videos are unaware that they are within their rights to file counter notifications against copyright infringement claims that they believe to be false. In my own case, I had three of my remix videos removed by the BBC, Paramount Pictures and 20th Century Fox, which led to my YouTube account being disabled. Three strikes and you're out. Each of the videos were less than three minutes long, and the use of copyrighted material in them was clearly fair use. I filed counter notification claims with each of the allegators through YouTube, which is a relatively straightforward process. The BBC conceded that my video was a fair use and the other two companies did not respond within the DMCA time limit and so my three videos were put back up and my account was reinstated.

    I am certain that there are many other people out there who have had similar experiences but did not realise they could do anything to get their videos put back up. I would encourage anyone who feels that their work is fair use to file counter notifications and to make sure that their videos are put back online. Alternatively, they can upload them to Total Recut!

    On a more positive note, I have noticed a trend among some of the larger media corporations that suggests that they are becoming more accepting of user generated remix videos that sample from their copyrighted material. Some, including Sony Pictures, Lionsgate and Warner Bros have even dabbled with remix contests of their own to coincide with the release of their movies including School of Rock, A Scanner Darkly and Rambo. We have also recorded a significant exponential increase in the number of video recuts being uploaded to the web every day and less being taken down, which suggests that more people are getting interested in the area and that copyright owners are beginning to realise the potential benefits of allowing, and possibly even encouraging their fans to play with the content they produce.

    In my opinion, video remixes are a free form of advertising for copyright owners and also create more devoted fans of the original work. In a few years, we will all look back and it will be mind boggling to think that big media companies tried to stop fans of their content from creating remixed videos that actually served to promote the original work, as well as being entertaining pieces in themselves.


    Your site features a space for political remixes. Do you see remix as an important form of political speech?

    I personally feel that remix is one of the best ways for people to voice their opinions and increase their chances of being heard. What better way is there of communicating how you would like George Bush to act than to literally change the words that come out of his mouth? With the current build up to the presidential elections in the United States, we are seeing and hearing a lot of media surrounding the actions and words of Barack Obama, Hillary Clinton and John McCain. A plethora of remixed videos have sprung up with Obama , Clinton and McCain as the subjects. I think that having the tools to be able to create videos like these and express personal opinions to a wide audience is extremely empowering for individual users in the digital age. Members of Obama's campaign realise the potential power of grass roots creativity and a video contest has been hosted this month by the folks at moveon.org with a view to creating a 30 second spot for the presidential candidate that will air on national television. No doubt, many of these will be video remixes and we look forward to seeing the finished pieces.

    Many people use political parodies as a way to highlight the issues that particular politicians are facing and suggesting courses of action. When Tony Blair was considering his resignation as Prime Minister, a fantastic remix appeared illustrating Blair's internal debate. Another classic video that has done the rounds is the Blair Bush Endless Love remix. This video is interesting in that it pokes fun at the perceived notion of the apparently odd relationship between a submissive Tony Blair and a dominant George Bush.

    I have tried my own hand at one or two political remixes in the past. Being from Ireland, I decided to poke a little fun at the two candidates for the Irish General elections last year, Bertie Ahern and Enda Kenny, the two candidates for Taoiseach (Prime Minister) of the country at the time. One video showed Enda Kenny as if he was auditioning for American Idol and coming up against a decidedly unimpressed Simon Cowell. The other clip showed Bertie Ahern as if he were pitching a business idea in the Dragons Den I think it is very important that citizens of a country can air their views about their political leaders, and I feel that video remix is one of the most powerful ways to do this.



    What are your hopes for the future of remix culture? How do remixes relate to the larger Free Culture movement?

    I see remix gradually becoming more mainstream and more widely accepted as a creative form in its own right. Ever more examples of commercialised remix are appearing on our TV and computer screens every day. Many people involved in remix culture detest the idea of the commercialisation of this type of work as they see it as a grass roots, perhaps even rebellious movement, and one that gives a voice to the individual. I don't see this going away. Even if a lot more commercial remix work is created, the tools that enable individuals to transform and recreate the media and culture around them and the new channels of free distribution that enable their work to reach huge audiences are here to stay. My hopes for the future of remix culture would be for this type of work to seep into all walks of life. I would love to see even more educational institutions adopting it as a technique of learning, for example, asking students to create a remixed video about George Washington rather than handing in a written report. In the professional arena, I would love to see more video remix artists being headhunted by studios based on the remix work they showcase online or being commissioned to create new work.

    Before this can happen, however, remix artists need to stop being afraid of frivolous legal threats. A large number of remix artists are very careful about revealing their true identities online and use anonymous alter-egos for fear of being sued. I would hope that remix artists will eventually feel as though they don't need to do this anymore, as it could be stifling potential opportunities for them. The copyright issues surrounding remix work are a headache for everyone interested in freely expressing themselves using digital media. Of course, fair use enables the use of small samples of copyrighted material for non-commercial purposes, but I envisage new business models emerging around copyright cleared remix work in the not too distant future.

    In terms of the larger Free Culture movement, there are many people and organisations doing fantastic work to help combat the ongoing problem of corporate greed that has seen the copyright term extended to a ridiculous degree in the latter half of the 20th century. Organisations such as Creative Commons, the Electronic Frontier Foundation, the Center for Social Media, the Convergence Culture Consortium and FreeCulture.org are all doing incredible work to prevent the scales from tipping too far in the wrong direction and of course individuals, such as our judging panel for the Total Recut Video Remix Challenge, provide invaluable insights through their written and spoken words that help to raise much needed awareness of the issues surrounding remix culture.

    We are hosting the Total Recut Remix Challenge primarily to the same end, and we invite anyone with an interest in this area to enter the contest and help us to raise awareness of the changes that need to take place so that we can build a society where copyright owners are fairly rewarded for their artistic labours and artists can freely express themselves by drawing inspiration from the culture around them. Every voice counts.


    "What is Remix Culture?": An Interview with Total Recut's Owen Gallagher (Part One)

    Several weeks ago, I announced here that I was serving as part of a panel of other "remix experts" as judges for a video competition being hosted by the website, toralrecut.com. Participants are being asked to submit videos which address the question, "What is Remix Culture?" The contest is intended to help educate the public about the debates surrounding remix, copyright, and fair use. As someone currently developing a teacher's strategy guide for teaching remix in the context of high school literature classes, I am very interested to see what kinds of materials emerge from this competition. The submissions will become visible on the site soon and the public is being encouraged to help rank the submissions.

    In the spirit of sparking further conversation around the issues the contest is exploring, I asked Owen Gallagher, the mastermind behind TotalRecut, if he would respond to some questions about the contest and about remix culture more generally. Alas, his responses got lost in my dreaded spam filter and are just now seeing the light of day. In this two part conversation, he explains why he created the site and sponsored the contest, identifies some of his favorite videos, and offers some insights into the politics and aesthetics of remix video.

    Here's a brief bio Owen shared with us:


    Owen Gallagher (28) is a graphic, web and digital media designer, an accomplished musician and a graduate of the University of Ulster, Northern Ireland with a first class honours Masters degree in Design Communications. Originally from Dublin, Ireland, he has been travelling around the United Kingdom and the United States for the past 12 months as part of the NCGE / Kauffman Foundation Global Scholars Entrepreneurship Program. Gallagher is the founder of TotalRecut.com, an online social networking community for fans and creators of video remixes, recuts, and mash-ups that facilitates online collaboration between video artists. Total Recut has been shortlisted for a number of prestigious awards including the Golden Spiders Awards, the NICENT 25k Awards and the BBC Innovation Labs.

    Gallagher is the CEO and Creative Director of GDG Interactive, a web design and development business based in Ireland. In his spare time, he dabbles in video art and has created a number of political video remixes that received significant media attention in his home country. He is an avid piano and guitar player and has composed and recorded over 100 songs as well as performing in various bands since he was 16. He is a qualified music teacher and has taught piano and guitar to a number of students. He has also acted as a part time Assistant Lecturer of Design at the University of Ulster, Northern Ireland teaching web design, flash animation and digital video production.

    Gallagher is passionately involved in remix culture and has a particular interest in Intellectual Property law as it applies to creative content. His Masters thesis, entitled 'Video Recuts and the Remix Revolution: Whose Rights Are Being Infringed?' explores some of the issues surrounding the appropriation of previously published content, focusing on the delicate balance between copyright and freedom of expression.


    What can you tell us about your new contest? What are its goals? What kinds of videos are acceptable?

