<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
    <title>New Media Literacies</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/" />
    <link rel="self" type="application/atom+xml" href="http://newmedialiteracies.org/blog/atom.xml" />
    <id>tag:newmedialiteracies.org,2008-02-07://12</id>
    <updated>2012-04-14T19:16:56Z</updated>
    <subtitle>learning in a participatory culture</subtitle>
    <generator uri="http://www.sixapart.com/movabletype/">Movable Type Commercial 4.24-en</generator>

<entry>
    <title>It&apos;s About (tiny.cc/itsabout)</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2012/04/its-about-tinyccitsabout.php" />
    <id>tag:newmedialiteracies.org,2012://12.3985</id>

    <published>2012-04-14T19:11:49Z</published>
    <updated>2012-04-14T19:16:56Z</updated>

    <summary>It&apos;s About - tiny.cc/itsabout - and the conference artist-in-residence program.I have been helping students, teachers develop new media literacies for 30 years- or whenever our text centric culture began to yield some of its ground to more visual and auditory...</summary>
    <author>
        <name>Jason Ohler</name>
        <uri>http://www.jasonOhler.com</uri>
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[It's About - tiny.cc/itsabout - and the conference artist-in-residence program.<br /><br />I have been helping students, teachers develop new media literacies for 30 years- or whenever our text centric culture began to yield some of its ground to more visual and auditory forms of expression. (Stand by- smell and touch are on their way). Here is a project I thought members might like to know about.<br />
<br />
The short story is that the Alaska Society for Technology in Education 
(ASTE, ISTE's Alaska affiliate) created the "conference 
artist-in-residence program" for its 2012 conference. I got to direct 
it. The idea was to involve students, conference participants and the 
resident artist in the production of a piece of art, in this case 
multimedia-based art, that was to be created during the course of the 
conference, and which addressed the question: what is the future of 
technology and education?<br />
<br />
We used the conference as input, gathering photos, interviews, video, 
sounds, as well as web material. From that emerged a script and the 
original electronic music you hear, created by our artist-in-residence, 
composer Craig R Harris. The visuals came from many sources, all of 
which are documented.<br />
<br />
We introduced the idea at the opening of the conference, and showed It's
 About at the closing, about 3 days later. In fact, there was 
post-production work, but it mostly involved chasing down permissions to
 use some of the material we adapted for this piece. But the script, 
narration, music and many of the visuals remained the same.<br />
<br />
Students got to present their experience to the entire conference; it was clearly transformational for them (and all of us).<br />
<br />
If this is something you would like to know more about, I would be happy
 to talk to you. Feel free to pass this on to anyone, or create an entry
 about it in any of your publications.<br />
<br />
Jason<br />
-- <br />
<font size="1">Dr. Jason Ohler // www.jasonOhler.com<br />
Professor Emeritus, Educational Technology, University of Alaska</font>
<p> </p>

<font size="1">Author, <a href="http://www.amazon.com/Digital-Community-Citizen-Jason-Ohler/dp/1412971446/ref=sr_1_2?ie=UTF8&amp;s=books&amp;qid=1284665954&amp;sr=8-2">Digital Community, Digital Citizen</a></font> ]]>
        
    </content>
</entry>

<entry>
    <title>Reflections on iKids and Kidscreen Summit 2012</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2012/02/reflections-on-ikids-and-kidsc.php" />
    <id>tag:newmedialiteracies.org,2012://12.3984</id>

    <published>2012-02-17T02:22:49Z</published>
    <updated>2012-02-17T02:50:32Z</updated>

    <summary><![CDATA[Originally posted on the Joan Ganz&nbsp;Cooney Center Blog&nbsp;Written by&nbsp;Meryl Alper&nbsp;on Feb 14, 2012 &nbsp; Kidscreen Summit, with 1,500 delegates representing 800 companies and 43 countries, is part conference, summit, networking event, exhibition and trade show.&nbsp;&nbsp;With every major children's media industry...]]></summary>
    <author>
        <name>Vanessa Vartabedian</name>
        <uri>http://playnml.wikispaces.com</uri>
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; line-height: 18px; ">Originally posted on the Joan Ganz&nbsp;<a href="http://www.joanganzcooneycenter.org/Cooney-Center-Blog.html">Cooney Center Blog</a>&nbsp;</span><div><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; line-height: 18px; ">Written by&nbsp;<strong>Meryl Alper</strong>&nbsp;on Feb 14, 2012 &nbsp;</span> <div><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; line-height: 18px; "><br /></span></div><div><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; "><p class="MsoNormal" style="font-size: 0.9em; line-height: 18px; padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "></p><span class="mt-enclosure mt-enclosure-image" style="font-size: 16px; line-height: normal; display: inline; "><a href="http://newmedialiteracies.org/kidscreen%20image.jpg"><img alt="kidscreen image.jpg" src="http://newmedialiteracies.org/assets_c/2012/02/kidscreen image-thumb-300x224-1607.jpg" width="300" height="224" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /></a></span></span><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 14px; line-height: 18px; ">Kidscreen Summit, with 1,500 delegates representing 800 companies and 43 countries, is part conference, summit, networking event, exhibition and trade show.<span>&nbsp;&nbsp;</span>With every major children's media industry player (and everyone who very much wants to be a major player) under one roof, pre-conference <a href="http://summit.kidscreen.com/2012/ikids_agenda.html" style="color: rgb(0, 162, 172); font-weight: bold; text-decoration: none; ">iKids</a>&nbsp;and&nbsp;<a href="http://summit.kidscreen.com/2012/agenda.html" style="color: rgb(0, 162, 172); font-weight: bold; text-decoration: none; ">Kidscreen</a> delivered a number of highlights, recurring themes and critical questions about the past, present and future of children and digital media.<span>&nbsp;</span></span><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 14px; line-height: 18px; ">Trying to toggle between industry and academic lenses, I've summarized a few key issues raised below:</span></div><div><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 14px; line-height: 18px; "><br /></span></div><div><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 14px; line-height: 18px; "><strong>Transmedia "_____."</strong><span>&nbsp;&nbsp;</span>At iKids, Stacey Matthias, co-CEO of Insight Strategy Group, presented qualitative research from depth interviews conducted with a small sample of kids (aged 7-14, across 8 US states) on how they would define "transmedia" (abridged version PDF available&nbsp;<a href="http://www.insightstrategygroup.com/inspiration/wp-content/plugins/download-monitor/download.php?id=1" style="color: rgb(0, 162, 172); font-weight: bold; text-decoration: none; ">here</a>.)<span>&nbsp;&nbsp;</span>Two notable points from Matthias' presentation:</span></div><div><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 14px; line-height: 18px; "><br /></span></div><div><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; "><ol style="font-size: 16px; line-height: normal; padding-top: 0px; padding-right: 0px; padding-bottom: 5px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 20px; "><li style="font-size: 0.9em; line-height: 18px; padding-top: 0px; padding-right: 0px; padding-bottom: 5px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; ">Developmental differences in how children ages 7, 10 and 13 described how their experiences with character-driven narratives across different media story worlds "helped them do the work of growing up," as Matthias described</li><li style="font-size: 0.9em; line-height: 18px; padding-top: 0px; padding-right: 0px; padding-bottom: 5px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; ">That none of the children they interviewed entered the story world of their favorite media property through that franchise's original media (e.g. Harry Potter, not through the books or even the movies, but through Lego Harry Potter)</li></ol></span><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 14px; line-height: 18px; ">In relation to the work I am doing with my advisor, Prof. Henry Jenkins, and Erin Reilly, Managing Director of the Annenberg Innovation Lab, I'd caution that if "transmedia" in its most basic sense means "across media," then we need to be more specific about what "transmedia" means in very different mediated contexts.<span>&nbsp;&nbsp;</span>Matthias' presentation primarily focused on children's "transmedia" as&nbsp;<em>branding</em>&nbsp;and&nbsp;<em>storytelling</em>, but understandably less so (given the setting) on transmedia's potential applications as l<em>earning, ritual, performance</em> or <em>activism</em> (such as the work of the <a href="http://thehpalliance.org/" style="color: rgb(0, 162, 172); font-weight: bold; text-decoration: none; ">Harry Potter Alliance</a>).</span></div><div><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 14px; line-height: 18px; "><br /></span></div></div>]]>
        <![CDATA[<span class="Apple-style-span" style="font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 16px; "><p class="MsoNormal" style="font-size: 0.9em; line-height: 18px; padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "><strong>Non-digital game app inspirations.</strong><span>&nbsp;&nbsp;</span>David Kleeman moderated a "hypothetical app" creation challenge between Andy Russell of Launchpad Toys, Jason Krogh of zinc Roe Design, Carla Fisher and Anne Richards of No Crusts Interactive and Juliet Tzabar of Plug-in Media.<span>&nbsp;&nbsp;</span>David's rules were that the app had to 1) Be targeted to 5-8 year-olds, 2) Promote "pass back and forth" between children and caregivers, and 3) Use as many possible affordances of smart phone and tablet computers.</p><p class="MsoNormal" style="font-size: 0.9em; line-height: 18px; padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; ">The result was a number of apps with non-digital counterparts.<span>&nbsp;&nbsp;</span>One type of app was the digital version of the "exquisite corpse." "Le cadavre exquis" was a parlor game favored by French Surrealists, involving players making a contribution to the whole (be it an image or set of worlds) without having knowledge of anyone else's contributions.<span>&nbsp;</span>This "pass along" game involves one person writing or drawing on a piece of paper, folding that paper over to hide all but one piece of their creation, and then passing it along for the next person to add, fold, and pass along again.<span>&nbsp;&nbsp;</span>The completed "corpse" (revealed when the paper is unfolded) can be the basis for collective creation and creative communication, regardless of language.<span>&nbsp;&nbsp;</span>No Crusts also drew inspiration from analog games like Telephone, and the panel discussed the possibility of incorporating non-digital elements from improvisational theater games with their "Yes, And" philosophy.</p><p class="MsoNormal" style="font-size: 0.9em; line-height: 18px; padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; ">One area into which the panel did not get a chance to dig deeper was the distinct qualities that separate the physical folding and unfolding of paper from the "metaphorical" folding and unfolding of an app (e.g. a child's fine motor and metacognitive skills needed to choose and fold a select portion of their drawing to pass along.)<span>&nbsp;&nbsp;</span>It is differences such as this that leads me to another note of caution for fellow children's media researchers.<span>&nbsp;&nbsp;</span>Just because one has knowledge of child development, and even how children learn from pseudo-interactive television, does not necessarily apply whole cloth to an understanding of how children learn from apps, nor how to research and design user interfaces (UI) and user experiences (UX) for this age group.<span>&nbsp;</span>Nor, on top of that, how to account for cultural differences in child development.<span>&nbsp;&nbsp;</span>As David Kleeman stated at the conclusion of the panel (and I apologize for paraphrasing), "The more functionality there is in these devices, the harder it is to separate what's possible/fun/cool from necessary/usable."</p><p class="MsoNormal" style="font-size: 0.9em; line-height: 18px; padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "><strong>Monetizing "digital natives" rhetoric.&nbsp;</strong>"Co-creation" with young "digitally native" media audiences is a rather warm and fuzzy notion that was shared over the course of the conference, but there needs to be more open and honest discussions about the ethical implications of monetizing crowd sourced user generated content from kids under 13, as well as the serious social, economic and educational consequences for children across the globe who do not fit the ideal consumer profile.<span>&nbsp;&nbsp;</span>Under the umbrella of what counts as "content," there's more than just posting YouTube videos.<span>&nbsp;&nbsp;</span>Do children's anonymous click-through data, collected and delivered to advertisers, count as "user generated content" too?<span>&nbsp;&nbsp;</span>"Gamifying creativity" could end up, and perhaps already is, what Georgia Tech games rhetoric scholar Ian Bogost calls&nbsp;<a href="http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php" style="color: rgb(0, 162, 172); font-weight: bold; text-decoration: none; ">"exploitationware."</a><span>&nbsp;&nbsp;</span>Surely, an understanding of children's media literacy in the 21<sup>st</sup>&nbsp;century involves a critical understanding of what goes on under the mostly-opaque hood of our increasingly networked society, such as how Wikipedia pages get edited, how data is collected based on each badge-like goal obtained on a website, and how electronics get made in China.</p><p class="MsoNormal" style="font-size: 0.9em; line-height: 18px; padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; ">More youth in the US may be viewing video on YouTube (as noted in&nbsp;<a href="http://summit.kidscreen.com/2012/ikids_sessions.html?s=65250" style="color: rgb(0, 162, 172); font-weight: bold; text-decoration: none; ">research</a>&nbsp;presented by Dubit Research at iKids), but that doesn't mean by virtue of the year they were born that all these young people have the opportunities (e.g. free time to spend on the Internet, informal mentorships) to gain the cultural capital, knowledge and social skills to participate, learn and engage in their world.<span>&nbsp;&nbsp;</span>Young people can find incredibly innovative ways to overcome some of these inequalities, but in order to learn more about these strategies, the first step is to stop pretending that all kids have, or even will one day soon have, iPads both at home and at school.</p><p style="font-size: 0.9em; line-height: 18px; padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "><span style="font-size: 12pt; font-family: 'Times New Roman'; ">Readers, do you have any thoughts, comments or feedback you'd like to share below?</span></p><p style="font-size: 0.9em; line-height: 18px; padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "><span style="font-size: 12pt; font-family: 'Times New Roman'; "><a href="http://www.linkedin.com/in/merylalper" style="color: rgb(0, 162, 172); font-weight: bold; text-decoration: none; "><em>Meryl Alper</em></a><em>&nbsp;is a Ph.D. student in Communication at the Annenberg School for Communication and Journalism at the University of Southern California, as well as a Research Assistant at the Cooney Center-partner&nbsp;</em><a href="http://joanganzcooneycenter.org/Cooney-Center-Blog-196.html" style="color: rgb(0, 162, 172); font-weight: bold; text-decoration: none; "><em>USC Annenberg Innovation Lab</em></a><em>.<span>&nbsp;</span>She attended the iKids Conference and Kidscreen Summit, the largest annual children's entertainment industry event in the world, in NYC on February 6-10.<span>&nbsp;&nbsp;</span>Meryl shares some of her thoughts on the event here (and the original post appears on her blog,&nbsp;</em><a href="http://teethingontech.wordpress.com/" style="color: rgb(0, 162, 172); font-weight: bold; text-decoration: none; "><em>teething on tech</em></a></span>).</p></span>]]>
    </content>
</entry>

