Wednesday, September 30, 2009

CI 5150 Week 4 – “How far will you go to save someone you love?”



Although the finer details surrounding Quantic Dream’s upcoming project titled Heavy Rain remain extremely sparse (as a teacher-player EXTREMELY interested in the educational / learning implications of this game I’ve scoured the internet, finding next to nothing beyond officially released material), the experience promises to confront players with the provocative, essential question embedded in the title of this blog entry; How far will YOU as the player go to save someone you love? However, the specific WAY in which Heavy Rain confronts players with this essential question is extremely unique. In fact, the design of Heavy Rain is so unique that I argue it challenges many of the existing, core paradigms surrounding game development as a whole.

Although narrative development has always been a variable in game design, narrative often takes a back seat to the development of other variables including intense graphical, audio, and action-oriented elements including fighting, shooting, driving, flying, sneaking, and so on. For example, observe how these intense graphical, audio, and overall action-oriented variables dominate the player’s experience in the popular Halo series:



While extremely innovative and immersive in their own context (after all, the player REALLY gets into the action of space-age fire fights as they can hear the laser shots ricocheting about!), the time, energy, and innovation spent on developing these game elements often marginalize, or arguably omit (after all, I feel as though some games offer NOTHING beyond action), the development of any sort of narrative. For example, although it’s considered one of the best “shooters” ever developed, Halo’s “story” is about as convoluted and unclear as you can possibly get.

From what I’ve learned thus far from official press and materials released by the company itself, The EXACT OPPOSITE design scheme is the foundation of Quantic Dream’s Heavy Rain. As the player assumes 4 independent, multi-gendered identities throughout the course of the game (FBI profiler Norman Jayden, private detective Scott Shelby, architect Ethan Mars, and journalist Madison Paige) in search of a serial killer referred to as the “Origami Killer,” the player will not ACTIVELY shoot a gun, laser, or cannon; swing a sword, hatchet, or pipe; drive a car, boat, or plane; and so on to catch the killer and prevent harm to themselves and their families. As IGN gaming expert Ryan Clements writes, the player will instead “…live out the lives of its characters” (IGN). However, Clements continues, “This is not an intense, dramatic game at every passing moment - Quantic Dream's breath-taking project is much more than that. Heavy Rain puts you in the shoes of its cast and lets you live every moment of it... even the moments in-between” (IGN). In contrast to the fast-paced fighting, shooting, driving, and otherwise action elements of games such as Halo, Heavy Rain will offer what sounds like a markedly different, PURELY narrative based experience as the player creates a rich story to explore the above primary, essential question; "How far will you go to save someone you love?"

However, some clarification here might be in order. Although Heavy Rain will in a sense be the PASSIVE viewing of a cinematic narrative, the player will be in control of the narrative’s trajectory as based on the choices they make while playing as the 4 characters. However, this control scheme isn’t the same as the ACTIVE sorts of shooting, driving, and so on utilized in other games such as Halo. Clements describes this unique type of gameplay best as he continues,

“You see, Ethan Mars was a successful architect. With a beautiful wife and two healthy children, you could say that Ethan had a perfect life -- or as close to perfect as our lives can get. But one day, while out at the mall with his wife and kids, Ethan's older son Jason gets away from the group and runs onto a nearby road. Before Ethan can dive forward and push Jason out of the way, a car strikes the boy and he's killed. This horrifying scenario was born out of Cage's own frightening experience with his wife and son (where his son was lost in a mall), though fortunately Cage's family didn't have to suffer through the same fate.

The next scene in Heavy Rain takes place two years after Jason's death. Ethan is now a single parent, wearily supporting his surviving son Shaun in a broken-down house. This scene is a perfect example of something that would never normally be playable in a traditional videogame. It starts with Ethan standing outside a dreary school, rain pelting his shoulders as the now scruffy, dark-eyed father waits for Shaun to finish his classes. This scene struck me with its heart-wrenching cinematography and painstaking attention to detail. Seeing Ethan's face in the rain is one of the more powerful images I can remember from my experiences with videogames and for good reason -- Quantic Dream knows how it's done.

After Ethan drives Shaun home, the player is given complete control of the father and is free to do whatever he or she wants. You can move Ethan around the house, interact with a good number of the objects in the extremely realistic home, and choose to either take care of your son or ignore him. There is no set path to take and players can decide (to an extent) how to develop Ethan and Shaun's relationship. During the demonstration, Ethan asked Shaun about school, did the laundry, tossed a ball around in the backyard (in the rain) and then prepared his son's after-school snack and dinner. Yet another fantastic touch is that, when heating up Shaun's pizza in the microwave, Ethan must wait in real-time for the microwave to finish heating the food. All the while, time is steadily passing and the house sinks into a depressing darkness.

The entire scene is filled with an almost agonizing amount of tension and depression; players are immediately plunged into the aftermath of Ethan's life-changing experience and it's really quite profound. My absolute favorite moment of the demonstration was when Ethan makes his way upstairs into his bedroom and away from the nostalgic sound of Shaun's cartoons. While in his bedroom, players can choose to sit down at the edge of the bed, alone, and watch as Ethan folds his hands and remains motionless. You can almost see the sorrow hidden behind his face. The scene is complemented by melancholic music that plays gently in the background, which really drives home the emotional nail.

Yes, interactions in Heavy Rain are mainly simply directional queues and button presses, but players are given control of how they want to approach the scene and everything in the game is done to propel the narrative forward while delivering a nearly unprecedented amount of emotion. For a few moments, I felt like Ethan Mars.

And it hurt.”

As Clements points out, the raw emotion communicated in this particular cinematic scene is literally not possible to construct given traditional, action-oriented game design paradigms. Although Heavy Rain does rely on the traditional paradigm of intense graphical development, these life-like images are used to further drive the much more non-traditional development of an emotionally powerful, extremely complex, narrative. Furthermore, although YOU as the player might view any of the 4 characters you assume fight, shoot, speak, and so on, YOU'RE not controlling the fine points of these interactions. Instead, the game relies on context sensitive “directional queues and button presses” to literally MOVE the narrative forward in the direction YOU as the player choose (Hayes, IGN). To illustrate this extremely unique gameplay mechanic, observe the bellow clip of a player manipulating Detective Shelby’s character:



And another example while playing as FBI Profiler Norman Jayden:



As you can see, by pressing various buttons on the controller during the unique contexts of these sequences (witnessing a convenience store robbery and getting jumped in a garage), the player can choose which particular types of actions Detective Shelby and Norman Jayden can take in response. For example, within these particular contexts, the player can press the X button to try to sympathize with and calm with the man robbing the store. Or, the player can press the O button to dodge a dangerous attack. By pressing the particular combinations illustrated in this video, the players were able to disarm and fend off their attackers. However, it is well within the possibility that an entirely different outcome could occur, including the deaths of Shelby and Jayden! In addition to the shaking text emphasizing the fear experienced by your character (and probably YOU while you’re playing!), as well as the unbelievable voice acting and crisp facial visuals, the emotional quality of this scene is very tense. However, as Clements states earlier, not all of the game play is comprised of intense moments such as this. For example, you will have to make the seemingly minor decision of playing with your son (depending on which character you “are") OR ignoring him. In the larger world of the game, each of these actions will then “add” up in unique, interconnected ways to literally MOVE the narrative along as based on the player's unique choices.

Across the embedded short clips, it is very clear that Quantic Dream fulfilled its goal to create an EXTREMELY non-traditional gaming experience “that engages players emotionally, explores the potential of interactive storytelling and creates new formats for adult audiences” (Haynes, IGN).

