Connected Learning: Reimagining the Experience of Education in the Information Age

This weekend, I am attending the Third Digital Media and Learning Conference, hosted by the MacArthur Foundation, as part of their efforts to help build a field which takes what we have learned about young people's informal learning, often through the more playful aspects of participatory culture, and apply it to the redesign and reinvention of those institutions which most directly touch young people's lives -- schools, libraries, museums, and public institutions. Today, the MacArthur Foundation is releasing an important statement about the underlying principles they are calling "connected learning," a statement which helps to sum up the extensive research which has been done by the DML network in recent years. Their goal is to foster a wide reaching conversation not simply among educators but involving all of those adults who play a role in shaping the lives of young people -- and let's face it, that's pretty much all of us. The document is a collective statement from some of the smartest people thinking about contemporary education:

  • Kris Gutierrez, professor of literacy and learning sciences who is an expert in learning and new media literacies and designing transformative learning environments, University of Colorado, Boulder
  • Mimi Ito, Research Network Chair, a cultural anthropologist with deep expertise in the implications of how youth are engaging with technology and digital media who led benchmark three-year study of digital youth, University of California, Irvine
  • Sonia Livingstone, a leading expert on children, youth, and the internet, including issues of risk and safety, and author of a massive study of 25,000 European children and their parents on internet usage, London School of Economics and Political Science
  • Bill Penuel, expert in learning with digital media in both formal and informal settings, literacy, and using digital tools for digital storytelling, University of Colorado, Boulder
  • Jean Rhodes, clinical psychologist with expertise in mentoring, adolescent development, and the role of intergenerational relationships in digital media and learning, University of Massachusetts, Boston
  • Katie Salen, a game designer who has founded two 6th-12th grade public schools that employ game principles for learning, Depaul University
  • Juliet Schor, economist and sociologist who has published broadly on work, family and sustainability, Boston College
  • S. Craig Watkins, expert on young people's social and digital media behaviors and is piloting new programs for in-school and out-of-school learning, University of Texas, Austin
  • I promised them that I would share this important statement with the readers of my blog, and I hope that you will in turn help pass this along to the many communities you represent.

    Although the name, "connected learning" could sound like another attempt to describe the impact of new media on our lives, it goes far beyond a focus simply on the technologies which connect us together, and instead, is focused on the cultural practices and social communities through which this connection occurs, and more generally, on the consequences of these new kinds of connectivities and collectivities on the learning process.

    I share with the authors a deep appreciation for the idea of a learning ecology, within which learning occurs everywhere, and with their goal to remove some of the obstacles which block the flow of information, knowledge, skills, and wisdom between different sectors. I especially value the focus here on participation -- in the learning process, in the governance of society -- since the struggle to achieve a more participatory culture remains one of the central battles of our times. Like other previous work from the DML realm, the focus is on valuing the kinds of learning that children and youth value, the kind that is deeply motivating and tied in meaningful ways to their construction of their identity, recognizing that the goal of education in the 21st century should be in allowing young people to discover and refine their own expertise as they follow their passions and inform their interests. It is not simply about providing rich databases of information, though such resources help, but rather about providing rich and diverse contexts which support many different kinds of learning and many different kinds of learners.

    As they suggest in the statement, the concept of "connected learning" remains a "work in progress," and the best way to make progress is for thoughtful people, across a range of fields, to read, debate, and respond to their provocation and for those of us who find something here to value, to try to put its core principles into play through our work.

    For more information, check out this website.

    CONNECTED LEARNING:

    REIMAGINING THE EXPERIENCE OF EDUCATION IN THE INFORMATION AGE

    We are living in a historical moment of transformation and realignment in the creation and sharing of knowledge, in social, political and economic life, and in global connectedness. There is wide agreement that we need new models of education suited to this historic moment, and not simply new models of schooling, but entirely new visions of learning better suited to the increasing complexity, connectivity, and velocity of our new knowledge society. Fortunately, we are also able to harness the same technologies and social processes that have powered these transformations in order to provide the next generation with learning experiences that open doors to academic achievement, economic opportunity, and civic engagement.

    Specifically, we now have the capability to reimagine where, when, and how learning takes place; to empower and motivate youth to pursue knowledge and develop expertise at a pace, to a degree, and on a path that takes advantage of their unique interests and potential; and to build on innovations across a growing spectrum of learning institutions able to support a range of learning experiences for youth that were unimaginable even 15 years ago.

    We propose a new approach to learning -- connected learning -- that is anchored in research, robust theories of learning, and the best of traditional standards, but also designed to mine the learning potential of the new social- and digital media domain and the heart of which is aimed at the following questions:

    • What would it mean to think of education as a responsibility of a distributed network of people and institutions, including schools, libraries, museums and online communities?
    • What would it mean to think of education as a process of guiding youths' active participation in public life that includes civic engagement, and intellectual, social, recreational, and career-relevant pursuits?
    • How can we take advantage of the new kinds of intergenerational configurations that have formed in which youth and adults come together to work, mobilize, share, learn, and achieve together?
    • What would it mean to enlist in this effort a diverse set of stakeholders that are broader than what we traditionally think of as educational and civic institutions?

    Connected learning is a work in progress, building on existing models, ongoing experimentation, and dialog with diverse stakeholders. It draws from social, ubiquitous, blended and personalized learning, delivered by new media, to help us remodel our educational system in tune with today's economic and political realities. Connected learning is not, however, distinguished by a particular technology or platform, but is inspired by an initial set of three educational values, three learning principles, and three design principles.

    At the core of connected learning are three values:

    Equity -- when educational opportunity is available and accessible to all young people, it elevates the world we all live in.

    Full Participation -- learning environments, communities, and civic life thrive when all members actively engage and contribute.

    Social connection -- learning is meaningful when it is part of valued social relationships and shared practice, culture, and identity.

    In order to realize these values, connected learning seeks to harness and integrate the learning that young people pursue in the spheres of interest, peer relations, and academics based on the following three learning principles:

    Interest-powered - Interests power the drive to acquire knowledge and expertise. Research shows that learners who are interested in what they are learning, achieve higher order learning outcomes. Connected learning does not just rely on the innate interests of the individual learner, but views interests and passions as something to be actively developed in the context of personalized learning pathways that allow for specialized and diverse identities and interests.

    Peer-supported - Learning in the context of peer interaction is engaging and participatory. Research shows that among friends and peers, young people fluidly contribute, share, and give feedback to one another, producing powerful learning. Connected learning research demonstrates that peer learning need not be peer-isolated. In the context of interest-driven activity, adult participation is welcomed by young people. Although expertise and roles in peer learning can differ based on age and experience, everyone gives feedback to one another and can contribute and share their knowledge and views.

    Academically oriented - Educational institutions are centered on the principle that intellectual growth thrives when learning is directed towards academic achievement and excellence. Connected learning recognizes the importance of academic success for intellectual growth and as an avenue towards economic and political opportunity. Peer culture and interest-driven activity needs to be connected to academic subjects, institutions, and credentials for diverse young people to realize these opportunities. Connected learning mines and translates popular peer culture and community-based knowledge for academic relevance.

    Connected learning builds on what we've long known about the value and effectiveness of interest-driven, peer-supported, and academically relevant learning; but in addition, connected learning calls on today's interactive and networked media in an effort to make these forms of learning more effective, better integrated, and broadly accessible. The following design principles involve integrating the spheres of interests, peers, and academics, and broadening access through the power of today's technology.

    Shared purpose -- Connected learning environments are populated with adults and peers who share interests and are contributing to a common purpose. Today's social media and web-based communities provide exceptional opportunities for learners, parents, caring adults, teachers, and peers in diverse and specialized areas of interest to engage in shared projects and inquiry. Cross-generational learning and connection thrives when centered on common interests and goals.

    Production-centered -- Connected learning environments are designed around production, providing tools and opportunities for learners to produce, circulate, curate, and comment on media. Learning that comes from actively creating, making, producing, experimenting, remixing, decoding, and designing, fosters skills and dispositions for lifelong learning and productive contributions to today's rapidly changing work and political conditions.

    Openly networked -- Connected learning environments are designed around networks that link together institutions and groups across various sectors, including popular culture, educational institutions, home, and interest communities. Learning resources, tools, and materials are abundant, accessible and visible across these settings and available through open, networked platforms and public-interest policies that protect our collective rights to circulate and access knowledge and culture. Learning is most resilient when it is linked and reinforced across settings of home, school, peer culture and community.

    The urgent need to reimagine education grows clearer by the day. Research has shown that too many students are disengaged and alienated from school, and see little or no purpose to their education. Business leaders say there is a widening gap between the skills of the workforce and the needs of businesses seeking competitive advantage. Additionally, technology and the networked era threatens to stretch the already-wide equity gap in education unless there is decisive intervention and a strong public agenda

    The principles of connected learning weren't born in the digital age, but they are extraordinarily well-suited to it. Connected learning seeks to tie together the respected historical body of research on how youth best learn with the opportunities made available through today's networked and digital media. Connected learning is real-world. It's social. It's hands-on. It's active. It's networked. It's personal. It's effective. Through a new vision of learning, it holds out the possibility for productive and broad-based educational change.

    To find out more about the connected learning community and ongoing research, please visit connectedlearning.tv and clrn.dmlhub.net.

    Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part Three)

    Becky, you looked at Harry Potter fan culture as part of your involvement in the Digital Youth Project. What insights did you gain there about fandom as a site of informal learning and how did they feed into this current project about Harry Potter in schools?

    The research I did with Potter fans for the Digital Youth Project focused on understanding interest-driven participation and was primarily concerned with media makers--podcasters, fan fiction writers, artists, and so on. Key to the way we on the Digital Youth Project understood interest-driven participation was an element of independence from school curricula or conventional status hierarchies; the practices we examined were things that young people seemed to pick up on their own rather than embarking on them as part of a class project or because of shared interests with friends from school or their neighborhoods. (Of course, we found that interests rarely develop completely independently. There is usually a person/persons or shared experience that kick-starts interest-driven participation.)

    Working with fans was an amazing experience and extremely helpful for understanding learning in "informal" sites. I put "informal" in quotes here because one of the most interesting things I found working with fans was just how much organization, dedication, and expertise go into fans' practices. The rules and hierarchies of fandom are different from those that dominate school or the paid workforce--in general, more inclusive, less concerned with traditional markers of status (like age), and a bit more flexible--but I they certainly have a structure and logic to them. Some of the teens I interviewed in my research spent as much time producing podcasts, maintaining websites, or writing as they would if it were a full-time job. Others balanced Potter activities with others at school, such as working on the yearbook or school newspaper, mixing and matching the practices and skills involved in each activity to create their own style of production.

    My fandom research fed into Teaching Harry Potter in a number of ways. Most importantly, it's how Cathy and I met and became colleagues and friends! (We just happened to sit next to each other at the closing feast at E7--a Potter camp for families we describe in the book--and, as they say, the rest is history.) Beyond that, having seen numerous, diverse examples of rich learning and motivation for participation emerging around the Potter series helped me better understand and describe what was (and what could be) happening in schools. As readers will see in our chapters on technology and "imagining more," we believe that learners (regardless of the setting) have specific needs and rights that can be addressed through thoughtful, careful resourcing and approaches to teaching and learning. Further, we believe that civic participation and a commitment to social justice are essential to meaningful learning and participation--something we learned from our friends at the Harry Potter Alliance and various Wizard Rockers. (More on that in a minute.)

    One of the challenges I faced in shifting my focus to the school based research was not setting up a dichotomy of interest-driven fan practices versus what was happening in classrooms. Certainly, the students in Andrew, Allegra, and Sandra's classrooms had a different kind of shared reading experience than did many of the fans I worked with, one that was not independent from school but rather prompted and scaffolded by their teachers and shared with their classmates through specific assignments and classroom activities. This doesn't mean that it was inferior to what the fans were doing--just different. As we worked on Teaching Harry Potter, I think I came to a better understanding of how powerful school experiences can be for introducing and supporting interests on one hand--and just how treacherous it can be for teachers and students alike if schools do not allow for experiences that can lead to exploring deep interests.

    You close the book by imagining what a more perfect school structure would look like and what it would mean in the lives of the kids you studied. Can you share some of that vision?

    We use the image of the Mirror of Erised--the powerful magical mirror that allows one to see his/her deepest desires--to frame our discussion of what public education could (and should) look like. Although multiple reveals from the Mirror are not canon, we take four glimpses into the mirror to see the following things:

    Expert teachers engaged as leaders and trusted professionals: as the featured teachers' stories reflect, opportunities to exercise agency, make decisions about curriculum, and be creative in one's teaching are not always available to teachers. In our ideal vision of schooling, this situation would be different and teachers would be not only allowed to teach in the ways they feel are best for their students, but encouraged and supported in doing so.

    Universal access to technology and new media learning tools: in the book, we described some of the ways that schools use educational media and technology as similar to using the Polyjuice Potion--using technology to disguise bad pedagogy, resulting in those technologies being used in insignificant and spurious ways. Instead of continuing to "Polyjuice" technology and new media, we'd like to see schools learn how to adopt and integrate them in ways that support robust, student-driven learning.

    Emphasis on Experiential, Student- Driven Learning: We want to see students and teachers working side-by-side on projects that matter to them. As we mentioned earlier, there is a strong social justice component to the Potter series that has been picked up by various groups within the fandom, the Harry Potter Alliance in particular. The HPA is a great example of experiential learning, as its campaigns focus on getting young people out into the world to enact change. While we recognize that not every student nor every teacher will have the same commitment to social justice, we value the notion of experiential learning--whether that is in relation to world events or mathematics--and wish for more equitable access to such experiences.

    Authentic Tasks as the Central Form of Student--and Teacher--Assessment: in our final look in the Mirror, we see one outcome of the above-mentioned emphasis on experiential learning--an educational system that does not rely on standardized assessment and scripted curriculums. Instead, both teachers and students are assessed in ways that are sensitive to their particular needs and that encourage confidence in future practice.

    These four elements are certainly not the only positive changes we can imagine for schools, but they represent a significant start. They also represent a turn toward a more caring, trusting, and loving educational system. After all, it is the power of love, not magic, that is the most important lesson Harry has taught us.

    Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

    Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

    Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part Two))

    One of your teachers faced pushed back from students that the Harry Potter series were books for white kids. Perhaps many readers are thinking the same thing. Yet your title stresses their value for the "multicultural classroom." So, what do the books offer for children of color? How does this approach to "multiculturalism" differ from approaches which seek to match students with writers from the same ethnic and racial background?

    In the book, we talk about what we mean by "multicultural" education (all the students and teachers in Teaching Harry Potter are of color and therefore bicultural, meaning they negotiate their home and school cultures on a daily basis) and what we believe, and have seen, the Potter books contribute to the educational process within these settings. The first thing we question is the idea that the "whiteness" of the books negates their use in multicultural classrooms. The nature of the books themselves - their complexity and Rowling's willingness to take on difficult and contemporary issues such as racism, genocide, classism, and difference - make them uniquely valuable, and each of the three teachers illustrate this to great effect in their accounts.

    We discuss three features that make the Potter books central to the teachers in our book: Harry's status as a "newcomer" to the Wizarding world - to which Sandra's largely immigrant students relate, a normalization of difference - utilized to great effect by Allegra with her special education students, and the opportunity for multiple interpretations of the text - particularly useful for Andrew's students, but employed by all three teachers. Again, teacher capacity and quality are paramount here. We're looking beyond a base reading of the text; the quality of the approach, interaction and reading experience makes all the difference. One can certainly read Harry Potter simply as a book about white kids in an English boarding school. None of the Teaching Harry Potter teachers took that route - which one might call the dark and easy path. Instead, they challenged their students to use Harry Potter to help them tackle difficult social topics and academic exercises, and to do this with the belief that there was definitely something in Harry's story they could use to help them grow as learners and people.

    It's also important to note that we firmly believe in access to literature from multiple arenas; classics and books reflecting a diversity of authors, including those matching the students' background, are vitally important for young readers. But access to a particularly valuable popular work like Harry Potter is important because of its accessibility and all it has to offer. On another level, it is also important because so many white, middle to upper middle class kids DO have ample access to Potter and other popular series at home and at school. In many ways, building students' reading confidence, helping them discover that yes, they too can tackle a book of this length or "that style," whether they end up feeling it is ultimately for them or not, is the most valuable accomplishment.

    What's striking about the teacher stories running through the book is the degree to which each adopted their instruction to the particular needs of their students, finding the Harry Potter books to be a highly flexible resource in that regard. How does this customization and remixing process differ from the standard ways that schools are thinking about curriculum in this age of No Child Left Behind?

    Finding space for customizing/remixing curriculum was one of the biggest challenges the teachers in our book faced. By not following the standardized curriculum, they were doing something subversive--and, as their stories reflect, they often had trouble getting support from administration and colleagues. Despite the challenges they faced, however, each of the teachers featured in the book did a beautiful job of adapting Potter for their classrooms. Whether we are talking about Sandra, who read the book in Spanish with her ELL students, Allegra, who used the audio books to support her special education students' particular needs for reading support, or Andrew, who approached the book as an accessible gateway to challenging AP content, it is clear in each teacher's story that the needs of her/his students were primary influences on the decisions made around reading the books. In talking with the participating teachers, it seems that the rich stories in the Potter books provided unique opportunities for discussion, analysis, and connection with students' lives. Moreover, just the experience of reading an entire popular book together--as opposed to the excerpts and readers associated with the standardized curriculum--appears to have offered opportunities for deep, meaningful learning.

    This kind of responsive teaching is radically different from the standardized curricula commonly found in schools, not because teachers prefer standardization (although some certainly must), but because standardization is thought to be more efficient and its results more easily measurable. As we discuss in more detail in the book, most current policy initiatives reward efficiency and demand accountability--and neither reward nor require responsiveness, flexibility, or creativity. All of this adds up to a demoralizing and frustrating culture for teaching in which teachers' expertise is put to the side in favor of standardized content and methods. Fortunately, the teachers featured in Teaching Harry Potter pushed back hard against these negative forces, instead focusing on how they could provide meaningful learning opportunities for all of their students, even when reading Potter meant working around (and/or subverting) the prescribed reading curriculum--and taking considerable criticism from colleagues and supervisors for doing so.

    While each teacher had his/her own approaches to customizing the reading/learning experience, Allegra's story stands out as particularly salient to the topic of adaptation/remixing. A creative and dedicated teacher, Allegra wanted to support her students' developing reading skills and practices and felt that multimedia tools like the series' audio books could supplement the instruction and assistance she could provide for students one-on-one as well as to the class as a whole. As they worked through the first Potter book, Allegra's students moved fluidly between the printed text and multimedia by reading along with the audio books. The highly-engaging audio books provided students with a model for fluent reading as well as created a situation in which students could focus more attention on listening to and comprehending the story rather than struggling to decode every word themselves.

    Allegra's story also stands out in relation to adaptation because Allegra was working with special education students. As discussed in Allegra's chapter, Harry Potter is a great book series for use in special education for a number of reasons, a key one being the prominence of "difference" as a theme in the series. All Hogwarts students are special in that they have magical abilities; some (like Neville) require more support for learning than others (like Hermione), and others (like Harry) seem to benefit from an alternative, customized curriculum. As Allegra notes in her chapter, seeing varied, positive representations of difference was beneficial to her students.

    Harry Potter's status in the literary canon is still being debated and many teachers may see it as "mere popular culture" and not sufficiently literary to bring into school. Given the choices they face in schools with a diminishing focus on reading in any form, what's the case for why we should teach Harry Potter and not say Animal Farm?

    Why not both? Granted, the limitations you speak of do exist and districts, schools and teachers must make increasingly difficult decisions about what to include, there are creative ways to include popular books in the curriculum. Andrew, who is the high school AP English teacher in our book, never actually reads complete Potter books with his students. Instead, he uses key excerpts from both the books and the movies to support teaching particular literary aspects. In using these regularly, his students gain a sense of the stories and many end up reading the books on their own. Sandra does read one book a year with her students, but it takes a great deal of planning to make it work, including framing her rationale for using the books. The key for all three of the teachers in our book is a set of very clear goals for their students around using Harry Potter. They don't just read Harry Potter because it's fun or the teachers like the books.

