Readings - New Media Consortium
Transcription
Readings - New Media Consortium
Readings A collection of articles and chapters submitted by participants 21 st Century Literacy Summit April 26-28, 2005 San Jose, California Readings 21 st Century Literacy Summit Table of Contents 24 Hours in Cyberspace Craig Cline with Mark Walter ............................................................................................. 1 A Mad-Tea Party No More: Revisiting the Visual Literacy Definition Problem .................................................... 13 Maria Avgerinou A Selection of Writings from Technology Review ........................................................................................................ 27 Henry Jenkins As Good as the Governor’s Word? .................................................................................................................................. 45 Mary Jane Burke Beyond Boxes and Wires: Literacy in Transition ......................................................................................................... 47 Kathleen Tyner Defining the Visually Literate Individual ........................................................................................................................ 67 Adele Flood Digital Natives, Digital Immigrants ............................................................................................................................... 77 Marc Prensky Digital Visual Literacy: A White Paper .......................................................................................................................... 83 Anne Morgan Spalter, Andy van Dam et al Engage Me or Enrage Me: What Today’s Learners Demand ................................................................................... 93 Marc Prensky Global Studies and Media Education: Survival Skills for the New Millennium ..................................................... 99 Carolyn Wilson and Barry Duncan Making It Move, Making It Mean: Animation, Print Literacy and the Metafunctions of Language ............. 107 David Parker Media Literacy: Essential Survival Skills for the New Millennium .......................................................................... 117 Barry Duncan Meeting the Rising Tide of Information Technology Literacy ................................................................................ 121 Joyce Mayln-Smith Mobilizing Fun in the Production and Consumption of Children’s Software ...................................................... 135 Mizuko Ito Narrative Construction as Play ...................................................................................................................................... 155 Brenda Laurel New Directions for Media Education in the United States ...................................................................................... 159 Kathleen Tyner Readings 21 st Century Literacy Summit Table of Contents (continued) New World Kids ................................................................................................................................................................. 187 Susan Russell Marcus Power Users of Technology ............................................................................................................................................ 209 Joyce Mayln-Smith Piercing the Spectacle: A Situationist Critique of Computer Games ................................................................... 213 Brenda Laurel The Practice and Principles of Teaching Critical Literacy at the Educational Video Center ............................................................................................................................................... 217 Steven Goodman Technologies of the Childhood Imagination: Yugioh, Media Mixes, and Everyday Cultural Production ........................................................................................................................................ 241 Mizuko Ito Visual Language and Converging Technologies in the Next 10-15 Years (and Beyond )................................. 257 Robert Horn Visual Literacy ................................................................................................................................................................... 269 Ron Bleed The Visual Literacy White Paper .................................................................................................................................... 273 Anne Bamford What Kinds of Writing Have a Future? ........................................................................................................................ 281 Robert Horn Readings 21st Century Literacy Summit Page 1 24 Hours in Cyberspace THE SEYBOLD REPORT Craig Cline in San Francisco and Mark Walter in Media, PA Real-World Prototype For a Surreal Market IN A BREATHTAKING collision of photojournalism and technology, Against All Odds Productions, led by photographer Rick Smolan, pulled off February 8th its latest daring project, 24 Hours in Cyberspace: Painting on the Walls of the Digital Cave. We went to Mission Control to see for ourselves not only the content but also the system and the process—to find out how Smolan and his star-studded cast managed to pull off this feat. We were rewarded with a look at a one-of-a-kind publishing system that may well be a groundbreaking prototype of ones we’ll see commercially in the very near future. Collaborative demonstrations of technology are always interesting, but rarely are they tied to real business ventures and seldom are they staged in public without full dress rehearsals beforehand. This project not only broke new ground; it did so in full view of millions of people. Using a barely tested system stitched together at a breakneck pace before the event, the sleep-deprived crew in Mission Control nevertheless managed to pull together the site, and see it survive the deluge of tens of thousands of people pouring through its pages, leaving their signatures behind. As Eric Schmidt, chief technology officer at Sun Microsystems, wryly noted, “This is R&D without a safety net.” 24 Hours in Cyberspace: Real-World Prototype for a Surreal Market NO ONE can ever accuse Rick Smolan of being an underachiever. Ever since 1992, when he produced the first coffee-table CD-ROM, he’s pushed the edge of the technology envelope in photojournalism. Last year’s superb Passage to Vietnam, for example, extended the concept of multimedia publishing on CD-ROM to new heights of accessibility and elegance. So when we got wind of Smolan’s latest project, 24 Hours in Cyberspace, we were curious. We found out he was going to use the Web to document the Web, inviting the whole world to upload their stories, photos and signatures to a snapshot of cyberspace, and we became intrigued by his vision. We were excited at the prospect of seeing, once gain, the results of dozens of world-class photographers fanning out to their one-day assignments. But when we learned that, true to its name, Smolan’s Against All Odds Productions was going to try to Readings 21st Century Literacy Summit Page 2 pull off this feat with a hastily constructed, barely tested system based on software that wasn’t even finished—well, we just knew we wanted to be there to see it. The project 24 Hours is the latest in Smolan’s ongoing Day in the Life adventures. Smolan, a former National Geographic photographer, began the series with his bestselling Day in the Life of America coffee-table book, which was subsequently followed by other Day in the Life books. In doing these projects, Smolan developed a reputation for galvanizing renowned photographers into collaborating on interesting projects. In recent years, Smolan has become increasingly interested in technology. His first published multimedia effort, From Alice to Ocean, broke new ground in its use of Photo CD. Audio narrations of still photos, stored on the CD, were bundled with the coffee-table book that described a woman’s journey across Australia. In his second multimedia effort, Passage to Vietnam, Smolan spent half a million dollars producing a CD-ROM that wove still photography, audio and video together in compelling fashion. Although the photography shoot took only a week, the resulting editorial and production process took many months, typical for rich multimedia titles. Primitive snapshot. This time, Smolan has turned the cameras onto technology itself in an effort to document the effect the Internet is having on people’s lives. He dispatched more than 100 professional photographers across the globe to photograph and tell pictorial stories about how the Internet is changing people’s lives. The focus of the project was to use photojournalism to put a human face on cyberspace. Because the Internet is so new, Smolan’s crew dubbed their effort “Drawings on the Walls of the Digital Cave”—in years hence, this snapshot of cyberspace could look as primitive as the paintings of prehistoric man. Smolan expects to make a CD-ROM and coffee-table book from this project, but to up the ante, Against All Odds decided to publish some of its content the same day it was gathered, compressing the editing time from months down to minutes and hours and then pumping the stories back out over the Internet to millions of potential viewers. Because of the happy oddity of the International Date Line providing the team with 48 clock hours in which to produce their snapshot of Feb. 8, the editorial and production system required to handle this kind of load was a nontrivial undertaking. In some ways, the publishing model for the project is similar to broadcast journalism, in this case using the Internet as a way to beam taped coverage of an event quickly all over the world. The difference, though, is that in this case the viewers have complete control over the speed and sequence of the action and are Readings 21st Century Literacy Summit Page 3 able to replay it over and over again in different ways if they like. For publishers wanting a peek at news reporting of the future, it is a very interesting experiment. Snowballing support. To broaden interest in the project, Against All Odds issued an invitation for schools to participate in the project. Tom Melcher, COO of Against All Odds, said that what began as a simple message E-mailed on a Friday to a few people quickly snowballed: “Eighteen schools signed up over the weekend.” In the end, more than 100 schools and scores of amateur photographers participated, uploading their pages and photographs to judges who rated the submissions to determine prizewinners. Big guns. One of Smolan’s talents is attracting big-name help, and close to 50 companies chipped in support, donating or loaning an estimated $3 million worth of equipment, as well as scores of talented staff. Adobe, Sun and Kodak served as primary corporate sponsors. Adobe provided Photoshop, PageMaker and staff to Mission Control and donated PageMill and Acrobat to schools. Kodak provided film, scanners and its new DC-50 digital cameras. Sun supplied servers, networking software and lots of expertise in wiring the site. Why would a firm underwrite such a project? For Sun, it was an excellent test of its Web servers and mirroring expertise. “We believe it will recover our costs in better products and in supporting the growth of the Internet,” said Eric Schmidt, Sun’s chief technology officer. Building the site “Mission Control,” where the Web pages were built, was a specially constructed 6,000-square-foot space in San Francisco’s China Basin Landing building. When we arrived, it looked like a cross between a daily newspaper at deadline and Mission Control for a NASA space flight (one perpetually stuck at the anxiety level portrayed in the film Apollo 13 after the command module blew up). As in the film (or at a daily newspaper on deadline), there were moments of frenetic activity interspersed with longer moments of waiting for the screen to unfreeze, for the database to release the page back to the editor, or for more stories and photos to be filed. The place was crawling with editors trying to do their job, as reporters, analysts, TV crews and even what appeared to be a few groupies swarmed about trying to record the action and, in most cases, simply to be part of it and score one of the souvenir golf shirts that were distributed toward the end. For many, seeing the finished product live on the Web, with each person working to produce the next additions to it, was an epiphany. Talk about immediate gratification—it was as if every story a reporter wrote for a newspaper were immediately published and distributed as part of a newspaper edition centered around that reporter’s story. And in the end, the whole Readings 21st Century Literacy Summit Page 4 experience was validated by feature stories on the project that ran on NPR and network evening news. The plan. The plan was for a team of 80 editors, programmers and designers per shift to build the Web site over the course of several days. To manage the chaos, a careful workflow was designed in advance, based around custom Web layout software from NetObjects as a front end to Illustra’s object-oriented database, with gobs of Sun and PC clone hardware (and a few Macs) thrown at the problem (see illustrations, pp. 4, 6 and 7). The Web site (www.cyber24.com), which will be returning March 17, featured six themes. Each began with an essay written by a noted personality and then was complemented by photo-essays laid out like page spreads in a coffee-table book or a photo magazine like Life. The six teams worked somewhat independently to create the six theme areas. Each pod team had a text editor, a photo editor and a Photoshop technician. In addition, there were a traffic pod, which routed photos to the amateur and professional queues, and a TOC pod that prepared the overall contents pages. Pages were based on HTML 2.0 coding. The working assumption was that they could be viewed with Netscape Navigator 1.1. Collecting. The photographers in the field that had digital cameras were able to upload ten low-resolution (256 KB) images as E-mail messages that were sent via modem into Mission Control. Captions, following the IPTC header conventions, were keyed using a special Photoshop plug-in from Atlanta-based Software Construction Company. About half the professional photographers, however, shot with film. They will be scanning their images, at high resolution, with either Kodak or Polaroid scanners, and sending them in one way or another over the course of the next few weeks. Designing and editing. Most of the design work was done well in advance by designers under the direction of Clement Mok. They created 30 layouts and saved them as templates using a prerelease version of NetObjects’ software. As material began pouring in, judges examined the professionally shot photos, assigned them themes and rated them. They stored the images in the Illustra database, and a desk editor then assigned them to specific pods. The editorial team, consisting of top story and photo editors on loan from national publications, took the photos and captions, picked the ones they wanted to use and then selected a page design from the templates prepared in advance. Stories were written using a prerelease version of HTML authoring software from NetObjects. Each editorial team also had a Photoshop technician, working on a fast Sparcstation, to crop, size and compress the photos. Complementing each story were audio clips of photographer commentary or interviews with the photographer by National Public Radio commentators. As Readings 21st Century Literacy Summit Page 5 the audio was fed to Mission Control, it was digitized. The material was then edited into clips that were attached to the page spreads using RealAudio’s technology. Once the “spread” was ready for publication, proofers and testers reviewed the pages, checking links and looking for errors. As soon as they were through, the new material was placed in the “ready” queue. Publishing. Every 30 minutes, the NetObjects software swept through the mounting server and collected the new pages. It then rebuilt the entire Web site, not only adding new content but also testing and forging new hyperlinks. At Mission Control, the 24 Hours Web site rotated among five Sun Netra servers. But each half-hour, as the site was revised, it was copied to “mirror” sites around the globe. Trying to avoid gridlock nightmare. For most firms, the danger in promoting a hot site is that you might succeed only to find your humble server trampled by a stampede of surfers cruising around for something neat to look at. The concept of mirroring (in databases, it’s called replication)—copying the Web site to other machines—is one way to reduce the load on one machine. The 24 Hours project was one of the largest tests of mirroring to date. It received in excess of 3 million hits in 24 hours—not a record but certainly a tremendous amount of traffic. The mirroring, set up by Sun, included three sites in the U.S.—Sun’s headquarters in Mountain View, CA, MCI in Atlanta and BBN Planet in Rockville, MD. Internationally, it was carried by the Internet 1996 World Exposition, which automatically funneled the material to the Exposition’s eight “Central Park” servers located around the world. IWE, in cooperation with a variety of other ventures, is helping to construct the “Internet railroad,” a network of satellite and high-speed land lines designed for carrying high volumes of data over Internet protocols. The first of these links were put into place just before the 24 Hours project. It is claimed that IWE’s servers effectively tripled the international capacity of the Internet on that day. As with all best-laid plans, the efforts designed to avoid gridlock broke down at times. We on the West Coast have recently noticed that the Net nearly comes to a screeching halt every day at about 3 p.m. PST. This corresponds to the time Easterners go home and fire up their AOL browsers. Toward the late afternoon on the 8th, traffic slowed access to the cyber24.com site to a crawl more than once, which in turn made updates to the live site difficult. The editorial system The heart of the system was an Illustra database. Illustra, a new name in the database arena, has an object and relational hybrid engine that uses relational tables but has built-in support for hierarchical object structures. Among its special features are “data blades,” object libraries that provide views into the Readings 21st Century Literacy Summit Page 6 database. One of the blades is the Web DataBlade, a tool that allows a Web browser to see into an Illustra database. The second unusual component was NetObjects, a new Web authoring tool that hasn’t even hit the market. For a company trying to make a name for itself in online publishing, the 24 Hours project was a killer live demo that we expect will draw tremendous interest in both Illustra’s and NetObjects’ products. Custom prototype. Illustra, which is focused on managing multimedia and Internet publishing information, has been selling its product commercially since 1994. We saw an early version last fall at Seybold San Francisco; clearly it has come quite a way since then. It also has since been acquired by Informix. For this project, Illustra whipped up a custom application that amounted to a brand-new editorial system. Built over the course of just a few months, it had a couple of very interesting features: 1. A front-end parser took the incoming transmissions, cracked open the IPTC header and populated the database with slug lines, photos, credits, captions and so forth. The application looks attractive for wire-service agencies and large publications that have photographers in the field. 2. Using the frames-enabled 2.0 version of Netscape Navigator as the viewing tool and the Web DataBlade to plug into its database, Illustra presents several views of the database. Editors can view the photos and captions by a single photographer or view all of the material associated with a story. The 24 Hours user interface was developed specifically for this project, but the Web DataBlade makes it easy to tailor the look of the view. Illustra plans to take the system it built for 24 Hours and use it as the basis for a commercial product. It has already sold its underlying database to publishers such as Hearst and Time; now it hopes to expand to a broader market of commercial publishers, prepress shops and advertising agencies looking for multimedia databases that support online publishing. Through different applications of its core database technology, Illustra also plans to target financial publishers that want to publish real-time changes and assemble the results on the fly in custom ways. A third target market is large engineering organizations that will be publishing engineering documentation online and want to take a database-driven approach to managing the changes to the source material. NetObjects’ debut. NetObjects was formed this past November by high-tech design guru Clement Mok and Samir Arora and David Kleinberg, executives at Rae Technology, a provider of interactive applications. Its software is still undergoing development; a special version was created for this project. NetObjects expects to be announcing in March a timetable for a commercial release. Readings 21st Century Literacy Summit Page 7 Although the version of its software for Web publishing is brand new, the core technology behind NetObjects has been refined at Rae over the past three years. Even before the 24 Hours project, the company was attracting considerable interest; it just raised a walloping $5.4 million of venture-capital funding, an impressive figure for a three-month-old firm. In this project, NetObjects tried to create an application that would allow editors to avoid some of the handcrafting typically associated with building good-looking Web pages. It also wanted to support the dynamic changes that would take place throughout the day. Not only the content, but also the structure would change. For example, stories might appear in different places under different themes. A third challenge was that editors would be coming in from all over the world and have very little time for training. The result was rule- or template-based Web composition from a database (see illustration). It was very much like flowing standard paper pages from a database, but with a fairly basic template format (HTML’s formatting requirements are still pretty easy to do). What is interesting about NetObjects is that it takes care of all of the navigation elements, as well as formatting. In the 24 Hours site, all of the navigation elements—including TOC pages and “next” and “previous” link buttons, were generated automatically each time the program rebuilt the site. Executive VP Kleinberg claims the NetObjects software will work with a variety of structures and any particular data type. The technology can interface to almost any database through ODBC or SQL connections, said Kleinberg. Trial by fire Not all that was hoped for was accomplished. There were the usual number of technical glitches to be expected in what amounted to a prototype system being fired up for the first time in real time in front of millions of people. And there were bottlenecks that cropped up as the workflow was put to the test and found wanting in places. Toward the end of the day, Mission Control started up a new round of story editing and production by physically turning on each pod in turn to force a de facto workflow on the various teams. Earlier, teams tended to get out of sync with each other, their timing problems compounded by the lack of training that preceded their 48-hour shifts. Despite attempts to automate, many pages had to be tweaked by hand. Whether the tweaks were required because the system didn’t flow the stories right or because the editors couldn’t resist the temptation to improve a colleague’s layout, we couldn’t tell. A handful of HTML programmers applied further tweaks to render the site just as the team wanted it to look; whether this was due to HTML’s inherent deficiencies or the limitations of the NetObjects system wasn’t clear to us—and perhaps to the designers. The final look and feel Readings 21st Century Literacy Summit Page 8 of the site was first-rate, well above what’s usually found on the Net, so it’s difficult to begrudge the producers their tweaks. Everyone was flat-out tired, and it was clear that job one was getting a first-class site online, and keeping it up. Armchair quarterbacking would be reserved for the coming weeks. The implications Everyone in publishing is looking at the Internet as the hot medium of the moment, and the 24 Hours project certainly was an example of a site that was both attractive to look at and interesting to read. But we doubt that that will be its legacy, for in terms of compelling content, this site has plenty of company. From our vantage point, this project was memorable for its demonstration of a new breed of Web-based publishing systems. We’ve been writing for two years now about Web-related tools—HTML editors, Web servers, document repositories—but the 24 Hours project attempted to put it all together into an editorial system, one that would scale from a small group at least up to a department with dozens of collaborators and would cover the full end-to-end process of creating, gathering, editing and publishing. The effort was a little overly ambitious—the system was tested in front of a live audience by people who had had only a few hours of experience with it—but even so we think a few key points were made. Next-generation client. First, the system showed the potential to use a Web browser as the front-end viewing tool for an editorial database. Until recently, the presumption was that to view a database you used a database client, or an interface developed with a high-level programming tool like PowerBuilder. Today, the Web is drawing everything to itself. Its browser is becoming at once both universal and protean, a single chassis that changes according to the driver and the trip’s purpose. For years, pundits have predicted that databases would soon be explored by looking at documents, which are easier for us to understand than tables. That day has arrived. If this idea catches on, it will have a profound impact on the way we build publishing systems. In this case, material was authored in HTML using NetObjects software interacting with an Illustra database. But we believe similar systems will be built around other tools and other data formats. Automating production. Second, the project demonstrated the advantage of taking a database approach to online publishing. Everyone talks about repurposing and automating; few are able to do it for magazine-style illustrated stories. This site looked good, and there was a fair amount of hand-tweaking and writing to fit that went on. But editors did not have to fiddle around fixing work they had already done, just because a page was being updated. The system took care of building all the generated navigation links (next page, previous page, Readings 21st Century Literacy Summit Page 9 etc.), freeing the writers to focus on their stories instead of on repetitive navigation buttons. While they did not publish as much as they had hoped, editors, some of whom were more comfortable with Atex keyboards than a PC mouse, and most of whom had spent at most a few hours learning the system, were still able to pull together a handful of well-written, nice-looking stories in a day. Melcher believes database-driven Web sites will become enormously popular because of the ease with which the links can be managed. “What’s really cool about NetObjects is that it keeps all the links hierarchically, updates all the references, even ‘next’ and ‘previous,’ using its own data structure, integrated with Illustra. . . . With most other programs, even Vermeer, many of these links would have to be updated by hand.” Melcher believes the automation provided by marrying Web authoring to a database will result in “most Web sites being hooked to databases by this time next year.” For NetObjects, which has not yet announced a commercial version of its software, the whole project has been a tremendous publicity boost. Look for its announcement in March to be a media event. High-profile demo. Third, the online test proved Illustra’s viability as a database vendor to a publishing community that, for the most part, has been reluctant to pick up new database technology. The time is ripe for change. Bill Ray, director of Illustra’s Digital Media Publishing group, explained, “The Internet is driving the need for a new information management technology . . . one that can model dynamic content.” A few forward-thinking publishers have already taken the leap of faith, whether it be with UniSQL, Illustra or Object Designs, but most have preferred to stick with Oracle, Informix or Sybase. When it comes to databases, the pack has been waiting for something at once irresistible and seemingly safe. Illustra is not yet at a stage we would call safe, but it certainly has progressed to the point where it is compelling, and demonstrations like this go a long way toward silencing critics and converting skeptics. With this test under its belt, Illustra has a very public benchmark it can use as a reference. (Some of its installed customers aren’t comfortable talking with potential competitors.) With Informix’s backing, Illustra also has the potential to become a well-known name in the publishing business. A grand experiment At the end of the day, what appeared at first to be a bit of a one-off kludge had worked—after all, the site did go online as promised, and it was updated throughout the day. Even if the finished product was a bit light on stories, those that appeared were interesting. From nearly every angle, it was certainly a project everyone could be proud of having produced. Readings 21st Century Literacy Summit Page 10 The bottom line is that this was a grand experiment in the best tradition of such experiments, uplifting the spirits of all who worked on the project, as well as those who dialed in to check it out. It is difficult to tune in to any Rick Smolan project and not leave it with a smile; this unassuming man and his work breed an enthusiasm that is highly contagious. In previous assignments, Smolan has traveled to many places, but in this one he touched the far corners of the globe all at once. The only thing better than watching the project unfold on Feb. 8 will be to visit the final site next month, and to see the CD-ROM that inevitably follows this fall, containing many more photos and stories that tell how the Net is affecting the lives of citizens worldwide. We can’t wait! Craig Cline in San Francisco and Mark Walter in Media, PA Readings 21st Century Literacy Summit Page 11 Bird’s-Eye View of the Project The publishing system assembled at Mission Control was a feat of engineering. Sun set up the 100 Base-T network, with dozens of Sparcstations and PCs and two Sparc 1000 servers with their own monster RAID disk array devoted to the database. There were separate Sun Netra servers for E-mail, FTP and Web publishing. Collectively, the machines in Mission Control had more than 11 GB of RAM and almost 300 GB of disk storage. To automate the collection process, photographers wired in their digital photos as attachments to E-mails that followed the IPTC header convention for captions. Illustra wrote an application that cracked open the E-mail at the other end and stuffed the elements into the database. The traffic team categorized the incoming photos and sent them on to the editorial process. The staff assembled in “pods” focused on specific functions and parts of the site. Each of the six feature sections had its own pod, which selected the photos it wanted to use, assigned them to layouts and then wrote the story, using templates and special software created by NetObjects (photo on page 7). The pages were then handed off to teams that made table-of-contents pages and proofed the stories before they were posted for updating. At the same time, an audio team collected and edited audio interviews that were digitized. Resulting clips were assigned to their stories and attached to the Web pages of stories that made the final cut. To avoid a bottleneck at Mission Control’s home page, the site was copied every half-hour to MAE West, the world’s largest Internet hub, operated by MFS Communications. MFS then passed the sites on to Internet World Expo, MCI, BBN Planet and Sun Microsystems. Users logging in around the globe typed one URL but were directed to the server nearest to them. The amateur submissions added a very interesting dimension to the site. Judges pored over photos, messages and complete Web pages submitted by schools, amateurs and the military; several photo-essays were so compelling that they were posted alongside professionally commissioned ones. Extending the Revolution to the ’Hood Toward the end of the day, when the success of the 24 Hours project seemed assured, it was time for some of the sponsors to get a word in about other Readings 21st Century Literacy Summit Page 12 projects near and dear to them. Sun’s John Gage, who is almost as irrepressible and audacious as Rick Smolan (made even more audacious by being a corporate employee—but hey! this is Silicon Valley, where anything goes if you’re bright and successful), plugged a project that is designed to put every school in California online on March 9, 1996. (We wonder: Are 24hour happenings on the Net the defining social gathering of this revolution, comparable to the be-ins and rock concerts of previous generations?) On NetDay96, as it’s called, tens of thousands of volunteer parents, teachers and engineers from California’s high-tech companies will install wiring in California’s 12,000 public and private schools. Each school’s team will connect at least five classrooms, computer labs and a library to a central point in the school. Sponsoring companies will contribute both equipment and skilled installers, who will design the school installation in cooperation with local school organizers. Local school sponsors and organizers will raise the funds. Organizers of the “happening” come from Sun, KQED (public TV and radio in San Francisco), W3 (Tim Berners-Lee’s company), The Well (one of the first—and funkiest—Bay Area Internet-acccess providers) and Jack of All Trades, a local design house. People can sign up by going to www.netday96.com and selecting a school to sponsor, organize or volunteer to help. It is grass-roots activism in action, leveraged by the Net’s ability to connect people all over the state to a shared, central information resource. If you live or work in California—or wish you did—check out this site and vote with your keyboards to make our schools a somewhat better place in which to learn. Readings 21st Century Literacy Summit Page 13 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* A Mad-Tea Party No More: Revisiting The Visual Literacy Definition Problem Maria D. Avgerinou Abstract This paper focuses on the problem of defining the term ‘Visual Literacy’ (VL). It first sketches out the profile of the VL definition problem while at the same time considering the meaning of the concept of Literacy (old and new). Then, a discussion of the most influential VL definitions occurs followed by a presentation of the various attempts at seeking consensus among the VL scholars concerning the constituting, theoretical elements of VL. In addition to providing a VL definition overview, I shall attempt a synthesis of the specific assumptions underpinning the presented definitions’ rationale. It is anticipated that emerging points of convergence among seemingly different perspectives, will demonstrate that what the various definitions share in common is greater than what separates them. Issues raised through the VL definition overview will also be briefly discussed. “Definitions, however, are arbitrary conveniences- neither true or false- it is the privilege of any theorist to establish his own definitions hopeful that his readers will find them not discordant with their own thinking and of equal convenience.” (Berrien, 1976) i Visual Literacy: The Definition Problem “The definition of visual literacy has been an elusive goal since the early days of the association” [IVLA] “and even before that.” (IVLA, 1997, p. 4) Defining visual literacy is comparable to the contradictory among themselves; or have induced discrepant interpretations. Undoubtedly, this has aggravated the definition problem, as different theoretical departures have caused VL to be perceived and interpreted in different ways. Figure 1 It’s Always Tea-Timeii… problem the six blind men faced when describing an elephant. The man who felt just the side of the elephant described the animal as being like a wall, while the man who felt the tusk said the elephant was like a spear. The men who felt just the trunk or tail “It’s always tea-time, and we’ve no time to wash the things between whiles.” or ear or leg were certain the elephant was like a snake, a rope, a fan, or a tree. Their description depended on the part they were examining. Visual literacy is also different things depending on one's viewpoint. (Burbank & Pett, 1983, p. 1) Understandably, the coexistence of so many disciplines which underlie the concept of visual literacy (VL) is the major problem that one will encounter when attempting to define it. Identifying the relations of VL with the theory and practical applications of all those areas has proved to be quite perplexing (Figure 1). Even though the findings deriving from research associated with those areas might be supportive, they eventually lead to confusion since in many cases they have been Old And New Literacy Before delving into the body of literature which is dedicated to the several attempts at defining visual literacy, let us turn first to the concept of Literacy, its evolution over the passage of time and its meaning for today’s Western world. There was a long period of time spanning many centuries, when literacy was solely interpreted as the ability to read and write. With the arrival of the industrial as well as the technological revolution, this perception changed dramatically. During the latter part of the 20th century, to be literate involves basic reading, writing, but also basic computing. In the Western world context, we are witnessing an “increasing refinement of the skills to which the term” [literacy] “refers.” (Yonge, 1998, p. 43) In other words, literacy may also include