105 Matching Annotations
  1. Nov 2019
    1. The myths then become a way to denounce Somalis as potential renewers by insisting on their status as guests, and specifically as recipients of charity, burdened by the gift of humanitarianism

      Somalis are what is keeping a struggling Lewiston alive.

    2. There can only be one dominant central culture: American.”

      Again racism and nationalism are still alive today.

    3. Reports in the paper of car accidents involving Somalis always provoke a slew of comments that they should not be allowed to drive at all.

      This again has to do with stereotypes regarding refugees. Americans treat immigrants as people who have never experienced driving or other luxuries. These type of thoughts provoke quite negative comments about refugees.

    4. The dol report also did not include the time Somalis donate to the city, through participating in the numerous focus groups of researchers and other organizations, giving (uncompensated) presentations to local organizations and schools, and vol-unteering in support of other city projects

      Some of these studies tend to leave out the good details behind something, it a way it gets society thinking about what THEY want them to think. In a way, this is pushing prejudice and racism.

    5. Less than 15 percent of the Somali population is on welfare. If you look at old Mainers, more of them are on welfare! We’re see-ing second- and even third-generation Mainers who are on welfare!

      Even more prejudice.

    6. When non-Somali clients whose tanf benefits are re-duced or denied because of household changes blame Somalis for their loss of benefits, he patiently explains that “everyone is getting exactly what they’re eligible for and Somalis don’t get any more than anyone else.” He is frustrated by the accusations that somehow Somali eligibility impacts the eligibility of other Mainers, and when I suggest it may reflect a perception of a zero-sum game—t he more they get, the less there is for me—he replies, “It’s not about the division of resources. It’s about prejudice.”

      It's hard to conceptualize this because our society thought they had moved past the discrimination when in reality nothing has changed when it comes to racism.

    7. They don’t know. No one’s ever explained it to them....[Our mu-seum visitors] didn’t have any idea they spent time in refugee camps and how horrible it was. They didn’t know about the war, about the loss, the horror....Viewers never realized how hard they had it in their country and why they had to leave. Genocide was never on their radar. Rape was never on their radar.

      Our society is so quick to judge and hate when someone knew comes into their community.

    8. When did maine become the welfare state to house and feed the worlds misfits.

      Why are people so upset about this?

    9. Areas that used to be decent to live in are now infested with them. Seriously, find twenty people in Lewiston who are glad they are here.

      Thats pretty racist

    1. If a group of friends meeting to sew or craft in a house share copyrighted patterns, there is little public concern. If the group of friends meet and discuss and share their work (and patterns created by others) online, questions of copyright infringement and fair use come into play.

      I didn't know that could actually happen. Interesting

    2. As types of activity and practice move from one domain to another, we also see transformations in the relationship of political activity to social and cultural spheres.

      Politics seem to become more and more based around social media. Young people tend to find out about politics through the internet.

    3. Since online interest-driven participation similarly cultivates skill development, and in particular the skills of participatory culture which translate directly into success in participatory politics, we may expect online interest-driven participation to provide a significant developmental pathway toward participatory politics.

      Perhaps this could spawn a global movement?

    4. In this volume, Beltran describes how these young activists use social media as a “space of confrontation, creativity and self-assertion,” thereby wresting control over the immigration narrative from an older generation of activists.

      I like how all of these have social ties to them. Social media isn't all bad as some make it seem.

    5. Political leaders are now speaking in front of audiences where their every utterance can be captured on a cell phone camera or digital recorder and then circulated online among a much larger audience

      This should make politicians more aware of what they say when speaking.

    6. Across the literature, the concept of participatory politics designates forms of political action that seek to advance peer-to-peer forms of organization and to evade elite dominance in politics, regardless of what the partisan affiliation is of those elites

      Concept of participatory politics found throughout older forms of literature.

    7. Those who engage in agenda-setting, opinion formation, and action-taking through methods like the ones described above participate in “participatory politics.”

      This is pretty much participatory culture based but it has to do with more community problems and how those participating could help fix these problems.

