Category Archives: education

Aggregated Search, Phone Photos and Talkin’ ‘Bout Mobile Media

In the past two days, I’ve received no less than five emails asking me if I’ve seen this article (I have now … thanks to each of you!). Apparently my research interests have been made pretty explicit at this point.

In any case, I was reminded of a couple of impromptu lessons I created that I’d like to share briefly, related to new media and its application within the classroom.

Google Image Search & Assumptions about Success

After a brief writing exercise in which students projected and wrote about their lives ten years in the future, we took to the Internet. As students described the careers they are interested in pursuing – doctor, lawyer, architect, astronomer, engineer, etc. – we typed each word into Google’s image search*. For the most part, the search results didn’t surprise – predominantly white, male faces showed up as the top results. (Try this, if you haven’t already.) As a class, we talked about what the search represented and why it was one that didn’t reflect our class and community demographics. The lesson was a place to continue our application of fancy words like “hegemony” and “counter-narrative” and to think about how this image search could be changed in the future.

I haven’t written this out yet, but I think a next step for us will be to simulate an aggregate search within the classroom on post-it notes. I need to tweak this, but perhaps it will be similar to an analog game like Go Fish or even Pictionary. I think if we can replicate a model where the faces of success look like the ones in our classroom, we can think more critically about applying the experience to the larger world.

* A student – based on his own “experiments” – warned me not to image search “nurse.” I appreciated his candor, but think that – in the future – that search will be ripe for discussion about gender stereotypes and sexual objectification.

Photographing an Argument

The next assignment was just as simple. Students needed to email or text me a photo they took somewhere in their neighborhood. They would then use the photo to construct an essay-length argument about their community. By the following week, students shared their photos in small groups and then hosted a class-wide curated slide show. (My students took all of the photos in this post in and around our school.)

Again, the assignment itself isn’t novel. However, I found it impressive how – other than a few students that didn’t adhere to the deadline and subsequently borrowed my classroom camera to snap shots around the school – the majority of the students were able to quickly text or email me their photos on time. That our school’s wireless network is faulty or not open to student access, that many students don’t own computers, and the many other concerns that educators have with technology didn’t stand in the way of students taking carefully constructed photos and getting them to me in a way that could be easily shared and projected. Further, if you haven’t been snapping photos on your phone lately, you’d be impressed with the quality. And hearing students discuss the angles, lighting, color, and compositional features of their pictures was also promising. Did mobile media revolutionize my curriculum? No. It did, however, validate the skills and abilities my students had and helped bridge them toward standards-aligned instruction.

A Few Summative Thoughts

Going back to the article that kick started this post, I guess my larger concern with mobile media isn’t if students are cheating or abusing their phone privileges. Instead, I’m interested in student positioning and understanding of the mobile device and of themselves as authors and creators. As we inevitably move toward the eventual acceptance of phones in the classroom, it will be useful for us to construct a foundation on which students can think responsibly about media and their role in consuming and creating it. This may sound like I’m either spewing abstract hogwash or stating the obvious to some, depending on where you stand on the tech debate. I’ll be piloting this theoretical foundation within my classroom later this year, with activities and texts ranging from cell phone ”Freeze Tag” (for lack of a better name) to diving into the words of Bruno Latour. Of course suggestions are always considered and appreciated.

Apparently Its Own Department‽

Saw this on the shelf in our main meeting room the other day and felt creeped out.

Fitting, considering that on the same day, Wayne Au spoke to my Critical Theory class about his book, Unequal by Design. If ever a picture deserved an interrobang, it’s this one (thanks for the link, Peter).

“Pandemic Right Here! Got That Pandemic!”

We looked at the clock: it was minutes before midnight. We were exhausted, the chips and guac had been exhausted hours before, and the dog had lost interest from the moment the events transpired. The only real reason we had to continue was because the fate of all humanity rested on our weary shoulders. Such is the sense of burden that is felt as we played through four different games of Pandemic.

A board game that relies on collaboration amongst players instead of competition, Pandemic finds players racing around the globe treating infections and feverishly trying to discover the cure before another epidemic wrecks havoc on the globe. In effect, the players are working together to beat the game; either we all win or – as was most oft the case for us – we all lose.

A game that can be played by anyone, we found ourselves deliberating every action and discussing (or arguing) strategy. We were metacognitive in our decision making process. We highlighted what failed in past games (deciding to ignore the wildfire-like spread of disease in Asia, for instance was a particularly terrible strategy) and relied on our various locations, cards, and other game attributes to eventually beat the game.