<entry>
    <title>Summer Sandbox PD</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/12/post.php" />
    <id>tag:newmedialiteracies.org,2011://12.3983</id>

    <published>2011-12-07T03:12:36Z</published>
    <updated>2011-12-07T18:22:15Z</updated>

    <summary></summary>
    <author>
        <name>Vanessa Vartabedian</name>
        <uri>http://playnml.wikispaces.com</uri>
    </author>
    
        <category term="videobox" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
         
        
    </content>
</entry>

<entry>
    <title>PLAY! and Other Acronyms</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/12/play-acronyms.php" />
    <id>tag:newmedialiteracies.org,2011://12.3980</id>

    <published>2011-12-05T22:35:08Z</published>
    <updated>2011-12-10T18:30:20Z</updated>

    <summary><![CDATA[Our team has just finished wrapping-up our PLAY!&nbsp;(participatory learning and you) professional development pilot with LAUSD educators and is about to embark on making sense of the rich data we have acquired these past few months. At first glance, what...]]></summary>
    <author>
        <name>Vanessa Vartabedian</name>
        <uri>http://playnml.wikispaces.com</uri>
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[Our team has just finished wrapping-up our <a href="http://playnml.wikispaces.com/PLAY%21" style="text-decoration: underline; ">PLAY!</a>&nbsp;(participatory learning and you) professional development pilot with LAUSD educators and is about to embark on making sense of the rich data we have acquired these past few months. At first glance, what teachers seem to be embracing most strongly from this experience are the practices of participation - or <a href="http://playnml.wikispaces.com/PLAY%21+Framework" style="text-decoration: underline; ">the 4 Cs</a> (connecting, collaborating, creating and circulating). It seems that not only students, as we discovered in our after-school pilot last spring, but teachers find them the most accessible entry-point to the new media literacies.<p></p>

At the onset of the pilot, we framed the PD as an exploration of the <a href="http://playnml.wikispaces.com/PLAY%21+Framework" style="text-decoration: underline; ">5 characteristics of participatory learning</a> that NML had begun to identify last year. This approach - to explore what the culture of the classroom requires in order to allow participatory practices in - was a divergence from the ways we had previously worked with teachers in schools. In prior collaborations we helped address learning goals for students by applying the new media literacies to traditional content, hence increasing and deepening levels of student engagement with it. An example was the <u><a href="http://techtv.mit.edu/collections/newmedialiteracies:1070/videos">Moby Dick project</a>.</u>&nbsp;The complex and often intimidating novel,&nbsp;was dynamically transformed into a musical performance where students remixed relevant themes and cultural references with an old text. This produced a teachers' strategy guide called&nbsp;<a href="http://newmedialiteracies.org/Introduction.pdf" style="text-decoration: underline; ">Reading in a Participatory Culture</a>&nbsp;(and is a forthcoming book!). We hoped other teachers would use this model and adapt it suitably for their own classrooms. But without support and collaboration, this was an undertaking most teachers argued they did not have adequate time to explore.&nbsp;<p></p>]]>
        <![CDATA[A year or so later, we moved into developing our first professional development pilot program with the state of New Hampshire. Here we approached the new media literacies across subject areas and grade levels with several teachers at once. While teachers regarded these skills as important 21st century literacies, we found some did not value particular skills such as&nbsp;<i>collective intelligence</i>&nbsp;or&nbsp;<i>multitasking.&nbsp;</i>While we certainly do not advocate that each new media literacy holds equal weight across content areas, we recognized early on that we had skipped an important step in our attempt to help teachers implement the nmls by neglecting to explain what we mean by "participatory culture" first.&nbsp;<p></p>

<br /><iframe src="http://player.vimeo.com/video/33121279?title=0&amp;byline=0&amp;portrait=0" width="500" height="281" frameborder="0" webkitallowfullscreen=""></iframe><div><br /></div><div>

While changing course to reverse this oversight, we also recognized a resistance from teachers to become "co-learners" with their students - a necessary component of participatory classrooms. Since from the start they had mentally embraced the nml&nbsp;<i>play&nbsp;</i>(the capacity to experiment with one's surroundings as a form of problem solving)<i>,&nbsp;</i>we refocussed our time on exploring what kind of "letting go" this required on their part. This challenge -&nbsp;to risk the classroom becoming a place where students and teachers alike could to play and fail, was the portal that not only led to&nbsp;allowing students the opportunity to engage with media in new ways, but to reshape what learning means in an environment where failure was part of the norm and participation is open to all levels. Through these teachers' willingness, we were able to identify five characteristics that summed up what a truly participatory learning environment requires: heightened motivation and new forms of engagement through meaningful play and experimentation; an integrated learning system where connections between home, school community and world are enabled and encouraged; co-learning where educators and students pool their skills and knowledge and share in the tasks of teaching and learning; learning that feel relevant to the students' identities and interests; and opportunities for creating and solving problems using a variety of media, tools and practices.

<p>It was from this perspective we launched our PLAY! pilot PD this past summer. We set out to create a truly participatory professional development experience where the 5 characteristics were modeled in our design - and if my observations are reliable, it seems we were on the right track. Although I don't necessarily notice teachers referencing the actual characteristics by name, they have certainly implied them through implementation.

</p><p>At the beginning of the PD last August, Henry Jenkins gave an introduction to participatory culture and introduced the "6 Ps of Play". I love these 6Ps as much as the 4Cs, 12NMLs and 5CPLs, and apparently the teachers do too. Next to the Cs they are the most referenced set of traits our teachers talk about when reflecting on shifts they have experienced this school year. They are not mentioning them by name, but through ownership and practice. As we continue to simplify our many acronyms and refine our framework while adding new consonant sets to the arsenal, it is no wonder specific vocabulary gets lost in the shuffle, but the important thing is that the practices of participation are at <i>play!</i></p>

<p>In light of all this, I thought this a good time to revisit by a blog post from Henry Jenkins' official weblog <a href="http://henryjenkins.org/index.html" style="text-decoration: underline; ">Confessions of an Aca-Fan</a>, called&nbsp;<a href="http://henryjenkins.org/2011/05/shall_we_play.html" style="text-decoration: underline; ">Shall We Play?</a>&nbsp;&nbsp;where he talks about the core values of play and explains the 6Ps in detail.