a range 1 Readings 21st Century Literacy Summit Page 14 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* of various abilities, hence the expansion and subsequent compartmentalization of the term into verbal literacy, media literacy, computer literacy, visual literacy, technological literacy, aesthetic literacy, and environmental literacy. Seels (1994) reports that scholars of diverse subject areas have explored the relationship between these different types of literacy, and investigated the transferability of skill from one type to another (see also Salomon, 1982). Others claimed that as today’s education has placed emphasis on the development of verbal literacy, albeit the reality is that our world has clearly become visually-oriented, promoting visual literacy must be seriously considered (DeSousa & Medhurst, 1982). Another point is that verbal and visual literacy cannot be separated and enjoy independent status for they both belong to the broader concept of literacy. (Seels, 1994) Williams and Snipper (1990) provide a definition of literacy as it is currently perceived by educators: Educators recognize functional, cultural and critical literacy. Functional literacy is often related to basic writing (coding) and reading (decoding) skills that allow people to produce and understand simple texts. Cultural literacy emphasizes the need for shared experiences and points of reference country s/he lives. Finally, critical literacy “denotes not only the ability to recognize the social essence of literacy but also to understand its fundamentally political nature.” (Williams & Snipper, 1990, p. 11) In other words, a critically literate individual is aware of the ideologies that permeate communication within a particular cultural context. This is a higher order skill which allows the individual to construct an informed personal viewpoint; and, consequently, to fight against any kind of manipulation emanating from institutions, convictions and attitudes associated with communication in a given cultural context. After drawing a distinction between the terms literacy and new literacy, Dale (1973) gives a reasonable account of the qualities of the latter in the following passage: What do I mean by the term “literacy” and the “new” literacy? I mean by literacy the ability component inherent in reading and writing. (p.1) This is a generic definition which undoubtedly implies that literacy is not an easily defined concept. At the same time it reflects the significance of the cultural context in shaping the perception, as well as the applicability of the term. Functional literacy is viewed as the basic literacy one should possess in order to cope with demands such as understanding signs, reading newspapers, filling in job applications, signing checks and producing shopping lists. (Williams & Snipper, 1990) The impact of technology on almost all aspects of everyday life, however, necessitates that the individual expands his/her basic reading and writing skills to include basic computer skills. According to Hirsch (1987, p. 31) cultural literacy refers to “the specific knowledge required for each country’s notion of literacy”. The individual acquires this type of literacy through participation in and interaction with the manifestations of culture which are particular to the communicate through three modes: reading, and writing, speaking and listening, visualizing and observing- print, audio, and visual literacy. This literacy, broadly speaking, can be at two levels. First, … we communicate the simple, literal meaning of what is written, said or visualized… to fully comprehend texts. And critical literacy is related to identifying the political to Or second, we can have creative interaction, can read between the lines, draw inferences, understand the implications of what was written, said or spoken. … And finally, we learn to read beyond the lines, to evaluate, and apply the material to new situations. … The new literacy involves critical reading, critical listening, and critical observing. It is disciplined thinking about what is read, heard, and visualized. (pp. 9293) However, it is not only the greater concept of Literacy that has been described as new, as opposed to the previous (old) perception of the term. For the concept of visual literacy too, although considered from an idiosyncratic perspective, a similar differentiation has been made. In their book “Reading images: The grammar of visual design”, Kress and 2 Readings 21st Century Literacy Summit Page 15 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* van Leeuwen (1996) state that writing is part of visual communication. So understood: Indeed, and paradoxically, the sign of the fully literate social person is the ability to treat writing completely as a visual medium- for instance, not moving one’s lips and not vocalizing when one is reading, not even ‘subvocalizing’… Readers who move their lips when reading, who subvocalize, are regarded as still tainted with the culturally less advanced mode of spoken language. This kind of visual literacy (the ‘old’ visual literacy) has, for centuries now, been one of the most essential achievements and values of Western culture, and one of the most essential goals of education, … (p. 15) Thus, it may be deduced that the ‘old’ visual literacy has for long time been subservient to verbal language. Regarding the ‘new’ visual literacy which is engraved in “a complex interplay of written text, images, and other graphic elements,” (p.15) and where “these elements combine together into visual designs, by means of layout” (p.15), the authors proclaim that the education system “produces illiterates” (p.15). Attempts At Defining VL In this section I will consider some of the VL scholars’ attempts to define visual literacy (Figure 2). From the plethora of the existing VL definitions, this author has selected not only those that have proved the most influential in terms of advancing our perception of the concept; but also those that have served as a platform on which subsequent definitions were constructed. The term “visual literacy” was first coined in 1969 by John Debes, one of the most important figures in the history of VL (Fransecky & Debes, 1972). Although Debes (1969b) believed that is was rather premature to give a definition of VL, he offered the following: Visual Literacy refers to a group of visioncompetencies a human being can develop by seeing and at the same time having and integrating other sensory experiences. The development of these competencies is fundamental to normal human learning. When developed, they enable a visually literate person to discriminate and interpret the visible actions, objects, symbols, natural or man-made, that he encounters in his environment. Through the creative use of these competencies, he is able to communicate with others. Through the appreciative use of these competencies, he is able to comprehend and enjoy the masterworks of visual communication. (p. 27) Debes already knew that the foregoing was a tentative definition. His perception of the concept was based on a powerfully imaginative comparison. He paralleled VL with an amoeba, the pseudopods of which reach towards many directions (1969b). The meaning of this metaphor was that “visual literacy is a multi facetal subject with many unexplored parameters.” (1969a, p. 14). Undeniably, to perceive VL as being in such an ill-defined status, was perfectly aligned with the fact that the concept had just emerged. In the light of the then circumstances, Debes’ attempt to delineate and delimit the concept, contributed considerably to VL proponents’ understanding of the matter’s gravity. Figure 2 Then We Keep Moving Around… “Then we keep moving around, I suppose?” said Alice. “Exactly so,” said the Hatter: “as the things get used up.” According to the “Guide for IVLA Board Members and Officers” (IVLA, 1997, p. 4), the most important points made in Debes’ definition are that “1) visual skills can be learned, and 2) visual skills are not usually isolated from other sensory skills”. However, “this definition is not completely 3 Readings 21st Century Literacy Summit Page 16 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* satisfactory for most practitioners. It fails to mention the specifics of education, communication, human observation and interaction, and the design of the materials of our civilization.” (p. 4) Nevertheless, the definition does suggest that aspects of visual literacy that are linked to creative behavior and aesthetic appreciation skills, can be developed on provision that acquisition of basic vision competencies has been attained. On the other hand, as Bieman (1984) states “the definition does tell us what a visually literate person can do, but not what visual literacy is.” (p. 1) In addition, it appears to the author that Debes’ early definition is too expansive; and, somehow misleading since it emphasizes the way (senses) the stimuli are received without mentioning anything about their form (symbolic). That is why Levie (1978b) writes, “... the key problem with Debes’ definition is not that it includes too many or inappropriate stimuli, but that it defines the stimuli of interest in terms of a sensory modality rather than a symbolic modality.” (p. 26) Levie’s criticism leads us to think that a definition of VL needs to be articulated in such a way that the line between the interests of verbal and visual literacy is as clearly drawn as possible. Since the visual symbols are not only non-arbitrary, iconic and representational, but also arbitrary, digital and nonrepresentational, a distinction between them has to be made as to which of them falls within the scope of verbal, and which ones fall within the scope of visual literacy. Symbols are of paramount importance for all expressions of human communication since they are our devices to facilitate transmission and reception of messages. Consequently, symbols are meant to be used as media of intentional communication. Another point to be noticed in Debes’ definition is that it reflects Ruesch and Kees’ (1970) nonverbal forms of visual communication. Having studied in depth the expressions of visual communication, Ruesch and Kees suggest three main forms of visual language; that is, sign, action, and object language. “The commonality among these three nonverbal categories is that they transmit information through analogic representation.” (Sinatra, 1986, p. 52) Despite the problems surrounding Debes’ definition, the conviction that it has been very influential is confirmed through the fact that part of it can be traced in the following group of four official definitions of VL which the IVLA offered in 1989 (Pettersson, 1993): 1. a group of vision competencies a human being can develop by seeing and at the same time having and integrating other sensory experiences; 2. the learned ability to interpret the communication of visual symbols (images), and to create messages using visual symbols; 3. the ability to translate visual images into verbal language and vice versa; 4. the ability to search for and evaluate visual information in visual media. (p. 140) Notably, IVLA’s view of the concept seems to have taken Levie’s criticism into consideration. Furthermore, it has incorporated the critical notion of learning, be it guided or not, regarding the acquisition and development of the VL ability. Yet, this definition is not clear-cut either: no further clarification has been made as to what constitutes these competencies/abilities; no distinction has been drawn referring to the use of terms ‘competence’ and ‘ability’; and there is no legitimate reason to infer that the meaning of ‘competence’ and ‘ability’ respectively, can be equated in particular when subtlety of expression is so crucial. Although it is more than certain that there would still be VL scholars who do not affirm IVLA’s definition as either adequate or comprehensive, navigation of the literature covering the definition problem will reveal that, in retrospect, IVLA’s effort has been sustained and propelled by the many, conscientious attempts that preceded it. To return to the early endeavors to provide a VL definition, Dondis (1973) proposes a broader definition which transcends human visual perception’s potential for making visual decisions; as well as any idiosyncratic factors that may affect these decisions: Visual literacy implies understanding, the means for seeing and sharing meaning with some level of predictable universality. To accomplish this requires reaching beyond the innate visual powers of the human organism, reaching beyond the intuitive capabilities programmed into us for making visual decisions on a more or less common basis, and reaching beyond personal preference and individual tastes. (p. 182) Despite the fact that the foregoing extends VL to include understanding and shared meaning, it represents a somewhat general, and perhaps ‘neutral’ description of the term since precise reference to abilities/skills has been avoided. Besides, Dondis (1973) warned that the greatest danger would be trying to over-define VL. Whereas this attempt should be classified as a description and not as a definition of VL, it is interesting to see Pettersson’s (1993) critique on Dondis’s view: 4 Readings 21st Century Literacy Summit Page 17 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* “The ‘universality’ Dondis calls for is actually insight, which is the highest goal of education. Contrary to the misconceptions of some people, being visually literate does not at all require a person to be an artist, skilled in drawing, painting, or film making.” (p. 137) Pettersson’s perception of VL clearly transcends any narrow interpretation of the term which would condemn VL as strictly, and as unilaterally linked to the area of art. Hence, VL may comprise aesthetic appreciation and enjoyment, but this should by no means be seen as a quality possessed exclusively by professionals in any art related field. Admittedly, this is a rather liberating standpoint which, again, is not unanimously agreed by the entire VL community. Ausburn and Ausburn (1978b) form their version of VL definition by basing it on the notion of intentional communication. Therefore, they suggest: “Visual literacy can be defined as a group of skills which enable an individual to understand and use visuals for intentionally communicating with others.” (p. 291) (emphasis added) First of all, the introduction of VL as a group of skills as opposed to abilities/competencies is quite revealing of the authors’ perception of the concept. The Modern English Oxford Dictionary (1995, p. 1021) defines skill as “expertness, practised ability”; that is, as something that can be developed. Thus, the notion of training is strongly implied here. But what is more important, understanding and using visuals, that is decoding and encoding visual messages as part of an intentional type of communication, brings a vital dimension of VL into light for the first time. This has apparently been originated from the analogy between verbal and visual language, which the authors defend later in their article. They indicate (1978b) that “People do, of course, often communicate messages unintentionally- sometimes in contradiction to their intended message- by means of both visual and verbal channels. However, visual literacy is primarily concerned with intentional visual communication, just as verbal literacy is concerned with intentional communication via words.” (p. 291) This definition of VL has influenced many people’s perception of the concept, as for instance R.. Braden and J. Hortin who developed their own definition of the term by adding to the foregoing a third principle, that of visual thinking: “Visual literacy is the ability to understand and use images, including the ability to think, learn, and express oneself in terms of images.” (Braden & Hortin, 1982, p. 169) Note again the use of the word ability seemingly taken as an entity divided into three sub-abilities. As Pettersson (1993) observes inclusion of any controversial terminology has been bypassed too. Especially as far as visual thinking is concerned, McKim’s (1980a, 1980b) theory seems to have provided the platform for its embodiment in the VL concept. According to McKim, three types of images are employed in visual thinking: those we see, those we imagine, and those we draw. Seeing, imagining and drawing operate without our conscious acknowledgment of their functions, and when they interact, visual thinking reaches its full potential. Having incorporated the critical factors of visual language, visual thinking and visual learning, Braden and Hortin’s attempt(s) to define the scope of VL seems to be the most complete one in terms of both form and content. However, it has been accused of not addressing the issues of design, creativity, and aesthetics which one might expect to be part of the concept (Baca & Braden, 1990); and therefore it has not been widely accepted so that the problem of defining the term could be regarded as achieved. This author ascribes little value to the aforementioned allegations, assuming that Braden and Hortin’s definition implicitly points at the issues of design and creativity- precisely because it introduces the concept of visual thinking which by nature is associated with creativity. In addition, if used within a particular contextual framework, this definition can be expanded so as to provide for the development of aesthetic appreciation too. As a variation of the above, Curtiss (1987) offers the following definition which, albeit thorough and well expressed, is unnecessarily lengthy, and sophisticated to the point of defeating its purpose; that is to define a construct rather than to describe it: Visual literacy is the ability to understand the communication of a visual statement in any medium and the ability to express oneself with at least one visual discipline. It entails the ability to: understand the subject matter and meaning within the context of the culture that produced the work, analyze the syntax - compositional and stylistic principles of the work, evaluate the 5 Readings 21st Century Literacy Summit Page 18 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* disciplinary and aesthetic merits of the work, and grasp intuitively the Gestalt, the interactive and synergistic quality of the work. (p. 3) It is worthwhile mentioning here Braden’s (1996) comment on the above, stating that Curtiss “took a wide-ranging look, but primarily from the point of view of the fine artist.” (p.10) Sinatra (1986) considers VL as a prerequisite indispensable to human thinking, as well as to the evolution of other kinds of literacy. So, his proposition is that “Visual literacy itself is defined as the active reconstruction of past experiences with incoming visual information to obtain meaning.” (p. 5) Sinatra’s argumentation evolves from the view that VL is strongly connected to thinking, reading, and writing. For such cognitive functions as understanding and composing, which underpin writing and reading, to operate efficiently a developed VL ability is required. In the aforementioned definition, VL is seen as a reconstructive thinking process by means of which our past knowledge and experience are activated in order to accommodate the incoming visual information. This information is processed so as to fit an already existing pattern. Pettersson (1993, p. 138) indicates that Sinatra’s viewpoint appears to be consistent with Piaget’s theory postulating that it is the non-verbal, visual-motor reconstruction ability of children 0-2 years which serves as the basis for implementing thinking processes. Another significant definition encountered in their influential and widely employed Instructional Technology textbook, comes from Heinich, Russell, Molenda and Smaldino (1996, p. 67). They describe VL as “the learned ability to interpret visual messages accurately and to create such messages.” Although there is much controversy concerning whether VL is a learned ability, in the above definition Heinich et al. maintain that it is. Focusing exclusively on the interpretation and the creation of visual messages, they have apparently tried to offer an epitome of the concept which covers the whole spectrum of visually mediated communication. Yet, the problem lies with the inclusion of “accurately”: this author feels that it contradicts the very notion of interpretation. Interpretations are of subjective nature, and thus they cannot follow the right-wrong rule. Perhaps replacing interpretation with analysis would strengthen the validity of this definition. Schiller (1987) advances the theory that visual media are characterized by distinct qualities. These qualities are particular to each medium, and related to its format, type of message it is meant to convey, mode(s) of communication it represents, etc. As a consequence, learners need to acquire different skills to deal with different media. If this assertion is true, then perhaps we ought to adopt a less holistic approach towards VL. In other words, may be we should abandon any effort towards constructing a broad definition for VL, and instead concentrate on the different visual literacies that correspond to different visual media. Schiller’s (1987) definition reads as follows: “Visual literacy is an ability to interpret by means of trained perceptual capacities feelings, ideas, and information; and to communicate them imaginatively with compositions created via a diversity of visualizing mediums.” (p. 276) With regard to defining, describing, as well as delimiting VL, other aspects have been considered as germane to the concept. Lamberski (1976) associated VL with the teaching-learning process, whereas Whitsitt (1976) maintained that VL covers the whole spectrum of communication except from the print mediated communication. Conversely, some VL scholars have claimed that print media should form part of VL as the printed word has visual qualities too, and besides it is transmitted and received through the visual sensory channel (Wileman, 1980; Curtiss, 1987). Regarding a more technologically oriented aspect of print media, Knupfer and McIsaac (1989; 1990) concentrate on the relationship between text and graphic elements. Finally, Messaris (1994a; 1994b) associates VL with the communications field; particularly, with advertisement, film, and television studies. While the advocates of VL still concentrate their efforts on creating a plausible definition of the term, there have been some very negative reactions against the viability of the concept. Among the people raising doubts about the rationale underlying the whole VL movement, is Johnson (1977) who suggests the abolition of the term “Visual Literacy”, and its replacement by the term “Media Literacy”but this seems to create as many problems as it is designed to solve. In his doctoral thesis (1977), he explains, “I was disappointed to discover that visual literacy is really nothing more than a ‘confluence of theories’, brought together to form a vague, unorganized concept that tries to explain the notion of ‘visual sequencing’”. (p. 141) To appreciate Johnson’s standpoint, we must bear in mind that his professional interest lay in the area of English Language and Teaching. Such a conceptualization of VL as merely visual sequencing, can stand only for one of the many aspects of the concept. “The point of view of the 6 Readings 21st Century Literacy Summit Page 19 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* researcher is critical, of course.” (Braden, 1996, p. 12) In a similar way, Cassidy and Knowlton (1983, 88) supporting the idea of “abandoning this term because of its misleading connotations”, as well as claiming that VL skills are inherent to everybody, suggest that “... the VL metaphor is phonologically, syntactically, and semantically untenable.” (p. 88) However, Sless (1984) in an attempt to defend the term against the aforementioned allegations, argues: If Visual Literacy is to be rescued as a term (and I think it may still have some life in it), we need to interpret it more generously. ... VL is any sustained activity that treats visual material and its uses as worthy of intelligent consideration. This is the heart of the matter and the reason for retaining the metaphor. (p. 226) Braden (1996) explains that Cassidy and Knowlton fell in the trap they themselves had created “because Knowlton (1966)” in particular “had set for himself an exclusive definition.” (p. 9)as though VL dealt solely with images, and especially with images in isolation, detached from any visual sequencing. It is precisely due to such an unproductive, or even distorting approach, that VL advocates (e.g. Seels, 1994) currently “favor a more inclusive attitude toward what constitutes the area of visual literacy.” (p. 9) Wescott (1998) revisits Cassidy and Knowlton’s (1983) controversial article from a more balanced perspective. His view is that the article has not rejected VL, either as a phrase or as a concept. “Instead, it merely questions the felicity and the utility of VL.” (1998, p. 121) In addition, “Most of Cassidy and Knowlton’s criticisms of VL are matters of emphasis or opinion rather than of fact or congruence.” (p. 122) He concludes: … I find two strains of argument interwoven throughout Cassidy and Knowlton’s article. The first seems to give promise of fruitful dialog with VL proponents, while the second does not. The first is a questioning attitude, which prompts all those interested in visual communication to rethink their concepts and refine their terms. The second is a disparaging attitude, which … first ‘suggests’ but then ‘shows’ that VL is beyond redemption. I welcome the first attitude and trust that, if both VL advocates and their critics can avoid polarizing polemics, each group can learn much from the other. (p. 124) This author believes that Wescott’s view is legitimate considering the VL scholars’ ongoing strive to attest the theoretical viability of the concept, as well as its validity in practical terms. Indeed, the only way forward should be to avoid “polarizing polemics” as this has proved not only futile, but also counterproductive. Finally, Suhor and Little (1988, p. 470) confuse the issue further by writing that VL is “not a coherent area of study but, at best, an ingenious orchestration of ideas.” Again, it should not be difficult to detect that the source of such a contention lies in the absence of a cohesive theory for visual literacy. For experimental research purposes, this author initially adopted Braden and Hortin’s (1982) definition. The selection was made out of the recognition that their definition, more than any other one, was closely related to and therefore better mirrored this author’s perception of the VL concept. Notably, this occurred in this author’s full knowledge of the definition’s perceived drawbacks. There are some points, however, that ought to be emphasized. Firstly, any VL definition should include the context within which visual literacy operates. In other words, the term “human, intentional visual communication” ought to be featuring in all, allegedly comprehensive VL definitions. Secondly, those scholars who trust that VL is an acquired ability, should also expose this stance through their definitions of the concept. Lastly, using the verb “to be” seems a rather drastic and categorical approach for a concept as little explored as VL. Through electronic discussion (email) with Lida Cochran iii, this author found out why J. Debes (1969b) had used “to refer to” for that first VL definition; and why both he and Prof. Cochran had ostracized the verb “to be” from any definitional attempt. Prof. Cochran emphasized that “the verb ‘is’ demands the ‘essence of something’. It is almost impossible to give the essence of anything. This is especially true of an idea as unexplored as was visual literacy at that time.” In the light of this remark, and considering that VL is yet to be fully investigated (Figure 3), this author became convinced that “refers to” should replace “is” in a VL definition. Thus, she eventually came to propose (Avgerinou, 2001) and employ for 7 Readings 21st Century Literacy Summit Page 20 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* her research a variation of Braden and Hortin’s definition, which reads: In the context of human, intentional visual communication, visual literacy refers to a group of largely acquired abilities, i.e. the abilities to understand (read), and to use (write) images, as well as to think and learn in terms of images. Seeking Consensus In 1976, Professor L. Cochran, one of the organizers of the Lake Okoboji Educational Media Leadership Conference, asked delegates to define the VL term. 62 definitions were received and analyzed indicating that 52 different phrases were used to define the adjective ‘visual’ and that three major meanings evolved for the word ‘literacy’, as a group of competencies, as a process or method of teaching, or as a movement. Even though that attempt was not entirely successful, there was eventually a consensus upon the three categories that VL refers to; namely, human abilities, teaching strategies and the promotion of ideas. A more recent, and undoubtedly more profitable effort to develop a comprehensive description of VL is the application of the Delphi Technique to VL. Baca and Braden (1990) describe this technique as: a research method which is used to elicit the input of a group of individuals and to pool their collective knowledge in an attempt to formulate a group judgment or statement of opinion. ... The Delphi technique is commonly situations in which applied there in exists knowledgeable opinion rather than specific correct answers. (p. 101) The above mentioned study was part of Baca’s (1990) doctoral thesis according to which 88 participants were finally selected on the basis of their contribution to the International Visual Literacy Association’s Conferences and Journal (JVVL) between the years 1984 and 1988. The major aim of the project was to investigate the apparent lack of agreement concerning critical components of the concept of VL. Surprisingly enough, among the conclusions of this research, there was an assertion that the consensus regarding the basic tenets of VL, was considerable: “There is a great deal of agreement regarding the basic tenets of visual literacy among the scholars who study it.” (p. 74); and therefore, “The apparent lack of agreement upon the elements which constitute visual literacy may not exist to the extent previously believed.” (p. 75) Figure 3 What Happens When You Come To The Beginning… AGAIN?! “But what happens when you come to the beginning again?” Alice venttu ured tto o ask. VL Definition Overview: Points of Convergence Having considered the most significant, in this author’s opinion, VL definitions, examined their nature both in terms of form and content, and discussed their adequacy with respect to describing the concept of visual literacy, let us now attempt a synthesis of the specific assumptions underpinning their rationale. It is anticipated that emerging points of convergence among the seemingly different perspectives, will demonstrate that what the various definitions share in common is greater than what separates them. 1. A Visual Language exists. As in the case of Verbal Language, visual grammar, syntax and vocabulary have been ascribed to Visual Language, while their particular functions have by and large been identified. Language parallels Verbal 2. Visual Language. However, this is accepted only up to a point. The reason for this resides in that verbal language is sequential in nature, whereas visual language is simultaneous in nature. 3. Visual Literacy is a cognitive ability but also draws on the affective domain. In other words, VL involves cognitive functions such as critical viewing and thinking, imaging, visualizing, inferring as well as constructing meaning; but also communicating as well as evoking feelings and attitudes. 8 Readings 21st Century Literacy Summit Page 21 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* 4. The terms “ability”, “skill”, and “competency” have been invariably and interchangeably used to describe Visual Literacy. Yet, it is not always clear whether the terms refer to a group of “abilities”, or to one major ability only. 5. The VL skills have been specified as (a) to read/decode/interpret visual statements, and (b) to write/encode/create visual statements. A third VL ability, namely to think visually, although it could be argued that it has been implied in most definitions, has been added to and explicitly stated in more recent definitions. 6. The VL skills are (a) learnable, (b) teachable, (c) capable of development and improvement. Although research has not always substantiated these allegations, most VL definitions are centered around them. 7. The VL skills are not isolated from other sensory skills. It is generally believed that there is exchangeability of information received and transmitted by all sensory channels. Given this, visual literacy is thought to improve the development of Verbal (written and oral) Literacy. 8. Visual Communication, Visual Thinking, and Visual Learning are inextricably linked to VL. These are the three main constructs comprising VL theory and, consequently, their thread running through the various VL definitions is usually straightforward to identify. However, it is not always clear whether all three are concurrently present in any given definition. 9. VL has accepted and incorporated theoretical contributions from other disciplines. Psychology, Art, Philosophy, and Linguistics are assumed as the cornerstones that VL theory has dwelled and drawn on since its beginning. 