Connected Learning: an Agenda for Research and Design
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Depersonalized Intimacy: the Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto
Depersonalized Intimacy: The Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto hat i call “depersonalized intimacy” posits modes of being with Wone another that are not predicated on a self that is in control of its own value, its own self-knowledge, or its own interpersonal interactions. The demand to be a knowable, self-aware, and authentic self thwarts many a friendship, love affair, and intimate conversation, and yet we continue to turn to the self-help aisle or Oprah to learn to be better at expressing and knowing ourselves. When that fails, we lament that we are misunderstood, unheard, and unmet by the other. This disappointment suggests that there is a transparent, authentic, and real self that needs recognition and mir- roring. But this self is, I believe, a product of the neoliberal economization of the self, in which human capital becomes another site of investment and entrepreneurial ventures.1 As an antidote to this harmful and illusory expectation for the self, I suggest an ethics of depersonalized intimacy, in 1 On the neoliberalization of the self, see Wendy Brown on neoliberal reason: [B]oth persons and states are construed on the model of the con- temporary firm, both persons and states are expected to comport themselves in ways that maximize their capital value in the present and enhance their future value, and both persons and states do so through practices of entrepreneurialism, self-investment, and/or attracting investors. (22) ESC 42.1–2 (March/June 2016): 155–173 which we disinvest from an imagined relational self who is in charge of her actions and emotions and expected to perform herself to the other in an authentic and coherent manner. -
The Internet As Playground and Factory November 12–14, 2009 at the New School, New York City
FIRST IN A SERIES OF BIENNIAL CONFERENCES ABOUT THE POLITICS OF DIGITAL MEDIA THE INTERNET AS PLAYGROUND AND FACTORY NOVEMBER 12–14, 2009 AT THE NEW SCHOOL, NEW YORK CITY www.digitallabor.org The conference is sponsored by Eugene Lang College The New School for Liberal Arts and presented in cooperation with the Center for Transformative Media at Parsons The New School for Design, Yale Information Society Project, 16 Beaver Group, The New School for Social Research, The Change You Want To See, The Vera List Center for Art and Politics, New York University’s Council for Media and Culture, and n+1 Magazine. Acknowledgements General Event Support Lula Brown, Alison Campbell, Alex Cline, Conference Director Patrick Fannon, Keith Higgons, Geoff Trebor Scholz Kim, Ellen-Maria Leijonhufvud, Stephanie Lotshaw, Brie Manakul, Lindsey Medeiros, Executive Conference Production Farah Momin, Heather Potts, Katharine Trebor Scholz, Larry Jackson Relth, Jesse Ricke, Joumana Seikaly, Ndelea Simama, Andre Singleton, Lisa Conference Production Taber, Yamberlie Tavarez, Brandon Tonner- Deepthie Welaratna, Farah Momin, Connolly, Jolita Valakaite, Cynthia Wang, Julia P. Carrillo Deepthi Welaratna, Tatiana Zwerling Production of Video Series Voices from Registration Staff The Internet as Playground and Factory Alison Campbell, Alex Cline, Keith Higgons, Assal Ghawami Geoff Kim, Stephanie Lotshaw, Brie Manakul, Overture Video Lindsey Medeiros, Heather Potts, Jesse Assal Ghawami Ricke, Joumana Seikaly, Andre Singleton, Deepthi Welaratna, Tatiana Zwerling Video -
Global Nomads: Techno and New Age As Transnational Countercultures
1111 2 Global Nomads 3 4 5 6 7 8 9 1011 1 2 A uniquely ‘nomadic ethnography,’ Global Nomads is the first in-depth treat- 3111 ment of a counterculture flourishing in the global gulf stream of new electronic 4 and spiritual developments. D’Andrea’s is an insightful study of expressive indi- vidualism manifested in and through key cosmopolitan sites. This book is an 5 invaluable contribution to the anthropology/sociology of contemporary culture, 6 and presents required reading for students and scholars of new spiritualities, 7 techno-dance culture and globalization. 8 Graham St John, Research Fellow, 9 School of American Research, New Mexico 20111 1 D'Andrea breaks new ground in the scholarship on both globalization and the shaping of subjectivities. And he does so spectacularly, both through his focus 2 on neomadic cultures and a novel theorization. This is a deeply erudite book 3 and it is a lot of fun. 4 Saskia Sassen, Ralph Lewis Professor of Sociology 5 at the University of Chicago, and Centennial Visiting Professor 6 at the London School of Economics. 7 8 Global Nomads is a unique introduction to the globalization of countercultures, 9 a topic largely unknown in and outside academia. Anthony D’Andrea examines 30111 the social life of mobile expatriates who live within a global circuit of counter- 1 cultural practice in paradoxical paradises. 2 Based on nomadic fieldwork across Spain and India, the study analyzes how and why these post-metropolitan subjects reject the homeland to shape an alternative 3 lifestyle. They become artists, therapists, exotic traders and bohemian workers seek- 4 ing to integrate labor, mobility and spirituality within a cosmopolitan culture of 35 expressive individualism. -
Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology
Citation: Salen, Katie. “Toward an Ecology of Gaming." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 1–20. doi: 10.1162/dmal.9780262693646.001 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology A time is marked not so much by ideas that are argued about as by ideas that are taken for granted. —Jonathan Letham1 1954. West Germany gains an unexpected 3-2 victory over Hungary in the World Cup, known from then on as The Miracle of Bern. Officials announce that an American hydrogen bomb test had been conducted on Bikini Atoll in the Pacific Ocean. Marilyn Monroe weds Joe DiMaggio. The Geneva Conference partitions Vietnam into North Vietnam and South Vietnam. Mathematician Alan Turing commits suicide. “Gaming as a Technique of Analysis” is released, praising games as designed models with which to think. When viewed from this perspective, 1954 looks a lot like 2007: a year of instability and transformation on the world stage, a year shadowed by the promise and threat of competing ideologies, a year colored by fear, hope, and the advent of new technology. 1954 was also a year, like this year, when games entered the popular lexicon and man the player was seized upon as a harbinger of change. -
Living and Learning with New Media: Summary of Findings from the Digital Youth Project
The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning | November 2008 Living and Learning with New Media: Summary of Findings from the Digital Youth Project Mizuko Ito, Heather Horst Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, and Laura Robinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, Katynka Martínez, Dan Perkel, Christo Sims, and Lisa Tripp www.macfound.org Living and Learning with New Media | The MacArthur Foundation 1 Building the emerging field of digital media and learning The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital media are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations. The initiative is both marshaling what it is already known about the field and seeding innovation for continued growth. For more information, visit www.digitallearning.macfound.org. To engage in conver- sations about these projects and the field of digital learning, visit the Spotlight blog at spotlight.macfound.org. About the MacArthur Foundation The John D. and Catherine T. MacArthur Foundation supports creative people and effective institutions committed to building a more just, verdant, and peaceful world. In addition to selecting the MacArthur Fellows, the Foundation works to defend human rights, advance global conservation and security, make cities bet- ter places, and understand how technology is affecting children and society. For more information or to sign up for MacArthur’s monthly electronic newsletter, visit www.macfound.org. -
Revisiting the Potential Uses of Media for Children's Education
Revisiting the Potential Uses of Media in Children’s Education Chris Berdik Winter 2020 The Joan Ganz Cooney Center at Sesame Workshop About the Author Chris Berdik is a freelance science and education journalist in Boston. A former staff editor at The Atlantic Monthly and Mother Jones, he has covered topics such as virtual schools, DNA forensics, and climate engineering for national publications, including The New York Times, Wired, Popular Science, Politico, New Scientist, and The Washington Post. Since 2015, he has also been a regular contributor to the Hechinger Report, a nonprofit education newsroom. His reporting has won grants from the Pulitzer Center on Crisis Reporting, the Society of Environmental Journalists, and the Solutions Journalism Network. In 2012, Penguin published his book Mind Over Mind, about medical and non-medical placebo effects. He is now working on a book about noise, expected to be published by Norton in 2021. A full-text PDF of this publication is available as a free download from www.joanganzcooneycenter.org. 2 CoNteNtS 4 — INTRODUCTION 6 — PART ONE Uncharted Territory? 7 What’s Been Done (Or Overdone)? 7 Where Are the Gaps? 9 — PART TWO Key Ingredients 10 Starting Points 11 Digital Do’s and Don’ts 13 — PART THREE Adults in the Room 14 Encouraging Adults 15 Desperately Seeking Curation 16 Scaffolding 17 — PART FOUR Fake News! 18 Media Literacy 19 Privacy 21 — PART FIVE Pursuing Equity 22 Big Picture 23 Small Steps 24 — CONCLUSION 26 — CONTRIBUTORS 3 INtroDuCtIoN On November 10, 1969, Big Bird took his first outsized steps down Sesame Street, introducing the world to a character that was endearingly goofy, but always eager to learn. -