    Each teacher uses the texts or movies to teach specific points in the curriculum, encourage habits of mind, or build stamina around reading. All three share the goal of building their students' confidence as readers; because Harry is accessible and also smartly written (it links to so many literary traditions, for example) each teacher uses it to catch his/her students by surprise - eventually each class realizes they've engaged the story, understand it, can connect it to other stories and text, and can discuss its merits and/or weaknesses, in many cases using high level academic language, as in the case of Andrew's AP English class. His students would certainly be primed to critically examine Animal Farm, for example. They hold a "literary confidence" not necessarily present previous to discussing/analyzing Potter.

    The debate around including popular texts in school curriculum will certainly remain a constant, especially since debates around which "classics" to include in English courses seems never ending. But there is certainly a current wave of coolness around reading - prompted by Potter and sustained by such series as The Hunger Games - that if recognized, harnessed, and used could serve to help students connect to the "classic" texts that have actually influenced a great deal of popular works.

    How do we measure the success of these teachers' attempts to use Harry Potter to engage with their students? And why do you think that school systems are so slow to recognize and reward this kind of success?

    Measuring teacher success - successful teaching - is probably the biggest educational debate right now. The growth over time data we talked about above is one example of how teachers are increasingly measured by one of the few types of hard data that are produced by teachers and schools en masse. Otherwise, the criteria for "success" becomes more objective and therefore difficult to define and evaluate in large numbers. In the book, we include a list of 9 "shared commonalities" - characteristics the Teaching Harry Potter teachers hold in common that we believe serve as the basis for (and evidence of) their success. One of these does include standardized test scores, but that serves more as one criteria, not the central identifiable aspect of the teachers' success. To our mind, these commonalities are identifiable and clearly contribute to student success. However, we spent time talking with the teachers, getting to know their philosophy and role in their respective schools. It took time to identify the roots of their success, something schools and districts don't have a lot of to work with.

    We also hold a particular view of what it means to be a successful teacher. For example, we believe popular culture and media are valuable in school and consider wise and appropriate use of them with students a mark of great teaching. Many would disagree, however. We could spend a long time arguing our point, which we've done, actually, and still not have any kind of consensus on the issue, let alone on how to measure what using popular culture successfully would look like. This is one of the major obstacles faced by each of the teachers in our book, they had to constantly justify their use of Harry Potter books and media and in some cases were actually allowed to use the books because of their successful testing records. So, in the end reading Harry Potter with one's students became the reward for the kind of "success" that could be easily and "objectively" measured - and that's where school districts and policy makers live right now.

    Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

    Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

    Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part One)

    Catherine Belcher and Becky Herr- Shepardson's Teaching Harry Potter: The Power of Imagination in the Multicultural Classroom is quite simply one of the most powerful and engaging books I've read about American education in a long time, and I strongly recommend it to the full range of people who read this blog -- those who are fans, those who are teachers, and those who care about the future of learning. Teaching Harry Potter tells a powerful story about the current state of American education, one which contrasts the enthusiasm many young people and educators feel towards J.K. Rowling's remarkable book series and the constraints which No Child Left Behind-era policies have imposed on how reading gets taught in the classroom. Reading this book produced powerful emotional responses--an enormous respect for the teachers described here who are battling to engage with their students in meaningful and timely ways and despair over some of the obstacles they must overcome in doing so. There's much to be optimistic here in the ways these teachers care deeply enough about their students to take intellectual and professional risks and much that is disheartening about the ways that the system crushes opportunities that all recognize are valuable but which do not fit within the formal "standards."

    The two writers move back and forth between a nuanced reading of J.K. Rowling's books which considers how they represent the value of education, detailed accounts of what teachers have been doing with the books as they adapt them for a range of multicultural classes, and big picture considerations of educational policy and pedagogical practice. You can learn more about this book and its authors on Teaching Harry Potter's official website and on the authors' blog.

    The following is the first installment of a three part interview with the writers, during which they use Harry Potter to pose some powerful critiques of what's working and what's not in contemporary American education.

    Let's start with the question that frames your introduction -- Why Harry Potter? What does this book series help us to understand about the contemporary state of American education?

    We chose to use Harry Potter to explore American education because of the powerful things the series has to say about teaching and learning. Even though the magical school system in the Potter books more closely resembles British schools (and, one might say, a particular, nostalgic view of British schools) than the American public schools we discuss in our book, we saw important parallels between how issues such as childhood and adolescence, power (both political and personal), knowledge, literacy, and even media and technology were discussed in the books and how they are discussed in contemporary education. For example, teachers we have worked with have often discussed the challenge of balancing students' informational needs with the school district's desire for "safety" (which can mean anything from approved book lists to highly-restrictive firewalls on school networks); a similar theme is evident in Harry's interactions with Dumbledore and other Hogwarts faculty who struggled with questions about how and when to share information with Harry and his classmates.

    The Potter series also reminds us of the importance of looking carefully and closely at situations--as things are not always what they seem to be at first glance--and of the importance of listening to alternative narratives. Both of these things seem particularly salient in relation to the state of contemporary American education, which, when viewed as a whole, seems very much like a lost cause. Looking closer, however, it is apparent that there are great and creative teachers, committed administrators, communities dedicated to supporting their schools, and students who, when given the resources they need, do extraordinary things. It is unfortunate that these stories are so often drowned out by discussions of standardized policy and procedure, as they are important reminders of what is possible. The exclusion of the Harry Potter books themselves, or the "strangeness" of including them in school reading lists, speaks to this as well. The assumption that they are simple children's books belies so much of their meaning and potential.

    Further, we love the spirit of learning in Harry Potter: students taking ownership over their own learning and teaching one another; reading books from the restricted section of the library; finding secret passageways to Hogsmeade. Hogwarts students seem to have a sense of autonomy, adventurousness, and wonderment that we wish for all students.

    A few pages into the book, you have already framed it as a defense of teachers. Why do teachers need defending? Why do they deserve defending?

    Teachers, great teachers, definitely need defending in today's climate. We realize that not all teachers are created equal, and that there is a great need to improve teacher preparation, hiring policies, evaluation, and retention in public schools, particularly in large, urban school districts. However in the book, we talk about how the current climate around accountability, measuring teacher quality by test scores, and the role of teacher unions in protecting ineffective teachers has created a situation where the voices and needs of high quality teachers are being drowned out. Can we really afford that? We felt it vital to draw attention to the work of passionate, highly skilled teachers, to make the counter argument that they exist and are indeed out there - and that they are innovative and current in their approach. We also thought it important to highlight the tensions these teachers deal with in trying to continue their work and grow as creative professionals under the current political climate.

    We also believe it is important to discuss the fact that there is more than one way to talk about good teaching. Most of the public discussion today centers on measuring teachers in some manner, usually through their students' test scores, which in many ways make sense since those are the one set of hard, "objective" measures available. Scores also provide a quick and easy answer. But good teaching is about much more than test scores - as is evidenced by Sandra, Andrew and Allegra. We are straightforward about the fact that their students do indeed test well, but we don't focus on that particular aspect of their work. What becomes clear in these three teachers' accounts is that they do much more than test preparation in their classrooms. They work - and often struggle - with making their pedagogy more nuanced and layered as they strive to offer a richer experience for their students. It is also important to note that they work with urban, and/or high poverty students of color, who are more often "test-prepped" and remediated than their suburban counterparts. Do teachers such as these, who believe in their students and work against the grain to offer them a rich literary experience deserve defending? Yes, most definitely. The task is figuring out how to balance that need within a system that currently throws all teachers into the same pot, regardless of their track record with students.

    Harry Potter is a series of books about education. What insights might teachers take for their own pedagogical practice from studying the various teachers and administrators depicted in the book?

    One of the most important insights teachers might take from the characterizations of teachers and administrators in the books is an understanding of how students perceive them. The Hogwarts faculty members are, by and large, portrayed as archetypes: Minerva McGonagall (stern and confident), Severus Snape (bitter and cruel), Remus Lupin (caring expert), Gilderoy Lockhart (inexperienced and self-absorbed), Albus Dumbledore (wise sage), and so on. Because readers only learn about the teachers through Harry's experiences with them, we spend much of the series not knowing much about them, their backgrounds, or their motivations. Teachers in the series--like many teachers in American schools--knew much more about their students than vice versa. While we're certainly not advocating that teachers give up all rights to privacy, we do think that it's important to be aware of the fact that most students navigate schools with a very incomplete picture of who their teachers are as people--and that this lack of information can serve as an impediment to connecting with teachers, even those who are very skilled and willing to act as caring mentors.

    For the teachers we profile in Teaching Harry Potter, the Potter books provided a way to share a bit of themselves with their students by sharing a piece of media about which they were passionate. Now, not all of the featured teachers were die-hard Potter fans (though several definitely would describe themselves that way), but all enjoyed the books, identified their value for their students, and went to great lengths to share the books in their classrooms. Their dedication to brokering access to the books for their students and to creating engaging reading experiences that recognized students' different needs and desires is admirable.

    Another thing that teachers might take from the Potter series is the value it places on experiential education--that is, teaching and learning that is grounded in students' real lives, that gets them up, out of their seats, and interacting with one another as well as with people outside of the classroom. Take, for example, Professor Lupin's lesson on defeating Dementors with the Riddikulous spell--this exercise challenged students to use magic that was extremely relevant to their lives at that moment and, although the lesson itself was loud, rambunctious, and risky, it was also highly effective in teaching students a spell they could immediately apply outside of the classroom.

    Moves toward standardization of curriculum are generally moves away from experiential learning, as experiential learning needs to be connected to specific contexts, moments in students' lives and in the schooling process. It takes a great deal of creativity and bravery for teachers to privilege this kind of learning in the classroom, especially in the current educational climate in the U.S.

    Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

    Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

    Dreaming Out Loud! Youth Activists Spoke About Their Fight for Education, Immigrant Rights and Justice Through Media and Art (Part Four)

    This is the final installment in a four part series, written by Arely Zimmerman and Sangita Shreshtova from the USC Civic Paths Project, concerning the young activists who are supporting the Dream Act. This research was funded by the MacArthur Foundation and is part of the work of the Youth and Participatory Politics Network.


      New Media and Movements

     

    Dreamer youth have

    also used new media to grow their movement on a national scale.  Between 2009-2010,

    youth organized many protest, including sit-ins at Congressional offices,

    hunger strikes, marches, and symbolic graduations. They used new media to

    exponentially amplify their voices through sophisticated and strategic use of live

    streams, blogs, user generated video portals and social media like Facebook and

    Twitter. For example, in June 2009, the founders of Dreamactivist.org, and United We Dream,

    organized 500 youth to participate in the National

    DREAM Act Graduation in Washington DC. This protest combined

    a symbolic ceremony with legislative lobbying (Behary 2009).

    Thumbnail image for dreamactphoto1.jpg

    On the same day, solidarity graduations took

    place in Arizona, California, Florida, Illinois, Indiana, Kentucky,

    Massachusetts, Montana, New Jersey, New York, North Carolina, and Texas (Dream Activist 2009).


    Thumbnail image for 12012010-DREAMERS-IMG_20101201_155737-575x431.jpg

    source:

    http://blogs.orlandosentinel.com/news_hispanicaffairs/tag/dream-act

     

    In another widely publicized campaign, on

    January 1, 2010, four undocumented youth from Miami Dade College began a

    4-month, 1500-mile-trek to Washington, DC to advocate for the DREAM Act. In

    what they aptly called the "Trail

    of DREAMs," the youth documented and mobilized support

    for their their walk through blogging, Facebook, YouTube, and twitter. Along

    their journey, they gathered 30,000 signatures to bring to President Obama.

     

    Watch the trail of dreams video here: 

     


    Despite all these efforts, the DREAM Act has yet

    to pass, and undocumented youth continue to be deported. In the face of this

    continuing crisis, the youth have used a combination of direct action and media

    activism to highlight (and render visible) detentions and deportations, which

    have generally received little public attention (Kohli 2011). They have staged rallies and sit-ins at detention centers, ICE offices, and

    have even targeted banks that invest in private prisons to directly confront

    the institutions invested in the immigrant detention and deportation system (Foley 2011). Grass roots new media messaging campaigns have been crucial to these action as

    youth use Facebook, Twitter, and microblogging to share the stories of, and

    garner support for, those detained and fighting deportation.


    The story of Matias Ramos,

    , an undocumented youth and co-founder of United We Dream, is a powerful

    example of such mobilization. On the morning that an electronic monitoring

    device was placed on his ankle, Matias Ramos posted a photo of himself on

    Twitter and announced that he had been given two weeks to leave the country (Berenstein 2011).

     

    Thumbnail image for matias ramos 2.jpg

    source: http://americasvoiceonline.org/blog/entry/dream_activist_matias_ramos_scheduled_for_deportation/

     

    Ramos and his supporters were able to gain high

    visibility for his case, to the point where it was even called a "high

    profile challenge to the White House's new deportation guidelines."

    Stories like these are transmitted through many overlapping social media

    networks connecting campus organizations, community groups, sympathetic media

    and allies, providing links to petitions and online donations.

     

    Nancy Meza is a key

    media strategist for the END our Pain campaign. At DREAMing Out Loud!

     she discussed the importance of

    combining both new media and traditional media strategies to shape the movement

    messaging.  To Nancy, social

    media is a space where "we can 'freely' express ourselves, push our messaging

    forward... in terms of Twitter and Facebook."  At the same time, Nancy stressed the need to complement new

    and more traditional media as she continued: "Our organization doesn't even own

    a camera...With whatever resources we have...I have a blackberry on a month to

    month plan...So I think for us, it's really been about how we use traditional

    media and how we mix it in".  New

    media has allowed for youth to shape their message in a more democratic and

    participatory fashion. They are, however, increasingly conscious of the need to

    be strategic about its use. For example, Nancy explained that a lot of effort

    goes into coming up with a Twitter hashtag for an event.  Is it accurate? Is it catchy? Will it

    travel? Often, Twitter is a good way to catch the attention of more traditional

    media, she explained. To her, the key is arriving at the happy medium between

    locally constructed messaging and coordinating a coherent frame that can

    translate to major media outlets. 

     

    Concluding

    Thoughts:

    At the heart of the event were the stories that

    the panelists shared and accounts of how stories inspired activism.  Pocho

    1, a internationally recognized photographer, recalled how

    photography shaped his activism and his reformation from a gang member to a

    social activist: "I started telling stories...I wanted to tell their story...I

    started hanging out with artists...I picked up a camera...I went crazy with

    it...shoot it everyday... tell people's stories". Now Pocho 1 documents the Dream

    movement, using his camera and social media as a form of social commentary and

    social activism. 

     

    Thumbnail image for p1.jpg

    source: http://www.pocho1.com/#!

     

    DREAMing

    Out Loud! provided many insights into how young people

    use new media to participate and mobilize in their communities. In many ways, the

    event highlighted the great democratizing potential that new media has,

    especially when it can be used to provide a platform to amplify the voices of

    youth who are marginalized from the mainstream political process. 

    References

    Behary, Samya. "Students

    storm Capitol Hill for National Dream Act Graduation Day," Immigration Impact, June 25, 2009.

    Berestein, Leslie Rojas. "A High-Profile Challenge to the White House New Deportation Guidelines," MultiAmerican, September 21, 2011, multiamerican.scpr.org/2011/09/a-high-profile-challenge-to-the-white-houses-new-deportation-policy.

    DREAM Activist, "DREAM for

    America: National DREAM Act Graduation Day - June 23, 2009," press release, June 21, 2009

    dreamactivist.org/blog/2009/06/21/nationalgraduation/.

    Foley, Elise. "Immigrants to Wells Fargo: Stop investing in For-Profit Detention," The Huffington Post, October 17, 2011.

    Kohli, Aarti Peter l. Markowitz, and Lisa Chavez, "Secure Communities by the Numbers:

    An Analysis of Demographics and Due process," Chief Justice Earl Warren Institute

    on Law and Social Policy Research Report, October, 2011.

    Sangita Shresthova is currently the Research Director of the Media Activism and Participatory Politics  (MAPP)  Project at USC. She is a Czech/Nepali international development specialist, filmmaker, media scholar, and dancer with extensive interdisciplinary qualitative research experience. She holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program where she focused on popular culture, new media and globalization. She also earned a MSc. in Development Studies from the London School of Economics and Political Science (LSE). While at LSE, her work focused on the educational communication components of international development interventions. Her scholarly writing has been published in several journals, and her work on global participatory aspects of Bollywood dance was recently released as a book by SAGE Publications.


    Arely Zimmerman, a Melon Post-Doctorate Fellow at the USC Program for Environmental and Regional Equity,  holds a doctorate in political science from UCLA. Her scholarship engages overlapping research areas of U.S. Latino/a studies, race and ethnicity, social movements, transnational, media, and feminist studies. Before joining PERE, she held a postdoctoral appointment at USC's Annenberg School for Communication and Journalism, where she examined how new forms of social and digital media are reshaping modes of civic engagement amongst Latino, immigrant, and undocumented youth. As part of her ongoing concerns with issues of identity and citizenship in transnational contexts, Arely's manuscript in progress, "Contesting Citizenship across Borders: Central Americans in the United States" details Central American migrant communities' struggles for citizenship and inclusion across multiple nation-states through transnational social movement and community activism.


    Dreaming Out Loud! Youth Activists Spoke About Their Fight for Education, Immigrant Rights and Justice Through Media and Art (Part Three)

    The following is the third installment in a four part series on young activists who are using new media to rally behind the Dream Act. It was written by Arely Zimmerman and Sangita Shreshtova from the USC Civic Paths Project. This work was funded by the MacArthur Foundation. 


    Coming Out/Pop Culture

    The need to be active, to be connected to other

    undocumented youth, and to strive collectively to make positive changes are key

    motivators for all of the youth panelists. They are all extremely active online.

    They create original media content. They blog. They share their stories and art

    through Facebook and Twitter.  They

    participate in public online conferences and symposia.  Yet, online visibility comes with its

    own challenges and risks. As Nancy recounted, she was personally targeted in a

    public campaign after a local conservative radio program called for her

    deportation.  Because of her role

    as the communications director of Dream Team Los Angeles and IDEAS at UCLA, she was an easily identifiable target.  The campaign got so vicious that she

    eventually had to disconnect her phone. 

    But, the risks of visibility have to be counter balanced with the

    benefits, she concluded.  "Yes, it

    is dangerous, there are risks that we face in being so publicly active, but it

    is even more risky if they don't know we exist". 


    Listen to Nancy

    Meza speak on this topic here:


     

    Driven by their urgent need to draw attention

    to their plight, undocumented youth put themselves at risk of deportation and

    arrest not only by participating in public civil disobedience but by also

    publicly 'coming out' via social media platforms.  The coming out process, as Erick notes, is a deeply personal

    one, shaped by each individual's own journey towards self-awareness and

    identification.  But, this process

    also has significant consequences on the movement because it is a first step in

    embracing one's undocumented legal status and becoming politically

    involved.  One of the common themes

    in the 'coming out' stories of undocumented youth is asserting their belonging,

    their 'Americannes', despite their undocumented legal status. Most Dream activism

    youth were brought to the United States as young children, and the United

    States is the only country they've ever known. It is their home. Fluent in

    English, educated in the American school system, these youth defy the already

    clearly inaccurate stereotypes of the 'illegal immigrant'. Mohammad of Dreamactivist.org, an online undocumented

    youth advocacy network, shared one often cited "coming out" narrative.

     

    Watch Mohammad's "I

    am Mohammad and I am undocumented" video here:


     

    The 'coming out'

    narratives of Dreamer youth often draw on shared cultural references.  Erick, for instance, shared how he

    formulated his identity from "Anime, heavy metal, and comic books"

    which he says, " framed my outlook on life".  When he came out as undocumented for the first time, he says

    he was inspired by a story arc in the popular comic Spiderman.  "When I mentioned my first name for the

    first time- I compared it to a story arc of Spiderman- when Spiderman shares

    his identity, I am also sharing my identity". Erick, and others, have also

    drawn connections to Superman as being undocumented.

     

    Thumbnail image for superman comic strip.jpg

    source: yfrog.com/h314mmz

    (@laloalcaraz)


    Sangita Shresthova is currently the Research Director of the Media Activism and Participatory Politics  (MAPP)  Project at USC. She is a Czech/Nepali international development specialist, filmmaker, media scholar, and dancer with extensive interdisciplinary qualitative research experience. She holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program where she focused on popular culture, new media and globalization. She also earned a MSc. in Development Studies from the London School of Economics and Political Science (LSE). While at LSE, her work focused on the educational communication components of international development interventions. Her scholarly writing has been published in several journals, and her work on global participatory aspects of Bollywood dance was recently released as a book by SAGE Publications.