10. Visual Literacy’s main focus is intentional communication in an instructional context. This loops back to points 4, 5 and 7. VL’s pragmatic value for education has been strongly manifested by its advocates. Thus, VL has been systematically directed towards education. Indeed, over the years, determined efforts have been made so as to put VL into practice despite the undeniable difficulty that a missing comprehensive VL definition and theory have presented educators with. Issues Raisediv Although there seem to be many, rather important similarities amongst the definitions in discussion, when we explore separately the theoretical departures of the authors many, equally important issues are raised. These are:. (a) VL: ability, skill, or competency? Close examination of the definitions mentioned earlier in this paper, reveals that VL is referred to as either an ability, or a skill, or a competency. One may claim that since these terms have been used interchangeably, perhaps there is nothing significant to be considered regarding their use. This author, however, believes that the use of the above terms is undoubtedly indicative of the way VL is perceived by different scholars. Important as this observation may be, no document exists in the body of VL literature which probes into how these terms are utilized, and consequently how they reflect their users’ stance with respect to VL. Older definitions of visual literacy seem to have employed the terms competence (competency) and skill. More recent VL definitions evolve around the term ability. This has partly to do with the evolution of the meaning of skill which, especially in professional jargon, is now used as a synonym of ability- for instance, psychologists refer to cognitive skills or abilities without drawing any distinction between the terms; and partly with the fact that perception and understanding of VL has developed considerably over the last 30 years. In retrospect, it can be said that the initial course of thought about VL was inductive from the fragmented, narrow scoped yet diverse natured applications of VL towards construction of the general theory of VL. As the body of information grew, and the exchange of ideas became more compelling, a clearer picture of VL theory emerged. This, in turn, led to a change of direction in the thinking process in order to adapt it to the new situation. The new situation demanded a more scientific approach to VL so that its theory could subsequently be sustained and justified. As a consequence, a deductive scheme of thinking replaced the earlier tradition of induction, whereby newly emerged components of VL theory were sought in the practical expressions of the construct, with the aim to validating or rejecting their existence. Therefore a broader term such as ability was needed to encapsulate the concept of developed ability (skill), but also the cognitive/meta-cognitive processes believed to be involved. (b) VL: one ability or a group of abilities? As we have seen, some definitions refer to visual literacy as a group of abilities stating this either explicitly (Debes, 1969b; Ausburn & Ausburn, 1978b; IVLA, 1989 in Pettersson 1993), or implicitly (Braden & Hortin, 1982; Hortin, 1983). Others (Dondis, 1973; Sinatra, 1986; Curtiss, 1987; Schiller, 1987; Heinich et al., 1996) mention that VL is ‘the/an ability to…’, and by so doing they imply that VL is one, major ability behind which other, sub-abilities can be identified. In theory, the perception of the state of being visually literate, considered or not from a 9 Readings 21st Century Literacy Summit Page 22 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* comparative perspective between verbal and visual literacy, ought not to oscillate between a major ability and a group of abilities. The reason for this assertion resides in the fact that VL has consistently resisted definition and, consequently clarification over the course of its study. Thus, before crystallizing any contention as to what VL eventually may be, research on the practical expressions of the VL construct is needed so as to ensure whether we are concerned with a single factor underlying all VL related abilities, or indeed with a cluster of abilities. Furthermore, VL is a theoretical construct and therefore it is expected, at least in an experimentaltype research design, to manifest itself in a number of behaviors/abilities. On this basis, we will have to accept the VL construct as being comprised of different, possibly separable abilities. In other words, for VL to present itself in real terms, diverse VL abilities capable of distinct definitions must be demonstrable through performance.v (c) Nature and Degree of Verbo-Visual Connections There seem to be many, extremely powerful links between Visual and Verbal Language. The very concept of VL emerged from, and drew significantly upon perceived parallelisms between Verbal and Visual Language. In general, most VL advocates endorse this connection. Yet there are some issues that have caused considerable debate, and thus deserve particular attention. These are outlined as follows: the extent to which identification and differentiation are possible between symbols that fall under the province of Visual Language, and the ones falling under the province of Verbal Language the extent to which Visual Language parallels Verbal Language, and how this affects our perception of the VL associated skills, and ultimately the implications of Visual Literacy for the development of Verbal Literacy (d) Identification of VL skills As Baca’s (1990) research demonstrates, there is a high degree of consensus among VL scholars in relation to critical components of visual literacy, such as visual thinking, learning with and from visuals, creating visuals, critically viewing and interpreting visuals. What is equally important to observe here, is the VL scholars’ agreement upon the manifestation of each of the aforementioned skills at different levels. Hence, at the core of this unanimous perception of the VL skills in general terms, it can be detected that: VL skills are cognitive VL skills range between lower and higher order skills the lower VL skills are inextricably linked to visual perception the higher VL skills are related to critical viewing, thinking and reasoning Despite the considerable consensus among VL proponents regarding the nature and general description of the skills germane to visual literacy, precise and comprehensive identification, organization and classification of those skills has by and large remained elusive. This is partly due to the fact that no unanimously agreed upon definition has been generated; but also due to the recognition that different visual media being characterized by different features, call for different skills on the part of the user. Another major contributing factor seems to be the lack of experimental research on VL which would lead to acceptance or rejection of the theoretical assumptions the VL scholars have made in relation to reading, writing and thinking in terms of images. This is not to imply, however, that identifying and classifying the VL skills is a matter which defies solution.vi Applied VL projects have specified the VL skills needed to carry out their purposes. Understandably, wherever this has occurred, it has had context-specific value which however in the long run could advance generalizability of the VL skills. (e) VL skills: Inherent or Acquired? Although there is no doubt that the VL skills are cognitive, much controversy exists as to whether they are inherent or acquired. The majority of VL advocates assumes that apart from the normal vision related skills, the VL skills are acquired through experience, as well as guided learning- a belief that is inextricably linked to and sustains the ultimate purpose of the VL movement, that is, the notion of VL training. On the other hand, some scholars postulate that the VL ability must be inherent since it is based on the sense of vision which is natural to all not vision deficient individuals,. Hence it should not be regarded as a subject in need of training. The pragmatic value of this debate, which obviously has severe implications for the very raison d’ être of VL, is encapsulated in the following questions: are VL skills teachable and learnable? which VL skills are teachable? which VL skills are learnable? to what extent are the teachable VL skills teachable? to what extent are the learnable VL skills learnable? (f) What is the VL status? Despite accenting that “for a relatively young area of study and movement much progress has been 10 Readings 21st Century Literacy Summit Page 23 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* made” (1994, p. 102), Seels argues that VL has not moved forward towards establishing itself as an autonomous area of knowledge by reason of its unclear status. She investigates the VL status through both a pragmatic (field, profession, discipline) and a theoretical perspective (concept, construct). Regarding the former, her position is that although the existence of the VL movement is an undeniable fact, there is no field, profession or discipline of VL. Rather, it could be said that there is a VL area of study. The above line of thought is shared by Heinich et al. (1993) who state that “Visual literacy has … become a ‘movement’ within the field of education.” (1993, p. 64); and, elsewhere, “Interest in visual literacy has grown to the point that it has become a professional interest area.” (1996, p. 67) It must be noted here that the latter holds true only in the sense that the VL area has attracted the interest of professionals from other disciplines. Indeed, if the term ‘discipline’ refers to “a branch of knowledge or scholarship” (Penguin Dictionary of Psychology, 1985, p. 204), particularly within the context of instruction or learning (Modern English Oxford Dictionary, 1995, p. 298) it could then be argued that VL does not consist a discipline as our knowledge about it is rather scattered and still under debate. In addition, the limited efforts to apply VL in educational contexts have not been adequate insofar their starting point is theory deficient. On the other hand, if by “profession” we understand “a vocation or calling, especially one that involves some branch of advanced learning or science” (Modern English Oxford Dictionary, 1995, p. 855), and “a body of people engaged in a profession”, again VL cannot be qualified as a profession because no visual literacist has so far practiced VL in this context. Finally, sufficient evidence exists to defend VL as a field or area of study without any particular need to distinguish between the terms used. Engagement with the VL associated literature demonstrates that the VL status falls somewhere between the categories of “field” and “area of study”. VL cannot fully qualify as a “field” of integrated knowledge, research and practice; conversely, it cannot be reduced to a vague “area of study”. (g) Towards an inclusive or an exclusive VL definition? As demonstrated before through the case of Cassidy and Knowlton (1983) who had set an exclusive definition for VL, the definitional controversy is likely to perpetuate itself to the point of reaching an intellectual ‘cul-de-sac’, if literal translations of what applies to Verbal Language and Literacy, are forced upon visual literacy. Admittedly, generic, inclusive definitions appear to be less counterproductive and more fruitful. A definition model to illustrate the above point is the one Hortin (1983) produced where the concept of visual thinking/visualization was placed alongside reading and writing in terms of images. As Braden (1996) put it, the prevailing tendency of most VL scholars at this time reveals that they “favor a more inclusive attitude toward what constitutes the area of visual literacy.” (p. 9) Consideration of the widely diverge views as to what potentially constitutes a topic of interest for the VL area, confirms that at present we cannot afford to dismiss any of the suggested VL components as irrelevant or unrelated to VL. This can perhaps occur as a result of subjecting the VL skills to yet more experimental research procedures.vii References Ausburn, L.J. & Ausburn, F.B. (1978b). Visual literacy: Background, theory and practice. Programmed Learning & Educational Technology, 15 (4), 291-297. Avgerinou, M. (2001). Visual literacy: Anatomy and diagnosis. Unpublished doctoral dissertation. The University of Bath, UK. Avgerinou, M. (2001). Towards a visual literacy index. In Griffin, R.E., Williams, V.S., & Jung, L. (Eds.), Exploring the visual future: Art design, science & technology (17-26). Selected Readings of IVLA. Baca, J.C. & Braden, R.A. (1990). The Delphi study: A proposed method for resolving visual literacy uncertainties. In Braden, R.A., Beauchamp, D.G. & Baca, J.C. (Eds.), Perceptions of visual literacy (99-106). University of Central Arkansas, Conway, AR: IVLA, Inc. Baca, J.C. (1990). Identification by consensus of the critical constructs of visual literacy: A Delphi study. Unpublished doctoral dissertation. US: East Texas State University. Berrien, F.K. (1976). A general systems approach to organizations. In Dunnette, M.D. (Ed.), Handbook of industrial psychology. Palo Alto, CA: Davies-Black. Quoted by Reiser, R.A. & Ely, D.P. (1997). The field of educational technology as reflected through its definitions. ETR&D, 45 (3), 63-72. Bieman, D.J. (1984). (1) Visual literacy in the elementary grades. In Everest, K. (Ed.), AMTEC ’84… A kaleidoscope of media, papers and workshops. London, Ontario. (IR 011 492). Braden, R.A. (1996). Visual literacy. Journal of Visual Literacy, 16 (2), 9-83. 11 Readings 21st Century Literacy Summit Page 24 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* Braden, R.A. & Hortin, J.A. (1982). Identifying th e theoretical foundations of visual literacy. Journal of Visual/Verbal Languaging, 2 (2), 3751. Burbank, L. & Pett, D. (Eds.) (1983). Contributions to the study of visual literacy. IVLA, Inc. Cassidy, M.F. & Knowlton, J.Q. (1983). Visual literacy: A failed metaphor. Educational Communications and Technology Journal, 31 (2), 67-90. Curtiss, D.P. (1987). Introduction to visual Literacy: A guide to the visual arts and communication. Englewood Cliffs, NJ: Prentice Hall, Inc. Dale, E. (1973). Things to come: The new literacy. In Tyler, I.K. & McWilliams, C.M. (Eds.) Educational communication in a revolutionary age (84-100). Worthington, OH: Charles A. Jones. Debes, J.L. (1969a). Some hows and whys of visual literacy. Educational Screen and Audiovisual Guide, 14-15 & 34. Debes, J.L. (1969b). The loom of visual literacy. Audiovisual Instruction, 14 (8), 25-27. DeSousa, M.A. & Medhurst, M.J. (1982). The editorial cartoon as visual rhetoric: Rethinking boss tweed. Journal of Visual Verbal Languaging, 2, 17-36. Dondis, D.A. (1973). A primer of visual literacy. Cambridge, MA: The MIT Press. Fransecky, R.B. & Debes, J.L. (1972). Visual literacy: A way to learn - A way to teach. Washington, DC: Association for Educational Communications and Technology. Heinich, R., Molenda, M. & Russell, J.D. (1993). Instructional media and the new technologies of instruction (4th ed.). NY: John Wiley & Sons. Heinich, R., Molenda, M., Russell, J.D. & Smaldino, S.H. (1996). Instructional media and technologies for learning (5th ed.). Englewood Cliffs, NJ: Prentice-Hall, Inc. Hirsch, E. (1987). Cultural literacy. Boston: Houghton Mifflin. Hortin, J.A. (1983). Visual literacy and visual thinking. In Burbank, L. & Pett, D. (Eds.), (1983). Contributions to the study of visual literacy (92-106). IVLA, Inc. International Visual Literacy Association (1989, leaflet). Quoted by Pettersson, R. (1993). Visual information (2nd ed.). Englewood Cliffs, NJ: Educational Technology Publications. International Visual Literacy Association (1997). A guide for IVLA board members and officers. Prepared by Sucy, J., 2nd reprint. October 1997. Johnson, B.D. (1977). Visual literacy, media literacy, and mass communications for English instruction. Unpublished doctoral dissertation. Northwestern University. Dissertation Abstracts International, 38, 6581. (University Microfilms No. 78-5287). Knowlton, J.Q. (1966). On the definition of “picture”. Audiovisual Communication Review, 14 (2), 157-183. Knupfer, N.N. & McIsaac, M.S. (1989). Graphics and text placement: The effect of wrap-around and framed text on reading speed and comprehension. In Braden, R.A., Beauchamp, D.G., Miller, L.W. & Moore, D.M. (Eds.), About Visuals: Research, Teaching and Applications. Virginia Polytechnic Institute and state University, Blacksburg, VA: IVLA, Inc. Knupfer, N.N. & McIsaac, M.S. (1990). White space, graphics, and text. In Braden, R.A., Beauchamp, D.G. & Baca, J.C. (Eds.), Perceptions of visual literacy (63-89). University of Central Arkansas, Conway, AR: IVLA, Inc. Kress, G. & van Leeuwen, T. (1996). Reading images: The grammar of visual design. London: Routledge. Lamberski, R.J. (1976). Visual literacy: Emerging and diverging points of view. Association for Educational Communications and Technology Research and Theory Division Newsletter, 5 (3), 1. Washington, DC: AECT. (ERIC Document Reproduction Service No ED 136 822). Levie, H.W. (1978b). A prospectus for instructional research on visual literacy. Educational Communications & Technology Journal, 26 (1), 25-36. McKim, R.H. (1980a). Thinking visually: A strategy manual for problem solving. Belmont, CA: Lifetime Learning Publications. McKim, R.H. (1980b). Experience in visual thinking (2nd ed.). Monterey, CA: Brooks/Cole. Messaris, P. (1994a). Visual literacy: image, mind, & reality. Oxford: Westview Press Messaris, P. (1994b). Visual literacy vs. visual manipulation. Critical Studies in Mass Communication, 11 (2), 180-203. Modern English Oxford Dictionary (1995). Edited by Swannell, J. Oxford: Oxford University Press. Penguin Dictionary of Psychology (1985). Edited by Reber, A. London: Penguin Books Ltd. Pettersson, R. (1993). Visual information (2nd ed.). Englewood Cliffs, NJ: Educational Technology Publications. Ruesch, J. & Kees, W. (1970). Nonverbal communication (2nd ed.). Berkeley, CA: University of California Press. Salomon, G. (1982). Television literacy vs. literacy. Journal of Visual Verbal Languaging, 2, 7-16. Schiller, H.A. (1987). Visual literacy in ancient and modern man (part one). In Braden, R.A., 12 Readings 21st Century Literacy Summit Page 25 Avgerinou, M.D. (2003). A mad-tea party no-more: Revisiting the visual literacy definition problem. In R.E. Griffin, V.S. Williams, & L. Jung (Eds.) Turning Trees (pp. 29-41). Loretto, PA: IVLA *finalist for IVLA Editors’ Award 2003* Beauchamp, D.G. & Miller, L.W. (Eds.), Visible and viable: The role of images in instruction and communication. Commerce: East Texas State University. Seels, B.A. (1994). Visual literacy: The definition problem. In Dwyer, F. M. & Moore, D.M. (Eds.), Visual literacy: A spectrum of visual learning (97-112). Englewood Cliffs, NJ: Educational Technology Publications. Sinatra, R. (1986). Visual literacy connections to thinking, reading and writing. Illinois: Charles Thomas. Sless, D. (1984). Visual literacy: A failed opportunity. Educational Communications and Technology Journal, 32 (4), 224-228. Suhor, C. & Little, D. (1988). Visual literacy and print literacy- Theoretical considerations and points of contact. Reading Psychology, 9 (4), 469-481. Wescott, R.W. (1998). Progress in the study of visual communication: A response to “Visual literacy: A failed metaphor?” Journal of Visual Literacy, 18 (1), 121-124. Whitsitt, R.C. (1976). AECT Research and theory division newsletter, 5 (3), 9-10. Washington, DC: Association for Educational Communications and Technology. (ERIC Document Reproduction Service No. ED 136 822). Wileman, R.E. (1980). Exercises in visual thinking. NY: Hastings House. Williams, J. & Snipper, G. (1990). Literacy and bilingualism. London: Longman. Yonge, C.J. (1998). An investigation into the ways in which children use collaborative talk to develop their response to text. Unpublished doctoral dissertation. The University of Bath (UK). design, science & technology (17-26). Selected Readings of IVLA. vi See endnote v above. vii See endnote v above i Quoted by Reiser and Ely (1997, p. 63) Picture retrieved from http://www.ruthannzaroff.com/wonderland (accessed 9/29/2002) iii L. Cochran, professor of instructional design and technology, is one of the foundation members of IVLA, and honorary editor of JVL. She was also director for the Visual Scholars Program at the University of Iowa. Our electronic discussions took place on May, 31st 1998, and June, 1st 1998. iv For a comprehensive discussion of these issues see Avgerinou, M. (2001). Visual literacy: anatomy and diagnosis. Unpublished doctoral dissertation. The University of Bath, UK. v See Avgerinou, M. (2001). Towards a visual literacy index. In Griffin, R.E., Williams, V.S., & Jung, L. (Eds.), Exploring the visual future: Art ii 13 Readings 21st Century Literacy Summit Page 26 Readings 21st Century Literacy Summit Page 27 A Selection of Writings from Henry Jenkins Videogame Virtue By Henry Jenkins August 1, 2003 http://www.technologyreview.com/articles/03/08/wo_jenkins080103.asp Frank Lantz, the head of game design at New York GameLab, demonstrated Arcadia at the Game Developers Conference a few years back. Astonishingly, Lantz played four basic Atari-style games on the screen at the same time. In one window, he was arranging puzzle pieces. In another, he was making a funny little man run through a scrolling maze. In another, he was defending the Earth against alien invaders. And in a fourth, he was moving his paddle to deflect a Pong ball. His mouse circled between windows, always seeming to be in the right place at the right place at the right time to avert disaster or grab an enticing power-up. Each game created a different spatial orientation-in and out, up and down, right and left. To anyone who respects skilled game play, Lantz gave a virtuoso performance. As Lantz played, Eric Zimmerman, GameLab's cofounder and resident game theorist, offered explanations for what we were seeing, demonstrating the fusion of insightful and innovative design that has been the group's hallmark. The folks at GameLab create games that make you think about the nature of the medium. I want to use their provocation to explore some key questions at the intersection of games, attention, and learning. I am old enough to have played Pong and to have spent whole evenings mastering some of those Atari games when they first appeared. Those games used to be hard. Now, gamers like Lantz can handle four of them at a time and not break a sweat. What happened? When I spoke to him by telephone, Zimmerman reassured me that there was a trick-the games had been simplified and slowed down from the originals. As soon as any one game got interesting enough that you wanted to play it on it on its own, it was probably too complicated for Arcadia. Yet, when I tried to play Arcadia, even on its easiest setting, I found myself constantly losing lives, frantically racing from place to place, and always, always, always arriving too late. To use a technical term, I sucked. Arcadia is set to launch at Shockwave.com in early August, so you can see how you stack up. GameLab works outside the mainstream industry, designing games for the Web, not for the PC or the various game machines. Zimmerman, who recently finished 1 Readings 21st Century Literacy Summit Page 28 a book, Rules of Play, with Katie Salen, sees each game as an experiment in interactive engineering. Much as punk rockers tried to strip rock music down to its core, GameLab embraces a minimalist retro aesthetic, shedding fancy graphics to focus on the mechanics of game play. In one of its games, Loop, there aren't even mouse clicks: you simply encircle butterflies by moving your mouse across the screen. Another GameLab title, Sissyfight 2000, was a staging of Prisoner Dilemma as a multiplayer game set in a schoolyard. All of the emphasis is on social interactions-the choice to tattle, tease, bond with or abuse your classmates. Arcadia began as a game about minigames-small, simple games that are increasingly embedded within larger and more complicated games. It evolved into a game about multitasking, one that links the management of game resources with the management of one's own attention. That's actually a core issue for many of us right now-how to manage our perceptual and cognitive resources in what digital community builder Linda Stone characterizes as an age of continuous partial attention. Stone argues that there is a growing tendency for people to move through life, scanning their environments for signals, and shifting their attention from one problem to another. This process has definite downsides-we never give ourselves over fully to any one interaction. It is like being at a cocktail party and constantly looking over the shoulders of the person you are talking with to see if anyone more interesting has arrived. Yet, it is also adaptive to the demands of the new information environment, allowing us to accomplish more, to sort through competing demands, and to interact with a much larger array of people. For my generation, this process feels highly stressful and socially disruptive. But for my son's cohort, young men and women in their late teens or early twenties, it has become second nature. I am amazed watching my son doing his homework, chatting online with multiple friends, each in their own chat room window, downloading stuff off the Web, listening to MP3s, and keeping an eye on the Red Sox score. My parents couldn't understand how I could do homework and watch television. My students sit in class discussions, take detailed notes, and look up relevant Web sites on their wireless laptops. Our classic notions of literacy assume uninterrupted contemplation in relative social isolation, a single task at a time. Some have characterized the younger generation as having limited attention spans. But these young people have also developed new competencies at rapidly processing information, forming new connections between separate spheres of knowledge, and filtering a complex field to discern those elements that demand immediate attention. Stone argues that for better or worse, this is the way we are all currently living. Therefore, she claims, we had better design our technologies to accommodate continuous partial attention, and we had better evolve forms of etiquette that allow us to smooth over the social disruptions such behavior can cause. 2 Readings 21st Century Literacy Summit Page 29 Contemporary aesthetic choices-the fragmented, MTV-style editing, the dense layering of techno music, the more visually complex pages of some contemporary comic books-reflect consumers' desires for new forms of perceptual play and their capacity to take in more information at once than previous generations. Think for a moment about the scrawl-the layering of informational windows-in today's TV news. Like Arcadia's minigames, there is a trick: any given bit of text is simplified compared to previous news discourse. Such graphical busyness also has an advantage-we can see the interrelationship between stories and pay attention to simultaneous developments. We probably don't read everything on screen, but we monitor and flit between different media flows. All of this brings us back to games like Arcadia. Much as earlier civilizations used play to sharpen their hunting skills, we use computer games to exercise and enhance our information processing capabilities. Researchers at the University of Rochester found that kids who regularly play intense video games show better perceptual and cognitive skills than those who do not. It isn't just that people who had quick eyes and nimble fingers liked to play games; these skills could be acquired by non-gamers who put in the time and effort to learn how to play. Zimmerman argues that what makes playing Arcadia possible is the degree to which each of the minigames builds on conventions. We take one look at these games and we know what to do. Yet, the Rochester research suggests something else-that people over time simply become quicker at processing game information and can play more sophisticated games. In a new book, What Video Games Can Teach Us About Learning and Literacy, James Paul Gee argues that games are, in some senses, the ideal teaching machines. Gee suggests that educators can learn a great deal about how to sequence a curriculum from watching how game designers orient players to new challenges and how they organize the flow of activities so that players acquire the skills they need just in time for the next task; the goal is for players to find each level challenging but not overwhelming. Games teach us, Gee argues, without us even realizing that any education is taking place. All of this research points in the same direction. Leaving aside questions of content, video games are good for kids-within limits-because game play helps them to adapt to the demands of the new information environment. Surgeons are already using video games to refine their hand-eye coordination for the ever more exacting demands of contemporary procedures. The military uses games to rehearse the complexity of coordinating group actions in an environment where participants cannot see each other. And all of us can use games to learn how to function in the era of continuous partial attention. 3 Readings 21st Century Literacy Summit Page 30 These multitasking skills will be most developed in those who have had access to games from an early age. Our sons and daughters will be the natives of the new media environment; others will be immigrants. Educators have long talked about a hidden curriculum, things kids absorb outside of formal education that shape their thoughts, tastes, and skills and that enable some groups to advance more quickly than others. The same pattern is developing around new media technologies-those who grow up with them as part of their recreational life relate to them differently than those who only encounter them later at school or work. While the skills derived from playing video games expand human creative capacity and broaden access to knowledge, they should not come at the expense of older forms of literacy. The challenge is to produce children who have a balanced perspective-who know what each medium does best and what kind of content is most appropriate in each, who can multitask but can also contemplate, who play games but also read books. So, get thee to Arcadia but also get thee to a library. Media Literacy Begins at Home By Henry Jenkins December 5, 2003 http://www.technologyreview.com/articles/03/12/wo_jenkins120503.asp In October, the Kaiser Family Foundation released a startling new study of media consumption in early childhood. Based on telephone interviews with more than a thousand parents, Kaiser found, for instance, that children under six spend about the same amount of time each day consuming media (118 minutes) as they do playing outside (121 minutes). This finding raised great public outcry among those who see media consumption as a social problem. I was reminded of W. Russell Neuman's 1991 prediction in The Future of the Mass Audience that the transformative potential of new media would be blunted by the continuation of mental habits developed through decades of relating to mass media. We are taught to see media in passive terms rather than to develop the selectivity, creativity, awareness, and agency needed for the new media age. Most current parenting advice adopts a protectionist or even prohibitionist perspective, urging parents to unplug their sets. It takes for granted that there can be no constructive relationship between child-rearing and popular culture and that we must therefore seek only to minimize the damage; most adopts a double standard, stressing the importance of parents shaping their children's encounters with literary stories but seeing popular culture purely as a negative influence; most depicts parents and children as passive victims rather than empowered media users. Such advice clearly has had an impact. The Kaiser study found, for example, that 90 percent of parents have rules about what their kids watch and 69 percent have rules about how much they watch. Such restrictions are not bad as a first 4 Readings 21st Century Literacy Summit Page 31 step, but most parents end there. With a media literate child, such restrictions may be unnecessary. Fortunately, many of today's parents-especially those in their 20s or 30s-came of age as avid game players and full participants in online communities. They have an instinctive grasp of what is required to prepare their children for the new media environment. Media literacy refers to the full range of capabilities children need if they are going to be full participants in a more participatory media culture. It includes skills in using new media technologies, cultural competencies in understanding how stories are constructed and what they mean, aesthetic vocabularies that heighten their appreciation of diverse forms of expression, and critical frameworks for thinking about the power big media companies exert even in an age of expanding options. Though we often trivialize the intellectual demands of popular culture, these skills are acquired over time and depend upon informal instruction. Parents provide such mentoring, both by modeling patterns of media consumption and by developing and enforcing guidelines for how they want their children to relate to media content. We would not regard our children to be literate if they could read and not write. We should similarly not feel that our children have developed basic media literacy if they can consume but not produce media. Creating media content can range from the traditional, such as writing stories, to the high-tech, such as programming original computer games. Just as reading and writing skills feed on each other, production and consumption skills for other media are also mutually reinforcing. Parents often complain that popular culture threatens their ability to shape their children's values. In practice, though, parents have more control than ever before-if they treat media as an ally rather an enemy. Given the sheer range of media available in an era of 200-plus cable channels-not to mention countless games, DVDs, videos, and Web sites-it is much more likely that parents can find media that reflects their own values and cultural background if they learn how to look for it. The disturbing images in some contemporary video games bear more than a passing resemblance to the pictures we used to draw with our crayons when we were kids-images of Army guys getting their heads blown off. The difference is that we often hid those pictures from adult view, whereas they are now consumed, out in the open, in the living room. Such open consumption need not imply endorsement of the depicted actions. What parents can see, they can monitor and shape. To intervene effectively, parents need to know what media their kids are consuming and why. Parents should spend time watching shows, playing games, listening to music, and scanning the Web with their children. As parents do so, they should model active engagement-asking the child to predict what is going to happen next, helping her to understand how one event is connected to previous and subsequent developments, and discussing what each event means for the 5 Readings 21st Century Literacy Summit Page 32 characters. (Just don't do it sitting next to me in a movie theater, please!) Do not be too frustrated if the child's attentions wander. Kids younger than five or six tend to watch media in short spurts, rather than processing entire stories. VCRs, TiVos, and DVD players support such viewing practices, allowing kids to skip over the dull bits and zero in on the most meaningful segments. And parents shouldn't be afraid to hit the pause key themselves occasionally if it seems that the child has missed something important. Media Literacy Goes to School By Henry Jenkins January 2, 2004 http://www.technologyreview.com/articles/04/01/wo_jenkins010204.asp Several years ago, I told a sixth-grade class that I often consulted with games companies and asked what they would like to tell the people who developed their favorite games. All around the room hands shot up. The kids asked hard questions about the influence of game violence, the impact of technological developments, how and why games tell stories, the nature of interactive entertainment, and the economic motives shaping the games industry. The girls challenged the boys to explain why so few games appealed to girls. The students spoke with confidence and passion; they made compelling arguments; they supported their positions. The astonished teachers told me that the most articulate kids here had not opened their mouths all term. I've thought a lot about what made this a "teachable moment." I gave the classroom discussion real world implications. What they said mattered beyond the classroom walls. I respected their expertise. They were telling me what they knew and in the process, learning from each other. They had spent much time thinking and talking about games but the adults weren't listening and they didn't see how that talk connected to anything they were learning in school. Ethical and social issues emerged organically from the task I set them-rethinking what games could be. As I responded to them, I introduced a vocabulary and framework for pushing those ideas to the next level. Last month, I wrote about the important role parents can play throughout early childhood in preparing their kids for a media-saturated world. This month, I want to focus on what schools can and should do to promote media literacy. Media literacy education must be integrated into our curriculum from kindergarten through college. But to succeed, educators need to update and rethink the assumptions shaping many existing media literacy programs. Not everyone would agree. Many feel that school time is too vital to be wasted in helping students understand content that they will encounter on their own and that schools owe it to their young charges to present them with alternatives to popular culture. Even among those who think that media literacy should be part of the U.S. educational system, there are crippling disagreements. As Bob McCannon, the leader of the New Mexico Media Literacy Project, notes, 6 Readings 21st Century Literacy Summit Page 33 "whenever media literacy educators get together, they always circle the wagonsand shoot in!" Much media literacy education is actually anti-media indoctrination rather than an attempt to develop the skills and competencies needed to function meaningfully in the current media environment. Frankly, the rhetoric of the media literacy movement has so turned me off that I have only recently become active in writing and speaking on this topic. Too often, media literacy advocates depict kids as victims. We are told that advertising is "killing us softly," that we are "amusing ourselves to death," and that the only real alternative is to "unplug the plug-in drug" (to quote a few phrases often bandied about). These approaches emerged from an era dominated by top-down broadcast media. Increasingly, kids are demonstrating the capacity to use media to their own ends and adult authorities are holding them accountable for their practices. Schools are suspending students for things they post on their Web sites; the recording industry is suing kids and their parents for the music they download. The problem of media power hasn't disappeared, but it operates very differently in an age of participatory media. The new media literacy education needs to be about empowerment and responsibility. Throughout the 1990s, we fought to wire the classrooms. Educators now must give kids the skills they need to fully participate in cyberspace-not just technical training, but also cultural and social skills (including traditional literacy). Ellen Seiter, a media scholar at the University of California, San Diego, has written about the challenges she confronted in developing a school-based Web journalism program. Kids had difficulty distinguishing reliable from unreliable information; they often did not recognize the commercial or political motives of sites; they often did not distinguish between professional and amateur sites; and they didn't recognize what perspectives were not being represented within the range of available data. In truth, schools should always have taught students how to assess information rather than taking for granted that what appears in print must be true. The new media culture makes critical reading practices even more urgent. Last month, a reader questioned my use of the term, "media culture," contending that most media content has little or no cultural value. I am using culture here not in an evaluative sense, but rather to refer to a shared way of life. "Media culture" refers to the way that we use media technologies to achieve everyday goals. It also refers to the way we draw on media content as a resource for making sense of the world and the way we choose which channels to use to communicate with important people in our lives. In that sense, the media culture that emerged from the Gutenberg Revolution was very different from the media culture in the Edison era or from our own digital age. This concept of media culture needs to be built into our arts, social sciences, and humanities curriculum-not as something extra that teachers have to cover but 7 Readings 21st Century Literacy Summit Page 34 rather as a paradigm shift that changes how we teach traditional materials. The study of the American Revolution, for example, might consider the multiple means by which revolutionaries and loyalists gained access to information (oral networks, committees of correspondence, royal decrees, official newspapers, political pamphlets, stump speaking, etc.). Students might consider who controlled each of these channels. They might learn about the speed by which information moved up and down the Eastern seaboard, or from America to Europe, and how this influenced the struggle for independence. Students might then apply this framework comparatively to think about what would have happened if these same events and debates had played themselves out in our current environment-one where information flows globally in microseconds. Such discussions are not a distraction from learning American history. They provide students with powerful new tools for connecting the past to the present. Why Heather Can Write By Henry Jenkins February 6, 2004 http://www.technologyreview.com/articles/04/02/wo_jenkins020604.asp When she was 13, Heather Lawver read a book that changed her life: Harry Potter and the Sorcerer's Stone. Inspired by reports that J. K. Rowling's novel was getting kids to read, she wanted to do her part to promote literacy. Less than a year later, she launched The Daily Prophet, a Web-based "school newspaper" for the fictional Hogwarts. Today, the publication has a staff of 102 children from all over the world. Lawver, still in her teens, is its managing editor. She hires columnists who cover their own beats on a weekly basis-everything from the latest Quiddich matches to Muggle cuisine-and edits each story. She encourages her staff to closely compare their original submissions with the edited versions and consults with them on issues of style and grammar as needed. Heather, by the way, is a home schooler who hasn't set foot in a classroom since first grade. My last two columns have centered on what parents and schools can do to help kids develop media literacy. This month, I will reverse directions and examine how participating in popular culture may help kids to master traditional literacy skills. We often act as if schools had a monopoly on teaching, yet smart kids have long known not to let schooling get in the way of their education. Teachers sometimes complain that popular culture competes for the attention of their students, a claim that starts from the assumption that what kids learn from media is less valuable than what schools teach. Here, however, much of what is being mastered are things that schools try-and too often fail-to teach their students. (It has been said that if schools taught sex education the same way they taught writing, the human race would die out in a generation.) 