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Now, on to how this unique gaming experience relates to this week’s reading. NOTE: Although this might feel like a cumbersome way to organize this post, I wanted to make sure that you had a very clear understanding of WHY and HOW Heavy Rain is so unique before diving into another intense discussion about its resulting teaching and learning implications for student-players!
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In his article titled “What video games can teach us about making students want to learn,” James Paul Gee states that “…good video games offer players strong identities.” Across the course of Heavy Rain, players will assume what appear to be not one, but FOUR unique, independent, intricately developed human identities who will presumably possess markedly different personalities, world views, skills, and expertise. As student-players solve the game’s main problem (presumably finding the “Origami Killer”) across these four identities, they will personally experience a fact of life - individuals solve problems in different, creative ways, often based on their unique skill sets, expertise, and overall abilities. From an educational standpoint, not only does such an exercise in taking on multiple perspectives break down adolescent egocentrism, but it also encourages problem solving in a more networked sort of way; a skill and overall literacy that is no doubt important to consider in our increasingly networked Web2.0 world. For example, as student-players utilize each character’s unique expertise across various contexts to bring the “Origami Killer” to justice (e.g., the FBI agent’s methodical deconstruction of crime scenes and the journalist’s more holistic research and coverage of the “Origami Killer’s” victims), they are encouraged to adopt multiple perspectives themselves, OR search out someone else with the necessary expertise that can help them, when facing future real-world problems. In short, while inhabiting these different identities and skill sets, student-players will see that the knowledge needed to find the “Origami Killer” in the game world is likewise “distributed among a set of real people and their smart tools” when used to solve problems in the real world!

Gee continues to state that good video games “…encourage players to think in terms of relationships, not isolated events or facts,” as well as allow “… players to be producers, not just consumers.” As student-players literally “create” a unique, non-linear gaming experience as based on the decisions they make, they will experience a level of connectedness often absent in not only the classroom, but other games that they have played. For example, from the decision of killing someone, to the decision of not spending time with your child, student-players will quickly realize that their actions in the game world have DRAMATIC, often unforeseen consequences on how the narrative unfolds. As a result, student-players will be FORCED to slow down their thinking and take the time to critically consider how variables such as context, the perspective of the particular character they're playing, what they’ve already decided to do, what they may decide to do next, and so on may influence the creation of the remainder of the game world; an overall skill which has its obvious real world parallels. In other words, student-players will no longer be able to blast the good or bad guy just for the fun of it; at least if they care about their overall gaming experience!

Although I am clearly positioning Heavy Rain’s potential power to immerse players into the game world via EXTREME character identification as a positive aspect of the game, the author of “Genderplay: Successes and Failures in Character Designs for Video Games” raises an interesting question; given the purpose and context of a game, what is the “right” level of identification vs. alienation developers should aim for?

“When designing characters, it's important to keep in mind the tension between
identification and alienation, because the player is both actor and spectator. This is a good tension, it drives a lot of gameplay and innovation. Without identification, you create a game which has little emotional impact, little drama… How many boys would have played Tomb Raider if they really felt that they were somehow taking on a feminine role? Or what if a kid identified too strongly with the protagonist in GTA3?”

Although ¾ of the characters in Heavy Rain are masculine figures inhabiting masculine societal roles (e.g., FBI agent, detective, architect), one of the four characters is a female figure; Madison Paige, the journalist. Therefore, it sounds entirely realistic that the student-player, whether male or female, will to some extent be required to view the game world through a more feminine lens. Although I’m not entirely sure where the following video fits into the context of the larger narrative, the bellow clip appears to support such an assumption as the player guides Madison through some relatively feminine activities:



Upon release of this game, I’m very, VERY interested to see male responses to guiding a female character through the feminine activities of applying make-up, and “prettying” up her body as much as possible to do God knows what. My point being, just as the author of the "girl gaming" blog post was “jarred” out immersive gaming experiences based on the hyper sexualization of female characters, it will be interesting to see how males react to playing a female in such a feminine scene. Will playing such a scene similarly “jar” males out of the experience because of a potential lack of being able to identify with a feminine character? Will they be unwilling to play such a scene for fear of taking on such a feminine role? Will it simply be too much?!? OR, will it be another positive, educational exercise in perspective taking, potentially helping to illuminate the female condition? This is a hard question to ponder seeing as how I’m not sure of the overall context in which this scene fits. For example, if Madison is making herself pretty prior to committing some sort of prostitution or sex act to advance the narrative, I don’t feel as though this scene would fulfill a positive, educational purpose. In other words, if the creators of the game designed Madison around pervasive sexist ideologies which represent women in a negative light, I would not want my student-player, male or female, to identify with such a scene. But, if the creators of the game challenged certain pervasive sexist ideologies via Madison's character, I might think differently.

Overall, Heavy Rain is a very, VERY different type of game than the Labyrinth mathematical learning tool discussed by Scott Osterweil. But, I would argue that they both aim to teach and direct their player to some sort of enduring understanding condensed down into an essential question. In Labyrinth's case, the essential question may be something like "How can principles of math be used to interpret our realities?" In Heavy Rain's case, the essential question is "How far will you go to save someone you love?" Both do not have a clear answer, and both require inquire.

Although I would argue (at least from what it sounds like so far) that Heavy Rain and the sort of provocative essential question it asks has many, many educational implications (e.g., exercising visual literacies, teaching understanding THROUGH narrative, perspective taking, networked thinking / problem solving strategies, and so on), I don’t feel as though it is a type of game that many will find appropriate for students, inside of the classroom or out. But, that isn’t necessarily my point; bringing this ridiculous game into the classroom, that is. My overall point is this… As a younger teacher-player who is likewise interested in and very passionate about not only PLAYING this type of technology but STUDYING it, I have an advantage in the field. I know what kids are playing (I visit all of the game stat sites as any typical 7th grade gamer!), I know what kids are saying about what they’re playing (I visit the same forums they do), and as I’ve demonstrated in this post, I’ve taken the extra step to give some extra thought to the potential benefits of narrative-based games as yet another means of understanding.

If Heavy Rain is a success, perhaps designers will work on some sort of classroom equivalent similar to Labyrinth. In the mean time, I advocate bringing more narrative-based activities into the classroom as a way to understand via activities such as...

-Writing multi-modal narratives

-Critically reading multi-modal narratives

-Writing a class letter to game developers telling them what their game "taught" students and HOW / WHY.

-Writing a class letter to game developers telling them what types of narratives students would like to see produced in games, as well as what students hope to learn from such narratives.

-And much more! What does everyone else think?

IMAGES USED

http://www.modojuegos.es/wp-content/uploads/2008/10/heavy-rain.jpg
http://media.photobucket.com/image/heavy%20rain%20screens/elgefe02/34eccd1d.jpg
http://cache.g4tv.com/rimg_606x0/ImageDb3/172777_l/.jpg
http://media.giantbomb.com/uploads/0/3297/1117882-ethan2gc_large.jpg
http://www.vgchartz.com/games/pics/2236732aaa.jpg
http://nixiepixel.com/blog/media/blogs/a/screenshot/heavy-rain-screenshot-madison.jpg
http://assets.vg247.com/current//2009/08/heavyrain.jpg

Saturday, September 26, 2009

CI 5150 Week 3 - Surf's Up in MN... Dude!





Although I in no way intend to under-represent, dishonor, and / or otherwise offend individuals that have experienced indescribable suffering during times of war, I would like to share with you all a previous experience related to this week’s assignment that has been shell-shockingly traumatic within my own limited, and undoubtedly ignorant, frame of reference – working as a 23 year old, white, upper-middle class, male manager for a retail chain. And not just any retailer, but the Hollister Clothing Corporation. In short, there is no doubt in my mind that students in this class who are also mothers and fathers of adolescent children experienced the same amount of “shell shock” as I did when Matt Snyders discusses the “high-decibel music… killing one’s ability to think” that one experiences when getting anywhere near the store (4). Not to mention the napalm-esque, choking fragrances, flashing lights, labyrinth of clothing racks and displays, and store workings ambushing you at every turn! Students in this class who are also mothers and fathers of adolescent children, YOU know exactly what I’m talking about.