    Arely Zimmerman, a Melon Post-Doctorate Fellow at the USC Program for Environmental and Regional Equity,  holds a doctorate in political science from UCLA. Her scholarship engages overlapping research areas of U.S. Latino/a studies, race and ethnicity, social movements, transnational, media, and feminist studies. Before joining PERE, she held a postdoctoral appointment at USC's Annenberg School for Communication and Journalism, where she examined how new forms of social and digital media are reshaping modes of civic engagement amongst Latino, immigrant, and undocumented youth. As part of her ongoing concerns with issues of identity and citizenship in transnational contexts, Arely's manuscript in progress, "Contesting Citizenship across Borders: Central Americans in the United States" details Central American migrant communities' struggles for citizenship and inclusion across multiple nation-states through transnational social movement and community activism.

    Dreaming Out Loud! Youth Activists Spoke About Their Fight for Education, Immigrant Rights and Justice Through Media and Art (Part Two)

    Dreaming Out Loud! 

    by Arely Zimmerman and Sangita Shreshtova

    Civic Paths Project


    Theme 1: Barriers and Supports

    The DREAMing Out Loud! symposium provided the

    panelists an opportunity to reflect on how

    they have grown their movement through harnessing new media's technological

    and communication affordances. Clearly, immigrant, low-income, undocumented

    youth face many barriers to both online participation and civic engagement,

    none more important than the lack of financial resources.  

     

    Yet, these barriers

    do not foreclose their ability to mobilize online communities around their

    cause. Studies conducted by William Perez and more recently by USC sociologist Veronica Terriquez show staggering rates of civic engagement

    amongst undocumented immigrant youth, challenging dominant presumptions about how

    youth become active and which youth are able to tap social networks behind

    their causes. Arely Zimmerman's research on Dream Activism similarly finds that

    youth - including those who are undocumented and low income -  are active in organizations supporting

    the Dream act also acquired high levels of new media skills. Not only were they

    active on social media; they also created new media content and shared it

    through platforms such as Flickr and YouTube.  Given this context, the Dreaming

    Out Loud! panelists spoke openly about how they overcame financial and

    other barriers to their political participation.

     

    Thumbnail image for Thumbnail image for Erick-Huerta.jpg

    (source of image:

    http://blogs.laforward.org/2010/12/06/news/another-dreamer-tells-his-story/)

     

    Erick, for example,

    is working towards his journalism degree but has had to take time off because

    of financial hardships.  Since

    2007, Erick has been blogging about his experiences as undocumented youth.  Without full-time access to a personal

    computer, Erick uses various resources to develop an online presence.  With his mother making ends meet as a

    street vendor, and his father picking up odd jobs, Erick used a scholarship to

    buy an Iphone.  Although it doesn't

    have Internet access, Erick uses his Iphone to take pictures, take notes, write

    blog entries. He then uploads the content to Facebook and Twitter via SMS text

    messaging.  Erick notes that, "As

    technology progresses it's becoming easier and easier and easier to be 'out

    there'."

     

    Listen to Erick speak about this here:

     

    The lack of access to technology does not keep

    these youth from participating online.

     

    Julio Salgado is a co-founder of Dreamers Adrift,

    a collective of digital media artists. 

    After graduating with a degree in journalism from Cal State Long Beach,

    he could not put his degree to use. 

    Working odd jobs primarily in the service industry, he was frustrated by

    the lack of opportunities.  He

    became more active in the Dream movement and used his artistic talents at the

    service of the cause. He has developed a personal style that is immediately

    recognizable, and his images have been used to represent national conferences,

    t-shirts, and other movement iconography. 

    He recalls how he has used whatever we could to 'make ends meet', going

    to college parties and gatherings and drawing caricatures of friends to raise

    money to pay for books and tuition. 

    Using his artistic talent, he began posting his drawings of 'dreamers'

    on Facebook using a scanner and photo-booth on his Apple laptop. Soon

    thereafter, his pictures garnered national attention.  

    Thumbnail image for Thumbnail image for LIBERTY78.11.jpg

    (image source:

    http://dreamersadrift.com/wp-content/uploads/2011/04/LIBERTY78.11.jpg)

    Reflecting on the barriers he has faced, Julio

    says, "that never stops you, you're so passionate...I need to draw this stuff".  


    See Julio's video "Wall of Dreams" here: 


    Sangita Shresthova is currently the Research Director of the Media Activism and Participatory Politics  (MAPP)  Project at USC. She is a Czech/Nepali international development specialist, filmmaker, media scholar, and dancer with extensive interdisciplinary qualitative research experience. She holds a Ph.D. from UCLA's Department of World Arts and Cultures, and a MSc. degree from MIT's Comparative Media Studies program where she focused on popular culture, new media and globalization. She also earned a MSc. in Development Studies from the London School of Economics and Political Science (LSE). While at LSE, her work focused on the educational communication components of international development interventions. Her scholarly writing has been published in several journals, and her work on global participatory aspects of Bollywood dance was recently released as a book by SAGE Publications.


    Arely Zimmerman, a Melon Post-Doctorate Fellow at the USC Program for Environmental and Regional Equity,  holds a doctorate in political science from UCLA. Her scholarship engages overlapping research areas of U.S. Latino/a studies, race and ethnicity, social movements, transnational, media, and feminist studies. Before joining PERE, she held a postdoctoral appointment at USC's Annenberg School for Communication and Journalism, where she examined how new forms of social and digital media are reshaping modes of civic engagement amongst Latino, immigrant, and undocumented youth. As part of her ongoing concerns with issues of identity and citizenship in transnational contexts, Arely's manuscript in progress, "Contesting Citizenship across Borders: Central Americans in the United States" details Central American migrant communities' struggles for citizenship and inclusion across multiple nation-states through transnational social movement and community activism.

    What Samba Schools Can Teach Us About Participatory Culture

    If you dropped in at a Samba School on a typical Saturday night you would take it for a dance hall. The dominant activity is dancing, with the expected accompaniment of drinking, talking and observing the scene. From time to time the dancing stops and someone sings a lyric or makes a short speech over a very loud P.A. system. You would soon begin to realize that there is more continuity, social cohesion and long term common purpose than amongst transient or even regular dancers in a typical American dance hall. The point is that the Samba School has another purpose then the fun of the particular evening. This purpose is related to the famous Carnival which will dominate Rio at Mardi Gras and at which each Samba School will take on a segment of the more than twenty-four hour long procession of street dancing. This segment will be an elaborately prepared, decorated and choreographed presentation of a story, typically a folk tale rewritten with lyrics, music and dance newly composed during the previous year. So we see the complex functions of the Samba School. While people have come to dance, they are simultaneously participating in the choice, and elaboration of the theme of the next carnival; the lyrics sung between the dances are proposals for inclusion; the dancing is also the audition, at once competitive and supportive, for the leading roles, the rehearsal and the training school for dancers at all levels of ability. From this point of view a very remarkable aspect of the Samba School is the presence in one place of people engaged in a common activity - dancing - at all levels of competence from beginning children who seem scarcely yet able to talk, to superstars who would not be put to shame by the soloists of dance companies anywhere in the world. The fact of being together would in itself be "educational" for the beginners; but what is more deeply so is the degree of interaction between dancers of different levels of competence. From time to time a dancer will gather a group of others to work together on some technical aspect; the life of the group might be ten minutes or half an hour, its average age five or twenty five, its mode of operation might be highly didactic or more simply a chance to interact with a more advanced dancer. The details are not important: what counts is the weaving of education into the larger, richer cultural-social experience of the Samba School.

    So we have as our problem: to transfer the positive features of the Samba School into the context of learning traditional "school material" -- let's say mathematics or grammar. Can we solve it? -- Seymour Papert, "Some Poetic and Social Critera for Education Design" (1975)

    I was lucky enough to have spent some small bits of time with Seymour Papert when I first arrived at MIT in the late 1980s and to have spent even more time in the company of his students, such as Amy Bruckman, Idit Harel Caperton, Edith Ackerman, Ricki Goldman, Mitchell Resnick, David Cavallo, and others. His ideas about redesigning educational practices to reflect the value of the Samba Schools was very much in the air at the time and I recall this passage being discussed several times at the meetings of the Narrative Intelligence Reading Group, an incredible bunch of graduate students, faculty members, and folks from the Cambridge community, who met regularly to discuss the intersection between new media and theory. In retrospect, I've begun to wonder how much the concept of the Samba School informed my own ideas about "participatory culture," without me being fully conscious of it at the time. It is only in recent years that I have started to draw connections between the two, but we are always shaped by things in our immediate environment in ways we can not fully articulate at the time. So, choose your contexts wisely.

    This past summer, during a trip to Rio, my wife and I were finally able to visit a Samba School, and I came away from the experience with a deeper appreciation of the many different mechanisms through which the community's participation is solicited and maintained over the course of one of those weekend afternoons Papert is describing. And I have found myself reflecting upon this experience many times since my return. Here, I mostly want to share some of the beautiful photographs my wife, Cynthia Jenkins, took, but also to share a few of these still relatively unprocessed impressions. Thanks to my good friend, Mauricio Mota, for organizing our outing at the Samba School. I am still learning about this culture, so please excuse anything I get wrong in this discussion. I would love to have some of my Brazillian readers add their own background and context to what I am sharing here.

    The Samba Schools are embedded within particular communities -- most often in the Favelas, which is where the poorest of the poor live in Rio. Upon entering these communities, as an outsider, one is impressed both by the density of the population and by the vibrancy of community life. Everywhere you look, people are gathered together, engaged in conversations, and around the edges, you can see a range of expressive activities.

    Samba 4

     

    For me, the creativity fostered by the Samba Schools is also visible in the grafitti and street art which adorns walls all over the city. And the playfulness can be seen in the boys and girls who are trying to conduct kite battles just outside the city center.

    The Samba Schools are part of a larger folk logic which survives in Brazil as a living aspect of the culture (even as so much of the folk practices have been crushed in the United States over the past hundred plus years of mass media). We don't need to romanticize these creative impulses, but we also should not deny their existence.

    Entering the Samba School has historically been a risky proposition for the middle class and the outsider, as is suggested by the incredibly narrow windows through which transactions occur around the purchase of admission.

     

    Samba 2

    But once inside the hall, things are incredibly open and designed to insure sociability through every means possible. The space and practices are designed to encourage participation and to embrace many different kinds of participation. So, the first thing you do upon entering -- or at least the first thing we do upon entering -- is to grab a big heaping plate of food.

    Samba 3

    As someone born and raised in the south, not so many generations removed from dirt farmers, I recognize the core ingredients here -- there's not much on my plate which I would not have seen at a BBQ place in the deep south or at a family reunion or church picnic. The preparation differs, of course, but the core building blocks are the same. And eating the food gives us time to sit and watch, to get our bearings and to develop a mental map of the space.

     

    Samba 1

    The design of the space creates a great deal of fluidity between watching and dancing.

     

    Samba 8

    There are many different vantage points for observing what's taking place, but there are no fixed walls separating performance space for spaces where spectators are gathered.

     

    And the longer you are there, the more you find yourself edging closer and closer to where the action is. There is no decisive moment when participants step from watching to dancing. The music pulls at you -- you start to sway your hips or nod along without even fully realizing it.

    Samba 6

    Mothers and fathers are taking their children with them, and they bounce to the music, even before they really know what's taking place.

     

    Samba 5

    There are certainly stars to be seen here: my host points out some of the well known figures in the Samba world who are strutting their stuff and others are gathering around to watch them, but there is nothing stopping anyone from stepping into the same ring on the flat floor and dancing alongside them.

     

    Samba 9

    There is a raised area where the bands perform and there are local personalities who moderate the festivities, giving out periodic encouragements for people to join the dance. The announcers, though, are only one of a number of different practices designed to actively invite our participation.

     

    Samba 7

    These young men and women function like cupids: they bring love messages from one participant to another, often encouraging them to kiss and dance together, and thus breaking down some of the isolation that might remain in a large public space. You may note that they wear straw hats and have freckles, both intended to indicate they are playing the role of "country bumpkins," a shared figure of bemusement for these urban poor, many of whom only recently left the countryside themselves.

    Periodically, a group dressed in police uniforms step march through the hall, blowing whistles, and rounding up captives. They are seeking out people who do not seem to be participating and they take them away for short lectures on the traditions of the community.

     

    Samba 10

    As someone who lives in fear of confrontations with people in uniforms, I ask my host what I can do to signal my participation, and it turns out that participation is a flexible category and that wearing the festive shirt which was handed me along with my ticket will be enough to signal that I have become part of the community, rather than a mere spectator.

     

    Samba 11

    The "participation police," as I have come to describe them, are one of the most provocative aspects of the experience for me. They speak to the challenges which any participatory culture faces around nonparticipation. I have come to appreciate the concept of legitimate peripheral participation -- the idea that witnessing and learning are themselves forms of participation, or at least, meaningful part of the process of preparing to participate. We should be concerned if some groups are structurally prohibited from participating; we should pay attention to the educational needs of those who are not yet ready to participate; we should build in active mechanisms which repeatedly encourage and solicit participation, as I observed in the Samba Schools, but we should not force participation before any given community member is ready to join the festivities.

    So, it is striking that the Samba Schools have a range of different mechanisms for encouraging participation, some more forceful than others, but that it also recognizes and values that sometimes wearing a t-shirt or some other marker of affiliation may be as far as any one person is ready to go in their process of absorbing the norms and values of the community and crossing the invisible threshold into full participation. As we follow Papert's lead, and think about what it would mean to design educational institutions and practices which mirror those of participatory culture, we need to be attentive to the varied and multiple ways that spaces like the Samba School enable meaningful participation for all of their community members.

    OurSpace: Being a Responsible Citizen of the Digital World (Part Two)

    Last time, I shared part of my contributions to the afterword for OurSpace: Being a Responsible Citizen of the Digital World, a casebook designed to encourage students, teachers, parents, and administrators to reflect on the ethical choices they confront as participants in the new media landscape. Our Space was co-developed by Project New Media Literacies (established at MIT and now housed at University of Southern California Annenberg School for Communications and Journalism) and The GoodPlay Project (Harvard Graduate School of Education). You can find the full casebook here, among other places. Today, I am going to share an example of the kinds of activities we developed for the casebook, activities we intend to be appropriated, remixed, and redeployed by educators working in a variety of different contexts. Key to our process is the idea that we need to establish a safe space for these kinds of conversations to take place, one which respects the rights of all participants. We are trying to encourage a climate of healthy skepticism, one which asks hard questions, but is always open to new discoveries. The following exercise is one we've used successfully in the afterschool program on digital citizenship which my team ran at the Robert K. Kennedy Schools in Los Angeles.

    Here's part of what we provide to these educators.

    Our Space, Our Guidelines

    Erin Reilly, Project NML

    Facilitator's Guide

    Lesson Overview (Grades 6-12)

    Everywhere we go--whether hanging out at the park, being a lab partner in a science class, or meeting new friends through playing the latest MMORPG (Massively Multi-Player Online Role-Playing Game) --we negotiate the implicit and sometimes explicit norms of social communities. These spaces typically don't have signposts or labels that state every guideline that we must abide in order to be part of the group--but somehow most people learn what's inappropriate to do and what to do to fit in. Through observation, talking to others in the group, and actively engaging in the group discussion or activity presented, you can learn about the expectations for appropriate conduct, and what it means to be a responsible player or citizen of the community.

    Talking about often sensitive issues such as identity, privacy, trust, ownership and

    authorship, and group norms can be difficult; it may take considerable work to establish and maintain a culture that enables all learners to feel safe and comfortable enough to discuss these issues. It is important to discuss the reality that, in many online and offline spaces, different participants may have motives and goals for participating that are at odds with one another. In these cases, norms and expectations may not be clear-cut. Conduct that feels comfortable and appropriate to one person may not feel so to others. This set of activities is designed to help teachers/facilitators and students create a safe space-- and a shared set of norms and guidelines--for participating in discussions about the issues raised in this casebook.

    It's important to realize that norms and guidelines work together.

    • Norms are defined through implicit understandings, representing shared assumptions about desirable and appropriate ways of interacting. Norms help to guide, control, or regulate proper and acceptable behavior within any given community.
    • Guidelines are explicitly defined as an indication or outline of policy or conduct. Those policies may be expressed top-down, as in many of the rules that teachers and students have to follow in the school context, or emerge bottom-up, as in the kinds of guidelines we hope will emerge through this activity.

    The implicit norms of various online communities are highly flexible, reflecting the still-emerging nature of many of these contexts and practices. Yet the lack of clarity and agreement about appropriate conduct can sometimes lead to misunderstandings and misconduct. Some people defend what would be seen as antisocial actions in other contexts by appealing to the lack of rules governing interaction online. For our purposes, as we negotiate between the online world and the classroom, it is important to establish some guidelines that all participants have agreed upon--guidelines that will allow us to talk about controversial and complex issues while respecting the privacy and dignity of all participants. We need to be able to appeal to these shared principles in order to arbitrate conflicts or, ideally, to prevent antisocial conduct.

    Ethical thinking skills highlighted in this lesson:

    • Perspective-taking--striving to understand the motives and goals of multiple stakeholders in online communities
    • Reflecting on one's roles and responsibilities within a community
    • Considering community-level consequences (benefits and harms) of different courses of action

    New media literacies highlighted in this lesson:

    • Negotiation--the ability to travel across diverse communities, discerning and respectingmultiple perspectives, and grasping and following alternative norms
    • Collective Intelligence--the ability to pool knowledge and compare notes with others toward a common goal
    • Play--the capacity to experiment with one's surroundings as a form of problem-solving

    Learning Objectives

    After this lesson, students should be able to:

    • Identify the norms and guidelines for responsible participation that exist in various communities, both offline and online
    • Name distinct features of online communities that may affect the norms and guidelines needed for responsible participation
    • Recognize the importance of creating norms and guidelines to facilitate responsible participation in online communities

    Materials Used

    • Anonymous suggestion box (to keep in the classroom permanently)
    • Video: 1969 television series DVD, Room 222 Season OneOn Disc 2, Episode: The Exchange Teacher (airdate: 12/17/1969)

    Handouts:

    • Recommended Guidelines
    • WoW Guidelines
    • Case Study: Ning--Community of Readers

    Lesson Introduction

    Introduce the lesson by considering norms that have been developed for different contexts. Use one of the following activities or a combination of both.

    Watch Video and Discuss

    The goal of this video clip is to understand that people often enter situations with already established norms. And in doing so, it takes focused effort and group collaboration to break the pre-structured guidelines established and develop a new set of norms and guidelines more appropriate for the participating group.

    Begin this lesson by watching chapter two (roughly five minutes) of 1969 television series DVD, Room 222, Disc 2, Episode: The Exchange Teacher (air date: 12/17/1969). This video introduces an exchange teacher from England visiting an American school. Of interest in the video are the reactions of other teachers to the exchange teacher's "eccentric" behavior in her interactions with students, in which she casts aside the established guidelines in the school and articulates her own expectations for students.

    Questions to discuss with your students after the video could include:

    • In the video clip, what were the differences between norms and guidelines?
    • Why does a class need guidelines? Or does a class need guidelines?
    • What were the norms of the school before the exchange teacher arrived?
    • How did the exchange teacher change the norms for her classroom?
    • Think of your current situation/location--what might happen if the current guidelines were removed? What are some of the social norms of this space? How might you change them?

    Choose an Offline Community and an Online Community and Brainstorm the norms associated with each group. Put the two lists on the board for you and your students to discuss and compare.

    Sample Offline Communities:

    • Park • Mall • Football game. Church. Classroom

    Sample Online Communities:

    •Multiplayer online games like Runescape or World of Warcraft • Social networks, like Facebook or MySpace • Fan communities, like FictionAlley.org

    Questions to prompt your students could include:

    • What kinds of things help you feel like you are in a safe space?
    • What are the different ways of participating in online communities compared to offline communities?
    • Not everybody participates in the same ways in online communities. What are some different ways to participate? These can be positive or negative (think active nonparticipation, such as: How does a casual observer participate?).

    Share with students Will Wright's pyramid of participation when posing this question. Will Wright is a game designer who helped to develop such popular titles as The Sims, SimCity, and Spore. His games rely heavily on the participation of their players. This pyramid illustrates a number of key principles about participatory culture:

    1. Participants make different kinds of contributions, with the most labor-intensive activities performed by a much smaller subset of the community than those activities that require more casual commitments;

    2. The contributions of participants build upon one another. People who download content, for example, are depending on those who produce or distribute that content, and those who produce the content are hoping to have a receptive audience for the things they make--and are relying on toolmakers to give them the affordances they need to be able to make the content they want. Wright's pyramid thus allows us to talk about what each member contributes and what each member draws from a participatory culture.

