Saturday, March 30, 2013

Second Life? I'm barely making it through my first one!


I must say that this week’s readings/podcasts left me with very mixed feelings.  Even after watching the two podcasts about using Second Life with online learning, I am still not convinced of the purpose.  Personally, being a cartoon character sitting with another cartoon character as we watch a third cartoon character teach doesn’t seem necessary.  I know that virtual worlds are improving all the time and I even talked to my father-in-law who has experienced a scenario that almost felt like the holo-decks aboard the Starship Enterprise.  But what was described in the videos seemed little more than a kitschy way to experience online learning in a way that more closely resembles traditional school.  I’m just not sold on the idea.


Games and learning theory, on the other hand, really set my mind working.  So much of what Gee talks about in Learning and Games goes right along with my core beliefs about education: room to fail, self-regulation, cooperation/collaboration, and working at your own pace.

Failure is not an option…but it should be

“It should be noted that humans and other primates find learning and mastery deeply, even biologically, pleasurable under the right conditions, though often not the ones they face in school,” (Gee, 2008, p. 24).

Giving students room to fail in an environment of safety is something most teachers try to create in their classrooms.  But even in the best classrooms, we are working against ourselves if we preach one thing, but test another; and most classroom tests are designed to have high-risk failure with little or no opportunity for correction.  Using grades the way they are administered in classrooms today completely loses sight of what learning is supposed to be about.  We no longer worry about whether or not a student actually masters the material.  They get the grade they get and we move on because we have to cover the pacing guide in order to check off all the boxes.  Anyone who sits down and thinks about this phenomenon can see the problem, but most are content to simply shrug their shoulders and say, “what can we do?”.  Figuring out a way to bring some of what games offer us in the way of learning is one thing we can do.  Getting rid of grades based on percentages is another (but that is not the focus of this reflection).

Here we go loopty-loo.
“[F]or experiences to be useful for future problem solving, they have to be interpreted. Interpreting experience means thinking—in action and after action—about how our goals relate to our reasoning in the situation. It means, as well, extracting lessons learned and anticipating when and where those lessons might be useful.” (Gee, p. 21)
Again and again in my professional life, the idea of feedback loops and cycles of learning comes up in my readings.  As we continue to work on helping students become more self-regulated learners in our 4/5 Learning Community, we have been focusing on the work on Zimmerman. 

The loop he designs begins with forethought and goal setting which then leads to action.  Before getting to the action phase, notice that a key component in the “forethought phase” is setting goals.  Having goals is important.  We have done a lot of work with goals in the past two years as we have implemented the Marzano Causal Model as a part of our Teacher Evaluation System.  In the classroom, teachers set the goals. In gaming, the game sets the goals, “but often leave players free to achieve these goals in their own ways,” (Gee, 2008, p. 23).  This autonomy is a part of students’ intrinsic pleasure with playing games.  Having perceived control is important.  As Gee notes, “all deep learning involves learners feeling a strong sense of ownership and agency, as well as the ability to produce and not just passively consume,” (p. 35).
Within the “action” phase, the student is again doing exactly what Gee is advocating – looking at what is going on and being metacognitive about how it relates to and affects the original goal and what the player/student needs to do to either course correct or continue.  Making students consciously aware that they are doing this is huge in getting them to be able to apply it in new situations.
All Wings report in.

“[G]amers highly value collaborative play, for example, two people playing Halo together to beat the game, or the grouping in massive multiplayer games like World of Warcraft. Indeed, collaboration and competition often seem to be closely related and integrated in gaming, though not in school.” (Gee, pp.34-35)

Cooperative Learning is one of the cornerstones of my educational practice.  Unfortunately, many who hear this phrase think of group work and group projects.  But true cooperative learning teaches students how to interact with each other in collaborations that enable them to utilize the strengths of all team members and learn to listen and work together.  As Frey argues, viewing learning as a process where the learner is influenced by those around him means that an individual cannot learn as much on his own as he can within a group who can add to and influence his conceptualizations (2009, p. 14). Further, Gee asserts that games use the concept of “distributed knowledge” or “distributed cognition” to help players during games.  “These terms are meant to describe the ways in which people can act smarter when they combine or integrate their own individual knowledge with knowledge that is built into tools, technologies, environments, or other people,” (2008, p. 32).  In video games, this seems easy, but in the classroom this is often hard for students, especially gifted ones, who would rather just zoom ahead and finish the work.  But learning how to work with others is still valuable because eventually we all come to a place where we are on the edge of our abilities and we need to be able to work with others as many players do in the game examples Gee cites.
Leveling Up

Here is a video from Paul Anderson describing how he used the concept of gaming to improve his classroom.


