many-to-many, and mobile communications;
Encompassing the idea of participatory culture as social medias don't restrict the opinions of anyone to being broadcasted and intersecting with all other opinions.
many-to-many, and mobile communications;
Encompassing the idea of participatory culture as social medias don't restrict the opinions of anyone to being broadcasted and intersecting with all other opinions.
While not having a large community compared to many things on the internet, it can be seen as a good thing that people only go there to only learn in an academic way, with no judgment just help and encouragement.
Overall, your passion is certainly shown in the study, and you give great examples of participatory culture and connected learning. However, I would reference at least three readings from class just to meet the rubric requirements. I would also add more visual aid because just one picture doesn't demonstrate your comprehension of the CARP design principles well enough.
These forums, are created from the questions of students, for the use of students to help them grow and learn in an environment that is supportive.
Connect this to any of this readings we've done in class so far!
This also is in some ways a very interesting place to learn about similarities between different programming languages, and that can help people reach out even more and expand in what they can create. These places on the internet give a place connect to others in hopes of creating a welcoming learning environment where people can learn to create new things, so that seems like a wonderful production centered thing to me.
Great example of how participatory culture is prevalent in the digital media of C++ forums.
Though these aren’t connected to any social media outlets they are a good hub of social activity and people supporting other people trying to grow and learn.
If it isn't inherently connected to social media, I agree that something has the ability to be a "hub of social activity and peer support".
Learning is subjective to the student and sometimes we want to learn about things that are simply just a interest. Sometimes that interest can be monetized, and others it is simply for our own personal enjoyment.
Agreed on how anything can be considered learning, whether or not it's based on interest. Overall, I think your 2nd project is fine, I would just elaborate on a couple examples and add one more connection to a reading we've done in class.
This chapter of New Literacies
You should have referenced at least one additional class reading, and though your visual aid is definitely present, I'd recommend adding some variance rather than having each picture centered.
In just a few weeks, a couple articles posted to Twitter through Boston Media drastically changed Bostons perspective on the Finals MVP.
Further elaborate on how the perspective of Boston was altered based on the aforementioned NBA Twitter.
live tweeting with other people in the comfort of your own home is becoming a more enjoyable experience than going out or hosting a party.
Great example of peer-supported influence through digital properties.
Opportunity is not as prevalent in his neighborhood. The schools don’t get looked at for recruitment, funding is minimal, and the numbers are small. He knows he can do it, and he knows he can prove himself to be useful on or off the court. And he is determined to contribute one day.
Immediately engaging hook that makes me want to read more, props.
“The cinema industry categorizes audiences but motivations for every individual to attend the cinema hall is succeeded from the promotions, either through internet or magazine or newspaper, facebooks, Instagram, tweeter and many other facilities”, said Ms. Dale.
Good job of meeting the requirement of interviewing at least two "stakeholders".
(Talking Nepali Movies: Money Vs Arts, 2018)
If you're going to place an in text citation, I'd put quotations directly around whatever you are citing to distinguish your own writing from the source.
Not everyone has that ability to bring the hidden content lively into the screen for all kind of audience. It takes years and years of practice to master that ability to picture every physical detail.
The opposition to connected learning you refer to here is one I rarely see backed up, but it sensibly is based on this explanation.
We can not concentrate on each region while film making. We have to focus our mind on the things that we are great in and let other specialists put their time in what they know so as to make a perfect and better film.
While the detailed background you write provides a vivid image of film, I think this is an area in your post where you could certainly expand on participatory culture.
Furthermore, with several major exceptions, these woman are often notthe main characters in the games. However, as more girls and women playgames, this will change.
Some of the most notable examples of games doing a greater job of broadening the gender of protagonists over the past year or so include Fornite, as it's a random avatar each new game, and most recently, Apex Legends, which allows you to sort through a variety of characters both male and female.
reading and writingshould be viewed not only as mental achievements going on inside people’sheads but also as social and cultural practices with economic, historical, andpolitical implications.
Governments documents dating back to the 1800s compared to those of today are the best way of exemplification, showing the historical progression we've made as a nation.