8 Readings 21st Century Literacy Summit Page 35 I will focus on high school aged kids who are reading, writing, editing, and critiquing Harry Potter fan fiction online. But keep in mind that such informal teaching occurs across a range of other online communities. We could, for example, talk about the important role the Riot Grrl subculture played in the early 1990s in helping teenage girls to develop technical competency at a time when cyberspace was still seen as a predominantly male domain; we could talk about young anime fans who are teaching each other Japanese language and culture in order to do underground subtitling of their favorite shows. University of Wisconsin-Madison education professor James Gee calls such informal learning cultures "affinity spaces," asking why kids learn more, participate more actively, and engage more deeply with popular culture than they do with the contents of their textbooks. As one 16-year-old Harry Potter fan told me, "It's one thing to be discussing the theme of a short story you've never heard of before and couldn't care less about. It's another to be discussing the theme of your friend's 50,000-word opus about Harry and Hermione that they've spent three months writing." I have studied and participated in fan communities, off and on, for more than two decades. Yet much of what I found when I recently turned my attention to Harry Potter fandom took my breath away. Ten years ago, published fan fiction came mostly from women in their twenties, thirties, and beyond. Today, these older writers have been joined by a generation of new contributors-kids who found fan fiction surfing the Internet and decided to see what they could produce. Consider, for example, the girl known online as Flourish. She started reading XFiles fan fiction when she was 10, wrote her first Harry Potter stories at 12, and published her first online novel at 14. She quickly became a mentor for other emerging fan writers, including many who were twice her age or more. Most people assumed she was probably a college student. Interacting online allowed her to keep her age to herself until she had become so central to the fandom that nobody much cared that she was in middle school. What difference will it make, over time, if a growing percentage of young writers begin publishing and getting feedback on their work while they are still in high school? And what happens when those young writers compare notes, becoming critics, editors, and mentors? Will they develop their craft more quickly-and develop a critical vocabulary for thinking about storytelling? FictionAlley, the largest Harry Potter archive, hosts more than 30,000 stories and book chapters, including hundreds of completed or partially completed novels. Its (unpaid) staff of more than 200 people includes 40 mentors who welcome each new participant individually. At the Sugar Quill, another popular site, every posted story undergoes a peer-review process it calls "beta-reading." New writers often go through multiple drafts before their stories are ready for posting. "The betareader service has really helped me to get the adverbs out of my writing and get 9 Readings 21st Century Literacy Summit Page 36 my prepositions in the right place and improve my sentence structure and refine the overall quality of my writing," explains the girl who writes under the pen name Sweeney Agonistes-a college freshman with years of publishing behind her. Like many of the other young writers, Agonistes says that Rowling's books provide her with a helpful creative scaffolding: "It's easier to develop a good sense of plot and characterization and other literary techniques if your reader already knows something of the world where the story takes place," she says. By poaching off Rowling, the writers are able to start with a well-established world and a set of familiar characters and thus are able to focus on other aspects of their craft. Often, unresolved issues in the books stimulate them to think through their own plots or to develop new insights into the characters. Literary purists, of course, might question the wisdom of having kids develop as creative writers in this nontraditional way. But while there is certainly value in writing about one's own experiences, adolescents often have difficulty stepping outside themselves and seeing the world through other people's eyes. Their closeness to Harry and his friends makes it possible to get some critical distance from their own lives and think through their concerns from a new perspective. And writing about Harry offers them something else, too: an audience with a built-in interest in the stories-an interest that would be difficult to match with stories involving original fictional characters. The power of popular culture to command attention is being harnessed at a grassroots level to find a readership for these emerging storytellers. Harry Potter fan fiction yields countless narratives of youth empowerment as characters fight back against the injustices their writers encounter everyday at school. Often, the young writers show a fascination with getting inside the heads of the adult characters. Many of the best stories are told from a teacher's perspective or depict Harry's parents and mentors when they were school aged. Some of the stories are sweetly romantic or bittersweet coming-of-age tales; others are charged with anger or budding sexual feelings, themes that could not be discussed so openly in a school assignment and that might be too embarrassing to address through personal narratives or original characters. As they discuss such stories, teen and adult fans talk openly about their life experiences, offering each other advice on more than just issues of plot or characterization. Having a set of shared characters creates a common ground that enables these conversations to occur in a more collaborative fashion. Through online discussions of fan writing, the teen writers develop a vocabulary for talking about writing and they learn strategies for rewriting and improving their own work. When they talk about the books themselves, the teens make comparisons with other literary works or draw connections with philosophical and theological traditions; they debate gender stereotyping in the female characters; they cite interviews with the writer or read critiques of the works; they use 10 Readings 21st Century Literacy Summit Page 37 analytic concepts they probably wouldn't encounter until they reached the advanced undergraduate classroom. Not surprisingly, someone who has just published her first online novel and received dozens of comment-filled letters finds it disappointing to return to the classroom where her work will be read only by the teacher-whose feedback may dwell more on comma splices than character development. Some teens have confessed to smuggling drafts of stories to school in their textbooks and editing them during class; others sit around the lunch table talking plot and character issues with their classmates or try to work on the stories on the school computers until the librarians accuse them of wasting time. They can't wait for the school bell to ring so they can focus on their writing. It is not clear that these successes can be duplicated simply by incorporating similar activities into the classroom-though some teachers are using fan fiction exercises to motivate their students. Schools have less flexibility than the fan community does to support writers at very different stages of their development. Moreover, schools impose a fixed leadership hierarchy (including very different roles for adults and teens); it is unlikely that someone like Heather or Flourish would have had the same editorial opportunities that they have found through fandom. Even the most progressive schools set limits on what students can write compared to the freedom they enjoy on their own. Certainly, teens may receive harsh critical responses to their more controversial stories when they publish them online, but the teens themselves are deciding what risks they want to take and facing the consequences of those decisions. The Harry Potter books are not universally welcomed into U.S. schools; they have been at the center of more textbook and library controversies over the past several years than any other book. The teen writers are acutely aware of those censorship struggles and many have decided, not to talk with parents and teachers about what they are writing. What the grown-ups don't know can't hurt them. Some students say teachers have ridiculed them for the time they put into their fan writing; others complain of parents trying to protect them from the "demonic" influence of the books. But some teachers do care enough to read and give feedback on these stories. And there are supportive parents who fly with their sons and daughters to conventions where the young writers speak to rooms full of people about the story-writing craft. These teens don't need adults taking over their spaces-but they do need adults to respect and value what they are trying to do. Many young fan writers aspire to professional writing careers; many are getting accepted into top colleges and pursuing educational goals that stem from their fan experiences. Fandom is providing a rich haven to support the development of bright young minds that might otherwise get chewed up by the system, and 11 Readings 21st Century Literacy Summit Page 38 offering mentorship to help less gifted students to achieve their full expressive potential. Either way, these teens are finding something online that schools are not providing them. The Christian Media Counterculture By Henry Jenkins March 5, 2004 http://www.technologyreview.com/articles/04/03/wo_jenkins030504.asp Senator Zell Miller was spitting mad about the Super Bowl. In his "Deficit of Decency" speech, the Georgia Democrat compared watching the broadcast to driving over a skunk-"the scent of this event will long linger in the nostrils of America." Miller claims the event embodied the "culture of far left America" as served up by "Value-Les Moonves" (that would be CBS Television president Leslie Moonves) "and the pagan temple of Viacom-Babylon." Miller's speech is a classic example of "culture war" rhetoric, which pits Christians against Hollywood, as if either could be understood in such simple and monolithic terms. This same culture war rhetoric has helped to frame the release of Mel Gibson's The Passion of the Christ. Fundamentalists (both Protestant and Catholic) crow that the movie's $125 million opening weekend gross represents the triumph of the Christians over Hollywood, while media pundits scratch their heads and wonder how this film can double or even triple the industry's estimates of its likely box office yield. Over the past several decades, (hyperventilation about cultural alienation) has served both to estrange evangelical Christians from the American cultural mainstream and to blind liberals to just how many people are consuming Christian media. Just dropping the word "Christian" in many online discussion lists sends some people into a frenzy and others running for the exit. Many liberals act as if the complex history of Christian debates about the relationship between spiritual and secular matters can be reduced to a glib dismissal of Jerry Falwell's "campaign" against the Teletubbies. But not all conservative Christians wish to censor others. Many want simply to protect and promote their own traditions in the face of what they see as the onslaught of contemporary media. Call it the Christian Counterculture. Rather than rejecting popular culture outright, a growing number of Christians are producing and consuming their own popular media on the fringes of the mainstream entertainment industry. Still others are gathering in church basements and living rooms to promote their own brand of media literacy-seeing commercial culture as a "window" into the culture of unbelievers. What we see here is consistent with what media scholars have found within other subcultural communities-a desire to make and distribute your own media and the desire to challenge and critique mainstream media. While many Christians have felt cut off from mass media, they have been quick to embrace new technologies-such as videotape, cable television, low-wattage radio stations, and the Internet-that allow them to route around established 12 Readings 21st Century Literacy Summit Page 39 gatekeepers. The result has been the creation of media products that mirror the genre conventions of popular culture but express an alternative set of values. In Shaking the World for Jesus, to be published next month, media scholar Heather Hendershot offers a complex picture of the kinds of popular culture being produced by and for evangelicals. Frustrated by network television, cultural conservatives have created their own animated series and sitcoms distributed on video. They have produced their own science fiction, horror, mystery, and romance novels, all of which can be purchased online. And alarmed by contemporary video games, they have produced their own-such as Victory at Hebron, where players battle Satan or rescue martyrs. The emergence of new media technologies has allowed evangelicals some degree of autonomy from commercial media, allowing them to identify and enjoy media products that more closely align with their own worldviews. Technology has also lowered the costs of production and distribution, enabling what remains essentially a niche market to sustain a remarkably broad range of cultural products. Of course, as "niche markets" go, this one may be astonishingly large. According to a recent ABC News poll, 83 percent of Americans consider themselves to be Christians, and Baptists (only one of the evangelical denominations) make up 15 percent of the nation. As commercial media producers have realized the size of this demographic, the walls between Christian and mainstream popular culture are breaking down. VeggieTales videos are finding their way into Walmart, Focus on the Family's Adventures in Odyssey records get distributed as kids' meal prizes at Chick-fil-A, the Left Behind books become top sellers on Amazon.com, and Christian pop singer Amy Grant breaks into top 40 radio. In the process, some of the more overtly religious markings get stripped away. Network television has begun to produce some shows, such as Touched by an Angel, Seventh Heaven, or Joan of Arcadia, that deal with religious themes in a way designed to appeal to the "searchers" and the "saved" alike. Predictably, some evangelicals fear that Christianity has been commodified and that Jesus is becoming just another brand in the great big "marketplace of ideas." And it's in that context that we need to understand the staggering success of The Passion. The Christians knew how to get folks into the theaters to support this movie. Taking lessons from the blogging community and MoveOn.org, one website, Faith Highway, urged local churches to raise money to sponsor local television advertising for the movie. Many churches loaded up school buses full of worshippers to attend screenings. Some church leaders have acknowledged backing this film in the hopes that its commercial success will get Hollywood to pay more attention to them. Despite the presence of such a diverse alternative media culture, evangelicals do not live in some kind of protected bubble, sealed off from the rest of popular 13 Readings 21st Century Literacy Summit Page 40 culture; the residue of popular culture enters their homes even if tainted videos do not. How do they prepare their kids to confront a world where Janet Jackson's fetishwear is just one strong tug away? Some evangelicals have organized to offer their own ratings of contemporary media products based on what they see as Christian principles (see, for example, Christian Spotlight on Entertainment). In some cases, these ratings are purely negative, helping families filter out profanity, nudity, violence, or content tagged as occult or new age. In other cases, groups such as HollywoodJesus.com promote works that they feel raise spiritual and philosophical questions, even if they do not necessarily adopt Christian perspectives. Increasingly, such sites are encouraging what they call "discernment." One such group, the Ransom Fellowship, defines discernment as "an ability, by God's grace, to creatively chart a godly path through the maze of choices and options that confront us, even when were faced with situations and issues that aren't specifically mentioned in the Scriptures." The discernment movement draws inspiration from a range of Biblical passages that speak of people who maintained their faith even when living as exiles or captives in an alien land. Christians, they argue, are living in "modern captivity," holding onto and transmitting their faith in an increasingly hostile context. In "Pop Culture: Why Bother?," Ransom Fellowship founder and director Denis Haack advocates engaging with popular culture, rather than hiding from it. Discernment exercises can help Christians to develop a greater understanding of their own value system, can offer insights into the worldview of "nonbelievers," and can offer an opportunity for meaningful exchange between Christians and non-Christians. As Haack explains, "If we are to understand those who do not share our deepest convictions, we must gain some comprehension of what they believe, why they believe it, and how those beliefs work out in daily life." Their site provides discussion questions and advice about how to foster media literacy within an explicitly religious context, finding ideas worth struggling with in mainstream works as diverse as Bruce Almighty, Whale Rider, Cold Mountain, and Lord of the Rings. The site is very explicit that Christians are apt to disagree among themselves about what is or is not valuable in such works, but that the process of talking through these differences focuses energy on spiritual matters and helps everyone involved to become more skillful in applying and defending their faith. Somewhere between the production of new forms of popular culture and the discernment of values within existing commercial media lies a movement to adopt live action role-playing and computer games as spaces for exploring and debating moral questions. The Christian Gamers Guild (which titles its official ezine "The Way, The Truth and The Dice") emerged in the midst of strong attacks from some evangelical leaders on role-playing and computer games. As the group's collective statement explains: "Role-playing games allow people to make choices, to make wrong choices, and then watch them unfold into the painful consequences, without ever taking any real risk. In this way it gets players to ask 14 Readings 21st Century Literacy Summit Page 41 the important moral questions, and weigh the answers-and all in the context of having fun." There is even Project X, a Christian effort to develop games with overtly Christian themes. And Christian gaming groups, such as Men of God, go into military or shooting games and witness on the virtual battlefield. They are, to borrow the name of another group, "Fans for Christ." Confronting the proliferation of cable channels, the diversification of media content available on video and DVD, and the sheer expanse of the Internet, we all struggle to make decisions about what kind of popular culture we want to bring into our homes. We can respond to that challenge with fear or with courage, with minds open or minds closed. The culture war rhetoric closes off discussion: its metaphors of sewage, pollution, or dead skunks imply that some forms of expression are indefensible (and it is easy for this contempt to get directed against the people who consume such media). What I respect about the Christian discernment movement is that it is educating people to make meaningful choices and giving them a conceptual framework for talking about what kinds of ideas get expressed through the media they consume. These folk have been willing to defend popular media against others in their same religious denominations who would denounce them. They hold firm in their own beliefs and they have not renounced their desire to see such beliefs become a more powerful force in our culture, but they have created an approach that respects diversity of opinion and civility of expression. Playing Politics in Alphaville By Henry Jenkins May 7, 2004 http://www.technologyreview.com/articles/04/05/wo_jenkins050704.asp The Alphaville presidential elections attracted national and even international media attention. National Public Radio's Talk of the Nation hosted a joint appearance of the two candidates, complete with an array of pundits pontificating about cyberpolitics and virtual economies. The best coverage came from the Alphaville Herald, the small town newspaper serving the needs of the virtual community. The Herald is run by Peter Ludlow, a professor of philosophy and linguistics at the University of Michigan. In the game realm, Ludlow goes by the moniker Urizenus. Alphaville is one of the oldest and most densely populated towns in the Sims Online, a massively multiplayer version of the most successful game franchise of all time. The game's creator, Will Wright, has often said that he did not have any idea what would happen when he put the Sims online. He knew players would become deeply invested in their characters and their communities. He could not have projected that organized crime would run rampant, that community leaders would organize against con-artists and prostitutes, or that the elections would devolve into mudslinging and mutual accusations of manipulation. Much of what has been written about cyberdemocracy has focused on structures and procedures, elected official and organized political parties. But the Alphaville 15 Readings 21st Century Literacy Summit Page 42 elections raise larger issues about the culture of democracy. Underlying any democratic system must be some notion of social contract between the participants and some sense that their participation is meaningful. And those are the things that were at risk as the drama surrounding the Alphaville presidential elections unfolded. When the votes were counted, the incumbent, Mr. President (the avatar of Arthur Baynes, a 21-year-old Delta Airlines ticket agent from Richmond, VA) had beaten Ashley Richardson (the avatar of Laura McKnight, a middle schooler from Palm Beach, FL), 469 to 411. Ashley has cried foul play, contending that she knows of more than 100 supporters who were not allowed to vote. Mr. President's defenders initially claimed that the undercounting resulted from a bug in the system that made it hard for America Online users to accept the cookies used on the election website. And in any case, they say, many of Ashley's supporters were not actually "citisims" of Alphaville. Mr. President argues that he campaigned among hardcore participants in the game, while Ashley brought her off-line friends and family members (many of whom are not subscribers) into the process. While the Alphaville constitution makes clear who is eligible to be a candidate, it doesn't specify who is permitted to vote. Nobody actually "lives" in Alphaville, of course, but many call the online community "home." Should one have to interact there for a specific period of time to earn the right to vote, or should voting be open to everybody-including those who have never before visited the community? Some argue that participants are taking things way too seriously, confusing a game with real life. The Alphaville Herald's Urizenus concedes that Mr. President may simply be role-playing the part of a corrupt politician and that he himself may simply be acting the part of a "muckraking newspaper editor who likes to root out virtual corruption in virtual elections." Others see Mr. President as someone deeply committed to bringing good government to the online community. It was Mr. President, after all, who had first proposed and developed this virtual government, and he had done some good things during his first administration. There are certainly signs that the participants didn't always take things too seriously. The first online debate ended abruptly at 9:00 p.m. when Ashley claimed she was feeling ill. Mr. President suggested that the timing made him suspicious that she simply wanted to watch the Sopranos; the middle-schooler later confessed that she had to finish her homework. Ashley's campaign slogan was "Everybody Wang Chung Tonight," suggesting that having fun may be Alphaville's highest social good. Yet, if this is play, it is hard play-the kind of play that emerges from serious investments and that shapes real world understandings. Important issues are at stake here, both in the world of the game and the world beyond the game. Within the game, the candidates represent different 16 Readings 21st Century Literacy Summit Page 43 perspectives on what would be best for their community; the choice of leaders would affect the way players experience the game world. Ashley wanted to set up information booths at the city limits to warn newcomers about some of the ways scammers might trick them out of their cash. It is significant that one of the leading candidates here will be five years too young to vote in the actual presidential elections this fall and that participants in the online debates keep accusing each other of playing the "age card." Consider what it means to exercise power in a virtual world when you have so little control over what happens to you in your everyday life. The age of at least some of the participants invites comparisons with older traditions of student government, which had emerged from a belief that the culture of democracy needed to be instilled into the everyday life of children. But Alphaville has an estimated population of 7,000 and its government employs more than 150 people (mostly in law enforcement). The virtual town's leaders have to negotiate with Electronic Arts, the company that creates and markets the Sims franchise, to shape the policies that impact their community. And the debates and elections occur in the glare of a national media spotlight. The situation blew up when the Alphaville Herald published what it claims is a transcript of an Internet chat session between Mr. President and mobster J.C. Soprano (the avatar of a player who presumably lives a law-abiding life in the real world). The chat suggested that the election process may have been compromised from the very beginning and that Mr. President may be the silent partner of the organized crime family. If this was play, then not everyone was playing by the same rules. Writing under his real world name in the Alphaville Herald after he broke the story, Ludlow raised the question, "What kinds of lessons were we teaching Ashley and other younger players about political life?" Yes, he wrote, the Sims Online was a game, but "nothing is ever just a game. Games have consequences. Games also give us an opportunity to break out of the roles and actions that we might be forced into in real life. I decided to take advantage of that opportunity. I freed my game." Reading through the reader responses in the Alphaville Herald, it is clear that, for many, the stolen election forced them to ask some fundamental questions about the nature of democracy. The odd coincidence that many of those who tried and were unable to vote came from Palm Beach, FL, invited comparison to the dispute in Florida four years ago. Ashley, a John Kerry supporter, evokes the specter of Bush-Cheney and the "stolen election" while she has herself been called a "crybaby" and compared to Al Gore. As one participant exclaimed, "Where is the Alphaville Supreme Court when you really need them?" Even in play, American democracy feels broken. 17 Readings 21st Century Literacy Summit Page 44 It is not surprising, given the drama unfolded everyday in our real-world newspapers, that cynicism about democratic processes has spread into the games we play or the fantasy roles we adopt online. Will the players leave the game disillusioned, or more involved with political life? Is the online game world a distraction from "serious" activism? Is that even the right question to ask, given that many of the key players here will not be able to vote this November and would probably not be taking seriously if they directed these same energies toward politics in their own communities? Before we write this all off as a "learning experience," we should ask some more fundamental questions about the ways that game worlds do or do not model ideal online democracies. For starters, I wonder what it will mean that many young people first experiment with democracy not through any civic institution but through what is the virtual equivalent of a shopping mall. What happens to free speech in a corporate-controlled environment, where the profit motive can undo any decision made by the citizenry and where the company can pull the plug whenever sales figures warrant? What happens to free press when the town newspaper editor can get thrown off-line in a dispute with corporate management? What happens to notions of "character" or reputation when a candidate can change his or her identity at will and may well be playing multiple roles in the process? What happens to rules of law when one of the candidates codes the program determining the election results? And can you have a social contract when nobody is quite sure who's role-playing and to what degree? Can't we just let these people play in peace? After all, even with political corruption thrown into the mix, The Sims Online is relatively wholesome in comparison to what goes on in most other online games. Yet, it isn't an accident that after Florida 2000, we now play at corrupt elections, just as after September 11, many people built amateur games where you could blow up Bin Laden. Nothing is ever just a game. The healthiest thing that has come out of the Alphaville election is that people, online and off, are talking about what happened and through this conversation, they are asking questions about the future of democracy. If we are taking a game too seriously, it is because these questions have not been taken seriously enough in the offline world. 18 Readings 21st Century Literacy Summit Page 45 Readings 21st Century Literacy Summit Page 46 Readings 21st Century Literacy Summit Page 47 Readings 21st Century Literacy Summit Page 48 Readings 21st Century Literacy Summit Page 49 Readings 21st Century Literacy Summit Page 50 Readings 21st Century Literacy Summit Page 51 Readings 21st Century Literacy Summit Page 52 Readings 21st Century Literacy Summit Page 53 Readings 21st Century Literacy Summit Page 54 Readings 21st Century Literacy Summit Page 55 Readings 21st Century Literacy Summit Page 56 Readings 21st Century Literacy Summit Page 57 Readings 21st Century Literacy Summit Page 58 Readings 21st Century Literacy Summit Page 59 Readings 21st Century Literacy Summit Page 60 Readings 21st Century Literacy Summit Page 61 Readings 21st Century Literacy Summit Page 62 Readings 21st Century Literacy Summit Page 63 Readings 21st Century Literacy Summit Page 64 Readings 21st Century Literacy Summit Page 65 Readings 21st Century Literacy Summit Page 66 Readings 21st Century Literacy Summit Page 67 Defining the Visually Literate Individual. Dr. Adele Flood RMIT University Melbourne. Abstract This paper investigates ideas of visually literacy. It suggests that while we may use the words quite freely there is little evidence that the term means the same to all who use it. There has been a rush to own the terminology and it is now being used within areas of curriculum by educators who have not received any training in the understanding of both the perceiving and making of imagery. Usually the former rather than the latter is the understanding of a visually literate person. This paper argues that to be visually literate one must be able to make as well as see. It investigates the practice of the visually literate from the perspective of three practitioners and then applies Bloom's taxonomy to those processes. It argues that theories such as Bloom's need to be applied within a current context and that such theories have much to offer us in terms of understanding visual literacy in a contemporary digitally based learning environment. This paper provided the impetus and the methodology for the current research project being undertaken by Drs Adele Flood and Anne Bamford and Assoc Professor Ian Brown in association with ADOBE International. This paper was originally published in Australian Art Education Volume 27, No. 1 2004. When we use the term Visual Literacy there is an assumption that we know what a visually literate person is and does. Often we draw upon our own experiences and practise to identify such characteristics. The recent commandeering and ownership of visual literacy into areas other than the visual arts means that skills and performance are based upon a construct of practice that is in itself not primarily reliant on visual imagery, and particularly is not connected to the creating of visual images. There are also very strong calls for us to now talk in terms of visual culture and many prominent are doing just that. I am suggesting that visual literacy, while inextricably linked to both understanding and critically evaluating the visual culture that the individual experiences, importantly is also about the individual’s response to that culture through the making or creating of images and/or objects. Reading the Text In order to understand and then speak about visual literacy it seems highly appropriate that we identify practitioners as experts in the field; they are the individuals who contribute to the visual culture that others then observe and discuss. Through careful listening and by using appropriate narrative methodology we can hear the words of practitioners and we can allow Readings 21st Century Literacy Summit Page 68 their voices of experience to inform our understanding of making spo that our teaching of art making can adjust to the learning and technology of the times in which we live, learn and teach. The use of the word ‘reading’ when discussing a visual text implies that the form of deconstruction that an individual undertakes is similar in nature to the act of reading a written text. However, artistic works and visual imagery are not read in the same way as a written text might be. In a traditional written text, the reader commences at the beginning of a page/paragraph/sentence and meaning is captured as the reader travels through the text usually in a sequential and ordered fashion. There is normally an introduction, a middle explanatory section and then a conclusion in which some or all issues are resolved. When one “reads” a visual text, there is no prescribed beginning or starting point. The image is constructed with one or more focal points and the artist anticipates (or hopes) the viewer will commence an exploration of the image from one or other of those points. Often the construction of such focal points will be intuitive in the first instance and may or may not be subsequently enhanced. The artist usually desires to communicate a particular message via the created image, but the success of that communication is co dependent on the understanding and interpretation of the viewer. Therefore, the visually literate viewer of an image, brings to the experience, their own knowledge. The visually literate viewer is informed by their own experiences which are then projected onto the image or object they are viewing. The viewer brings meaning to the constructed image from their own prior meaning. If there have not been experiences that make the image immediately accessible then the visually literate person will make connections through association; the experience most closely allied will be applied to create understanding. In a written text the reader can pursue further texts to gain information. If the substance of the text is not understood, the reader can find other references to provide a stronger base of knowledge and can also seek to broaden understanding by pursuing subsequent texts. When a viewer engages with a visual image the pathway to understanding is not so easily pursued. Do they seek understanding by exploring other images by the same artist? Do they look to the period in which the artist created the work, or do they look to the identified themes within the image and seek further explication of the message through both written and other visual texts? This latter action is dependent on the viewer being able to identify underlying themes and ideas within the imagery; a higher order of thinking. While these ways of observing and understanding can be applied to both visual and written text, how does the viewer “read” a digital text and how does the visually literate viewer observe and extract understanding from a combination of visual constructions and text as found within the www imagery. The web offers a multitude of constructions and modes of expression from which the individual can choose. Pathways are followed or forged that may come from former experiences or knowledge, or they may be random perambulations through a field of interconnected thoughts or hunches based on visual cues. It is essential that the individual is provided with opportunities to employ as many learning skills associated with extracting conceptual understanding from the varied texts that appear before them. While deconstructing the visual image, the viewer can be reading the written 2 Readings 21st Century Literacy Summit Page 