One of the features of most games is the ability to level up and move forward as you are ready.  This is something we almost never do in education.  There are many reasons behind this – and many of them are very reasonable and even noble.  But the longer I teach, the more troubling I find it that we continuously teach to the middle leaving the majority of the students either confused because we move to fast or bored because we move to slow.  I am not a fan of tracking in the traditional sense, and I am certainly not a fan of sitting students in front of computers all day as the computer teaches them (you can watch more of Paul Anderson’s videos about that phenomenon).  But there must be some in between where students are able to work with groups of varying abilities for part of their day while they are able to pace themselves and move at a speed comfortable for them as they learn and master content.

---
There are several other things I would like to say about this article, but I don’t have the time to delve into everything at the moment.

References
Frey, N., Fisher, D., Everlove, S. (2009). Productive group work: How to engage students, build teamwork, and promote understanding. Alexandria, VA: ASCD.

Gee, James Paul. (2008). Learning and Games. In Salen, K. (Ed.) The Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA: The MIT Press.
Zimmerman, B. J. (2002). Achieving self-regulation: The trials and triumphs of adolescence. In Academic Motivation of Adolescents. Greenwich, CT: Information Age Publishing.

Sunday, March 24, 2013

Approaching Cynicism


  • How do we shape our ability to critically evaluate the credibility of information available online?
  • How do we represent ourselves online?
This is a tricky question. As with some of the other reflection questions, it is difficult to answer because it requires such generalizations. From the data, it does seem that youth seem less concerned with revealing information about themselves than adults do. Whether this is merely comfort with a newly emerging sense of publicity or  naïveté remains to be seen. Until we are 20 years down the road and we have a president elected who had drunken frat boy pictures or scantily clad bikini pictures in Facebook from high school and college will we know whether society is truly moving past our current fear of impropriety.


As I pondered implications of the research in these articles, I kept thinking about the online entries of one of my friends on social media.  I was compelled to go back through her feed and take note of some of the phenomenon noted in the articles.  I will attempt to share some of them as they apply throughout my reflection.


Creating who we are...

From the research in these articles, it would seem that youth are more conscious about what they put online than one might first think.  For example, according to Stern (2008), “Performing and playing with their identities in online public spaces is especially gratifying, because it is viewed as less risky but potentially more validating than experimentation in other arenas,” (p. 113).  I had not thought of this before, but it makes sense.  If you make a misstep online you can always just say you were messing around - that it only took a couple of minutes.  Play it off like you didn’t mean it and you hadn’t really invested in it, even if you had.  When you make a misstep “live and in person,” it is harder to undo.  Taking this further, Stern asserts that “instances of audience rebuke push young authors to consider how the acts of encoding and decoding messages can diverge from one another, and reveal how message creators in any context must work to insert meaning into their texts strategically," (p. 114). My friend definitely experienced audience rebuke several months ago when she posted several memes and thoughts following the Sandy Hook shootings and the gun control debate that followed.One of her posts that got the most negative blowback was comparing the Obama administration with Hitler and the Third Reich as they called for more gun control.
I suppose that Stern's finding regarding an author's reflection after a rebuke would hold, but not with subtly in this case.  Instead, my friend began to post messages like this:
As you can see by the ending, the rebuking was noted but had not actually changed the behavior of my friend, it only changed how she framed her comments.  However, she has posted fewer and fewer inflammatory things as time has progressed.  Whether this is her taking note and trying to change her online image or simply ceding to propriety, one cannot be totally sure.  However, she does seem to agree with the blogger who said, "just because you read my blog doesn't mean you know me," (p. 112) when she posted this:

Understanding the world around us...

"To prepare youth to make fully informed credibility decisions, they must become fluent in the tools that facilitate the conversation and become aware of potential biases in the network technology itself," (Lankes, 2008, p. 116).