    The Total Recut Video Remix Challenge is a contest that we are hosting to try to encourage people to think about the issues around remix culture and creating remixed media. We want people to create a short video remix that uses footage from any source to communicate the message: 'What is Remix Culture?' The video can be anything from 30 seconds to 3 minutes long. The idea of the contest is to produce a series of videos that raise awareness and help people to more clearly understand what is going on in the world of digital content creation, remix and intellectual property. Ideally, the videos will be educational and will communicate a clear message but we essentially want our entrants to be creative and portray what remix culture means to them. The prizes include a laptop computer loaded with all of the software needed to create high quality remixes, a digital camcorder, a digital media player and lots of Total Recut goodies.

    The contest began taking entries in May and judging will begin in June. We have an exceptional judging panel of some of the elite thought-leading personalities involved in remix culture today including yourself, Larry Lessig, Pat Aufderheide, Kembrew McLeod, JD Lasica and Mark Hosler. The contest is open to everyone so I would encourage anyone who is even slightly interested in video remix to put a video together and enter the contest in May to be in with a chance of winning.

    The Video Remix Challenge was an idea that developed out of my Masters project at the University of Ulster, Northern Ireland, which was very much focused on Remix Culture and intellectual property issues as applied to the digital creative arts, in particular, online video production. As part of the project, I developed a basic version of the Total Recut website and set up a small scale video remix contest where the idea was to create a 60 second PSA commercial using found footage to portray a particular theme e.g. Environmental Issues, Safe Sex or Drug Abuse. At the time, I was also working as a part time lecturer, teaching an interactive design class to undergraduate students at the University of Ulster, so I decided to use the students as guinea pigs and get them to produce a remixed video for their project, which had to be entered into my contest, as a requirement of their design brief. It worked like a charm and the end result was over thirty highly creative remixed videos on a diverse range of socially conscious issues which the students themselves rated and commented on, before a small judging panel decided on the final winners. Following the success of this contest and the ongoing development of Total Recut as a whole, I decided that I wanted to try and host a larger scale contest. My original idea was to try to open it up to other Universities in the U.K. and Ireland and build from there, but it has now scaled to the point where it is open to anyone who wants to enter. The basic premise of the Video Remix Challenge is to create a short form video remix that portrays what 'Remix Culture' means to you, using found footage from any source.

    The reason this is such an interesting theme to pursue is because of the ongoing debate about copyright and freedom of expression in the developing landscape of user generated digital content. This is a debate that a lot of people feel very strongly about. There are extremists on both sides, some advocating the complete freedom of all content and others fighting tooth and nail to extend copyright terms and protect their assets. Then there are those who are trying to seek a middle ground - a balance between these two opposing views. This is where Total Recut and this contest reside.

    The current landscape places too much emphasis on the copyright owner's control over how their content is used and leaves little room for new artists to exercise their rights to freedom of expression. However, a free-for-all where all content is free would result in no compensation for copyright owners, which would mean less incentives for people to produce new creative works. The balanced approach enables copyright owners to make money from their work, but also enables other artists to freely use samples from the entire pool of creative works to express themselves. This contest encourages people to draw inspiration from the culture around them, from the culture they grew up with and to use these images and sounds to produce something innovative with a brand new meaning.

    The goals of the contest are to generate a number of creative video pieces that will help to raise awareness of these issues and perhaps help to educate people about the true nature of copyright, which is to promote the production of new creative works for society at large, by providing creators with a degree of protection over their work for a limited time. This message has been twisted and distorted almost beyond recognition by the likes of Disney and some of the larger corporations that own the copyrights to most of the content out there. Instead of creative works existing to benefit society, some of the corporations feel that creative works exist to make more money for them, for as long as possible. That is why they lobby for copyright term extensions and unfortunately, they have historically been successful in these attempts.

    Ironically, many of Disney's most successful works are based on Public Domain stories, which they would not have been able to create in the first place, had the original copyright owners tried to exercise the kind of control that Disney now displays over their works. There is an excellent educational remix video created by Eric Faden of Bucknell University, that uses short samples from Disney movies to communicate messages about copyright and fair use. Here's the link.

    In terms of the types of videos that are acceptable in our Video Remix Challenge, we are encouraging our entrants to be aware of, and exercise their fair use rights. The Center for Social Media at the American University of Washington have some excellent resources and guidelines. We are also encouraging people to use Public Domain and Creative Commons licensed material in their work, many of which can be found at the Internet Archive and Creative Commons respectively.

    The videos will first be rated by the public and whittled down to the ten best videos, which will then be given to the judges to decide on three winners. We are very excited to see what kind of work will be produced. Going by my previous contest, there will be quite a mix of quality in terms of production skill, but sometimes the best ideas simply shine through.



    Tell us more about Total Recut. How did this site come about? What are your overarching goals? What kinds of resources does it offer the remix community?

    I remember very distinctly when I came up with the idea for Total Recut. I was lying out in the sun in Portugal, contemplating what I might consider putting forward as a proposal for my then upcoming Masters Degree, and the idea came to me. I wanted to create a collaborative environment for artists to be able to take existing media, remix it in some way and produce something completely new.

    My interest in remix stemmed from an early age - I have always been into collage and mixed media and studied Fine Art in Dublin, Ireland before undertaking my Design degree in Donegal, but even before that, I always remember playing with toys as a young boy. My brother and I were the proud owners of many Star Wars figures and vehicles, Transformers, Thundercats, MASK, He-Man, G.I. Joe, Action Man and a whole host of other toys from various movies and TV shows. Our games always consisted of us combining these different realities and storylines, mixing them up and making up our own new narratives. It was not unusual to have Optimus Prime fighting side by side with Luke Skywalker against Mumm-Ra and Skeletor. So, from a very early age it seemed completely normal for me to combine the things I loved in new ways that seemed entertaining to me. I think that my generation and those younger than me have grown up expecting this sort of interaction with their media, on their own terms.

    The idea that some corporation can tell you that you are not allowed to play with media seems ridiculous and wrong. Unfortunately, there are many who seem to believe that their control over how content is used should be absolute and unquestioned. I created Total Recut as a way to gather people together who believe that we, as a society, should be able to freely build on the works of the past. If this is successfully prevented by corporations, the practical result is that people will stop making new things out of old things for fear of being sued. Innovation will chill and the overall quality and quantity of new work being produced will be lower. Luckily, there are millions of people who refuse to accept the corporate line and they are continuing to produce new work, despite the veiled shallow threats by overzealous copyright owners.

    So, when I was considering how to practically put a community of this nature together, my initial idea was to create a site for digital artists - I had the idea of taking public domain paintings and posting the images on the site, cutting them up into squares and then asking participants to choose a square each and reinterpret it in their own style. The remixed square would be uploaded to the site again and the end result would be a very interesting collaborative collage of styles inspired by the work of an artistic master.

    Through my Masters research, I realised that one of the hottest technologies at the time was online video and so I decided to refocus the project to centre on remixed video work. I discovered a thriving underground community of video producers who were creating work as diverse as movie trailer recuts and machinima to remixed political parody and mashed-up music videos. One of the first remixed videos I saw was a movie trailer recut, created by Robert Ryang, of the Stanley Kubrick movie, 'The Shining', which casts the classic horror in a completely new light. Another amazing video remix that I came across early on was a political piece created by Chris Morris where segments of George Bush's State of the Union speech were recut to create a new narrative. Some of the most technically accomplished and entertaining remixes I have seen were created by a Parisian remix artist called Antonio da Silva, known online as AMDS Films. He created a number of remixes, one of the best of which is Neo vs Robocop.

    So, I set about creating a site 'for fans and creators of video remixes, recuts and mash-ups that provides resources and collaborative opportunities for video remix artists in a social networking environment.' The end result was Total Recut, but the site is constantly developing. Each week, something new is added or changed based on the feedback from our members and advisors. The main focus at the moment is the Video Remix Challenge but we have a plethora of new ideas and potential directions of where we are going to steer the site in the future.

    The site works on a number of different levels. Primarily it is a place where people can find and watch entertaining or thought-provoking remixed videos. Our current categories are Movie Trailer Recuts, Political, Machinima, Advertising, Educational, Music Videos and Others. This category list is by no means exhaustive and we are looking at adding to it in the near future.

