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Thursday, August 13, 2009

World of Warcraft, MMORPGs in school

At Peggy Sheehy's middle school in Suffern, N.Y., the introduction of World of Warcraft (WoW) is going like this: first it's the focus of an after-school club, then "others joining us will be implementing it with the 'at-risk' student population [and] the 'gifted' student group," followed by regular classes "for specific content-area projects," Sheehy, a teacher and media specialist, said in an interview at WoW.com. As a high-level player of this multiplayer online game (or MMORPG) and guild founder herself, she's been exploring what can be taught with the multiplayer online game because she has already done a lot of teaching of everything from literature to body image for a health class in and with the virtual world Teen Second Life, and she saw some new opportunities in WoW, for example the opportunity to increase student engagement by teaching within a graphically compelling virtual environment. When that happens, she says, even reading levels go up: "My kids, who are 13 years old, are reading on a sixth-grade or a fourth-grade level in school when tested, but ... if you test them with the same methodology that you would test reading a John Steinbeck novel in school ... on World of Warcraft content, all of a sudden their scores are higher." Here's a site, created by educators (a collaborative Web site called a "wiki," as in Wikipedia.org), that's dedicated to developing lesson plans and other instructional tools incorporating World of Warcraft - so far for teaching math, writing, social interaction, digital citizenship, online safety, and 21st-century skills. [See also "Play, Part 2: Violence in videogames" and "Homeschooling with World of Warcraft", and "Can World of Warcraft make you smarter?" at MSNBC (for more on the body-image project, see Sheehy's answer to Question No. 13 on this page at RezEd.org).]

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Wednesday, May 20, 2009

School & social media: Uber big picture

When I think about how the book, enabled by Gutenberg's press, was pretty controversial back in the day (15th c.) and probably didn't make it into "school" for a while (though it fueled the Renaissance and the Reformation), maybe I understand why there's resistance to using today's media - called social media - in school. But things are moving a little faster these days, and students are actively using social media anyway outside of school (books were less accessible to students in the 15th and 16th centuries than the participatory Web is today). Social media researchers tell us some amazing informal learning is going on in this out-of-school use (see the MacArthur Foundation-funded Digital Youth research findings), but what about the formal learning part - the potential for student engagement in school (and community, government, etc.) if media so compelling to students could be used in schools nationwide - not to mention the potential for schools themselves, and for the advancement of American education as a whole in this shrinking world, where the US ranks 15th in terms of per capita broadband penetration, as the Financial Times reports?

Books and literature were made so meaningful to me in AP English - in school - way back before social media. Now social media, e.g., Teen Second Life, can help schools help make literature more meaningful to students. I watched a presentation by New York educator Peggy Sheehy at NECC (the National Educational Computing Conference) last summer, showing how the courtroom scene in Steinbeck's Of Mice and Men was acted out by students (playing judge, jury members, DA, court reporter, etc.) in a virtual world. She said they mined that book, read every word, so they could play their roles intelligently. Here's what an educator in Connecticut writes about what's happening at Peggy's school. Other prime examples are what Global Kids is doing for students in and after school in New York City and what Digitales' digital storytelling workshops are doing for students in schools around the country (e.g., this one). The work of these educators and the visionary administrators and superintendents behind them is key to school's relevance to students as well as to American education's competitiveness in the developed world (see Appendix B of the New York-based Joan Ganz Cooney Center's study "Pockets of Potential" for classroom mobile social-media projects in 7 other countries).

But that's not all. These educators know how to increase the value of social media for youth by making new media as meaningful and enriching for them as my AP English teachers made books for me. That's a lifelong gift to students as well as to a society that can't afford to lose the engagement of its youth. Renewed relevance is also a gift to schools, of course.

Team of Rivals author Doris Kearns Goodwin tells us Abraham Lincoln was desperate to get his hands on books - any book. Today's youth probably have a comparable level of interest in all forms of social media: virtual worlds, social sites and technologies, online games, vertical-interest online communities, and all of the above on phones as well as on the Web. That presents schools with an opportunity as much as a challenge. Maybe parents, law enforcement, and policymakers can help schools shift the focus more toward the opportunity side so that school can seem less like the "prison house" referred to by British educator John Gibson (see the BBC). New media are a little scary to anyone who doesn't understand them. But then there's the promise they hold. In a way, we're back at the beginning of the Renaissance.