    8. f sources. They also often check the veracity of information that is circulated by elite institutions, such as newspapers and political candidates.• Dialogue and feedback. There is a high degree of dialogue among community members, as well as a practice of weighing in on issues of public concern and on the decisions of civic and political leaders. This might include voicing one’s perspective at a meeting, discussing politics with others, commenting on blogs, or engaging in other digital or face-to-face efforts to interact with or provide feedback to leaders.• Circulation. In participatory politics, the flow of information is shaped by many in the broader community rather than by a small group of elites. This might include sharing information about an issue at a meeting of a religious or community organization to which one belongs or posting or forwarding links or content that have civic or political intent or impact.• Production. Members not only circulate information but also create original content (such as a blog or video that has political intent or impact) that allows them to advance their perspectives. • Mobilization. Members of a community rally others to help accomplish civic or political goals. This might include working to recruit others for a grassroots effort within one’s community, or reaching out to those in one’s social network and beyond on behalf of a political cause

      More activities of participatory politics

    9. Investigation. Members of a community actively pursue information about issues of public concern. Participants seek out, collect, and analyze information from a wide array

      An activity of participatory politics.

    10. Our analysis of youth activity in a political domain that we define broadly has made visible clusters of practices that are analogues to those identified as constituting participatory culture. T

      Would this be the basis of participatory politics?

    11. • circulate(by blogging, podcasting, or forwarding links)• collaborate (by working together with others to produce and share information via projects, such as Wikipedia)• create (by producing and exchanging media via platforms like YouTube and Flickr)• connect (through social media, such as Facebook or Twitter, or through online communities, such as game clans or fandoms)

      These seem important. All of these have to do with ways young people use media

    12. Our understanding of the “participatory” aspect of participatory politics borrows from and is rooted in Henry Jenkins’s concept of participatory culture (Jenkins et al. 2009). In a participatory culture, participation is significantly peer-based, interactive, nonhierarchical, independent of elite-driven institutions, and social, that is, accessible to analysis at the level of the group rather than the individual.

      Participatory culture is such a good concept in my opinion. Rather than follow boring school curriculum, one can actually follow something they like and an impact on that community.

    13. Scholars have argued that new media may be facilitating a broad shift in the form and focus of politics.

      People spend more time on social media

    14. First, it acknowledges that many of the struggles to shift public attention to new issues or frames and to challenge the balance of power in public life take place outside of traditional institutions of civic and political life. S

      "Participatory Politics"

    15. , young people are frequently among the “every day innovators” who are appropriating digital tools to serve their communications goals, as seen in studies of teens’ texting practices.

      But does this affect face to face interactions?

    16. We gather together the norms and practices that we identify as shifting the political landscape under the label “participatory politics.

      What exactly is participatory politics?

    17. (1) new technology and associated practices, facilitate networked, many-to-many, and mobile communications; (2) online networks support both structured interactions among people and more open-ended participation in a range of activities; (3) traditional barriers to cultural production and circulation are now much lower; (4) these changes are playing a pivotal role throughout the world, in developing as well as postindustrial societies, in democracies and in more autocratic regimes

      Media transformatio

    18. .g., social network sites, blogs, video games, YouTube, and smart phones

      I never saw these as new media until taking a step back to look at their impact.

    1. !P2!#.?7'3,$2<!S#!$#7,A/&;#!27(,,-2!'.1'/7#!H'/.!7,/7#'-I!7&1&7!@$&,$&3&#2!'/.!@'$3&7&@'3,$4!@'3(S'42*!P!7&1&7!@-'35,$%!%'4!O#!.#5&/#.!'2!'!2#3!,5!1'-?#.!&22?#2<!,$!priorities

      When put into simple terms, these make a lot more sense

    1. Conventional wisdom: video games are a distraction at best.While conventional wisdom has it that video games are largely a waste of time, distracting youth from other, far more meaningfulpursuits, some educators and developers view video games as powerful learning tools

      Game based learning

    2. Indeed, Americans under the age of fortywere just as likely to donate to the recent Japan tsunami relief efforts through electronic means (online, through text messaging, and through email solicitations) as through more traditional means, such as by phone or mail.

      The internet has changed the way people learn, the world is in our pockets

    3. , “I don’t know. And I don’t care.