    When we think about "ethical participation," we often talk about the "public good"--ways to participate that benefit the community as a whole. What are some types of participation that fit the public-good model of participation? For example: How does tagging a media clip relate to participation? NOTE: Consider sharing with students NML's Learning Library challenge "An Introduction to Tagging"

    In speaking of ethical issues in this casebook, we refer particularly to the responsibilities and obligations that accompany specific roles in society--for example, the roles of worker, citizen, and participant in a real or virtual community. Going beyond neighborhood morality, which involves the ways in which persons deal with those in their immediate vicinity, an ethical stance entails the capacity to think abstractly; and going beyond the assertion of rights, an ethical stance foregrounds those responsibilities that one should assume, even when--indeed, especially when--they go against one's own self interest.

    Are there ways to participate in this community that support others' participation? What types of participation hinder this goal?

    How would the exchange teacher in "Room 222" fair in the different spaces you've brainstormed?

    Now compare the different spaces you've listed:

    • Can you act the same way in each space? What would happen if you did?
    • How do you account for the differences in expectations of participation in these two communities?

    Activity #1: Analysis of Guidelines

    Introduction: The goal of this activity is to begin considering guidelines for your class by assessing existing guidelines for participation created by other groups. Students will consider examples from both offline and online communities, exploring similarities and differences, and discuss the extent to which guidelines should differ in online versus offline environments.

    Assessing guidelines created and used by other groups is a good start, but every social group is different and therefore it is best to establish your own set of guidelines that work for your group's values and goals.

    For further reasoning on this, read the attached Case Study: Ning--Community of Readers with your students. Ning is an innovative and easy-to-use technology platform for people to join and create new social networks for their interests and passions and meet new people around the things they care about most in their life. Ning--Community of Readers is a Ning social network established by Project New Media Literacies to pilot test the Teachers' Strategy Guide: Reading in a Participatory Culture.

    Share the attached guidelines and analyze the similarities and differences between the guidelines used by an after-school program and guidelines created for an online community.

    Questions to prompt your students could include:

    • Comparing the two sets of guidelines, are there things you don't like? And if so, how might you want your guidelines to be different?
    • Why can't offline guidelines be used for online spaces?
    • What differences do you see between the offline guidelines and the online guidelines? What sorts of things appear in the online guidelines that aren't a part of offline guidelines?
    • Are there characteristics of online spaces that require developing new norms and guidelines? What sorts of things happen in online communities that require creating new guidelines and norms?
    • Besides the two sets of guidelines provided, can you think of other guidelines (whether offline or online) that might be good to add to this list?

    Activity #2: Ombudsman, Take it Away!

    Introduction: The goal of this activity is to choose one of your students to be an ombudsman and, using the new media literacy, collective intelligence, to establish a set of norms and guidelines for your group's learning environment.

    By choosing an ombudsman--someone who will act as mediator, help to resolve any conflicts and ensure that all voices in the group are heard--your group will develop its own set of guidelines for creating a safe learning environment for discussing sensitive issues raised by participation in online learning and play spaces . We each have different backgrounds, experiences and expertises to bring to the conversation. We each deserve to be heard. And we need a set of guidelines, which ensures that everyone will be able to say what's on their mind and not feel at risk from other students' responses.

    This space does not have to have the "look and feel" of our normal class. It's a space for us to come together equally in order to discuss issues that are still being worked out by society and to try out some activities. We are going to use the new media literacy, collective intelligence, to pool our knowledge and choose and create new rituals and guidelines for how we will act when we are doing activities on ethics.

    Instructions:

    • Choose one of your students to be the first ombudsman--this person will facilitate today's class and ensure that everyone's voice is heard.
    • Have the students collaboratively work to jot down norms that they would want in establishing this safe space.
    • To ensure that everyone has a voice, encourage students to write their ideas on paper anonymously and put them into a suggestion box. There is no limit on how many suggestions you can put into the box.
    • After all suggestions are in, have the ombudsman make a list of norms by reading through all suggestions in the box. By designating a student as the ombudsman, the teacher/facilitator becomes a participant in the activity and helps to set in motion a new set of norms for how the teacher/facilitator and students will interact during the ethics exercises.
    • Have the ombudsman moderate a discussion on defining a list of guidelines to support establishing the norms requested by the group.
    • Through a voting session, have the ombudsman narrow down the list of guidelines to no fewer than three and no more than five. Conduct the voting with a show of hands. Students can raise their hands five times. The ombudsman needs to add up the total on each vote and determine which on the list rise to the top as the most important.
    • The ombudsman should write the final list on the board to get initial reactions/feedback from the group.

    NOTE: In the dynamic we hope to see played out in these lessons, the expertise of both teachers/facilitators and students are "co-configured," meaning you and your students have different expertise to share when reflecting on digital media practices. We hope you work to hear one another's voices and opinions without bias. Encourage your group to return to this opening activity anytime they feel that new classroom norms have developed or that old norms have changed so that your classroom's list of Guidelines can be updated accordingly.

    Concluding Takeaways

    This lesson is designed to introduce ways of thinking about the need for establishing norms and guidelines that will facilitate a safe space where everyone feels comfortable discussing the sensitive issues that arise when adding digital realms to the everyday world. Because the focus of this casebook is digital media and ethics, it is possible that students will have had experiences that teachers have not themselves encountered. Allowing facilitation by students designated as ombudsman provides a space in which teachers and students bring their different perspectives and expertise to the table. The guidelines help to establish norms that support all players in the classroom to dynamically learn from one another.

    Assessment

    Through participation in class activities and discussions and/or answers to optional assessment questions, students should demonstrate they can:

    • Identify the norms and guidelines for responsible participation that exist in various communities, both offline and online
    • Name distinct features of online communities that may affect the norms and guidelines needed for responsible participation
    • Recognize the importance of creating norms and guidelines to facilitate responsible participation in online communities

    Assessment Questions (Optional)

    • Think of a group--either online or offline--you belong to (or used to belong to) that is either particularly good or particularly bad at encouraging responsible participation. Explain the norms and guidelines of the group (if they exist) and how they affect the way people participate in the group.
    • Think of an online community/context in which you participate. What are the norms and guidelines for participation? How are they similar to and different from the offline communities/contexts in which you participate?

    PARTICIPATION: OUR SPACE, OUR GUIDELINES

    Recommended Guidelines

    • Respect--Give undivided attention to the person who has the floor (permission to speak).
    • Confidentiality--What we share in this group will remain in this group.
    • Openness--We will be as open and honest as possible without disclosing others' (families', neighbors', or friends') personal or private issues. It is okay to discuss situations, but we won't use names or other identifiers. For example, we won't say, "My older brother ..." Instead, we will say, "I know someone who ..."
    • Right to pass--It is always okay to pass (meaning "I'd rather not" or "I don't want to answer").
    • Nonjudgmental approach--We can disagree with another person's point of view withoutputting that person down.
    • Taking care to claim our opinions--We will speak our opinions using the first person and avoid using "you." For example, " I think that kindness is important." Not, " You are just mean."
    • Sensitivity to diversity--We will remember that people in the group may differ in cultural background, sexual orientation, and/or gender identity or gender expression, and will be careful about making insensitive or careless remarks.
    • Anonymity--It is okay to ask any question by using the suggestion box. Acceptance--It is okay to feel uncomfortable; adults feel uncomfortable, too, when they talk about sensitive and personal topics, such as sexuality.
    • Have a good time--It is okay to have a good time. Creating a safe space is about coming together as a community, being mutually supportive, and enjoying each other's qualities.

    Adapted from Guide to Implementing TAP: A Peer Education Program to Prevent HIV and STI (2nd edition), © 2002, Advocates for Youth, Washington, DC.

    World of Warcraft (WoW) Guidelines

    This is an excerpt taken from the WoW Guidelines to illustrate guidelines for an online community. For the full set of guidelines.

    Welcome to the World of Warcraft discussion forums! These forums are here to provide you with a friendly environment where you can discuss ideas, give game play advice, role-play, and converse about any other aspects of World of Warcraft with other players. Community forums are at their best when participants treat their fellow posters with respect and courtesy. Therefore, we ask that you conduct yourself in a civilized manner when participating in these forums.

    The guidelines listed below explain what behavior is expected of you and what behavior you can expect from other community members. Note that the following guidelines are not exhaustive, and may not address all manner of offensive behavior. Your access to these forums is a "privilege," and not a "right."

    Racial/Ethnic

    This category includes both clear and masked language and/or links to websites containing such language or images that

    • Promote racial/ethnic hatred
    • Are recognized as a racial/ethnic slur
    • Allude to a symbol of racial/ethnic hatred

    If a player is found to have participated in such actions, he/she will:

    • Be temporarily banned from the World of Warcraft forums
    • Be given a final warning; any further Code of Conduct violations may result in permanent ban from the forums

    Real-Life Threats

    This category includes both clear and masked language and/or links to websites containing such language or images that:

    • Refer to violence in any capacity that is not directly related to the game world

    If a player is found to have participated in such actions, he/she will:

    • Be temporarily banned from the World of Warcraft forums
    • Be given a final warning; any further Code of Conduct violations may result in a permanent ban from the forums

    Distribution of Real-Life Personal Information

    This category includes:

    • Releasing any real-life information about other players or Blizzard Entertainment employees

    If a player is found to have participated in such actions, he/she will:

    • Be permanently banned from the World of Warcraft forums

    Posting Cheats, Hacks, Trojan Horses, or Malicious Programs

    This category includes:

    • Posting links to cheats, hacks, or malicious viruses / programs

    If a player is found to have participated in such actions, he/she will:

    • Be permanently banned from the World of Warcraft forums

    Inappropriate language

    This category includes both clear and masked language and/or links to websites containing such language or images that:

    • Are a mildly inappropriate reference to human anatomy or bodily functions
    • Are otherwise considered objectionable
    • Bypass the Mature Language filter

    If a player is found to have participated in such actions, he/she will:

    • be given a temporary ban from the World of Warcraft forums, depending upon severity

    Harassing or Defamatory

    This category includes both clear and masked language and/or links to websites containing such language or images that:

    • Insultingly refer to other characters, players, Blizzard employees, or groups of people
    • Result in ongoing harassment to other characters, players, Blizzard employees, or groups of people

    If a player is found to have participated in such actions, he/she will:

    • Be given a temporary ban from the World of Warcraft forums, depending upon severity

    Harassment takes many forms, and is not necessarily limited to the type of language used, but the intent. Repeatedly targeting a specific player with harassment can lead to more severe action. The idea behind this is to prevent any one player from consistently being uncomfortable in the World of Warcraft forums.

    Major Religions or Religious Figures

    This category includes both clear and masked language and/or links to websites containing such language or images that:

    • Negatively portray major religions or religious figures

    If a player is found to have participated in such actions, he/she will:

    • Be given a temporary ban from the World of Warcraft forums, depending upon severity

    Spamming and Trolling

    This category includes:

    • Excessively communicating the same phrase, similar phrases, or pure gibberish Creating threads for the sole purpose of causing unrest on the forums
    • Causing disturbances in forum threads, such as picking fights, making off-topic posts that ruin the thread, insulting other posters
    • Making non-constructive posts
    • Abusing the Reported Post feature by sending false alarms or nonsensical messages

    If a player is found to have been spamming or trolling, he/she will:

    • Be given a temporary or permanent ban from the World of Warcraft forums, depending upon severity

    The bottom line is that we want World of Warcraft to be a fun and safe environment for all players. World of Warcraft is a Massively Multiplayer Online Role-Playing Game, and the key words are "Massively Multiplayer." In playing this game and posting on its forums, you will encounter thousands of other players who share different experiences and come from vastly different backgrounds. While certain language and images may not be offensive to you, consider the fact that that same language and images may have a completely different effect on someone else. We've done everything we can to make this

    Ning Community of Readers: Example Case

    A conversation with Aurora High School teacher, Rebecca Rupert, discussing her and her students' process for developing community guidelines.

    Rebecca Rupert writes:

    We started with the following guidelines that were written by teacher Ann Smith from Arapahoe, Colorado.

    In your discussion, be sure:

    1. Your posts (or comments) are well written. This includes not only good content, but--because these are school-related--also follows writing conventions including spelling, grammar, and punctuation.

    2. Your posts (or comments) are responsive. They respond to other people's ideas--whether it is a post by a teacher, a comment by a student, or an idea elsewhere on the Internet. The power of online communication tools is in their connectedness--they are connected to a larger community of ideas. Participate in that community.

    3. Your posts (or comments) include textual references to support your opinions. Adding quotes or links to other works strengthens your response.

    4. You participate frequently. To be part of the dialogue, you have to participate fully and consistently.

    5. You are respectful of others. It's okay to disagree; it's not okay to be disagreeable. Be respectful of others and their opinions, and be civil when you disagree.

    She used the guidelines for students as they participated in a Socratic seminar blogging session. She notes, "I first used the guidelines for an online chat with my students, and it became immediately clear that students were not following any of them (it was a disaster), so we spent time looking closely at each guideline, re-writing them, and adding them to the list. We came up with our own set of guidelines, and they were posted in the room for a time. As I remember, my students' guidelines were very similar, just written in different language.

    OurSpace: Being a Responsible Citizen of the Digital World (Part One)

    Our Space: Being a Responsible Citizen of the Digital World is a set of curricular materials designed to encourage high school students to reflect on the ethical dimensions of their participation in new media environments. Through role-playing activities and reflective exercises, students are asked to consider the ethical responsibilities of other people, and whether and how they behave ethically themselves online. These issues are raised in relation to five core themes that are highly relevant online: identity, privacy, authorship and ownership, credibility, and participation. The casebook is available for free online and you can access it here, on the Project New Media Literacies team website, among other places. Our Space was co-developed by Project New Media Literacies (established at MIT and now housed at University of Southern California Annenberg School for Communications and Journalism) and The GoodPlay Project (Harvard Graduate School of Education). The Our Space collaboration grew out of a shared interest in fostering ethical thinking, and conduct, among young people when they exercise their new media skills. We recently released the finished product to the world, after many years of hashing through these complex issues together, and we are eager to get response from other educators who are interested in applying some of these activities in their own contexts. Today, I am going to share my own reflections about the project, which are part of a joint afterword which I wrote in conversation with Howard Gardner, the leader of the GoodPlay project. You can read that full exchange here. Next time, I will share one of our initial activities --- "Our Space, Our Guidelines" -- which is intended to help teachers develop a safe space through which students can engage in conversations about ethical issues.

    Excerpt from How We Got Here:

    Peter, a typical American teenager, lives in a major metropolitan area in North America. The product of a broken home, he currently is under the supervision of his aunt and uncle. Peter considers himself to be a master of the Web, able to move rapidly from site to site and applying his emerging skills to promote social justice. Peter has engaged with typical identity play, adopting a flamboyant alter ego, an avatar that allows him to do and say things he would be hesitant to do otherwise. Peter belongs to a social network with kids from a nearby private academy who share his perception of being different from others around them. Peter uses Flickr to publish his photographs, some of which have been published professionally by the local newspaper under a Creative Commons attribution; the editor has been so impressed by Peter's work that he now lets him work freelance. Peter often interacts with adults who share his geeky interests online. Peter uses his computer to monitor suspicious activities in his community and is able to use a range of mobile technologies to respond anytime, anywhere to issues that concern him. He uses Twitter to maintain constant contact with his girlfriend, Mary Jane, who often has to stay after school to rehearse for drama productions.

    Peter and his other friends are part of a generation that has embraced the expanded capacities of new media to more actively participate in their society. Peter doesn't like to consider himself a hero, but he has made a difference in the lives of the people around him. Indeed, Peter's Uncle Ben has told him that he enjoys the kind of power and knowledge that previous generations could only imagine but warns him that "with great power comes great responsibility." Peter knows less than he thinks he does, but more than the adults around him realize. While he makes mistakes, some of them costly, he is generally ready to confront the responsibilities thrust upon him by his circumstances.

    Alert readers will have already recognized that Peter Parker is the protagonist of Marvel comics long- standing Spider-Man franchise. I've treated his story as if it were a case study from our research to make a point. Most of us already accept the idea--at least through fiction--that young people might be able to assume greater responsibilities than previous generations, that they might learn ways to use their emerging "powers" responsibly and ethically, and that the value of doing so may outweigh the risks or challenges. Within the pages of a comic book, things, such as identity play, which sometimes worry adults, are much more normative, much as they are for the young people who have grown up defining their identities in relation to the online world. And there, we come to accept the value of young people "geeking out," rehearsing and deploying their skills within communities defined more through their shared interests than through fixed relations between adults and youth, and we come to recognize that young people may take on their own "missions" that motivate their learning and shape their understanding of their place in society.

    The Spider-Man comics even allow us to see Peter and his friends at Xavier Academy (The X-Men) make and learn from mistakes, often as part of a supportive social network which is there to pick up the pieces and offer valuable advice on the next steps in their personal journey. And it's a good thing that the Avengers, the predominantly adult organization of superheroes to which Spider-Man belongs, are not age-conscious, since one longtime member, Thor, is a five-hundred-plus-year-old immortal god and compared to him, all of us are "immature." Many of us grew up reading such stories, though we often forget them when we are confronting the messy business of helping adolescents acquire and master adult responsibilities.

    For me, this project started with the recognition that there was a whole generation of youth who, like Peter, are deploying new media technologies and the processes associated with them to develop a clearer understanding of themselves and their place in the world. Many of these youth are becoming media makers, expressing their emerging understanding of the world through fan fiction, game mods, mp3 downloads, websites, YouTube videos, social-network profiles, Flickr photographs, and a wealth of other grassroots production practices. As they do so, some, though not all of them, are stepping into the support systems around what we call participatory culture. They are using these technologies to construct their identities, to make sense of their social networks, and to gain respect from adults who share their goals and backgrounds. Some of them are joining online communities that, at their best, meet their needs, but in other cases, fail them. Despite a tendency to talk of "digital natives," these young people are not born understanding how to navigate cyberspace and they don't always know the right thing to do as they confront situations that were not part of the childhood worlds of their parents or educators. Yes, they have acquired great power, yet they--and the adults around them--don't know how to exercise responsibility in this unfamiliar environment.

    Those of us on the Project New Media Literacies (NML) team felt that it was too easy to talk about "media effects," as if these young people were simply victims of these new technologies, or to identify risks without recognizing the many potential benefits of teens' online lives. As a society, we have spent too much time focused on what media are doing to young people and not enough time asking what young people are doing with media. We need to embrace an approach based on media ethics, one that empowers young people to take greater responsibility for their own actions and holds them accountable for the choices they make as media producers or as members of online communities....

    The pronouns surrounding these digital practices suggest an uncertainty about the balance between individual and collective experience in the online world. Consider, for example, the "you" in YouTube. In English, "you" can be both singular and multiple, blurring distinctions that are carved into other languages. So when we talk about YouTube, do we see it as a space of personal or individualized expression, or do we see it as a space for shared, networked communications? What about the "my" in Myspace, given the fact that our personal sites are simply portals into a much more fully integrated social network that links us, directly or indirectly, to every other user of the site? We've chosen to call this guide "Our Space" to emphasize the social dimensions of participatory culture: "Our" suggests a shared ownership and responsibility over what happens in the online world. Ideally, transforming the pronoun here encourages us to recognize that our individual choices have social consequences, that what we do online may impact others, and as such, online sites should be sites of ethical reflection....

    Our conversations with the GoodPlay Project have been generative for all involved, bringing a much broader array of experiences and expertise to the table than either team could have mustered on its own. Howard and I came to this project with different disciplinary backgrounds, different intellectual commitments, and different experiences with digital media and popular culture. These differences were reflected as well in the graduate students and researchers who worked on our respective teams. We have not always agreed and, indeed, we've sometimes had heated disagreements. Bringing these teams together has meant that in any given conversation, there was a healthy skepticism displayed towards all claims, allowing for a finished product that reflects both the risks and the benefits of the online world, explores both the decisions of individual agents and their larger socio-cultural context, balances traditional and emerging pedagogical practices, and can be deployed in a school that has one laptop per child and one that has no laptops at all. We hope that educators will not simply embrace those materials that match their preconceptions but rather will integrate the disagreements and debates around new media into their pedagogy. None of us know where all of this is going, so it is far too soon to adopt fixed positions.