All humor aside, I accepted a job as store manager for a Twin City’s branch of Hollister Co. (child of parent corporation Abercrombie and Fitch), following my college graduation. To this day, I’m still not sure why I made this decision, but I’m glad I did (“Now he REALLY must be crazy,” you probably just decided for yourself). In addition to Hollister Co. acting as yet another life changing experience responsible for my return back into graduate school, it serves as THE perfect “text” to re-read (and unfortunately re-live), through the lens of today’s assigned article titled Transforming Social Spaces: Female Identity and the Mall.

Although not unique to the following discussion, Hollister Co. is one of the many teen “life style” brands that relies heavily, and I mean HEAVILY, on image to appeal to adolescent males AND females. Today’s article engages the importance that image holds in promoting this type of “life style” brand as the author states,

“One must only look at the disproportionate amount of money that marketers invest in creating and promoting “image” as compared with the often significantly lower cost of production to understand the importance of fetishization to the ‘capitol logic’ process” (3).

In other words, the clothing commodities that companies like Hollister Co., Abercrombie and Fitch, American Eagle, and the list goes on and on, produce costs virtually NOTHING to produce as production materials are beyond junk, and the actual construction of said materials are largely done in overseas manufacturing plants where labor is virtually free. With that said, the products that Hollister Co. sells are literally worthless junk, with virtually no value in and of themselves. Therefore, Hollister puts the money that they DIDN’T spend on manufacturing costs to create a fictional image that appeals to adolescents in order to sell this literally worthless junk. And what is this image? See for yourself:








Being a former “soldier” in the Hollister Co. army, and with a little help from Wikipedia, I’ll provide a little bit of back-story on the specific identity which the above images work to construct (if you haven’t already guessed). To make a long, not to mention stupid, story short, the fictional character of John M. Hollister refuses to accept the pre-packaged lifestyle his father has created for him in up-scale Manhattan. To “fight the man,” John travels to California to instead to pursue his life-long dream of becoming a surfer (for the complete asinine story, visit the specific Wikipedia page linked here). Given this back-story, Hollister Co. then creates their clothing and overall image to capture values inherent in John’s identity development such as being a free-spirit / not subject to authority, young, hip, athletic, attractive, risk taker, and so on; basically, an overall frame of mind and developmental stage which adolescents currently inhabit! As the author of today’s article continues,

“Through the process of purchasing, Americans are encouraged to assume a “consumer self” identity, or to identify themselves with the commodities they consume” (3).

When adolescents purchase, or perhaps more appropriately when parents purchase, Hollister Co. clothing, they do so to assume the “surfer” identity of fictional John Hollister, along with all of the aforementioned values associated with his fictional story. And frankly, given adolescent’s natural process of “trying” on multiple identities, particularly the identity that is considered “cool” and reflective of the current status quo, getting adolescents and their parents to literally buy into the identity associated with their clothing is like shooting fish in a barrel!

And if the ridiculous above advertisements aren’t enough, Hollister Co. visually utilizes an even more elaborate, calculated design to make the illusory association between their clothing and the “surfer” lifestyle as concrete as possible. As the author of today’s article supports, Hollister intentionally utilizes “…the process of figuration, or the ‘transportation’ of the store into a fantasy world… bringing the spectator close to another (real or imaginary) location” (10). Don’t believe me? See for yourself:



As you can clearly see by these pictures, Hollister Co. goes through the elaborate process of making their store fronts look like some sort of beach villa, complete with clay awning / architecture, palm trees, open windows, and oh yeah… surf boards! And that’s just the outside of the store! When adolescents enter, they are bombarded by even more palm trees, surfboards, images of young people on the beach, sand, and in some stores, a giant television receiving a live, yes LIVE, feed of California’s South Beach! Overall, in every way that they POSSIBLY can, Hollister Co. engineers there stores to “…remove the spectator from the mundane world of retailing… to symbolically position him or her in a somehow more empowering space” (10).

For both males AND females (and believe me, from my anecdotal experience of working in these stores, males and females both drool over this brand), the cumulative effect / reasoning equals something like the following… In order to be cool, I must assume the identity of a Hollister Co. surfer. But, I live in MN thousands of miles away from any surf. BUT, through purchasing Hollister Co. clothing, I’ll be that much closer to actually being a “real” surfer, and experiencing the lifestyle that being a “real” surfer entails!

However, in regards to malls, and specifically Hollister Co. constructing female identity, there are some pretty startling anecdotes that I’d like to share with you. As a store manager, it was my job to “recruit” new “models” to work in the store (NOTE: although it may sound fictitious, the terminology that I’m using was standard company jargon, no joke). Because the job was so discriminatory (I’ll get more into that in a moment), I found myself being required to recruit A LOT of new models as the store’s turn-around was astounding (without a joke, dozens of workers per week would up and quit). However, when approaching “new recruits” in the store, I couldn’t just approach anyone. During my orientation, as well as printed in the company manual (if I can dig it up, I’ll scan and send this to everyone, it’s truly amazing), I was informed that I could ONLY recruit young people who “accurately represented” the brand’s “life-style.” In other words, I could ONLY approach young people who portrayed the fictitious aforementioned “surfer” lifestyle, and all of the values such a lifestyle implies. Imagine the covert implications such hiring instructions had! Although the these specific qualifications were never explicitly spelled out for me, imagine what “accurately representing” the surfer lifestyle might mean… In the case of the above visual advertisements, does this mean that young people had to be White? Thin? Upper-middle class? Athletic? And so on and so forth? Basically, representations of the current status quo and all it entails?

Again, although I was never explicitly told what it meant to “accurately represent” the brand, an experience with having to “dismiss” a worker made the above suspicions all too real. To make a long, and frankly sickening, story short, I once hired a young girl who I believed to be exceptionally intelligent, friendly, and easy to talk to vs. the hoards of female and male meat-heads that I frequently interviewed. Because she was such a good communicator, I enthusiastically offered her the job. However, vs. the hoard of meat-heads that I routinely interviewed, this girl did not look like she had an eating disorder. She was not tan in February. On her free time, she dressed in a mono-chromatic T and blue jeans. And so on. For the brief time she was in my store, I believed that I made the right decision to hire her. For example, when she would work, I always stationed her in the front room to greet “guests” as she was so damn friendly. In fact, I frequently received feedback from people that the “young woman working in the front of the store” really made for a nice shopping experience.

However, on one of her routine visits to my store, my district manager approached me asking in a disapproving sort of tone, “Who is the girl working in the front?” After telling the DM who she was, the DM proceeded to say the something similar to the following words, “Well, she seems like a nice girl, but I’m not sure that she’s ‘Hollister Co.’ material.” At first, I did not know what to say. I asked the DM why she thought that, and she made up so non-sense about her appearing “too young” to represent the companies targeted age range (which in itself is discriminatory enough!). But, I knew what she meant. The DM meant she wasn’t THIN enough. Wasn’t TAN enough (but, TOO tan would be bad as well, I argue). Wasn’t DUMB enough. Wasn’t PASSIVE enough. And the list goes on and on. Although I knew it was wrong, I told the young girl that I hired the week before that I had to “dismiss” her because “things weren’t working out.” She didn’t understand, and I didn’t either. She felt terrible, and I did too. Shortly after this incident, I don’t the DM to close up herself as I was DONE. I never returned. As the author of today’s article continues,

“Many different audiences are not addressed in mainstream marketing messages... others argue that the visuals there only address limited segments of the population… even young children are aware that somehow they have been excluded from the capitalist ‘message’ system” (12-15).