Building this fluency is definitely one of our goals at PK Yonge as we push to expose our students to more and more of online life.  My colleague, Holly Wall, and I have been engaging in an inquiry project to increase the amount of time and scrutiny our students use while online.  While these aren't necessarily the primary goals, they are certainly a major part of the effort.  Once piece that I haven't been very mindful of, and have now realized I should be, is the idea that more and more of what we see in "our daily lives is provided, assembled, filtered, and presented by sources that are largely unknown to us, or known to us primarily in nontraditional ways," (Flanagin & Metzger, 2008, p. 6).  The idea that we can no longer trust it because Uncle Walter (in reference to Walter Cronkite) said it has far reaching implications.  Even with websites like Snopes.com available, online consumers must use their own background knowledge, skepticism, and cognitive abilities to filter out what is probably credible and what is most likely fabrication. Again, my friend had an example in her feed:
If you open the picture to see the story, you can see that it is about a family getting sick on a picnic due to rat urine on the soda cans.  It took about 20 seconds to open up snopes.com, copy and paste the item, and find out that they only true part of the story is that indeed rat urine can cause the illness - but none of the examples given are even close to true.  According to Flanagin and Metzger, "youth, particularly younger children, may be more susceptible to digital misinformation and less able to discern credible from noncredible sources and information than are adults who are more cognitively advanced," (p. 16) (emphasis original).  However, as a user of social media, I can tell you that, despite the authors' assertions that it is youth that suffer from their lack of experience and cynicism, there are many adults out there who gladly pass along information like this without critically examining its credibility.  Teaching kids to be critical and skeptical without completely disbelieving everything needs to be at the heart of our comprehension skills instruction - right next to learning how to infer.

Tangled...

I think the scariest part of the internet is something that not enough youth think about - the idea of how tangled we are in cyberspace beyond our own ability to know.  In some ways it reminds of the story of Brer Rabbit and the Tar baby - where he keeps hitting the tar baby over and over and getting more and more tangled as he does.  This is what is happening to us the more we use the internet, particularly social media.  Once a piece of us is in cyberspace, we lose control over what happens with that piece.  Much like celebrities who are affected by the news in the tabloids whether they personally read them or not, "when young people become the subject (or object, if you will) of digital media, they are used by it; when a digital media artifact—a digital media file of any type, for example video, audio, still image, text—that features them is created, part of them becomes entangled with the digital media and forms the substance of it," (Heverly, 2008, p. 199).  This idea is the purpose behind this PSA:



I think that many students don't really think about this side of the equation.  They are thinking about looking cool and wanting their friends to notice them.  They rarely think beyond their immediate circle to a broader audience because they can't really fathom that someone else might be interested.  When it comes to what we need to teach our students, I think this is possibly the most important lesson.


References





Flanagin, A. J., and Metzger, M. J. (2008). “Digital Media and Youth: Unparalleled Opportunity and Unprecedented Responsibility." In (Metzger, M. J, and Flanagin, A. J. (Eds). Digital Media, Youth, and Credibility. Cambridge, MA: The MIT Press.

Heverly, R. A. (2008). “Growing Up Digital: Control and the Pieces of a Digital Life." In McPherson, T. (Ed.) Digital Youth, Innovation, and the Unexpected Cambridge, MA: The MIT Press.

Lankes, R. D. (2008). Trusting the Internet: New Approaches to Credibility Tools. In Metzger, M. J. and Flanagin, A. J. (Eds.) Digital Media, Youth, and Credibility. Cambridge, MA: The MIT Press.

Once posted, you lose it. (2008). Retrieved from http://www.youtube.com/watch?v=CE2Ru-jqyrY&feature=youtu.be

Stern, S. (2008). Producing Sites, Exploring Identities: Youth Online Authorship. In Buckingham, D. (Ed.)
Youth, Identity, and Digital Media. Cambridge, MA: The MIT Press.



Sunday, March 17, 2013

Defining who we are



  • Do we self-select our social networks?
  • Is it possible to choose not to be part of a social network in our personal and/or professional lives?