Exhausting and exhilarating, Pandemic is the kind of game that warrants careful analysis – the game’s design helps rupture any sense of confidence; at any moment all hell can break loose when another epidemic strikes. As a learning tool, Pandemic is particularly intriguing. By the end of our final game – we saved the world at 12:53 a.m. – we informally reflected on how our game playing adapted to the nature of the game, our communication skills, and the way the game’s design was a useful instructional tool.

As I continue to think about game play within the classroom, I think Pandemic and a general resurgence in board game playing is helping me distill the basics out of what is meaningful in a gaming and learning environment.

I’m in the middle of watching this great Google Talk by Pandemic’s creator, Matt Leacock.

Additionally, I’m looking to create a regularly meeting board gaming group to look at the role of social interaction and strategizing when playing. (I guess I should also mention I’m reading this and planning to work through the exercises, if anyone else in Los Angeles is interested in collaborating.)

At Manual Arts, Mr. Carlson and I have created the Strategic Gaming Club – meeting during lunch and after school a group of students regularly plays games ranging from Mancala to Chess to Hungry Hungry Hippos. And if we’re able to sneak in a few sessions of Settlers of Catan and Pandemic, I’m sure the world would thank us.

“Got that Pandemic!”

Riding the Dissertation Wave

I recently got a Google Wave preview invite (thanks you-know-who). I’m excited about the collaborative options but anxious to be able to actually collaborate with people other than the handful lucky enough to be testing the preview version.

I created my first semi-working wave today the initial text is as follows:

Thinking about technology, open access, and still wanting something to be generally single-authored, I’m wondering if I can use Google Wave to work through my dissertation.

Some initial questions:

Can I put a Creative Commons license on a wave?

Can I make a wave “public” so I can have anyone read it and make suggestions but still be able to moderate it? I think this could be more managable than creating a Wiki, but just as participatory.

Do I need to wait until this is out of “preview” to best connect others?

I’ve got a meager four contacts on Wave at the moment and only two are aware of the research/teaching behind the dissertation stuff I’ll get around to.

For now, I’m going to try to throw a few ideas up here, play around with this and see if anything can come of it.

I’m trying to experiment with ways to post the wave here, though with everything still a “preview,” I can’t ensure things will stay put. In the meantime, I’m curious about thoughts about proceeding with public head-scratching, drafting, defending, and writing of the dissertation. Is this kind of open approach even going to be accepted?

Patterns Towards Da Future

A paper I co-authored (and partially adapted from my work in a course about Dewey and democracy) was presented at the Association of Computing Machinery (ACM) Multimedia Conference in Beijing last week.

Though you (or your institution) will need a subscription to download it, the abstract (below) and the list of citations (linked) should give you a fair idea of where we went with this. If you’re interested, the actual paper can be found here.

ABSTRACT

The authors developed and tested a hyper-local air quality sensor network and a fictional game narrative to evaluate the pedagogical potential of Alternate Reality games for high school students in Los Angeles. This study examined how Deweyan concepts of learning can be applied to game play. The authors found that students developed a unique language to discuss real pollution issues within a fictional construct. Engaging in both civic engagement and educational rigor, student learning was situated in a framework of instruction John Dewey outlines as counter to traditional models of schooling. Despite limitations, including some authoritarian and competitive structures implicit in games, students found new reasons to communicate with real-world adults in verbal and written form. Game-based learning inspired substantial qualitative progress and high levels of engagement among students, compared to traditional teaching methods.

“Tell Them I Am Busy”: Comics and Counter-Narrative

One of the things that Mr. Carlson and I experimented with using during his intersession was comics. Specifically, we had students create comic strips through Pixton.

The best thing about having students create stories through Pixton is that it just happens. Other than guiding students through the registration process, Mr. Carlson and I never needed to actually tell students how to create the comics they would make. They just happen. After students made a couple in response to class discussions, films, or readings, the Pixton comics reached a tipping point with some of the class; now, students are regularly authoring comics and sharing their work with a network of other comic creators.

Because Pixton is such an intuitive interface, students are able to quickly generate stories or opinions on any part of the world they are interested in. What’s compelling is the way the medium becomes a mode for generally silenced voices to comment and critique life at Manual Arts and to punctuate experiences that are otherwise normalized through an adult lens.

Again, I can take no credit for the astute implications behind the comic below (if your browser isn’t getting along with the Flash window below, view the comic here).

more about “people’s perspective of MAHS by kflor1“, posted with vodpod

Defaced of Embraced?: A Much Needed Guest Post

So it starts with this:

And then I get this:

So I send this:

As I think about the many conversations happening around YA literature, youth literacy, and reading efforts in our schools, it’s more and more obvious that the people that matter most in these discussions are not being included. I couldn’t be more thrilled to get someone as knowledgeable in the Twilight series to add such an astute addition to the current discourse. If you’re wondering, Sam’s a natural writer and voracious reader. Already with a few completed drafts of novels under her belt, she will be helping me co-teach a unit to her fellow seniors in a week in conjunction with National Novel Writing Month (NANOWRIMO).

