Very few independent animation studios exist outside the empire of thethree major children’s players
This has slightly changed with streaming
Very few independent animation studios exist outside the empire of thethree major children’s players
This has slightly changed with streaming
distribute their content to third-party broadcasters, sell DVDs and consumerproducts licences, and have made major online investments. Viacom acquiredan important position in casual gaming with the acquisition of Atomfilms andNeoPets, while Disney owns the Club Penguin virtual community
if not throughh adverstising, the parent companies will sell them out in a way. It is also important to note that a lot of these major comapnies that went on to make streaming services also invest in other projects
Digital “badges” might be tied to these portfolios to provide an additional support for this kind of support for assessment
This separate from grading! Instead of just getting a score back your peers and educators will be actively working with you on your projects and helping you reflect.
Often civic educators focus only on schools.
There should be other ways to teach kids outside of school. Excluding the internet, maybe there can be more clubs?
n contrast to conventional wisdom regarding Internet “echo chambers,” our findings revealed that few young people, 5 percent, report interacting only with those whose views align with their own.
I wonder why this is the case
Similarly, as iPads and iPhones gain popularity, companies steer users toward the use of “apps” (applications) – standalone sites dedicated to that company’s services.
Interesting to hear them start talking about apps in this way
one in which peer-to-peer exchange and mentorship is common
So it's already prepping people to learn in a way
For the month of April 2011, for example, “Gaians” were encouraged to equip their avatar with a daffodil to support cancer awareness as a form of onsite engagement.
Similar to wearing clothes of a specific color.
as well as their exposure to media literacy education.
I'm assuming it was a lot because of how much the digital has been overlapping with the real world.
conventional wisdom
"generally accepted fear or belief"
Thus, in addition to recognizing the many ways civic and political life rely on digital media, it is important for civic educators to think about risks and challenges as they consider ways to engage with the digital dimensions of civic education.
A lot of people think it's one way or the other, but a feel like a combination of the two actually helps teach.
The Internet is where funds are raised and individuals are mobilized.
Right off the bat, my first thought was Go Fund Me.
“town squares” of yesteryear for young people, allowing them to grapple with their fears and hopes and providing a significant space for political commentary
I like this little comparison. I don't know, I just think it's neat.
18!29 year-old Internet news consumers say their voting decisions are influenced by what they learn online
I know for myself that my parents aren't exactly the most politically active, so a lot of what I learned was online (and then what was mentioned briefly in school)
Half (50 percent)
Why'd they write it like that
provocative
"causing annoyance, anger, or another strong reaction, especially deliberately."
But they are also called upon to facilitate roundtable discussions, write opinion pieces and news spots, produce public service announcements, and learn to spread all this youth-generated content via social media
I would've died to have an opportunity like that! Not necessarily because I like that, but because I would want to try it out
This kind of immediacy and social connection, which is at the heart of fan and game activities, can also drive contributions to causes that are more explicitly civic in nature.
I feel like the immediacy is interest driven.
multi-directional
"Operating in several directions"
The Harry Potter Alliance (HPA) is a non-profit organization, uniting fans and activists who take inspiration from the characters and events contained within that blockbuster series to mobilize for literacy, equality and human rights, all the while asking “What would Dumbledore do?”
Did not know this was a thing. They now go by Fandom Forward
But as a result of open, online infrastructures, these networks are often visible and accessible to those outside the tight-knit community.
Not sure if this would count, but maybe the furry community? There's certainly a lot of them, but that doesn't mean they all share everything in common. To an outsider though, they usually get grouped together (although, that opinion is shifting)
ephemeral
"A short amount of time."
“hashtag activism” campaigns inviting peers to share first-person experiences with racial profiling or violence against women.
Think the #MeToo movement
Simply circulating civic content among peers does not necessarily do much of anything for the people who hit “share,” nor does it necessarily advance the set of concerns they aim to address (though it can, and sharing information can sometimes be anything but simple and carry serious risk).
I guess just sharing the news won't exactly solve the issue. If someone wants to do more, they need to put more of an effort into it.
Young people producing these practices are often expressing and in some cases organizing resistance to institutions and ideologies they deem problematic, obsolete, or oppressive.
It should also be noted that participating online isn't the only way this has been done! I think with how much can be accessed online, it's just easier to push for things.
micropolitical
relating to politics on a small scale.
through shared civic practices, young people lower barriers to entry and multiply opportunities for young people to engage in civic
Maybe an example can be when a youtube brings awareness to an issue?
“connected civics” as a form of learning that mobilizes young people's deeply felt interests and identities in the service of achieving the kind of civic voice and influence that is characteristic of participatory politics.
Noting for later when I need to come back to this maybe?
“participatory politics”
There are a lot of young people today who seem to (at the very least) show interest in politics
onsequentialism?