           When I first began thinking about my response this week, I was thinking in terms of how each of us as individuals define and shape ourselves via our social network profiles.  But as I read and researched, I began thinking of this in a more macro sense; how do we as a society shape our online identity.  While this is an inherently complicated endeavor for which any one answer is impossible, the ability to analyze macro-data across networks and demographics makes it possible to at least look at trends.
            Byrne (2008) looks almost exclusively at social networks created for racial sub-groups - specifically African-American, Asian, and Latino (though the case for Latino not being a racial group is made by one user quoted in the paper) (p. 18).  While she asserts that these sites are important because they allow the youth from these demographics to explore and enrich their cultural heritage thereby strengthening their own sense of self (p. 33), in the end she glossed over the fact that the number of youths actually involved in the sites was really minimal.  Though the overall total numbers in the millions, it is in the low millions and pales in comparison to participation in other forms of social media (i.e. MySpace, FaceBook, Twitter, etc.) (p. 16).  I also felt the author neglected to substantively investigate the type of users drawn to specifically racial social networks.  Many of the posts cited were very vitriolic.  While explaining some, in my opinion, she tended to lend too much merit to the ideas of a group of people who already self-identified as viewing their race as the number one characteristic which defines them (at least in the context of the network).  To bring this back to my original topic of macro-definitions of who we are online, I think this may very well be representative of how we might define ourselves offline; there are a small number of those who define themselves primarily by their race and spend a lot of time discussing and furthering that agenda while most of us participate in networks that are more holistic and not specifically defined by racial make-up (even if there isn’t much racial mixing).   Of course, as a thirty-something white male, I recognize that it is a lot easier for me to not think about my race than it is for others, so I never really know to react to research like this.
            It is also interesting to note that while the majority of online adults use Facebook, the number of users on other networking sites, such as Twitter, has a much more mixed group of users.  According to a Pew Research study, African-Americans use Twitter at almost double the rate of Whites (“The demographics of social media users, 2012).   The study does not get into analysis of how it is used, simply that the demographics of the users.  However, Dr. Melissa Harris-Perry attempts to explain this phenomenon in an interview on MSNBC:
I think what they represent is a kind of entrepreneurship in our public discourse.  So one way to think of this is that as these demographics are changing in the country, as you have a more majority-minority population, then these voices that haven’t had sort of the traditional routes into, for example, cable television news or radio, they use social media as a way to be entrepreneurial in news discussions, in arts and culture discussions.  It’s a way of being in control of one’s own media sources (“From minority to majority,” 2012, minute 1:15).


Visit NBCNews.com for breaking news, world news, and news about the economy
 

The Pew study (2012) also notes that women are much more likely to use social media across the board than men, a phenomenon that Dr. Harris-Perry explains is the result of moms having extra time on their hands when they are waiting for their children at sports practice, dance class, etc. (From minority to majority, 2012). Whether or not this is the actual reason is not supported by the study, but it is an interesting theory. 
            Although the data is inconclusive regarding why different demographic groups are online and on certain social networks, it does seem reasonable to note that those who have traditionally been left out of the larger mainstream conversation are carving out niches online where they can be part of the production of their own conversations rather than just consuming the conversations of others.   In this sense, these groups are defining their identity and continuing to shape it in the face of confrontation and new attitudes as we move forward in the human condition.  This doesn’t speak to generalizations about how we ALL as humans do create and shape our online identities, merely these specific groups.  And though the significance of any individual group may be questioned, I think it is worthy to note that group identity is being strengthened, not weakened as people can turn to online communities.

References



Byrne, D. N. (2008). “The Future of (the) ’Race’: Identity, Discourse, and the Rise of Computer-mediated Public Spheres." Learning Race and Ethnicity: Youth and Digital Media. Cambridge, MA: The MIT Press. 15–38.
Duggan, M., Brenner, J. (2013). The demographics of social media users – 2012. Retrieved from http://www.pewinternet.org/Reports/2013/Social-media-users/The-State-of-Social-Media-Users/Overview.aspx
Harris-Perry, M. (2011). From minority to majority. MSNBC. Retrieved from http://video.msnbc.msn.com/msnbc/44358621#44358621
Ito, M., Sonja B., Matteo B., Boyd, D. Cody, R., Herr, B., Horst, H.A., Lange, P.G.,Mahendran, D., Martinez, K., Pascoe, C.J., Perkel, D., Robinson, L., Sims, C., & Tripp, L. (2009). Hanging Out, Messing Around, Geeking Out: Living and Learning with New Media. Cambridge: MIT Press.

Saturday, March 9, 2013

Metacognition in a Digital World


How do we perceive ourselves (and others) in the real and digital worlds in which we live?

When we think and talk about our “online identity,” most of us think about our credit cards, our Facebook persona, and our internet browser history.  Thinking about our online identity in terms of how we interact with others is really not something I have ever given much thought to.  I don’t think that many others spend much time thinking about it in the same way as the authors have either.  I found it an interesting perspective to read about.