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Schools as 'prison houses': Misunderstanding media

I'm not sure what the game of "conkers" is like but, at the gut level, UK Independent Schools Association chair John Gibson certainly resonates, probably with most parents, when he says that playing outside "as a child and taking part in activities such as putting an oily chain back on a bike, or playing conkers, exposes children to emotions such as disappointment which prepare them for adulthood," as the BBC reports. He told the Association's annual conference that "many children are living in a 'prison-like environment' surrounded by technology," according to the BBC. Part of that makes some sense - and echoes UK clinical psychologist Tanya Byron's suggestion that "kids are being raised in captivity" (see this) - but what Gibson says about technology is way too simplistic, if not incorrectly dismissive. He said, "When your life is lived through images constructed by a technical genius from Silicon Valley played on a high definition screen I just feel it will be more difficult to experience those important rehearsals for adult life." Equating virtual worlds, et al as images on a HD screen reflects a basic misunderstanding of social media as mere technology, an add-on to "real life," while social media are people's real-life producing and socializing 1) appearing on a screen and 2) extended onto the Web - not much like TV! The very "prison houses" of school and home Gibson refers to (and made so because of the fearful adult society Byron refers to) are what have made social media so compelling to youth!

Gibson told his audience, heads of independent schools in England and Wales, that they should offer children a diversity and excellence of experience to challenge the culture of technology in which they live outside school. Absolutely. But maybe word it a bit differently: to enrich, rather than "challenge," the cultures and interest groups they're participating in with the help of technology. Seems to me that, if schools could use social technologies to help teach social media literacy and citizenship, they will contribute to and enrich children's positive participation in participatory culture and society (moving full-steam ahead right now, largely without our education system). Just as school has helped make the use of books and other conventional media meaningful for youth for centuries, it can do so now with new media. [Meanwhile, the debate about whether the evolving Internet is hurting our children continues - see "Social networking infantilizing kids' brains?"]

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Friday, March 20, 2009

My avatar's talk: Online safety 2.0

I - or I should say my avatar Anny Khandr - recently gave some talks about safety on the social Web in the virtual world Second Life. The experiences were great fun and kind of magical on many levels. First, I'm giving my PowerPoint-enabled talk from an easy chair in my family room, using a mic plugged into my laptop. I'm watching myself (or the Anny Khandr cartoon version of me) standing next to my slides before an audience of amazing tech educators around the country, who are all probably listening from easy chairs in their houses too, but at the same time gathered in one place: a beautiful "outdoor" virtual lecture space, complete with stage, screen, benches, and ambient birdsong. We were "gathered" on one of ISTE's islands in Second Life (ISTE for the International Society for Technology in Education, of which both my audience and I are all members).

My, er, Anny's first talk - kindly arranged for by New Jersey tech educator Kevin Jarrett (aka "KJ Hax," who gives teacher tours: see this) - was in a bigger venue and had a substantial audience, but there were problems in the recording process. So the "machinima" you'll see is a more intimate talk I later gave to a small group of avatars/educators, some of whom amazingly came back for seconds! [A machinima is a kind of animated video, or moving screenshots - video recorded within virtual worlds - and can range in subject from "action" videos like what you see in videogames to videos of professionals' avatars giving PowerPoint presentations. Quite the range!] The recording of my talks was done by Marianne Malmstrom, aka the extremely clue-filled "Knowclue Kidd," another great teacher in New Jersey. The whole idea, I think, was Peggy Sheehy's. Peggy, literally a rockstar tech educator (a former rock vocalist), teaches in Suffern, N.Y., and on several islands in Second Life, where she/her avatar is known as Maggie Marat. These educators are the real magic of Second Life to me. If you opened your own account at SecondLife.com, created an avatar, and teleported to ISTE Island, you'd experience what I have: the members' seemingly bottomless kindness and patience and what the tech education part of it has to teach about the gift economy (see this entry in Wikipedia).

The talk is best viewed here, but if anyone would like to download this animated 40-min. talk to their laptop as a better way to show it to fellow parents or educators, please feel free to download it here (it's a huge file, so it can be downloaded either in two parts or in full). Email me via anne(at)netfamilynews.org. if you'd like my PPT notes, with links to all sources. If it's a cartoon, it's a serious one - maybe a little boring too, but also a snapshot of the latest research on social Web safety.

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Wednesday, March 04, 2009

Young practitioners of social media literacy!

What do you get when you cross Greek mythology with a media literacy class on paid political advertising? Well, if you're media literacy teacher Marianne Malmstrom, you get 30-sec. video ads about kicking various lesser gods off Olympus that end with "I am Zeus, and I approve of this message" (see "The Dog Ate My Homework" project at the Elisabeth Morrow School in Englewood, N.J.). This is media literacy education 2.0. It can take many forms, but this approach teaches critical thinking about media messages by having students create their own messages collaboratively, using social media - in this case, the Second Life virtual world. Malmstrom's students created avatars, wrote scripts, and "filmed" and edited machinima (like video screenshots, or "movies" of what's happening in a virtual world). Check out the first ad on that page (it's only 30-some seconds). Also don't miss this 5:46 video, "No Future Left Behind," created by multiple stars at Suffern Middle in Suffern, N.Y., with the help of tech and media teacher Peggy Sheehy. It's a keynote presentation for the Net Generation Education Project involving 10 schools. The students were asked about how education was preparing them for the future, and their collective answer is an appeal to us adults to allow them to learn in school the way they already are on the Internet, as social media practitioners and producers and as fluent "information hunter-gatherers," as MIT media professor Henry Jenkins put it. "Education really needs an upgrade," the first line of the students' video goes.