69 text for further understanding. During this activity, there also may be moving graphics that can do any or all of the following alert, annoy entice, interrupt, distract and so on. The ability to take in or reject content requires levels of discrimination and judgement that is highly challenging . The young person is confronted with the need to make judgments and choices in split seconds, to make choices that will lead them on journeys of discovery through visual texts and written texts that are melded together. They have access to all areas of knowledge and they are free to roam throughout the most democratic realm of learning we have ever encountered. Bloom’s Taxonomy To further inform our understanding of knowing in terms of visual literacy, I suggest that Bloom’s (1964) taxonomy may be an appropriate tool to assist us in describing the characteristics of and processes used by a visually literate person. Bloom’s taxonomy comprises the following categories within learning: Knowledge, Comprehension, Application, Analysis, Synthesis and Evaluation. Using these categories we can explore ways of expressing visual literacy characteristics in terms of competencies. Knowledge and comprehension are linked to understanding through viewing and making. Application within visual literacy would encompass making, manipulation and accessing information while analysis engages the individual in further understanding through close investigation and deconstruction. Synthesis is the absorption of knowledge to the extent that the individual can use it as part of a body of knowledge and from this comes the resultant ability to evaluate and reflect upon the image or constructed image. Taking these categories further, I suggest the following five broad statements, expressed as core competencies of visual literacy, help to identify the visually literate person. Core Competencies 1. A broad understanding of image viewing, and making (knowledge, comprehension and application) 2. The ability to access information through visual media (knowledge and comprehension) 3. The ability to deconstruct imagery (application and analysis) 4. The ability to reconstruct, to form new individual imagery (application and synthesis) 5. The ability to understand the purpose and meaning of imagery; to provide validity and verification of imagery (synthesis and evaluation) The essential element of being visually literate is the ability to engage with an image or object under scrutiny and derive further understanding from that imagery. This engagement involves an ability to identify elements within images or texts and an ability to interpret those images from an informed personal position. Once an individual has observed and interpreted, the processes of application then should occur. The visually literate viewer will make understanding explicit either through conversations with others or through their own constructions; written or visual. To encourage and develop visual literacy in individuals, a valuable learning program should include all the categories of learning, rather than relying solely upon the first two categories of knowledge and comprehension. All too often learning is restricted to those levels and the 3 Readings 21st Century Literacy Summit Page 70 important realms involving higher order thinking are ignored. These higher order realms of thinking are the interpretative and aesthetic judgment spheres that I identified as reconstructing and validation in the list of five core competencies. These categories of synthesis and evaluation are essential and it is here that the individual introduces metaphor; and in doing so, extends and employs knowledge to where the realm of self connects with the wider world, in an original and creative way. In the following matrix I have applied Bloom’s taxonomy to ideas of visual literacy. Each category forms part of the processes required for effective and informed visual literacy. The categories should not be seen as hierarchical but rather they should be seen as interconnected and evident in all learning activities. Blooms Taxonomy Applied to Visual Literacy Core Competencies Category Knowledge (Competencies 1,2&3) Comprehension (Competencies 1&2) Application (Competencies 3&4) Analysis (Competency 3) Synthesis (Competencies 4&5) Evaluation (Competencies 4&5) Description Identifiable Actions recall of specifics and universals, methods and processes, patterns structures settings. The process of remembering type of understanding that is revealed from specific communication. Not dependent on any further information or a need to relate to other material. –use of abstractions in particular circumstances concrete or imagined. Recognising, remembering, identifying, describing images putting together elements and parts to form a whole, arranging and /or combining them to constitute either known or new patterns and structures. Interpreting, translating images, retelling in one’s own words the substance –both overt and underlying, reproducing visual responses Applying information to produce a result, problem solving,, using art works to define and resolve issues Identifying elements, underlying themes, ideas, principles and showing how they fit together, identifying motives, aims to develop personal creative outcomes Combining ideas and features to create unique original whole, to create own creative works based upon known or intuitive elements judgments both qualitative and /or quantitative about the manner in which content meets criteria. Making aesthetic judgments, expressing own opinion, value decisions about personal works and creative works of others breaking down into elements or parts so that the relationship between parts is made clear and explicit (see Bloom1964 pp 205-207) 4 Readings 21st Century Literacy Summit Page 71 Eliciting the Data Through the Narrative Approach. To further explore ideas of what constitutes a visually literate person it seemed appropriate to ask individuals who work in fields of endeavour closely associated with practice dependent upon a high level of visual literacy. I interviewed two professional photographers and an architect who works in the field of digital rendering. Each of these individuals have taught or are teaching in the tertiary sector; teaching students who in turn will require visual literacy skills in their future professions. I asked each of them to reflect upon the ways they approached viewing an image and their subsequent responses. From those responses it becomes evident that their practice reflects the categories as identified by Bloom and encompasses the core competencies as listed. The architect is 29 years of age and has had access to computers since the age of 5. He remembers playing games of ladder that consisted of crosses and circles on the Kaypro computer. His father has worked with computers since the late seventies so the computer was always seen as a tool to enable solutions and resolution. He describes this immersion from an early age as the means of acquiring the “language”. This involves the understanding of how pathways can be traversed and solutions found within the technological structures. He suggests it is like any language, if learnt at an early age it becomes absorbed, known and understood. He uses the mouse as a drawing tool and can execute finely rendered images with strong confident line and colour. He suggests that young children today are even further immersed at an earlier age and describes his own child who from the age of 4 can manipulate his way through sophisticated 3D maps. The architect works primarily in the rendering of imagery and creating virtual images of designs for new buildings. He “constructs” the new reality of form using state of the art technology and his images are used extensively in both advertising and as illustrations for competitive tenders. Photographer 1 is aged in her fifties. She has been a tertiary educator for most of her working life. Her practice is mainly in the evocative pictorial style, using imagery that induces a contemplative response from the viewer. Photographer 2 is in her mid forties. She works mainly in analogue and has worked as a professional photographer but is now concentrating on her teaching. To establish the processes, each practitioner was asked initially to describe the manner in which they viewed an image. Following this they were asked to expand upon how they believe they approach understanding both the content and the perceived purpose of the image they were viewing. The architect approached images in terms of the tasks he undertakes when rendering images and his responses were related in the main to electronic images. The photographers related mainly to analogue imagery however both acknowledged that the needs of the industry were changing at a rapid pace and photography was becoming more digitally oriented both in professional practice and in education. Photographer 1. When viewing an image she follows the following processes: 1. looks at the parts of the image, and identifies the elements 2. identifies the relationships between the elements 3. finds the message of the image 4. examines the techniques employed 5. evaluates and makes judgments in terms of competence, likes or dislikes 6. reflects upon personal response and personal interpretation 5 Readings 21st Century Literacy Summit Page 72 Photographer 2 When viewing an image she follows the following processes: 1. looks at overall image 2. identifies with image – the whole and the elements 3. looks at the parts and type of image 4. investigates image for placement of elements 5. personally evaluates whether she likes or dislikes the image 6. If it has value – she returns to contemplate, and questions personal response The Architect When viewing an image he identifies the following steps as being essential in his process of observing and manipulating visual imagery. 1. Makes an immediate assessment of image – JPEG? Is it a photograph, illustrative, rendered 2. Observes the narrative of the image the substance/ story/ message/ representation 3. makes judgments of the quality of image – composition, light, colour etc 4. Ascertaining whether there is opportunity for application – visual meaning approximating real time (can make movement in less than minute), navigating 3D environments 5. Subsequent to this comes manipulation of image if appropriate, ie to render a desired brief. Each of the individuals undergoes a process of identification of the whole (A broad understanding of image viewing, and making) and then the components of the imagery presented (The ability to access information through visual media.) Each then investigates the content in terms of the message (The ability to deconstruct imagery or content ). They then evaluate and make judgments regarding the aesthetic qualities (The ability to understand the purpose and meaning of imagery; to provide validity and verification of imagery and personal response). They then reflect upon the image in terms of using or interpreting content.(The ability to reconstruct, to form new individual imagery )These processes support the competencies I originally suggested and have again noted here. This highlights and affirms the importance of talking with practitioners to establish the ways in which individuals approach such practice. By understanding show others undertake their practice, we can inform our teaching and come to understand how best we can enhance learners’ abilities in responding to visual imagery. Application of Bloom’s Taxonomy As an exemplar of applying theory to practice, in the following matrix I have taken the architect’s recorded processes and applied Bloom’s taxonomy to them. In doing this it provides us with clear ways to interrogate visual literacy through the processes as made explicit in the practitioner’s explanation of process. The Architect works solely within the digital realm and he constructs and creates images of buildings and landscapes primarily from written briefs. He creates the visual realisation of a set of plans or text instructions. He uses a raft of images both his own and others he has adapted or enhanced. He understands the manner in which images can be manipulated and suggests that the web is a landscape to be 6 Readings 21st Century Literacy Summit Page 73 traversed. He suggests that he has grown up with the idea that change is constant and that the digital landscape is the ultimate example of the changing patterns in life. Assessment of image Narrative of image Quality of image Knowledge Understand whether JPEG etc (this is the language referred to as lang of technology) Interpret the story or content based upon image as viewed Comprehension How is it made (JPEG/whatever) and how it functions Application How image is to be manipulated Analysis Understand how image works and is able to be used Synthesis Using components of image with others to form new image Evaluation Aesthetic decisions re finished image Reflects understanding of the narrative by recounting ideas of narrative contained Using imagery as stimulus to develop a creative response that echoes or extends content Deconstruct the message or content (in relation to a set of criteria) Judgement on the success of the image using existing criteria Ability to interpret the image and express ideas that make evident content specific ideas Reinterpret image: changing identified effects and techniques such as change mood through colour Discuss image in terms of identified criteria such as balance, line colour or content driven criteria Using content of images to explore particular themes and create new images that further the conceptual content Reinterpret image: recreating image using similar techniques style or associated content Aesthetic response to created image(s) and self evaluation of perceived success of the created imagery Aesthetic response to image: exploring ideas of quality both in technique and content From the content within each intersection of category and process we can pose questions or create activities that will allow the desired skill or competency to be identified. When using these categories in this way we can then begin to construct a series of learning activities to support the development of such skills. For example in the first stage of the architect’s processes the following activities would provide opportunities for learners to explore processes of assessing an image and thereby adding important experiential learning to inform future viewing and manipulating of images. It would provide the learner with a fuller understanding of how others might have manipulated and used images for particular purposes, thereby allowing discrimination to be enhanced.: 7 Readings Assessment of image Learning Activities 21st Century Literacy Summit Knowledge Understand whether JPEG etc (this is the language referred to as lang of technology) The learner is provided with a series of images and asked to identify the type of image they see and what the characteristics of the image are evident.. Page 74 Comprehension How is it made (JPEG/whatever) and how it functions Application How image is to be manipulated Analysis Understand how image works and is able to be used Synthesis Using components of image with others to form new image Evaluation Aesthetic decisions re finished image The learner will inform, through use of appropriate terminology what is the function of the image The learner will use knowledge gained to change and vary image. The learner makes use of the image within a context that will make clearly evident their understanding of its content and purpose The learner chooses elements from given or selected images to create a new image learner is asked to comment on or revise finished product Eg, manipulate a scanned image and create a new and different composition using some of the given components and some new or found elements eg, can you explain why you chose to change certain parts of the image, what effect did you hope to achieve, how successful were you? eg, create a jpeg file and indicate its specifications what do these mean. Eg, using this image can you create 3 images where you have changed the appearance or mood of the image Eg, Take the given image and create a meaningful construction within a web design Each subsequent stage would provide further opportunities to develop worthwhile and appropriate learning activities that would have understood specific outcomes. To understand how we must go about teaching and using the visually based learning space that we refer to as the web we must understand how we perceive and use the content but more importantly we must come to understand how the younger learners see and respond to the ever changing and ever evolving landscape of text and imagery. To do this we must talk to those we teach, engage with their understanding and then apply learning constructs we know have merit, such as Bloom’s Taxonomy, but we must apply them in new and different ways. We need to understand the ongoing nature of learning; that spiral motion of hermeneutic knowledge gathering that depends on and consolidates the known while moving ever forward. This we can do by providing learning experiences that build one upon the other. Also importantly, we can provide through the knowledge and expertise of others who have travelled the pathways, valuable insights that may inspire young learners to engage with learning that will provide them with knowledge and skills to both engage with and create within media both old and new. I believe that, “As an educator, I am in the business of providing the means by which people can find ways of knowing and learning that will enhance their own life journeys. I have always believed that this learning can be enhanced 8 Readings 21st Century Literacy Summit Page 75 through establishing a sense of connection with others who have had similar experiences.” (Flood. 2003. p.29.) In conclusion, I suggest that the following broad identifiers can be listed as being crucial to identifying the visually literate person.. A Visually Literate Person Can: x x x Recognise an image and can name or identify the subject or content for example “this is a picture of a cat ? Formulate questions and answers based upon the imagery, for example Q What colour is the cat? A. White with black whiskers and nose Can identify image(s) as source(s) of knowledge For example All cats have two pointy ears x Can make comparisons/observations about images to elicit information For example: some cats have stripes, others have splotches of colour x Can evaluate knowledge gained from visual imagery For example: Q.What can be seen in the picture? A.Cats are four legged animals, covered in fur. They have long tails and whiskers. x Can organise/arrange/combine elements and or motifs to form a cohesive structure or image. For example: from the given components re create the image of a cat. x Can apply compositional ideas to create a desired image. For example: Create a picture of a cat and where they like to sleep. x Can develop and/or relate narrative within image making and viewing. For example: The cat is sleeping in the basket beside the fireplace. To have a list of identifiers is valuable and worthwhile. However we must not allow our own experiences (or lack of same) within the immense variety of modes of learning and expressing to hinder the ways forward. We must engage with all modes and we must become the powerful voice within the field. As art educators we are the people who have been engaged in developing visual literacy, and we are the people who understand best the ways in which we can enhance and develop visually based learning. I ask, who else but those actively engaged in the work of educating within the visual realm should define and develop the future visually literate individual. References Bloom, B.(1964) Flood, A. (2003) Taxonomy of Educational Objectives: The transformation of educational goals. New York: David McKay Company. Common Threads: A discursive text, narrating ideas of memory and artistic identity. Unpublished Thesis, RMIT University Melbourne 9 Readings 21st Century Literacy Summit Page 76 Readings 21st Century Literacy Summit Page 77 Marc Prensky Digital Natives Digital Immigrants ©2001 Marc Prensky _____________________________________________________________________________ Digital Natives, Digital Immigrants By Marc Prensky From On the Horizon (NCB University Press, Vol. 9 No. 5, October 2001) © 2001 Marc Prensky It is amazing to me how in all the hoopla and debate these days about the decline of education in the US we ignore the most fundamental of its causes. Our students have changed radically. Today’s students are no longer the people our educational system was designed to teach. Today’s students have not just changed incrementally from those of the past, nor simply changed their slang, clothes, body adornments, or styles, as has happened between generations previously. A really big discontinuity has taken place. One might even call it a “singularity” – an event which changes things so fundamentally that there is absolutely no going back. This so-called “singularity” is the arrival and rapid dissemination of digital technology in the last decades of the 20th century. Today’s students – K through college – represent the first generations to grow up with this new technology. They have spent their entire lives surrounded by and using computers, videogames, digital music players, video cams, cell phones, and all the other toys and tools of the digital age. Today’s average college grads have spent less than 5,000 hours of their lives reading, but over 10,000 hours playing video games (not to mention 20,000 hours watching TV). Computer games, email, the Internet, cell phones and instant messaging are integral parts of their lives. It is now clear that as a result of this ubiquitous environment and the sheer volume of their interaction with it, today’s students think and process information fundamentally differently from their predecessors. These differences go far further and deeper than most educators suspect or realize. “Different kinds of experiences lead to different brain structures, “ says Dr. Bruce D. Berry of Baylor College of Medicine. As we shall see in the next installment, it is very likely that our students’ brains have physically changed – and are different from ours – as a result of how they grew up. But whether or not this is literally true, we can say with certainty that their thinking patterns have changed. I will get to how they have changed in a minute. What should we call these “new” students of today? Some refer to them as the N-[for Net]-gen or D-[for digital]-gen. But the most useful designation I have found for them is Digital Natives. Our students today are all “native speakers” of the digital language of computers, video games and the Internet. So what does that make the rest of us? Those of us who were not born into the digital world but have, at some later point in our lives, become fascinated by and adopted many 1 Readings 21st Century Literacy Summit Page 78 Marc Prensky Digital Natives Digital Immigrants ©2001 Marc Prensky _____________________________________________________________________________ or most aspects of the new technology are, and always will be compared to them, Digital Immigrants. The importance of the distinction is this: As Digital Immigrants learn – like all immigrants, some better than others – to adapt to their environment, they always retain, to some degree, their "accent," that is, their foot in the past. The “digital immigrant accent” can be seen in such things as turning to the Internet for information second rather than first, or in reading the manual for a program rather than assuming that the program itself will teach us to use it. Today’s older folk were "socialized" differently from their kids, and are now in the process of learning a new language. And a language learned later in life, scientists tell us, goes into a different part of the brain. There are hundreds of examples of the digital immigrant accent. They include printing out your email (or having your secretary print it out for you – an even “thicker” accent); needing to print out a document written on the computer in order to edit it (rather than just editing on the screen); and bringing people physically into your office to see an interesting web site (rather than just sending them the URL). I’m sure you can think of one or two examples of your own without much effort. My own favorite example is the “Did you get my email?” phone call. Those of us who are Digital Immigrants can, and should, laugh at ourselves and our “accent.” But this is not just a joke. It’s very serious, because the single biggest problem facing education today is that our Digital Immigrant instructors, who speak an outdated language (that of the pre-digital age), are struggling to teach a population that speaks an entirely new language. This is obvious to the Digital Natives – school often feels pretty much as if we’ve brought in a population of heavily accented, unintelligible foreigners to lecture them. They often can’t understand what the Immigrants are saying. What does “dial” a number mean, anyway? Lest this perspective appear radical, rather than just descriptive, let me highlight some of the issues. Digital Natives are used to receiving information really fast. They like to parallel process and multi-task. They prefer their graphics before their text rather than the opposite. They prefer random access (like hypertext). They function best when networked. They thrive on instant gratification and frequent rewards. They prefer games to “serious” work. (Does any of this sound familiar?) But Digital Immigrants typically have very little appreciation for these new skills that the Natives have acquired and perfected through years of interaction and practice. These skills are almost totally foreign to the Immigrants, who themselves learned – and so choose to teach – slowly, step-by-step, one thing at a time, individually, and above all, seriously. “My students just don’t _____ like they used to,” Digital Immigrant educators grouse. I can’t get them to ____ or to ____. They have no appreciation for _____ or _____ . (Fill in the blanks, there are a wide variety of choices.) 2 Readings 21st Century Literacy Summit Page 79 Marc Prensky Digital Natives Digital Immigrants ©2001 Marc Prensky _____________________________________________________________________________ Digital Immigrants don’t believe their students can learn successfully while watching TV or listening to music, because they (the Immigrants) can’t. Of course not – they didn’t practice this skill constantly for all of their formative years. Digital Immigrants think learning can’t (or shouldn’t) be fun. Why should they – they didn’t spend their formative years learning with Sesame Street. Unfortunately for our Digital Immigrant teachers, the people sitting in their classes grew up on the “twitch speed” of video games and MTV. They are used to the instantaneity of hypertext, downloaded music, phones in their pockets, a library on their laptops, beamed messages and instant messaging. They’ve been networked most or all of their lives. They have little patience for lectures, step-by-step logic, and “tell-test” instruction. Digital Immigrant teachers assume that learners are the same as they have always been, and that the same methods that worked for the teachers when they were students will work for their students now. But that assumption is no longer valid. Today’s learners are different. “Www.hungry.com” said a kindergarten student recently at lunchtime. “Every time I go to school I have to power down,” complains a high-school student. Is it that Digital Natives can’t pay attention, or that they choose not to? Often from the Natives’ point of view their Digital Immigrant instructors make their education not worth paying attention to compared to everything else they experience – and then they blame them for not paying attention! And, more and more, they won’t take it. “I went to a highly ranked college where all the professors came from MIT,” says a former student. “But all they did was read from their textbooks. I quit.” In the giddy internet bubble of a only a short while ago – when jobs were plentiful, especially in the areas where school offered little help – this was a real possibility. But the dot-com dropouts are now returning to school. They will have to confront once again the Immigrant/Native divide, and have even more trouble given their recent experiences. And that will make it even harder to teach them – and all the Digital Natives already in the system – in the traditional fashion. So what should happen? Should the Digital Native students learn the old ways, or should their Digital Immigrant educators learn the new? Unfortunately, no matter how much the Immigrants may wish it, it is highly unlikely the Digital Natives will go backwards. In the first place, it may be impossible – their brains may already be different. It also flies in the face of everything we know about cultural migration. Kids born into any new culture learn the new language easily, and forcefully resist using the old. Smart adult immigrants accept that they don’t know about their new world and take advantage of their kids to help them learn and integrate. Not-so-smart (or not-so-flexible) immigrants spend most of their time grousing about how good things were in the “old country.” So unless we want to just forget about educating Digital Natives until they grow up and do it themselves, we had better confront this issue. And in so doing we need to reconsider both our methodology and our content. 3 Readings 21st Century Literacy Summit Page 80 Marc Prensky Digital Natives Digital Immigrants ©2001 Marc Prensky _____________________________________________________________________________ First, our methodology. Today’s teachers have to learn to communicate in the language and style of their students. This doesn’t mean changing the meaning of what is important, or of good thinking skills. But it does mean going faster, less step-by step, more in parallel, with more random access, among other things. Educators might ask “But how do we teach logic in this fashion?” While it’s not immediately clear, we do need to figure it out. Second, our content. It seems to me that after the digital “singularity” there are now two kinds of content: “Legacy” content (to borrow the computer term for old systems) and “Future” content. “Legacy” content includes reading, writing, arithmetic, logical thinking, understanding the writings and ideas of the past, etc – all of our “traditional” curriculum. It is of course still important, but it is from a different era. Some of it (such as logical thinking) will continue to be important, but some (perhaps like Euclidean geometry) will become less so, as did Latin and Greek. “Future” content is to a large extent, not surprisingly, digital and technological. But while it includes software, hardware, robotics, nanotechnology, genomics, etc. it also includes the ethics, politics, sociology, languages and other things that go with them. This “Future” content is extremely interesting to today’s students. But how many Digital Immigrants are prepared to teach it? Someone once suggested to me that kids should only be allowed to use computers in school that they have built themselves. It’s a brilliant idea that is very doable from the point of view of the students’ capabilities. But who could teach it? As educators, we need to be thinking about how to teach both Legacy and Future content in the language of the Digital Natives. The first involves a major translation and change of methodology; the second involves all that PLUS new content and thinking. It’s not actually clear to me which is harder – “learning new stuff” or “learning new ways to do old stuff.” I suspect it’s the latter. So we have to invent, but not necessarily from scratch. Adapting materials to the language of Digital Natives has already been done successfully. My own preference for teaching Digital Natives is to invent computer games to do the job, even for the most serious content. After all, it’s an idiom with which most of them are totally familiar. Not long ago a group of professors showed up at my company with new computer-aided design (CAD) software they had developed for mechanical engineers. Their creation was so much better than what people were currently using that they had assumed the entire engineering world would quickly adopt it. But instead they encountered a lot of resistance, due in large part to the product’s extremely steep learning curve – the software contained hundreds of new buttons, options and approaches to master. 4 Readings 21st Century Literacy Summit Page 81 Marc Prensky Digital Natives Digital Immigrants ©2001 Marc Prensky _____________________________________________________________________________ Their marketers, however, had a brilliant idea. Observing that the users of CAD software were almost exclusively male engineers between 20 and 30, they said “Why not make the learning into a video game!” So we invented and created for them a computer game in the “first person shooter” style of the consumer games Doom and Quake, called The Monkey Wrench Conspiracy. Its player becomes an intergalactic secret agent who has to save a space station from an attack by the evil Dr. Monkey Wrench. The only way to defeat him is to use the CAD software, which the learner must employ to build tools, fix weapons, and defeat booby traps. There is one hour of game time, plus 30 “tasks,” which can take from 15 minutes to several hours depending on one’s experience level. Monkey Wrench has been phenomenally successful in getting young people interested in learning the software. It is widely used by engineering students around the world, with over 1 million copies of the game in print in several languages. But while the game was easy for my Digital Native staff to invent, creating the content turned out to be more difficult for the professors, who were used to teaching courses that started with “Lesson 1 – the Interface.” We asked them instead to create a series of graded tasks into which the skills to be learned were embedded. The professors had made 5-10 minute movies to illustrate key concepts; we asked them to cut them to under 30 seconds. The professors insisted that the learners to do all the tasks in order; we asked them to allow random access. They wanted a slow academic pace, we wanted speed and urgency (we hired a Hollywood script writer to provide this.) They wanted written instructions; we wanted computer movies. They wanted the traditional pedagogical language of “learning objectives,” “mastery”, etc. (e.g. “in this exercise you will learn…”); our goal was to completely eliminate any language that even smacked of education. In the end the professors and their staff came through brilliantly, but because of the large mind-shift required it took them twice as long as we had expected. As they saw the approach working, though, the new “Digital Native” methodology became their model for more and more teaching – both in and out of games – and their development speed increased dramatically. Similar rethinking needs to be applied to all subjects at all levels. Although most attempts at “edutainment” to date have essentially failed from both the education and entertainment perspective, we can – and will, I predict – do much better. In math, for example, the debate must no longer be about whether to use calculators and computers – they are a part of the Digital Natives’ world – but rather how to use them to instill the things that are useful to have internalized, from key skills and concepts to the multiplication tables. We should be focusing on “future math” – approximation, statistics, binary thinking. In geography – which is all but ignored these days – there is no reason that a generation that can memorize over 100 Pokémon characters with all their characteristics, history and evolution can’t learn the names, populations, capitals and relationships of all the 101 nations in the world. It just depends on how it is presented. 5 Readings 21st Century Literacy Summit Page 82 Marc Prensky Digital Natives Digital Immigrants ©2001 Marc Prensky _____________________________________________________________________________ We need to invent Digital Native methodologies for all subjects, at all levels, using our students to guide us. The process has already begun – I know college professors inventing games for teaching subjects ranging from math to engineering to the Spanish Inquisition. We need to find ways of publicizing and spreading their successes. A frequent objection I hear from Digital Immigrant educators is “this approach is great for facts, but it wouldn’t work for ‘my subject.’” Nonsense. This is just rationalization and lack of imagination. In my talks I now include “thought experiments” where I invite professors and teachers to suggest a subject or topic, and I attempt– on the spot – to invent a game or other Digital Native method for learning it. Classical philosophy? Create a game in which the philosophers debate and the learners have to pick out what each would say. The Holocaust? Create a simulation where students role-play the meeting at Wannsee, or one where they can experience the true horror of the camps, as opposed to the films like Schindler’s List. It’s just dumb (and lazy) of educators – not to mention ineffective – to presume that (despite their traditions) the Digital Immigrant way is the only way to teach, and that the Digital Natives’ “language” is not as capable as their own of encompassing any and every idea. So if Digital Immigrant educators really want to reach Digital Natives – i.e. all their students – they will have to change. It’s high time for them to stop their grousing, and as the Nike motto of the Digital Native generation says, “Just do it!” They will succeed in the long run – and their successes will come that much sooner if their administrators support them. See also: Digital Natives, Digital Immigrants Part 2: The scientific evidence behind the Digital Native’s thinking changes, and the evidence that Digital Native-style learning works! Marc Prensky is an internationally acclaimed thought leader, speaker, writer, consultant, and game designer in the critical areas of education and learning. He is the author of Digital Game-Based Learning (McGraw-Hill, 2001), founder and CEO of Games2train, a game-based learning company, and founder of The Digital Multiplier, an organization dedicated to eliminating the digital divide in learning worldwide. He is also the creator of the sites <www.SocialImpactGames.com>, <www.DoDGameCommunity.com> and <www.GamesParentsTeachers.com> . Marc holds an MBA from Harvard and a Masters in Teaching from Yale. More of his writings can be found at <www.marcprensky.com/writing/default.asp>. Contact Marc at [email protected]. . 