Consequentialism: The doctrine that the morality of an action is to be judged solely by its consequences.
prohibitive.
Prohibitive: excessively high; difficult or impossible to pay.
But for some reason, when it comes to games, many teachers are confused about the difference between “cool” and “fun.”
Why is that?
They would likely struggle with the complexity of the language and we would hardly be able to address the thematics.
Levels of understanding
Check out the entire series Teaching With Games: Video Case Studies to get an idea of what other teachers are doing with games in the classroom.
Cool of them to include video links!
finding support remains difficult.
It's always hard to find a good group!
Are not meant to be robot teachers, replacing the human-to-human relationship
It is necessary to have that connection!!!
imagine a generation of children that grows up believing that YouTube videos replace books.
While YouTube is accessible, it isn't always verified
Although the iOS and Android app stores are both full of content labeled as “educational,” it is not all good content.
It should be verified, but that might be hard considering how much there is.
Some moms and dads believe that screen time will ruin their children. Others see tablets as an exceptional parenting gadget, a tool that can teach, distract, and educate.
I think it's okay, but, going off what we are speaking about here, I think parents should engage and collaborate with their kids! (Basically monitor them lol)
No wonder gameplay YouTube videos are so popular.
Didn't think they would bring up YouTube videos
74 percent of teachers report using digital games in the classroom and 55 percent of students play games at least weekly.
Already being implemented!
when digital games were compared to other instruction conditions without digital games, there was a moderate to strong effect in favor of digital games in terms of broad cognitive competencies
I feel like the mix of visuals and working hands on help people connect the dots.
acts in isolation
So with game-based learning, you can apply what you learn more effectively
but perhaps not as efficiently
Why might that be?
Though I’m not a fan of violent video games, studies have shown that there are even positive benefits from playing these types of games.
I do find it interesting that it keeps bringing up violence in video games? I feel like the talking point has shifted toward loot boxes and gambling for kids.
kids who play multi-player games online are more likely to have a positive attitude toward people from another country:
Online games are a good way to get to meet/interact with people! I think this would be the same if they met in person as well, but connecting online is much more accessible.
Motivational benefit:
I guess this would look like being ready and willing to learn because you want to play the game?
all you have to do is engage
I think it's important to get people to engage first! But I guess, when given the option to learn through games, most people are willing to engage.
Mafia
I like they included links for some of there examples.
enables educators and parents alike to explore the use of games in learning contexts that matter to them and the young people in their lives.
I think it's less of the teachers fault and more of those in-charge of the curriculum?
pedagogy
Pedagogy the method and practice of teaching, especially as an academic subject or theoretical concept.
emphasize outcomes like standardized test scores, rather than a love of learning, and which result in experiences that are efficient (e.g. metrics driven) yet rarely child-centered
I feel that this lack of connection may be why people are less willing to learn.
design.
All good designs need to be understandable for a new user!
might be another such gaming literacy, while learning how to navigate a complexsystem of out-of-game resources—from game guides, FAQs, walkthroughs, and forums topeer-to-peer learning—might represent another
An example of media being collaborative.
McGonigal notes that as massively social experiences, alternate reality games are espe-cially well suited to encouraging metalevel reflection on the skills and processes that playersuse to meet new challenges.
I'm wondering how many games have been used to simulate certain things like this.
ach of its four chapters offers a case study of aspecific type or genre of video game—sandbox or simulation games, alternate reality games,online casual games, and virtual worlds
I think it's possible to learn different things depending on the genre of game! Although, there may be some overlap too.
procedural rhetoric, the art of persuasion through rule-based representations and inter-actions.
So, basically giving you a scenario in game that you can apply outside of that context as well?
Learning Ecologies,” “
Basically areas where you learn things! It doesn't just have to be school though!
As to the issue of girls and women playing games, they are quickly catch-ing up with the boys and men, though they often play different games (e.g.,The Sims).
I feel like it depends on the environment. I know from others as well as myself, using my voice for more competitive games (usually F2P) gets very tense for women. I'm not sure exactly why it's the case, but maybe it has to do with competition?
How?
I feel like a sense of reward comes from it? Like, solving a Rubix cube will get you 15 minutes of fame.
Socialpractices and social groups are always changing, some slowly, some at a fasterpace
I feel like social groups evolve very quickly with social media. In the 2000s, I feel like there was a lot more "trolling" with anonymity than what we see today. This might be in part to social media and the internet as a whole becoming more accessible and having real identities tied to it.
Neither way is “right” or “wrong” in general.
It all depends on the context
For example, it turns out that botanistsand landscape architects classify and think about trees quite differently.
Interesting Fact!
social achievement
I'd also argue that wanting social achievement leads to reading; I think the two are intertwined.
social isolate
Interesting term. Although, how likely is someone going to actually be that? I'd argue that it's inevitable for you to be influence by others online nowadays.
