Monday, February 01, 2010
PBS Frontline's 'Digital Nation': Presenting our generation with a crucial choice
This time, Frontline, which airs on PBS this Tuesday night, is depicting the personal explorations of Digital Nation's writers themselves, those of Rachel Dretzin and Douglas Rushkoff, both parents. Last time, in 2008's "Growing Up Online," the stories were more those of the documentary's subjects. It's as if Dretzin, the producer of both Growing Up Online and Digital Nation, was shaken by what her reporting turned up in the last project. Thoughtful journalist/anthropologist that she is, she went in-depth and looked at all sides of those teens' stories, presenting the most balanced picture I'd seen anywhere to that point, having interviewed leading social-media researchers such as C.J. Pasco and danah boyd for depth and perspective.
In Digital Nation, at least the preview version I saw this past weekend, it seems the main story is two parents' concerns. We're on a 90-minute journey with them, wending our way through skillfully told vignettes (about everything from a South Korean boy at videogame-addiction camp to the US Army's shopping-mall-based videogame arcade/ recruiting center to a corporation's daily multinational staff meetings in a virtual world) and thought-provoking interviews, again with top academics (e.g., MIT's Sherry Turkle, USC's Henry Jenkins, Arizona State's James Paul Gee, educator Katie Salen, Emory's Mark Bauerlein, author of The Dumbest Generation, and Marc Prensky, who coined the term "digital natives"). Important, if not particularly new, questions are raised – for example, about multitasking, etiquette, addiction, alienation, and the blurring of virtual and real.
Documenting an angst-ridden point in history?
Certainly we hear Rushkoff when he says "we need to know if we're tinkering with something more essential than we realize ... what it means to be a human being." But we also hear from scholars who have been studying that question very closely for years that, with societal and technological change, some things have always been lost and some gained. Prensky says on camera that "we confuse the best ways of doing something once [in our past] with the best ways of doing something forever." That's what so many of us are doing. Perhaps Dretzin and Rushkoff are Everyman, or Everyparent, and Digital Nation is documenting a point in history – here in the middle of this profound media shift Earth is experiencing – when we're fearing and mourning what's being lost a lot more than we're seeking and considering what is being gained.
Stick with 'chalk 'n' talk' or open our minds?
For our children's sake, we really need to dig past the legitimate but relentless, visceral, and politically correct questions with which all parents and mass-media natives struggle and seriously consider what these scholars are saying. And not only them! I can't wait to see what Digital Nation's producers come up with next, now that the work of more than two dozen social-media scholars – Hanging Out, Messing Around, and Geeking Out – has been released by MIT Press. It's a mother lode of stories about how young people learn in and with new media.
Which brings me back to tinkering. I got that word from Sylvia Martinez, president of Generation Yes, who presented a workshop about it at Educon, a tech educators' conference, this past weekend. Reading through her past posts about it, in addition to references to Gever Tully, I found a profound 10-minute video interview with John Seely Brown, visiting professor at USC and former director of PARC (Palo Alto Research Center), about using digital technology to bring collaborative "tinkering" back to school. Digital Nation, please look into this next!...
Collaborative tinkering & social capital for kids
In the interview, Brown said: "I think we're moving into quite a different kind of world, one in which change is omnipresent, where we're beginning to find ways to bootstrap our own knowledge, tinker with ideas around us, find things we don't know, ask good questions, and be open to criticism." He calls for peer-based, collaborative learning, "because, from the sharing you begin to see how other kids use what you just created. Kids learn from each other as much as from an authority or mentor."
Brown talks about how to make school responsive to the pace of change and suggests thinking of schools in terms of "distributed communities of practice," which digital-technology learning tools allow. "With these powerful tools with which to craft things, tinkering has really come back big time.... This networked world is an open-source world, where I can make something, pass it back to the community, and have that community do new things with it." This is not just a shift for media or even education, but for identity and self-worth: "In earlier decades, a lot of kids grew up thinking, I am what I'm wearing, how I dress, what my parents own; my identity came from those material possessions. Just maybe we're entering a world where ... a sense of identity starts to get constructed for myself based on what I have done, what I have created, and others have built on, passed on to others, and they have been able to do wondrous things with as well. A whole new sense of reputational capital and social capital is on the move...."