Read Book Life on the Screen Identity in the Age of the Internet
LIFE ON THE SCREEN IDENTITY IN THE AGE OF THE INTERNET 1ST EDITION PDF, EPUB, EBOOK Sherry Turkle | 9780684833484 | | | | | Life on the Screen Identity in the Age of the Internet 1st edition PDF Book Signed by Author s. The power given to us by Internet and other network infrastructure by their carrying diverse applications lets us explore our personal complexities. A little outdated at this point. Jun 07, Sara rated it really liked it Shelves: information-technology , nonfiction. The author is a Professor of the Sociology of Science at the Massachusetts Institute of Technology, and a licensed clinical psychologist holding a joint Ph. The book has been signed by Turkle in that there is a stamp pasted to the front loose endpage with her signature on it. Paperback , pages. By Amy Bruckman. Professor Turkle writes on the "subjective side" of people's relationships with technology, especially computers. Welcome back. Also, loads of interesting case studies and stories. Turkle is a brilliant observer of the online world, and what makes the Net incredibly interesting is that it was never intended to be a social medium. Overall a great read that raises a lot of questions, but also provides a ton of useful categories and terms for thinking. Ashley Poston made her name with Once Upon a Con, a contemporary series set in the world of fandom, and her two-part space opera, Heart of It was a great way to stay in touch long-distance. Includes bibliographical references pages and index A book about people and how computers are causing us to reevaluate our identities in the age of the Internet Introduction : identity in the age of the Internet -- I. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
Identify”-Ing a New Way of Seeing Amateurs, Moblogs, and Practices in Mobile Imaging
HEIDI RAE COOLEY “Identify”-ing A New Way of Seeing Amateurs, Moblogs, and Practices in Mobile Imaging Metal filings? Ice crystals on a bathroom window? A passing Tyrannosaurus rex? In November 2002, web designer Adam and a place via his/her MSD provide access Greenfield, coined the term ‘moblogging’.1 to not only a person’s running commentary Derived from ‘mobile’ and ‘weblog’, regarding his/her daily interactions but also, ‘moblogging’ indicated a shift, the emergence and more important to this essay, images that of a distinctive trend in weblogging (also correspond to the way s/he sees the world known as blogging), a form of electronic around him/her.4 journaling on the internet in which a person A particular moblog of interest is “Identify logs his/her thoughts and provides links to Game” located at the Textamerica website other sites to which others can respond and (identify.textamerica.com). Like the other contribute. The prefix ‘mo-’, an abbreviation moblogs hosted by Textamerica (as well as of ‘mobile’, redefined the character of other moblogs on the web), “Identify Game” blog journaling as it had been practiced posts images uploaded from MSDs and previously.2 Whereas blogging required a invites comments, or in the case of “Identify stationary point of access to the web, usually Game,” guesses, from visitors about the a desktop computer, moblogging happens images. However, the images posted to on-the-go. With mobile screenic device “Identify Game” are substantially different (MSD)—such as a camera phone or PDA with from the majority of those posted to other imaging capabilities—in hand, one can move moblogs; they demonstrate a particular about the city or other places and “post [his/ and extreme example of the imaging that her] experiences, narratively and visually, on MSDs foster. -
The University of Chicago Playfulness 1947-2017
THE UNIVERSITY OF CHICAGO PLAYFULNESS 1947-2017: HERMENEUTICS, AESTHETICS, GAMES A DISSERTATION SUBMITTED TO THE FACULTY OF THE DIVISION OF THE HUMANITIES IN CANDIDACY FOR THE DEGREE OF DOCTOR OF PHILOSOPHY DEPARTMENT OF ENGLISH LANGUAGE AND LITERATURE BY PETER DOUGLAS MCDONALD CHICAGO, ILLINOIS JUNE 2018 Copyright © 2018 by Peter McDonald All Rights Reserved For those who pretended a world into being, and those who made belief. TABLE OF CONTENTS LIST OF FIGURES v ACKNOWLEDGEMENTS vi ABSTRACT ix Introduction Interpreting Play 1 Chapter One Replayability: Play without Truth 32 Chapter Two Secrecy: Play without Reason 87 Chapter Three Trickiness: Play without Rules 142 Chapter Four Fairness: Play without End 200 BIBLIOGRAPHY 262 iv LIST OF FIGURES Figure 1.1. A still from Video Chess depicting Duchamp in sepia. .............................................. 