      Nice

    1. As a dimension of participatory politics, connected civics offers apowerful mode of learning and civic agency because it engages young people throughdeeply held identities and compelling cultural narratives, is driven by shared practicesand purpose, and is grounded in a robust but accessible networked infrastructure.

      Still confusing.

    2. participatory culture civics”

      As if this couldn't get any more confusing

  2. Oct 2019
    1. A young person who is active on Facebook and Instagram, or who organizes agaming league or fan community, will likely not recognize these activities as relevant topolitical engagement

      This is true.

    2. These studies have helped us to see how decorating the walls of a bedroom,or cultivating and sharing tastes in music, or styling hair in a particular way, can amountto potent forms of cultural production

      How so?

    3. meaning contexts that actively encourage members to make andshare creative products and practices that matter to them

      Participatory cultures are critical for young people to spark interest.

    4. young people todayare engaging in new forms of politics that are profoundly participator

      Could this be considered participatory culture?

    1. Teachers see this motivation translating into academic performance too: 78 percent of teachers using digital games saw improved performance on curricular subjects due to gameplay and 71 percent saw improvement in extracurricular subjects

      Students have to engage in the game making it easier for them to learn.

    2. Civilization is sometimes criticized for not being historically accurate, but Gilbert sees that flaw as a teachable moment. “You can turn the things that might not be necessarily correct into learning experiences,” he said

      This is smart, if a game does not meet the learning skills of a student then the teacher should fill in those gaps and fix the wrongs.

    3. He’s been using game simulations in his classroom since 1995, but when he started playing the commercial game Civilization IV for fun, he immediately recognized its potential to get 6th graders hooked on history

      Is this the earliest adaptation of game-based learning?

    4. but do align directly with state standards

      Standards should be abolished. It is one of the few problems with the education system today.

    5. “Game mechanics” learn to adjust settings and manipulate the relationship between components within a particular framework

      I worked with a similar program in 8th however it was not very well developed and left us stuck about what to do.

    6. In fact, almost all games have an underlying puzzle structure.

      This would be very interesting seeing a game with stories that are like a puzzle.

    7. When the answer is right, the penguin can move across the screen; when it’s wrong, he can’t. When informative feedback works, students are no longer motivated by transactional rewards. Instead, they are intrinsically motivated to solve the problems, not to pass the test

      I wish I had games based in my classroom growing up. I believe it would've benefited me a lot in college.

    8. . Gamers remain on a long continuum toward mastery.

      In a way the game builds up the skills of a student just by story progression.

    9. And the factors that influence a teacher’s comfort level are not necessarily the same factors that will influence the students’

      Engagement goes a long way, it makes students more likely to learn

    10. When you engage with the game, you not only try to see the game from the perspective of your students, you also understand how the game presents the material.

      Games help with students being able to critically engage with their situation or surroundings.

    11. both can reliably get you from point A to point B, but the Mercedes has a lot of luxury additions that make the ride smoother.

      However the Mercedes will most likely break down with it only having 20,000 miles on it :) german engineering.

    12. What platforms (hardware) do you have available in your class? Is yours a BYOD (bring your own device) classroom, or do you have school-owned hardware to work with? Will games be a full-class activity or just one station in a room full of learning activities

      This could perhaps be a new problem with game-based learning. Not everyone has access to these resources.

    13. brings the best early learning techniques together in one app.”

      How would other parents feel about this? Teaching a child with technology? I know from experience that some parents won't even let their kids touch electronic devices because they believe it ruins their learning.

    14. Just adding the alphabet to popular games like Angry Birds or Temple Run might make parents more willing to whip out their credit cards, but it won’t necessarily teach their children how to read.

      Would this be considered game-based learning?

    15. Some moms and dads believe that screen time will ruin their children. Others see tablets as an exceptional parenting gadge

      To me it is kind of annoying seeing a kid just staring at a tablet while I'm out eating somewhere.

    16. In addition, 53 percent of teachers find that video games foster positive collaboration between students. Anyone who has watched kids play

      This is very interesting, growing up I was always told that video games were bad for me but in actuality they aren't

    17. There are millions of individual games, hundreds of distinct genres and sub-genres, and they can be played on computers, consoles, hand-held devices and cell phones. Simply put, if one wants to know what the effects of video games are, the devil is in the details,

      I sometimes don't understand how people can generalize all of video games and say that they are bad for kids or that they are a distraction when in actuality they develop our brains and help us mentally.