</p><p>What are your acronyms?!</p></div>]]>
    </content>
</entry>

<entry>
    <title>Transmedia Storytelling and Education at DIY Days @ UCLA</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/11/transmedia-storytelling-and-ed.php" />
    <id>tag:newmedialiteracies.org,2011://12.3979</id>

    <published>2011-11-09T21:10:43Z</published>
    <updated>2012-01-13T21:23:45Z</updated>

    <summary><![CDATA[This blog post is reposted from The Joan Ganz Cooney Center at Sesame Workshop blog.&nbsp; It first appeared here on Nov. 3, 2011. Two weeks ago, this blog featured a preview of Robot Heart Stories (R&lt;3S), a 10-day transmedia learning...]]></summary>
    <author>
        <name>Meryl Alper</name>
        
    </author>
    
        <category term="play" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="transmediastorytelling" label="transmedia storytelling" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<i>This blog post is reposted from The Joan Ganz Cooney Center at Sesame Workshop blog.&nbsp; It first appeared <a href="http://joanganzcooneycenter.org/Cooney-Center-Blog-185.html">here</a> on Nov. 3, 2011.</i><br /><p>
		</p><p class="img-flush-left-framed" align="center"><img src="http://joanganzcooneycenter.org/images/blog/medium/robot_heart_stories_poster.jpg" alt="Transmedia Storytelling and Education at DIY Days @ UCLA" border="0" width="230" /></p><p>Two weeks ago, this blog <a href="http://www.joanganzcooneycenter.org/Cooney-Center-Blog-182.html">featured</a> a preview of <a href="http://www.robotheartstories.com/" target="_blank">Robot Heart Stories</a>
 (R&lt;3S), a 10-day transmedia learning project in which two classrooms
 in underserved neighborhoods in Montreal (French speaking) and Los 
Angeles (English speaking) used collaboration and creative problem 
solving to help a lost robot navigate across North America before 
hitching a ride back to space with NASA on a launch to the International
 Space Station, scheduled sometime early next year.  </p><p>The robot 
(symbolized by a stuffed animal version embedded with a GPS chip, whom 
students in both classrooms decided to name Laika, after the first dog 
in space) ended the North American-leg of its journey (in picture and 
story form <a href="http://robotsjourney.tumblr.com/archive" target="_blank">here</a>) in Los Angeles on Friday, October 28 at the <a href="http://diydays.com/" target="_blank">DIY Days</a> conference held at UCLA.&nbsp; I had the pleasure of attending DIY Days (keynoted by my Ph.D. advisor Prof. <a href="http://henryjenkins.org/" target="_blank">Henry Jenkins</a>) and meeting a diverse group of creative educators, game designers, filmmakers, and authors.&nbsp; </p>  <p>Many
 of people I met are deeply invested in new ways to approach the role of
 media in children's learning ecologies.&nbsp; I believe that various 
projects presented at DIY Days (including R&lt;3S and another very 
special project I'll share in a later post) have deep implications for <em>the
 role transmedia storytelling and immersive learning experiences can 
have in problematizing and improving education processes and outcomes in
 the U.S. and internationally</em>.</p> ]]>
        <![CDATA[<p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; "></p><img class="img-flush-right-caption" src="http://joanganzcooneycenter.org/images/blog/diy_bw.jpg" alt="Meryl Alper with Janine and Laika the Robot" title="Janine Saunders of R&lt;3S and Meryl Alper with Laika the Robot" align="right" border="0" height="224" width="300" /><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">DIY Days (organized by&nbsp;<a href="http://lanceweiler.com/" target="_blank" style="text-decoration: underline; ">Lance Weiler</a>, also the creator of R&lt;3S) is a free conference, taking place biannually in NYC and LA.&nbsp; The conference focuses on making ideas, resources and networking accessible to storytellers to enable them to fund, create, distribute and sustain their projects.&nbsp; DIY Days, along with this fall's&nbsp;<a href="http://www.storyworldconference.com/" target="_blank" style="text-decoration: underline; ">StoryWorld</a>&nbsp;and the&nbsp;<a href="http://www.convergenceculture.org/" target="_blank" style="text-decoration: underline; ">Futures of Entertainment</a>&nbsp;Conferences, are touch points for members of a growing global network of transmedia storytellers, interested in how the power of narrative can impact commercial ventures, non-profit organizations, and issues such as education, health care, and human rights violations that require sustainable solutions.</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">What exactly&nbsp;<a href="http://www.henryjenkins.org/2011/08/defining_transmedia_further_re.html" style="text-decoration: underline; ">transmedia storytelling</a>&nbsp;is has been explained and re-explained, but for the purposes of the context of transmedia storytelling in education, let's set the parameters, as Jenkins does, as "the best approach to tell a particular story to a particular audience in a particular context depending on the particular resources available to particular producers."&nbsp; A child can be the one telling the story, being told the story, or re-telling the story in a new way to a friend, sibling, or parent.&nbsp; The resources may be digital (e.g., an animation-rich smartphone app) or analog (e.g. an "animated" -- as in, lively -- puppet show).</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">I'd like to all-too-briefly highlight three discussions I engaged in at DIY Days related to transmedia storytelling, children, media, and education.&nbsp; Many thanks to Jamie Salka and Duke Doyle of&nbsp;<a href="http://storypirates.org/" target="_blank" style="text-decoration: underline; ">Story Pirates</a>, Janine Saunders of R&lt;3S, and Prof.&nbsp;<a href="http://losh.ucsd.edu/" target="_blank" style="text-decoration: underline; ">Liz Losh</a>&nbsp;of UC San Diego for being great conversation partners regarding these ideas.&nbsp;</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; "><strong>Do-it-Yourself (and Ourselves?)</strong></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">DIY&nbsp; (as in Do-it-Yourself) is a pretty ambiguous category when it comes to talking about individual or collective forms of "doing it."&nbsp; The DIY approach to engaging with culture is defined by amateurs being able to make their "own" media by using supplies, techniques, and skills that were previously exclusive to highly-trained experts who had access to then-expensive and restricted spaces, know-how, and resources.&nbsp;</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">Michele Knobel and Colin Lankshear have recently edited&nbsp;<em>DIY Media: Creating, Sharing and Learning with New Technologies</em><em>&nbsp;(2010),</em>&nbsp;a rich book on DIY culture and what it might contribute to reframing contemporary educational practices and pedagogy.&nbsp; (See&nbsp;<a href="http://henryjenkins.org/2010/05/diy_learning.html" target="_blank" style="text-decoration: underline; ">part one</a>&nbsp;and&nbsp;<a href="http://henryjenkins.org/2010/05/what_can_teachers_learn_from_d.html" target="_blank" style="text-decoration: underline; ">part two</a>&nbsp;of their recent interview with Jenkins on the book's implications and core themes.)&nbsp; Though the event was called DIY Days, there was a lot more evidence in support of the value of DIO (Do-it-Ourselves) or (Do-it-Together).&nbsp; How we "do" education and what "it" is we value&nbsp; teaching cannot be separated from the social context in which it takes place.</p><strong></strong><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; "><strong>Experiential Learning and Immersive Learning</strong></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">Robot Heart Stories is the first in a trilogy of experiential learning projects (spanning air, land, and sea) from award winning storytelling pioneer Lance Weiler and creative producer Janine Saunders.&nbsp; "Experiential learning" is generally defined as formal or informal encounters through which learners are able to reflect, generalize, and apply skills and knowledge in active and directly applicable ways.&nbsp; One example might be instead of only reading about how magnets work in a book, a student might be able to supplement his or her learning with using a compass to solve a puzzle, and the use of that compass being a way of knowing magnets in a deeper way.</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">But, not to take anything away from R&lt;3S, isn't all learning, even sitting in uniform rows with eyes facing uniform pages in a book, an&nbsp;<em>experience</em>?&nbsp; And if teachers or facilitators place most of the emphasis on the experience of learning, is this at the sake of&nbsp;<em>reflection</em>&nbsp;on that engagement or its lasting social impact?&nbsp; Perhaps "immersive learning" might better acknowledge the different culturally-based experiences, conditions, and communication styles that learners bring to any educational activity.</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; "><strong>Interactivity and Participation</strong></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">Just because an eBook, virtual world or video game is&nbsp;<em>interactive</em>&nbsp;doesn't make it particularly&nbsp;<em>participatory</em>.&nbsp; Who gets to authorize and make the choices about how open or closed ended a media text is?&nbsp; What is unique about R&lt;3S is that participation in the project is not limited to its creators, teachers, or students.&nbsp; You can collaborate with the classroom by selecting one of the students' stories, working with the photograph of Laika the Robot associated with that story, add a layer of your own illustration to that photo, and posting it&nbsp;<a href="http://robot.designrelated.com/" target="_blank" style="text-decoration: underline; ">here</a>.&nbsp; You can also get involved by donating to the project&nbsp;<a href="http://www.indiegogo.com/Robot-Heart-Stories" target="_blank" style="text-decoration: underline; ">here</a>.</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">In conclusion, from conception to execution, R&lt;3S is a rapid prototype.&nbsp; The project moved faster than any commercial or grant agency venture.&nbsp; Logistically, this DIY/DIO/DIT process can be messy and experimental, which also makes analyzing documentation and assessing outcomes tricky as well.&nbsp; The success of this project, as with other applications for transmedia storytelling in education, depends on the needs of all actors involved, the resources available to them, and the social context around the producers and audience of the story.</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">Photos:</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">Top: A wall of robot "heartpacks" (in both French and English) that powered Laika's journey, posted at DIY Days</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">B&amp;W: R&lt;3S Creative Producer Janine Saunders, Meryl Alper, and Laika (the Robot) at DIY Days</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; "><em>Meryl Alper is a Ph.D. student in Communication at USC Annenberg.&nbsp; Prior to her graduate studies, she worked as a researcher for Sesame Workshop and Nick Jr.&nbsp; At Annenberg, her research focuses on young children's evolving relationships with analog and digital technologies. She is particularly interested in intergenerational media use among children and families, media literacy in early childhood education, children's psychological processing of interactive media, and representations of nationality in children's television.</em></p><p></p>]]>
    </content>
</entry>

<entry>
    <title>NML and PLAY! (Participatory Learning And You!)</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/09/nml-and-play-participatory-lea.php" />
    <id>tag:newmedialiteracies.org,2011://12.3978</id>

    <published>2011-09-27T22:16:51Z</published>
    <updated>2011-09-28T20:16:27Z</updated>

    <summary><![CDATA[ NML and PLAY! Project NML has been involved in some exciting new endeavors since our move to the University of Southern California last year. As a part of USC's&nbsp;Annenberg Innovation Lab, the new media literacy&nbsp;play&nbsp;(the capacity to experiment with...]]></summary>
    <author>
        <name>Vanessa Vartabedian</name>
        <uri>http://playnml.wikispaces.com</uri>
    </author>
    
        <category term="participatory learning" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="participatory practices" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="play" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="playground" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="professional development" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<!--StartFragment-->