Video games—like many othergames—are inherently social, though, in video games, sometimes the otherplayers are fantasy creatures endowed, by the computer, with artificial intelli-gence and sometimes they are real people playing out fantasy roles.
Though I don't play video games myself, the discourse I've heard amongst my friends definitely has shown me there's a greater preference towards real multi-player games as opposed to single player with automated computer lines/character actions.
A typical problem in the game isdeciding how to convince a talking wooden boat that wood floats, so that theboat, which is afraid of water, can feel free to go “boating” on the water andtake Pajama Sam where he needs to go
Why would Pajama Sam want/feel the need to enter a boat in the middle of darkness?
For example, it turns out that botanistsand landscape architects classify and think about trees quite differently. Theirdifferent contexts, social practices, and purposes shape their thinking (andreading) in different ways. Neither way is “right” or “wrong”in general.
I think this point just comes down to how everyone in the world perceives every word differently.
Different people can interpret each type of text differently.
Elaborating on this, there are people who argue others learn nothing from their certain interests, whether it be video games, art, or whatever, but everyone sees everything differently, meaning learning can be different for everyone as well.
Helping teachers and parents learn how to take on such roles within a gamingcontext is equally critical.
While adults know that there kids are going to be exploring large open online realms, it's reasonable that also keep up to date with the contexts out there.
Jonah had never played the game before, and Eric started explaining it to him. We did not intervene.This mentorship went on for over thirty minutes, with a growing sense of excitement.
When you discuss peer-peer learning, it's much more engaging than peer-teacher learning because it's accessible, and the students can relate more to each other.
His chapter offers a theoretical model forvideo game-based learning environments as designed experiences, focusing on open-endedsimulation games, modeled by both theGrand Theft AutoandCivilizationseries with whichhe has been working for a number of years.
Each time a gamer goes to play either of these games, they are consciously entering another universe and are pretending to be something there, knowing it's a crooked mirror of the real world.
Such a perspective opens up thepossibility for defining a set of new literacies associated with reading, producing, and playinggames, a set ofgaming literaciesfurther explored in Section 3 of this volume.
As I had expressed at the beginning of the semester, gaming literacy is something of its own language with terminology exchanged between players, in addition to certain controls.
include relations with siblings and parents, patterns of learning at home and school, as well asimagined futures for oneself.
My brother and I had really been able to bond over playing the NBA 2K games, and I was also able to learn a lot about the NBA in general through those games. However, there are also tons of games that can persuade you to be in their universe forever like Red Dead Redemption 2 or Skyrim
howtocreategamesthatusherteachersandstudentsfrombeingknowledgeconsumerstobeingproducers
While I think this would greatly assist in digital technologies entering school, I also think the challenge is to immerse student's in a game that will educate them as well.
arguedthattechnology,media,andtheirassociatedliteraciesrecruitmoresophisticatedthinkingthanschool-basedactivitiesdo.
I concur with this because I believe you learn something new with any piece of media encounter, even if it's not educational or "useful".
Sheunderstoodthecausalmechanismsatplayanddevelopedanentirelyreasonablesolution.
Games allow the players to learn why certain things are the way they are whether or not they notice it, and it's further enforced in this game's educational feel overall.
Afewtimesperclasssession,Ms.Joneswouldremindstudentsthattheyhadtousethelanguageoftheirprofessionintheclassroom.
Reminiscent of both having to speak in whatever foreign language during that class, and even method actors portraying their characters both on and off screen.
Thestudentssmiledastheyreadthis,showingsignsofpleasureinbeingexpertswithinthisdomain,particularlyusingtechnicalvocabularyfacilely.
The dynamic of the teacher actually having a rapport with the student further encourages their learning because they aren't just being told what to do.
studentsallplayedwiththesameclassmembers,asopposedto,say,playingingroupswithmoreadvancedlearners.
It would undoubtedly be more difficult to have this game on a grandeur scale, as it may not necessarily coincide with each curriculum.
Onedayduringthecurriculum,studentsgo“intothefield”andinvestigatethesite,examiningkeyissueslikestormwaterrunoff,sewageoverflows,andawellthatthesickkidsdrankwaterfrom.