    Secondly, the site acts as a showcase for video remix artists, to enable them to put their work in front of the eyes of a receptive audience. We also provide a growing library of Public Domain and Creative Commons licensed video work for people to download and remix in their own projects. We are working on developing our Tutorials section, which will eventually become a 'Remix Academy' with courses and grades for people to learn everything they need to know to produce a video remix. Information and links to literature and websites about remix culture, intellectual property issues and key players in the scene are included in the Remix Culture section. We also provide remix tools where users can gain access to video editing software, conversion tools and video downloading software. The community section includes a blog, forums, user profiles and job opportunities. Virtually every aspect of the site is set up to be similar to a wiki environment, which essentially means that all registered members have the ability to add things to the site or update information about any of the content.

    With regard to long term goals for Total Recut, we would love to build up the community to the point where we are considered the primary online location for people to find the very best in video remix work and talent. We intend to host more regular contests and provide links between our remix artist members and potential employers. As the site scales up, we intend to take it global and offer a multilingual version of the site to accommodate the Asian and European markets and eventually become a truly global community website for remix culture.

    You write, "Video recuts...are a new art-form enabled by the convergence of emerging technologies." How do you respond to those who ask whether remixes and recuts are not creative because they build on the works of others rather than working with original material?

    This is an area in which I have a huge amount of interest and have considered pursuing as a research area for my PhD - the origin of originality. It is of particular interest to me because I am what I consider to be an 'original content creator.' I write songs and lyrics using nothing but my mind, a pen and paper and a guitar. Are my songs original? If I use a combination of different chords and a variety of words to create sentences that rhyme, am I not using elements that have been used by other people in the past? What makes my songs original, in my opinion, is the unique way in which I composite the words, chords and melody. In this way, every song is created using the basic building blocks of language and music, but combined in a slightly different way.

    Coming from a Graphic Design background, I often come across other designers who are adamant that their work is completely original. The nature of a Graphic Designer's work is to combine elements from different sources in creative ways to produce new pieces of work. Similar to a collage artist who takes pieces of different photos, images etc and brings them together to create new meanings. Is the finished piece not original because it is made up of building blocks from a variety of sources? In the same way, when a video remix artist combines pieces of video from different sources in new ways to create new meanings, is this not original and innovative?

    Yes, remix artists build on the works of others. But do so-called creators of 'original material' not build on the works of others also? Would you consider Shakespeare's Romeo and Juliet to be an original piece of work? Even though the idea was based on a story by William Painter, which was based on a poem by Arthur Brooke? No matter how far back you go in the origin of a piece of work, you will find that the idea was built on or inspired by the work of someone else before it. I consider remixed videos to be original works. The finished piece is more than the sum of its parts.

    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.

    I HEART Mutants (Except for That Shameless Mary Sue, Jean Grey)

    This is the second in a series of "intimate critiques" produced by masters students in my Comparative Media Studies proseminar on media theory and methods. Each essay tries to blend personal narrative with larger theoretical issues as a way of digging deeper into the place of popular culture in our everyday lives. This year's set can be seen as a series of narratives of "coming out" as fans and how this process relates to other aspects of one's personal identity.

    I HEART Mutants
    (Except for that Shameless Mary Sue, Jean Grey)

    Lan Xuan Le
    Spring 2008


    I met the X-Men for the very first time on Saturday, October 31st, 1992. It was 9 AM, prime time for the grade school demographic, and the Fox Network was debuting its second attempt at an animated cartoon series based on a comic book of the same name. The first episode opened in the midst of the government's Mutant Registration Program, an initiative to find and round up all the human beings who possessed genetically-enhanced superpowers. In a recent, unexplained evolutionary burst, people across the world had begun manifesting unusual abilities at the onset of puberty. Pyrokinesis, telepathy, super-strength, invulnerability - the public had been waging a campaign of repression on these so called "mutants" out of a fear of their superior abilities. The first episode dumped the audience right into the middle of a long-standing conflict between homo sapien and "homo superior." It was in this political climate that Professor Charles Xavier and his band of select mutant followers have been fighting to preserve mutant rights against the human government and other mutants who would enslave humankind.

    Running for a total of five seasons, X-Men was Fox Kid's second most successful show after Batman The Animated Series and continued airing reruns for a year after the release of its final episode. X-Men began as a popular serial comic book under the Marvel Publishing arm of Marvel Entertainment in 1963. Created by the legendary duo, Stan Lee and Jack Kirby, Uncanny X-Men told the story of a band of humans who struggled to protect a "world that hated and feared them." Although it was an established, long-standing franchise in American popular culture, the television show was my first point of entry into this universe.

    I was not quite 12-years-old, the daughter of Vietnamese-American political immigrants, and a "gifted and talented" student in the mid-Western educational system. It seemed inevitable that the idea of mutant alienation and political struggle would ignite my young imagination. At the heart of the X-Men mythos lies a powerful metaphor of marginalization. Race, gender, sexuality - mutation stood in for and made visible the oppressions suffered by a class of people, of which I was a part. It spoke to the systematically, discursively constructed category of "othering" I suffered as a racial minority, de-naturalizing and exposing them. It spoke to my experience of systemic exclusions as a girl in America and a daughter in a family with Confucian values. X-Men represented my nascent political consciousness, the burgeoning understanding of myself as part of a larger grouping of people and an agent acting within a system of conflicting pressures. The story of X-Men became powerful to me in a way that the individual struggle of a character such as Batman could not.

    The idea of mutation, a flexible metaphor, resonated with many of my experiences of exclusion. But race and gender remains, even today, the most powerful level of my experience of the mutation metaphor. Race is often discursively inscribed upon the bodies of racial minorities, like the "oversexed and savage" stereotype of black, male bodies or the sexual, pliant bodies of Asian women. So too is mutation a bodily "othering." This "otherness" of the mutant body often takes physical form, like with Doctor Hank "Beast" McCoy's hairy, animal-like appearance. Similarly, racialized or mutated bodies become the difference against which white or human bodies are visually and discursively normalized.

    Some mutants in the X-Men universe, however, do not wear their differences on their bodies. Their abilities manifest in subtler ways, allowing them to "pass" as human. The conflict that arises between the obviously mutated and the "pretty" mutants erupts periodically in the story. In the X-Men universe, the physically mutated characters gathered into an underground, sewer-based community called the Morlocks after a similar, villainous society in H.G. Wells' The Time Machine. They could not avoid the political experience of mutancy and became angry at those who remained sheltered and apolitical in their appearance of humanity. This, for me, mirrored the way my Asian girlfriends used the increasing invisibility of their race to avoid or even deny themselves as racialized subjects, often as gendered subjects as well. Those were precisely the moments that I understood my decisions through the mutant metaphor. By choosing to be a Morlock, I chose to openly live a fraught political reality that would act upon me whether or not I confronted it.

    The metaphor of mutation, especially as applied to bodies, became a very powerful expression of the ways in which my own body had been re-written without my permission. As an Asian woman, my body is all too visible and yet my "color" has receded, being neither white nor black. I too have been inscribed upon, defined into my very DNA. But for mutants, their power lay precisely their differences. The very performance of their differences gave them the power to resist. The heroes of X-Men were those mutants who could come to accept and judiciously use their powers, not those who remained silent. That proved an important idea for me at the age of twelve, the ability to appropriate the performance of difference in some way, to reclaim the language of these performances to empower myself. It gave me a option to act, to vocally resist the silencing and naturalization of my exclusions.

    While the characters in X-Men fight against the teleological framing of "mutation" in the same way I do as a woman of color, the metaphor to race and gender is imperfect. What I find most unsettling about the mutation metaphor, and the differences this represents, is the struggle between the biological reality and socially constructed nature of "mutation." Linking differences to the term "mutation" implies a kind of biological determinism. Within the story, however, these genetic changes actually produce an incontrovertible difference in the X-Men. The ability to mentally levitate objects is not comparable to the experience of race, gender, class, and sexuality, which are socially determined. Many groups have struggled to shift the debates of difference from biological determinism to social construction, and I remain ambivalent about how powerful this imperfect metaphor is for me.

    I read more than just race into the bodies of these mutant characters. The bodies of women take on another significance in the X-Men television show for me. The idealization and display of female bodies is a standard part of the comic book industry's practice, which is dominated by a male culture of production. But female bodies often become sites of social anxiety. Asian female bodies, for example, were considered dangerous during earlier immigration to the US, because reproduction is the power of a marginal, feminine body to spread and contaminate the normative political body.