Related links
Labels: Digital Nation, Douglas Rushkoff, Gever Tully, James Paul Gee, John Seely Brown, Katie Salen, Marc Prensky, parenting, Quest Atlantis, Rachel Dretzin, social media, Sylvia Martinez, World of Warcraft
Friday, November 20, 2009
WoW: The guild effect for teachers
But the members simply aren't feeling any such cognitive dissonance, and their ranks are growing. The guild now has 100 active members around the world – all in the field of education. Here are some things they've learned about learning in WoW: The game "draws on multiple skills across multiple disciplines," higher-order thinking, and problem-solving. Players have to be able to read, communicate, and use analytical and statistical skills (e.g., a statistical comparison of one weapon vs. another). They learn economic concepts such as supply and demand and budgeting. Parsons told The Journal that the four wars going on in WoW pattern conflicts in world history. So players learn concepts involved in social studies and history and "writing and lore." She says players even use a form of statistical analysis in building their characters - what sort of talents to use, what weapons to use. She said 13-, 14-, and 15-year-old students whom teachers can't get to do "those kinds of computations" in class have no problem doing them in World of Warcraft. Tech coordinator Lucas Gillispie, who runs the WoW in School site, "took inspiration from observing that a particular herb [in the game] that allowed his avatar to go invisible was always growing in a thick clump of weeds." He thought of a lesson plan for comparing WoW ecology to real-world ecology.
My own first piece about the guild effect – in terms of online/offline well-being and safety – is here. See also "The power of play" and "Play, Part 2."
Labels: Catherin Parsons, Cognitive Dissonance, education technology, pedagogy, play, videogames, World of Warcraft
Friday, November 13, 2009
My avatar, my self
Labels: avatars, fMRI, MMORPGs, neuroscience, virtual worlds, World of Warcraft
Thursday, August 13, 2009
World of Warcraft, MMORPGs in school
Labels: education technology, MMORPGs, Peggy Sheehy, World of Warcraft
Documentary on multiplayer online games
Labels: EverQuest, MMORPGs, online games, videogames, World of Warcraft
Thursday, July 16, 2009
Play, Part 2: Violence in videogames
Asked by a middle school teacher about violence in videogames at a recent media-literacy conference, Prof. Henry Jenkins said, "Every storytelling medium throughout the history of the world involves violence – the paintings in art museums, Shakespeare's plays, the Bible – have images of violence.... The question isn't 'Can we get rid of violence'" in art, civilization, or life? "We can't," said Jenkins, who has traveled around the US speaking at schools and talking with students, parents, and educators about the place of violence in the entertainment part of their lives, led research, held workshops for the videogame industry, and testified on Capitol Hill about videogame violence.
"What we need is for this storytelling medium to make sense of our aggression, trauma, loss, and violence in the way that art does this. We have to create a climate where the images of violence are not trivialized, where violence has an impact." Because the teacher was asking specifically about violence in World of Warcraft, which is set in medieval times, Jenkins mentioned a friend who's a medievalist, who told him that people "hacked and slashed all the way through medieval culture, but periodically medieval tribes would gather their dead and mourn them. That sense of mourning and loss gives awareness of the consequence of violence. We need to be asking, 'How do we build mourning into the games we play, how do we put ethics into them?... The deepest research suggests that media are least powerful when they seek to change our beliefs and behavior and most powerful when they reinforce them - those are the criteria we need to look at."
So I've been looking for signs of videogames becoming more compelling and sophisticated in that way - moving beyond random violence and shooting sprees for their own sake to story lines, character development, scenarios and conditions that powerfully convey the impact of violence. I saw one sign last year while reading a thoughtful review in Slate of Grand Theft Auto IV. He wrote, "I get the sense that freewheeling killing sprees will no longer be the main draw. This is partly because the central missions and story are so well-conceived and well-written compared with previous iterations of the game and partly because the violence is far more disturbing.... What makes Grand Theft Auto IV so compelling is that, unlike so many video games, it made me reflect on all of the disturbing things I had done" (see this for more).
The key consideration, Jenkins said, is whether the violence in a game, film, or any art is meaningful (again, does not trivialize the violence but rather gets the player or viewer thinking about its meaning and impact) or just a "media effect" (which has no educational value). "A focus on meaning rather than effects has helped us to identify some pedagogical interventions which can help our students develop the skills and vocabulary needed to think more deeply about the violence they encounter in the culture around them," Jenkins wrote in his essay, "The War Between Effects and Meaning."