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Friday, July 11, 2008

2 virtual worlds: NECC and Second Life!

Last week I went to my first NECC, the giant National Educational Computing Conference, this year in sticky, toasty San Antonio. We heard at the keynote (appropriately given by James Surowiecki, author of The Wisdom of Crowds) that some 18,000, mostly tech educators, were there. I was there to speak on a panel about online safety presented by the California Technology Assistance Project, which had Larry Magid and me speak about our book, MySpace Unraveled, a couple of years ago (more about CTAP in a moment) and to steep myself in tech education for a few days.

NECC was both inspiring and overwhelming. But overwhelming was good because, instead of trying to figure out what on earth to sample of the hundreds of workshops and presentations, I decided to go deep. I went to everything I could find about virtual worlds Second Life and Teen Second Life (besides my online-safety meetings). I'd long wanted to learn more about SL and virtual worlds in general, and what better way?

Which takes me to the inspiring part: what tech educators are doing in Teen Second Life (parents, you've got to see this stuff!). I attended presentations by two rockstars of the ed tech world....

  • Peggy Sheehy of Suffern Middle School in the New York area and creator of Ramapo Islands, I believe the very first real-life school in Teen SL (here's a video intro to what's happening at Ramapo, including the students' views, in the blog of another genius tech educator and Second Life resident, Kevin Jarrett), and if you prefer text to video, here's a transcript in Sheehy's blog of a mock trial based on Of Mice and Men staged by Suffern students (or rather their avatars) in Teen Second Life. Ramapo is now six islands in Teen SL, used by 1,000 students and 35 teachers.
  • Westley Field from Sydney, Australia, founder of the very international Skoolaborate.com and Skoolaborate Island in Teen SL (to see what's going on there, check out the first video on this page). So far this new project has 10 schools in 4 countries collaborating.

    Just a few positives I witnessed and heard about in my NECC brushes with education in Second Life (watch this space for more on all this): a girl who never participated in class blossoming in virtual-world classes and then later in real life; the same for a boy whose mother wrote a profound thank you note to his teacher; students in multiple countries learning what species are endangered in others and together creating virtual spaces for them with the kind of environments in which they can thrive; students thinking critically together about body image and developing more healthy views of said by creating different avatars representing their evolving views; an entire class reading all of Of Mice and Men, not just the Cliff Notes, so they could play judges, DAs, prosecutors, witnesses, court reporters, jury members, etc. in the mock trial; students who don't want to miss any of it logging in from home when they're sick.

    The amazing CTAP

    I'm referring specifically to Region IV of a statewide project to help California's educators integrate technology into learning but also deal with students' extracurricular use of tech! I definitely have a bias because, through my friend, ed-tech eyes 'n' ears, and CTAP staffer Anne Bubnic, I have learned a great deal about both technology and education! You'll see at a glance on this CTAP4 page how much they're doing for California educators just in the area of cyber safety, which CTAP intelligently defines as "the safe and responsible use of the Internet and all information and communication technology devices, including mobile phones, digital cameras, and webcams."

    This one region of a state project has a huge sphere of influence. Its funding is for assisting California schools, but the Web has a way of ignoring borders and the Web-wide, worldwide resources Anne has pulled together in Region 4's site are valuable to educators at least nationwide. In addition to the site it continuously updates, CTAP also trains teachers, administrators, school safety people, etc. in person and via videoconferencing. Obviously this second part of its work isn't as visible to all, so I'm going to zoom in on that training in a feature very soon.

    Why all this about tech education in NetFamilyNews? Parents' certainly aren't the only shoulders on which society places responsibility for young people's constructive use of technology! Most of the negative stuff involving youth on the social Web is not criminal, so law enforcement (where people so often turn) usually can't help. Very often, then, the focus shifts to school policy and discipline. Yet, a lot of the imposter profiles, defaming blog posts, and general online or phone harassment that disrupts learning at school originates at home or somewhere else off school grounds. So it can really help parents to know what teachers and administrators are dealing with where student behavior's concerned, so the two parties can collaborate - with each other as well as the student(s) involved, hopefully - in solving tech-related problems that come up (see also "Why schools, parents need to fight cyberbullying together"). Problems involving the participatory Web require participatory solutions!

    Related links

  • Peggy Sheehy's Suffern Middle School in Second Life
  • Westley Field's Skoolaborate
  • Kevin Jarrett's The Story of My Second Life
  • The official California Technology Assistance Project Web site's page about all the CTAP regions and their projects and Region 4's specifically (I'd like to know what other states have along the lines of CTAP - email me, people! - via anne@netfamilynews.org).

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