    One of the most interesting women in the X-Men universe is Rogue, a member of the X-Men. Rogue is lushly beautiful, possessing super-strength, flight, invulnerability, and the ability to steal the life force of anyone she touches skin to skin. I envied Rogue because she represented the impenetrable female body. Rogue has the appearance of a woman who is sexually permissive, but the body which denies penetration. The markers of Rogue's class - her Southern "trash" stylings - are intimately linked to this perceived sexual permissiveness. Rogue's yearning to touch and be touched, especially when expressed in the presence of her on-again-off-again boyfriend Remy, yield to both innocent and lascivious interpretations. But because of her powers, she remains a non-reproducing body, one that is safely neutered, a contagion contained. Whether or not I understood it as a child, Rogue has always represented to me a site where masculine anxieties about women found expression.

    Just as I found Rogue and the text's relationship to her body intriguing, I found the character of Jean Grey equally repugnant. In all the ways that Rogue embodies ambivalence, Jean Grey equally and oppositely represents the heteronormative forces within the text. Beautiful and in control, Jean Grey's cerebral powers mirror her middle-class origins, which stands in contrast to Rogue's physical (and blue collar) powers. Jean Grey's empathic social role in the team was to mediate the tensions of class, gender, and sexuality. She invoked her authority as the mother, the sanctioned, reproducing body, to quell insurrection and unify the group under a liberal morality invested in the feminine as a site of cultural reproduction. She became a symbol of the ways in which liberalism's promise of social justice sacrificed so many marginal voices to speak from a unified position. In a story that allowed me discursive reprieve, that provided catharsis in its simple acknowledgment of my exclusions, Jean Grey violated the agreement offered by the text.

    I followed the television show until its end in 1997, at which point I sought to find the "original," the comic books, and continue my relationship with the story. I quickly discovered that the series had been running for nearly 40 years, the whole of it beyond my reach both economically and logistically. The serial nature of the comic book defeated my ability to master the canon as thoroughly as did my economic circumstances. The Internet, however, offered a different way into the X-Men history.

    In 1998 I discovered fan websites, places where pieces of the X-Men story came together, character by character. But I found these dry, journalistic recitations insufficient to approximate the experience of reading the comic books, of knowing the X-Men first hand. It was during my web surfing that I found fan fiction, the resource that finally opened up X-Men to me. These stories became a snapshot of the fan's ongoing experience of reading, problematizing, and subsequent (re)writing of the X-Men comic books. It seemed a recursive, cyclical process carried through many stories, probably extending to other media properties. Whatever they represented to the fan author, for me as a reader, fan fiction became a constant renewal of the X-Men text. Through these stories, I could read X-Men anew through the lens of another fan's love. I began a two-year journey into the collective imaginary of X-Men, a historiography of myth and memory.

    These fan stories explored the tensions of the comic book, perhaps further than the original format would have allowed. Dozens of stories addressed the same events in canon, correcting, changing, darning over the snags and tangles of plot holes. I had access to a collective record of the major shifts in the X-Men franchise and the fan reaction to them. Reading fan fiction was like mining the secondary sources of an historical event. Fan fiction, for me, became a record of what could never be part of the comic book canon, the discourse of an experience. The "truth" of the canon became irrelevant compared to reading the fantasy of the reading.

    Fan fiction transformed my experience of the X-Men story, turning it from a monoglossic text into a multiple, unstable, heteroglossic pleasure. Every character, every relationship took on a complexity impossible in a single text, even a serial one. Although the series was multi-vocal, containing a diverse, international cast and expressive of a range of views to begin with, the very nature of fan fiction and individual interpretation allowed me a far broader experience. I adore, for example, not the canonical character of Gambit, but a layered memory of Gambit as can only be possible through people who both love and loath him. And so he is even more fascinating, engaging, and ultimately satisfying a character than any single text could offer.

    By early 2000, the tide of fan fiction on the web had begun to ebb, bringing my journey with the fan community to an end. I attended college later that year and moved on to other media properties, but the X-Men would remain an essential part of my cultural imaginary. But my relationship to the franchise continued to change nonetheless. In 2000, Marvel released a full-length, live action film adapted from the comic books followed by two sequels. The same year, the X-Men: Evolution cartoon began on television, aiming to recapture the popularity of the original by re-imagining the X-Men's beginning in the present day. In 2001, the X-Men comic books spun off another alternate universe under the title of Ultimate X-Men that again re-imagined the beginning of the X-Men, but in a completely different universe from the Evolution cartoon.

    The increasing number of alternate universes validated my increasing distance from the "canon" that I was originally so keen to obtain. It only added to the multiplicity and richness of the X-men text. While this move inspired fan anger for "selling out" the franchise and violating the integrity of the story, I saw this move as a way for the franchise to preserve its heteroglossic mythology. Each one of these re-imagined beginnings was designed for me, the interested audience that found itself excluded from the long-running history of the comic book. I finally felt courted by a universe that likely was not speaking to me, but from which I had appropriated strategies of resistance. While these alternate universes aimed to renew my relationship to the series, the ties had faded over time. I now possessed academic theories and frameworks through which to parse my experiences and exclusions.

    In early spring of 2008, a fan group, in defiance of copyright, scanned and released all the volumes of the X-Men as PDFs online. Through the magic of peer-to-peer downloading, I finally acquired the whole of the X-Men canon. But in the end, I could not come to love them. With the exception of Joss Whedon's short stint at the helm of the Uncanny X-Men, the story was written predominantly by men for an audience that was not me, nor necessarily a group that included me. Fan fiction, on the other hand, was written primarily by women with whom I shared many salient experiences. In the end, I chose not to read the comic books lest they fundamentally change the relationship I had already nurtured with the franchise. The potential loss of that wonderfully unstable text could not ultimately compare to the gain of the comic book itself.

    Lan Xuan Le
    Swarthmore College, BA Biology and Asian Studies 2004
    Boston University, Masters of Public Health 2007

    Lan Xuan Le, who has BAs in both Biology and Asian Studies from Swarthmore College (2004) and a Masters in Public Health from Boston University (2007), has been part of the "games for health movement," conducting a qualitative study and co-authoring a white paper for the Robert Wood Johnson Foundation on the use of games to combat childhood obesity. She also has a strong interest in the globalization of media and the construction of alternative understandings of what it means to be Asian and Asian-American through popular culture, an interest which led her to design, research and execute a library exhibition of anime and manga for Swarthmore's McCabe Library. She wrote an undergraduate thesis on problematic gender and sexual representations in Japanese popular culture with a particular focus on Card Captor Sakura, a paper which won the Swarthmore College Asian Studies Program's top writing prize.

    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.

    Learning From YouTube: An Interview with Alex Juhasz (Part Two)

    Yesterday, I ran the first installment of a two part interview with filmmaker, activist, and cultural critic Alex Juhasz. In the first part, we focused primarily on a course she taught this fall on YouTube, describing some of the pedagogical issues she encountered, and some of the ways her course got distorted through mass media coverage. Today, she is focusing more fully on some of her concerns about profoundly "undemocratic" aspects of YouTube, concerns which her teaching experience brought into sharper focus. While Juhasz and I start from very different perspectives, I see her critique as a valuable starting point for a conversation about the ways that YouTube does or does not achieve our highest goals for a more diverse and participatory culture.


    You've expressed concerns about the blurring between education and entertainment in the Youtube environment. What concerns does this pose for you?

    We are clearly living in a time where conventionalized methods must be re-thought because of the increased functions of the media. Teaching and learning are two conventions that will adapt in the face of web 2.0. Now, I've been an advocate of critical pedagogy my entire career as a professor. In particular, I have been keen on refiguring power, expertise, and objectivity in the classroom attempting instead to create more collaborative, imaginative pedagogic interactions where there is a self-awareness about how embedded structures of power (race, class, gender, age, expertise) organize classroom participation, and access to learning. That said, while trying to learn through YouTube, there were significant challenges posed to the traditions of teaching that both my students and I experienced as obstacles. So maybe I'm not as radical as I pretend!

    Before I enumerate these, I would beg your readers to consider whether these are hold outs to a lost and dying tradition, and good riddance (as some of my students believe), or whether there are certain tried and true approaches that were developed and nuanced over time because they work: methods of teaching and learning we don't want to lose even as technology brings us new possibilities.

    We found that just what defined YouTube as good entertainment -- its compelling lack of depth and expertise, and its all but disappeared procedures of coherence, order, and forced attention -- made it poor for education. Of the many surprises and challenges of this class, it was most dumbfounding for me to find how resistant my students were to the loss of discipline, authority, and structure in the classroom. They hated the amount of process this demanded; disliked that I wouldn't just tell them stuff; were reluctant to do course work in a new format in which they lacked training; and generally wanted me to take control so that they could attend to other things and know what they needed to do to satisfy me.