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><b><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;;color:#7C0000">NML and PLAY!</span></b><span style="mso-bidi-font-size:
13.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">Project NML has been involved in some exciting new endeavors
since our move to the University of Southern California last year. As a part of
USC's&nbsp;</span><a href="http://www.annenberglab.com/"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;;
color:#0000F9">Annenberg Innovation Lab</span></a><span style="mso-bidi-font-size:
16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;">, the new media literacy&nbsp;<i>play</i>&nbsp;(the
capacity to experiment with one's surroundings as a form of problem-solving)
has become central to our current work in the field of digital media and
learning. After partnering with the non-profit&nbsp;</span><a href="http://rfkla.seacondev.com/"><span style="mso-bidi-font-size:16.0pt;
mso-bidi-font-family:&quot;Helvetica Neue&quot;;color:#0000F9">RFK Legacy in Action</span></a><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;">&nbsp;(RFK-LA)
last fall, we began piloting a series of programs at the new&nbsp;</span><a href="http://rfkcommunityschools.org/"><span style="mso-bidi-font-size:16.0pt;
mso-bidi-font-family:&quot;Helvetica Neue&quot;;color:#0000F9">Robert F. Kennedy
Community Schools</span></a><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">&nbsp;in Los Angeles under the umbrella of&nbsp;<i>PLAY!, </i>which
in addition to being an nml, is also<i>&nbsp;</i>an acronym for <i>'participatory
learning and you'!</i></span></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">NML's guiding principal for a participant-centric approach to
learning maintains providing ample opportunities for gaining expertise in the
new media literacy skills and competencies. However, since branching out from
working with individual educators and schools into the larger realm of
professional development (starting with our early adopters program with the NH
Dept. of Education in 2009), we've recognized the value of giving teachers
permission to play the role of "participant-learner" (as opposed to
"expert")<i> before</i> asking them to try new approaches with their
students. By examining the ways educators took-up this challenge, our team was
able to identify five&nbsp;</span><a href="http://playnml.wikispaces.com/PLAY%21+Framework"><span style="mso-bidi-font-size:
16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;;color:#0000F9">characteristics of
participatory learning</span></a><span style="mso-bidi-font-size:16.0pt;
mso-bidi-font-family:&quot;Helvetica Neue&quot;">&nbsp;that have come to frame our
current research for PLAY! Please take a moment to click on the link above to
read more about them.</span><span style="mso-bidi-font-size:13.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">To get a sense of the direction we are taking with our
current work on the ground, I will outline the programs we are piloting with
the Los Angeles Unified School District below, which explore participatory
learning practices, new models of professional development and
the&nbsp;Playground tool.<o:p></o:p></span></p>

<!--EndFragment-->


 ]]>
        <![CDATA[<!--StartFragment-->

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><b><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;;color:#7C0000">PLAY! Projects</span></b><span style="mso-bidi-font-size:13.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">Our pilot PLAY! project,&nbsp;<i>Explore Locally, Excel
Digitally (ELED),</i>&nbsp;was an after-school program for students that deeply
explored themes around identity and community. Utilizing practices around
mapping and other visualization tools, lessons culminated in digital
representations of students' perceptions on these themes. Since we know
learning extends beyond the walls of classrooms and after-school programs to
home, community and world - the program aimed to provide experiences that held
a holistic view of the learner, and allowed for students to be full agents in
their learning.</span></p>
<div style="text-align: center;"><object name="ttvplayer" id="ttvplayer" type="application/x-shockwave-flash" allowscriptaccess="always" allownetworking="all" allowfullscreen="true" height="336" width="544" data="http://www.kaltura.com/index.php/kwidget/wid/_203822/uiconf_id/1898102/entry_id/0_epzovsk8/"></object></div><p class="MsoNormal" style="text-align: center;"><i>Video produced and edited by <a href="http://vimeo.com/ericksonraif">Erickson Raif</a></i></p><p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">This past summer we ran a professional development
called&nbsp;<i>The</i>&nbsp;<i>Summer Sandbox.</i>&nbsp;During these two
week-long sessions, students from the ELED program modeled what they had
learned for teachers and joined them as co-learners throughout the week. During
these sessions we introduced a prototype for our new online collaborative
learning tool, called the Playground.&nbsp;</span><span style="mso-bidi-font-size:
13.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><i><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">The Playground</span></i><span style="mso-bidi-font-size:
16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;"> is an open-content,
open-knowledge online system that encourages both adults and youth alike to
discover, learn and teach each other. You will be able to use this transmedia
platform to develop and take online "challenges", much like the
Learning Library, only with improved capability for assessment, reflection, and
a higher level participation. We are currently testing it with local educators
and students and will announce when it is ready for a larger audience next
spring.</span></p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://newmedialiteracies.org/assets_c/2011/09/playground-1587.php" onclick="window.open('http://newmedialiteracies.org/assets_c/2011/09/playground-1587.php','popup','width=1280,height=800,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://newmedialiteracies.org/assets_c/2011/09/playground-thumb-600x375-1587.jpg" width="600" height="375" alt="playground.jpg" class="mt-image-left" style="text-align: center;float: left; margin-top: 0px; margin-right: 20px; margin-bottom: 20px; margin-left: 0px; " /></a></span>
<span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">As of now, we are in phase two of the PLAY! PD called&nbsp;<i>Playing
Outside the Box</i>, where teachers will implement what they started during the
<i>Summer Sandbox&nbsp;</i>and design a plan for sustainability. Students from
RFK Community Schools will continue working with teachers in after-school
settings for a series of </span><a href="http://playnml.wikispaces.com/Play+On%21+Workshops"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;;
color:#0000F9">workshops</span></a><span style="mso-bidi-font-size:16.0pt;
mso-bidi-font-family:&quot;Helvetica Neue&quot;"> developed by our partnering
organizations here in LA.</span><p></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">As you can see, we've been a bit busy! But who isn't... I am
sorry it's been so long since you've heard from us. Please take a few moments
to visit our </span><a href="http://playnml.wikispaces.com/home"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;;
color:#0000F9">PLAY! wiki</span></a><span style="mso-bidi-font-size:16.0pt;
mso-bidi-font-family:&quot;Helvetica Neue&quot;"> for more detailed information about
these projects, and access new curriculum and resources.</span></p><p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><b><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;;color:#7C0000">Ways&nbsp;you&nbsp;can PLAY!</span></b></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><i style="mso-bidi-font-style:normal"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;">If you
are in Los Angeles...</span></i><i style="mso-bidi-font-style:normal"><span style="mso-bidi-font-size:13.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;"><o:p></o:p></span></i></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><b><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">PLAY! Workshops</span></b><span style="mso-bidi-font-size:
13.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">Individuals and organizations from all over Los Angeles are
partnering with PLAY! this fall to bring a full-range of high, low and no tech
programming to LAUSD teachers and students grades 6-12 interested in
exploring&nbsp;</span><a href="http://playnml.wikispaces.com/PLAY%21+Framework"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;;
color:#0000F9">participatory learning practices</span></a><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;">&nbsp;with
an emphasis on civic action through storytelling. These programs will begin in
late September/early October and vary in length, format and setting and are
FREE!&nbsp;Please contact&nbsp;</span><a href="https://mail.google.com/mail/?view=cm&amp;fs=1&amp;tf=1&amp;to=vanessa.vartabedian@usc.edu"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;;
color:#0000F9">Vanessa Vartabedian</span></a><span style="mso-bidi-font-size:
16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;">, PLAY! Coordinator, to sign-up
or for more information.</span></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><i style="mso-bidi-font-style:normal"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;">If you
are in Boston...</span></i><i style="mso-bidi-font-style:normal"><span style="mso-bidi-font-size:13.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;"><o:p></o:p></span></i></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><b><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">Media Literacy Conference Presented by HOME, Inc</span></b><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;">&nbsp;-
Oct. 22nd, 8 AM - 4 PM; Media Literacy, a Focus on Youth: Learning,
Collaborating, and Creating the Future of EducationHOME, Inc., MIT, and the
Barr Foundation, present a one-day conference on Media Literacy. The event is
scheduled for October 22nd and will take place at the MIT Campus: Building E51
(Tang Center), from 8:00 AM to 4:00 PM. This year's conference theme is "Media
Literacy, a Focus on Youth: Learning, Collaborating, and Creating the Future of
Education".&nbsp;</span><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;;
color:#0000F9"><a href="http://www.prweb.com/releases/mlc/2011/prweb8809383.htm">http://www.prweb.com/releases/mlc/2011/prweb8809383.htm</a></span></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><i style="mso-bidi-font-style:normal"><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;">From
Anywhere...</span></i><i style="mso-bidi-font-style:normal"><span style="mso-bidi-font-size:13.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;"><o:p></o:p></span></i></p>

<p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><b><span style="mso-bidi-font-size:16.0pt;mso-bidi-font-family:
&quot;Helvetica Neue&quot;">Do Now</span></b><span style="mso-bidi-font-size:16.0pt;
mso-bidi-font-family:&quot;Helvetica Neue&quot;">&nbsp;is a new series of activities for
middle and high school teachers designed to engage students to respond to current
issues through the use KQED's award-winning online media resources and social
media tools like Twitter.&nbsp;</span><span style="mso-bidi-font-size:
16.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;;color:#0000F9"><a href="http://education.kqed.org/edspace/about-do-now/">http://education.kqed.org/edspace/about-do-now/</a></span><span style="mso-bidi-font-size:13.0pt;mso-bidi-font-family:&quot;Helvetica Neue&quot;"><o:p></o:p></span></p><p class="MsoNormal" style="mso-pagination:none;mso-layout-grid-align:none;
text-autospace:none"><br /></p><p class="MsoNormal"><i>Vanessa Vartabedian is PLAY! Coordinator for Project NML at the Annenberg Innovation Lab, University of Southern California. vanessa.vartabedian@usc.edu</i></p><p class="MsoNormal"><i><br /></i></p>

<!--EndFragment-->]]>
    </content>
</entry>

<entry>
    <title>Branding BYOD: On/Off</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/08/branding-byod-onoff.php" />
    <id>tag:newmedialiteracies.org,2011://12.3976</id>

    <published>2011-08-27T01:43:17Z</published>
    <updated>2011-08-27T01:52:32Z</updated>