I had done a science experiment somewhat similar to this in eighth grade, where we had all gone to the nearby pond and tested its pH levels.
Consistentwithsocioculturaltheoriesoflearning,themeaningsofparticulargamesarelegitimizedthroughdiscoursegroups
I think the open forums online that include said discourse allow for various interpretations of meanings of games to be explored.
howcurriculathataredesignedtocapitalizeontheaffordancesofmobilemediamightbeemployedinschools.
I've already seen this implemented in the school system in the past, as my district had loaned elementary schoolers iPads, while middle and high schoolers had gotten Macbooks for the school year.
Because School does not in most cases primarily provide access to these devices, it cannot limit their transformative uses in the same way they did with computers.
However overtime, we've seen a slew of courses being taught online at both college and high school level, integrating the "school" aspect to the internet in a way.
Many of these are not specifically affordances of mobile, but may more properly be described as the power of people connected by the internet when it is in most everyone’s pocket
A connection I have is the history of mobile phones I've had, with the first simply being able to make and receive calls and no internet. Overtime however, the integration has been noticed, but isn't completely fluid.
School assimilates the computer to its ways, using the computer to aid instruction “without questioning the structure or the educational goals of traditional School
They are taking what could be something transformative from the original schooling structure, but using it to their advantage. An example I have is from elementary school, when we could only use computers for MathFacts and UltraKey.
They can flesh out the concept of “increasing agency” for us with MML as they did for him back then
Just serves to show the greater transcendence digital learning has had over the years tied into increasing agency.
School has an inherent tendency to infantilize children by placing them in a position of having to do as they are told, to occupy themselves with work dictated by someone else and that, moreover, has no intrinsic value—schoolwork is done only because the designer of a curriculum decided that doing the work would shape the doer into a desirable form.
While I don't think school has an agenda of infantilizing children, I definitely think it's a byproduct of the education system as a whole. The foundation of school is to educate academically, but doesn't always turn out that way.
If all this work is about increasing the agency of those who participate, doesn’t it make sense to let them tell their own stories
I agree with this wholeheartedly, but with the censorship occurring online today, it seems we're almost taking steps back in opening the playing field for everyone to come and have a discourse.
It has taken two previous destabilizing innovations—the computer and the internet—and has put them in the pockets of most everyone.
With today's society and how rapidly technology is evolving, its presence in just about everyone's pockets isn't surprising. However, now that we are using these digital tools to learn, it is becoming more innovative.
going somewhere new, seeing something you have never seen before, sharing a deep interest, doing something you had no idea was even possible, telling stories in new ways, making something you care about, connecting new ideas, and generally taking ownership of who you are going to be through what you choose to do and think about.
I can most definitely say without my mobile, or internet in general for that matter, that I would not have the passion I have for filmmaking, or even be opened to the realm of online content, which, since making, has definitely helped me develop communication skills and embrace MML.
What is importantly included here that is missing from a more generic interpretation of MML is the bit about “increased agency.” This is why taking quizzes on your cell phone instead of on paper doesn’t fit.
In my previous years of schooling, some teachers have had students mirror their digital screen to theirs if an online test is being taken so no cheating is taking place. I've also had teachers arrange the desks so they can see the computer screens during a test to ensure no cheating.
There is quite a lot of activity involving mobile and learning that satisfies this simple definition. However, this definition does not quite fit with the conversations about MML that I’ve been a party to.
I don't think there's only blanket definition to overall encompass the reach MML can have in different types of learning, which I'm glad is expressed here.
If I’m the second thing you’re seeing I’m flattered, but the truth is that just by being exposed to new things such as ads or creeping on someone’s conversation.
Seems like you didn't complete your idea with this final sentence, but I think your map and post is fantastic overall. In addition to your thorough/detailed map, your post expresses the map well and includes excellent ideas.
much of my knowledge now, whether it’s just communication techniques and lingo, stems from having experienced the awkwardness of something new.
Completely relatable as each experience comes with a new lesson to take away. Also, I think it's fair enough to say it goes with your definition of awkwardness changing as you grow older and older.
So, to illustrate these ideas and the times at which they occurred in my “timeline”, I’ve made the conscious decision to make time the vertebrae in this flow map.