    Why, we might ask, do they enjoy the aimlessness and devaluing of authority on YouTube, but still want it in their education, even as any student would say, in a heartbeat, that they wish school was less boring, more fun, more entertaining? We found that the rigorous, controlled, contained, and rationale argument is key to learning; not the flow, but the building of knowledge. Meanwhile, ease of acquisition, while comforting, and perhaps numbing, to my mind can never meet the sheer joy of a challenge, and the prize of the steady, often communal and hard work of growing complexity. While its nice to wast time on YouTube, people want to get something (hard) from a class!

    Your students pointed towards a fairly limited range of representations of race and gender in YouTube content. Why might such stereotypes persist in what is in theory an open and participatory channel? More generally, what factors do you think limits the cultural and ideological diversity of current digital culture?

    I ended up learning a lot from this class (particularly from its unique YouTube-like structure) and even more from its students (which is where I started, I did believe correctly that on this subject they could educate me). Their keen observations about the down-side to user control were a revelation to me, lefty media activist, who has made a career around expanding media access. YouTube uses its users for almost everything: they create content, sort it, judge it, and censor it, all the while producing the revenue which runs the company by producing both its content and its consumers. There are incredible opportunities this affords us as a society: primarily unparalleled access to the thoughts, experiences, interests and documents of the daily life of real people, as they wish to be seen and heard. However, two other key results are less beneficial, especially if we want to think of YouTube as a democratic commons, which is certainly how it sees itself and is broadly understood. First is the idea of mob-rule, and how it functions for censoring.

    Currently, on YouTube, if a few people flag a video as being objectionable, down it may go, within an opaque system and with no recourse. My students have learned that controversial opinions, outside the norms of the society, are often so flagged and censored. This is not a commons, where everyone has a right to a voice.

    Furthermore, my students found that the system of user-ranking, or popularity, has the effect where normative or hegemonic ideas rise to the top of YouTube. The society's already accepted opinions about race, or politics, are most highly valued, receive the most hits, and thus are the easiest to see.

    Meanwhile, there is a lively world, just under the surface on YouTube, where opinions counter, or critical, to those of the mainstream are articulated. However, given that the search function relies first upon popularity, this niche-tube is hard to locate, and is currently playing a small role in the conventionalizing standards of this new form. As I've said before, access is only one part of an equation of liberation. In this case, I'd highlight education in media literacy, aesthetics, theory and history as equally formative.


    Many critics have praised the role of confessional video in the hands of feminist and avant garde filmmakers (the works of Sadie Benning for example) yet you seemed critical of the ways that this mode gets deployed on YouTube. What differences do you see between the two?

    Patty Zimmerman's Reel Families traces the various factors which have historically turned amateur media content into "home movies," locked away in the domestic sphere, ridiculed as uninteresting to anyone beyond the immediate family. Whatever else one may say about Youtube, however, it has
    brought amateur media content into broader public visibility, allowing it to circulate well beyond its communities of origin and in ways that allow greater control for contributors than found in, say, America's Funniest Home Videos, an outlet Zimmerman ridiculed. Would you agree?

    These two questions are closely linked in my mind. Of course I agree that YouTube has opened access to video production and distribution, and that many of these newly allowed videos appear in either the home or confessional mode (a sub-set of the YouTube staple, the talking-head or rant). But this is where my particular project interfaces with, or perhaps veers from, that of the study or use of the home movie (or mundane, or DIY media) rather than the activist or art video. I am less interested in the fact of who produces, as much as I am how she does so and in what context. I am most interested in media cultures that allow regular people not simply to document their lived experience, not merely to reflect their experience through and to the norms and values of the dominant culture, but to create art and/or opinions about their lives and culture, in the name of a stated goal (of world or self-changing), and to an intended community.

    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


    Field Notes from Shanghai: China's Digital Mavens


    As I was getting ready for the trip, I stumbled onto a recently released study, produced by IAC and JWT, which compared the centrality of digital media in the life of teens in the United States and China. I used these statistics in my talk at the conference to suggest the importance of fostering new media literacies and ethics among Chinese youth. Here are some of the report's findings:



    • Almost five times as many Chinese as American respondents said they have a parallel life online (61 percent vs. 13 percent).


    • More than twice as many Chinese respondents agreed that "I have experimented with how I present myself online" (69 percent vs. 28 percent of Americans).


    • More than half the Chinese sample (51 percent) said they have adopted a completely different persona in some of their online interactions, compared with only 17 percent of Americans.


    • Fewer than a third of Americans (30 percent) said the Internet helps their social life, but more than three-quarters of Chinese respondents (77 percent) agreed that "The Internet helps me make friends."


    • Chinese respondents were also more likely than Americans to say they have expressed personal opinions or written about themselves online (72 percent vs. 56 percent). And they have expressed themselves more strongly online than they generally do in person (52 percent vs. 43 percent of Americans).


    • Chinese respondents were almost twice as likely as Americans to agree that it's good to be able to express honest opinions anonymously online (79 percent vs. 42 percent) and to agree that online they are free to do and say things they would not do or say offline (73 percent vs. 32 percent).

    In almost every category, Chinese youth expressed an even deeper investment in the online world than their American counterparts. It is particularly compelling the degree to which they use digital media to escape constraints on their real world experience, whether local constraints imposed by parents and schools or larger societal constraints imposed by governments.

    We need to be careful about framing these findings through Cold War discourse which stresses the free west against the repressive east. It seems more useful to think about the different constraints on participation teens in each country face in their offline lives and the ways that online experiences may allow them at some limited experiences of transcending those constraints. Of course, in both countries, there are ongoing struggles about how much access to and what kinds of participation teens should enjoy in the online world.

    Several people I've spoken with here, however, have sought to qualify the picture of Chinese digital youth culture represented through the study. They note, for example, that while Chinese youth have extensive access to blogging technologies they have little to no access to social networks like MySpace and Facebook and they are blocked from being able to use Wikipedia except through elaborate proxies. (I've struggle while I have been in China with having my own access to wikipedia cut off behind the firewall.) Others suggested that Chinese youth have been very active in helping to translate western media content, including the work of participatory culture, into Chinese but have been much slower to embrace such cultural practices themselves. Some have adopted judgmental perspectives on this participation gap suggesting that the Chinese take but do not give to the culture of the web.

    Certainly, we can point to the visible contributions of amateur Chinese media makers to YouTube -- most notably, of course, the Back Dorm Boys. (See an interview here conducted by my CMS colleague Beth Coleman as part of her Project Good Luck initiative designed to better understand the rise of digital culture in China.) Yet, I am told they have been much slower to embrace re-mix or modding practices or to generate their own fan fiction, though some have told me that this is starting to change at a rapid pace.

    One might hypothesize that Chinese and American teens deal with the uncertainties of the digital environment in different ways: many American teens are unaware of the potential consequences of posting their own content on the web, showing ignorance or naivity about the intellectual property implications of such activities or the long term impact of digital content on how they are perceived by schools or future employees. The Chinese youth, living in a very different cultural and political context, seem less willing to take risks and probably much more awareness of the potential ramifications. They seem to value the freedom they find online all the more because they know what the stakes are in their exercise of those freedoms.

    Others stress that the difference may have to do with the language barrier of the online world. Chinese young people may have more skills at translating English content for their own community and may have stronger incentives for wanting to access that western content; Chinese youth perceive the west as having little interest in what they have to say and little willingness (not to mention capacity given how rare it still is for schools to offer courses in Chinese languages) to help close that gap in terms of translating their content into English.

    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..." »

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

    This is the first installment of a five part series showcasing the evolution of The Comparative Media Studies Program's thinking about Serious Games. Each installment will focus on a different games-related project, while a conclusion will describe the commonalities in how we think about games and learning. I am starting this series this week to reflect the fact that we are hosting a Communications Forum event today focused on Games and Civic Engagement.

    The idea for Revolution emerged as part of the Games to Teach Project, funded by a Microsoft iCampus grant, and later became the flagship project for the Education Arcade. It was a complicated project spanning five semesters, starting in Fall 2002 and extending through Fall 2004. It was designed by a team of graduate and undergraduate students, working part time while taking classes. Participants included Philip Tan (Producer), Matthew Weise (Game Designer), Brett Camper (Lead Programmer), David Lee (3D modeling), Giovanni Mendoza (Art), Cassie Huang (Character Design), James Tolbert (Animation), Nicholas Hunter (Programmer), and Bertha Tang (Art).