    <summary>By Dr. Jason Ohler, author of Digital Community, Digital Citizen There is a new acronym that is rapidly becoming embedded in the public narrative about technology and learning: BYOD. It stands for Bring Your Own Device. It opens up an...</summary>
    <author>
        <name>Jason Ohler</name>
        <uri>http://www.jasonOhler.com</uri>
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<font style="font-size: 0.8em;">By <a href="http://jasonohler.com/">Dr. Jason Ohler</a>, author of <a href="http://tinyurl.com/25b4h4j"><i>Digital Community, Digital Citizen</i></a></font><br /><p> </p>There is a new acronym that is rapidly becoming embedded in the public 
narrative about technology and learning: BYOD. It stands for Bring Your 
Own Device. It opens up an area of inquiry for K-12 schools that can be summarized in the
 following questions: <br /><br /><ul><li>How should communities, schools, and teachers 
address the issue of students wanting to bring their own digital devices
 to school? <br /></li><li>What new opportunities and challenges would a pro-BYOD--or an
 anti-BYOD policy--present? <br /></li><li>How do educators manage a BYOD world?</li></ul><p>I recently had a conversation with someone whom I consider to be very 
bright and reasonable in matters of educational technology in which she 
argued that we should say no to BYOD. I pointed out that she didn't have
 the option. BYOD won. Kids already bring their devices to school and 
often use them in ways we don't like because we have yet to define ways 
to use them that we do like. We are left to figure out how to manage the
 situation, often in reactive mode, as we scramble our way up a new 
learning curve.&nbsp;<br />
	&nbsp;<br />
	As a management mantra, I am going to suggest we brand our efforts with BYOD with the following: On/Off.<br />
	&nbsp;<br />
	On/Off means that we say yes to BYOD, and then manage the situation by 
asking students to use them sometimes, and turn them off at other times.<br />
	&nbsp;<br />
	It is up to educational systems to figure out how to use them when they
 are in the On position. And before we holler "technological 
determinism," just remind yourself that many of you didn't even have the
 Internet 15 years ago. Now you wouldn't consider living without it. The
 same has become true for your cell phone, for adults as well as kids. 
The average adult wouldn't dream of living in a world that wasn't BYOD 
at work. We set the stage for BYOD by adopting it in the real world of 
work. Our kids are just following our lead.<br />
	&nbsp;<br />
	Likewise, it is up to learning managers to determine when to ask 
students and teachers to turn their devices off; that is, to unplug so 
we can talk, think, and collaborate face to face. On/Off. It's balanced.
 It's healthy.<br />
	&nbsp;<br />
	If we tell students to turn their devices off all the time, they will 
turn them on anyway, sometimes defiantly, and do at least some things we
 wish they would rather not. But if we tell them to turn them on 
sometimes, and engage them in using their devices to pursue learning 
exploration in ways that we deem beneficial, they are more likely to 
turn them off when asked to. If the rhythm is On/Off, rather than 
"always off," we may find we are much more pleased with what happens 
when they are on.</p>
<blockquote>
	<p>
		... it is up to learning managers to determine when to ask students 
and teachers to turn their devices off; that is, to unplug so we can 
talk, think, and collaborate face to face.</p>
</blockquote>
<p>
	But there is a much more important issue in a BYOD environment than 
simply engaging students to use the technology that feels so second 
nature to them in ways we deem beneficial. We need desperately to talk 
to them about their technology, something we can't do if they don't have
 it with them.<br />
	&nbsp;<br />
	The fact that their technology is so invisible to them is their 
Achilles Heel. Because they don't see it, they don't think to question 
it.<br />
	&nbsp;<br />
	They need us to help them put their technology in a social context, and
 to ask questions about how it connects and disconnects them, or, in 
McLuhan's parlance, extends and reduces them. We need to talk about how 
their technology impacts themselves, their communities, and their 
environment.<br />
	&nbsp;<br />
	In the Preamble of my book <em>Digital Community, Digital Citizen</em>,
 I ask the question: Our choice for our children: Two lives or one? That
 is, do we expect students to live a digitally deluged lifestyle outside
 of school, then unplug when the bell rings? Or is it time to help them 
integrate their digital and non-digital lives into one healthy life 
based on a single identity, and talk about their technology in critical 
terms so that they become the kind of digital citizens the world needs?<br />
	&nbsp;<br />
	I say it is time to help them pursue one life. And to do so, I say we brand BYOD: On/Off.<br />
	&nbsp;<br />
	Are there issues with this? Of course. There are always issues with 
technology. After all, technology connects and disconnects--always. Most 
notably, there are three issues that vex us:</p>
<ol><li>
		How do we keep kids safe when they are online?</li><li>
		How do we keep them on-task?</li><li>
		How do we address those who can't afford a device?</li></ol>
<p>
	The first two issues are important, but I believe best addressed in an 
On/Off culture in which we actually discuss, as a matter of normal fare,
 the up and downsides of our BYOD lives. Make no mistake--we are looking 
at a new era of teaching and learning. Professional development will 
never be the same. An On/Off culture will require teachers to do many 
things they never had to do before, like manage students who are 
constantly plugged into the Internet. But certainly we can make no 
progress about this if we aren't teaching students the skills needed to 
address these issues. And we can't do this effectively if they don't 
have their technology with them, and on, at least part of the time.<br />
	&nbsp;<br />
	The last issue, affordability, is certainly real. But when touch pads 
and other key technologies become so inexpensive that they can vie with 
supplying each student with a number of textbooks, a development that 
seems all but certain, this issue can be addressed, whether through 
lending programs, or easy-buy programs or other approaches that will 
present themselves as vendors and schools get creative.<br />
	&nbsp;<br />
	I don't think cost will end up being the issue. Rather, once we have 
the technology because it is so inexpensive, we will need to return the 
issue that has always vexed in education: just what does an educated 
person look like?<br />
	&nbsp;<br />
	On/Off. Balanced. Healthy. Possible.</p> ]]>
        
    </content>
</entry>

<entry>
    <title>Design, Interface and the Future of Technology: A Sequel</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/08/design-interface-and-the-futur.php" />
    <id>tag:newmedialiteracies.org,2011://12.3975</id>

    <published>2011-08-21T14:10:00Z</published>
    <updated>2011-08-12T14:01:39Z</updated>

    <summary>As promised in my previous post, in order to do justice to the theme of design and open experimental spaces, I&apos;d like to devote a few more lines to talking about the communication between people and objects/technologies/environments, especially as showcased...</summary>
    <author>
        <name>Ioana Literat</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<p>As promised in my previous post, in order to do justice to the theme 
of design and open experimental spaces, I'd like to devote a few more 
lines to talking about the communication between people and 
objects/technologies/environments, especially as showcased in the 
brilliant <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/">current exhibition at MOMA</a> in NYC.</p>
<p>Beyond the conceptual exploration of dystopia and the future of 
technological interfaces that I described at length in my previous post,
 another key theme that struck me, and that was evident in so many of 
the works presented, was that of the constantly reimagined relationship 
between the familiar and the new. Although many of the designs did 
represent entirely novel technologies and artifacts, I was impressed at 
how many of the works exhibited consisted of a pure conceptual reframing
 of a very familiar object or space. Sebastian Bettencourt's project, 
aptly titled <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/146249/">Beyond the Fold</a>,
 for instance, is a prototype for a newspaper of the future but, unlike 
many other similar technologies and interfaces aiming for this goal, 
"Bettencourt's design abandons the now-familiar elements of digital 
interfaces, such as buttons and icons, to focus on the newspaper's 
spatial properties, presence, and relationship to a reader's motions, 
looking beyond the transfer of information to evoke the reading 
experience. Familiar motions steer the interaction: unfolding the device
 activates it, turning pages navigates through it, and shaking refreshes
 content." In this way, "cutting-edge technology is maximized while the 
timeless ritual of reading the newspaper is honored." And this - this 
transcendental mixture of technology and ritual - is precisely the aim 
behind Soner Ozenc's <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/145532/">El Sajjadah</a>,
 a Muslim prayer rug that makes use of electroluminescent printing 
technologies to point the person in the direction of Mecca, increasing 
its brightness as it is rotated in the correct direction.</p>
<p>Oftentimes, this fusion of the familiar and the new means a blend of 
the real and the virtual, and many of the most impressive and innovative
 concoctions are quintessential experiments with virtuality. Keiichi 
Matsuda's ambitious <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/146354/">Augmented City 3D </a>is
 a hybrid depiction of urban space as an "immersive human-computer 
interface", where the quotidian experience of living and functioning in 
an urban milieu is enhanced by an added layer of augmented reality - 
storing, organizing and displaying digital information along a 
sophisticated yet familiar three-dimensional space.</p>
<p>Marc Owen's <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/146230/">Avatar Machine</a>
 toys with the notion of self-presence, and our (post)modern conception 
of our own bodies. His innovation is "a wearable apparatus (including a 
camera on the back) that simulates the third-person gaming experience in
 real space, down to the spiky helmet, padded torso, and armored 
gloves." The user controls his own avatar, but simultaneously sees it in
 the traditional videogame mode, "as if hovering a few feet behind." 
Interestingly enough, during the testing of his Avatar Machine in public
 spaces, Owens noticed that the modified perspective of their own bodies
 led users to involuntarily pick up gaming movements and behaviors, such
 as taking larger steps and swinging their arms in motion.</p>
<p>For the users of <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/146205/">Chromaroma</a>,
 an intricate application developed by the design company Mudlark, a 
mere subway trip on the London underground turns into a real-time social
 game. According to the game description, "commuters sign up to play 
using their Oyster cards, a form of electronic ticketing used in Greater
 London, and then are grouped into one of four teams, where they rack up
 points with each journey and strategically complete specific tasks and 
missions. Some missions rely on an evolving story line (such as a 
diamond heist or a ghost hunt), and others have players altering their 
daily routines (getting off a stop earlier or going all the way to the 
end of the line) in order to gain a new perspective on the city. The 
players' physical movements are recorded by their Oyster cards and can 
be charted on three-dimensional interactive maps and published on 
Twitter or Facebook, making everyday journeys into social experiences. 
Chromaroma thus injects the often mundane process of commuting with a 
sense of playfulness, encouraging people to explore the city and ally 
themselves with strangers." I must admit this was one of my favorites, 
as I love the way it builds on an existing - and oh so familiar - 
infrastructure to create an exciting and completely new social and 
cultural platform. I also appreciate how comparatively low-tech it is, 
in the spectrum of the present exhibition and beyond: the game does not 
rely on smartphone technology and is accessible to any subway user with a
 low-cost Oyster card. According to the designers, there are plans to 
expand the game to other cities around the world in the near future.</p>
<p>But beyond entertainment or social connection, interfaces have the 
unique and consequential ability to enable, to empower, to inspire - 
and, in my perspective, some of the most impressive ideas in this 
stellar exhibit had to do with this very special feature of enabling the
 human body to overcome its limitations and reach new dimensions of 
ability. Several innovations were targeted at facilitating the 
communication of visually impaired users: the <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/146255/">be-B Braille Education Ball</a> and the <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/146254/">Rubik's Cube for the Blind</a> are two fantastic examples. I was also floored by the amazing potential of the <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/145518/">EyeWriter</a>
 technology, which enabled a graffiti artist to continue drawing from 
his hospital bed, after being completely paralyzed by amyotrophic 
lateral sclerosis (ALS): the EyeWriter captures his eye movements and 
projected his graffiti designs in real time from his hospital bed to 
downtown LA - all with just a laptop computer and $50 worth of 
equipment.</p>
<p>Finally, beyond the extraordinary qualities of the designs 
themselves, what impressed me was the demographics of the artists 
involved. Going through all the exhibits, I couldn't help but feel moved
 by the very young age of the designers (most of them born in the after 
1980!), and by the multitude of countries and cultures represented. This
 is truly a global generation of young artists and designers, and seeing
 their creations build such a coherent, unified statement on the future 
of communication is as hopeful as it is exhilarating.</p> ]]>
        
    </content>
</entry>

<entry>
    <title>&quot;I Communicate, Therefore I Am&quot;: On Contemporary Art and the Poignancy of Objects</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/08/i-communicate-therefore-i-am-o.php" />
    <id>tag:newmedialiteracies.org,2011://12.3974</id>

    <published>2011-08-20T13:57:39Z</published>
    <updated>2011-08-24T20:21:20Z</updated>