I know my email said this would be a conversation, but I’ve written enough and want to yield the proverbial mic to Ms. Diego for the duration of this post (your comments are encouraged to further this discussion with a true expert).

Defaced of Embraced?

Everyone has had to read them. Many have been asked to analyze the writing. Some of us even read them for the sole purpose of a good book. But, have our classic novels become a victim of this Twilight epidemic?

Sure, many girls are going crazy for this newly famous Edward Cullen character. Yet, you have to wonder what Mr. Darcy, Elizabeth Benett, Cathy, Heathcliff, even Romeo & Juliet have to do with Twilight. Although these classic stories have been mentioned in the series, it leads me to believe that what was once a nice reference has become an act of violation.

Recently, our classic novels have been reprinted with different book covers; those which resemble that of the Twilight series. While they may look new and shiny, the same story remains. However, I can’t help but realize that that feel of the authenticity of the book has been defaced. And yes, Pride and Prejudice may not have had the best cover to begin with, but the story itself was so different than anything read before. Which is what made it that much lovelier.

Stephenie Meyer, author of the Twilight Saga, was inspired by five different books throughout her skyrocketing writing career. Classics such as Romeo & Juliet, Pride and Prejudice, Wuthering Heights, The Merchant of Venice and even A Midsummers Night’s Dream. These are all wonderful classics that, let’s face it, have inspired many other writers, but to take that inspiration to a new level is to be questioned.

By now it is obvious that Meyer is a big fan of our wonderful classics. We welcome her to our club with open arms. Does that mean that what she does afterwards will affect us? Of course.

Everyone is different, everyone likes things and appreciates them differently. Meyer’s reprinting process is an act of embracing those wonderful novels that once inspired her. To others, like myself, it has become an act of defacing such wonderful novels that will remain fresh and great for years to come. I do not wish them to become sellouts.

There’s just one more question: Do we want our spectacular novels to be known as the books that inspired Stephenie Meyer? Or do we want them to be known for the writer’s who did anything and everything to put a good book in our bookshelves?

Think about that next time you hit your local Barnes and Noble and see Pride and Prejudice with a flowery cover.

Book Room Discovery #3 – A Captioned Photo Essay

Book discovered in bookroom in envelope addressed to “Manual Arts High School Book Room.” Obviously, it needed to be opened. This is what was found. Letter can be seen tucked in the front of the book.

Perhaps the greatest letter that will be mailed to Manual Arts anytime soon.

Look at that photo of Ol’ Pop!

The exposition is of a get-down-to-business, fundamentals of the game, variety. It’s a no-nonsense talking to of the ethics and strategy of multiple sports.

Little known fact: Pop Warner was quite the poet – perhaps a moving elegy for our current 3-2 Toiler football team.

The book is currently being kept in an undisclosed location. Though our library does not assess late fines (thank goodness for this person!), it also has a tendency to discard an extraordinary amount of books. I’m wary to return this artifact from another epoch in case it is simply tossed into the ether of yellowed pages.

Are there more book room discoveries to share? Only time will tell.

Dada Analysis and Trial & Heir

Hadn’t been able to make it out to Machine Project in a while and thoroughly enjoyed tonight’s lecture about failure by Monochrom’s Johannes Grenzfurthner.

Looking at how failure is a crucial component in negotiating success in the digital world and, along the way, highlighting the failure of the movie industry, the failure of Dubai, the failure of Austria’s lack of history, the failure of the Coke/Pepsi battle, the failure of competition, etc., Grenzfurthner suggested that the one way toward a more transformative society is through play within the failure of technology (we can’t wait for a free market to sort all this crap out for us). Though his message was a playful one, I think the repurcussions behind the hacking ethos and the suggestion to celebrate failure – of, for example, the computer owner that imagines that his cup holder isn’t the right size, not realizing that he’s failing to use his CD-ROM drive correctly – are resounding and important . Look at the Monochrom “Brave New Pong” project as an example; the game’s players no longer fail since you control the ball and the computer ensures that it will never actually fall off the table, wastefully. Does this matter for education? You bet – think about the transformation that would occur within our students if they moved beyond the binary right/wrong & pass/fail mentality; what would it look like to explore and play within the twilight limitlessness of traditional failure?

Machine Project continues a steady smattering of awesome events. Despite the hefty price tag, consider joining me in a few weeks at their upcoming benefit.