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

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

    -Scot Osterweil


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

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

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

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

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

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

    Revolution: A Historical Simulation of Colonial America

    By Brett Camper and Matt Weise


    Rev%20Courthouse-t.jpg

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

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

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

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

    Realities of Development

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

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

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

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

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

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

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


    Modeling the Social Dynamics of 1775

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

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

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

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

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

    Brett Camper is an independent game developer and writer. He received a master's
    degree from MIT's Comparative Media Studies program, where he was a designer and
    technical lead on The Education Arcade's Colonial Williamsburg: Revolution
    project. He subsequently acted as The Education Arcade's research manager, and
    has also worked in digital media as a program manager at RealNetworks. He is
    currently a senior product manager at eMusic, the leading digital subscription
    service for independent music.

    Hustling 2.0: Soulja Boy and the Crank Dat Phenomenon

    Sometimes a class project takes on a life of its own.

    I asked the students in the CMS graduate proseminar on Media Theory and Methods to work on teams and report on a contemporary media phenomenon, reading it against some of the theories about media change we have been studying so far this term. A team of our incoming graduate students -- Kevin Driscoll, Xiaochang Li, Lauren Silberman, and Whitney Trettien -- decided to focus their energy on examining the ways that Soulja Boy, a teenage hip hop phenomenon, used a mixture of social network sites and YouTube to push his way up into the top music charts.

    A key to his success turns out to be his active encouragement of fans to sample, remix, mashup, and perform his "Crank Dat" song through whatever media channels they want. Our Convergence Culture Consortium is focusing this year on understanding what we call "spreadable media," arguing that the era when value was created by "stickiness" is giving way to one where media gains new value through grassroots circulation. If it doesn't spread, it's dead! And the best way to insure the spread of media is to give over greater control to the audience, to increase their emotional stakes in your success.

    As the students discovered the vast array of different people out there who were performing "Crank Dat," they wanted to get into the act. And so they got a camera, borrowed some lab coats, used their social network accounts to draw people together, and staged their own music video, which now circulates via YouTube.

    As it happened, I stumbled by between meetings, just in time to watch them lining up to dance on the dot. I stayed for a bit trying to master the for-me very challenging dance steps. I always seemed to be zooming like superman when I was supposed to be doing the pony walk. Unfortunately, the real Professor Jenkins doesn't have any of the moves that my avatar enjoys in Second Life. But, I enjoyed watching my students gamble and shake a leg.

    To my pride, they showed their budding skills as public intellectuals, having managed to get the Boston Phoenix out to cover the story. Here's some of what the Phoenix reported on the unfolding scene:


    In the summer of 2006, DeAndre Way, then 16, combated summer boredom in Batesville, Mississippi, by writing songs with Fruity Loops digital-audio software. He borrowed a cousin's video camera and filmed dances to accompany the music. Thanks to YouTube, Way's choreography quickly turned into a Southern dance craze -- particularly centered around a steel-pan-drum-fueled number called "Crank That (Soulja Boy)."...

    This past Wednesday, a day after the release of Soulja Boy's debut album, Souljaboytellem.com, a dozen or so MIT grad students and professors gathered on a circular lawn beside Building 54 at 5:30 pm, blasting "Crank That" from a small gray CD player set on repeat. Some of the group were clad in lab coats and thick glasses as they repeated (and videotaped) the dance -- a crisscrossed jump in place, followed by a few shakes and stomps, a breast stroke-like arm spread, and four jumps to the left and right. "This will single-handedly transform the coolness factor for MIT," commented Henry Jenkins, co-founder of MIT's Comparative Media Studies (CMS) program, as he observed nearby.

    The meeting of Soulja enthusiasts was organized by students -- including Kevin Driscoll, a/k/a Lone Wolf, a local DJ and former computer-science teacher -- from a CMS graduate course in media theory. Driscoll's lawn-dance party was more than just a way to add a video to the vast library of "Crank That" tributes. He hypothesizes that "Crank That" is a unique bullet point on the dance-craze timeline, symbolic of a shift in dances' virility and how they spread.

    "It's by the power of the dance craze that [Soulja Boy] was picked up by a major label," says Driscoll. "It demonstrates how resources like YouTube and MySpace can be these enabling technologies, even for kids, really." The MIT Soulja Boy videos are now on YouTube (and up to about 400 views each, at press time) making them perpetuators of the very trend the participants are studying. At least it's not the Macarena.

    Ever since, I've been talking up Soulja Boy as perhaps the most powerful success story we have so far of someone who taped the power of grassroots convergence to break into the commercial mainstream. Check out for example some of my comments about the phenomenon during my keynote address at our recent media literacy conference, organized by Home Inc., which were posted by Bill Densmore

    One of the students on the project --xiaochang li-- wrote up her perspectives on "Crank Dat" and what she calls "Hustling 2.0" for the Convergence Culture Consortium blog and I wanted to pass this along to my readers. Next time, I will share her thoughts about how Soulja Boy's most recent music video might be seen as a textbook illustration for how convergence culture works.

    Continue reading "Hustling 2.0: Soulja Boy and the Crank Dat Phenomenon" »

    Why Grand Theft Auto Should Be Taught in Schools?: An Interview With David Hutchison (Part Two)

    Yesterday, I ran the first part of an interview with David Hutchison, author of Playing to Learn: Video Games in the Classroom. In the first part, he discussed his ideas about the place of games in education and about the value of teaching young people to think critically about the games they play. Today, he takes up the question of the place of game design activities in school and addresses some of the criticisms about the pedagogical uses of existing game titles. This part of the discussion is timely since Katie Salens, a major advocate for teaching young people how to think like game designers, will be speaking as part of the CMS colloquium series this week. Watch this blog for information about the podcast of this event.

    Some of your exercises are designed to get students to tackle design problems and to begin to make their own games. This is very much along the lines of the kinds of design literacy which Eric Zimmerman and Katie Salens have been advocating. What do you see as the value of teaching students to think like designers?

    I would say that several of the activities can be used as exercises that aim to get students to think like game designers, but it is the Afterword that highlights the important role that game design can play in schools, if only in a cursory way, given that game design is not the main focus of the book.

    I like to think of students as moving from being consumers of media, to being critics of it, and then creators of it, so game design is the natural next step once a number of the investigative activities in the book have been completed.

    The value comes from seeing students as something more than "students" in schools. What I mean here is that teachers should consider casting students in a variety of creative roles, such as "authors" and "scientists" as they study language arts and science for example. A sixth grade student who writes a story is an author and he or she should be honored as such, perhaps by having their story published, illustrated, bound, and placed in the school library for other students to borrow.

    It is a similar process for video games. By seeing themselves as a team of game designers, a group of tenth grade students can work through the very same game development stages that professional designers go through: brainstorming a story idea, pitching that idea to others, writing a story, scenario, and dialog, collecting and designing assets, programming the gameplay, and testing and distributing the game.

    The above process certainly sounds daunting and of course it takes a great deal of time and commitment to produce a video game, but the good news is that are now a number of terrific educational game engines that students and educators can choose to use. Several of them streamline the game development process, so that students can focus on creative learning activities, rather than the minutia of programming their game in a professional C+ game engine.

    Many educators might agree that games can be powerful motivators of learning but they also may communicate a great deal of misinformation about the world, especially given the fact that most commercial games are built for entertainment rather than educational purposes. How would you respond to this critique?

    Even misinformation provides teachers with an opportune teachable moment in my view, if only to correct that misinformation and investigate how it came to be.

    Consider the example of Battlefield 2142, the multiplayer first-person shooter which is set in a post-apocalyptic world, in which the effects of global warming have reduced the habitable landmass on Earth to a fraction of what it is at present. The battle for control over what little habitable landmass remains is the basic premise that underlies the battles the player fights in the game.

    Environmentalists and teachers may wish to take issue with the science that underlies the premise of this game, but the game itself provides teachers with a hook for getting students to consider the implications of dramatic climate change. Although there is now general agreement among scientists that climate change is occurring today and that humans are (at least in part) responsible for causing it, there are competing views among researchers as to the long-term effects of climate change on the planet - some of the changes may even be positive from a certain perspective.

    What is represented in Battlefield 2142 may be an extreme view, but there are other dire predictions from climatology experts that teachers can reference as they talk about the issue of global warming with students.