I think the concept of your ecology is incredibly unique and the way it turned out is amazing. The layout is very neat and organized, while also getting across what you've learned over the years.
Turns out that it is quite amazing to see how and where I gain my learning from.
Overall, I thought you did a good job going into how you learn in each respective location of school, Wattpad, and Google. I would just want to see what your actual ecology map is looking like. Besides that, I thought you did a good job.
From school, I learn stuff that is educational, but there are times where I can learn stuff that is not even school related.
Excellent job of distinguishing the different types of learning that goes on in separate locations listed!
Mapping my learning ecology is something new, and I’ve never heard of it before.
In a class I took last semester, we made ecology maps of the concepts we learned over its entirety. So, while I wasn't going in completely blind, this was a new concept for me as well.
Job, you are progressing at that time. You are enhancing what you learned. Life will bring you new ideas about learning ways and strategies.
I most certainly know this, as I've been switching through different jobs since 14 years old. Overall, I thought you did a solid job with the ecology map, and you properly explained the learning locations. Only critique is to elaborate on the learning within social media. Otherwise, great job!
In media literacy, since everything, now a days, is digital, it is very easy to access every bit of the information right in your hand in a second. We can consider Google, You-tube, Facebook, Instagram, twitter which is also a site where we can grab information which is expanding rapidly. Its easy to reach out people with such sites. And new literacy that includes blogging, emailing, video sites, wikis also are expanding technologies for learning.
Connecting to this, I think you can learn anything on really any social media platform, whether or not it's useful. I like how you explained the learning expansion the internet has brought us, but I think you could elaborate on how you learn both educational and recreational things.
Every people have skills and angle but there is some ideas that are just universal. For instance, colleges, school.
I would just reword this sentence getting across the same message. An example being, "Everyone learns from all types of resources, but some are just set in stone like college, and even primary schooling."
While other educators may share similar values, we believe that integrating them into a coherent whole produces a distinct framework that foregrounds design as a means of supporting students’ participation in the civic fabric of the classroom, school, and community.
I would completely concur with that as it is definitely supporting students and showing them how they can apply what they learn in school to real life. However, each project respectively had truly sounded too tedious for any student to fully enjoy.
143mobile civicsjames mathews and jeremiah holdenIn design meetings students often referenced youth as the ideal audience for their products. They believed their designs were educationally relevant to their peers and capable of shaping present and future perceptions of contested community issues
The youth taking their skills and learning to translate them to the next set of youth to come.
ollowing personal interests deepened students’ sense of ownership over their learning, led to increased care about the quality of their final designs, and promoted the overall success of the learning environment
As mentioned in the previous article, if something is more interesting to a student, they are better going to learn, and it's excellent that each project promoted this.
Additionally, the students felt they were uniquely poised — if not responsible — to document the events because they were happening then and now, in their backyard
It isn't a problem, until the problem comes into their territory.
As visitors walk the remaining sections of the path they watch videos and interact with virtual characters who share their perspectives on the development plans. These char-acters, all of whom are based on real people the students interviewed, also share their knowledge about the conservancy’s history, ecology, and use.
Having someone connect with you as you're making the decision is obviously going to sway it.
Because it runs adjacent to their school, many students felt a sense of ownership over the path. Additionally, students believed the city was moving forward with the plan despite strong public opposition.
Once you've attended a place for so long (i.e. school), it's easy to empathize with the students' path "ownership". Also, I think it's worth mentioning how they weren't sure if the move was occurring, but went with it anyways bc they're students.
research is now refocusing on the relationship between risk and harm, recognizing that not all risk results in harm and, crucially, a certain amount of risk is vital for building resilience and learning to cope (
The truth may sometimes hurt and it may require risks to be taken along the way, but it's all worth it by the end.
We look to the left and we look to the right, and we laugh about it at that time. We’re like...ha, ha, ha. I had my best friend Jerell and my best friend Rob.
You always stick it through the worst of times, being a teacher being ruthless, with your friends around.
documented how poor and working-class families embraced popular children’s media, whereas middle-class families viewed TV-based children’s media as a negative
The poor families utilize it to provide entertainment for the children, but the middle-class families are too homework orientated consistently as they are privileged.