As both the young girl and I learned when I was forced to “dismiss” her, she did not possess, and most likely did not wish to possess, the particular identity that Hollister Co. attempts to manufacture. Similarly, many other adolescent are discriminated against at not only Hollister Co., but companies across the map, as they have chosen to pursue identities that do not completely reinforce the status quo.

Overall, this awful experience made the abstract theories that I have been exposed to across my graduate program to be as real as it gets. Too real, if you ask me. In short, the story above represents the non candy-coated, real world manifestation of the ideologies making not only women, but young people in general, believe that they are expected to look a certain way, behave a certain way, talk a certain way, and the list goes on and on, otherwise they are discriminated against and not considered human. While working at Hollister Co., I’m sad to say that I contributed to the appropriation of such ideologies. In fact, I frequently still see this girl’s face in my mind’s eye and feel awful about it. Because I was who I was working in the companies hierarchy (not only store manager, but young, white, male…), I was literally USED as a tool to appropriate an ideology that trains young women to grow up to be the passive, petite shells which companies such as Hollister Co. train them through their clothing to be. However, this WILL NOT happen again, and I will instead attempt to challenge these caustic ideologies and teach young people that there is more to life than a fake “surfer” identity. That they can be something more. That they can make change.

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TEACHING AND LEARNING IMPLICATIONS

In our article assigned for today, the author discusses their research methods as they state,

“The modern mall, including its semiotics, structure, and ideologies are largely treated and read like a text for the purposes of this project” (3).

For the purposes of our current classrooms, I argue that the mall can be critically “read” alongside any other “text” we present to students. Where we have discussed critical analyses of video, audio, and textual texts to lay bare, explore, analyze, and question pervasive ideologies, the mall can, and I argue SHOULD be used the same. After all, for the same reason that we argue using other texts to explore pervasive ideologies (more specifically the predominant argument that students have become “de-sensitized” to these ideologies), critical analysis of the mall affords yet another opportunity for students to be critical of ideologies operating in the structures they encounter OUTSIDE of school walls. Which is ultimately one of our goals? Isn’t it?!?

Given the above reasoning, here are some of the ideas that I have… Feel free to comment and add more!

Treat a trip to the mall as a sort of ethnography project:

-Assign groups of students to visit different stores in a local mall, or across different malls for that matter, and conduct research in the form of note taking, pictures, video, audio interviews, whatever they want! Then have the students “report” back to the classroom, using their field notes to analyze things such as the ideological foundations of the store, what assumptions the store has about consumers, how democratic these ideologies / assumptions are, and the list goes on and on.

Analyzing advertisements and images:

-Similar to what I do in this blog entry, collect a number of print, video, text, and so on advertisements from different retailers. Assign students to similarly deconstruct the ideological foundations of these ads.

BUILD a truly “democratic” mall:

-Perhaps after the above activities have been completed and students have a handle on the process of ideology analysis, put students into teams to build a sort of mall that is truly representative of the diversity of its consumer base. Teams could include architects, advertisers, food workers, retail workers, service workers, and so on and so forth.

Basically, the possibilities here are endless. What does everyone else think?

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MY OWN ETHNOGRAPHY

Location: Maplewood Mall Caribou Coffee; located next to Solarex Sunglasses kiosk
Date: 9/27/09
Time: ~2:10 - 2:30 pm

Keeping with the shopping mall focus of this blog entry, I decided to venture over to my nearest shopping mall and park myself at the ground level Caribou Coffee to people watch. Although not brave enough to venture into the Hollister Co. situated directly above me on the second level of the mall, this location provided me with an equally interesting “text” to critically observe and analyze; the Solarex Sunglasses kiosk.


One of the first interesting observations I noticed about the sunglasses kiosk itself was the lack of women’s styles. Across the two kiosks devoted to Solarex, only a very small section of frames was devoted to women’s styles, with the remainder being the gaudy, overly reflective style that you would expect to see on either A.) young men while cruising around with their “crew,” or B.) older men while driving around town in some sort of mid life crisis mobile (most likely some sort of Corvette). As such, for the entire 20 or so minutes that I sat nearby, the kiosk seemed to act like a magnet to males of all ages, drawing them in to literally “model” different styles for their friends and significant others. And when I say “model,” I mean it in the most Hollywood-esque sense of the word.


For example, I observed a group of 3 young men, most likely around 16-18 years old, approach the kiosk and begin to try on different styles. While doing this, I could overhear the boys asking each other questions such as “Dude, how do I look? Be honest,” all the while tilting their heads in different angles to assure that their male observers could make the best assessment. The friends would then provide honest, critical feedback in teen-speak (e.g., “Nah man, those make you look gay”), offering yet another pair for their peer to model for them. Similarly, another ~16-18 year old and his girlfriend approached the stand, and the boy began modeling different styles for her. However, unlike the previous group, the boy’s girlfriend did not provide the same, let alone any, feedback. In fact, she had had enough of the experience when the boy modeled the Kanye West “Shutter Shades” (the sort of shades I tried out, pictured right), pulling him along by the arm to remove him from the kiosk.

Overall, this display of behavior struck me as extremely interesting because such overt concern about one’s image, not to mention the very act of enjoying the experience of “modeling” various accessories, is often associated with a more feminine connotation. In other words, it’s stereotypically assumed that when a man takes his female significant other to the mall, SHE will be the one modeling everything for HIM, and HE will be the one doing the assessing. But, as this example illustrates, there appears to be an interesting sort of reversal of this norm, perhaps given the perceived masculinity of the product. Because sunglasses can be used as yet another means to emphasize a male’s “badassness” (another word I heard the group of boys use), perhaps such a product is then perceived as “safe” to model in an otherwise less masculine, more feminine sort of way. After all, I didn’t see any young men similarly interact with any products on display at the nearby “My Pillow Pets” kiosk!

And finally, because I thought it was just so ridiculous given this week’s assignment, bellow is a picture I snapped of a bunch of men, sitting around a “living room” sort of setup, watching football, in the middle of the mall... Beautiful, just beautiful…

Wednesday, September 23, 2009

CI 5475 Week 4 - Dear Heather, do vampires ever have to use the bathroom?

MY VLOG!



To keep this blog entry centered on the vampire romance novel theme, an interesting vlog that I “randomly” discovered on YouTube (well, as random as it gets when you’re searching out vampire related material to put into your own post!) is titled “The Truth About Vampires,” staring self-confessed teenage vampire (more on that later), Heather Campbell.



Upon first glance, Heather appears to be framing this particular vlog entry as a sort of response to, or perhaps impersonation of, a specific piece of current, popular youth culture; the Stephanie Meyer’s Twilight series. However, after viewing some of her additional vlog entires, it became clear to me that Heather has a much more complex, and arguably critical, purpose driving her unique vlogging habits… In her first vlog entry, Heather explicitly states that she has created a vlog to “answer some questions about being a vampire.” She then posts her email address, and explicitly invites curious viewers to submit questions answering just that; what it’s like to be a vampire. Instead of Heather self-selecting vampire-related topics to vlog about, she then uses these viewer-submitted questions to frame each individual vlog entry. Sans the initial weirdness, Heather's vlog is an extremely unique example of Web2.0 tools affording the exact type of collaborative creation we have been discussing in class. And Heather must be doing something right, because this particular vlog has recorded 353,077 views!

With the overall teenage vampire persona that she has created, as well as the types of questions that she requests her viewers to submit for her expert teenage vampire consideration, Heather is clearly appealing to her young, teenage peers who are similarly invested in the current vampire craze. To support her character and prove to her viewers that she is an “authority” on the subject, Heather carefully modifies her physical appearance (e.g., black clothing, black eyeliner, pale complexion) to look as much like a vampire (at least how the Twilight portrays teenage vampires) as possible. The viewer can also tell that Heather is appealing to her teenagers peers as she swears constantly; a behavior that many adolescents pass through as they explore and “try on” different identities. Er… different vampire identities. Although Heather utilizes very simple camera shots and editing techniques in her vlog, the extreme close up and low lighting conditions do a wonderful job of emphasizing the aforementioned physical features that reveal her as a vampire; her clothing looks darker, and her skin looks paler.

