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« June 21, 2005 | Main | June 24, 2005 » GLS01: Henry Jenkins on Pop Culture and Learning(Note: sorry about the length of these posts on the home page, but MT is still messing up extended entries.) Pop Cosmopolitanism, Collective Intelligence, and Participatory Culture: What Educators Need to Know about the New Media Landscape see over time a span of skills learned from gaming that are applied to law, etc. Yoyogi Park, Tokyo – a “fan district” showed a video of a 17–year old girl who was motivated to learn Japanese and how to sew in order to participate in CosPlay — not just consuming popular culture but generating it as well showed a clip of the “Yankees” who dance rockabilly dressed as Elvis in the park; one person wears the “red jacket” (James Dean, “the only thing that trumps Elvis”) not just Imperialist culture, but integration; see a lot of hybridity; goes both directions organized reenactments of scenes from The Matrix in Japan “Pop cosmopolitanism” – contra cultural imperialism; a hunger to escape parochialism media literacy we’ve been teaching in our schools hasn’t changed since the 1980s – need to rethink this mass culture is taught as something we consume but don’t participate in; “buy nothing day” leaves us with the option to opt out only – “just say yes” or “just say no” noted Steven Johnson’s book “Everything Bad is Good for You” see complexity everywhere in media we’ve now reached the point where we feel inadequate to pop culture; now there are people that don’t “get” pop culture, whereas in the past it would have been high culture distributed cognition: things we would normally offload – example is Tivo, manages TV for you collective intelligence – we pool knowledge; no one knows everything, everyone knows something; mix and match that information – example is Wikipedia showed a flowchart of the Zion Underground hierarchy in The Matrix that was created by users; see this in Survivor Fan sites, too “i love bees” example from halo community - had to work together to solve problems new kind of competency corporations are now taking advantage of this – eg Coke lets you participate in many different ways have to start thinking of children and youth as media generators – grassroots participation; young people will be critical to the change “they live across media” - it’s not just digital production they’re not biased towards any one form often called “the Napster Generation” because they’re “stealing,” but they are expressing themselves via this mixing; they’re using what’s out there interesting hybrids of high tech and lo-fi modes — scanning print in order to distribute it digitally overwhelming number of these kids are home schooled; those that are in school are doing poorly because schools are failing them Kaiser Family Study: parents are given no advice on how to help or shape these kids’ digital tendencies at home Five Key Questions that Can Change the World: 1. Who created the message? — all based on kids consuming, not shaping, media 21st century learning needs: effective communication, high productivity, digital-age literacy media literacy should be: the participation gap - need to worry for several reasons the digital divide has been largely closed in terms of access, because most kids have some access through schools and libraries also have the group that doesn’t do this at all and doesn’t even know about it need to create space where the two groups can interact and learn from each other media literacy should begin at the crib and should occur at every level of the culture: Jenny note: libraries aren’t listed :-( all of this should be taught across the curriculum, which is a major paradigm shift - same as multiculturalism; integrated this into the curriculum, not just as an add-on module what are we doing through our classes now to build this into instructional curriculum? GLS02: James Paul Gee on New Paradigms for Learningtwo crises that are relevant to our schools and our society 1. “the 4th grade slump” - there are certain ways you can teach young children to read, but by 4th grade they can’t read to learn so they struggle after that the solution to these crises is in our face: it’s popular culture and games; this is where it’s getting solved, not in our schools the 4th grade slump is caused by the fact that what is so hard about school is how hard the language gets; textbooks are NOT recreational reading; unless kids, starting at home, get ready for this language early, they will be lost; it’s like changing the language to Greek in mid-stream; it’s not the english you speak at home - it’s a technical language interestingly, this language is being reflected in popular culture; eg, Yu-Gi-Oh cards (http://www.YuGiOhCardGuide.com) cutting edge assessment: the college slump problem have to teach students to innovate and create; popular culture already represents a space that is solving this problem and we can learn from it assessment is important - am