Well, my mom actually thinks I’m a com-plete waste to society, no matter what.
Geez, what a truly awful mother.
He went to the library and checked out HTML for Dummies, got a copy of Photoshop from a friend, and got started.
Mimics that of the idea that anyone can become a filmmaker if they just have a camera and the drive.
A nationalist sentiment underlies many discussions of the creative economy, with a vision of an explicit international division of labor: Americans do “creative work” and less developed countries do “routine work.”
Tying into the concept of "ethnocentrism".
labor saving technological changes that favor skilled over unskilled workers
The industrial revolution?
The reality for too many youth, however, is that they see a shrinking set of options and little guidance towards new kinds of learning opportunity, community contribution, and diverse careers.
There are courses provided, once in high school, to pursue studying a medley of interests that may meet your outside hobby.
When a subject is personally interesting and relevant, learners achieve much higher-order learning outcomes.
Throughout each year of schooling, I've said this exact thing, but never known there was a term for it.
Their online role playing is not about murder and mayhem, but about trying out varieties of selves, informal storytelling, meeting new people and crafting a sense of themselves as writers
The games the article refers to right here still can have children walking away learning something, just not as high of value as the other game.
The period from around 12 to 18 years old is a critical time when individuals form interests and social identities that are key to the connected learning model. We also see adolescence and early adulthood as periods when young people establish an orientation to schooling and learning that can carry into adulthood, and begin to make decisions that will lead them to certain job and career opportunities.
As outside influences are having some of their most powerful effects during adolescence, it makes sense why they're key. I had stepped my toe into the work field at 14 years old, so they're definitely right saying it's around the time young people establish orientations.
Online, she found a community of like-minded peers who shared her interests, and who col-laboratively wrote stories and critiqued each other’s work.
I can resonate with this as on my learning ecology map, I had talked about the online communities throughout YouTube, and how transformative and inviting they can be.
the new media literacies should be seen as social skills, as ways of interacting within a larger community, and not simply as individualized skills to be used for personal expression.
As technology becomes more innovative day by day, this cannot ring more true. The "media literacy" has formed its own sort of culture that is a social branch for both children and adults, and understanding that is imperative to forming relationships today.
No established set of ethical guide-lines shapes the actions of bloggers and podcasters, for example.
Though there isn't necessarily any rulebook spouting the rights and wrongs of blogging/podcasting, with as rapidly as it's growing today, there are some being formed. They may be free to state their stance on whatever subject they're discussing, but the ridicule faced after develops the guidelines itself.
Contrary to popular stereotypes, these activities are not restricted to white, suburban males
Being a Latino male myself and having roughly several years of video-making underneath me, I was unaware of the "popular" stereotypes being referred to. Since I've known of the platform, there's been diverse content creators from all strokes of life.
The skills they acquired—learning how to campaign and govern; how to read, write, edit, and defend civil liberties; how to pro-gram computers and run a business; how to make a movie and find distribution—are the kinds of skills we might hope our best schools would teach
I have to disagree with this. Courses that would potentially teach the skills listed would be associating with the highest form of school, college, which I even think is a stretch. The education system school is built upon until then is more focused on the core academics such as English, History, Science, and Math, though also offering electives for specific student interests.
While students in schools with media and technology resources frequently obtain access to the Internet in classrooms using mobile laptop labs or small centers with three or four desktops in an area of the classroom, gaining access to the library is a more complex process of obtaining passes and working in strict silence, and students tend to use the library infrequently aside from class periods during which the entire class would visit the library to do research.
I agree with this, to an extent. While I hadn't frequented the library a whole lot during my time in high school, it definitely wasn't an involved process to the point of needing a pass every time I'd like to enter, and it was rarely enforced the strict silence policy, with many kids working together on assignments, or teacher assisting others.
Many teens also view new media as something to do while they are hanging out with their friends.
I would include myself under this label of "many teens". I've heard from my parents countless times when I'm hanging with friends watching TV how we should do something together. In response, I'd say we are because together, we are bonding over something we love to do, watching videos we both enjoy together, which I assume isn't understood by my parents due to the generational gap.