    <summary> I am swept off my feet. Talk to Me, the new exhibition at the Museum of Modern Art (MOMA) in New York is a brilliant collection of new media artistic experiments and an open experimental space in itself. The...</summary>
    <author>
        <name>Ioana Literat</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<div class="entry-content">
<p>I am swept off my feet. <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/">Talk to Me</a>, the new exhibition at the <a href="http://moma.org/">Museum of Modern Art (MOMA)</a>
 in New York is a brilliant collection of new media artistic experiments
 and an open experimental space in itself. The theme of the event is the
 concept of design in the 21<sup>st</sup> century, and its primary 
foundation in the communication between people and objects.&nbsp;</p>
<p>Paola Antonelli, the senior curator of the exhibition, describes the initiative's rationale and cultural commentary:</p>
<blockquote><p>Whether openly and actively or in subtle, subliminal 
ways, things talk to us. Tangible and intangible, and at all scales--from
 the spoon to the city, the government, and the Web, and from buildings 
to communities, social networks, systems, and artificial worlds--things 
communicate. They do not all speak up: some use text, diagrams, visual 
interfaces, or even scent and temperature: others just keep us company 
in eloquent silence. [...] 21st-century culture is centered on 
interaction: "I communicate, therefore I am" is the defining affirmation
 of contemporary existence, and objects and systems that were once 
charged only with formal elegance and functional soundness are now also 
expected to have personalities. Contemporary designers do not just 
provide function, form, and meaning, but also must draft the scripts 
that allow people and things to develop and improvise a dialogue.</p>
<p>New branches of design practice have emerged in the past decades that
 combine design's old-fashioned preoccupations--with form, function, and 
meaning--with a focus on the exchange of information and even emotion. 
Communication design deals with the delivery of messages, encompassing 
graphic design, wayfinding, and communicative objects of all kinds, from
 printed materials to three-dimensional and digital projects. Interface 
and interaction design delineate the behavior of products and systems as
 well as the experiences that people will have with them. Information 
and visualization design deal with the maps, diagrams, and tools that 
filter and make sense of information. In critical design, conceptual 
scenarios are built around hypothetical objects to comment on the 
social, political, and cultural consequences of new technologies and 
behaviors.</p>
<p><em>Talk to Me</em> explores this new terrain, featuring a variety of
 designs that enhance communicative possibilities and embody a new 
balance between technology and people, bringing technological 
breakthroughs up or down to a comfortable, understandable human scale. 
Designers are using the whole world to communicate, transforming it into
 a live stage for an information <em>parkour</em> and enriching our lives with emotion, motion, direction, depth, and freedom.</p></blockquote>
<p>The exhibition, which runs from July 24<sup>th</sup> to November 7<sup>th</sup>,
 is organized around subcategories (objects, bodies, life, city, world, 
and double entendre), all speaking to the dialogue - textual, 
paratextual or, most often, atextual - between us and the objects and 
technologies that increasingly structure our quotidian existence. Since 
there are way too many exhibits that I can name as my favorites, I will 
have to devote a follow-up blog post to do justice to all, but for now 
let me start by observing a strong dystopian undercurrent to many of the
 artworks. It is a kind of dystopia that is beautiful in its poignancy, 
where the line between comfort and conflict is unnervingly - and 
fabulously - thin.</p>
<p>In Reyer Zwiggelaar and Bashar Rajoub's project <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/145521/">Happylife</a>,
 a special camera equipped with biometric sensors detects fluctuations 
in a person's mood by taking thermal images of his or her face. Its 
designers envision it being used to prevent future criminal activity 
(yes, <em>Minority Report</em> does come to mind) and even "keeping the 
peace at home." The technology is designed to differentiate between 
family members using facial recognition software and "a dial, one for 
each family member, registers current and predicted emotional states, 
based on data accumulated over the years by the machine." The designers,
 together with writer and poet Richard M. Turley, have even created 
vignettes its familial use in the household. These imaginary scenarios 
are simultaneously touching and eerily disturbing: "It was that time of 
the year. All of the Happylife prediction dials had spun anti-clockwise,
 like barometers reacting to an incoming storm. We lost David 4 years 
ago and the system was anticipating our coming sadness. We found this 
strangely comforting." But would it really be comforting? The artist 
scientists are currently looking for research subjects, so perhaps soon 
enough we shall know.</p>
<p>From German designer Jonas Loh comes the equally grave <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/145509/">Amæ Apparatus</a>,
 which he calls "an early-warning system for stressed-out people, 
soliciting sympathy and allowing assistance to be provided in a timely 
manner." The concept was born out of his concern regarding the high 
suicide rates in professional environments, caused by the suppression of
 feelings in the workplace. Thus, the Apparatus, worn like a backpack, 
makes the wearer's feelings explicit to those around him by interpreting
 stress levels through a skin sensor; then, "color-coded smoke erupts 
from a spout in a canister to alert coworkers to various emotional 
states."</p>
<p>And for us busy women out there, for us digitally native daughters of
 the new millennium, young artist Revital Cohen brings us the <a href="http://www.moma.org/interactives/exhibitions/2011/talktome/objects/143181/">Artificial Biological Clock</a>,
 a pseudoindustrial manifesto on the female detachment from natural body
 rhythms, womanhood, and childbearing. Explains the artist, "A woman no 
longer in touch with her body's rhythms could rely on the Artificial 
Biological Clock to remind her of her fertility's "temporary and fragile
 nature." The clock is fed information via an online service from her 
doctor, therapist, and bank manager. When these complex factors align 
perfectly, the clock lets her know that she is ready to have a child." 
Doctor, therapist, and bank manager? I cannot help but smile. The 
bra-burning days are gone, sisters. We have reached an unexpected apex.</p>

										</div> ]]>
        
    </content>
</entry>

<entry>
    <title>Introducing Participatory Visual Methodologies in Communication Research</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/08/introducing-participatory-visu.php" />
    <id>tag:newmedialiteracies.org,2011://12.3972</id>

    <published>2011-08-17T17:35:00Z</published>
    <updated>2011-08-12T14:05:57Z</updated>

    <summary>As I am starting to think more acutely about methodology issues in communication research as part of my doctoral work, I wanted to share my thoughts on a more unconventional approach to research methods in education and multimedia. While language-based...</summary>
    <author>
        <name>Ioana Literat</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<p>As I am starting to think more acutely about methodology issues in 
communication research as part of my doctoral work, I wanted to share my
 thoughts on a more unconventional approach to research methods in 
education and multimedia. While language-based research methods - both 
written and oral - have dominated the spectrum of communication 
research, I am pleased to see that a whole new range of non-textual 
strategies is gradually emerging as an alternative and highly versatile 
way of knowing. Specifically, participatory visual communications, such 
as sketching, photography, and video, hold the inherent potential of 
painting a more nuanced depiction of lived realities, while 
simultaneously empowering the study participants, and placing the agency
 literally in their own hands. Through the generation of images, and the
 reflective sharing of this visual content among community members, 
participants gain self-efficacy and collective efficacy, as well as an 
expressive channel to voice their hidden or marginalized stories.</p>
<p>Central to the use of this technique in educational settings was the 
work of Paulo Freire, a noted Brazilian sociologist who pioneered the 
"dialogic pedadogy" approach as a non-hierarchical, dynamic and 
transformative process of learning. Conducting a literacy project in 
Peru in 1973, Freire asked slum dwellers to respond to the query of 
"What is exploitation?", but instead of documenting their oral 
responses, he handed them cameras and asked them to provide their 
answers by using photographs. In response to this question, most 
participants took pictures of landlords, grocers or policemen. One 
child, however, simply photographed a nail on the wall. This depiction 
of exploitation made no sense to the adults, but the other children 
seemed to understand it. The reason for the choice then transpired in 
the ensuing discussion surrounding the photograph. Many of the young 
boys in that neighborhood worked as shoe-shiners, but their clients 
lived in the city, far from the slums. Since the shoe-shine boxes were 
too heavy for them to carry to the city every day, these boys used to 
rent a nail on a wall, usually in a shop or business, in order to hang 
their boxes there overnight. Thus, in their eyes, it was that nail that 
best embodied the concept of exploitation (Singhal et al, 2007).</p>
<p>As illustrated by this account, the principal objective of visual 
participatory communication methods is to facilitate the voicing of 
"narratives that were previously marginalized, silenced, overlooked or 
rejected" (Singhal &amp; Rattine-Flaherty, 2006). Due to its lack of 
dependence on linguistic or textual literacy, as well as its nuanced and
 highly introspective qualities, this strategy has proven particularly 
useful in working with difficult or sensitive populations. Thus, visual 
participatory methods have been commonly used in qualitative research 
with children, mentally disabled persons, traumatized or disempowered 
communities, and illiterate populations.</p>
<p>In addition, these methods are exceptionally suited for use in 
international contexts, where the language barrier may render the oral 
or written interactions between researchers and participants 
logistically problematic. Perhaps due to this cross-cultural feasibility
 and the potential to stimulate self- and collective empowerment, a 
particularly fruitful application of visual participatory methods has 
been in the field of community development initiatives, where these 
methods can be used at all staged in the research process: in formative 
research (baseline), impact monitoring (midpoint) and program evaluation
 (endline). Among these development strategies, entertainment-education 
has overwhelmingly led the way in popularizing the application of this 
methodology in both formative research and impact evaluation, and 
meticulously documenting the research process and results.</p>
<p>However, perhaps the primary benefit of using visual participatory 
methods in communication research is their quintessentially inclusive 
and interactive nature. As such, and in accordance with Freire's 
dialogic pedagogy, this technique discourages the sense of a hierarchy 
between researcher and subject, and it is comparatively more horizontal 
than alternative textual approaches. Because of its co-constructed 
design, which enables the participants to take charge of framing their 
own realities in an expressive and personally relevant manner, this 
strategy holds a vast potential of stimulating individual and community 
empowerment through the facilitation of self- and collective efficacy. 
According to Albert Bandura, self-efficacy is understood as an 
individual's needed confidence in his or her own skills and ability to 
implement specific prosocial behaviors; collective efficacy, on the 
other hand, is the degree to which individuals within a system believe 
that they can effectively organize and carry out courses of action in 
order to achieve collective goals. The practice of sharing the visuals 
generated by the participants with the larger community further 
facilitates the feeling of collective efficacy among that particular 
social group. Moreover, another advantage of this method is that it 
lends itself extremely well to a follow-up reflective discussion, which 
can both complement and augment the findings extracted from the images.</p>
<p>In addition, another major benefit of employing this research method 
is that it is inherently more nuanced than traditional (written or oral)
 research methods, and - unlike more conventional research strategies - 
can even uncover subconscious or unrealized feelings and perspectives 
(Rattine-Flaherty &amp; Singhal, 2007). As illustrated by the classic 
account of Freire's work with the shoe-shine boys, the analysis of such 
visual modes of representation can reveal more subtle messages and more 
obscure realities than textual-based research methods. Furthermore, 
these visual techniques, by allowing the participants to freely decide 
on the content and framing of their images, can highlight both presences
 and absences: significance thus lies in both the visible and the 
omitted. And last but not least, within the spectrum of qualitative 
research methods, it is a comparatively more expressive, engaging and 
fun activity, turning the research study into an enjoyable experience 
for those involved, and helping maintain the participants' attention in 
situations where their enthusiasm or concentration levels are of 
concern, such as in research with children or cognitively impaired 
participants.</p>
<p>Overall, however, the use of visual participatory strategies in 
communication research is surprisingly understudied. What is also 
missing is an attempt to build theoretical bridges between this approach
 and other methodological frameworks of empowerment, participation or 
co-constructed research. Hopefully, given the method's rising popularity
 in recent years, scholars and practitioners will increasingly turn 
their attention to the documentation and analysis of such visual 
participatory strategies, and help shape a better understanding of their
 practical knowledge-generating potential within international 
communication research.</p> ]]>
        