    18. Cognitive benefit: Games have been shown to improve attention, focus, and reaction time

      From my own experience, FPS shooters like Call of Duty or Halo have sharpened my reaction time because of how quick pace online gaming can be.

    19. Students experimented with the digital model prior to doing an actual DNA extraction in the lab

      Minecraft in itself is a good platform for students to learn. They even have a "educational edition" that is different from console and pc versions of the game.

    20. An educator familiar with the social game Mafia

      This game is pretty violent but good.

    21. Such an approach to education doesn’t so much discount engagement as a condition of learning as erase it altogether

      Standardized testing and just the school in general can have a lot of mental affects on a young child or adolescent. One who does not meet these standards often feel unmotivated to learn through this school system.

    1. Students are encouraged to manage and reflect on their evolving identi-ties as learners, producers, peers, researchers, and citizens.

      Students are built up from their school compared to other schools that make students feel unworthy or stupid if they do not meet the standards of the traditional school system.

    2. It creates conditions for an exchange of questions and expertise across a community of learners working on similar problems and leads to a natural engagement with learning about the issue at hand.

      This naturalism that comes with these problems help students identify how they are solving an issue.

    3. allow-ing students to gain the skills to act as full citizens within a networked, participatory landscape

      This would give students a sense of independence from the traditional school system.

    4. The development of systemic-design think-ing is a core skill that Q2L students will continually develop throughout their tenure and will help them practice

      The games seem to help the students develop their own skills to help them get ready for the world. It fits to their learning structure.

    5. ctions demonstrate progressive understanding and personal growth

      A regular school does not focus on this.

    6. Games are not only models for helping students think about how the world works, but also a dynamic medium through which to engage socially and to develop a deeper understanding of their place in the world.

      Games have a deeper impact than someone might think.

    7. Attention to well-being and social-emotional learning is as important as attention to academic learning

      This isn't true in a traditional high school.

    8. Participatory assessment requires that expectations, co-con-structed and delivered criteria, and documentation be “open source” for all participants

      This ensures that learning is open to anyone.

    9. “What does a particular performance reveal about how students know and about how they reason with and use their knowledge?

      Critical engagement?

    10. .Assessment is situated in learning—located in the discourse, actions, and transactions of individuals, peers, and groups

      Possibly related to interested driven communities? Or even participatory culture.

    1. and “telling him what to do when he can fig-ure it out for himself.”

      A child would rather figure out sometime on their own such as a game. That is how they learn, it makes them engage with their surroundings.

    2. driven as they are today by standardizedtests and skill-and-drill curricula devoted to “the basics.”

      This makes a huge problem for students. If one does not meet the basic needs of school then they end up feeling stupid.

    3. I am mainly concerned with the sorts of videogames in which the player takes on the role of a fantasy character movingthrough an elaborate world, solving various problems (violently or not), orin which the player builds and maintains some complex entity, like an army,a city, or even a whole civilization. There are, of course, lots of other typesof video games

      These types of video games help the player with their critical thinking skills. It makes the player feels as if they're in the game itself.

    1. Theclassdiscussionwasanimated,tothepointwherethevideocam-erasintheroomwhereunabletoreliablypickupstudents’comments.Studentsnowwereinvestedinparticulartheoriesandarguments.Inthisexample,fourgirlshuddledaroundatable,examiningtheirdocuments

      It kind of amazes me how a game can changed the way students act in the classroom.

    2. Shedescribed,“Infact,someofthemmadeprettystrongcasesforthewrongthings.But,theymadeastrongcaseandtheytalkedtooneanother.Theywouldarguewhowasrightandwhowaswrong.Itwasexciting.

      Just from game-based learning, students seem to be turned around when it came to their knowledge. They become very confident with their findings.

    3. Thisprocessallowedstudentstoreadandinterprettextsingroups,encouragingthemtoexaminedatafromtheirprofessionalperspectiveandthensynthesizefindingsintheirgroups

      Learning like this should be pushed. It is very easy for students to engage with games and get carried away.