Given the institutional restrictions and regulations placed on young people by schools, teachers, parents, and neighborhood infrastructures, kids and teenagers throughout all our studies invested a great deal of time and energy talking about and coordinating opportunities to “hang out.”
This is something I could directly connect with as whenever a teacher would split me and a friend up if we were talking in class about hanging out, that'd further my agenda of wanting to hang out. It's similar to the idea that telling someone not to do something will make them want to do it more in my opinion.
Pew reports a steady increase in teen Internet use, from 73 percent in 2000, to 87 percent in 2004, to 95 percent in 2007, and a rapid increase in mobile phone owner-ship, going from 45 percent in 2004 to 71 percent in 2007 (Lenhart, Rainie, and Lewis 2001; Lenhart, Madden, and Hitlin 2005; Lenhart et al. 2008)
Similar to the first annotation I left, this fact doesn't surprise me whatsoever. Through today's innovation and how rapidly our technological advancements are coming, it would be safe to assume the general public is constantly yearning for the newest gadget, which this fact further supports.
The notion of “participation genre” enables us to emphasize the relational dimensions of how subcultures and mainstream cultures are defi ned; it also allows us to use an emergent, fl exible, and interpretive rubric for framing certain forms of practice.
As the previous article I had annotated had concepts that had awed me, this one does as well initially, but makes sense after the explanation. When I first read the name of the notion, I was confused, but as it mentions the collaboration of culture and how it's used as a rubric for certain forms of practice, it had made sense.
Young people in the United States today are growing up in a media ecology where digital and networked media are playing an increasingly central role. Even youth who do not possess computers and Internet access in the home are participants in a shared culture where new social media, digital media distribution, and digital media production are com-monplace among their peers and in their everyday school contexts.
I agree with this statement, but I don't really find it to be a problem. As our societal communication evolves through different online medias and a majority of youth in the US grow up in a media ecology, I see it as the time's becoming more innovative, and it should just be accepted.
Luis’s process of revision entailed re fl ecting on movies he had already made and setting goals for new ones. In some cases, this was self-critical, attempting to fi x mistakes he saw in his previous work. Luis described his desire to make more com-plex and better-structured fi lms.
This goes back to the main idea of the article on technology's influence of learning as it shows his continuing to utilize technology being improved by going over his previous attempts to make a sort of technological feat. This is also very refreshing to hear from a movie director.
Luis describes his process in a nutshell as, “think about it, get some supplies to make it, and then do it.”
As simplistic as he puts it, I think the kid is absolutely correct. You don't necessarily need millions of dollars thrown your way with 1,000,000 people watching your movies for them to be deemed as such. I think he's trying . to hone in on the beauty of making films, and how anyone can do it with the ambition.
Luis noticed the video camera equipment in the space and, using his existing knowledge and interest from working with his brother, set out to make live action movies with his friends
Creating videos on Youtube for roughly seven years, I can definitely connect with this. While I was making short videos about movies to share with random people on the Internet, his audience was merely his friends. At the end of the day however, we had in common the same thought process with each video, which was to have fun.
Our particular approach to case studies involves taking a longitudinal perspec-tive. Interviews and observations are summarized to create portraits of learning about technology in a genre that has been called “technobiography” in recent work (Henwood, Kennedy, & Miller, 2001 )
Similar to my last annotation, I find technobiography to be a wild idea. Though it makes sense as the summaries of interviews/observations are taken into account in biographical terms, I think it's fascinating how interacting with technology could be such a large part in others' lives.
F o r newcomers, joint endeavors offer not only opportunities to develop knowledge in a particular domain but also increasing levels of commitment, sense of belonging, and identity as a practitioner that develops and is sustained across time and place. Practice-linked identities typically emerge when learners view their own engage-ment in the practice as an important part of who they are
As I've grown up using large clunky computer in my early years and have consistently used technology since, I find the concept of practice-linked identities to be interesting. I've evolved with technology in a way, so I've never really noted my practice with it as being an important part of who I am. The concept makes general sense however, for less privileged children.