    Not every activity proposed here will work in every educational context. We are trusting educators to make their own decisions about which activities to deploy and how to adapt them or adjust them to local particulars. But we hope that educators will seek the same balanced perspective that has emerged through our multi-year conversations together--not giving themselves over to fear of the new media landscape, but always taking a skeptical, though not cynical, perspective....

    While the activities we've developed often expose students and their teachers to new tools and technologies, our real emphasis is on helping all involved to explore some of the emerging cultural practices that have grown up around new media platforms. Even those students who have rich and remarkable online lives may be too narrow in their exploration of the online world, while we imagine that future generations will need to acquire skills in navigating and negotiating across multiple communities, each with its own norms, practices, and traditions, and each posing its own standards and expectations. At the same time, because our emphasis is on skills and competencies, rather than on technologies, we have sought low-tech activities that might help those who have limited digital access to acquire habits of mind that will enable a fuller transition into cyberspace when and if the opportunity presents itself. Many of the skills we identify are not new; many have long been part of the educational process; but they have acquired new importance and new meaning in response to shifts in our information infrastructure.

    These emerging skills are unevenly distributed across the culture, making it difficult to create a "one- size-fits-all" intervention that will serve the needs of these diverse constituencies. NML, thus, has developed a more modular approach: one that provides scaffolding for new teachers and inexperienced students but also serves the needs of more experienced participants. We see educators as important partners who are themselves appropriating and remixing our content on the ground and often on the fly. We want teachers to apply their own knowledge and experience to flesh out our activities. As we've seen our materials brought into school and after-school programs, they are deployed most effectively when teachers trust young people to make meaningful choices and value their own insights. Wherever possible, we want our activities to be open-ended and flexible. And wherever possible, we want students and teachers to go to the actual sites where cultural change is occurring rather than simulating these practices in the classroom.

    In my book Convergence Culture: Where Old and New Media Collide (Jenkins, 2006), I warn about some of the challenges of bringing participatory culture into formal education:

    "It is not clear that the successes of affinity spaces can be duplicated by simply incorporating similar activities into the classroom. Schools impose a fixed leadership hierarchy (including very different roles for adults and teens).... Schools have less flexibility to support writers at different stages of their development. Even the most progressive schools set limits on what students can write compared to the freedom they enjoy on their own."

    And indeed, NML's field testing of our materials has shown just how realistic many of these concerns are. The fixed power relations between students and teachers sometimes ensures the imparting of knowledge across the generations, but may also constrain youth from seeking meaningful advice about ethical dilemmas they encounter from adults around them. By comparison, young people and adults who share the same interests are meeting online, often collaborating on projects together, in ways that respect and value what each participant has to contribute. Teachers in the classroom struggle with how to preserve their own expertise without recognizing that young people also may know things that need to be brought to the table. Popular culture often embraces values at odds with those of the schoolhouse, and students and teachers need to negotiate a set of guidelines about appropriate or inappropriate use of those materials in the classroom.

    In the digital age, classrooms are no longer isolated environments, cut off from the surrounding society, but rather nodes in a complex learning network. Our materials exploit the porousness of this new learning ecology, expanding the range of opportunities schools have historically offered their students, connecting learners to larger knowledge communities, and encouraging young people to voice their perspectives and share their creations with a larger public. As we prepare young people for a world that is more and more defined around collaboration and collective problem solving, we must help them acquire the social skills necessary to meaningfully contribute to a network of other learners. In a world where people who pool their knowledge and share their expertise can solve more complex problems than those working alone, we need to offer our students more difficult questions and give them an opportunity to confront them together.

    Too often, educators are adopting positions that close off the exploration of the new media, rather than encouraging young people to acquire the skills needed to meaningfully participate, and fostering an ethical perspective that allows them to deploy their resources responsibly and safely. The activities included in this casebook adopt a different perspective, suggesting ways that teachers and young people might engage with Facebook and MySpace, Wikipedia, YouTube, Second Life and World of Warcraft. Without such training, young people are being left to deal with these new environments on their own. Some of them are being left out or left at risk as a consequence. Some teachers are advocating "just say no" to Wikipedia, for example, rather than helping young people understand the processes and norms through which Wikipedians evaluate and assess the reliability of information they are providing. Some schools are shutting out YouTube rather than helping young people to reflect on their roles as the

    producers and distributors of media content. Some educational programs stress the rights of copyright holders but do not expose students to the fundamentals of fair use or to the emerging practices around Creative Commons licensing. And many adults worry about issues of personal privacy without understanding why young people might also place a value in sharing their personal experiences and insights within their extended social networks.

    All of these, and many other issues, have been debated back and forth by the two teams in the course of developing this casebook. We know that different teachers will take different perspectives on these cultural, ideological, and pedagogical concerns. We've tried to design these materials in such a way that they can be taken in many different directions and still convey some fundamental ethical concepts that will help young people chart a meaningful course for themselves as media producers and members of online communities.

    David Buckingham has suggested the value of approaching young people's use of technology in terms of their "beings" (respecting who and what they are now) rather than their "becomings" (seeing their present state as some stepping stone to their adult identities). While some of our activities confront the long-term consequences of their decisions, we also are trying to take seriously the activities that young people are already engaging with and the ethical issues they are already confronting in their day-to-day interactions with online communities.

    We also know that young people are not the only ones who will be learning as they work through these units: Many adults still know little about these emerging social communities and cultural practices; most are uncertain about what parts of our existing ethical toolkit still apply in these unfamiliar situations. We hope that educators will use these materials to test and strengthen their own conceptual frameworks, remaining open to new possibilities, even as they hold tight to long-standing values and standards. As educators, we are obligated to act through reason and not out of fear; that responsibility requires us to continually ask questions of ourselves and of our students. We are teaching them not to be too trustful of the information they read on Wikipedia; perhaps we also should learn not to trust sensational news stories that provoke moral panic about young people's digital lives.

    Like Spider-Man, you have been given both great power and great responsibility. What are you going to do with it?

    "The Revolution Will Be Hashtagged": The Visual Culture of the Occupy Movement

    Since September 17, the Occupy Wall Street movement has produced an overwhelming array of visuals, offering a significant lens on the movement itself, its ties to history, its divergent voices, perspectives and styles, as well as its multiple distribution channels from mainstream outlets to social media. Despite the criticism from experts who do not necessarily see much potential in Occupy's "brand," the visual aspects of the protest clearly have impact and traction. Although it would be impossible to fully assess this rich visual output, this blog post attempts to understand its emergent themes as well as the potential uses and value attached to visual commentary and protest. Throughout history, visual culture has played an important role in protest and social change. Although "high" art had long been used to venerate political figures as well as members of the upper classes, with the revolutionary tides of the 18th and 19th centuries in Europe and America, we see a shift and an increase in pictorial depictions of political resistance. These historical examples demonstrate the way visual culture has been fundamental to the politics of protest. They serve as witness and document. They can incite and instigate action.

    Thus begins a rich, compelling, and timely post over at the blog maintained by the USC Civic Paths Research Group. Dr. Alison Trope, Clinical Associate Professor, and Lana Swartz, PhD Student, both in USC Annenberg, have assembled an amazing archive of images drawn primarily from the Occupy rallies from around the country and across the globe.

    As this opening suggests, their primary emphasis is on visual media -- the signs, costumes, spectacles, which have been deployed to define the terms of the debate. Given the visual rich nature of their post, I can't cross-post it here, so I can only send you there to examine it more closely. But, believe me, it is worth hitting the link...

    The Civic Paths team has been studying alternative forms of activism, especially those which involve the intersection between popular culture, participatory culture, and youth, for more than two years. We are affiliated with a research hub focused on Youth and Participatory Politics funded by the MacArthur Foundation and led by Mills College's Joe Kahne. Our own involvement stems from my long-standing interest in fan activism, the theme of a special issue our group is editing for Transformative Works and Culture, which will come out early next year. But, our interest has grown far beyond this.

    Our current case studies include work on the young activists who are working to pass the Dream Act to give greater educational and citizenship rights to undocumented youth (Arely Zimmerman), research on youth involvement in Libertarian politics (Liana Thompson), research on Nerdfighters, the Harry Potter Alliance, and Imagine Better (Neta Kligler-Vilenchik), and research into Muslim-American politics post-911 (Sangita Shreshtova). Along the way, though, we have also been looking closely at a broader range of case studies -- from Racebenders to labor organizing in Madison, Wisconsin. This site looks at some of our preliminary examples, which helped pave the way for our current research. Altogether, we have nearly 20 PhD and Masters students contributing to this research, many of whom have posted some preliminary insights through the Civic Paths blog, so if you come to visit the Occupy archive, stay around and check out some of their other contributions.

    I was lucky enough to have been able to pay a visit to Washington Square, the home of Occupy Wall Street, a few weeks ago, when I was in New York for the Mobility Shifts conference. An army of people in Zombie costumes, many of them from Zombiecon, a horror fan convention, had arrived at the Park just a few minutes before I did, and they were mingling with folks dressed up like characters from Game of Thrones and carrying signs warning that "the Winter is Coming." Elderly tourists were stopping them and seeking to better understand why they were dressed the ways they were and how they were connected with the Occupy moment, resulting in a series of exchanges which would further spread awareness of the protest. And that's part of the point.

    Occupy is not so much a movement, at least not as we've traditionally defined political movements, as it is a provocation. If the mainstream media has difficulty identifying its goals, it may be because its central goal is to provoke discussion, to get people talking about things which our political leadership has refused to address for several decades now -- the profound shifts in economic wealth which have created conditions of gross inequality in opportunity, the role of what Sarah Palin has called "crony capitalism" (and which is really an indication of the role of capital in shaping our political process), and especially the degree to which economic policies under both Republican and Democratic presidents have been written with more regard for Wall Street than Main Street.

    The values that Occupy represents are shared by the vast majority of Americans, if recent surveys are any indication, yet they are rarely expressed by mainstream political leaders or the mass media. So, part of the point of these protests is to provide what Stephen Duncombe might call an "ethical spectacle" as a means of focusing attention. And the old women who are asking Zombies questions are part of that process, no doubt sharing what they saw with their friends back home, and thus providing yet another chance to talk about what's been going on here.

    The blurring between fan and activist that I observed demonstrates a different relationship between popular culture and politics than we saw in previous protest movements. The Popular Front in the 1930s sought to influence the development of popular culture, giving rise to Aaron Copeland, Norman Rockwell, Frank Capra, and many others, whose work shaped our current image bank of what democracy looks like. The protest movements of the 1960s sought to tap into the language of popular culture -- especially those of rock and comics -- to create an alternative culture, one which was implicitly and often explicitly critical of corporately-owned media and which sought to express the worldview of a younger generation. The protest movements of the early 1990s embraced a DIY aesthetic, giving rise to the Indie-Media movement, and helping to fuel talk of a digital revolution which might democratize access to the channels of communication.

    The Occupy movement, by contrast, has laid claim to the iconography of existing popular culture as a set of cultural resources through which to express their collective identities and frame their critiques. Thus, we see a much more playful style of activism, one which owes much to the traditions of fan culture, one which assumes that images and stories from superhero comics or cult television series are shared by many of the participants (and will be understood by a larger public which has not yet joined the protests). So, they are dressing up, designing signs which re-ascribe meanings to familiar characters, creating their own videos, and sending them out into the world, where they will be seen by many who are not going to go to Washington Square, Los Angeles City Hall, or any other site of occupation.

    This is protest media designed to spread through social networks -- one which has the homemade qualities of the DIY movements of the past (thus, as Trope and Swartz note, the cardboard signs), the high tech qualities of digital activism, and the playful engagement of fan activism, all rolled into one heady combination. These tactics are not without their contradictions -- Trope and Swartz note that the Guy Fawkes masks, inspired by Alan Moore's V for Vendetta and now symbols of the Anonymous movement, are based on IP owned by Warner Communications who profits for everyone sold in this country.

    But, it does seem to reflect the way we are conducting politics in the early 21st century. We saw some of these same images "test marketed" as it were during the pro-labor protests in Madison, as Jonathan Gray noted a while back, and we are seeing these tactics play out on an even bigger stage with Occupy.

    There are many other aspects of the Occupy movement we recognize from our ongoing research. More and more contemporary political movements are decentralized, claiming loose affiliations with each other, yet playing out on very local levels, often with significant differences between the various chapters. This approach has proven highly effective for the Dream Activists, for example, where the struggle shifted from Federal to State and Local levels when Congress failed to pass the national Dream Act. These activists have tapped into social networking tools in order to be able to quickly learn from each other, allowing images, messages, and tactics to evolve rapidly. If traditional immigrant rights groups tended to observe ethnic, racial, and national boundaries, these young people have formed coalitions across different immigrant populations, and something similar is going on with Occupy, where many different ideological interests are organizing around the shared frame which Occupy offers.

    These groups are refusing to create a simple unified message of the kind that are familiar from "disciplined," hierarchical, and established political movements. Rather, they seek to multiply the messages and to expand the range of different media framings so that they may speak to a broader range of different participants. No one piece of media reaches everyone; rather, media is produced quickly and cheaply and spread widely so that each piece of media produced may speak to a different set of followers.

    As Sasha Costanza-Chock, a recent transplant from USC to MIT's Comparative Media Studies Program, wrote in his thesis about the Los Angeles Immigrant Rights Movement:

    Effective transmedia organizers are shifting from speaking for movements to speaking with them. Transmedia mobilization thus marks a transition in the role of movement communicators from content creation to aggregation, curation, remix and circulation of rich media texts through networked movement formations. Those movement formations that embrace the decentralization of the movement voice can reap great rewards, while those that attempt to maintain top down control of movement communication practices risk losing credibility.

    Occupy, if anything, pushes tactics of transmedia mobilization even further. Refusing to anchor a singular meaning behind the movement keeps the conversations alive, allows for more people to join and help reshape the message, enables quick and tactical responses to outside challenges, and supports creative responses from all participants. As they chanted in the 1990s, this is what democracy looks like. Or as Trope and Swartz write, "The Revolution Will Be Hashtagged."

    In the case of the Harry Potter Alliance and the Nerdfighters, there has been a move away from single issue activism to create structures that can be quickly deployed in response to a broad range of concerns and participatory structures that allow local chapters or even individual members to identify and take action around their own issues.

    All of this can be confusing to media that keeps looking for the one cause, the one message, and the one spokesperson. Such efforts also compound some of the division within academic thought, since the message of Occupy seems to come from the realm of Critical Studies and Political Economy, where-as much of the tactics and imagery reflect the domains of Cultural Studies.

    All of this suggests that we need to rethink the ways we've discussed the relations between politics and culture in the past. That's a central goal of the Civic Paths research group and we invite others to join us in researching not simply the Occupy movement but the ways it illustrates the nature of political engagement in a networked culture. We'd welcome hearing about what other research groups are doing to document and analyze the Occupy protests in their local areas.

    "What Is Civic Media" Revisited: A Conversation with Harvard's John Palfrey

    Henry Jenkins: On September 20 2007, we officially launched the MIT Center for the Future of Civic Media, a joint venture of the Media Lab and the Comparative Media Studies Program.

    Our launching event include myself, Chris Csikzentmihalyi, Mitchell Resnick, Beth Noveck, and Ethan Zuckerman. At the time, Chris, Mitch and I were the co-directors of the Center. It was announced several months ago that Ethan Zuckerman would now be taking over the leadership of the lab starting this fall, and a review of the first four years of the Center's research by John Palfrey was made public. I was asked if I would be willing to participate in a conversation about the nature of Civic Media and the work of the Center with Palfrey, which will run on both my blog and the blog for the Center.

    As I thought about how to initiate this conversation, I went back to my original blog post about the Center, which asked the core question, "What Is Civic Media?" And this is a question which everyone who has been affiliated with this project continues to ask. My answer at the time was deceptively simple:

    Civic media, as I use the term, refers to any use of any medium which fosters or enhances civic engagement. I intend this definition to be as broad and inclusive as possible. Civic media includes but extends well beyond the concept of citizen journalism which is so much in fashion at the moment.

    I left the Center when I left MIT, though I've continued to do work on civic media through my new post at the University of Southern California.

    Here's how I defined the concept of Civic Media at the head of a syllabus of a class I taught last year on this topic:

    Civic Media: any use of any technology for the purposes of increasing civic engagement and public participation, enabling the exchange of meaningful information, fostering social connectivity, constructing critical perspectives, insuring transparency and accountability, or strengthening citizen agency.

    This much more elaborated definition reflects the conversations which took place through many meetings with the Lab's affiliated faculty, students, and researchers, especially through the exchanges I had with Ellen Hume, who was for a time the Research Director at the Lab, and Colleen Kamen, a CMS graduate student whom we asked to help think through our vision of civic media. It also has emerged through my classroom practice at MIT and now USC and more recently, my involvement in a MacArthur Research Hub focused on better understanding youth, new media, and participatory politics. For a rich snapshot of our early attempts to define "civic media," check out the series of videos at the Center's homepage.

    What the two definitions share is the idea that civic media is not simply citizen journalism, a framing which seems to limit the kinds of community practices we are describing and the ways they meet the information needs of communities, to use a phrase the Knight Foundation has been exploring in recent years. Both are technology agnostic -- which is to say any set of practices around any set of technologies can become civic media if it is applied towards certain ends. The more recent definition offers some expanded sense of what those ends are which grows out of a much deeper dive into the literature around the notion of the informed citizen and around participatory politics more broadly.

    From the start, I was most interested in understanding how the emergence of new media and participatory practices might be reshaping our understanding of the civic, responding to some of the disruptions of community life which had characterized the second part of the 20th century. It seemed like an important conversation to be having, and it was a key theme which emerged through the early Communication Forum events and conferences hosted by the Center.

    John Palfrey: Henry, I think your starting point, pushing on the definitional issue and driving from there, is right on. In my review of the Center's first four years, I worked with a close colleague, Catherine Bracy, to interview as many of the people involved in the Center as we could. Taken as a whole, the overwhelming view of the community was how valuable C4 has been in the lives of individuals involved and also in many of the environments where C4 faculty, staff, fellows, and students have been active.

    A secondary finding was a hunger for understanding civic media as a concept. People had plainly been drawn to what you'd set up, even with a nascent definition; I think a lot of participants came to help in the active shaping of what it would become. I like very much your refinement over time. I've found myself, also, puzzling over the definitional issues and enjoying the process of thinking about them.

    HJ: There was from the start some, hopefully productive, tension between the Media Lab participants who were strongly invested in the idea that we could design new tools which would be especially conducive to serving civic needs and the bias of the Comparative Media Studies participants who felt that we needed to be more focused on the social and cultural practices by which people integrated those tools into their everyday lives. We used to have heated debates about whether we should build the tools first and then apply them to communities or whether we should start with a deeper understanding of the community's existing practices and needs and then design to serve them better. Such debates are inevitable when working in an interdisciplinary space and could be generative or distracting depending on how well the people involved dealt with them.

    JP: Yes! This productive tension jumped out of the review that we did. I think the idea of tempering one approach with another, in a way that made more of whole, is a deeply profound concept. The critical nature of the CMS discipline and the "let's go build it!" nature of the Lab's discipline have a peanut butter-and-chocolate quality to them. I think those debates have been, and can be in the future, extremely textured and important. One question I have is how C4 can tease them out and make them more public than they've been so far, so others of us can share in them somehow.

    HJ:From the start, Knight wanted to keep the focus on geographically localized communities rather than more dispersed communities of interest, though we debated among ourselves how easily the two could be separated. For example, as the Center launched we were still dealing with the aftermath of Hurricane Katrina on New Orleans. George Lipsitz had described the working class communities of New Orleans as being "network rich and resource poor," that is to say, very strong social networks had emerged over decades which supported the sustainability of that community and insured the well-being of its members. But the hurricane had disrupted these networks on the ground, scattering the people across the country, and had done so in a way that made it difficult to imagine these communities ever being put back together again in the ways they had once functioned.

    So, for me, the question was always whether we could separate out the local community in southern Louisiana from the more dispersed, diasporic community of folks from New Orleans, still strongly identified with that city, now living across the country, once part of strong social networks which they now tapped into via digital and mobile technologies. Surely, any technology-enhanced practice which strengthened the bonds between these communities would be civic media.

    John Palfrey is a faculty co-director of the Berkman Center for Internet & Society, vice dean for library and information resources, and the Henry N. Ess III Professor of Law at Harvard Law School. He led a reorganization of the Harvard Law School Library in 2009. He is a principal investigator on the Open Net Initiative, a collaboration between Harvard and the University of Toronto and the University of Cambridge that studies the Internet filtering of countries such as China, Iran, and Singapore, among many others He is co-author or editor of several books, including Access Denied (MIT Press, 2008), Access Controlled (MIT Press, 2010), and Born Digital (Basic Books, 2008).