    Teachers can also reference the game as they discuss the ways in which the popular media represents scientific research more generally, as well as alarmist views of the future. A key question here may be the role that games, such as Battlefield 2142, potentially play in undermining serious research on climate change. My view is that the game highlights one of the most important social consequences of dramatic environmental change - the competition over increasingly scarce resources - which some environmental and military analysts - I think of Thomas Homer Dixon in particular - argue will lead to more wars in the coming years.

    That's the premise of the game and it is represented, at least in a general way, in some of the futuristic military scenarios that see environmental change as a national security issue.

    David Hutchison, Ph.D. is an Associate Professor in the Faculty of Education, Brock University (Ontario, Canada) where he teaches courses in educational foundations (history of education) and social studies.

    David is the author of two books in the fields of environmental education and the philosophy of place. Growing Up Green: Education for Ecological Renewal was published in 1998. A Natural History of Place in Education was released in the spring of 2004.

    For more information, check out his website at www.playingtolearn.org

    Why Grand Theft Auto Should Be Taught in Schools?: An Interview With David Hutchison (Part One)

    One of the many pleasures of running this blog is being able to introduce my readers to people who are doing cutting edge thinking about the many topics -- from fandom to serious games, from media literacy to civic media, from early sound comedy to transmedia storytelling -- that matter to me.

    Today, I want to introduce you to David Hutchison, the author of a recently released book, Playing to Learn: Video Games in the Classroom. Hutchison's book promises over 100 game activities appropriate for classroom use, a selection that spans across academic subjects (language arts, mathematics, science, social studies, history, geography, health & physical education, drama, music, visual arts, computers, and business) and grade levels (including both elementary and high school). Writers like James Paul Gee, Kurt Squire, xx and David Shaffer, have made the conceptual argument for the pedagogical value of games; our own Education Arcade has been one of a number of academic research projects focused on designing, prototyping, and field testing games for instructional purposes; Hutchinson's focus is on what we can do in our schools right now, using projects already on the market, to tap student and teacher interests in games. In the course of the collection, the models many different conceptual approaches for thinking about games -- including many designed to foster core media literacy skills. The result is a book which will be valuable to classroom teachers or for that matter, parents who want to engage their children in meaningful conversations about the place of games in their lives and about how games structure the way we see the world.

    I recently had a chance to interview Hutchison about his goals for this project and wanted to share his responses with you. In explaining the value of games for schools, I often say that "nobody is advocating bringing Grand Theft Auto into the classroom" and go on to point to a broader range of other titles which do seem more appropriate for school use. But Hutchinson makes a fairly compelling argument for why schools should be addressing Grand Theft Auto in the comments which follow. His arguments here is consistent with his perspective that just as traditional media literacy involves learning to think critically about mass media, games literacy has to include asking hard questions of this still emerging medium, questions concerning representations, ideology, and of course, commercial motives.

    What motivated you to write this book? Why do you think teachers should be incorporating games more fully into their classroom activities?

    I wrote this book in part because I enjoy playing video games myself and I am always looking for synergies between my play time and my work time as a teacher educator and university professor. So too, I was fairly surprised to see that a book like this hadn't yet been written given the long history of video games in American culture. I also couldn't find many video game-centered lesson plans on the Web which also surprised me.

    I believe that video games should be referenced in the K-12 classroom for a variety of reasons. First, video games can provide teachers with an effective instructional "hook" since so many students are gamers in their out-of-school lives. Second, many (younger) teachers are also gamers. Through gaming, they have cultivated a knowledge base which can serve them well as part of their pedagogical toolset.

    Despite this, most of the teacher-gamers I have spoken with over the last two years see a disconnect between their in-school teaching jobs and their out-of-school gaming activities. It strikes me as nonsensical that so many students and their teachers may be going home at night to play the same games, but then returning to the school the next day with no intention of ever sharing their mutual passion for video games.

    I would also say that from a cultural point of view, I see some video games as harbingers of the future. They play with the "world" - past, present, and future - in ways that are impractical (sometimes impossible) in the real world. Some games purposefully bend the laws of physics in exploring new virtual gameplay ideas. Multiplayer video games (and the Internet more generally) experiment with new forms of social organization that go beyond our everyday ways of living.

    All of this strikes me as pedagogically interesting and worth studying in K-12 schools.

    Some previous books have focused on teaching about games, others on teaching through games, but your book seems to encompass both. What do you see as the advantages of each?

    I would say that most of my book treats the "video game" as a cultural artifact that has a history, was created, is used in various ways, and is sometimes discarded for various reasons.

    In this sense, I would say that the activities in the book are more focused on teaching using games. I have heard from a few video-games-in-education researchers who see the activities in this book as a good beginning point, but not necessarily the end point of where we need to go in integrating video games into education. To a certain extent, I would agree with this view.

    For example, except for a couple of activities, the book does not focus on living life in a virtual community, such as Second Life or World of Warcraft. Educating students in Second Life strikes me as teaching through games. But so does learning about military tactics by playing America's Army. James Paul Gee's work gets to heart of how playing video games can transform the learning experience and even supplant traditional ways of teaching and learning in schools.

    I would say that my book is more focused on traditional teaching and learning techniques in which the video game is studied as a cultural artifact, rather than "lived through" as an embodied pedagogical experience. Activities which ask students to write a video game review or analyze the leaderboard statistics for a driving game in math class, for example, are fairly approachable by most teachers. They essentially treat the video game as a manipulative that can be utilized as a pedagogical tool by teachers in a wide variety of subject areas.

    Your introduction suggests that you see schools as "one of the last remaining formal institutions that can mediate popular culture by examining it closely, holding it to account, and even transforming it at times." What is it about schools which enable them to play this role? What about the argument that schools have historically declared war on popular culture and thus have shown themselves to be anything but objective arbiters of its merits?

    This is a phrase that I have also used elsewhere, including my previous book which explores the history of the idea of "place" in education.

    I am on purpose expressing something of a idealistic sentiment here that harkens back to the early 20th century promise of a democratic system of public schooling, as articulated most famously by John Dewey and, even earlier, Horace Mann. The basic notion here is that the public school is responsible to the state (which in turn represents the citizenry) and that one of the important roles of the public school is to balance out the decentralized and largely unregulated influence of other social institutions, such as the family, church, private sector, and popular culture. Dewey argued that through purposeful social inquiry guided by the principles of the scientific method, schools could foster in students a democratic impulse that strengthened the social and democratic commons - hence the notion of the "common school."

    Today, public schools are bureaucratic institutions that are generally underfunded, used for political fodder by both the right and left, and tasked with an overwhelmingly complex job. Yet schools still remain the last bastion of mandated community involvement in child socialization. As parents and citizens, we count on this bastion to mediate, counter, and offset the unchecked influence of other less formal institutions, such as the peer group, family, and popular culture, by providing a corrective or compensatory measure to a student's education. This role is fraught with difficulty and it is often contested - which is appropriate in a democratic society.

    Such corrective or compensatory measures may only sporadically be successful, indeed, sometimes they fail miserably, but I would say that the idealism that schools can continue to play this role is still in place in the eyes of many adults - why else would so many battles continue to be fought over the role and purpose of public schools in American society?

    Many teachers might want to "protect" children from exposure to media violence, yet some of your activities ask students to pay close attention to controversial titles, such as Bully or Grand Theft Auto. What do you see as the value of teaching youth to adopt a critical perspective on such games? And what do you say to those who might argue that you are putting them at risk by asking them to engage with these works?

    In writing the book, I set it as a goal for myself to incorporate the Grand Theft Auto series into at least one activity. (The "Hot Coffee" controversy was brewing around me as I began writing the book :) The GTA activity I chose tasks students with creating their own kid-friendly open-world game that doesn't include all the adult content we normally associate with games in this franchise.

    I also wanted to encourage teachers to deal with controversial ideas related to video games. There are contributed discussion articles in the book that address debates related to video games and violence, video game addiction, gender bias in video games, and health and video games.

    My sense is that the book could have been roundly criticized - and rightly so - if I had chosen not to deal with the many criticisms made of video games - for example, that they produce obese layabouts with no social contacts in the real world who are prone to violence and live in a fantasy world 

    Discussing the above stereotypes in class is worthwhile in my view. Studying these stereotypes by having students conduct research to test their veracity is even better. There are also activities in the book that aim to help students effect personal lifestyle changes related to their video game playing habits, such as paying close attention to their posture and reducing the amount of time they spend playing video games each week.

    It seems to me that there is disconnect between gamers and those critics - Jack Thompson is a popular strawman here - who look at games from outside and see little of value worth highlighting. Since many students are gamers when out-of-school, it makes sense that turning a critical eye toward video games and especially social, medical, and legal commentaries on video games are appropriate topics for study in schools.