6 Readings 21st Century Literacy Summit Page 83 Anne Morgan Spalter ([email protected]), Brown University Andy van Dam ([email protected]), Brown University Pinny Sheoran ([email protected]), Mesa Community College Oris Friesen ([email protected]), Future Information Technologies Digital Visual Literacy: A White Paper April, 2005 Visual digital literacy is the ability to understand computer-generated images and use them to communicate effectively, an ability increasingly essential for information technology (IT) and other knowledge workers. This paper outlines the need for increased digital visual education in both twoand four-year institutions of higher education and discusses strategies for a modular framework for curricular materials. Overview George Lucas has said, “If students aren’t taught the language of… images, shouldn’t they be considered as illiterate as if they left college without being able to read or write?” [Marriott 2003]. It has not been clear exactly how today’s colleges and universities should address the call for visual and multimedia literacy [Burmark 2002, Elkins 2003, Mirzoeff 1999, Stephens 1998, FITness], although some institutions, such as USC’s Institute for Multimedia Literacy [IML], are leading the way with their innovative programs. What is clear is the emerging consensus that two- and four-year higher educational institutions must teach visual digital literacy (VDL) skills if they hope to graduate competitive 21stcentury technicians and knowledge workers. Further evidence lies in efforts by corporations such as Adobe Systems to provide the necessary educational materials themselves [AdobeCurr]. Most schools currently pay little attention to the visual aspects of technological literacy, other than visual design courses such as graphic design and multimedia production. This is due partly to the dominance of textual and mathematical thinking in academia and partly to a lack of understanding of how crucial digital visual skills have become in today’s workplace. It is time to integrate visual education with the textual and mathematical. With the advent of computer graphics and the Web it has become almost as easy to make and distribute images as to make and distribute texts. This technological shift is marked most dramatically by the computer, but also builds on the host of image-making technologies developed in the 19th and 20th centuries, from offset printing to still and motion cameras to television, and from the telescope to the scanning tunneling microscope. The challenge facing designers of introductory IT and design curricula is to ensure a systematic and effective approach to the VDL skills crucial to 21st century knowledge work. Current introductory IT and design curricula rarely include, much less integrate, the necessary multidisciplinary threads (from design concepts to the liberal arts to perceptual psychology to, in particular, basic concepts in the science of computer graphics) that are essential to using graphics software effectively and interpreting computer-generated visual materials made by others. Readings 21st Century Literacy Summit Page 84 Visual Digital Literacy White Paper The Pervasiveness of the Digital Visual Environment Today’s knowledge workers are increasingly performing tasks mediated by visual computing. All fields in which professionals must handle large quantities of data now use computer-based data visualization and therefore require a host of VDL skills. The same is true of virtually all scientists and engineers, who must have VDL skills not only to understand large quantities of data, but to simulate and thus predict everything from effective drug design to the results of plastic surgery to the astronomical effects of gravitational lensing. These visual simulations often play as important a role as “wet labs” and in some cases replace real experimentation or make possible impractical or otherwise impossible experiments, such as simulating atomic explosions. All fields of visual design, from architecture to graphic design and from video production and games to many aspects of engineering, now require some level of VDL. So do areas that may at first seem unrelated to visual computing. These include fields such as archeology, where virtual reconstructions have come out of the lab and into the field [Vote 2002] [ACM 2000], as well as ecology, where visualization and geographic information systems are helping technicians manage scarce resources [NOAA]. The following are just a few of the many examples. Imaging is the basis for more and more medical diagnostics, from CAT scans to MRIs and beyond. A hospital near one of the authors has a billboard with the saying (accompanied by a CAT scan image): “The doctor will see you now.” And she will. But she will need VDL skills to understand what she is seeing. Professionals in healthcare, medical and EMT increasingly train on virtual cadavers [Virtual EMS], nurses learn venopuncture skills with “a virtual reality hand, complete with vital veins, that ‘feels’ [and] could help trainee nurses practice their jabs” [Twist 2004]. Dentists use sophisticated imaging for routine procedures such as root canals. Technicians in areas from automotive repair to manufacturing use visualization technologies, from diagrams for vehicle diagnostics to visual tools for managing the manufacturing process. Reconstruction of appearances after death also requires workforce VDL, from policing to mortuary sciences. Eos Systems advertises its product Photomodeler as “…the professional’s choice for 3D modeling and measurement throughout many industry sectors such as accident reconstruction, archaeology & anthropology, architecture &, film, video & animation, forensics and plant & mechanical engineering” [Eos]. Beyond gathering data, computer graphics is used to simulate entire time-based events. For example, companies like 21st Century Forensic Animations create animations for legal cases on aviation, product liability, patent infringement, motor vehicle accidents, and more [21st Century]. In short, one is now hard-pressed to find an industry untouched by visual computing or one in which knowledge workers do not need some significant set of VDL skills. From business presentations to flight simulators, from movie special effects to the evening news, from monitoring the internals of the human body to monitoring the internals of vehicles, from calibrating complex manufacturing instrumentation to calibrating critical bio-technical devices, the 21st-century workforce must every day create and critically interpret visual content. The challenge for educational institutions, from high schools to community colleges to four-year colleges and universities, is how to give students the VDL skills they need to effectively create and interpret computer-generated visual content. 4/8/2005 Page 2 Readings 21st Century Literacy Summit Page 85 Visual Digital Literacy White Paper Integrating Visual Digital Literacy into Current Curricula The chief driver of ubiquitous visual communication has been the computer and the commoditization of 2D and 3D computer graphics. However, the wealth of instructional material in this area is developed for highly specialized students and taught chiefly in computer science or engineering departments; most students are not exposed to it, nor is it appropriate for them in its current form. Some of the relevant VDL skills are taught in art and design departments, but their application to most of today’s jobs is not immediately obvious. Similarly, media theories are taught in visual studies and visual culture courses, but the emphasis is highly theoretical. Schools and departments of communication develop both theory and handson skills, but the focus is almost exclusively on mass media and jobs in related industries, such as advertising and journalism, rather than on addressing the broader role of visual communication in today’s IT-based job place. Courses on visual literacy are becoming increasingly common but rarely combine more than two of the six chief areas we believe are necessary. (These areas are itemized in the next section.) Notable examples of relevant courses include those following in the steps of Prof. Bob McKim’s “Visual Thinking” course [McKim 1980]; courses using Prof. Edward Tufte’s widely read series of books [Tufte 1997]; interdisciplinary design and technology courses at schools such as Brown University and MIT’s Media Lab, and multimedia literacy programs such as that at USC [IML]. Modules and Module Groupings The form factor of available materials is an important practical issue: even if full, interdisciplinary courses on VDL are developed, few programs could adopt them without substantial customization and many would not require a full course at all. What is needed is a more flexible alternative that provides a range of content in easily adaptable modular forms. Introductory curriculum modules for digital visual literacy would let instructors choose only the materials relevant for their topic and would require only slight modifications for use in existing classes, in particular the introductory computer science and literacy courses required in many two- and four-year colleges. The addition of such modules would help prepare students for more advanced use of computer-based visual communication in a wide range of disciplines. A too fine-grained approach, however, will produce many small modules and make the task of creating materials for connecting content from different disciplines overwhelming. In order to provide some preset materials for creating and assessing connections between modules, some likely groupings can be made. For example, popular groupings might include modules from graphic design and perception or from computer graphics technical concepts and design. Standards and Large-scale Deployment Integration of such modular curricular units and unit groups would be aided by alignment with emerging national and state standards in K-12 and beyond. High schools and even middle schools are rapidly adopting standards that include multimedia and thus some VDL [Arizona Stds, New York Stds]. Even some lower school and early childhood standards now include multimedia proficiency. For example, the K-5 standards in Georgia include in the kindergarten section: “Uses multimedia tools to express ideas with teacher guidance” [Georgia Stds]. Standards for institutions of higher education are being 4/8/2005 Page 3 Readings 21st Century Literacy Summit Page 86 Visual Digital Literacy White Paper influenced not only by developments in K-12 but also by workforce analysis such as that conducted by the Northwest Center for Emerging Technology (NWCET), which has charted some of the job skills requiring digital media literacy [NWCET]. Community colleges are particularly sensitive to changing workforce needs and set de-facto standards that impact thousands of students. They are thus ideal venues for introducing VDL modules. One of the authors is Executive Director of the Business and Industry Institute at Mesa Community College (MCC) in Mesa, Arizona, near Phoenix. This is the largest (~48,000 students) of the 10 community colleges in the Maricopa County Community College District of Arizona, which serves roughly 250,000 full- and part-time students. Unlike introductory courses at many institutions of higher education, which vary widely in content and expectations between schools and even instructors of the same course, the courses taught at each of the 10 Maricopa County community colleges have common titles, descriptions, syllabi, assessment, and outcomes. Students from a wide variety of technical specializations enroll in the computer literacy courses, e.g., automotive, biotechnology, manufacturing, pre-engineering, business, nursing, health occupations, construction, and mortuary science. For example, approximately 10,000 students take one of two main computer literacy courses each semester across all 10 Maricopa colleges. The colleges offers these courses in three delivery formats: teacher-led, teacher-led/Internet-enabled, and full online distance learning. Curricular Modules ņ Content We have made a preliminary categorization of the skills desirable for visual literacy in the 21st century. Other areas could well be included. Not all areas are necessary or even appropriate for all students, and within each category modules would range from brief overviews of an area to more in-depth exploration of concepts and usages. Teachers will be able to mix and match modules and module linkages and sequences for a range of courses. 1. Visual Culture: Critical discussion of visual materials and history, including topics in art history, media culture, and visual history. 2. Art and Design: Basic concepts in 2D, 3D, and time-based visual art and design with a focus on both understanding and creating visual art and design materials. 3. Vision Science: Basic concepts in neuroscience, perception, cognitive science, etc., including relevant advances in the brain sciences and design rules based on tenets of visual perception. 4. Computer Graphics and Visualization: Basic concepts in the computer science of computer graphics, from different types of 2D and 3D data representation to visualization and simulation. 5. Image Economy: The economic implications of creating, distributing, purchasing, and exchanging digital visual materials, including issues in image rights management, digital watermarking, and image archiving and conversion challenges. 6. Philosophy: How new visual and simulation technologies change our understanding of reality. 4/8/2005 Page 4 Readings 21st Century Literacy Summit Page 87 Visual Digital Literacy White Paper Each module should include some standardized components, such as: x Background materials and examples of relevant applications x Descriptions of the skill set being developed x Explanation of the module’s relevance to computer literacy x A list of required materials (with sources if not obvious) x Interactive multimedia software, such as simulation visualizations, time-based scenarios, demonstration projects, and laboratory experiments (including lab exercises) x Detailed activities that help teach module content x Assessment tools Teacher modules should also include: x Materials for context and positioning x Suggestions for introducing the module x References, including Web site links, to related skills/bodies of information x Descriptions of how to present included demonstrations and software x Preparation tasks for lab assignments (set-up and tear-down ) x Lab preparations, solutions, and alternative labs x An assessment rubric In addition to assessment within individual modules, an overall assessment of module use in any curriculum must be made. Some key questions for any such assessment should include: Are general competencies in VDL skills increased by students’ use of modules? Does increasing VDL among students in computer literacy classes increase their competency in both evaluating and using information effectively? Is the impact of using these modules different among underrepresented populations of students? If so, why, and how could the modules be modified to increase the VDL of underrepresented populations? What teacher-preparedness issues arise from introduction of these modules and how can they be addressed through such means as refinement of teaching materials and teacher-training workshops? Experimental Course at Brown The two Brown authors have been teaching an experimental VDL course in Brown’s Department of Computer Science entitled Visual Thinking/Visual Computing. This liberal arts course (no programming or mathematical equations involved) includes lectures, in-class activities, use of custom-made software for teaching computer graphics principles [Exploratories][GTT], discussion sessions, take-home projects, and a number of guest lectures by experts in various relevant areas. The syllabus and materials, including lecture slides, assignment sheets and examples of student work, are available for viewing [CS24]. The course’s 25 students were selected by brief questionnaire assessing interest and come from all years (freshman through seniors) and a wide variety of majors, including art history, cognitive science, computer science, engineering, English, music, psychology, visual art and others. 4/8/2005 Page 5 Readings 21st Century Literacy Summit Page 88 Visual Digital Literacy White Paper Ideas Confirmed Our experience to date in the course has confirmed some ideas and made us rethink others. The course has confirmed that, although some faculty and industry thought-leaders find the issue of visual digital literacy either confusing or unnecessary, the students find it an important and natural area of interest. They come to the university completely comfortable with computers and many visual aspects of computing and are eager to express themselves visually even if not involved in a design-related major. Many students had already created independent study courses or even independent majors combining visual computing with computer science, multimedia, literature, and other areas. We also found that students cared much less about disciplinary boundaries than most more mature practitioners; they thought nothing of studying filter kernels one day and semiotics the next and shifted easily between different modes of thought. A nice byproduct of this has been that some of our previously non-technical students are now planning to take courses in the computer science department. Courses in VDL may prove an effective way to attract woman and other underrepresented groups to math and science courses. Student participation in the course has been enthusiastic and the projects and discussion show evidence of a growing understanding of the multidisciplinary impact of visual computing. Ideas Called Into Question The course has also prompted us to rethink some assumptions and reassess some of the challenges of teaching VDL. In particular, issues of granularity, scope, and interconnection have been quite challenging. One of our goals was to test the concept of a full-semester introductory VDL course. Another goal was to identify ways to present the material in stand-alone modules that instructors could integrate into a range of introductory courses in both the arts and sciences. Our current feeling is that the ideal level of granularity lies somewhere between these two options, with predefined groups of modules available for use in select introductory courses. The scope of each module or area of study proved more difficult to delineate than we initially expected. Determining the crucial concepts and vocabulary of a field is not simple and most guidelines are given in terms of semester-long courses (at least). But what if one only has a week to explain the basic concepts of perception or graphic design? We found that the involvement of experts with deep understanding of the subject matter was essential. Our consultations with faculty in different areas and the guest lectures by different domain experts were crucial to the academic validity of this undertaking. Finally, making the connections between areas like computer graphics in CS and design rules or perceptual science was more difficult than we anticipated. The connections are there, and we assumed they would emerge naturally for the students during discussion and homework assignments. While students did make numerous connections this way, we now believe it is helpful to address many types of connection explicitly in the course materials and in assessing of student work. 4/8/2005 Page 6 Readings 21st Century Literacy Summit Page 89 Visual Digital Literacy White Paper Author Background Anne Morgan Spalter combines art and science through artmaking, technical research, and writing. She is a Visual Computing Researcher in the Brown University Computer Graphics Research Group and an Adjunct Faculty member in the Department of Computer Science. Spalter is the author of The Computer in the Visual Arts, a widely used textbook that integrates technical concepts, art history, and art theory. She has also written numerous articles on both art and technology. Spalter is the Director of the Exploratories Group, a project to create Web-based educational content and document effective development strategies. She designed the first computer art course at Brown, which she taught jointly there and at the Rhode Island School of Design (RISD).Her own computer art work has been exhibited in the US and abroad. Andries van Dam (Andy) is Vice President for Research and also Professor of Computer Science at Brown University. His research has concerned computer graphics and hypermedia systems, focusing on electronic books with interactive illustrations for use in teaching and research. Van Dam is the author or co-author of many books, including Computer Graphics: Principles and Practice (co-authored with J.D. Foley, S.K. Feiner, and J.F. Hughes) and Being Fluent with Information Technology, a report of the Committee on Information Technology Literacy, Computer Science and Telecommunication Board of the National Research Council. He is the recipient of numerous awards, including the ACM SIGGRAPH Steven A. Coons Award, the ACM Karl V. Karlstrom Outstanding Educator Award, the IEEE James H. Mulligan, Jr. Education Medal, and the ACM SIGCSE Award for Outstanding Contributions to Computer Science Education. He is a Fellow of the American Association for the Advancement of Science, and a member of the American Academy of Arts and Sciences and of the National Academy of Engineering. He holds honorary Ph.D.s from Darmstadt Technical University and Swarthmore College. Pinny Sheoran is Professor of Computer Information Systems at Mesa Community College and Executive Director of its Business and Industry Institute and the Network Academy. She is also the Director of the Cisco Academy Training Center (CATC) program for the Mountain States. Dr. Sheoran has been an educator and innovator in information technology for over twenty years, developing programs for both education and industry in areas ranging from application development, database technologies, information assurance, cyber security and bioinformatics. Oris Friesen has been involved in Information Technology as an engineer, scientist and Fellow in industry for more than 30 years with General Electric, Honeywell and Groupe Bull. As an independent IT consultant, a Research Professor at Arizona State University and Chair of several Industry Advisory Boards at Mesa Community College (MCC) he is currently focusing on projects dealing with telecommunications, cyber security and bioinformatics. He has been instrumental in leading the effort to develop a new curriculum at MCC dealing with network security, information assurance, cyberforensics and bioinformatics. 4/8/2005 Page 7 Readings 21st Century Literacy Summit Page 90 Visual Digital Literacy White Paper References [21st Century] http://www.call21st.com/ [ACM 2000] Association of Computing Machinery, Graphics and Archeology Campfire. http://www.siggraph.org/~fujii/campfire/archaeology/html/photo.html [AdobeCurr] http://www.adobe.com/education/curriculum/main.html [Arizona Stds] Arizona Technology education Standards, http://www.ade.state.az.us/standards/technology/default.asp. [Burmark 2002] Burmark, Lynell, Visual Literacy (Learn to See, See to Learn), Association for Supervision & Curriculum Development, 2002. [CS24] Brown University course cs0024, Visual Thinking/Visual Computing, Spring 2005. see http://www.cs.brown.edu/courses/cs024/ [Elkins 2003] Elkins, James, Visual Studies, A Skeptical Introduction, Routledge, New York and London, UK, 2003. [Eos] http://www.photomodeler.com/app01.html [Exploratories] http://www.cs.brown.edu/exploratories [FITness] Being Fluent with Information Technology, Report of the Committee on Information Technology Literacy, Computer Science and Telecommunication Board of the National Research Council. National Academy Press, 1999. [Georgia Stds] http://www.glc.k12.ga.us/passwd/trc/ttools/attach/techinteg/QCCCurrTechInteg.p df [GTT] The Graphics Teaching Tool, http://www.cs.brown.edu/research/graphics/research/gtt [IML] Institute for Multimedia Literacy, Annenberg Center for Communication, University of Southern California. http://www.iml.annenberg.edu/ [Marriott 2003] Marriott, Michael, “It’s a Multi-Multimedia World (but few students know how to do a term paper in the ‘language of screens’),” The New York Times, Education Life, November 9, 2003, p. 17. [McKim 1980] McKim, Robert, Experiences in Visual Thinking (General Engineering), Robert McKim, Brooks/Cole Publishing Company; 2nd edition, 1980. [Mirzoeff 1999] Mirzoeff, Nicholas, An Introduction to Visual Culture, Routledge, 1999. [New York Stds] New York State Learning Standards, http://www.nysatl.nysed.gov/standards.html. [NWCET] Northwest Center for Emerging Technology, http://www.nwcet.org/. 4/8/2005 Page 8 Readings 21st Century Literacy Summit Page 91 Visual Digital Literacy White Paper [NOAA] Coastal and Ocean Resource Economics. http://marineeconomics.noaa.gov/socioeconomics/tools.html [NSF] The 2002 User-Friendly Handbook for Project Evaluations (NSF 02-057) [Tufte 1997] Tufte, Edward R., Visual Explanations: Images and Quantities, Evidence and Narrative, Graphics Press, 1997. [Stephens 1998] Stephens, Mitchell, The Rise of the Image, The Fall of the Word, Oxford University Press, Oxford, New York City, 1998. [Twist 2004] Twist, Jo, “Virtual veins give nurses a hand” http://3dgraphics.about.com/gi/dynamic/offsite.htm?site=http://news.bbc.co.uk/1/ hi/technology/3576664.stm [Vote 2002] Vote, Eileen, et al., “Discovering Petra: Archaeological Analysis in VR,” IEEE Computer Graphics and Applications, IEEE Computer Society Press, 2002. 4/8/2005 Page 9 Readings 21st Century Literacy Summit Page 92 Readings 21st Century Literacy Summit Page 93 Marc Prensky Engage Me or Enrage Me © 2005 Marc Prensky _____________________________________________________________________________ “Engage Me or Enrage Me” What Today’s Learners Demand By Marc Prensky [1774 words] “Today’s kids are not ADD, they’re E0E”. – Kip Leland, LA Virtual School Anyone who’s taught recently will recognize these three kinds of students: 1. The students who are truly self-motivated. These are the ones all teachers dream about having (and the ones we know how to teach best.) They do all the work we assign to them, and more. Their motto is: “I can’t wait to get to class.” Unfortunately there are fewer and fewer of these. 2. The students who go through the motions. These are the ones who, although in their hearts they feel that what is being taught has little or no relevance to their lives, are farsighted enough to realize that their future may depend on the grades and credentials they get. So they study the right facts the night before the test to achieve a passing grade and become at least somewhat successful students. Their motto: “We have learned to “play school.” 3. The students who “tune us out.” These students are convinced that school is totally devoid of interest and totally irrelevant to their life. In fact, they find school much less interesting than the myriad devices they carry in their pockets and backpacks. These kids are used to having anyone who asks for their attention – their musicians, their movie makers, their TV stars, their game designers – work really hard to earn it. When what they offer isn’t engaging, these student’s truly 1 Readings 21st Century Literacy Summit Page 94 Marc Prensky Engage Me or Enrage Me © 2005 Marc Prensky _____________________________________________________________________________ resent their time being wasted. In more and more of our schools, this group is quickly becoming the majority. The motto of this group? “Engage Me or Enrage Me.” While our schools and education system today deal with the first two groups reasonably well, the third group is a real challenge. In fact for educators today, it is THE challenge. “Engage Me or Enrage Me,” these students demand. And believe me, they’re enraged. But why? That’s a question that needs a good answer. When I was a novice teacher in the late 60’s in New York City’s East Harlem, things were different. Yes, we had our college bound students, our “doing timers” and our dropouts. In fact, far too many dropouts. Certainly a lot of kids then were not engaged. Many of them were on drugs. Some were engaged in trying to affect society – it was a time of great turmoil and change – but many weren’t. The big difference from today is this. The kids back then didn’t expect to be engaged by everything they did. There were no videogames, no CDs, no mp3’s, none of today’s special effects. Those kids’ life was a lot less rich – and not just in money. It was less rich in media, less rich in communication, much less rich in creative opportunities for students outside of school. Many, if not most of them never even knew what real engagement feels like. But today all of them do. Every single student we teach has something in his or her life that’s really engaging – something that they do, that they are good at, something that has an engaging, creative component to it. Some may download songs, some may rap, lipsync or sing karaoke, some may play video games, some may mix songs, some may make movies, and some may do the extreme sports that are possible with 21st century equipment and materials. But they all do something engaging. A kid interviewed for Yahoo’s 2003 “Born to Be Wired” conference said: “I could have nothing to do and I’ll find something on the Internet.” Another commented: “Every day after go school I go home and download music – it’s all I do.” Yet another added “On the Internet you can play games, you can check your mail, you can talk to your friends, you can buy things, and you can look up things you really like.” Many of today’s third graders have multiple email addresses. Today’s kids with computers in their homes sit there with scores of windows open, IM’ing all their friends. Today’s kids without computers typically have a videogame console or a GameBoy. Life for today’s 2 Readings 21st Century Literacy Summit Page 95 Marc Prensky Engage Me or Enrage Me © 2005 Marc Prensky _____________________________________________________________________________ kids may be a lot of things – including stressful – but it’s certainly not unengaging. Except in school. And there it is so boring that the kids, used to this other life, just can’t stand it. “But school can be engaging,” many educators will retort. “I don’t see what is so much more engaging about this other life, other than the pretty graphics.” To answer this, I recently looked at the three most popular (i.e. best selling) computer and video games in the marketplace. They were, as of June 2004: City of Heroes, a massively multiplayer online role playing game, Harry Potter and the Prisoner of Askaban, an action game for the PlayStation 2, and Rise of Nations, a real-time strategy game for the PC. On their boxes and web sites, these games promise the kids who buy and play them some very interesting experiences: “There’s a place we can all be heroes.” “The Dementors are coming, and this time Harry needs his friends.” “The entire span of human history is in your hands.” Not exactly what we promise our kids in school. And the descriptions of the games? “Create your own heroes” “Thrilling battles!” “Encounter…” “Engage…” “Fly…” “Explore…” “Take on your friends.” “Exciting!” “Challenging!” “Master…” “Amass…” “Build…” “Perform…” “Research…” “Lead…” “Don’t work alone.” Not exactly descriptions of today’s classrooms and courses! What’s more, the games deliver on these promises. If they didn’t, not only wouldn’t they be best sellers – they wouldn’t get bought at all. In school, though, kids don’t have the “don’t buy” option. Rather than being empowered to choose what they want (200 channels! Products made just for you!), to do and see what interests them (log on! – The entire world is at your fingertips!) and to create their own personalized identity (download your own ring tone! Fill your I-pod with precisely the music you want!), as they are in the rest of their life, in school they must eat what they are served. And what they are being served is, for the most part, stale, bland, and almost entirely stuff from the past. Yesterday’s education for tomorrow’s kids. Where is the programming, the genomics, the bioethics, the nanotech – the stuff of their time? It’s not there. Not even once a week on Fridays. 3 Readings 21st Century Literacy Summit Page 96 Marc Prensky Engage Me or Enrage Me © 2005 Marc Prensky _____________________________________________________________________________ That’s one more reason the kids are so enraged – they know their stuff is missing! __________ But maybe, just maybe, through their rage, the kids are sending us another message as well – and in so doing, offering us the hope of connecting with them. Maybe – and I think that this is the case – today’s kids are challenging us, their educators, to engage them at their level, even with the old stuff – the stuff we all claim is so important, i.e. the “curriculum.” Maybe if, when learning the “old” stuff, our students could be continuously challenged at the edge of their capabilities, and make important decisions every half second, and have multiple streams of data coming in, and be given goals that they want to reach but wonder if they can actually can, and beat a really tough game and pass the course, maybe then they wouldn’t have to, as one kid puts it, “power down” every time they go to class. In my view, it’s not “relevance,” that’s lacking for this generation, it’s engagement. What’s the relevance of Pokémon, or Yu-Gi-Oh, or America’s Idol? The kids will master systems ten times more complex than algebra, understand systems ten times more complex than the simple economics we require of them, read far above their grade level – when the goals are worth it to them. On a recent BBC show “Child of our Time,” a 4-year-old, who was a master of the complex video game Halo 2, was being offered so-called “learning games” that were light-years below his level, to his total frustration and rage. The fact is that even if you are the most engaging old-style teacher in the world, you are not going to capture most of our students’ attention the old way. “Their short attention spans,” as one professor put it, “are [only] for the old ways of learning.” They certainly don’t have short attention spans for their games, movies, music, or Internet surfing. More and more, they just don’t tolerate the old ways – and they are enraged we are not doing better by them. So we have to find ways to present our curricula in ways that engage our students. Not just to create new “lesson plans.” Not even just to put the curriculum online. The BBC, for example, has been given £350 million by the British Government to create a “digital curriculum.” They have concluded that almost all of it should be game-based, because if it doesn’t engage the 4 Readings 21st Century Literacy Summit Page 97 Marc Prensky Engage Me or Enrage Me © 2005 Marc Prensky _____________________________________________________________________________ students, it will be £350 million down the tube, and they may not get a second chance. But they are struggling in this unfamiliar world. So how can and should they – and we – do this? As with games, we need to fund, experiment, and iterate. Can we afford it? Yes, because, ironically, creating engagement is not about those fancy, expensive, graphics, but rather about ideas. Sure, today’s video games have the best graphics ever, but the kids’ long-term engagement in a game depends much less on what they see, than on what they do and learn. In gamer terms, “gameplay” trumps “eyecandy” any day of the week. And if we educators don’t start coming up with some damned good curricular gameplay for our students – and soon – they’ll all come to school wearing (at least virtually in their minds) the t-shirt I recently saw a kid wearing in New York City: “It’s Not ADD – I’m Just Not Listening!” So hi there – I’m the tuned-out kid in the back row with the headphones. Are you going to engage me today, or enrage me? The choice is yours. Marc Prensky is an internationally acclaimed thought leader, speaker, writer, consultant, and game designer in the critical areas of education and learning. He is the author of Digital Game-Based Learning (McGraw Hill, 2001) and the founder and CEO of Games2train, a game-based learning company, whose clients include IBM, Bank of America, Nokia , and the Department of Defense. He is also the founder of The Digital Multiplier, an organization dedicated to eliminated the digital divide in learning worldwide, and creator of the sites www.SocialImpactGames.com, www.DoDGameCommunity.com , and www.GamesParentsTeachers.com . Marc holds an MBA from Harvard and a Masters in Teaching from Yale. More of his writings can be found at www.marcprensky.com/writing/default.asp . Marc can be contacted at [email protected] . 