    </content>
</entry>

<entry>
    <title>The Assessment of Learning in Digital Contexts</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/08/the-assessment-of-learning-in.php" />
    <id>tag:newmedialiteracies.org,2011://12.3973</id>

    <published>2011-08-15T14:40:00Z</published>
    <updated>2011-08-12T13:57:32Z</updated>

    <summary> Building on my previous post about innovative research methodologies in the field of education and digital media, I wanted to take a minute to consider the issue of assessment - an aspect whose significance is often overlooked or undervalued...</summary>
    <author>
        <name>Ioana Literat</name>
        
    </author>
    
        <category term="assessment" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<div class="entry-content">
<p>Building on my previous post about innovative research methodologies 
in the field of education and digital media, I wanted to take a minute 
to consider the issue of assessment - an aspect whose significance is 
often overlooked or undervalued in the context of digital media 
education programs. Recently I have become very interested in issues of 
assessment, after having tested and validated a comprehensive survey 
tool to measure new media literacies in both youth and adult populations
 (the full report of the study is forthcoming, but in the meantime you 
can check out an executive summary <a href="http://henryjenkins.org/2011/02/measuring_new_media_literacies.html">here</a>).
 I decided to pursue this line of research partly due to my 
disappointment at the lack of an appropriate tool to measure such 
skills, even though their increasing significance in the educational 
realm is, as of now, widely (dare I say unanimously?) recognized. Having
 an appropriate assessment tool to measure students' progress in the 
field of digital technologies and media literacy would not only paint a 
valuable picture of learners' skills across a variety of domains, but it
 would also facilitate the effective crafting of future educational 
interventions that are in line with the needs and propensities of the 
program beneficiaries.</p>
<p>One of the main challenges, however, is the methodology issue: what 
is the best way to assess learning in digital environments and get a 
sense of learners' digital skills and media literacy levels? Previous 
attempts to assess media literacy have mostly been centered on 
self-reported quantitative measures, due to the difficulty of feasibly 
gauging media literacy levels across different platforms and various 
media content. However, the reliance on self-reported measures brings 
with it a wide set of problems concerning the accuracy and reliability 
of the findings; in the case of new technologies and digital media, this
 is further complicated by the issue of social desirability, which may 
affect the empirical/objective accuracy of the self-reported responses. 
Conversely, the reliance on qualitative data - which is typical of most 
studies in the field of media literacy - means that such assessment 
projects are not feasibly replicable with larger groups.</p>
<p>In my experience with the educational assessment of digital skills 
and media literacy, and considering the inherent shortcomings of 
self-report methods, there is the need to combine quantitative measures 
with more qualitative evaluations, in order to achieve a fuller and more
 precise. For instance, a survey can be combined with practical 
workshops, where participants are able to actually demonstrate the 
skills that they report having. There is also a need to better 
understand the relationship between baseline and endline evaluations. 
Especially in the case of program evaluations, it is crucial to 
determine whether surveys such as this one can be used for both baseline
 and endline assessments, and specifically, what particular changes need
 to be made in order to best underscore the differences in media 
literacy levels between these two points of evaluation.</p>
<p>Some researchers and educators are pointing to the need to create national standards of media literacy assessment; the infamous <a href="http://www.ets.org/iskills/about">iSkills</a>,
 developed by the Educational Testing Service (ETS), is one such 
example. Although iSkills in particular did not gain substantial 
popularity and has been criticized widely for its rather narrow 
approach, it is expected that such measurement tools will become more 
common - and hopefully more refined - in the near future. Nevertheless, 
in developing such standardized measures, one must consider the issue of
 scalability and cross-cultural applicability. Can such an assessment 
tool be used universally, with different populations and in different 
types of program evaluations? While a national (or perhaps even 
international) standard of media literacy evaluation would certainly be 
useful and instrumental in educational endeavors, my experience with the
 new media literacies survey indicates that an over-standardization of 
such assessment tools can lead to a decrease in the validity of the 
findings.</p>

										</div> ]]>
        
    </content>
</entry>

<entry>
    <title>The Mediated Learning Process: Children as Digital Brokers</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/08/the-mediated-learning-process-1.php" />
    <id>tag:newmedialiteracies.org,2011://12.3971</id>

    <published>2011-08-10T15:25:00Z</published>
    <updated>2011-08-12T13:54:27Z</updated>

    <summary>A few weeks ago, on the bus to campus, I witnessed a little family scene that really lingered with me (and attuned me to a potential new research topic - as a memorable experience naturally should!) On the seat in...</summary>
    <author>
        <name>Ioana Literat</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<p>A few weeks ago, on the bus to campus, I witnessed a little family 
scene that really lingered with me (and attuned me to a potential new 
research topic - as a memorable experience naturally should!)</p>
<p>On the seat in front of me were a young Hispanic girl, aged around 
12-13, and her working-class father, with paint stains on his overalls. 
The girl, with an iPod Touch in her hand, had put one of the headphones 
in her father's ear, and was demonstrating how to play music from the 
iPod. The father's thick fingers were not used to a touch-screen and he 
was smiling coyly at his inability to select the songs. The daughter 
made him practice until he was finally able to do it, and his face lit 
up with a wide grin. At that point, the girl felt empowered by her new 
role as a teacher and took it a step further, showing the dad how to 
take a picture with the iPod, and snapping a photo of the two of them on
 the bus, each with a headphone in one ear.</p>
<p>When I got home later that day and Skype-d with my parents, I told 
them about this scene, since it had really left an emotional mark on me.
 "Of course," they said. "If you really think about it, the reason we 
are talking on Skype right now is because you taught us how to work on a
 computer and use email, messaging, video-chat and all this!" And that 
is when I realized the immense significance of the role of children as 
brokers of new technologies in immigrant families.</p>
<p>Although the function of children as technological brokers is not 
restricted to immigrant families, in these particular familial contexts,
 the acquisition of technological or digital skills is seen as a crucial
 part of a more complex process of adapting to the contemporary American
 cultural environment, which places an increasing emphasis on the 
integration of digital technologies into everyday life.</p>
<p>Furthermore, in a new cultural environment, it is often a challenge 
for the older generation of immigrants to become acclimatized to the 
cultural landscape of the new society. Thus, children and teenagers 
often shoulder the responsibility of mediating the new culture for their
 parents, and facilitating their transition and adaptation within the 
new environment. This process of cultural mediation, or brokering, most 
frequently involves linguistic and bureaucratic brokering, but it is not
 limited to these aspects. In the case of immigrants in the United 
States and other similar media-saturated environments, a vital dimension
 of children's cultural brokering also refers to the intergenerational 
transmission of technological and digital literacy skills, which are 
increasingly necessary for a full participation in the new cultural 
spectrum that characterizes technologically progressive societies.</p>
<p>I would love to explore this topic in greater detail within a future 
research project, and I'd be curious to find out more about both the 
children and the parents' perspectives on the brokering process. Also, 
if anyone has heard of current or recent projects in this area - since a
 literature review indicates a vast predominance of writing on 
linguistic brokering but not very much on digital skills - please let me
 know, as I would be glad to continue and expand this conversation.</p> ]]>
        
    </content>
</entry>

<entry>
    <title>Five Educational Trends for the Next Decade</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/08/five-educational-trends-for-th.php" />
    <id>tag:newmedialiteracies.org,2011://12.3969</id>

    <published>2011-08-03T19:10:00Z</published>
    <updated>2011-08-04T14:40:44Z</updated>

    <summary><![CDATA[Since we're on the topic of the future, and we're discussing potential developments in the field of learning and education, I wanted to bring into the conversation some exciting work by the&nbsp;Institute for the Future&nbsp;(IFTF). The Director of the Institute,...]]></summary>
    <author>
        <name>Ioana Literat</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<meta charset="utf-8"><span class="Apple-style-span" style="font-family: Arial,sans-serif; font-size: 12px; line-height: 16px;"><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Since we're on the topic of the future, and we're discussing potential developments in the field of learning and education, I wanted to bring into the conversation some exciting work by the&nbsp;<a href="http://iftf.org/" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">Institute for the Future&nbsp;</a>(IFTF). The Director of the Institute, Marina Gorbis, recently gave a brilliant talk at the 2011&nbsp;<a href="http://www.wascsenior.org/" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">Western Association of Schools and Colleges</a>(WASC)&nbsp;<a href="http://www.wascarc.org/" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">Academic Resource Conference</a>&nbsp;in San Francisco, in which she addressed the idea of social production in education (you can listen to the complete talk&nbsp;<a href="http://www.wascarc.org/sites/files/wascarc/MarinaGorbis.mp3" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">here</a>). Speaking of the future of learning, Ms. Gorbis identified five key themes that she envisions as vital trends in the development of education over the next decade:</p><ul style="margin: 0px 0px 22px 2.5em; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; list-style-type: disc;"><li style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Micro-learning: The availability of knowledge accessible in the real world and at any time creates the conditions for learning that is easy, lightweight, and done in context when a person really wants or needs to learn.</li><li style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Rich ecology of content and resources: We are seeing the democratization of content, with high quality resources being produced by individuals and groups outside of any institutional framework.</li><li style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Community as a driver: Learning is (and has always been) about participating in a conversation, with people that matter to us. Increasingly, schools will need to be asking the question: how can we create social settings that encourage the right kinds of conversations?</li><li style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Teachers as social designers: With content cheap and available everywhere, the role of the teacher as the orchestrator of learning communities comes to the fore.</li><li style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Non-grade rewards: We have known for some time that grades replace intrinsic rewards with extrinsic, taking pleasure and self-direction out of learning. Ideas for different models of reward are coming from unexpected places, such as gaming, where the concept of leveling up produces a new and engaging dynamic.</li></ul><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">I feel that these themes are in strong concordance with the emerging body of work on participatory media cultures, and with my own work in Prof. Henry Jenkins' NML&nbsp;research group. Even though we might have different terms to label these new educational trends processes, I am delighted to see a significant confluence of ideas in respect to both current and future developments.</p><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">I think that these five trends really embody some of the keywords in the field of education right now: community, learning ecology, social design, non-grade rewards... If one aspect still needs clarifying, in my opinion, it is the precise role of technology (especially media and educational technology) in the shaping of these trends. How much is micro-learning a result of the availability of (digital) resources, and how much is it a pedagogical paradigm shift? To what extent is the move towards non-grade rewards a symptom of youth involvement with videogames and informal affinity spaces, and to what extent is it a didactic improvement based on educational and psychological research? I am not discounting the possibility that it could be both - certainly, these root causes are not mutually exclusive but rather, extremely intertwined. My complaint it that I would like that relationship to be more clear; I would like the role or specific input of technology in this process to be better understood, and clarified, and discussed.</p></span> ]]>
        