Lastly, what is perhaps MOST interesting about this vlog entry is the way that Heather approaches her subject with her persona. Instead of talking about how wonderful Twilight is as a series of books and movies(in other words, what the viewer my consider "normal" teenage gossip), she adopts a relatively critical stance to deconstruct the texts. For example, she expresses profanity-rich frustration that none of her teenage vampire neighbors look like the “hot” vampires who appear in Twilight (pictured right). Although the initial effect is laughter, Heather is providing a very critical read of the Twilight text; that the text itself, and perhaps Hollywood in general, does not accurately represent current teenagers. Another example of this critical orientation toward the text is what happens to the Twilight vampires when they are exposed to sunlight vs. what happens to Heather when she is exposed to sunlight. More specifically, when the sun hits the Twilight vampires’ skin, their beauty is accentuated as they brilliantly sparkle. In contrast, when the sun hits Heather’s skin, she breaks out in dozens of ugly pimples! Again, although funny at first, Heather is providing yet another critical read of the text as she argues that the texts do not accurately represent their primary audience.

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CONCEPT MAP

Bellow is a concept map that I made using the Inspiration tool as a means to explore what exactly it means to be "literate." NOTE: Click on this thumbnail to get a much larger, higher resolution image.

Saturday, September 19, 2009

CI 5150 Week 2 - Popular Culture as an Ideological Window to Where We've Been, Where We Are, and Where We're Headed.

“Funny the way it is,
Not right or wrong,
Someone’s heart is broken,
It becomes your favorite song.”

As the corny chorus of the Dave Matthews Band’s newest single titled “Funny the Way it is” suggests (see, I told you all that I’d weave DMB into my posts!), individuals’ personal experiences with love, relationships, and emotions in general have manifested themselves in multi-modal textual, musical, and video texts for well, ever. As technology has changed, and still continues to change, so does the means and complexity of the expression (for a good laugh, Google “break up tweets”). When identified with via the masses, certain texts have moved beyond simply being distant representations of the emotions of the original writer, to being accepted as representing the unique emotions of the individual consumer. In other words, consumers may no longer distantly view the text as an abstraction of an outsider's emotions, but directly integrate it into their individual identities as a means to process and represent their own unique experiences. “When I hear that song, it’s like they’re talking about ME!” Is something I’ve heard teenage students say over, and over, AND over again. And, I’m sure I’ve said it many times myself!

When the above scenario happens, we’re talking some major BLING BLING for artists producing such texts! Whether or not we personally “like” and / or find Lesley Gore, Fiona Apple, or Lil’ Kim “appropriate,” young people have integrated these writers’ respective texts into their own identities as a strategy to make sense out of the new experiences they encounter as adolescents. Whether or not we like the process or not, it is INEVITABLE! And, within the context of this particular assignment, and as a future teacher, extremely USEFUL, I might add. Depending on the discourse, we as educators consider analyzing the past extremely important. Social Studies teachers analyze the past to better understand the formation and interpretation of our modern constitution (I'm being reductive, I know). English teachers analyze the past to better understand how humans have collectively come together, or not, to process love, hate, life, and death. And so on and so forth, you get the drift. To add to the teacher’s toolbox, pop culture texts can be yet additional “windows” to the past and explored alongside traditional sources to further illuminate the conditions of the past, present, and future.

Throughout my graduate program so far, my colleagues and I have talked frequently about how the discourse of English may be used to lay bare certain pervasive ideologies operating throughout history, explore how they work, question them, and most important, DO SOMETHING ABOUT THEM if we do not believe that they set us in the “direction” we want to go as a global society. Although there are many, many ideologies that I believe are relevant to explore, the texts of “It’s My Party” (Gore), “Criminal” (Apple), and “How Many Licks” (Kim) serve as windows to take a detailed look at the power relations between men and women. When read together, these texts largely work to further reify the dominant ideology that women’s only power is afforded via their inherently uncontrollable, hyper sexuality, and are therefore considered an “illegitimate” power that requires control and moderation by men’s “legitimate” power.



Composed nearly 50 years ago in 1963, “It’s my Party” positions Gore as the female subject of the song as being fixated on one thing and one thing only; securing the love of the male “Johnny” who is responsible for guiding the song’s narrative-like trajectory. Although the accompanying imagery is significantly more toned down than what the viewer finds in Apple’s and Kim’s more contemporary texts, Gore is similarly represented as a hyper sexualized being pining over what she cannot have; Johnny himself. This hyper sexualization is further reinforced as the camera pans across the dancing female Gore, with her female backup dancers moving their bodies to the music, potentially alluring Johnny with their femininity to come appease Gore and her wish for Johnny.

However, as the narrative-like lyrics go on to tell, Gore has witnessed Johnny leave the party with another female, Judy: “Nobody knows where my Johnny has gone, but Judy left the same time, why was he holding her hand, when he’s supposed to be mine.” At this point, the all too familiar course kicks in, and the viewer witnesses Gore’s strategy to re-possess "her" Johnny; crying, and otherwise making her own party as miserable as possible until she gets “her” Johnny back. As a cumulative result, Johnny is positioned as the arbiter of not only Gore, but the “fate” of the entire party at large, which could be interpreted as an extended metaphor for many things including Gore’s life, community, and overall society, itself. In other words, Gore’s only power of crying is rendered completely illegitimate and non-effective to Johnny’s power to select yet another sexualized party guest that will submit to him, sans the “bitching;” an example of the reinforcement of yet another modern stereotype of the woman as the crazy “bitch.”

Gore continues to illegitimize her power over her party as she repeats the chorus of the song: “It’s my party and I’ll cry if I want to… YOU would cry too if it happened to you.” As she directly addresses her audience, Gore attempts to rationalize her actions by insisting that other female listeners would do the same thing if they were in her shoes. However, despite Gores strategy of self-sabotaging her party via her crying, she does not hold the final power as Johnny has committed himself to Judy. Overall, the cumulative ideology broadcast by Gore to her 1963 audience is that women are completely subject to men’s power, with no higher level strategy aside from screaming and crying available to help themselves.

Fiona Apple Criminal video


Composed nearly 13 years ago in 1997, “Criminal” positions Apple as being similarly hyper sexualized, but with much more explicit images. Where the “raunchiest” thing to be seen in Gore’s 1963 video is women dancing, the images in “Criminal” leave nothing to the imagination. As we see the camera pan around the seedy apartment with beer bottles, cigarettes, and half-naked bodies scattered about, we KNOW that some scandalous stuff went down. As the lyrics are paired and closely read with these images, Apple is positioned as inherently not in control of her own hyper sexuality, causing her to commit the adultery that she has regardless of its moral implications: “Heaven help me for the way I am… But I keep living this day like the next will never come.” Through these lines, Apple implies that she has been “created” an immoral being, and begs to be changed and “saved.” However, because she is inherently so hyper sexualized, she therefore has no legitimate will and perhaps ability to control herself, deciding to continue with the behavior that she is ashamed of.