40 Figure 1.2. A still from Video Chess depicting overlaid photos. .................................................. 42 Figure 1.3. A still from Video Chess depicting outlined bodies. .................................................. 42 Figure 1.4. A still from Video Chess depicting abstract outlines.................................................. 43 Figure 1.5. A still from Video Chess depicting blurred areas of color. ........................................ 44 Figure 1.6. Two stills depicting Duchamp and Kubota playing against nude opponents. ............ 47 Figure 1.7. Specrtum Holobyte’s 1987 release of Tetris for the Amiga computer. ...................... 79 Figure 1.8. SexTetris (1993), a variant on the theme of Tetris. .................................................... 80 Figure 2.1. Takako Saito, Spice Chess (1977). ............................................................................. 92 Figure 2.2. A line of empty green blocks leads to a secret exit in Super Mario World. ............. 132 Figure 2.3. Secret exit in “Cheese Bridge,” from Super Mario World. -
Copyright by Kaitlin Elizabeth Hilburn 2017
Copyright by Kaitlin Elizabeth Hilburn 2017 The Report Committee for Kaitlin Elizabeth Hilburn Certifies that this is the approved version of the following report: Transformative Gameplay Practices: Speedrunning through Hyrule APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Kathy Fuller-Seeley Transformative Gameplay Practices: Speedrunning through Hyrule by Kaitlin Elizabeth Hilburn, B.S. Comm Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2017 Dedication Dedicated to my father, Ben Hilburn, the first gamer I ever watched. Abstract Transformative Gameplay Practices: Speedrunning Through Hyrule Kaitlin Elizabeth Hilburn, M.A. The University of Texas at Austin, 2017 Supervisor: Suzanne Scott The term “transformative” gets used in both fan studies and video game studies and gestures toward a creative productivity that goes beyond simply consuming a text. However, despite this shared term, game studies and fan studies remain fairly separate in their respective examination of fans and gamers, in part due to media differences between video games and more traditional media, like television. Bridging the gap between these two fields not only helps to better explain transformative gameplay, but also offers additional insights in how fans consume texts, often looking for new ways to experience the source text. This report examines the transformative gameplay practices found within video game fan communities and provides an overview of their development and spread. It looks at three facets of transformative gameplay, performance, mastery, and education, using the transformative gameplay practices around The Legend of Zelda: Ocarina of Time (1998) as a primary case study. -
The Power of Play: the Portrayal and Performance of Race in Video Games." the Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen
Citation: Everett, Anna, and Craig Watkins. “The Power of Play: The Portrayal and Performance of Race in Video Games." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 141–166. doi: 10.1162/dmal.9780262693646.141 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. The Power of Play: The Portrayal and Performance of Race in Video Games Anna Everett University of California, Santa Barbara, Department of Film Studies S. Craig Watkins The University of Texas at Austin, Department of Radio-Television-Film Introduction: Young People, Games, and Learning The growing presence of games in the lives of young people creates perils and possibilities. Games have been a constant source of criticism and alarm among parents, researchers, child advocacy groups, and elected officials. The potential harmful effects of gaming have been linked to society’s understandable concerns about the increasingly sedentary lifestyles of youth and childhood obesity, addiction, gender socialization, poor academic performance, and aggressive behavior.1 An area of growing concern is the role of games in the learning experiences and environments of youth.2 While there is growing consensus that learning takes place in games, the question we ask is: “What kinds of learning?” In this chapter we shift the focus on youth, learning, and video games generally to consider the extremely significant but often overlooked matter of race. Specifically, we address the following question: In what ways do young people’s interactions with video games influence how and what they learn about race? We present a critical framework for thinking about how popular game titles and the professionals who design them reflect, influence, reproduce, and thereby teach dominant ideas about race in America.