5 Readings 21st Century Literacy Summit Page 98 Readings 21st Century Literacy Summit Page 99 Readings 21st Century Literacy Summit Page 100 Readings 21st Century Literacy Summit Page 101 Readings 21st Century Literacy Summit Page 102 Readings 21st Century Literacy Summit Page 103 Readings 21st Century Literacy Summit Page 104 Readings 21st Century Literacy Summit Page 105 Readings 21st Century Literacy Summit Page 106 Readings 21st Century Literacy Summit Page 107 From Popular Literacies, Childhood and Schooling, Routledge, London, Forthcoming, Ed. Marsh, J and Millard, E. CHAPTER 8 MAKING IT MOVE, MAKING IT MEAN: ANIMATION, PRINT LITERACY AND THE METAFUNCTIONS OF LANGUAGE David Parker In this chapter, I want to outline research findings from an arts and media project, funded by the Arts Council England’s New Audiences programme. Most members of the research team had had some previous experience researching media and literacy work in schools; much of their work undertaken jointly with the British Film Institute and King’s College, London under the auspices of the Centre for Research on Literacy and the Media. The project, which will be described in greater detail below, teamed a poet- and animator-in-residence with a school-based researcher and revolved around the adaptation of a fictional narrative, firstly into an episodic poem and then into an animated film. The research element constituted an exploration of the relationships between the adaptation process and literacy. We wanted to unpick how traversing across genres and media with a single core text as a touchstone might enhance the learning experiences of the young people involved. We were particularly interested in the movement between print and moving image media and were looking to explore through this a series of hypotheses that arose from previous work (Parker, 1999; Oldham, 1999). Before we move on to discuss the work in more detail, I will offer a brief overview of some recent research that focuses on the relationship between moving image and literacy, including our own earlier work. I do this primarily in order to contextualise the project within a broader field, but additionally because it is necessary to provide some of the findings from separate studies across disparate fields that, in combination, seem to aggregate up into a set of similar and significant conclusions. The relationship between media and literacy has a relatively long and fiercely contested history. This is unsurprising, given that it acts as a conduit for aspects of broader educational debate — primarily notions of standards, and a perception of those standards falling in relation to previous rates of literacy attainment. The longheld popular theory that a correlation exists between a decline in literacy standards and a concomitant rise in the consumption of media by young people has been endorsed by the press for many years, despite there being little or no hard evidence to support the claim. Brooks (1997) has shown through a rigorous comparative study that, despite public perceptions to the contrary, in real terms, there has been no significant decline in literacy attainment in the UK since 1945. While Brooks found a fall in average performance among eight-year-olds in the late 1980s which could have been attributed to large numbers of experienced teachers taking early retirement, he also found that reading standards in Britain had remained almost static throughout the past half century. This is despite the rise and fall of radically different teaching 224 Readings 21st Century Literacy Summit Page 108 methods throughout that time. Neither traditional phonics teaching nor the 'newer' techniques have significantly improved or worsened average performance. Nevertheless, simplistic correlations continue to be made between many social problems and the popular media, especially film and television. In reality, within schools a somewhat different story emerges. For many years a compelling body of research has built up from within university education departments, especially within the Anglophone countries, which suggests powerful links may exist between the kinds of narratives children and young people enjoy as consumers and the kinds of learning expectations schools and parents hold as desirable in relation to literacy Marsh and Millard (2000) compellingly show how ‘top-down’ models of literacy can fail to connect with what is popular in terms of valued texts among young people and thereby exclude rather than engage. They also illustrate how uses of media can unlock a renewed motivation within learners and create the necessary conditions for reengagement with literacy and the acquisition of print based skills. Similarly, Robinson (1997) has described how a ‘social reading practice’, one which draws film, TV and video into the ambit of what is ‘acceptable’ in terms of reading texts, can be enormously empowering for emergent readers. Children, it seems, are able to draw on connections and parallels that are natural to their growing understanding of story and story constructions, moving freely across media and modes, but which the adult world, perhaps through it’s need to compartmentalize knowledge and experience, seem invisible. Mackey (1999) has pointed out the multiple levels of reader engagement with film and televisual texts. Her work has shown how it offers a bridge into structural aspects of narrative - conveyed visually through the medium of the moving image it can be remade conceptually to fit print-based skills. At the British Film Institute (BFI), a range of research and development projects, and particularly those that arose out of collaboration with King's College , have examined some of the links that can be exploited by teachers when media is incorporated within literacy teaching. My own work (Parker, 1999) has suggested ways in which structural similarities and differences of films and books can be used to compare between moving image texts and written texts as part of a media production process. And (with Julian Sefton-Green, 2000) how, specifically, the process of animation can promote through a staged interaction with plot, theme and narrative, an incrementally ‘framed’ engagement with print texts. In an accompanying research project, Oldham (1999) has shown how reading multiple film adaptations of a source print text can raise levels of critical literacy amongst groups of readers, illuminating both the book and film versions of a single narrative. Her work suggests embedded understandings of narrative structure along with important skills such as prediction, may be developed through moving image media, but that they would need teasing out through teacher mediation in order to fully inform understandings of print media. In the US Van den Broek (2001) illustrates in an online paper ithe positive relationship between TV viewing and the development of reading comprehension. Overall, then, there is a growing body of research worldwide that suggests the simplistic notion of a negative relationship between media and literacy is not substantiated by grounded research studies. The research suggesting other more 225 Readings 21st Century Literacy Summit Page 109 positive relationships between moving image culture and print literacy forms the context for the findings of the Animated English project. The New Audiences ‘Animated English’ Project The project, funded by the Arts Council England’s New Audiences programme, was undertaken at a co-educational, multi-ethnic comprehensive school in West London in 2002. New Audiences was a £20 million initiative which ran from 1998-2003. It aimed to encourage as many people as possible to participate in and benefit from the arts. The Animated English project was devised jointly by the BFI and the School of Education at King’s College, London, involved two mixed-ability Year 7 English classes who aimed to create an animated film version of episodes from a comic horror novel, Groosham Grange, by Anthony Horowitz. Each class was split into six groups of four or five children, and each group was tasked, while working in conjunction with a poet-in-residence with adapting a section of the novel into a short narrative poem, The rest of the work, which consisted of ten 50 minute lessons per class, was carried out under the guidance of the BFI’s Animation Officer. Each group, after being introduced to some key concepts of film-making and visual design, created a storyboard for their poem, produced the necessary backgrounds, characters and props (using coloured pens and paper) and then filmed their section of the story, shot by shot, refining their approach in relation to the particular affordances of the medium. The finished films were edited using the software package iMovie. The pupils were in control of the editing of their material, cutting it, adding sound effects and voiceovers, and employing cross fades. Beyond noting changes in language use - wider vocabulary, greater powers of description with regard to space and time - which might occur in children’s speaking and writing as a result of storyboarding, filming and editing, this project also aimed to elucidate the narrative links between print and moving image media. It attempted to demonstrate how an engagement with the different conceptual and technological demands of each medium might lead to enhanced comprehension of storytelling in general. At a more tentative level, it explored how the explicit demands of composition required by the creation of an animated film (ideas of focus, audience, planning, arrangement and editing) might be used as a scaffold for the less evident compositional demands of writing. Finally, it addressed the definition of literacy itself, and asked why the conceptual and compositional skills that can be developed through intelligent use of the new media should not be regarded in themselves as an inherent part of literacy rather than as merely playing a subordinate role. Each of these elements will be outlined and discussed below. Summary of main findings Our key findings were, in some ways, counter-intuitive. They were based on evidence from a wide range of sources, including our own detailed observation and analysis. These key findings are summarized below in bullet form, and will be discussed in more detail later. 226 Readings 21st Century Literacy Summit Page 110 x The Key Stage 3 research project, using animation as a means of promoting writing and a richer understanding of print narrative, reinforces some key aspects of previous research. Most importantly, the notion that children are quicker to come to an overall understanding of a complete story when they have an opportunity to engage with it through more than one medium, and this is especially true if moving image media is used. x The role of the poet-in-residence, which had been hypothesised as a possible way of structuring the writing of the children, became, at times, too constrictive, in the sense that poetical form overrode the eventual goal of moving image structure and narrative. A writer-in-residence with a more narrative focus may have offered a smoother transition between each media. x The students’ compositional skills with regard to structuring a narrative in film were far ahead of their written compositional skills. Those elements that have been identified as key areas of narrative development in children — orientation and coherence — were, through the explicit demands of focalisation and sequencing in film-making, significantly improved. If we add ‘content’ to these two categories, as a narrative feature that is made explicit through moving-image, then we have there terms that correlate to Halliday’s (1978; 1985) metafunctions of language the ideational (content), the interpersonal (orientation) and the textual (coherence). x There is strong evidence from this project to suggest that mediating literature through structured teaching of the moving image creates a cultural bridge that can foster new communities of practice by drawing from childen’s existing funds of knowledge of these texts (Moll et al., 1992). Reluctant or emergent readers may become more positive about books when they are enabled to talk about and conceptualise one medium in terms of another. Yet the development of these key concepts is predicated on long term planning and recursive opportunity. Using moving image media production as a catalyst for introducing and reinforcing the general principles or metafunctions in such a way that they may ‘cross over’ and be of use in strengthening reading and writing print texts, can only occur if sessions using media can be regularly timetabled. This leads to a central paradox. In an already overloaded curriculum we need to carve out the space and time necessary to achieve a greater, more inclusive impact on literacy attainment. Animation can be a time consuming process and so we need to either make the time by conflating mutually achievable learning aims (ICT and Art and Design are both curriculum ‘spaces’ that could logically ‘dovetail’ with this approach to literacy) or, reduce the time by looking at moving image alternatives to animation – i.e. live action filming and editing or the use of archive material through editing work. Some of these pressing problems may be addressed by potential changes to the curriculum in the face of increased awareness of personalized learning and multiple intelligence theory (Gardner, 1999) learning across subjects and through less traditional modes and media may become a top-down directive in the medium term. 227 Readings 21st Century Literacy Summit Page 111 Theorising the findings So far I have outlined some relevant literature, a description of the Animated English project and a summary of our key findings. Here I want to explore in a little more detail some of the theoretical interpretations that may account for the relationships between moving image media and literacy that appear to emerge from the project. It has been useful for the research team to look at possible connections between M. A. K. Halliday’s (1978) metafunctions of language and research into the development of literacy in children. Halliday’s three metafunctions, present in any communicational act, are the ideational, the interpersonal and the textual. These are further refined in relation to visual grammar by Kress and Van Lueween (1996). However, research and exploration into children’s literacy begins, almost inevitably, with Piaget. The areas in which he identified a more limited development in younger children - order, causality and orientation - have been refined but not challenged by subsequent research. Clearly, order and causality correspond to Halliday’s textual function and the need for coherence within a text; orientation corresponds to Halliday’s interpersonal function and the clear establishment of relations between participants in any communicative act. The content of children’s narratives corresponding to Halliday’s ideational function - has received less attention. Recent research highlights the influence of personal and situational context on content (Burn and Parker, 2003), but at a simpler level one is looking, in literacy, for imaginative and expressive development; that is, advances in breadth of reference, depth of detail and use of figurative language. The definition of literacy is under much debate, but perhaps it can be agreed, with reference to studies of children’s narrative development, that three main criteria by which literacy attainment can be measured are: depth/breadth of content and expression; understanding and use of perspective/orientation/audience awareness; improved coherence. These three, it is possible to suggest, correspond to Halliday’s metafunctions of language: the ideational, interpersonal and textual. It should, in fact, be no surprise that developments in literacy equate to a more developed understanding and use of the three essential functions common to all communicative acts. In further support for this contention, it can be shown that many of the requirements for Writing, Reading, Speaking and Listening in the National Curriculum can be sorted under the same three categories. Furthermore, specific differences between Attainment Levels correspond to development within these three categories, concentrating on varied vocabulary, the extent to which the reader has been borne in mind and clarity and complexity of expression. If these three areas constitute literacy, and their development constitutes a valid and important part of the English curriculum, it is necessary to discover the best ways in which such development can be taught and learned. Reference is now made to Gunther Kress and multimodality. Following his adaptation, or extrapolation, of Halliday’s metafunctions for all meaning-making modes (such as gesture, visual aids, speech, materiality, printed words) it is here not presumed that language is alone the best way to communicate/explore ideas and information. This is true even - or especially - when language itself is the subject of study. There may, indeed, be many ways to foster knowledge, skills and understanding with regard to content, orientation and coherence, but the particular focus of this study is the controversial and relatively 228 Readings 21st Century Literacy Summit Page 112 new mode of moving-image. (This is a mode unexplored and untheorised by Kress.) The research question, therefore, is: In what ways can work with moving-image media help to develop the content, orientation and coherence of children’s writing (and their comprehension of these elements with regard to their reading). Two things must now be established. First: are there elements of the grammar of film, as identified by theorists in that field, which correspond to content, orientation and coherence (that is, which correspond with the areas identified as central to the development of literacy)? Second: what, in Kress’s terms, are the specific functional affordances of moving-image media? In other words, can we distinguish the ideational, interpersonal and textual affordances of moving-image media and then demonstrate how these can be used to convey/explore the elements of literacy (content, orientation and coherence)? It turns out that not only are there clear correspondences between literacy criteria and the grammar of moving-image media but that a single - very interesting and potentially useful - quality characterises the affordance of moving-image media: explicitness. Theoretical accounts of narrative and film, though they differ in emphasis and interpretation, agree upon certain elements that distinguish all film narratives. There is the representation of states of affairs in the world (the representation of character and setting). This is ideational. There is the matter of perspective, point-of-view, focalisation (the relation between the events/characters shown and the audience). This is interpersonal. And there is the question of time (sequence, causality, continuity, coherence). This is textual. Working with movingimage media it is impossible not to deal with these elements. But where, in writing, the ideational, interpersonal and textual demands of narrative can go un-noticed, receiving relatively little critical attention from writers and readers, the explicit nature of film makes it all but impossible for any film-maker or spectator to ignore anomalies, faults and gaps in composition. It is through this quality of explicitness that moving-image media might prove to be most useful in supporting various schemes of work for literacy development. (It will not be argued that explicitness is always a virtue; but it remains true that even where it fails - in nuance, say, or in conveying abstractions, ideas, affections - it fails explicitly and is therefore still valuable as a learning tool.) In the school-based research carried out for this project, it can be shown that the work produced using moving-image media consistently exhibited higher levels of correspondent literacy than that shown in the same children’s writing. In other words, areas identified as central to the development of conventional print literacy are confronted and understood much more easily using moving-image media. There is, of course, no direct transfer of these skills straight from one mode to another. Much depends on an appropriate pedagogy. But such clear contrasts in attainment with regard to the same basic elements of literacy point the way towards much future research. With the ideational function, specificity and concreteness of representation were far higher in the films than in the poems With regard to orientation, awareness of audience was evident in every shot, and there was much discussion and revision as a consequence of the camera acting as ‘reader manqué’ for the film texts. Point of view was more consistent and precise compared with written work and imaginative alterations of perspective were used for dramatic effect. With regard to coherence, the storyboarding and filming ensured that causality was a priority in the structuring of these narratives. There were clear representations of action within a consistent 229 Readings 21st Century Literacy Summit Page 113 time frame, and no - or at least no unacknowledged - disruptive jumps, loose ends, divisions or confusion. All the films were economical in their telling, unlike much of the written work. These are achievements that in themselves constitute literacy attainment, if we take the broad view of literacy. But the central aim of research in this area must be to find ways in which the skills and levels of understanding in one mode can be used to support and complement those of another. How can the explicitness of moving-image media be used to improve conventional print literacy? Can explicitness be used to reveal some of the seemingly hidden elements of literacy? And can moving-image media demonstrate, through its own shortcomings, some of the qualities peculiar to the art of writing? Vygotsky’s suggested Zone of Proximal Development could be brought into play here (Vygotsky, 1980). Just as there is a progression, for Vygotsky, from the interpersonal to the intrapersonal, one might posit that a child could be led from the explicit discovery of certain concepts of narrative and literacy to the internalisation of those concepts. Aside from the metafunctional relations suggested by this research project, there are other, more ‘obvious’, benefits to literacy from the use of moving-image media in the English classroom. Put simply, there are many elements of the film making process that correspond to specific requirements of the National Curriculum. The group work on devising narrative poems, creating storyboards and making films clearly involved group giscussion and Interaction; the need to follow detailed instructions in all these areas required work on listening skills. The need to scan a narrative for plot summary and for details of action, character and setting in order to create a storyboard incorporated reading skills and encouraged greater familiarity with the text. The listing of events and the narrative poems involved writing skills, and the choice of words used within each film involved suiting writing to a particular medium. Moreover, there were ‘obvious’ benefits in terms of composition. The careful preparation of materials for the storyboards and filming demanded development of planning skills. And the refinement of work, through the filming process and when editing the filmed material, encouraged revision and criticism of work in process. All these elements can be simply itemised and backed up with evidence from written and spoken data, along with observational notes. But the complicated, expensive and time-consuming nature of film making means that these benefits alone, though they rebut claims that moving-image work is mindless play and detrimental to literacy, would not be enough on their own to make a claim for the importance of using this technology widely in the English classroom. The focus, therefore, should be on correspondence at a more fundamental level. The key element in the transference of skills from one area to another resides in pedagogy. As it stands, research into the relations between moving-image media and print literacy can verify certain accidental or coincidental benefits, and can posit analogues between the two modes with regard to narrative and communicational development. What cannot be demonstrated is that simply using the new technology will systematically benefit print literacy across the board. This is because there is no such thing as ‘simply using’. The desired learning outcomes, preferred methodology and inherent (or cultivated) ideology of any teacher and teaching system will determine the way in which the established relations develop. 230 Readings 21st Century Literacy Summit Page 114 At the far end of this research one can bear in mind the theorising that is currently going on in academies with regard to humanities and computing. Scholars like Richard Lanham (1993) and W J Mitchell (1986) have considered how hypertext, the electronic word and Imagetext are altering the very notion or essence of literacy. More immediately, however, there are many potential research projects using movingimage media that spring to mind, based upon more conventional definitions of literacy and its development; projects that focus upon similarities and differences between moving-image and print with regard to content, orientation and coherence; projects, indeed, that focus on the processes of composition (ranging from draft to edit) without necessarily demanding a finished (film) product. What is essential to this, however, is a deep understanding of the relationship between signs, meanings and media, an understanding that moves beyond semiotics and begins to embrace grounded accounts of pedagogy, too. References Bazalgette, C and Buckingham, D (1995) 'The Invisible Audience', in Brooks, G, Trends in standards of literacy in the United Kingdom, 1948-1996, Paper presented at UK Reading Association conference, University of Manchester, July 1997, and at British Educational Research Association conference, University of York, September 1997. Buckingham, D (1996) Moving Images: Understanding children`s emotional responses to television, Manchester: Manchester University Press. Buckingham, D (2001), New Media Literacies: Informal learning, digital technologies and education’, London: Institute for Public Policy Research. Buckingham, D, Harvey, I & Sefton-Green, J (1999), The Difference is Digital? Digital Technology and Student Media Production, Convergence, Vol 5, No 4, Winter 1999, pp 10-20. Gardner, H (1999) Intelligence Reframed: Multiple Intelligences for the 21st Century. New York: basic Books . Halliday MAK (1978) Language as Social Semiotic, London: Edward Arnold. Halliday MAK (1985) An Introduction to Functional Grammar, London: Arnold. Hodge, R, and Kress, G (1988) Social Semiotics, Cambridge: Polity. Hodge, R and Tripp, D (1986) Children and Television, Cambridge: Polity. Kress, G (1993), ‘Representational Resources and the production of subjectivity: questions for the theoretical development of Critical Discourse Analysis in a multicultural society’, London University Institute of Education, unpublished paper. Kress, G and Van Leeuwen, T (1996) Reading Images: the Grammar of Visual Design , London: Routledge. 231 Readings 21st Century Literacy Summit Page 115 Kress, G and Van Leeuwen, T (2001) Multimodal Discourse, London: Arnold. Lanham.R, (1993) The Electronic Word : Democracy, Technology, and the Arts; Chicago; London : University of Chicago Press. Marsh, J., & Millard, E. (2000). Literacy and popular culture: Using children’s culture in the classroom. London: Paul Chapman. Metz, C (1974) Film Language, Chicago L: Chicago University Press. Metz, C (1982) The Imaginary Signifier: Psychoanalysis and the Cinema, Bloomington IN: Indiana University Press. Marsh, J. and Millard, E. (2000) Literacy and Popular Culture: Using Children’s Culture in the Classroom, London: Paul Chapman. Mitchell,W.J (1986) Iconology: image, Chicago;London:University of Chicago Press. text, ideology; Parker, D (1999) ‘You’ve read the book, now make the film’: moving image media, print literacy and narrative, English in Education. Parker, D and Sefton-Green, J (2000) Edit-Play, London: bfi. Sefton-Green, J (1995) `New Models for Old? English Goes Multimedia`, in Buckingham, Grahame & Sefton-Green, Making Media - Practical Production in Media Education, London: English & Media Centre. Robinson, M (1997) Children Reading Print and Television, Falmer. Sefton-Green, J (1999) ‘Media Education, but not as we know it: Digital Technology and the end of Media Studies’, The English & Media Magazine No. 40, Summer 1999 Sinker, R (2000) ‘Making Multimedia’, in Sefton-Green & Sinker (eds), Evaluating Creativity, London: Routledge Van Leeuwen, T (1985) ‘Rhythmic Structure of the Film Text’, in van Dijk (ed), Discourse and Communication, Berlin: de Gruyter Van Leeuwen, T (1999) Speech, Music, Sound, London: Macmillan Vygotsky, L.S. (1980) Mind in Society: Development of Higher Psychological Processes. Cambridge MA: Harvard University Press. Williams, R (1981) ‘Communications, Technologies and Social Institutions’, republished in Williams, R (1988) What I Came to Say, London: Hutchinson i http://www.ciera.org/library/archive/2001-02/04OCT99-58-MSarchive.html 232 Readings 21st Century Literacy Summit Page 116 Readings 21st Century Literacy Summit SECTION 1 STATE OF THE ART IN MEDIA EDUCATION Media Literacy: Essential Survival Skills for the New Millennium Page 117 Media Education: — the process and teaching of and learning about media. Media Literacy: —the outcome, the knowledge and skills learners acquire. Media Studies: —the courses teachers teach. Barry Duncan e live in a mediated world, a “global village,” as Marshall McLuhan famously described it. Events such as 9/ 11, the war in Iraq, teen pop idol Britney Spears’ 24-hour marriage, Janet Jackson’s “wardrobe malfunction” at the 2004 Superbowl, and the latest “reality” television all blend into a strange media brew. In this article, Barry Duncan outlines the place of media education and media literacy in the classroom. W W e have to reckon with new and evolving communication technologies: from cellphones to digital cameras, from internet chat rooms to the mind-boggling information resources available on the World Wide Web. The expanded communication territory and the blurring of boundaries between entertainment, popular culture, consumption, and communication suggest that we include within out understanding of media such sites as shopping malls, pop icons like Barbie dolls and Pokemon, and the buzz about brand-driven fashions. According to Canadian culture critic Naomi Klein, “brands are today’s new rock stars.” Mass media and popular culture represent multi-billion dollar opportunities for global marketers peddling the latest goodies for teens and tweens, and a major concern for parents and caregivers. It should be no surprise that media literacy has finally entered our schools. While its reception has been grudging at times, media Literacy is no longer seen as a superficial frill, but as an essential component of the curriculum. Media Literacy Defined In 1989, the Ontario Association for Media Literacy (AML) offered this definition for the Ministry of Education’s Media Literacy Resource Guide: “Media literacy is concerned with developing an informed and critical understanding of the nature of the mass media, the techniques used by them, and the impact of these techniques. It is education that aims to increase students’ understanding and enjoyment of how the media work, how they produce meaning, how they are organized, and how they construct reality. Media literacy also aims to provide students with the ability to create media products.” Media literacy also includes media production: writing detailed TV scripts, creating satiric collages, or editing complex video material. We use media for a variety of purposes and contexts in the classroom. It is important to distinguish between “teaching about” and “teaching through” the media. Many teachers use media as audio-visual aids to support subject content—teaching through— while teaching about media presupposes a critical approach, where media texts themselves are explored in terms of their form, strategies, organization, referents, points of view, and so on. However, there is no reason why both approaches can’t co-exist to generate a more thoughtful, culturally relevant curriculum. Watching a media literacy class in which students, armed with digital cameras, tell their stories is an exhilarating educational experience. Messy at times and seemingly chaotic, creative media projects demonstrate that theory and practice must support each other. Origins Without going on a crusade of media bashing fuelled by moral panics, the media classroom deserves openness, intellectual rigor, loads of enthusiasm, and a willingness to take risks. Readings 21st Century Literacy Summit The first wave of media education emerged in the 1960s, catalyzed by the U.S. civil rights movement, influenced by feminism and the questioning of media coverage of the Vietnam War. In Canada, cultural nationalisms and the emergence of a Canadian film and television industry shaped early media education efforts. Alarming TV viewing statistics of young people helped motivate teachers and parents. Until recently, when Internet usage surged ahead, the average teen had logged 15,000 hours of television by the end of Grade12, in contrast with spending 11,000 hours in the classroom. Initially a “movement” of enthusiastic classroom teachers, it was not until the 1990’s, largely due to the proliferation of digital media, that Canadian media education began to be taken seriously by education policy makers. In 1986, Ontario was the first jurisdiction in North America to make media literacy a mandatory part of the curriculum, from K to Grade 12. Following that decision, the widely recognized Media Literacy Resource Guide was published in 1989 by the Association of Media Literacy. By 1997, the rest of Canada had followed and media literacy was embedded in provincial policy guidelines for all English/language arts programs. Typically, media literacy is established as a “strand” assuming 25% of the expectations set out in provincial guidelines for the English/language arts curriculum. While some teachers may pay only lip service to these requirements, at least they are contained in mandated guidelines. As more teachers receive in-service training, enrol in Additional Qualification courses, or conduct their own research, they welcome media Education in their classroom, not as an add-on but as a creative and culturally relevant opportunity for learning. In several provinces, media studies is offered as a complete stand-alone credit, usually at the Grade 11 level. Key Concepts Media literacy is drawn from many fields, including sociology, psychology, political theory, gender and race studies, as well as cultural studies, art, and aesthetics. The work of Marshall McLuhan and others in communication studies is also important. The field is dynamic, with different approaches, yet there is considerable international consensus on important concepts and areas to be covered in media analysis. CODES AND CONVENTIONS Consider how different media communicate messages. In learning about film, for example, we look at the technical codes of closeups, zooms, dissolves, pans, and tilts and the effects created by sound and special effects. Further investigations in codes and conventions might address the use of the TV news anchor’s desk as a symbol of authority or the images of death and satanic destruction in CD covers of heavy metal music. VALUES AND IDEOLOGY IN MEDIA We all have a set of beliefs about the world which shapes our fears and aspirations, from the roles of schooling, attitudes to same sex marriage to the role of police. Typical questions when analyzing a Page 118 media text or image: Who is in a position of power? Who is not? Does the text exclude any groups of people or their beliefs? MEDIA AND INDUSTRY The commercial organization and implications of the mass media need to be recognized; otherwise, we are culturally naïve and socially irresponsible about the basis of our systems of communication. Most of our entertainment and communication technologies are owned by a small number of global corporations, e.g., Time Warner, Disney, and Viacom. Issues around concentration of ownership and control also apply to merged media corporations in Canada, such as Bell /Globe Media and Canwest/Global. Does this level of control influence what stories get told and how, and how different groups are represented? Lest the topic seem too abstract, consider available documentaries on Coca Cola, McDonald’s, and Nike. Help students investigate monopolies, the extent of corporate resources for advertising, and the incredibly powerful role of public relations’ initiatives. Critical marketing has become the most important aspect of modern media. (Consult Naomi Klein’s invaluable book No Logo: Taking Aim at the Brand Bullies, Random House, 2000.) MEDIA AND AUDIENCE Audience is used in two different ways How are we consumers of media products or “target audiences”? How as active participants we make sense of the media. TEACHABLE MEDIA MOMENTS Almost every week there are media events which students wish to talk about—“teachable media moments.” The death of Diana, Princess of Wales, the war in Iraq, the Oscars, the Superbowl, the impact of 9/11, are but some examples. As a follow-up to September 11, for example, teachers had their students investigate some of the following: • “Time has ceased, space has vanished. We live in a global village, a simultaneous happening.” Discuss McLuhan’s insight in light of our experiences of 9/11. • Use key concepts from discourse analysis to explore the representations of patriotism, grief, social justice, resistance, and protest. • Who was marginalized after 9/11 and why? • Compare and assess network news coverage with alternative news sources on the Internet. Readings 21st Century Literacy Summit Target Audiences: On television and commercial radio, the media serve to deliver audiences to sponsors. In a highly watched spectacle such as the Superbowl, a 30-second commercial will cost at least a million dollars. Page 119 Without going on a crusade of media bashing fuelled by moral panics, the media classroom deserves openness, intellectual rigor, loads of enthusiasm, and a willingness to take risks. Teachers can begin by acknowledging their own problematic and contradictory passions and by being prepared, when Active Audiences: Audience theory suggests that audiences are appropriate, to share them. Playing “spot the stereotype” is limited active participants, and that enjoying or making sense of media is a in itself. Why not encourage students to write thoughtful papers on complex process; moreover, each person negotiates meaning, their media pleasures and encourage them to use media logs for depending on his/her gender, race, class, and age. open-ended responses? Encourage mainstream readings of popular television texts and then model some oppositional Examples of Media Literacy in the readings. Encourage students to transfer insights developed in the Curriculum media classroom into other areas: the politics of schooling, the role English—adapting a short story or novel into a film; creating of authority in the family, and the world of work. multimedia thematic units; script writing History—detecting bias in news coverage and so-called historical References truth; points of view in documentaries; representing historical Buckingham, D. (2003). Media education: Literacy, learning