    4. hiswasbutoneexampleofgameplayleadingtoscientificargumen-tationthatengagedstudents’priorexperienceandevidencegatheredingame.Situatingthegameasafictionalizedbuthypotheticallypossibleprobleminvitedstudentstobringpersonalexperiencesintoproblem-solving

      This game allows students to be engaged with their environment. I only wish i had a game-based learning experience rather than a traditional lecture.

    5. 1)involvedissuescrucialtotheirlocalcommunity,(2)usedtechnologymotivatingtostudents,and(3)wascon-nectedtotheircurriculargoalsofteachingscientificthinkingandthewatercycle.Wearecurrentlyworkingwiththeseteacherstoredesignthegametobesetmoredirectlyintheircommunityandtobeabouttheirownlakes.

      The implementation of games will help students be more engaged and therefore making them more willing to learn.

    6. bservations.Atleastoneresearcherattendedmostclasssessionsdur-ingthe2-weekunit.Atleasttworesearchersobservedthe“fieldbased”gamesessionsandvideo-recordedeachsession.Fieldnoteswerepostedtoadatabase,wheretheycouldbesearchedandanalyzed.Interviews.Teacherswereinterviewedformallyandinformallythrough-outthesummerprogram.Teachersandresearchersexchangedmultipleroundsofe-mails,phonecalls,andWebforumcommunicationsduringtheunitplanning.Researchersalsoconductedaformalstructuredinter-viewfollowingthecurricularimplementationtofollowuponobserva-tionsandbetterunderstandwhatissuesteachersperceivedassalient.Documents.Researcherscollectedteachers’lessonplansandplanningdocuments,reflectionpapersthatexplainedteachers’designprocesses,onlineforumexchangesamongparticipants,examplesofstudents’work,inscriptionscreatedbystudentsduringgameplay,videotapesofstudentpresentations,andstudents’finalpapers.

      This is very similar to an anthropologists methods.

    7. Thelogicofthisdesign-basedinquiryinvolvesiterativelydesigningandresearchingcurricularinterventionsandthentheorizinglearningbasedonchangestothecurriculum

      I like how this theory adjusts based on learning. It seems a lot more flexible.

    8. Thesetextsincludegamemanuals,in-gameencyclopedias,gameFAQsandwalk-throughs,andcomplextextsembeddedingames

      This almost goes back to the participatory culture status, people who are generally interested in this genre who want to help others be knowledgable in that genre.

    9. Theyofferustheexperienceofleadingacivilization,beingaguitaristintheRamones,orbeingtheleaderofaguildconsist-ingofhundredsofplayersfromallovertheworld

      How do digital worlds affect kids nowadays?

    10. Studentscanaccessonlinedatabasesofinformationtoidentifyproblems,leverage

      The use of technology in the classroom has it's pros and cons however it should only be used for good.

    1. 23By making it far easier for people to collaborate across long distances, the internet has also altered the ways in which grassroots action can become broader change

      This has changed the way we learn, before it take much longer to answer any question while nowadays it as simple as googling something.

    2. learning with computers began to happen outside specialist circles

      Beginning of digital media and learning?

    3. These are typically forces and means for assimilation that ultimately serve the system.

      This is why some children feel stupid in school, they simply cannot meet the standards of the school system due to ways each person learns. Each person should have the opportunity to learn at their own pace and adaptation rather than having to follow the norm and standards that might be hard for some students to achieve because it is not how they learn.

    4. n the creation and promotion of many technologies to support learning, especially Logo and its later variants and derivatives

      More and more technology is being needed for schools, in a way this is good however those who do not have access to technology from home will struggle.

    1. ut to explore how mobile enables us to make learning come alive in new ways.

      Anyone can now look up anything using their smartphone. Learning has become very easy to do. We have the world in our pockets.

  3. Sep 2019
    1. Moral panics over the supposed loss of tradition, parental authority, and shared values accompanied the introduction of children’s comics in the eighteenth century, cinema at the end of the nineteenth, television in the twentieth, and the Internet in the twenty-first century.

      People are afraid of change

    2. Many have raised con-cerns about the decline in social norms and standards exemplified by young people’s social media use.