Where Johnny is the final arbiter and holder of power in Gore’s song, the nameless, and faceless, man to which Apple wishes to atone is the holder of power in “Criminal:” “And I need to be redeemed to the one I’ve sinned against because he’s all I ever knew of love.” By the end of Apple’s video, it’s clear that she is stuck in a complicated pattern of sinning, wishing to atone, but enjoying the sin too much to atone, and overall perceiving no way out if left to her own devises. Although a possible interpretative stretch, I read this text as just BEGGING for a sort of Deus Ex Machina to enter the textual world, break Apple’s vicious pattern, and “save” her. But, it’s highly unlikely to me that such a power will intervene. As such, Apple’s fate and “salvation” rests on being forgiven by a legitimate source of power, a power that is never realized as Apple’s inherent sexuality blocks her from committing to making the actual “play” for her “redemption” that she begs for: “I’ve got to make a play, to make my lover stay, so what would an angel say, the devil wants to know.”

Overall, the cumulative broadcast broadcast to Apple's 1997 audience is that women are naturally “damned” by their hyper sexuality. Although women may wish to break free of the pattern of behavior that dominates their lives, their inherently sexualized being naturally prevents them from taking any initiative, forever causing them to remain in a submissive, “damned” position.



Composed nearly 10 years ago in 2000, Lil’ Kim’s “How Many Licks” most explicitly positions woman as inherently hyper sexualized beings. As similar to Apple implying that she had been “created” a hyper sexualized being via heaven, Kim similarly positions herself as being “manufactured” as such as she is literally “assembled” in a sort of factory. The extended metaphors here are very complex. If Kim and her three personalities are being “manufactured” on an assembly line, there is logically someone doing the manufacturing. As we can see by the behavior of each of Kim’s three personalities, Kim is likewise “programmed” to do anything sexually without such behavior coming into conflict with any traditional moral paradigms. The viewer can later see that Kim is enjoying her behavior as she states, “That’s what I liked about it!” in response to a graphic sexual experience.

However, Kim’s third personality, “Nightrider Kim,” throws an interesting monkey wrench into the equation. At one point, Kim pulls up next to a man on the street in her sports car and text flashes across the screen stating, “She doesn’t satisfy you. You satisfy her.” On the surface, I read this scene as reinforcing an ideology counter to what I have been arguing throughout this post; that woman are in control of their sexuality and therefore use it to manipulate and hold power over men. However, as I read deeper, I was reminded of my previous interpretation of someone literally "manufacturing / programming" Kim herself. Although Kim is indeed in control of her man via her sexuality, is this basic behavior actually HER choice? Or, was this behavior literally programmed into her while being created on the assembly line? If the answer is the later, Kim’s power over men is an absolute illusion, as someone else is in control of her core behavior from the start as yet another way to satisfy their masculine need of sex.

Overall, the cumulative ideology broadcast to Kim's 2000 audience is extremely complex. On the surface, it looks as though Kim is telling her audience that woman’s sexuality affords them a tremendous amount of power control over men. However, Kim calls into question woman’s very free will and choice as she implies that such power may be a “manufactured” illusion as yet another means to serve men.

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THE IMPORTANT PART!!!

Earlier on in my post, I argued that integrating pop culture texts into the classroom can accomplishing a number of valuable instructional goals including laying bare pervasive ideologies operating throughout history, exploring how they work, questioning them, and doing something about them if we do not believe that they set us in the direction we want to go as a global society. Throughout my above analysis, I’m fairly confident that I at least exposed a couple of ideologies for you. CHECK. I also believe that I explored their inner-workings. CHECK. Then, that exploration of their workings led to some questions about them. CHECK. However, this is as far as I feel as I was able to get with you, as the writers of these original texts stop here. Lil’ Kim goes as far as questioning WHO exactly is in control of women’s behaviors, but stops there. None of these artists go the extra step and offer an alternative ideology / way to challenge the existing ideology as a way to create change. As a result, although perhaps getting us as a global society to the questioning stage, I believe that the dominant ideologies I have described and analyzed above continue to be perpetuated.

For example, view a current artifact of 2009 pop culture; Taylor Swift’s music video titled “You Belong to Me:”



Other than Swift’s character ending up with the guy at the conclusion of this text, how is it any different in terms of the ideologies it communicates than the other three texts? Just like Gore’s text, Swift’s entire world is centered on attaining the affections of a man. Just like Apple’s text, Swift’s identity is in a state of “limbo” (as the viewer can see by her trying on outfit after outfit), and completely contingent on the acknowledgment of an outside power. Just like Kim’s text, Swift ends up with the guy, but the viewer is forced to question if this is what SHE really choose, or if the choice was already “programmed” into her. NONE of these texts go the extra distance to offer up another competing ideology to challenge the existing. However, if Taylor snubbed the guy at the dance near the conclusion of the video, adolescent girls would be less likely to identify with it as it would not as closely “speak for” their experience, and Taylor Swift wouldn’t make as much, if any, money.

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Therefore, I have arrived at the following behemoth question after completing this assignment…

-When using pop culture texts, how do we as educators work WITH our students to discover and discuss additional, competing ideologies?

CI 5475 Week 3.1 - Web2.0 Tools and Privacy Implications

In their yearly iteration of the popular iPod Nano media player, Apple has included yet another feature into the already feature-filled, micro-sized device - the capability to record high resolution video AND audio:



Although this device is welcomed by individuals of the younger generations that live extremely transparent lives and possess the need to be "always on," (just look at who is being targeted in the above advertisement!), other individuals are concerned about the privacy implications that such pocket-sized recording technology creates (Richardson, 5). After all, let's face it... iPods are EVERYWHERE! Students bring them into schools. Employees bring them into work. And overall, many, many members of society navigate their entire day with an iPod somewhere on their persons, whether they are technically "allowed" to possess them or not. Now, anywhere penetrable by an iPod (which is of course pretty much everywhere due to its size) will also be exposed to being captured on video; a prospect that many institutions and individuals are not comfortable with (e.g., banks, government, and overall, any location with sensitive material).

To exemplify some of the privacy implications that this technology creates, please view the bellow article titled "New iPod Nano, equipped with video camera, might not be welcome at Twin Cities gyms" as printed in the St. Paul Star Tribune:

http://www.twincities.com/ci_13370880?nclick_check=1

However, having a high quality video camera on your person at any given time is not without its advantages. For example, in the case of the ethnography scenario that we discussed in class last week, students could travel around their communities and gather information in the form of extremely immerse interviews, guided tours, and the like. In the case of general citizens possessing iPods with video capabilities, crime would much more likely be caught "on tape" and used for judicial purposes.

In short, this type of technology is going to continue to get smaller, faster, cheaper, and overall more accessible to the masses. As this news article already exemplifies, the implications of such technology run directly counter to many, many norms on which our current society is built, with privacy being a big example.

So, the question becomes, HOW, specifically, do we as not only educators, but citizens, CONSTRUCTIVELY deal with this tension?

Wednesday, September 16, 2009

CI 5475 Week 3 - Librar-what?

SEARCH STRATEGIES

I have a confession... A confession that has the potential to boil the blood of many, many teachers... Throughout completing countless assignments across my combined undergraduate and graduate coursework, I have NEVER checked out a single library book. In fact, other than visiting a University of Minnesota library on REQUIRED trips for this or that class (visits which I can literally count on one hand), I have never set foot in any one of the the University of Minnesota's dozens of discipline-specific libraries on my own accord!

All humor aside, I truthfully didn't feel the NEED to visit a library (in the flesh at least...) following one of the few required visits to the University of Minnesota's Walter Library during my taking of a freshman-only study skills class. I recall the experience as if it were yesterday...


After taking us on a brief tour of Wilson Library, as well as informing us that Wilson was only ONE of MANY discipline specific libraries on campus, our tour guide took us into a small conference room filled with nothing more than an LCD projector, a screen to project on, and a bunch of chairs. "I can't believe there aren't any books in here," I remember thinking to myself after gazing at the stacks, and stacks, AND stacks, of print material. Our tour guide then led the group through a short presentation about where to find and how to use the University of Minnesota's many virtual databases that we have free access to as paying students. In just a few brief moments, I learned that just as there are numerous discipline specific, physical libraries that I had access to as a student, there were also a countless number of discipline specific, virtual sources that I also had access to... but from the comfort of my own chair.... that I could "visit" on my own time... without the need to pay for and make copies of what I found... That night, I remember going back to my dorm, poking around the index of countless data bases at my absolute leisure, and utilizing several articles from the humanities specific JSTOR database for an upcoming English paper.