I making progress, and why did I just fail? a multiple choice test is not fun and it’s useless it doesn’t tell you anything or help you figure out what you did wrong; this is a different view of assessment “Rise of Nations” as an example - showed screenshots, especially of online competitions against others what if a kid got these kinds of assessments in school for science? afffinity groups: “Age of Mythology” – gets them reading more about mythology and planning told story about his son in 2nd grade who said he and his friends were playing it; Jim didn’t believe it, thought they must be playing it with their parents; an hour later, his son was explaining to the Jim how to play it; kids totally know it at a very early age Jim decided he would print out all of the information that flows through the site in one day, but finally stopped on the 2000th page these communities speak to the college slump learning principles: consider all of this as a way to organize a knowledge community (do this in the school!) in schools, the kids aren’t building content; no dispersed knowledge; only one leader; one mode of learning and one format incorporate the best of cognitive learning principles the fun of the game is learning; once they’ve mastered it, they move on and buy a new game our schools no longer support these principles Learning in Games: produces learning where you MUST innovate and have to master what you do; you don’t get credit for nothing we have on the plate models that have to be transferred; it’s not did the kid transfer it to algebra, it’s will we? Questions for Henry and Jim: one way of thinking about schools is that school is a game, too. certain ways of thinking, certain things across each area, certain identities – it’s just not a good game; but you’ll get a bad game if you try to change a game quickly or arbitrarily; since it’s already well-designed to do what it does, how do we change the game school? this discussion has been about what some kids do, but it’s a minority what transformations have you made in your own programs to incorporate these ideas: what would a curriculum of the future look like, and are these examples really about relevance? what does a curriculum that addresses this look like? GLS03: Second Life and User CreationCory Ondrejka (Second Life developer): Brace for Impact: How User Creation Changes Everything MMORPGs: a consistent and persistent place that allows many simultaneous users to interact 10 million people playing these games right now; $1 billion market why Second Life is different than other mmorpgs and why it’s suitable for education: user-creation: atomistic construction game relies on broadband because of the rendering today is the game’s 2nd birthday user-creation: collaboration community: demographics see a lot of amateur-to-amateur learning and helping economics: model economics: market 30,000 user hours per day economics: property rights innovation and inevitability: games are being built within Second Life amateur-to-amateur: advertising has appeared in the game tringo: over christmas break, this australian built a game that mixed tetris and bingo; has a betting component, no twitch responses, can taunt each other while playing, very social; just licensed the game to a real world company for mucho [real] money to put it on cell phones shared learning environment for AI James Cook on motivated users; James is a doctor don’t have to be a programmer to create in the game virtual hallucinations: wilde cunningham brigadoon island: live2give Megan Conklin on research sociology research she doesn’t lecture very much at Elon University; use other multimodal methods at the session, she provided a handout for how to create a “safe lab” environment and research ethics when the class started, she immediately got questions about identity – great for anthro, socio, philosophy studies social sciences: Linden Labs is adding foreign languages to SL the gap comes in applying this to your classroom - the practical issues Cory: Linden offers a campus second life life drawing: building with bits: leverage: where to go slide includes 4 blogs! Questions: is there a way to guarantee that a class wouldn’t be exposed to adult content lab/equipment issues trying to run the software? are there tools to build 3D wireframes: noted that patches require admin level access on Windows computers; how do I get my students through the first week of “what the hell is this?” Cory: SL is increasingly becoming a final question for law students because of the legal issues, particularly intellectual property how long and can SL avoid the commercialization and centralization we’ve seen on the web? what’s to prevent Coke from dropping $250,000 and taking over SL? request to centralize info about SL classes for academics in one place James: SL has mature regions; communities police themselves are there any kids in this game? GLS04: Games, Learning, & IdentityDavid Squire: Learning Game Design: Creating Links – RPG, Identity, Characterisation and Learning noted there’s no entry for “avatar” in Wikipedia (I’m counting down how long it takes before someone adds it) Gee’s 3 forms of identity: transference showed pix to illustrate the evolution of avatars from Pong and Pac-Man to the Legend of Zelda: Twilight Princess (2005) need a safe place to play and be in control of “self”; evading the commands – RPGs provide this predefined or prerendered characters don’t impact on player’s identification interesting question to him is what happens when you strip out fantasy doesn’t think you get attached to the character if you don’t see it (eg, FPS where you don’t see the shooter) Diner Dash game where you’re a waitress Betty Hayes: Gendered Identities at Play issues now circle around what kinds of games women want now that we know women do play games girls are horizontal competitors; boys are hierarchical competitors her research starts with the assumption that we’re affected by gender belief systems did a case study of two women learning to play the game Morrowind: The Elder Scrolls III in Morrowind, you enter the game not knowing your role; a lot of exploration; find out you’re the saviour of this world both women spent a considerable amount of time creating their avatar/character ended up enjoying the fighting; both were successful and enjoyed the experience, although both experiences were very different one wanted to be a healer, but there just weren’t that many opportunities to heal women gamers want: men gamers want: gendered play is situated in personal histories and social context Lisa Galarneau: The Power of Perspective: Games and Simulations for Transformative Learning has been closet gaming for 20 years; is the daughter of a closet gamer can motivate Millennials to learn using gaming, but it’s only one thing games are good for; it’s not the main thing the sweet spot for games and learning: why learning must be transformative: modernism, postmodernism, and identity play: transformation is the natural by-product of experience: “point of view gun” “September 12th” game about terrorism MIT’s Replicate game that helps you understand the human body, in this case the immune system, from the perspective of a virus The Oregon Trail – player takes on the role of a pioneer MIT’s Revolution game – what if you could change history? SimSchool - professional development training for teachers (“FPS for teachers without the gun!”) BT’s Better Business Game - what if you were CEO? would you make environmentally and socially responsible decisions? Magellan’s Understanding Diversity - how does experience contribute to our sympathy for others? a CYOA type of model Simulearn’s Virtual Leader – how do we learn to handle the complexities of business relationships? guidelines: Questions: how do you measure transformation? design implies a controlled, intended response; what about the unintended transformation? GLS05: Extending the Reach of GamesDoug Thomas: Teaching (not so long ago) in a Galaxy Far, Far Away: Using Star Wars Galaxies in/as the Classroom taught 14 students in this class the game is profession-based, half of which have to do with social interaction rather than exploring, killing, etc. showed a video invitation he received for a party to celebrate a one-year anniversary for entertainers – a LOT of dancing course goals: one student got married 4 times in the game over the semester challenging assumptions: Thomas went from being in a class to being in a game if you give people groups, they will view everything through them students who weren’t the “best” students turned in the best midterm papers he’d ever read from teacher to ??? conclusions: Joshua Fouts: Public Diplomacy and MMOGs: Rethinking Foreign Policy, Cultural Understanding, and Peace through Play Why MMOs? Stephen Gillett: Guild Building is Skill Building: How guild building leadership & management skills learned in MMORPGs transcend into the real world of a startup company represents the 20something specimen of all of this mom & dad didn’t know he had a 200–person guild or that he was learning basics in ten languages in Ultima was told that the things he did might seem totally normal to him, but they’re not normal business practices entering the workforce with several years of managing a guild workforce gave him an advantage worked at c|net and now Yahoo Connie Yowell: Respondent, (a non-gamer) from the MacArthur Foundation response to Stephen: response to Doug: response to Joshua: Doug: thinks players see race as a user interface issue Gaming and Learning in MadisonToday and tomorrow I’m at the Games, Learning, and Society Conference in Madison, Wisconsin. I’ll post my session notes tonight, but suffice it to say I’m being blown away, and we’ve only gotten through the first session! LOTS to ponder. You’ll be able to watch some of the sessions later, because they’re recording them to be webcast. Highly recommended watching already. |
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