    </content>
</entry>

<entry>
    <title>Public Diplomacy 2.0: Stimulating Intercultural Understanding and Ethnic Tolerance Through Virtual Interaction</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/07/public-diplomacy-20-stimulatin.php" />
    <id>tag:newmedialiteracies.org,2011://12.3968</id>

    <published>2011-07-26T15:50:00Z</published>
    <updated>2011-07-27T14:15:27Z</updated>

    <summary><![CDATA[Recently I've become very interested in the concept of digital diplomacy, which is a central focus for the activities of the Center for Public Diplomacy (CPD)&nbsp;here at the University of Southern California. The CPD is a fascinating research center, and...]]></summary>
    <author>
        <name>Ioana Literat</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<meta charset="utf-8"><span class="Apple-style-span" style="font-family: Arial,sans-serif; font-size: 12px; line-height: 16px;"><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Recently I've become very interested in the concept of digital diplomacy, which is a central focus for the activities of the <a href="http://uscpublicdiplomacy.org/" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">Center for Public Diplomacy (CPD)</a>&nbsp;here at the University of Southern California. The CPD is a fascinating research center, and I hope to get more involved in their projects at some point in the near future - but until then, I wanted to briefly discuss a thought-provoking report that came out of the research of the CPD's former director, Joshua Fouts, and which I think is extremely relevant to our discussion of virtual learning spaces.</p><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;"><a href="http://www.designsonelearning2011.com/wp-content/uploads/2011/06/Digital_Diplomacy01.png" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);"><img class="alignleft size-medium wp-image-301" src="http://www.designsonelearning2011.com/wp-content/uploads/2011/06/Digital_Diplomacy01-231x300.png" alt="" style="margin: 20px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; border-style: none; float: left; height: auto; max-width: 100%;" height="300" width="231" /></a>Now a Senior Fellow at the&nbsp;<a href="http://www.carnegiecouncil.org/index.html" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">Carnegie Council for Ethics in International Affairs</a>, Fouts, together with his colleague Rita King, has recently released an insightful&nbsp;<a href="http://dancinginkproductions.com/2010/06/22/understanding-islam-through-virtual-worlds/" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">report</a>&nbsp;on Islam and digital diplomacy, focusing on the immense potential of virtual worlds to bring about a better understanding of Muslim culture and break down some of the barriers that have notoriously strained intercultural relations with the Muslim world in recent years. "Virtual interactions, while they involve real people, do not involve physical contact and therefore provide a medium for exploring productive ways to channel conflict (and the anxiety created by change) without the threat of violence and intimidation," Fouts and King write. "Additionally, the Internet gives individuals a chance to be highly creative while strengthening the relationship between local and global communities."</p><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Although the authors explored a wide array of digital communication spaces, from Facebook to Twitter to blogs to MMORPGs, their principal focus is the virtual community of Second Life, and the report examines several case studies of Islam-centered virtual spaces in SL. One of the most interesting examples is the virtual community of Al-Andalus, named after a real nation that existed in medieval Spain, where Muslims, Jews and Christians lived together harmoniously based on the principle of "convivencia", or cohabitation. The SL community of Al-Andalus was founded by Georgiana Nelson, a Houston-based attorney who goes by the avatar name of Rose Springvale. Al-Andalus - which is composed, in roughly equal parts, by Muslim, Jewish, Christian, and atheist SLers - now has 350 contributing members and is visited by thousands of users every day. Its visitors can attend religious services in the community's mosque, synagogue or church, and even take an aerial magic carpet tour, enhances with audio information about the history and principles behind Al-Andalus.</p><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Virtual communities like Al-Andalus, the authors note, are instrumental in enriching the experience of non-Muslims and Muslims alike. &nbsp;For instance, via the virtual reproduction of traditional mosques, women who are denied access to this in real life can not take part in a virtual service and see, for the first time, the interior room of the mosque, where only men would be allowed to enter.</p><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">In addition, the report informs, it turns out that a lot of internet users in the Muslim world are eager to share about their culture and religion and engage in conversations about these topics. Mulsima Questi, the avatar for a 21-year-old Syrian student, is one such example. She has created a mosque in SL and serves as an important source of information for virtual visitors. "I came to Second Life to meet other religions-to seek out a different view of the world," she says. "Islam was the best choice for me. My goal is to display as much as I can for the others if they're interested."</p><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Similar initiatives that Fouts and King's report describes are the digital recreation of Mesopotamia, as a research and learning hub, and a virtual pilgrimage - or "haj" - to Mecca in Second Life. However, it is important to understand - and this is a point that the authors make repeatedly - that these findings and successful case studies "do not recommend replacing physical world activities with virtual ones, but rather supplementing the critical experiential element that is found so richly in exchange programs and sponsored professional visits". Instead, by examining this type of virtual public diplomacy as a blueprint for tolerance and international understanding, "we can draw on the art, creativity, and interaction of individuals in the virtual world and take what they've learned into the physical world." While the digital divide still renders digital participation as contingent on a certain type of cultural and economic capital, and while the role of governments and public institutions in virtual diplomacy remains to be determined, I am certainly intrigued by the potential of such initiatives to impact the future of intercultural relations.</p></span> ]]>
        
    </content>
</entry>

<entry>
    <title>More about the Future: The Metaverse Roadmap Report</title>
    <link rel="alternate" type="text/html" href="http://newmedialiteracies.org/blog/2011/07/more-about-the-future-the-meta.php" />
    <id>tag:newmedialiteracies.org,2011://12.3967</id>

    <published>2011-07-22T17:30:00Z</published>
    <updated>2011-07-22T12:30:31Z</updated>

    <summary>Building on my last post about techno-skepticism, I want to continue this conversation and, in a sense, balance the debate by allowing myself to adopt the techno-enthusiastic view. I have always been fascinated with futurism and technological predictions, and the...</summary>
    <author>
        <name>Ioana Literat</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://newmedialiteracies.org/">
        <![CDATA[<meta charset="utf-8"><span class="Apple-style-span" style="font-family: Arial,sans-serif; font-size: 12px; line-height: 16px;"><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Building on my last post about techno-skepticism, I want to continue this conversation and, in a sense, balance the debate by allowing myself to adopt the techno-enthusiastic view. I have always been fascinated with futurism and technological predictions, and the excitement I get by reading about these topics is overwhelming. Yes, I am one of those people that bet on the future on&nbsp;<a href="http://www.longbets.org/" target="_blank" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">LongBets.org</a>. Yes, I spend a considerable portion of my free time talking to all kinds of chatbots and artificial intelligence experiments, trying to probe their limits and challenge their character in my own version of the Turing tests (my favorite so far is&nbsp;<a href="http://www.cleverbot.com/" target="_blank" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">Cleverbot</a>!). And yes, I spend way too much time trying to figure out what exactly I'll get to see in my lifetime, and how my own children will learn and communicate in the more distant future.</p><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Recently I came across a rather insightful report from the&nbsp;<a href="http://www.accelerating.org/" target="_blank" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">Acceleration Studies Foundation</a>: the&nbsp;<a href="http://www.metaverseroadmap.org/overview/" target="_blank" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">Metaverse Roadmap</a>&nbsp;is a cross-industry multilateral "public foresight project" which brings together experts from a variety of domains (both online and offline) in order to generate sensible predictions about the future of the web environment. They come up with four general scenarios: Virtual Worlds, Mirror Worlds, Augmented Reality, and Lifelogging, organized systematically along two continuums of augmentation versus simulation and, respectively, intimate versus external technologies. This diagram will better clarify this classification:</p><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;"><a href="http://www.designsonelearning2011.com/wp-content/uploads/2011/06/metaverse-diagram.jpg" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);"><img class="aligncenter size-medium wp-image-298" src="http://www.designsonelearning2011.com/wp-content/uploads/2011/06/metaverse-diagram-300x280.jpg" alt="" style="margin: 0px auto 18px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; border-style: none; display: block; clear: both; height: auto; max-width: 100%;" height="280" width="300" /></a></p><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Of course, these scenarios do not operate in exclusion from one another. Rather, the future function of the Web will represent, according to the authors of the report, a combination of these four scenarios. Indeed, as these technologies develop, the boundaries between them will be less and less perceptible. And as these distinctions crumble, the authors warn that the critical issues which will remain will be related, unsurprisingly, to privacy and identity, trust, reputation, and social rules governing personal interaction in these spaces. Personally, while I was not as surprised by the predictions regarding the future of augmented reality, virtual worlds and mirror worlds, I must admit I was quite taken aback by the notion of "lifelogging" and what this practice will mean to the way future generations will live their quotidian lives. According to the Metaverse Roadmap report,</p><blockquote style="margin: 0px 3em; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; quotes: none; color: rgb(102, 102, 102); font-style: italic;"><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">"lifelogging is the capture, storage and distribution of everyday experiences and information... This practice can serve as a way of providing useful historical or current status information, sharing unusual moments with others, for art and self- expression, and increasingly, as a kind of "backup memory," guaranteeing that what a person sees and hears will remain available for later examination, as desired--what Microsoft founder Bill Gates called a "documented life" in The Road Ahead, 1995."</p></blockquote><p style="margin: 0px 0px 22px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent;">Lifelogging plays well into the current trend of micro-blogging, online self-presentation and constant updating, as well as a tendency to quantify and store information about the self and one's immediate environment. The community at<a href="http://quantifiedself.com/" target="_blank" style="margin: 0px; padding: 0px; border-width: 0px; outline-width: 0px; font-size: 12px; vertical-align: baseline; background-color: transparent; text-decoration: none; color: rgb(34, 94, 155);">The Quantified Self</a>&nbsp;is an early example of lifelogging, but with accelerating technologies that makes this practice increasingly feasible, simple and affordable, it is clear that this is just the beginning. I must admit, however, that I am not sure yet how comfortable I am with this trend. I understand the desire to monitor your daily calorie intake, or the number of miles you ran each day in your morning jog. I understand the urge to let your friends know of a cool new restaurant you've discovered, or your opinion of a movie that just released in cinemas. I understand the allure of Twitter, and the YouTube brand of voyeurism and celebrity, and the hipness of Instagram. However, I am not sure if I am ready to be part of it, and this uncertainty is worrisome in itself. Yes, I think about the future a little too much.</p></span> ]]>
        
    </content>
</entry>

</feed>