I guess you might say that I'm lucky to have had this crash course on using professional research databases so early on in my college experience. If I had not, it's entirely possible that I would have never discovered that these types of resources exist for students. While my classmates were relying on general Google searches in my freshman composition and literature courses (and constantly receiving comments about how they needed to learn to be more critical of the sources they've found, I might add), I immediately got into the practice of ALWAYS referring to a professional database that "fit" the specific discipline I was researching and writing for. That's not to say that I wouldn't use a general Google search to help me define my topic and thinking, but it has been my practice to END UP at one of these professional sources. And, I have been refining the practice ever since. For example, if I am writing for a humanities class, I've gotten into the practice of frequently utilizing JSTOR. When I need to learn more about and integrate theories on literary criticism into my writing, I frequently utilize The Johns Hopkins Guide to Literary Theory and Criticism. And finally, but certainly not the last example that I've used (or that's out there for that matter), I now frequently utilize Academic Search Premier when looking for sources with a educational / psychological bent to them (NOTE: to view these links, you must first sign in to the U's system with your x500).

When critically examining material I gather from these professional databases, I generally assume that they have a high degree of validity and credibility. After all, each source needed to pass through a great number of "filters" before being approved for upload on the particular database. But, to strive for an even higher degree of validity and credibility, I frequently restrict my searches to "only display full articles" (so I can examine the entire source on the spot vs. expending more time and energy to track it down), as well as "only display peer reviewed sources (so I have the extra assurance that a community of a particular author's peers who are also experts on the given material have read, reviewed, and approved the source for upload).

However, there are of course times when I go outside the "security" of these academic databases. After all, there are of course some very useful, valid, credible, and accurate sources found on the general internet that are NOT published in the aforementioned professional databases. When doing such a search, I am generally more willing to accept .gov and .edu domains over .org and especially .com domains. After all, because schools and government agencies have reputations to maintain, I am more likely to trust that the quality of the information they publish reflects said reputation. But, I keep a more critical eye of general internet sources via a number of strategies including:

-Crosschecking data, facts, and information when I can (often crosschecking with the aforementioned professional databases).

-Contacting the original author with further questions if such contact information is available.

-Consulting another expert in the field (e.g., course professor, professional colleague, and so on).

-Checking for source subjectivity and bias (e.g., looking for potential subjectivity and bias as a result of a particular source's ideological motives).

-And above all, using my common sense. After all, if it looks to good to be true / too convenient, it probably is! I'm not that lucky!

But, as I've learned from my student teaching experience, many students do not share my story. Whether the study skills class was an absolutely magical coincidence and / or some combination of my habits as a student helped me "figure out" how to find credible and valid sources for my research and writing, many students do not give a source's validity, credibility, accuracy, and so on a second thought. For example, during a research paper I assigned to my class of seniors last spring, a paper was returned to me that cited the Onion as a piece of academic research! Now, I'm all for reading and citing the Onion, but in an academic paper?!? Come on!

Although potentially a valid, credible, and overall appropriate source for a paper focusing on the mechanisms of satire and parody, this type of source simply did not "fit" the intended purpose of what this particular student was focusing on; a formal exploration of global warming.

With this example in mind, I would begin teaching effective search strategies by having students use the following approach - using the purpose of what they intend to write about as a frame for screening / filtering search material for validity, credibility, and overall appropriateness given said purpose. Beach et. al. describes this approach as they state:

"Equally important in engaging in online searches is students' ability to frame a specific purpose, topic, or question that will guide their search" (26).

Students must be taught that the more specific and realized their purpose is, the easier time they will have finding sources that "fit" their purpose. Furthermore, students must be taught where, specifically, they can look to find a purpose-specific response. Just as I was taught where specifically to look via active modeling during my tour of Williamson Library, students need to literally be shown through similar modeling that there are many places that "fit" the purpose they have defined, as well as many places that do not (e.g., the Onion in a formal report on global warming). As an ideal result, students would then learn to practice a very intentional strategy of using their defined purpose to guide them to and help them self-assess appropriate, discipline specific material that "fits" their source as does Rachel:

"...and I go to lot of university websites. There was one at Cornell - I use that for government: I have to write a paper on a Supreme Court case and I use that for a lot of law" (29).

RSS SUBSCRIPTION

I have already subscribed to a variety of sources including everyone's blog from our class, my other friends' and colleagues' blogs, various news feeds including The New York Times and The AP, various technology feeds including PC Mag, various gaming feeds including Gamespot, and my favorite morning show program, the KQ Morning Show. Basically, a mix of what I would term professional / academic and fun feeds.

From there, I will use these feeds to quickly keep up on the specific information that is tailored to me including technologies that have both professional AND fun implications, and news sources that may yield valuable textual examples for future use in the classroom (e.g., the bellow video fed to me from KQ Morning Show Website that "catches" a news reporter making covert, racially charged observations about the actions of residents of North Minneapolis following a sever thunderstorm), but satisfy my curiosity about a wide variety of topics that interest me.

In short, if I could have more of these types of texts fed directly to me vs. myself having to expend the time and energy to find them, my life as a teacher would be a WHOLE lot easier...


CI 5475 Week 2.1 - "Now there's a phone that truly lives in real time..."


To advertise the Palm Pre, Sprint's newest smart phone powered by Palm's revolutionary (at least revolutionary until other companies follow suit) WebOS multi-tasking technology, Sprint developed the slogan "Now, there's a phone that truly lives in the moment." In other words, as opposed to other smart phones currently on the market including Apple's iPhone 3gS, Verizon's Black Berry Storm, and T-Mobiles G2, which can only run and update one application at a time, the Palm Pre can run and update multiple applications at any given time. With this multi-tasking technology, the Palm Pre "truly lives in real time" as it can be logged into and receive INSTANT updates from any number of applications including email, Facebook, Twitter, AIM, and countless of other communication and social networking tools. Check out one of Sprint's many advertisements touting the Pre's unique multi-tasking capabilities:



However, as Will Richardson states in our course text, such multi-tasking technology that affords individuals the ability to live their lives with a TREMENDOUS amount of voyeurs directly tuned into what they are thinking, feeling, and doing at any given moment creates a tremendous amount of discomfort for previous generations who center their lives around more private paradigms of socialization:

"These technologies make more of our lives transparent to others in ways that many find unsettling. And, there is a growing gap between how this digital generation defines privacy and the way most adults do. To our kids, making their lives come alive online is just another way they live. Communicating and collaborating with peers using IM or text messaging, Twitter or their MySpace accounts allows them to be "always on" and always connected. That is their expectation, one that has changed greatly in just the past ten years" (4-5).

As Richardson states, whether or not previous generations find the absolutely full disclosure paradigm central to current youth social practice uncomfortable, this extreme level of disclosure IS where things are headed!

As you can see by the advertisements that I have embedded throughout this post, Sprint has no doubt caught on to this trend and is milking it for all it's worth with phrases such as "Now there's a phone that truly lives in the moment" to sell their technologies to individuals, who as Richardson states, have the need to be "always on" (5).

In addition to the advertisement posted above, take a look at how Sprint has centered literally their entire advertising campaign (and network name for that matter as it's referred to as the "Now Network"!!!!!!!) around the strategy of appealing to the individuals' needs to be "always on," easily accessing the networks they are a part of, discovering and joining new networks, and everything else we have been reading about and discussing throughout class so far!