    David Hutchison, Ph.D. is an Associate Professor in the Faculty of Education, Brock University (Ontario, Canada) where he teaches courses in educational foundations (history of education) and social studies.

    David is the author of two books in the fields of environmental education and the philosophy of place. Growing Up Green: Education for Ecological Renewal was published in 1998. A Natural History of Place in Education was released in the spring of 2004.

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

    Some critics of the idea of participatory culture have argued that only a small percentage of people want to generate or share content with other people. Even advocates such as Bradley Horowitz have argued for a pyramid of participation in which a small group at top become creators while others help to circulate and critique what they create. Should we then accept that the new participatory culture is only modestly more democratic than what has come before? What do you see as the implications of these inequalities in participation? What does your research suggests about the steps which need to take place before someone begins to participate in these expressive cultures?

    Absolutely, these issues are vitally important. If participatory culture is a site of cultural citizenship, but the most active participants are already a privileged elite, then we have a problem ­ a problem for democracy. You refer to this as the participation gap instead of the digital divide and reframing the problem this way is an incredibly important intervention. The unevenness of participation is not a consequence of lack of access to the hardware and software and internet connections, but a consequence of uneven motivations and literacies.

    The digital storytelling movement is an explicit attempt to intervene in these issues creating situations where ordinary people can work with more experienced media producers to create considered works based on their own life narratives. Just a note for readers who may not have come across the Digital Storytelling movement before: the form of Digital Storytelling I talk about in my work is a specific tradition based around the production of digital stories in intensive collaborative workshops. The outcome is a short autobiographical narrative recorded as a voiceover, combined with photographic images (often sourced from the participants own photo albums) and edited into a short movie. For examples, have a look at the Centre for Digital Storytelling (www.storycenter.org), the BBC¹s Capture Wales digital storytelling project (http://bbc.co.uk/capturewales) and one of our projects
    here at QUT, the Kelvin Grove Urban Village Sharing Stories project (http://www.kgurbanvillage.com.au/sharing/digital/index.shtm).

    In comparison to Web 2.0 platforms for amateur creativity like YouTube or Flickr which rely on autonomous participation and peer learning rather than top-down training, digital storytelling works to broaden participation by connecting everyday vernacular experiences and practices (like oral storytelling) with professional expertise and institutional support. Common to all branches of this tradition is an ethic of participation: one of the core aims is to provide people who are not necessarily expert users with an opportunity to produce an aesthetically coherent and interesting broadcast quality work that communicates effectively with a wider, public audience.

    But digital storytelling is mainly focused at the production end -- the creation of artefacts, albeit in an intensely social workshop setting. Much of what is so interesting in new media contexts does happen on the web, though, and those who are able to participate most effectively in those spaces are highly skilled in new and emerging literacies. In particular, I talk about network literacy -- understanding that participation in blogging, or vlogging, or in the Flickr community, or whatever, is not just about creating something great and broadcasting it ­ it's also about being part of social networks. In fact, the social and cultural value that is generated by these online creative communities is very much a product of both social networking and creative practice, in a convergent relationship. It¹s not just great content, and it¹s not just connectedness, and it's not just findability and relevance, it¹s all of those things. That's what Flickr's interestingness algorithm, as a way of re-presenting the most valuable images on the network, is all about. So the point is that ongoing, engaged participation in creative communities is just as vital for effective participation as the creative competencies and aesthetic literacies particular to your chosen artform, whether that's photography, music, vlogging, or whatever. And at the same time, those who want to learn more about photographic techniques, say, couldn¹t do better than to actively participate in a social network that¹s organised around photography, like Flickr.

    There has been a growing body of criticism focused on the discourse of web 2.0 and its concept of user-generated content from the perspective of creative labor theory. Flickr has been seen as emblematic of this new creative economy. How does the corporate construction of user-generated content differ from or resemble your concept of vernacular creativity?

    Let me say to begin with that I don't like the term user-generated content very much at all. First we're masses and now we're generators? Users isn't great either, but it's hard to think of a better term for the relationship it describes. I tried to use vernacular creativity as much as possible because it focuses on the practices of users in relation to their own lives; not as the sources of content in relation to online enterprises.

    But to move on, I'm not really an expert in labour theory, but the debate around user-led content creation in relation to labour is really interesting because of how much it says about the unexamined assumptions of the left, more than anything else. I have to say here that some of the most interesting discussions of new labour theory in relation to network culture have been happening on the Institute for Distributed Creativity mailing list lately (https://lists.thing.net/pipermail/idc/2007-August/002698.html), and my colleague Melissa Gregg (http://homecookedtheory.com) is one of many
    people doing very interesting work on affective labour in relation to new media technologies. I'm not talking about discussions that occur at that level, but the knee-jerk responses that frame almost any participation in commercial online spaces as just free labour. That kind of statement reveals how much of our thinking is still structured around the competing dynamics of oppression and resistance, not to mention industrial models of the economy, and doesn't allow for the idea that we may be seeing the emergence of newly configured, dynamic and volatile economic and power relations between the media ÂŒindustry and ordinary consumer-citizens, which may afford new forms of agency and opportunities for human flourishing as much as they do new forms of labour.

    Of course, mainstream technophilic commentators like Wired and so on are
    just as guilty ­ the hype around the idea of crowdsourcing as a source of free or cheap labour was not only pretty insulting to the agency of users, but pretty unimaginative, I thought. I think too much focus on the idea of free labour might obscure some of the most interesting and challenging problems around user-generated content. For example, considering that there
    is no alternative at scale, at least right now, to the big commercial social network services and platforms, like YouTube, Flickr, Facebook, and so on; what about the challenge of getting the interests of the service or platform provider and their user community to align in a way that maximises the public good they produce as side effects? Is it possible to show that this care for social and cultural value is essential for the commercial success of the platform provider as much as it is for the interests of the community? And where do commercial imperatives create barriers to the public good? Flickr is really interesting in this respect because they have very
    open feedback channels between the user community and the company ­ for better or worse! The moments where that cosy, we're all in this together relationship between service provider and user community appears to break down is the moment where any hidden problems in the relationship come to the surface (think of Flickr's recent issues around localisation and censorship, for example), and at least in theory they can be explicitly discussed and even transformed for the better. Or not!

    You describe your stance as one of critical optimism. What did you learn in your research which left you more optimistic? What did your research show that forced you to become more critical of the prevailing rhetoric about a DIY revolution?

    When I was first planning the research project that eventually became my PhD, back in 2003, a lot of the hype about amateur creativity seemed to be saying that ordinary people were overthrowing the expertise of the media industries and creative professionals within them ­ and for some people that was seen as a great thing, a revolution; for others, it has been seen as a very dangerous thing. And by the way, it seems little has changed, if Andrew Keen's impact on public discourse is anything to go by.

    I didn¹t like that overblown revolutionary and/or apocalyptic rhetoric, because it seemed to be making a grave and ahistorical mistake--we always, always have to be very careful about what is actually 'new' about 'new media'. And I was just intuitively convinced there was something more subtle and interesting going on. I also wanted to get away from that amateur-professional dichotomy and think about the actual practices and social uses of user-led content creation, in their own terms, without serving a polemical agenda.

    The main thing I wanted to explore and understand was the extent to which both lower barriers to production, especially because of cheaper and more available technologies like digital cameras, in tandem with networked mediation, especially online, might be amplifying those ordinary, everyday creative practices so that they might contribute to a more democratic cultural public sphere. I guess I was optimistic in that I went looking for evidence that might support that hope, and not defeat it.

    But this is happening very imperfectly, of course, and it¹s not yet clear whether the mass popularisation of participatory media platforms will improve matters or not. The encounters that occur in the most populous, democratic media platforms, like YouTube, are not always a pretty sight. Just as much as YouTube supports the self-representation of minorities or the popularisation of evolutionary science, for example, it also supports hate¹ speech and religious fundamentalism. It isn¹t clear yet how the cultural normalisation of spaces like YouTube will turn out.

    I found that the spaces that were most rich in examples of vernacular creativity were at the same time constrained in certain ways, and each context was shaped towards forms of participation that served the interests of the service providers as much as they serve the interests of the participants. So in Flickr, the most active, intensive forms of participation seem to be taken up mainly by already-literate bloggers, gamers, and internet junkies. In the digital storytelling movement, there is a certain kind of polite authenticity that is valued, and the worksho