    Designing Woman: An Interview with Anne Balsamo (Part One)

    I have had a chance to watch Anne Balsamo at work in many different contexts -- as a junior faculty member at Georgia Tech focusing on cyberfeminism and reconceptualizations of the body; as a designer in residence at Xerox Parc where she was developing devices intended to embody alternative conceptions of the future of publication and reading; as someone dispatched by the MacArthur Foundation to encourage us to reflect on the nature of "design literacy"; and most recently, as a colleague at the Annenberg Innovation Lab at USC where we are working together to launch an expanded ebook project. She is someone who has been able to pursue a shared research agenda in a range of different contexts (both academic and industrial) and in the process, to build upon the work of others around her, to carry with her what she's learned into these new spaces. What I love about Balsamo is her fearlessness in moving beyond her own comfort zone and her ability to inspire creativity and reflection in those she finds around her. I am so blessed to have a chance to work with people like Balsamo and her other colleagues at the Innovation Lab on a regular basis. Her newest book, Designing Cultures: The Technological Imagination at Work, could only have come about as a result of her experiences working in these many different environments. It is one part autobiography, one part portfolio (she shares some of her great projects through an attached disc), and one part theoretical reflection. Above all, it is an intervention by someone deeply rooted into the humanities into the current debates about technological innovation. Her conceptual models and frameworks are sure to spark discussions at digital humanities labs around the world, but my hope is that they do not end there, that they offer engineers and programmers and designers a way to reflect on their own contributions to culture (and their own contexts of innovation).

    In this interview that follows, we talk together about some of the key themes of her book, which, as the title playfully suggests, deals both with the design of culture and with the cultural contexts where design takes place.

    Designing Culture: the Technological Imagination at Work from Anne Balsamo on Vimeo.

    Early in the book, you make the statement, "the wellspring of technological innovation is the exercise of the technological imagination." Can you break that down for us? What is the "technological imagination" and how does this concept bridge between technology and culture?

    Inspired by the concept of the "sociological imagination," first developed by C. Wright Mills in the 1960s, I define the technological imagination as a mindset that enables people to think with technology, to transform what is known into what is possible. This imagination is performative: it improvises within constraints to create something new. It is through the exercise of their technological imaginations that people engage the materiality of the world, creating the conditions for future world-making. Most importantly, this is the capacity to understand that all technologies come from somewhere, that they could always be different from what they are, and that they always have multiple and contradictory impacts.

    In the active engagement between human beings and technological elements, culture too is reworked through the development of new narratives, new myths, new rituals, new modes of expression, and new knowledges that make the innovations meaningful. When people participate in the activities of producing "innovation," their technological imaginations are engaged in a complex process of meaning-making whereby both technology and culture are created anew.

    Throughout the book, you talk about "innovation," which as you note is a widely deployed concept these days. What do you mean by "innovation" and how does your use of the term differ from some of the notions currently shaping industry and government discourse?

    Innovation is a process, not a product. Innovation changes how life will be lived in the future. I think that many people--industry pundits and government spokespeople--believe that innovation is a "thing." I make the distinction between "invention" which implies the creation of new things--new applications, services, devices, processes--and "innovation" which is the process whereby the elements of human life are rearranged such that life in the future is lived differently.

    You suggest that a key aim of the book is to get your humanities colleagues more engaged with the process of technological innovation. Why? What will they gain from participating in a process which may seem alien to many of them? What will humanities people bring to the table that is currently missing from our conversations around technology?

    I argue that the process of technological innovation is actually NOT at all alien to humanists; it is the process of engaging with technologies to change the shape of the way culture is lived, reproduced, and expressed in the future. This is an abiding interest and contribution of the humanities that is more commonly understood as the process of education through their engagement with a range of technologies of literacy (i.e., the book, historical narrative, aesthetic materials of expression). If one believes, as I do, that innovation is the process whereby culture is rearranged, then it is easy to see the valuable role of humanists in providing the tools and the critical frameworks for understanding not only how culture might change in the future, but also how current cultural arrangements structure conditions of possibility of any effort of innovation.

    How a Robot Got its Groove from Anne Balsamo on Vimeo.

    Our colleague, Tara McPherson, has argued that issues of gender and race tend to be pushed aside when people talk about designing new media. How and why do these questions surface throughout your book?

    This book, indeed the entire project that goes by the name "Designing Culture" is a direct outgrowth of my earlier work on the biotechnological reproduction of gendered bodies. In my first book, Technologies of the Gendered Body: Reading Cyborg Women (Duke 1996), I examined the cultural implications of what were then (in the 1980s-1990s) emergent bio-technologies. What I learned through that project was how to critique the technocultural arrangements that reproduced gendered identities for the bodies that engaged with new technologies (body building, cosmetic surgery, surrogate motherhood, computer-mediated communication, and virtual reality). By the time I finished, I realized that if I were to take my feminist political commitments seriously, it was not enough for me to critique the ideological work of emergent technologies, I had to go further to examine how the critique might suggest ways of doing things differently in the future.

    In some sense, all my work is influenced by Donna Haraway's assertion that "all technologies are reproductive technologies." Whereas the first book examined a broad range of BIOLOGICAL reproductive technologies that were innovative during the last two decades of the 20th century, the new work examined what I believed were going to be the DOMINANT reproductive technologies of the 21st century: digital media technologies. This "turn to reproduction" is but one way in which feminist theory--as a way of thinking gender--informs all my research.

    Thus I formulated new research questions that directed my attention to study and participate in the processes whereby new technologies are developed which enabled me to build a framework to understand the techno-social-cultural conditions of technological innovation. Put simply, I continued to study the processes of technologically-assisted cultural reproduction...but with the new project the focus was on the creation of new digital media technologies rather than on biological technologies.

    To follow these questions, I turned my attention to the investigation of the practices of technological design and I immersed myself in projects that would allow me to learn how to use new media technologies to create new digital applications. My first project--to create the interactive documentary called "Women of the World Talk Back"-- was the result of my experiments with a range of (what were then) innovative new media digital authoring tools for the purposes of creating feminist activist interactive media. Through collaborations with colleagues and students--who had a much more developed set of technological design skills than I did--my technological imagination was inspired and shaped to think differently about the cultural possibilities of new technologies.

    Anne Balsamo holds joint appointments in the Annenberg School of Communication and the Interactive Media Division of the School of Cinematic Arts. Her interest in the relationship between technology and culture informs her work as a scholar, teacher, researcher, entrepreneur, and new media designer. She is the recipient of a recent grant from the National Endowment for the Humanities to create an interactive tangible interface for the AIDS Memorial Quilt. In 2008 she received a grant from the MacArthur Foundation to study the future of museums and libraries in a digital age. Her next project investigates tinkering as a mode of knowledge production in a digital age. Her on-going research-design projects focus on the role of public interactives as a stage for technology transfer from sites of innovation (university labs and research centers) to the general public.

    Designing Woman: An Interview with Anne Balsamo (Part Two)

    You worked at Xerox PARC, which, as you note, has become a mythic locale in the early history of digital technology. What do you think the current myths about Xerox PARC get right and what do they misunderstand?

    Among the many lessons I learned during my time working at Xerox PARC is the understanding that the future is created first in the imagination, and then is enacted through the many activities of the research laboratory (among other places). Contrary to the old adage--that the best way to predict the future is to invent it--what I came to appreciate is the important role of narrative in creating an imaginary relationship between the FUTURE and the present. The first act of innovation is an act of story-making--which involves the spinning of a narrative that features technologies, materials, beliefs about "needs" and "opportunities," and is performed by researchers who (as in the case of Xerox PARC) are employed in the business of innovation. I'm not sure how that matches with the cultural work of Xerox PARC today--the scene has changed in the decade since I left. But I suspect that the researchers there are still eagerly engaged in the cultural processes--and performance--of innovation.

    You argue that technologists should "pay attention to the technological literacy of the intended users off the technology-under-development." What advice can you offer to technologists about the best way to "pay attention"? What are the "ethical responsibilities" of technologists in regard to those who will be left behind if their tools and platforms are more widely adopted?

    My approach to the topic of "paying attention" is grounded in the theory of "strong objectivity" developed by the philosopher of science, Sandra Harding. This argument is best situated within the debates about objectivity, scientism, and relativism of the late 1990s that were spurred by important work in critical feminist science studies. Harding argues that we need NOT to abandon ideals of "scientific objectivity"--as some feminists might have than been accused of advocating--but rather we need to be more RIGOROUSLY objective in understanding that reality is multidimensional; and that science, to be a truly objective explanatory enterprise needs to engage the minds and points of view of people who have been trained (socialized) to see the matter of the world from different perspectives.

    Perhaps the key issue here is that what we are to "pay attention to" is multidimensional; thus the ethical responsibility of any technologist is to actively seek to see the world through different eyes, and not to assume that the point of view that one embodies is privileged as the only "point of view." Haraway calls this the "god trick." The ethical response is to understand how one's perspective is always partial, and to seek out other points of view (as it were) when developing or experimenting with the creation of new technologies.

    I don't see the issue as one about people who will be "left behind"--because I understand that technologies are not simply objects, but rather a whole technocultural formation. Everyone lives in a current technological cultural moment that is constantly unfolding; an individual's position within that technocultural formation is what we really need to address when we think about "access to technology." No one is actually "left behind" in a cultural formation; they are differently positioned, constrained, enabled, empowered, with different (and often unequal) access to resources such as tools, knowledge, economic goods. I would argue that issues that are framed in terms of "people left behind" do not reflect a complex understanding about the nature of technoculture and cultural reproduction. To frame this question in this way presupposes an answer that puts the emphasis solely on "access to technology." Yet we know that simply providing access--dumping computers into classrooms for example--doesn't work to address the broader issues of inequality in power, economic resources, and intellectual support. Its time to start thinking more complexly about strategies for rearticulating dominant technocultural formations to allow for more liberatory and equal participation.

    What is Literacy? from Anne Balsamo on Vimeo.

    What does your book's focus on "design" contribute to the larger conversation around New Media Literacies and Digital Learning which has been sparked by the recent interventions of the MacArthur Foundation?

    As I elaborated in the book, I make explicit the connections between the processes of design thinking and the skills and sensibilities that you list as key 21st century literacies. I argue that we need to teach designing practices across the curriculum; I support the notion that "design is a new liberal art." The issue of designing (design thinking, critical design skills) emerges as an important topic as we come to appreciate the many ways in which young people use new digital technologies to create and participate in innovative learning experiences. As they are called to be "designers/authors" of their own learning experiences, they will be well served (I assert) by learning also important design methods and critical frameworks for the analysis of their designed efforts.

    The central premise of the book is that the work of design is one of the most important sites of cultural reproduction in a digital age. When I turn my attention to the designing/authoring efforts of students, I understand that even when these students think they are making it all up for the first time, they are actually engaged in the process of reproducing cultural understandings that came before them, and setting up the conditions for the reproduction of these understandings in the future. Thus for me to teach design also requires the teaching of ethics and the training of the historical imagination....both of these concepts are less fashionable to speak of these days

    DML efforts might cast these concerns as "civic engagement" or as topics for "learning games." While there is nothing wrong with that approach--who could argue against "civic engagement" as an important topic for contemporary new media and digital learning--as I elaborate in the book I believe that there are additional insights to glean from discussions about ethics and about history in the context of understanding the praxis of designing and the reproduction of culture.

    Given your discussion throughout about the need to reimagine the book, I am curious about the process which led you to develop Designing Culture as a print based book with digital extensions. What do you see each medium contributing to our experience of the whole?

    The book and the digital projects were designed/authored simultaneously; but at any point, one creative project would take precedence over the others. This is because I'm not really good about multitasking at the broadest levels. It is also because the knowledge making process that is invoked during the course of creating digital media applications is different for me than the knowledge making process that emerges through the act of writing/authoring.

    I wrote the book, as I explained in the conclusion, for personal, professional, and theoretical reasons. One of the most salient theoretical reasons is that the book is well suited to one of the most critical, but most commonly overlooked stages of designing: the stage when the designer returns to the design effort (and outputs) to critically assess the lessons learned and the cultural impact of the project. This stage of self-reflexive assessment is not easily accommodated in digital media genres of the museum exhibit, videos, interactive applications, and such.

    The technological form of the printed book allows for the theoretical elaboration of abstract concepts and of self-reflexive accounts of designing practice. The book I wrote was neither a factual account of a series of moments long past, nor was it a simply a work of speculative design fiction. It was an authored account that was both factual and fictional; that was highly determined by my own biography and set of theoretical commitments, but not able to be reduced to either biography or theory.

    If we return to C. Wright Mills notion of the "sociological imagination" we will hear him call for this kind of disposition--the sociological imagination for him was the capacity to make the connections between one's own personal biographies and the broader social and institutional forces and formations that invariably shape those biographies. This is the deep theoretical tradition I was trained in as a cultural theorist: to seek to make connections between my personal investments and biographical moments and the broader technocultural formation that I participate in as a subject/author and that I am "subjected to" through the work of ideology and other shaping forces.

    Moreover, the DESIGNING CULTURE project is an example of the technological imagination at work in that the project manifested across a range of media technologies: where each part of the project was realized and expressed in the modality that was best deployed for my particular authorial objectives. Here I borrow Mill's insight to suggest that the technological imagination is the disposition that allows one to make the connections among technological forms and more personal/authorial objectives. Other people might call this paying attention to the "media specificity" of different modalities of cultural expression. Indeed that is what a good story teller always does: chose the best medium for addressing the desired audience that is matched with the story one wants to tell.

    You are part of the leadership of the Annenberg Innovation Lab. What opportunities does the Lab offer you to push your concepts to the next level?

    My work with the Annenberg Innovation Lab is very exciting for me because it offers an opportunity to collaborate with other people on the project of technological innovation that begins by taking culture seriously. This is the challenge that is laid out in the book: it is time to treat culture as a serious concept in our discussions, learning activities, design projects, and technological inventions.

    Jonathan Taplin, Director of the Annenberg Innovation Lab, invokes the mantra for the lab as such: Every day culture eats strategy for lunch. This assertion resonates strongly with the main thesis of the Designing Culture project and sets the stage for a whole range of interesting experiments in the design of innovative technologies and the exercise of the technological imagination.

    Anne Balsamo holds joint appointments in the Annenberg School of Communication and the Interactive Media Division of the School of Cinematic Arts. Her interest in the relationship between technology and culture informs her work as a scholar, teacher, researcher, entrepreneur, and new media designer. She is the recipient of a recent grant from the National Endowment for the Humanities to create an interactive tangible interface for the AIDS Memorial Quilt. In 2008 she received a grant from the MacArthur Foundation to study the future of museums and libraries in a digital age. Her next project investigates tinkering as a mode of knowledge production in a digital age. Her on-going research-design projects focus on the role of public interactives as a stage for technology transfer from sites of innovation (university labs and research centers) to the general public.

    Imagine Better: "Open at the Close"

    As many readers will know, my Civicpaths team at USC is studying the Harry Potter Alliance as a key example of what we call "fan activism," seeking to better understand how the group helps young people who are culturally engaged become more politically aware and active. A few weeks ago, Neta Kligler Vilenchik, a PhD student working on this project, attended Leakycon where the HPA's Andrew Slack announced a new outgrowth of his efforts. Below is her report from the field. Imagine Better: "Open at the Close"

    by Neta Kligler Vilenchik

    I open at the close.jpg

    Fan art by ShadowKunoiciAsh

    In Deathly Hallows, the last book of the Harry Potter series, the phrase "I open at the close" is inscribed onto a golden snitch, a key part of Dumbledore's inheritance to Harry. Not knowing throughout the book how to open this mysterious object, Harry [spoiler alert!] finally realizes that it will open only when he is about to face his own death.

    Given this quite sinister plot connection, it is perhaps surprising that "open at the close" came to be the unofficial theme of LeakyCon 2011, this year's Harry Potter fan convention. At LeakyCon, the phrase held several meanings. "Open at the close" was the name of the event in which conference attendees could, for the second time, enter the Wizarding World of Harry Potter at Universal's Island of Adventure for a special night-time celebration, when the park would open -- only for the fans - as it closes for all other guests (see Henry's accounts from last year's "Night of a Thousand Wizards").

    But "open at the close" was also used in a wider sense. As both mainstream media and popular conversations wondered what will happen to the Harry Potter phenomena as the last of the movies was released, for the fans gathered in the conference halls this question carried deep personal meaning. As fans were breathlessly preparing towards their special fan screening of Deathly Hallows: Part 2 (6 hours before the official midnight release!), many talked about 'the end of an era'. "I can't believe there will be no more midnight screenings", fans said to each other, mirroring - perhaps more palely--many of the sensations that have been voiced before, as the last of the books had come out.

    If those fans from a few years back consoled themselves that they still had the movies to look forward to, the fandom now has latched onto Pottermore, J.K. Rowling's new online project, as the new lifeline. As Henry has discussed a few weeks ago, Pottermore is not free of potential controversy, and yet at LeakyCon, it was embraced by fans as a source supplying more valuable canonic information around Harry Potter, and was hailed as the pathway for a new generation of fans to enter the series. The sequenced order in which the digital versions of the Harry Potter books will come out was already exciting fans as an opportunity to have more countdowns on fan websites, and fans were eagerly awaiting the possibility of being the first to join the new site.

    The phrase "open at the close" thus served, at least metaphorically, for the fans to assure each other that this is not really the end of an era. Instead, it is the beginning of a new phase for Harry Potter fandom, one that will rely more heavily on fan production and fan creativity to keep the fire burning, and, in addition, one that excitedly looks forward towards Pottermore.

    Yet "open at the close" was also used at LeakyCon in another context: as part of the press conference launching the new organization "Imagine Better", which was described as "the future of the Harry Potter Alliance". Regular readers of this blog will probably be familiar with the Harry Potter Alliance, a key case study for our USC-based research team Civic Paths, which explores continuities between participatory culture and young people's engagement within civic life. The Harry Potter Alliance (HPA) has played an important role in shaping our understanding of how such processes may function. Creating metaphors between the Harry Potter narratives and real-life issues, as well as tapping into the structures of Harry Potter fandom, the HPA has succeeded in reaching over 100,000 young people, encouraging them to channel their love of the text and their connection to other fans around them towards civic-minded action in the real world. More on our work about the HPA can be read here and here.

    The HPA was also what had led me to LeakyCon--my first experience at a fan conference. For almost two years now, I have been following the HPA as part of our Civic Paths research, interviewing members about their experiences with the organization and attending their public events. LeakyCon, as a mecca for Harry Potter fans, garnered an impressive presence of HPA members as well--the organization boasted 37 volunteer members in brand new staff T-shirts, and an impressive repertoire of HPA programming, including hands-on sessions like "how to open an HPA chapter" and "all about the crisis climate horcrux".

    When examining the HPA as a civic organization, however, getting to know the Harry Potter fan community is a key component. The assertion that the organization's success thrives on the energies of the fandom, which had been expressed in many interviews before, could not be clearer than at LeakyCon.

    HPA Members.jpg

    There are good reasons to try to understand the "magic formula" behind the HPA. In addition to the organization's tangible achievements (raising $123,000 for Haiti in two weeks, donating 87,000 books to local and international communities, collecting 15,000 signatures on a petition for fair trade chocolate, achieving first place at the Chase Community Giving Competition to receive a $250,000 grant), it has received national media coverage as well as academic interest. The idea behind the launch of the new organization "Imagine Better" is to take the approach that has proven successful for the HPA - connecting fans around story worlds they love to create real world change - and to apply that to collaborations with other fandoms.

    This is a segment from the press release at LeakyCon, at which Andrew Slack, founder of the HPA, officially launches Imagine Better:[embed video: ]

    Strategically timed, the HPA chose the release date of Deathly Hallows 2 to launch Imagine Better. An activist in heart, as well as a man of symbols, Andrew Slack reminded audiences that July 14 is the date of Bastille Day, while the Imagine Better website was--also symbolically--launched on the 4th of July. From a more pragmatic point of view, the launch date secured some interest from mainstream and niche media outlets, who were looking for Harry Potter-related stories to cover around the movie release.