      Lack of face to face communication?

    3. When the public educational system lacks a pro-active and well-resourced agenda for enriched and interest-driven learning, young people dependent on public institutions for learning are doubly disadvantaged

      From personal experience, I agree with this. Growing up I didn't have access to computers or the internet until middle school or high school. Much of school is based on forced learning rather than being based around one's interests.

    4. keep up with inflation has sharpened significantly in the last few decades.

      It is nearly impossible to live on minimum wage especially in a city.

    5. we risk reinforcing an educational system that only serves the inter-ests of elites, breeding a culture of competition for scarce opportunities

      This raises the question of how class has been effected by technology. People of higher incomes typically have access to these resources. Lower income families should be given the same opportunity as higher income families when it comes to their education; technology should be readily available.

    6. She is an avid online role player and spends most of her time on her favorite site, Faraway Lands, with her two best friends, also role players.

      Teenagers will sometimes make their life long friends through online gaming. This shows just how connected digital media has made us.

    7. Further, connected learning environments are generally characterized by a sense of shared purpose, a focus on production, and openly networked infrastructures.

      From personal experience, I find this type of learning much more productive and informing rather than sitting down and reading about something a student would have no interest in.

    8. igital media also threaten to exacerbate growing inequities in education.

      Digital media can be looked at through many ways however it does help with students beginning to learn new literacies that are becoming more demanding today

    1. new media literaciesshould be considered a social skill.

      I definitely agree with this. Technology is becoming more and more in demand especially in the educational system. A lot of careers are requiring high skills regarding technology.

    2. their families have to be connected or else they will fall behind, and,in many cases, never catch up

      This is smart, most of school work nowadays is available online. It is very sought after especially if a particular learner wants to advance their technology skills.

    3. .This bottom up energy will generate enormouscreativity, but it will also tear apart some of the categories that organize the lives and workof media makers...

      What could the future hold for media makers?

    4. A focus on expanding access to new technologies carries us only so far if we do not alsofoster the skills and cultural knowledge necessary to deploy those tools toward our own ends

      Technology is readily available to those who want to learn it. A computer itself will not create content, rather it's user has to be willing to put in the time and effort to learn new skills just by toying software and programs. That effort goes a long way especially with media.

    5. These forms are highly technological but use other tools andtap other networks for their production and distribution.

      Those creative skills should've been mentioned. Many entertainment companies such as Rooster Teeth all spawned from the 2000s due to highly motivated young people who want to showcase their creativity.

    6. Fostering such social skills and cultural competencies requires a more systemic approach tomedia education in the United States.

      I wonder how the youth is affected by these skills today. Social media definitely has changed how we communicate in good and bad ways. Do youth today have problems with face to face interactions due to smartphones? Do they lack basic face to face communication?

    7. a changed attitude toward intellectualproperty, the diversification of cultural expression, the development of skills valued in the mod-ern workplace, and a more empowered conception of citizenship.

      Learning from others especially about a specific job or hobby helps a lot. Most likely the "teacher" has gone through the challenges themselves giving learner an easier time learning how to do such thing.

    8. more than one-half of all teens have created media content, and roughly one-third of teens who use the Internet have shared content they produced.

      For 2005, this is pretty good. I'd like to see how this would look in 2019 and to just see how much media is part of daily lives for young people, compared to 2005 that is.

    1. Encouragingly, these activities re fl ect those that researchers believe can build critical twenty- fi rst-century skills (Balsamo, 2010 )

      Luis shows how kids can utilize their computer skills to develop into something amazing. It can be their future if they truly want it.

    2. e sometimes cited what he saw as a fl aw in a narrative as the spark for a movie of his own, such as bringing a favored dead character back to life. He also talked about watching and enjoying other stop-mo-tion fi lms including claymation.

      The clubhouse seems to make Luis dream a lot more about his work. It gave him multiple ideas that could spark something good.

    3. has its origins in concerns about equitable access to tools, people, and ideas that support the development of techno-logical fl uency

      Technology has made a huge difference in the way we learn. Especially when it comes to video games, some don't realize that they can be used to help the younger generation learn easier and understand things better.