Related links
Labels: Grand Theft Auto, Henry Jenkins, media effects, videogame violence, World of Warcraft
Tuesday, October 07, 2008
Homeschooling with World of Warcraft
Labels: academics, homeschooling, math, science literacy, strategy, World of Warcraft
Wednesday, September 24, 2008
Battle of the MMOGs?
Labels: multiplayer games, Warhammer, World of Warcraft
Friday, September 05, 2008
Virtual Worlds field trip
One thing that's clear from the research but was confirmed (in my head, not yet by speakers) everywhere I turned at the conference: digital ethics and citizenship have to be central to the discussion as we learn how to negotiate this new space where – definitely for kids, in any case - the line between online and offline is fading. Learning how to behave ethically in community whether digital or physical is central to children's well-being online, right now and increasingly as we move forward.
Really exciting projects are going on in and with virtual worlds in schools around the US and world. Check out the collaborative work between schools in California, Japan, and Australia at PacRim Exchange; with libraries in Teen Second Life and youth librarians of the Eye4You Alliance; on virtual islands for public school students (Ramapo Islands) in Teen Second Life; and in Second Life and New York City with nonprofit Global Kids, which aims to help "transform urban youth into successful students as well as global and community leaders" (I want to zoom in on some of these powerful projects in future posts).
I spoke with a northern California principal, Patti Purcell of Bel Aire Elementary School, about Bel Aire's six-week pilot project teaching students digital citizenship "in-world" and in the classroom with the help of children's virtual world Dizzywood. Patti told me she felt students needed a space where they could actually practice what they learned in character education, which has long been part of the curriculum. One lesson was in collaborative tree-planting. Dizzywood co-founder Scott Arpajian told me certainly any child can plant a tree in Dizzywood, but the "game" is designed so that planting gets "exponentially faster [and a lot more fun] when they help each other out." Students are given time to explore the virtual world (they're given "agency," a sense of place and ownership in-world), but the experience is structured too, with in-world activities always followed by classroom discussion. "Graduation" included presentations by the students before an audience of parents who were very interested in how character ed was taught in a virtual world. Patti said, "It's very empowering for a 10-year-old to be able to explain their space to a group of adults." Two other cool elements: students participate in creating their own code of ethics, and Scott told me Dizzywood lets them look "under the hood" - learn about how Dizzywood's techies and graphic designers create its activities and habitat (something aspiring designers and software engineers would be fascinated with).
A few general virtual-world-industry themes I picked up on (signs of where things are headed): not making users download special software, but bringing virtual environments to them right through their Web browsers; whether kid virtual worlds should "grow up" with their users (as has happened with about 10% of Whyville.net's users, now in college); predictions of a merging of social networking and virtual worlds; your avatar going wherever you go on the Web (not locked into a single virtual world); and other signs of interest in or movement toward interoperability.
Going to this conference was a déjà vu kind of experience for me. Though it wasn't just about kid products and services, it felt a lot like Jupiter Media's "Digital Kids" conferences in the late-'90s: a very young industry trying to get a fix on metrics, markets, and competition folding in lots of start-ups, a handful of well-established B2B and B2C companies (Whyville.net, There.com, Second Life, Multiverse) and one or two old, giant media players (e.g., Disney) barreling ahead, seemingly announcing a new "world" about every six months (Pirates of the Caribbean, ClubPenguin acquisition, PixieHollow.com, forthcoming Cars world). Lots of numbers were tossed around (some admitted by the speaker to be educated estimates because research is limited): a current 100 million+ virtual-world residents worldwide, 75% between the ages of 8 and 24, with virtual worlds "about to collide" with the Web's 550 million social networkers worldwide, and a current $1.5 billion market in virtual goods (e.g., weapons in World of Warcraft, clothes and furniture in Second Life). One number that has been researched – by the conference's organizers – is that there are now more than 150 virtual worlds for youth 3-17 either available or in development (see this post).
Related links
Labels: ClubPenguin, disney, dizzywood, Global Kids, Jon Landau, kids virtual worlds, Second Life, Teen Second Life, virtual worlds, Whyville, World of Warcraft
Friday, August 29, 2008
'Law 'n' order' in virtual worlds
Labels: Cellufun, community policing, kids virtual worlds, online citizenship, Second Life, virtual worlds, World of Warcraft
Friday, June 29, 2007
China's videogame sweatshops
Labels: videogames, World of Warcraft
NetFamilyNews.org