    The idea behind Imagine Better, however, has been looming in the head of Andrew Slack for several years now. In fact, as Slack revealed at LeakyCon, this had been his original idea when he envisioned linking narratives with activism: "taking a bottom-up approach to love to stories and the art, and connecting it to the world". In contrast to the strong links that the HPA has made so far to a specific canon, as well as their embeddedness within a specific fan community, Imagine Better seeks to tap into the shared ground of all kinds of fans, aggregating their respective energies towards shared social action.

    Leading towards this new organization were almost 2 years of research conducted by young HPA members. The volunteer "fandom team" received the task of searching and cataloguing other fandoms online, as well as identifying potential contact points within these fandoms. This legwork has enabled Imagine Better to list over 20 fan communities in its list of collaborators, including fan communities around popular books, shows and movies, as well as you-tube celebrities and young adult authors.

    This list, however, is still open-ended. At Leakycon, conference attendees had the chance to imagine Imagine Better together with its founders. In a break-out session devoted to the new organization, 35 LeakyCon attendees brainstormed possible fandoms they would want to collaborate with. In addition to the usual suspects, this brainstorming brought up surprising directions such as Sparklife, a community of regular users of Sparknotes. The group then focused on three fan communities: Glee, Hunger Games, and Doctor Who, and made a list of real-world issues that could be raised in conjunction with these texts. They then broke out into small groups, discussing potential campaigns the HPA could hold in conjunction with these other fan communities. The group discussing possible collaborations with 'Gleeks' (fans of Glee) thought of campaigns ranging from issues of LGBTQ rights and bullying to fighting ableism (discrimination towards persons with physical disability).

    Collaboration with other fan communities is a natural step for many HPA members. In our conversations with members we often hear long lists of texts they are passionate about, starting with Harry Potter, but moving on to a variety of genres and media (recurrent favorites are Doctor Who, the Hunger Games, Star Trek and more. The relationship with Twilight is a bit more contested). Many HPA members also identify as 'nerdfighters' - followers of the vlogbrothers John and Hank Green.

    In Textual Poachers, Henry builds on De Certeau's notion of readers as nomads to describe fans as being similarly nomadic: "always in movement, 'not here or there', not constrained by permanent property ownership but rather constantly advancing upon another text, appropriating new materials". Imagine Better seems to build on this idea of fan as nomads, whose passion may be directed towards any greatly told story, rather than towards a particular narrative. Moreover, it builds on the shared characteristics, and potentially shared identity, that fans (of different texts) may have with each other.

    Slack expresses this when he announces at the press conference that Imagine Better is going "to start with the most popular piece of fiction in human history and to go beyond that because, who here loves stories beyond Harry Potter? We all do. And we're going to continue to love Harry Potter and continue to love other stories and continue to love being engaged as heroes in the story of our world. This is our launch, as we open at the close." Here, "open at the close" takes on added meaning. It may refer to the end of the canon, but it is also preparation towards a possible decline, or at least decrease, of Harry Potter fandom.

    Yet at LeakyCon - the gathering of hardcore Harry Potter fans, let's not forget - this statement receives a slightly reserved reaction. As fans are spending the whole convention assuring each other that the fandom is alive and kicking, not everyone seems ready to quickly shed off the 'HP' part of the HPA, and stick only with the 'Alliance'. While Imagine Better is aiming to speak to the shared identity of "fans", or to the fan as nomad, many in the room may align themselves more as "fans of [Harry Potter]" (see John Edward Campbell's recent discussion of this notion).

    For them, their mode of engagement may be seen not as a fixed identity, but rather a relationship towards a particular text. Part of this may stem from the fact that to many, Harry Potter is a first experience within fandom, that hasn't necessarily (or perhaps, not yet) crossed into a more generalized fan identity.

    It seems that the HPA is aware of this potential tension, as the launch of Imagine Better happens parallel to continuing action of the HPA, and not as a new organization replacing it, as was previously suggested to us in our conversations with staff members. An important part in this decision may have been fan perceptions climbing bottom-up: With most of its staff being volunteer members and with its vast variety of participatory forums, the HPA as an organization has extremely close contact with its member base. The general consensus within Harry Potter fandom that it is alive and kicking, thank you very much (strongly aided by the announcement of Pottermore), may have been a contributing factor to launch Imagine Better as an additional venture, rather than a replacement of the HPA.

    As Slack reminded us at LeakyCon, few people - within the fandom and outside of it - had believed that the HPA would succeed as a civic organization. But it has. Imagine Better now takes on the next leap. Its attempt to apply a similar formula to other fan communities offers us a fascinating test case on the intersections between fandom and civic engagement. We are excitedly following it as it "opens at the close".

    Neta Kligler Vilenchik is a third year doctoral student at the Annenberg School for Communication & Journalism at the University of Southern California.Neta graduated Summa Cum Laude from Tel Aviv University, studying communication and political science, and received her MA in communication, summa Cum Laude, from the University of Haifa in 2009. Neta's research revolves around young people's involvement in civic action through participatory culture practices, an interest she has been pursuing as part of the Civic Paths research team under the guidance of Prof. Henry Jenkins.

    She is also part of an effort to develop a measure examining people's active construction of communication ecologies in pursuit of different goals, within the Metamorphosis team under the guidance of Prof. Sandra Ball-Rokeach. Finally, Neta is fascinated by the relations between individual and collective memories as they relate to the media, as well as in memory's role in shaping national identity. Her work takes an innovative approach to the study of collective memory, combining quantitative and qualitative methods to investigate the role of media memory in shaping collective memories.

    How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Four)

    Despite your title, you spend less time here talking about "gender" than might be expected from other books which talk about women and gaming. What roles does gender play in your analysis? What claims are you making about the different kinds of experiences and identities female players construct around games?

    For me, the book is not about gender. It is about women and girls who take gaming beyond gaming to become designers within well-designed passionate affinity spaces that change their lives and the lives of others. It about these women and girls because we believe that what they are doing, how they are doing it (e.g., combing technical modding with modding for emotional intelligence and social interactions), and what they are accomplishing is on the cutting edge of where all of us are going--male or female.

    Women and girls are leading the way here as they are in many other areas of society. There has been lots about modding for games like Half-Life and its connections to technical skills--and indeed this is important. But much less has been written about modding the Sims to create challenges and game play that is simultaneously in the game world, in the real world, and in writing things like graphic novels.

    Such modding is the force that sustains a passionate affinity space that builds artistic, technical, social, and emotional skills. We wrote the book because these woman and girls rock, not because they are women and girls.

    Also I had a sin to expiate. I had left the Sims and women gamers pretty much out of my first book on games. Betty helped me see that The Sims is a real game and a very important one because it is a game that is meant to take people beyond gaming. She helped me see that how women play and design is not "mainstream" (see comments above) but cutting edge, the edge of the future. If it were leprechauns that were the cutting edge of the future I would have written about them.

    In the case of The Sims, you have a designer -- Will Wright -- who has been outspoken in his desire to empower his users to construct community and build their own content around his games. How does this goal on the part of the designer impact the kinds of stories you can tell about these women's relations to this particular game?

    See answer above. Will Wright is doing in an extreme way what lots of game designers want to do: empower people to think like designers, to organize themselves around the game to become learn new skills that extend beyond the game, and to express their own creativity. Many say the Sims is not a game--and I myself used to believe that. But as Derrida would remind us, what we find marginal is often actually central. Out book argues that games like the Sims--and gaming beyond gaming--will eventually be the new center of gaming or maybe something eventually all together different.

    As you get into forms of cultural production such as fan fiction, I start to wonder why is it important for you that this a book about gaming rather than about the much wider array of forms of participatory culture that have emerged in a networked society.

    It is important to me because I do not want to compete with you for the participatory culture space. Further, I want to stress production, though I know well you care about production as well. There are some--not you--who in education celebrate participation in a mindless way. They argue that just because people are participating they are learning. But people can participate in ways that allow themselves to be "colonized" by a group or to gain much less than others in the group or even to be used as an example that makes others look good. I think a demand that everyone learns to produce and design--to be a "priest"--can mitigate these dangers, though I am sure that dangers remain.

    I know you have expressed in the past great skepticism that our current schooling system can adjust to the potentials of this more participatory culture. Without school involvement, how do we insure a more equitable access to the kinds of formative experiences you describe in the book? On the other hand, how does a school culture so focused on standardized processes and measurements maintain anywhere near the flexibility to respond to personal passions that you've identified in The Sims?

    What I have called "situated embodied problem-focused well-designed and well-mentored learning" will either come to exist primarily for elites who will get it 24/7 on demand across many institutions and their homes or it will be given to everyone.

    In the first case, the regular ("mainstream") public school system will continue to teach the basics accountably and will exist to produce service workers. In the second case, we will have to reinvent a public sphere and transform our view of society, civic participation, markets, and what constitutes justice, fairness, and a good life. We are headed the first way right now, but there is always hope for the future. Both you and I are trying to push the train to the second future and not the first, though, in the end, in the future the real actors and activists in this "game" will be younger (and often browner) than we are.

    The current accountability regime MUST be removed. It is immoral, stupid, and counterproductive. We define accountability around teachers failing to teach children. This is like doing accountability for surgeons by waiting to see how many people they kill and then getting rid of them if they kill too many.

    Far better to have accountability back when teachers and surgeons were trained, which means radical changes in Schools of Education and universities. Surely we should not wait to see how many patients they kill or kids they screw. Teachers are punished if a kid's test scores go down, but scores could go down for many reasons, not just what the teacher did in one year. This is like punishing a surgeon when a patient dies in back surgery because his wife poisoned him--and lots of things are poisoning our children, not, by any means, mostly teachers.

    What we need accountability for is curriculum and pedagogies, not teachers per se (who should have been well trained and then held to high standards that most of them can and do meet, as in the case of surgeons). Today curricula and pedagogies are often politicized, seen as right wing or left wing. If we could agree on a common measure (say a NAEP test or some other test we can come to agree on), a measure that is given to a sample of students (not given to all), so that it cannot be taught to, then we can simply say which curricula and pedagogies correlate with strong or weak results on the common measure. This is what we do with drugs and surgical procedures.

    In the end, though, we MUST change our assessment system or we will never have new learning, since assessment systems, in an accountability regime, drive what is taught and how it is taught. Today's games and other digital media allow for learning to be so well designed that finishing the "game" means you have learned and mastered what it being "taught". No one needs a Halo test after finishing Halo on hard and no one should need an algebra test after finishing an equally well-designed algebra curriculum.

    Furthermore, games and digital media can collect, mine, and artfully represent copious moment-by-moment data on a great many variables. So we can, with such data, assess learning across time in terms of growth; we can discover different trajectories towards mastery and use this information to help learners try new styles; and we can compare and contrast learners with thousands of others on hundreds of variables tracked across time (as we already do with Halo for instance).

    When the day comes where we can contrast such assessments (based on growth, trajectories, multiple variables represented in ways that inform and develop learners, and comparison among thousands of people sorted into a zillion different types for different purposes) with our now standard "test score"--one number taken on one day--the game will be over. The choice will then be stark. Either we will develop only some or we develop everyone. The bell curve will be gone. No one needs always to be "in the middle" ("mainstream"). Everyone can, in some places and at some times, be at the very top of their game.

    James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

    How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Three)

    The part of your arguments for affinity spaces which get the most push-back from my students are your claims that "a common passion-fueled endeavor -- not race, class, gender, or disability -- is primary." To many, these seems like a very utopian claim for these spaces, which you have been careful to describe as not "communities" in the way that term is most often used. Yet, surely, inequalities impact participants at all levels, from access to the technology to access to basic skills and experiences, to access to the social networks which support their learning. How can we address these very real inequalities while recognizing that there are indeed ways where class, race, and gender matter differently in the kinds of spaces you are describing?

    The statement that passionate affinity spaces are focused on a shared passion (and shared endeavors and goals around that passion) and not race, class, and gender (while allowing people to use such differences strategically as their own choices) is not an empirical claim, it is a stipulation. Something is not a passionate affinity space if it does not meet this condition. So perhaps there are none. But, then, such spaces become a goal and an ideal and we can talk about how close or far away from that goal and ideal we are.

    On the other hand, it does little good to follow the standard liberal line that race, class, and gender are always and everywhere one's determining identities. This, for example, locks an African-American child into always being "an African American". A white kid can be a "Pokémon fanatic" or an expert modder, but the African American kid is always "an African-American Pokémon fanatic" or an "African-American modder".

    We are never, none of us, one thing all the time. Sure, the world continuously tries to impose rigid identities on all of us all the time. But it is our moral obligation--and one necessary for a healthy life--to resist this and to try to create spaces where identities based on shared passions or commitments can predominate.

    In reality, the real identities that count in life most--that define us and make us who we are--are rarely named. They are identities like "a person who would never kill someone because they did not share his or her religion" or "a person who would rather love and be loved than be rich" and a great many more such as these. These sorts of identities constitute our most significant form of human sharing and bonding. And such identities are where the deepest divisions among people occur.

    It may be here that I diverge from some others. I have repeatedly seen people who are pissed off because someone said they or their work were not "mainstream". If someone called my work "mainstream" or called me "mainstream" I would be insulted. If I discovered that my work or myself was "mainstream", I would retire or find something else to do. Note, by the way, that NO good academic wants to be mainstream. If something--say, what they teach in high school--is called "mainstream history", you can bet no good young historian wants to do it and you will find next to no one, old or young, in a good history department with such a sign on his or her door.

    Chibi-Robo, Ico, Psychonauts, and Shadow of the Colossus are not mainstream games. They are however great games and their designers will be long remembered when many mainstream designers are long forgotten. Remember, too, that 19th century America had only two world-class poets (Emily Dickenson and Walt Whitman) and at the time neither was remotely close to mainstream. One never published and the other published his own book himself and reviewed it under various names. The monk Mendel wanted to be a high school biology teacher, but he failed his state teacher's test and was relegated to the monastery's garden. He was unknown in his time, entirely non-mainstream, and yet also the only man in his time who actually knew biology (including Darwin, who knew less than nothing about genetics), though no one knew that until much later.

    Throughout the book, you celebrate "grit" as a key virtue of these new forms of cultural participation. How are you defining "grit"? Is this a skill that is valued as much in contemporary schooling?

    "Grit"--originally used by Angela Duckworth in a somewhat different way--is passion plus persistence. Human expertise is a practice effect, it requires hours of effort, practice, and persistence past failure. This is unlikely to happen without passion. School has a very hard time producing grit because different people have different passions (and school is about everybody learning the same thing) and passions are something people choose (and school is often not about choice). Furthermore, interest is kindled into passion inside things like passionate affinity spaces and related sorts of social formations and these are hard to come by in schools.

    In modern developed countries, only grit will lead to work or lives that are rewarding, given that most jobs will be service jobs. The passion one develops may well be in an out of work space and off market. But there has to be some space where a person has a sense of agency, intelligence, control, and creativity.

    Some people have a good deal of grit at school because they believe that putting up with even badly designed schooling will lead to a good college and a successful career. It will lead to a good college, but no longer necessarily to a good career.

    The world is full to bursting with educated and talented people, many of whom can compete for the same jobs across the world. Being just good at what others are also good at, in standard ways developed in standard sorts of education, will just put one in competition with millions of well-trained Chinese and Indians and many many others across the globe. In my own view, one needs to have a passion for something and master it in a creative way--it almost does not matter what it is. It could be, for instance, carving art out of avocado pits.

    Whatever it is, avocado pits included, you will find via the Internet a critical number of people across the world with whom you can join with for social learning and among whom one can rise to status, respect, and a sense of real contribution and, in some cases, profit (there is not a lot of competition, at least yet, for the top places among avocado artists and, thus, a whole area is waiting to become "hot").

    Many of the projects coming out of the MacArthur Digital Media and Learning Initiative embrace the importance of passion-driven or interest-driven networks. Yet, increasingly, we are being asked to think about young people who do not have or have not yet discovered driving passions of the kinds the book discusses. How do you respond to critics of "geeking out" as an educational ideal? What can we do for kids who "just don't care"?

    A person who cannot find a passion is going to be in trouble in our modern world as far as I am concerned. Many people will gain status, respect, control, and creativity off market (since not everyone can gain these things on market for profit in a world where, in developed countries, only 1/5 of people will be well paid). But all people need to gain these things.

    All our schools and institutions are set up very poorly to help kids find their passion. We want to teach "what every citizen should know" in things like science and math (and we succeed, all Americans pretty much know the same things about science, mathematics, and geography, which is nothing).

    We think we can force people to learn things. We treat collaboration as cheating. We do not give kids the time--and places where the cost of failure is low--to try out a variety of interests and identities in an attempt to discover passion or passions. We do not let kids engage with professional-like tools and activities in areas like urban planning, game design, or journalism.

    Rather, we define everything to be learned in terms of content names like "algebra" or "civics" even when this "content" might be best learned as a tool set for other activities like 3-D design. We let rich kids experience what passion and practice can bring one in the world and what the routes to success are, but we do not let poor kids have this knowledge. We treat certifications and degrees as more important that actual talent and achievements.

    Now what about people who just "don't care"? Barring serious illness, there are none. Every baby is born as a passion-seeking being. That is why children acquire their native languages and master much of their cultures without formal schooling.

    One day, when my son Sam was a mere toddler, I found some plastic figures at the grocery store. I had no idea what they were. I brought a couple home and gave them to Sam. They were Pokémon and they led to interest, passion, and practice that made him a passionate gamer. That passion for gaming led, in ways no one could have predicted, to his current passion for acting and theater, on the one hand, and for Africa, on the other (since Age of Mythology hooked him on mythology and then on cultures beyond his own).

    School is defined around outcomes it knows in advance, but does not meet for many children. Real learning kindles passions that make new kinds of people--and people capable of making themselves over again when they need to--but does not know or predict the outcome and does not, by any means, insist on the same outcomes for everyone.

    MORE TO COME

    James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

    How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Two)

    Your most recent book, Women and Gaming: The Sims and 21st Century Learning, moves us from a focus on the kinds of learning which occurs inside the game as we play towards the kinds of learning which takes place around the game as people build upon it through the mechanisms of what you would call affinity spaces or what I call Participatory Culture. You describe this as "gaming beyond gaming." What has motivated this shift of emphasis?

    Women and Gaming is no longer our most recent book. Language and Learning in the Digital Age has just appeared (another book I did with Betty). My focus of late on passionate affinity spaces was caused by the influences of my son Sam (who claims correctly to have taught me everything I know about games), Betty's wonderful work on her tech-savvy girls clubs, and, of course, you.

    The first thing I ever wrote on passionate affinity spaces was motivated by a request that I write a paper about my take on "communities of practice", a notion that has become very popular in a great many areas. In my view, this powerful notion has become attached to so many different things that it is in danger of losing any real meaning. When talking about such notions I think it is necessary to name what you mean very specifically and name it in such a way that it clearly indicates what you value. This is what you have done with "participatory culture" and what I did with passionate affinity spaces.

    So why did I choose that term? First I wanted to argue that "interest" gets someone in the door but not out the door to any deep place unless it leads to lots and lots of practice and persistence past failure. To get such practice and persistence past failure an interest has to be kindled into a passion and an affinity space needs to be organized to help people to do this.

    I use "space" rather than "community" because the word "community" carries a rather romantic connotation which it should not have. I also use the word "space" because the notion of "membership" is very complex in modern Internet spaces. People are "in" the space even if they are just lurking, but what makes them "members" is a much harder and, in some cases (though not all), a more flexible and fungible notion.

    Passionate affinity spaces tend to follow the Pareto Principle (20% of the people produce 80% of the outcomes, 80% produce 20% of the outcomes), while school classrooms tend to follow (enforced) bell curves. I want to stress not just multiple forms and routes to participation, leadership, and mentorship in passionate affinity spaces, but also the opportunity for all people in the space to become producers, designers, and creators, as well as mentors to others.

    All passionate affinity spaces are organized first and foremost around a specific passion that is not necessarily shared by everyone (some only have an interest), but is the "attractor" in the space around which norms, values, and behaviors are set. The book Women and Gaming is about different forms passionate affinity spaces can take and some forms we applaud. The form we applaud most is not age-graded (young and old are together); allows newbies and experts to be together; and engages in supportive interactions because people in the space accept a theory of learning that says that expertise is not in a person but in the affinity space and that no matter how good you are there is always something more to learn and someone else from whom to get help and mentoring.

    Tell us more about the Tech Savvy Girls Clubs. What were the goals behind this initiative? How did these experiences inform Women and Gaming?