Becoming Metacognitive
For me, this concept is essentially an exercise in metacognition.  When we teach reading at PK Yonge, we don’t spend a lot of time reading stories and answering questions at the end; we don’t talk a lot about the “skills” drilled into students in most basal reading series.  Instead we focus on the underlying strategies that good readers use while they read (questioning, connecting, inferring, synthesizing, summarizing, etc.).  Along with explicitly teaching these strategies we work with students on becoming metacognitive about the entire process; helping them to notice when they are doing it and figuring out why.  Through this process they are able to understand themselves as a learner and become smarter in the way they utilize the strategies.  To me, this is the same kind of meta-structure that Ito et al. (2009) are using to categorize online usage.  Just like in reading one can be using multiple strategies simultaneously, using this framework one can be operating in different spheres online at the same time.  I can be on my phone “hanging out” via text messaging, Facebook, and Instagram while at the same time “geeking out” online by participating in a chatroom about a specialized topic that I’m really into (I’m not divulging my nerd tendencies here! J).

New wonderings
            There were a couple of points in the reading where I began wondering about some pieces of kids’ online lives.  I thought it was very interesting that, contrary to what many adults believe, teenagers would prefer to hang out in person (Ito et al., 2009; “Social media, social life: How teens view their digital lives,” 2012).  However, just like adults who are in a perpetual tether to their work via smart phones, teens find themselves in a constant state of connection with their peers.  I wonder if this is one reason why there has been a rise in reported bullying and other issues between kids online.  If you were truly able to disconnect and have a break from one another, oftentimes issues lessen and wounds heal.  But with 24/7 connectedness, many might find themselves in a destructive whirlpool that is crashing in on itself as rumors and gossip travel faster and warp into evermore destructive forms.  It doesn’t even matter if you are online or not, because everyone else is, so rumors will still spread.  I’m sure that as I progress through this course and degree I will be able to delve more into this, but at this point, it hasn’t gotten past the wondering stage.

Building an online identity
            When it comes to relating our readings to my context, I often find it difficult.  I teach fourth and fifth graders (9-11 year olds).  Most of the research and writing about kids online focus on 13-18 years olds because most social media sites don’t allow participation until you are 13.  As we all know, this doesn’t mean that there aren’t hundreds of thousands of 9-12 year olds online creating identities and bumping into the hard realities of online interactions.  It simply means that there aren’t many people looking at them.  However, I did find one video that does have an eleven year old discussing shaping her online identity and how she views online connections.


            While this isn’t specifically centered on the convergence of and movement between “hanging out,” “messing around,” and “geeking out” as discussed in the chapter, it does deal with how pre-teens are learning to move their “hanging out” from face-to-face to cyberspace.  I actually found it interesting that in contrast Ito et al., who talked about teens using technology primarily to arrange offline face-to-face time (p. 38), “Eva” discussed how chatting online allowed her to say things she wouldn’t say to someone in person, including the f-word, much to her mother’s horror.  This speaks to the thesis of Hanging Out, Messing Around, and Geeking Out by showcasing a seamless movement between multiple reasons to use the same technology.

Social Networks in Elementary School
            In my own context, my colleague and I are working to integrate Edmodo into our online community of learners (this colleague is Holly Wall who is also in this class with me).  When I saw the topics that we will be discussing and researching this semester, I got really excited because we have just recently begun this journey and are hoping to work on some mini-grants this summer to take it to the next level next year.  I am really looking forward to delving deeper into the idea of social networks and online identities as we introduce our students to these contexts.  Though it won’t be our primary purpose, helping them learn to navigate these waters is a very important secondary goal.  This idea of moving back and forth between tools and purposes online will be an important addition to how we approach our students.  Just as we teach them to be conscious of moving back and forth between reading strategies, we want them to be self-aware about their purpose and online persona as they are interacting with others online.  By recognizing the different purposes and therefore different types of interactions, hopefully students will become more successful in their online interactions.


References

Ito, M., Sonja B., Matteo B., Boyd, D. Cody, R., Herr, B., Horst, H.A., Lange, P.G.,Mahendran, D., Martinez, K., Pascoe, C.J., Perkel, D., Robinson, L., Sims, C., & Tripp, L.(2009). Hanging Out, Messing Around, Geeking Out: Living and Learning with New Media. Cambridge: MIT Press.

Self expression and identity online. 2012. Retrieved from http://on.aol.com/video/self-expression-and-identity-online-517371587?icid=video_related_thumb_2

Social media, social life: How teens view their digital lives. 2012. Retrieved from
http://www.commonsensemedia.org/research/social-media-social-life/key-finding-4%3A-teens-wish-they-could-disconnect-more-often