These groups work, through their varioussocial practices, to encourage people to read and think in certain ways, andnot others, about certain sorts of texts and things.
Basically an affinity group!
There are, of course, lots of other typesof video games
I do find it nice that they mentioned other games that may not apply to this! Video games as a whole are very broad.
different media
A good example is the movie Romeo and Juliet (1996) which tried to take the classic into the late 20th century
But we also need tounderstand the importance of graphics, music, and cinema, which are just as powerful andin some ways more deeply intertwined with young people’s culture
Not only does it reach a younger audience, but maybe it also has the ability to reach a broader one? For example, I may not be able to understand Spanish, but with the help of a movie, I may be able to put more things together than reading a Spanish book on the same topic.
Kress advocates moving beyond teaching written composition to teaching design literacy as thebasic expressive competency of the modern era
Basically shifting from just reading to other forms (like audio and movies) as well
own systems of representation,
While they can both be movies, you will have different results when making one in either live action or making it animated.
contemporary mediafranchises.
Another example is how reboots and reimagines of a show can have similar characters, but tell a different story or have a different tone
multimodality.
different ways of writing the same thing.
including face-to-face contactwithin local communities and mediated contact online with a more dispersed population
Another example could be how everybody talks about Marvel movies and other blockbuster when they come out
information can betransferred between media (or platforms)
The skill would be knowing how to transferrer knowledge from one to another?
He has four computers at home:
Lots's of access
the most important spaces for messing around took place at school or in after-school settings.
I know for me personally, even with the internet at my finger tips, I tend to work better if I'm at the library or school rather than home.
More recently, Michelle has been giving her mom lessons on how to pay bills online and how to create birthday cards.
This is something similar that I have to do with my parents as well.
in a game is important when friends are in different locations and time zones.
Having the ability to connect with others from far away is one of the benefits to the internet
a distinctive youth culture that was tightly integrated with commercial popular cultural products targeted to teens.
This is what I had in mind! A lot of people tend to form groups around common interests!
they typically go online fi rst, since that is where they are most likely to be able to connect.
Easier access to more people who also might have more similar interest.
By contrast, our genre-based approach emphasizes modes of participation with media, not categories of individuals.
While I do like the other distinction, by putting them into different measurements/categories, you might find different results.
youth engage with more than one type of media at the same time,
I think, especially due to the easy access with mobile devices, it's easier to "multi-task" on these
6.5 hours with media per day:
I feel like this has certainly increased over the years.
ethnographic
Definition: relating to the scientific description of peoples and cultures with their customs, habits, and mutual differences.
The genres of participation—hanging out, messing around, and geeking out—refl ect and are intertwined with young people’s practices, learning, and identity formation within these varied and dynamic media ecologies.
So, to try and summarize/condense this point: participation online influences how someone might perceive interactions offline as well as how they see themselves?
but rather these forms of participation are defi ned in relation and in opposition to one another.
Confused by what they mean by this. I feel like these two would go hand in hand rather than against. For example, wouldn't it make sense for someone to seek friendship in those with similar interest?
We emphasize that there are a diversity of ways in which U.S. youth inhabit a changing and variegated set of media ecologies.
I think that this goes for any generation? When something new is created, you see it happen in real time, however, for younger generations, they were already born in that era. Considering how quickly the internet has been evolving, it makes sense why this sudden boom is fascinating to look at for some.
digital media production are com-monplace among their peers and in their everyday school contexts.
I find it interesting how, even without the technology, other people will influence you if it's large enough
exploring the extras, sketched and storyboarded movie frame ideas, received feedback on his work,
Really happy this was mentioned because this is something I love to do
zipster.com.
Went to look up and see if the site was still up, but it sadly isn't. The site was a way to post and share .zip files.
and [the clubhouse coordinators] didn’t know either,
I find it interesting that the people working there weren't familiar with it either. Could the projects have been greater with the proper teaching?
how they evolve over time and place, and who is involved.
This goes into Moore's Law: the idea that technology will become dated after 18 months. Not only would the people running it have to keep up with the latest trends, but it could also be costly to manage.
A l t h o u g h t h e s e c u l t u r e s o f p a r t i c i p a t i o n a r e b e c o m i n g m o r e c o m m o n , t h e y a r e not equally accessed.
While they are acknowledging access isn't universal, what steps should people take to bring it to others
high-end technology equipment, including a full digital recording studio, new computers with professional design software, digital animation supplies, and the latest gaming technology.
It's interesting to see how far technology has advanced. None of this would be easy for teens to access even 10 or so years ago.
Online communities that re fl ect “cultures of participa-tion” (Jenkins, 2006, 2009 ) a l l o w c r e a t o r s t o s h a r e t h e i r w o r k , r e c e i v e f e e d b a c k , and expand their social networks.
I like that they added this point because it usually gets glossed over when talking about th advancement of learning technology.