    The following is from Elizabeth Hayes:

    TSG grew out of my interest in differences among how girls and boys engage with gaming more broadly. Not only do girls and boys tend to play different sorts of games, they also do different things with games. In particular, boys are much more likely to mod games, to create content for games, and otherwise to engage with games and other gamers in ways that support their development of technical skills and identities as content creators. The Sims is one of few games in which girls and women actually predominate as content creators and modders.

    I wanted to give girls who otherwise would not participate in such practices greater access, social support and encouragement to participate. We started TSG, though, with a pretty limited understanding of the learning that takes place through fan communities, or affinity spaces. We initially saw fan sites as sources of information (i.e., tutorials, examples of content) rather than as spaces where the girls could develop identities, interact with other players, and be mentored (as well as mentor others).

    A crucial turning point in our perspective was conducting interviews with adult women content creators, described in Chapter 5 of the book. These women kept pointing back to the Sims player community as crucial to their interest in content creation and modding, as well as to their mastery of technical skills. Talking to these women made me realize that I had started TSG with a deficit perspective towards women's gaming practices. That is, I'd assumed that we needed to help girls engage in modding practices similar to what boys are doing, rather than starting with an appreciation for what women were already doing.

    This change in perspective led us to further investigations of the fan practices already taking place around The Sims, and this research became a very important component of our work. One of my research assistants is just completing her dissertation on The Sims Writers' Hangout, a site where players post and discuss Sims stories, a form of multimodal storytelling that requires composing images in the game and combining them with often lengthy narrative texts. Another student is investigating the learning of specialist language that takes place in Mod The Sims, another fan site devoted to game modding.

    This is why discussion of the social spaces around The Sims is so central to Women and Gaming. We wanted to help others see that what women are doing with games is already exciting and important, and also to shift the lens a bit, in order to encourage people to look at male-dominated game spaces in new ways.

    A key theme running through the book is the importance of becoming a designer rather than simply being a player of games. What accounts for the growing emphasis on design literacies in the 21st century?

    I think that the importance of design, design thinking, and design literacies today follows from the shape of the world. We live amidst complex systems of all sorts, systems which are risky and dangerous and which interact with each other to create yet more risk. Furthermore, such systems are rarely now just "natural" or just "human made".

    I live in Sedona, Arizona. Sedona is a dessert. Like desserts from time immemorial, Sedona is cold at night even if it is hot in the day time. This is not so for Phoenix, which is also a dessert. It is hot at night when it is hot in the day time. This is so because of a heat-island effect. The massive amounts of concrete in Phoenix absorb the heat all day and radiate it out all night. So the temperature in Phoenix is a joint venture of "Mother Nature" and humans.

    Solutions to problems involving complex systems demand multiple sorts of pooled expertise, including even the wisdom of crowds. Single minded, single focused experts are dangerous, since they undervalue what they do not know and their actions can and do create massive unintended consequences when they intervene in complex systems (as we found out in the 2008 worldwide recession and as Alan Greenspan pretty much admitted in front of Congress).

    So people--citizens--need to learn to think of systems as designed or as things that act like they are designed. They need to know how themselves to produce designs as "models" to think with (and model-based thinking is the core of science).

    The United States today is politically polarized and comes at all problems as if they are political or ideological, when in fact most of our problems are complex, the solutions to them are going to be compromises with tradeoffs, and we need to continuously question our expertise, values, and goals. We are so polarized today that a core goal of schooling, in my view, ought to be teaching kids to see arguments as designed and as inherently connected to evidence and perspectives and not just ideology, self-interest, and desire.

    Of course, the focus on design has also come about because so many digital tools--and other tech tools--developed by and for professionals can be used today by "everyday people" to design, build, and create for themselves. There has always been the danger with any technology--most certainly including books--that people will get divided into two classes: "priests" who are experts and know the deep secrets inside the technology (or make them up) and the "laity" who consume the technology, but do not understand it enough to transform it. The potential of much digital learning today--as well as many passionate affinity spaces--is to allow more and more people to be priests. But this sort of potential has always in human history been opposed and resisted by elites, who ever seek to constrain and tame it.

    James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

    How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part One)

    James Paul Gee from New Learning Institute on Vimeo.

    On April 4, I will be respondent for the Pullias Lecture, being hosted by the Rossier School of Education here at the University of Southern California. The primary speaker is James Paul Gee, who is going to address "Games, Learning, and the Looming Crisis of Higher Education." For those in the Los Angeles area, the talk is being held in the Davidson Conference Center at USC, 4-6 PM.

    I was delighted to be asked to participate in this exchange, both because I was recently given an honorary appointment in the Rossier School and because I have such affection and respect for Gee. We've known each other for the better part of a decade now. We've appeared together many times, often in informal conversational settings, I like to call "The Jim and Henry Show," where we talk about our shared interests in participatory culture, games and learning, and the new media literacies. Gee has been one of the key thinkers about the kinds of new pedogogical models represented by computer and video games, seeing them as illustrating alternative forms of learning to those represented by our current schooling practices. Gee has been one of the core contributors to the MacArthur Digital Media and Learning initiative, helping to inspire a whole new generation of educational researchers, who are doing serious work not only on games but also modding, machinema, fan fiction, virtual worlds, and a range of other new media platforms and practices.

    This semester, I have ended up teaching Gee's recent book, Women and Gaming: The Sims and 21st Century Learning, in my New Media Literacies class. I was delighted when I first saw the book to see Gee expand upon his thinking about "affinity spaces" to think more deeply about what he and his co-author Elizabeth Hayes call "gaming beyond gaming." The term refers to the broad range of productive and social practices which have grown up around games, practices which strongly parallel what I've found in my own research on fan cultures. The book's focus on The Sims signals the importance of this game both as a breakthrough title which expanded female interest in the medium and as a model for all subsequent games which have encouraged players to build and share content with each other. Gee and Hayes are interested in the ways this game has become the jumping off place for lifelong learning processes for a range of women, young and old. It is a delightful mixture of compelling storytelling and thoughtful analysis, one which can easily be assigned to undergraduate students but which is profound enough to capture the imagination of advanced students and researchers.

    As I was anticipating our mutual participation in the Pullias Lecture event, it occurred to me that I had never interviewed Gee for my blog, despite all of our other interactions through the years. What follows includes his reflections on the current state of games-based learning research, the state of American education, and the value of participatory culture. Gee was generous with his thoughts and so I am going to be running this meaty exchange over three installments this week.

    We've both been involved in thinking about games and learning for the better part of a decade. What do you see as the most significant breakthroughs which have occurred over this time?

    The breakthroughs have been slower in coming than I had hoped. Like many new ideas, the idea of games for learning (better, "games as learning") has been often co-opted by entrenched paradigms and interests, rather than truly transforming them. We see now a great many skill-and-drill games, games that do in a more entertaining fashion what we already do in school. We see games being recruited in workplaces--and lots of other instances of "gamification"--simply to make the current structures of exploitation and traditional relationships of power more palatable. We will see the data mining capacities of games and digital media in general recruited for supervision, rather than development. The purpose of games as learning (and other game-like forms of learning) should be to make every learner a proactive, collaborative, reflective, critical, creative and innovative problem solver; a producer with technology and not just a consumer; and a fully engaged participant and not just a spectator in civic life and the public sphere.

    In general there are two "great divides" in the games and learning arena. The two divides are based on the learning theories underlying proposals about games for learning. The first divide is this: On the one hand, there are games based on a "break everything into bits and practice each bit in its proper sequence" theory of learning, a theory long popular in instructional technology. Let's call this the "drill and practice theory". On the other hand, there are games based on a "practice the bits inside larger and motivating goal-based activities of which they are integral parts" theory. Let's call this the "problem-and-goals-centered theory". I espouse one version of this theory, but, unfortunately, there are two versions of it. And this is the second divide: On the one hand, there is a "mindless progressive theory" that says just turn learners loose to immerse themselves in rich activities under the steam of their own goals. This version of progressivism (and progressivism in Dewey's hands was not "mindless") has been around a great many years and is popular among "mindless" educational liberals. On the other hand, the other version of the "problem-and-goals-centered theory" claims that deep learning is achieved when learners are focused on well designed, well ordered, and well mentored problem solving with shared goals, that is, goals shared with mentors and a learning community.

    Like so many other areas of our lives today, the conservative version (drill and practice) and the liberal version (mindless progressivism) are both wrong. The real solution does not lie in the middle, but outside the space carved up by political debates.

    What do you think remain the biggest misunderstandings or disagreements in this space?

    Much of what I discussed above is really not about misunderstandings, but about disagreements and different beliefs and value systems, or, in some cases, different political, economic, or cultural vested interests. The biggest misunderstanding in the case of my own work has been people saying that my work espouses games for learning. It does not and never has. It espouses "situated embodied learning", that is learning by participation in well designed and well mentored experiences with clear goals; lots of formative feedback; performance before competence; language and texts "just in time" and "on demand"; and lots of talk and interaction around strategies, critique, planning, and production within a "passionate affinity space" (a type of interest-driven group) built to sustain and extend the game or other curriculum. Games are one good way to do this. There are many others.

    The biggest misunderstanding in general is that technologies (like games, television, movies, and books) are good or bad. They are neither. They are good, bad, or indifferent based on how they are used in the contexts in which they are used. By themselves they are inert, though they do have certain affordances. Games for learning work pretty much the same way as books for learning. Kids learn with books or games (or television or computers or movies or pencils) when they are engaged in well designed and good interactions with adults and more advanced peers, interactions that lead to problem solving, meta-critical reflection, and connections to the world and other texts and tools. They learn much less in other circumstances. But we must humbly admit that humans have never yet found a technology more powerful than print. The number of people who have killed others or aided them in the name of a book (the Bible, the Koran, the Turner Diaries, Silent Spring) is vastly larger than those who have killed or helped in the name of a game, movie, or television show. Of course, this may change, but it does little good, in the interim, to pretend books are benign, but games are inherently perilous.

    From the start, you were less interested in designing games for teaching than in using principles of game design that are grounded in educational research to reimagine the pedagogical process? To what degree do you think recent projects such as Quest to Learn have embodied those insights?

    I see game design and learning design (what a good professional teacher does) as inherently similar activities. The principles of "good games" and of "good learning" are the same, by and large. This is so, of course, because games are just well designed problem-solving spaces with feedback and clear outcomes and that is the most essential thing for real, deep, and consequential learning. These principles include (among others): making clear what identity the learning requires; making clear why anyone would want to do such learning; making clear how the learning will function to lead to problem solving and mastery; making the standards of achievement high and clear, but reachable with persistence; early successes; a low cost of failure that encourages exploration, risk taking, and trying out new styles; lots of practice of basic skills inside larger goal-based and motivating activities; creating and then challenging routine mastery at different levels to move learners upwards; using information and texts "just in time" and "on demand"; performance before competence (doing as a way of learning and being); getting learners to think like designers and to be able themselves to design; encouraging collaboration and affiliation with what is being learned as part of an identity and passion one shares with others; good mentoring by other people, as well as smart tools and technologies.

    These principles can be realized in many ways, not one. Chibi-Robo, Yu-Gi-Oh, and Quest to Learn all realize them, though Quest to Learn faces the vast stupidity of our current accountability regime and Chibi-Robo and Yu-Gi-Oh do not.

    James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

    Akoha-- A Direct Action Game?

    For those of you interested in the work I've been discussing over the past week or so on civics and participatory culture, let me strongly recommend checking out the blog which is being run by the graduate students associated with our CivicPaths research group. Recent discussions there have included considerations of zombies as potential political metaphors, reflections on the nature of "engaged scholarship," thoughts on what we can learn from the Tea Party movement, and information about playful forms of civic education around economic literacy. Each of these pieces reflects the work of a particular PhD candidate, mostly from the Annenberg School for Communication and Journalism, though some come from the School of Cinematic Arts or elsewhere at USC. The students post about once a week and are doing a good job of reflecting the kinds of conversations we are having with guest speakers, interview subjects, and amongst ourselves as we try to make sense of the intersection of youth, new media, and political participation.

    Today, I am re-posting one of the recent blog entries -- some thoughts about how serious gaming might foster greater civic participation by Benjamin Stokes. Stokes has been deeply committed to the concept of games for change for over a decade, first as part of the leadership of the organization with the same name, then as a foundation officer at MacArthur working with Connie Yowell on the Digital Media and Learning Initiative, and now as a PhD candidate at USC. I have been lucky to have chances to work with him in each of these contexts. He's deeply earnest and serious-minded about how the world of play might influence our civic and social lives. He models what I admire most about my new USC cohort -- the ability to merge theoretical rigor with practices designed to have an impact in the world beyond the academy.

    Akoha - a Direct Action Game?

    by Benjamin Stokes

    How can we make everyday civic participation more compelling? There is a new kind of game on the horizon, one that experiments with real-world action. I call these "direct action games," because they restructure acts like volunteering, activist training, and charitable giving. One prototype is Akoha, which started as a card game, then reinvented itself online, and last year launched a mobile app -- largely off the radar of traditional civics organizations.

    At first glance, Akoha looks like a media hub for some do-it-yourself Boy Scouts. Their website reveals thousands of participants, many reporting success with real-world "missions," from going vegetarian for a day, to debating the "I Have a Dream" speech. The actual missions often take place offline, but are only rewarded if documented with photos and stories posted online or via iPhone.

    I think Akoha deserves real attention as a working example -- despite some prominent flaws. We desperately need concrete projects if we want to actually rethink civic life. The use of games to help "fix reality" has been a hot topic these past few weeks, thanks to the great traction of Jane McGonigal's new book. Yet the missions of Akoha are more straightforward than most of Jane's "alternate reality games," which tend to have futuristic narratives, puppet masters behind the scenes, and a preference for crowd-sourcing. Thus I propose we look to Akoha and its more raw building blocks to think about direct action games.

    Participants in Akoha are mostly adults, but the ages vary widely. The experience is deeply social, as friends create missions for each other, and share their stories. More formal recognition for participation comes as players earn badge-like awards -- such as "multi-talented" for those who complete one mission in every possible category.

    Most of Akoha does not look or sound civic. Only one of the mission categories explicitly addresses "social causes." The other nine concern self-actualization in various forms, from "health and well-being" to family time, engaging with popular culture, and the discovery of travel. Is this breadth an upside or downside? That depends on your civic goals, which might include:

    1. Fostering citizen journalism, as participants report on civic themes in their communities

    2. Informal civic learning, as participants reflect on their civic experiences in new ways through stories and pictures

    3. Building social capital, as participants create new ties across traditional social groups

    These civic goals may be structurally possible with Akoha, but they are rhetorically hidden. Even as Akoha's missions bring people into the real world, they avoid the "we are purely civic" framing that occurs on many activist and volunteering websites. For the Akoha community, it's OK to admit that you are mainly there to have fun, or are trying to improve yourself (and not simply sacrificing for others). Consider this screenshot from the social cause mission "I Am Not an Island":

    mission-not-an-island-red1.jpg

    Participation begins with the usual click of a button, yet the specific language of "Play Now" differs sharply from the tool focus of civic action websites (e.g., "Take Action Now;" or "Sign the Petition"). But what exactly does it mean to 'play' Akoha? Is it a game?

    Certainly Akoha is recreational, and like all games, there are rules. In particular, participants must describe what they did to complete a mission, and thus must certify that they have met the terms set forth by the original mission author. Points and profiles track progress across the Akoha system. All players' profiles feature their picture, personal statement, and a quantitative scoreboard -- including their "player level," number of missions completed, and awards. For a sense of what this looks like, here is one particularly high-achieving player, chosen from among the more than 10,000-plus who have registered:

    profile-mgk-per-Dec21-2010-sm3.jpg

    This public profile has evolved much as the community has coalesced. Just a few months prior, the player described himself in much more formal terms, emphasizing his offline profession -- a "freelance Air conditioning and Refrigeration engineer by qualification and profession," his belief in God, and how he found the site via Reader's Digest. Now, in this recent screenshot, the player has removed his backstory, and describes instead how his Akoha playing strategy is driven by his personality. His refined self-presentation aligns with the pragmatics of the Akoha community, which focuses on choosing missions and writing stories -- both depending more on personality than professional accomplishments outside the community.

    Akoha is a designed system, and so I recently interviewed Alex Eberts, co-founder of Akoha and an influential force behind its design. He spoke of his desire to find "psychological drivers that are common to the real-world, and to game play." His designs were informed by self-determination theory, which Eberts first came across in a session at the Game Developers Conference. (Academics, pay heed - these are not the usual dissemination channels for civic theory.)

    Self-determination theory describes how human motivation is driven by basic human needs, including competence, autonomy, and relatedness. Altruism is not on the list of needs, just as it is not central to Akoha's rhetoric. Pushing beyond traditional altruism in civic life is a theme that cuts across many of the projects we are tracking in Henry Jenkins' Civic Paths research group -- from the pop pleasure of Harry Potter, to the joy of diamonds as a precursor to political talk. Repositioning altruism is a battle, with fault lines between traditional civic organizations that have failed to engage youth, and new civic organizations that have failed to connect to politics. (See, for example, Bennett's content analysis (pdf) of youth civic websites.)

    Connecting games with the real-world necessitates a basic immediacy. This immediacy also distinguishes Akoha from most civic games, which focus on education for future civic life or future civic action. Here, the action and education are both in the present tense, which increases authenticity and the satisfaction of impact. The iPhone app for Akoha, released this past summer, underscores their immediacy -- here is a set of screen shots they provide:

    iphone-screenshots-sm.jpg

    Using the mobile interface, Akoha missions can be documented on a bus in real-time, or browsed from a neighborhood park. Their mobile tech is fairly basic, consisting mainly of reskinning their existing website, with little use of GPS or other mobile sensor data. As a result, Akoha's mobile interface is only minimally aware of the user's location.

    Place matters, especially in civics. (The neighborhood of our birth strongly predetermines a host of life opportunities, from income to education and governance.) This is an area for Akoha to grow. By improving their mobile support for place, its implications for civic activity would be more immediate and profound. In particular, Akoha might offer support for filtering missions for one's own neighborhood, or connecting with players who are geographically nearby for joint missions, or simply allowing missions to release new clues when players arrive at specific locations.

    Games are still discussed as individual indulgences. Yet increasingly, games are recognized as social forces. This is especially true for Akoha, where the social construction of value emerges over time, as a participant's "friends" share stories about their missions and accomplishments. Different communities are likely to form over time. It is not yet clear whether Akoha is dominated by preexisting networks of offline friends, or by more interest-driven networks of people who gather around a shared passion. (This difference matters - see the ethnography of Ito et al.) Yet if Akoha can introduce strangers based on activity interests, the platform might transcend the left/right regression of civic talk that is so feared online by Sunstein.

    Reimagining place is important civic work, just like the reimagining of societal values, tax policy, and even collective heroes. The value of games is to restructure this civic work around different rules - intrinsic motivations of the game, aligned with the desires of everyday people. Sometimes people want an excuse to be more civic. In my interview with Eberts, he confessed that one of the big surprises for his team was how much everyday people wanted Akoha to be even more civic. He hinted that future Akoha versions might well expand toward the civic.

    Even as mobile has reshaped the everyday experiences of place and time, so too we may see game-like activities begin to restructure the experience of public participation. Yet Akoha remains an "edge phenomenon" to both the civic and gaming communities. In the first case, nonprofits are still trying to understand games for training, let alone for direct action; in the second, the independent gaming community is struggling to understand games for art, let alone games that improve the real world. Akoha is likely to be seen as a risky investment for funders in either community. Thus the evolving Akoha business model may be as crucial as its innovations in civic participation. For example, Eberts hints that corporate engagement may be an area of growth for such games.

    Beyond Akoha, it might be useful to define a framework for direct action games. In a panel I organized last year at the Games for Change Festival, we explored the concept, and its historic manifestations; fellow panelists were game designer Tracy Fullerton and activist/scholar Stephen Duncombe (see embed below for video of the panel).

    As we seek to define new templates for civic games, cases like Akoha help us prioritize research questions, including:

    1. Can direct action games help us re-imagine civic activity under a different set of rules, solution frames, and feedback loops for engagement? (McGonigal's aforementioned book nicely explores several of these philosophical questions.)

    2. If only a portion of the activity is strictly civic, how do we compare to more traditional and pure civic engagement?

    3. When is it appropriate to teach citizens how to "game the system" of democracy, to "win" in Akoha, or to rewrite the rules of local politics?

    These issues will only become more important in coming months, as civic action goes digital and game culture grows. By examining cases like Akoha, we can develop frameworks for "direct action games" that better structure our civic designs.