Saturday, September 12, 2009

CI 5475 Week 2 - Living, in a digital world. And I am a digital girl... er, guy.

Before I dive into a discussion about how I have used / plan to use blogs in my professional teaching career, I would like to share with you all how I have integrated blogging into my everyday life as a way to 1.) express myself as an individual, as well as 2.) enhance my learning about a variety of scholarly AND personal / leisurely interests. After all, before we can use blogs as effective tools to effectively help our students develop as writers, learners, future citizens, and so on, Richardson argues in his introductory chapter of Blogs, Wikis, Podcasts and Other Powerful Web Tools for Classrooms that we must first practice what we preach:

“…as educators, we must tap into the potentials that these tools give us for learning. And that doesn’t just mean learning about our craft or technology of our curriculum. It means learning about whatever we are passionate about. For me, that’s figuring out how these shifts and how these tools change the nature of learning and what that implies for education. But it also means learning more about the Chicago Cubs, photography, and many other topics that hold my interest… The common thread, I believe, is that we make these connections in our own practice first so we can thoroughly understand the pedagogical implications for the classroom” (8).

In other words, just as it’s difficult to be an effective football coach if you don’t know the technical aspects of the game, theories on developing teamwork and leadership amongst players, and ways to motivate players to strive for success and fulfill certain goals, it would be equally difficult to effectively integrate blogging into your classes “game plan” if you have limited experience, or no experience at all, with what the medium is capable of. (My apologies for the corny sports analogy, but I believe it’s absolutely true). With that said, here are some brief examples of how I have already worked to “walk in my students’ shoes,” as Richardson puts it, with blogs.

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To start, toward the goal of keeping my own sanity as a busy grad student, I maintain a personal blog completely devoted to exploring one of my number one passions; music. Basically, this blog helps me support my learning / practicing of music as it is my goal to submit one original composition in the form of a video / audio upload each week. Immediately bellow is the link to the blog itself titled "Rick's Music," as well as an example of one of these video / audio uploads:

http://rickleefilipkowskimusic.blogspot.com/




Maintaining this blog accomplishes several personal goals that I have set for myself. First, it acts as a motivator for me to keep learning, practicing, and overall playing music in such an otherwise busy time of my life. Second, this blog helps me articulate “where” these songs came from, as well as “why” I decided to write them. For example, view the explanation of “Amy’s Song” (in a brief paragraph, I discuss the experience that led to the creation of this song; my first love):

"Back in high school, my very first girlfriend and love was a young girl by the name of Amy. Shortly after telling her I loved her, I wrote this song for her. After being together for more than 2 years, ranging across our senior year of high school and college, the relationship ended extremely haphazardly (what can you expect, we were both only 19 years old?). For years after the breakup, I was devastated, and couldn't even think of, let alone play this song. However, as I sit back and reflect, those were some of the greatest years of my life, and although we no longer speak, there will always be that place in my heart for Amy and her song" (Filipkowski).

In addition to being an expressive tool, this type of writing about my music allows me to reflect on it, as well as continue to reflect on and process the experiences that have led to the creation of the music itself. In other words, this blog helps me practice an overall process of “regular reflection” about not only my scholarly experiences, but personal / life experiences as well (Richardson, 44).

Lastly, the blog as an atmosphere further increases my engagement and motivation to continue to fulfill my musical passions as I know that my friends, family, and other random human beings give me regular feedback on my music, which in turn influences the rest of my creative process and how I approach my future musical compositions. In Richardson’s words:

“By publishing content to a wide audience, we say ‘these are my ideas, my understandings of the world.’ That is in itself empowering, and with it comes an expectation that our voices will be heard” (133).

As individuals listen to and post comments regarding my music, I am able to access a much larger network of musicians, music appreciators, and general “critics” that give me authentic feedback to further help me reflect upon and revise my musical process to further achieve the composition processes used by the pros in the “business.” In essence, the blog allows me to become an amateur performer and professional musician.

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Second (and I’ll not provide such a lengthy explanation here, I promise), I use / have used my personal blog as a tool to enhance my more scholarly learning. For example, if you poke around more on this very blog, you’ll discover a video that I uploaded of myself reciting the first ten lines of The Canterbury Tales in as authentic of Middle English as possible for an English class assignment:



One thing that I’d like to share with you is that it was not THE assignment to create a video recording of myself reading this. The actual assignment was that I needed to recite this passage as best as I could live, in front of the class, with many sets of eyes on me. To help me prepare, I recorded myself reciting the lines, watching and re watching them as practice. I also sent the link to many other of my friends, family, and classmates to get their feedback. Overall, the experience of watching myself perform, as well as reviewing the feedback on my performance (even the simple comments such as “Cool man! Nice pronunciation on those Rs!”), really helped me reflect, revise, and further refine my performance. In short, I don’t feel that the final, live performance would have went nearly as well had I not initially posted it to my blog and invited others to give me feedback.

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In my future professional teaching career, I plan to use blogs much the same as I have learned to use them myself; to give my students the opportunity not only to use digital writing technologies to reach academic goals, but also as a way to develop themselves as individuals and help them process their reservoir of growing, often confusing, life experiences (in an appropriate, safe way, of course).

On that note, I intend to encourage students to personalize their blogs as not only a reflection of a particular set of academic learning goals, but as a reflection of themselves as individuals who are curious about the world. Although I understand that this has it's safety implications, as well as assessment implications, I feel as though making this online "space" as vibrant and full of life as possible (as opposed to the traditional classroom often perceived as void of fun, life, and individuality), is a positive step in making it a meaningful place for all kinds of academic and personal learning.

Lastly, I do NOT want to fall into the "trap" as described by Beach et. al. in chapter one of Teaching Writing Using Blogs, Wikis, and Other Digital Tools as they state:

"Given the importance of learning how digital writing tools achieve certain purposes, we need to consider how students perceive their uses as more than simply writing assignments for teachers - now on blogs or wikis rather than in word" (13).

However, as of just finishing week 1 of this class, and although I do have some ideas beginning to brew, I'm not necessarily sure what such innovative and "new" teaching "looks" like in the classroom!

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Although I consider myself as relatively experienced with, and dare I say “savvy” with the tools that we will be exploring throughout this course, I still have many, many questions including, but not limited to:

-The issue of the “digital divide” that certain individuals, schools, and even entire districts of teachers and learners face. In short, if the system can’t provide for our use of these tools as we will explore throughout this class, what CAN we do? In other words, although we might not be able to use these specific tools, what about the theory involving there general use are transferable to other pieces of our teaching and learning? To what degree is it our responsibility as teachers to “close” this gap? How, if possible, CAN we close this gap?

-ASSESSMENT, assessment, assessment! Although I completely agree with, and wish to understand more, the uses of these technologies in the classroom, how on earth do we assess our students’ develop via their use? To what degree are standard / current writing assessment paradigms useful in assessing digital writing? Or, because digital writing is a “new” / different type of writing exercising and requiring new / different types of literacies, do “new” means of assessments need to be created that are reflective of this different type of writing?

-Fun vs. Function.

"In this book, we argue that digital writing through use of blogs, wikis, online discussion, digital storytelling, podcasts, e-zines, digital scrapbooks, or e-portals can serve to engage students in writing" (Beach, 1)

Although I totally agree that these technologies engage, motivate, and get students excited about using them, how do we move this excitement beyond just being pumped about using the technology itself, to using the technology to foster some sort of learning?

-Not just using a blog, wiki, or other digital technology to do the same old crap. As described above, although I am beginning to get some ideas (e.g., exercises in perspective taking via role plays), I'm not sure what such assignments and implementation of these digital tools "looks" like on the ground floor in a classroom... Help! I'd like to see this!

-And much, much more!

Thanks for reading my first post everyone!