and contemporary events in feature films culture. London: Polity) Civics—investigating opportunities for democratic access to social Masterman, L. (1989). Teaching the media. London: Routledge. and political power, as well as access to the public space of media Bio: representation Barry Duncan is an award-winning teacher, author, consultant, Geography—assessing the form and impact of images of the Third and past president of the Association for Media Literacy (Ontario). World He is co-author of Mass Media and Popular Culture (Harcourt Health Education—critiquing gender representation, especially Canada, 1996) and has presented workshops and keynote the pervasive ultra-slim models and actors who glamourize teen addresses to teachers in Canada, the United States, Japan, Brazil, anorexia China, Spain and England. For elementary school teachers who inevitably cross subject borders, media literacy approaches can shape and unify several curriculum strands. Articles elsewhere in this issue of Orbit will be of great help (see especially Section 2). In the Media Classroom In the media classroom, we want to pursue thoughtful media analysis in which it is understood that class discussions and reflection are the basis for constructing new knowledge. In this context, the classroom is a “site of struggle” in which meanings are negotiated. U.K. educator Len Masterman insists that media studies should be inquiry-centred, co-investigative (it does not seek to impose a specific set of values), and egalitarian (teachers and students share media experiences, but may have different interpretations). Early models of media education denigrated young people’s popular culture. The media were seen as bad and students needed to be taught how to discriminate and resist. There are still teachers who believe that such approaches are appropriate and that students need to be culturally inoculated. More recent models presume a richer and more diversified vision of society, where popular culture plays a key role in our everyday lives. Such models recognize dynamics of power, pleasure, and politics and consider media as a significant influence on identity formation. Along with the liberating elements implicit in audience theory, as well as student-directed media production, such models empower students to make up their own minds about challenging ideas and classroom debates, fostering conditions for critical autonomy. Readings 21st Century Literacy Summit Page 120 Readings 21st Century Literacy Summit Page 121 Meeting the Rising Tide of Information Technology Literacy: The Changing Role of the U.S. Education System in Producing Skilled IT Workers Introduction This paper draws attention to the potential impact on IT workforce development of connecting IT skills for learning already required in schools with IT skills required for work. The National Center for Education Statistics reports more than 2 million students graduating annually from high schools in the United States. By 2003 there will be 13,951,000 students enrolled in grades 9-12. What would it take to cultivate the talent of these youth and build their potential to access the high skill, high wage jobs in Information Technology? This paper traces the research on career development that shapes our current education and training policies and practices, and poses questions about the relationship between career development and workforce development for IT. Furthermore, this paper shares the details of a Pathway Pipeline Model for ITi. The model addresses the disconnect between education and employment in Information Technology and proposes an education strategy to increase opportunities for all students to access high skill, high wage IT careers and significantly expand the available pool of IT talented in the United States. The Importance of Career Development in Workforce Development Policy and Practice What is career development? What role might it play in IT workforce development? During the last century there were many significant attempts made to understand and explain how and why we choose careers, and what it takes to succeed in careers. These have translated into national education and training policies and practices that have structured workforce training systems for most of the last century, from the Vocational Education Act of 1917 to Perkins III, and have become embedded in our education institutions. The first three-quarters of the last century were greatly influenced by the Trait Factor theory ii iii, which described career decision-making as a process that matched interests, aptitudes and abilities to occupations. Up to the mid-1970’s, Trait Factor profiles were the most often used in career counseling. They were integrated with career information and implemented in commonly used career resources such as the Kuder Form E, the General Aptitude Test Battery (GATB), the Dictionary of Occupational Titles, the Occupational Outlook Handbook and the Guide for Occupational Exploration of the US Department of Labor. Since the Trait Factor theories, we have moved through several important belief sets that have helped us to further understand career development. Socioeconomic theories, for example, explained the influence of certain socioeconomic factors on career decision-making. These factors included the social status ranking of careers, the influence of the social class of our birth families, and the relationship of education and training to status and incomeiv. Copyright EDC, 2000. Readings 21st Century Literacy Summit Page 122 2 As we have progressed in our search for predictors of career choice and success, we have learned that career development is a lifelong process that begins in the home, is nurtured throughout school life and is manifested in changing adult career choices. Post World War II developmental theorists such as Roev, Supervi, Ginzbergvii viii, Havighurstix, Hollandx, and Critesxi concur that career development proceeds along a continuum of experiences and that occupational decisionmaking is a developmental process that addresses complex issues of social and psychological development. They agree, as well, on how this development leads to adult career choices. These career development theories have shaped the education and training reform of the last quarter century, including the Career Education movement of the 1970’sxii. This movement redefined elements of effective education to employment systems and set the groundwork for both the “new vocationalism”xiii and the School-to-Work Movementxiv of the 1990’s. What do these trends in career development research mean for the development of an education to employment system for Information Technology? 1. Career development can be guided. 2. Whether intentional or unintentional, providing educational technology learning experiences in schools contributes to the career development of youth. 3. Research on women and girls indicates that by high school, females turn away from technology career pathways. 4. Youth without significant IT role models or personal and family connections to the IT world of work need support in order to connect the IT skills they are learning in schools with their own interests and values, and with potential IT careers. These lessons challenge IT educators and IT workforce development advocates to take specific actions in order to maximize the IT workforce potential of students in the K-12 systems. These include: x developing a sequence of IT career development interventions to support the IT skill development of students throughout elementary, middle and high schools; x making up-to-date and accurate IT career information public and accessible; and x keeping interest in technology alive for females and cultural and economic minorities to retain them in career pathways in IT. National IT Issues and Goals The following IT issues emerged over eighteen months of discussion with IT employers and educators. These discussions focused on what it would take to develop a pathway/pipeline model that would satisfy both employers’ need for a skilled pool of talent, and educators’ need to build the capacity of students to succeed in the world beyond school. Issue 1: There is a severe IT skills gap and worker shortage, and a very unreliable job pipeline. Goal 1: To create a reliable labor pool of skilled workers, with the required knowledge and skills in technical IT areas, foundations for IT success (math, science, communications), and the soft skills (problem solving, teaming) needed in the workforce. Copyright EDC, 2000. Readings 21st Century Literacy Summit Page 123 3 Issue 2: IT education in the U.S. today is very fragmented; many students do not receive the career information they need to pursue IT careers. Goal 2: To provide students and educators with the information, career awareness, education and training when and where they need it for an information age economy with IT at its core. Issue 3: The current structure of IT workforce education in schools is not aligned with the IT world. IT career awareness and exploration programs in the K-8 system are limited to occupational information and assume that there has been no technical skill/knowledge experiences prior to entering industry targeted workforce preparation programs. In the world outside of schools, IT is becoming ubiquitous. People are becoming sophisticated users of IT at early ages without intentional career training. Goal 3: To connect IT learning standards with IT skill standards for work, and to provide IT career development support to help learners connect their developing IT interests and skills to IT careers. Recognized IT Skills Shortage: Over the past five years there have been significant attempts to identify and quantify the IT skills shortage felt by our national industries. The U.S. Bureau of Labor statistics reported that the US will require more than 1.3 million new IT workers in the three core occupations: computer scientists and engineers, systems analysts and computer programmers.xv ITAA’s Help Wantedxvi reports 346,000 vacancies in these same occupations. Neil Evans, Executive Director of the Northwest Center for Emerging Technologies, says that for every IT professional there are 9 IT technical workers. In 1998 the IT industry lobbied to increase the ceiling on temporary H1B visas for workers from 65,000 to 98,000 per year to help meet this rising need. In 1999 it was raised to 140,000, and there is currently a bill that aims to push the number to 190,000. In addition to those who work specifically in the IT industry, a 1999 NAB study found that 38 million Business and Administrative Services Workers required IT skills to do their jobs. How many students are in the U.S. education system and how great is their potential impact on the numbers of IT workers needed? In 1996 the United States graduated 2,281,317 students. By 2003 there will be 13,951,000 students enrolled in grades 9-12. In 2003 there will be 34,124,000 students enrolled in grades Pre-K-8. What would it mean to our world of IT workforce development if the potential pool of IT workers could be framed with these numbers? A Disconnected System: The Fragmented Career Pathway Currently in the K-Lifelong learning system, the pathway to IT careers is fragmented as illustrated in the chart below. Although there are places in our communities for people to develop IT skills for living, learning and working, these IT initiatives operate independently of one another. It is possible that an individual might move through the educational system in a community without access to technology and without developing IT skills. Another student might develop IT skills for living in the community, learn word-processing at a Community Technology Center, and develop IT skills for learning in his or her academic classes. A third student might develop IT skills for living and learning, develop IT skills for all work in high Copyright EDC, 2000. Readings 21st Century Literacy Summit Page 124 4 school occupational or vocational programs, and choose to go on to work in the IT industry after post secondary training in an IT specific program. The way our system is currently constructed, each of these levels operates separately and independently of one another. No previous learning is expected or required. For example, the best high school and technical college IT training programs begin at ground zero, presuming little or no IT training prior to the learner’s entry into that program. Academic teachers in elementary and middle schools see little relationship between the skills students are developing in academic classrooms and the IT skills valued by employers and needed for all work. By operating independently, IT initiatives at each of these levels duplicate efforts both to develop IT programs and to identify successful IT learning strategies. This has resulted in an IT educationto-employment system that is disjointed, fragmented, repetitive and wasteful. This system cannot get students on the “fast track” into the IT workforce. In order to incorporate IT skills for learning and working into the education and training system, we need to reduce duplication, see the connections and synergy among these levels, and create new learning systems that build on previous life experiences with technology. Fragmented Career Pathway K-Life-long Learning POST SECONDARY EDUCATION AND WORK IT TECH JOBS IT TECH PREP COMMUNITY COLLEGE IT ALL WORK OCCUPATIONAL/BUSINESS/ VOCATIONAL/TECHNICAL IT LEARNING ACADEMIC CLASSES IT LIVING SCHOOL-WIDE COMMUNITY Copyright EDC, 2000. Readings 21st Century Literacy Summit Page 125 5 What would it take to develop an IT pipeline that meets the needs of our society for a pool of talented IT technical and professional workers? What does an IT pathway need to look like for all students to have access to the high skill, high wage education and employment opportunities provided by the world of Information Technology? The Nested System – An IT Pathway Pipeline Model Education and training for information technology skills should not be thought of as necessary only for people planning to work in the IT industry. Technology has changed the way we live, learn and work. We all need to be able to use technology at school, in the workplace, and increasingly at home. The Nested System indicates the additive nature of learning about technology. An individual’s level of learning will depend upon the individual’s life needs. Developing IT skills and knowledge can begin at, and be part of, all levels of education. However, no matter where you start, because of the changing nature of technology and its impact on our lives and work, the learning process needs to continue beyond the traditional boundaries of education and become part of life-long learning and personal development. The Nested System, shown below, illustrates the connections among the IT skills and knowledge used for living, learning, working in wide range of industries, and specializing in IT technical jobs. The Nested System—IT Pathway Pipeline Model K-Life-long Learning POST SECONDARY EDUCATION AND WORK IT TECH JOBS IT ALL WORK IT LEARNING IT LIVING Copyright EDC, 2000. Readings 21st Century Literacy Summit Page 126 Making Connections An effective IT pathway pipeline model demands a rethinking of technology learning in schools. The model’s implementation does not require a new, stand-alone information technology curriculum. Instead, it requires: the use of existing threads of IT skill and knowledge to connect the boxes in the currently fragmented IT career pathway; the use of IT tools for learning and authentic assessment; and an integration of IT learning into existing K-20 curriculum. For example, x Word processing at the K-2 level can be used for story composition and rewrites; x A live video connection to a museum curator can answer the tough questions that students develop when analyzing the relationship between art and culture; x The Internet can be used to facilitate interactions with colleagues around the world in different time zones. (See Web sites such as Marco Polo, www.marcopolo.com, for examples of how IT can be integrated into curricula); x Spreadsheets can be used in economics classes to track stock prices and ratios; and x Software simulations can be used in physics classes to illustrate what happens during a nuclear reaction. Making connections does not mean bringing workforce training into elementary schools. At appropriate developmental levels learners will be ready to focus on building IT skills to enhance employment and begin to prepare for entry into specific IT careers. At that point, high quality, skill standards-based IT career cluster initiatives or other workforce development programs can help in their school-to-career transition. Why is it difficult to make connections across the academic and technical divide? Our current education to employment system is organized around a traditional industrial model where learners are introduced to and practice using industrial tools in specialized workforce development programs at the secondary and post secondary levels. Table One, below, illustrates where technical skill development occurs within this institutionalized system. These designations are commonly accepted by educators responsible for workforce development and reflect the organizational structure of an education system designed to educate and train learners in an industrial era. Technical Industry Skill Development in our Institutionalized Industrial Model Level of Performance Commun- K-12 on Skill Standards ity K-Life Introductory Level X Practice Level Mastery Level Refinement Level Expert Level *Work Based Learning WBL* 2 Year College X X X X X 4 Year Employ College -ment X X X X X X The preceding table does not reflect the actual skill development of learners in an information-based society where youth become proficient users of IT industry tools at Copyright EDC, 2000. Readings 21st Century Literacy Summit Page 127 7 home, in their communities, and in their early childhood and school experiences. Table Two illustrates where IT technical skills develop in our increasingly knowledge-based society. It reflects the ubiquitous nature of computers and suggests that technical IT skills are introduced, developed and practiced earlier in the educational experience, than are other technical skills in the Industrial Model. Technical IT Skill Development in our Emerging Knowledge-Worker Model Level of Performance on Skill Standards Introductory Level Practice Level Mastery Level Refinement Level Expert Level Commun- K-12 ity K-life X X X X WBL* 2 Year College X X X X X X X 4 Year Employ College -ment X X X X X X X *Work Based Learning The differences in these charts explains some of the tension felt by educators in developing IT programs within education systems designed on the industrial model. It raises questions about the degree to which our traditionally structured learning in schools meets the skill and knowledge needs of our youth. It calls for developing new vertical connections between IT skills developed in elementary and middle school programs and skills developed in secondary technical programs. Furthermore, it supports the lessons learned from career development research and calls for a strategic plan to address career information and career development supports for learners at all levels. In addition, the potential impact of early technical skill development calls for rethinking the ways we design IT workforce education programs at the secondary and post secondary levels as our rising tide of IT fluency works its way towards these levels. Pathway Pipeline Model—Benchmarks The Pathway Pipeline skills model on the following pages uses an advanced organizer based on categories of skills and knowledge needed by people in IT careers. The standards contained within the chart represent skills and knowledge found in several sets of national and state IT skill and technology standards. This model proposes a continuum that begins with basic IT skills for learning and ends with core IT employability. This chart can be used in several ways: x Consumers and users of IT can use the chart to follow their progress through the various levels of IT proficiency, as they move from users of IT for living and learning to professional users of IT to IT technical workers. x Developers of IT training programs or other out-of-school programs can use the chart to help identify and sequence program and course content. x Educators can use the chart to help plan the development of programs and curriculum. The benchmarks illustrate an increasingly sophisticated skills progression described with the following key words: x uses, Copyright EDC, 2000. Readings 21st Century Literacy Summit Page 128 8 x x x applies, designs/develops at basic level, designs/develops at an intermediate level, evaluates, enhances, and extrapolates. Benchmarked to excellent examples of strong technology standards currently used in schools across the nation, the following chart also identifies and sequences anticipated learning goals for grades 4, 8, 10 and 12. These align the model’s structure with the grade levels used to structure learning standards in most states. This structure invites options for specialization at the secondary levels and articulates with post secondary technical training, as well as with science, mathematics and technology curriculum in 4-year colleges. The sequencing of skills in this model can also be used with adult learners. The standards that are reflected in the chart include: x the NorthWest Center for Emerging Technologies (NWCET) Information Technology Skill Standardsxvii (http://www.nwcet.org) x the Ohio Information Technology Competency Profilexviii (http://itworksohio.org/ITCOMP.htm) x the International Society for Technology Education’s (ISTE) “Profiles for Technology Literate Standardsxix (http://cnets.iste.org) x the Patrick Lyndon Pilot School’s Technology Learning Standards (http://lyndon.boston.k12.ma.us/)xx x the North Carolina State Standards for K-12 Computer/Technology Skillsxxi (http://www.dpi.state.nc.us/ Curriculum/) x the National Research Council, Committee on Information Technology Literacy “Components of Fluency with Information Technology”xxii and x the American Library Association’s “Nine Information Literacy Standards for Student Learning”xxiii (http://www.ala.org/aasl/ip_nine.html) NWCET has developed skill standards for eight career areas: Database Development and Administration, Digital Media, Enterprise Systems Analysis and Integration, Network Design and Administration, Programming/Software Engineering, Technical Support, Technical Writing, and Web Development and Administration. ISTE has developed technology foundation standards, divided into six broad categories, for all students. The Ohio Information Technology Competency Profile includes IT competencies centered upon core academic subjects and built around four occupational clusters: Information Services and Support, Network Systems, Programming and Software Development, and Interactive Media. North Carolina has developed a detailed curriculum matrix for computer technology skills linked to grades K-12. The National Research Council has developed “Components of Fluency with Information Technology” which include 10 Intellectual Capabilities, 10 Information Technology Concepts, and 10 Information Technology Skills. Finally, the American Library Association has published nine information literacy standards for student learning. Copyright EDC, 2000. Determines when technology is useful and selects appropriate technology tools and resources Installs and uses programs (disc, CD, download) and uses new simple learning programs Uses a computer independently Locates information from Web sites Uses search engines Demonstrates responsible behavior while on-line Uses word processing for documents, letters and reports (edit, format, spell check) Information Literacy PC Principles and Operation Word Processing Desktop Publishing to World Wide Web Understands and uses computers as a tool for living and learning Respects the work of others (copyright, acceptable use, responsible use) Understands impact of technology on individuals and communities Appreciates that information can be useful to life and pursues information close to own interests Technology and Society Career exploration and transition from IT skills for learning to IT skills for working Creates complex desktop published documents and reports using multiple applications in teams (Photoshop, PageMaker, Excel, Access) Uses Internet as a research and business tool in a highly effective manner Performs basic personal computer operations Strives for excellence in information seeking and generation Applies basic principles of visual communication to transferring data into graphics form Understands, explains and provides examples of how computers are used to carry out business Understands past and current trends in computer technology Core IT employability for all work Selects, integrates and uses appropriate technologies to create complex professional publications (e.g., yearbook, brochure, multifold flyers) Understands and demonstrates use of Internet for e-commerce Understands issues affecting system purchase and upgrade decisions Generates and pursues information and practices ethical behavior in regard to information and information technologies Understands and explains how IT impacts society and the operation and management of business Initial specialized technical job skills for the IT industry IT for All Work – Grade 10 IT Employability – Grade 12 21st Century Literacy Summit Copyright EDC, 2000. Creates complex word processed letters, memos and reports which include tables and footnotes/endnotes in teams Locates and organizes information from Internet resources Differentiates between more useful and less useful information Uses PC and MAC computers independently Can teach others to operate computers (turn on, use mouse, call up programs, save, and locate files) Accesses information efficiently and effectively Evaluates information critically and uses information accurately and creatively Understands, explains and provides examples of how computers are used as tools for working IT Fluency – Grade 8 Career awareness and IT skills for learning IT Skill and Knowledge IT Literacy – Grade 4 The Pathway Pipeline Model Benchmarks Chart 9 Readings Page 129 Familiar with keyboard functions Keyboards with minimal frustration Corresponds with an e-mail partner Recognizes that files/software/ hardware have different formats (file types, extensions, operating systems) Selects and uses software appropriate to task (e.g., KidPix, Word) Searches and sorts prepared databases Defines parts of a database Develops simple databases and enters information E-mail Software and Systems Integration Database Software: Use to Management Keyboarding Creates simple graphics using drawing and painting software programs Uses scanner and digital camera and images from the Web Creates thematic slide shows Graphics and Image Processing to Multimedia Publishing Career exploration and transition from IT skills for learning to IT skills for working Career awareness and IT skills for learning to 20 words per Applies database to actual situations and real world (business) problems (college, scholarships) Uses, modifies, designs and creates relational databases, including queries, forms and reports Works with and integrates items into project work from multiple operating systems Understands e-mail system components and organization Uses appropriate e-mail writing style and protocols for various purposes (personal/business) Keyboards to 35 words per minute including numbers and symbols Creates original audio, video and animation elements Incorporates and edits sound and images from various sources of input Creates interactive multimedia presentations Core IT employability for all work skill Critically analyzes and evaluates databases and their complex interaction Accesses and applies/uses large scale databases for project work (e.g., GIS, census, corporate reports) Coordinates communication between different operating environments (e.g., facilitating data exchange and communication between Unix and Windows NT networks) Moderates listserv Manages e-mail address books and listservs Uses e-mail effectively and appropriately Proficient in keyboarding (accuracy and speed) Selects, integrates and uses appropriate media for complex interactive multimedia presentations such as: Web presentation with music, video, & animation CD-ROM Video game Initial specialized technical job skills for the IT industry IT for All Work – Grade 10 IT Employability – Grade 12 21st Century Literacy Summit Copyright EDC, 2000. Uses database to manage personal information (music collections, phone numbers) Creates, modifies and prints database reports Applies search and sort strategies Accesses local, national, regional databases (e.g., DOL, occupational information) for project work Integrates various pieces of software (word processing, images from Illustrator, photos from PhotoShop) into one product/project Requests and sends information globally (with attachments) concerning research topics Uses a listserv Keyboards minute Creates composite imagery integrating photos, drawings and text using drawing or painting software programs Creates a hypermedia presentation IT Fluency – Grade 8 IT Literacy – Grade 4 IT Skill and Knowledge 10 Readings Page 130 Uses both CD-ROMs and 3.5” disks Obtains and transfers information from each Maintains files Follows a simple structured program (e.g., Lego LOGO, Basic) Demonstrates knowledge of individual parts that make up a stand-alone PC computer system and the relationship between components Can manage one’s own electronic portfolio in a networked environment Works in teams Values diversity Develops basic skills in literacy and numeracy Listens actively and communicates own ideas Hardware Installation and Configuration Network Technologies SelfManagement, Teamwork and Communication Skills (Soft Skills) Programming Operating Systems Creates graphs and charts Defines spreadsheet terms Enters data into prepared spreadsheet Performs simple mathematical calculations and notices changes Spreadsheet Career exploration and transition from IT skills for learning to IT skills for working Career awareness and IT skills for learning Speaks effectively and persuasively Analyzes, interprets information, and draws conclusions Manages resources Generates ideas Coaches others Monitors and corrects systems Performs basic set up and configuration of network hardware and software Installs software programs and performs basic configuration operations Understands compatibility issues Creates simple object oriented programs using already developed source code (e.g., Java Script, Macros) Troubleshoots minor problems and can articulate problems to technicians Applies spreadsheet principles to real-life situations and business problems Core IT employability for all work Leads teams Negotiates effectively Continuously improves quality of work Teaches others Generates designs Creates and manages projects Monitors overall network operations Troubleshoots basic problems Implements administrative functions Demonstrates basic knowledge of PC hardware troubleshooting and maintenance Creates programs developing own source code (e.g., Web applications, free/shareware) Troubleshoots basic configuration problems Customizes operating system environments Designs, creates, modifies and troubleshoots spreadsheets Uses databases functions to perform “What If Analysis” or decision models Initial specialized technical job skills for the IT industry IT for All Work – Grade 10 IT Employability – Grade 12 21st Century Literacy Summit Copyright EDC, 2000. Solves problems Makes decisions Integrates learning Writes clearly and concisely Calculates accurately Navigates systems Adapts to changing environments Demonstrates integrity, honesty and ethical behavior Understands overall design and components of a LAN and WAN system Installs and configures hardware in a PC computer system (e.g., printers) Maintains files and folders in more than one platform Uses multiple operating systems (MacIntosh, Windows, Unix, DOS) Creates simple structured programs (e.g., Lego Mindstorms, HTML) Uses spreadsheets for managing finances, addresses, purchases IT Fluency – Grade 8 IT Literacy – Grade 4 IT Skill and Knowledge 11 Readings Page 131 Readings 21st Century Literacy Summit Page 132 Implications of the Pathway/Pipeline Model on IT Workforce Development Rather than proposing a short-term solution, this paper urges a “long view”. It encourages developing the Information Technology potential of all Americans by connecting technology skills already required by many states (and taught voluntarily in others) to the Information Technology skills found to be needed in high skill, high wage careers. Moreover, reflecting on what we have learned about career development, the disconnect between IT education and the world of IT, and the natural alignment of educational technology learning standards in schools with Information Technology skill standards needed for success at work, we are forced to ask the following questions: What would be the impact on IT workforce needs if 3 million high school students graduating annually could meet the standards benchmarked for IT Employability – Grade 12: Initial specialized technical job skills for the IT industry which are proposed on the previous pages? In what ways do we need to structure IT education programs preparing IT technicians and professionals if entering freshmen possess these IT Employability skill and knowledge sets? What would it mean to an employer if their high school intern had seven years of conceptual understanding and life experience in creating web pages and PowerPoint presentations? What would it mean to our communities if our children had access to the high skill, high wage jobs offered by the IT industry? What kind of investments must we make in public education to create a fully functioning IT education to employment system? Serious consideration should be given to long term research on these issues. This approach should be encouraged by policy-makers and practitioners in education, employment, career development and workforce development because it: i Expands the pool of talented potential IT workers to all students and provides all learners with the basic skills and knowledge needed to access the high skill, high wage jobs associated with IT. i Structures the development of IT skills and knowledge along a single continuum of learning that begins in schools and continues into the workplace. i Uses IT skill standards as the primary components of the skeletal structure, linking learning and IT working through the most current skills and knowledge drawn from front line workers in the IT industry. i Allows students to develop core IT skills needed for all work as a benchmark for high school graduation. Copyright EDC, 2000. Readings 21st Century Literacy Summit Page 133 i Provides options for specialization and vendor specific credentialling at the secondary and post secondary levels. i Vertically articulates the K-12 pathway with grades 13-20 IT technical and professional career training. An Information Technology Pathway Pipeline approach has the potential to significantly contribute to workforce development in Information Technology, the career development of our citizenry, and the economic development of our communities. i Education Development Center, Inc. IT Pathway Pipeline Model: Rethinking Information Technology Learning In Schools. Newton, Massachusetts, 2000. ii Parsons, F. Choosing a Vocation. Boston: Houghton Mifflin, 1909. iii Kitson, H.D. The Psychology of Vocational Adjustment. Philadelphia: Lippincott, 1925. iv Issacson, L.E. Career Information in Counseling and Teaching, 3rd ed. Boston: Allyn & Bacon, 1977. v Roe, A. “Early Determinants of Vocational Choice.” Journal of Counseling Psychology, 1957, 4, 3, 212217. vi Super, D. The Psychology of Careers, an introduction to vocational development. New York: Harper & Row, 1957. vii Ginzberg, E., Ginsburg, W.S., Axelrod, S., and Herma, J.L., OccupationalChoice. New York: Columbia University Press, l95l. viii Ginzberg, E., “Toward a Theory of Occupational Choice: A Restatement.” Vocational Guidance Quarterly, 1972, 20,169-176. ix Havighurst, R. J. Human Development and Education. New York: Longman’s Green, 1953. x Holland, J.L., Making Vocational Choices: A Theory of Careers. Englewood Cliffs, N.J.: Prentiss-Hall, 1973. xi Crites, J.O., Vocational Psychology. New York: McGraw-Hill, 1969. xii Bailey, L. J., and Stadt, R. Career Education: New Approaches to Human Development. Bloomington, Illinois: McKnight Publishing Company, 1973. xiii Benson, Charles. “New Vocationalism in the United States: Potential Problems and Outlook”. National Center for Research in Vocational Education: Berkeley, California, 1998. xiv School to Work Opportunities and the Fair Labor Standards Act (P.L. 103-239), 1994. xv Bureau of Labor Statistics. Monthly Labor Review, The Editor’s Desk. October 1998 xvi ITAA. Help Wanted. 1998. xvii NorthWest Center for Emerging Technologies, Regional Advanced Technology Education Consortium, Bellevue Community College. Building a Foundation for Tomorrow: Skill Standards for Information Technology. Bellevue, Washington. 1998. xviii Ohio Department of Education, Ohio Board of Regents, and Tech Prep Curriculum Services at the Ohio State University. 1999. xix International Society for Technology in Education—NETS Project. National Educational Technology Standards for Students. Eugene, Oregon, 1998 xx Patrick Lyndon Pilot School. “Technology Learning Standards,” Boston, Massachusetts, 1999. xxi North Carolina Department of Public Instruction. “K-12 Computer/Technology Skills,” Raleigh, North Carolina, 1999. xxii National Research Council. Being Fluent with Information Technology. Washington, D.C.: National Academy Press, 1999. xxiii American Library Association and Association for Educational Communications and Technology. “Information Literacy Standards for Student Learning,” Information Power: Building Partnerships for Learning. 1998. Copyright EDC, 2000. Readings 21st Century Literacy Summit Page 134 Readings 21st Century Literacy Summit Page 135 THE ANNALS FUN 10.1177/0002716204270191 MOBILIZING OF THE AMERICAN ACADEMY Mobilizing Fun in the Production and Consumption of Children’s Software By MIZUKO ITO This article describes the relation between the production, distribution, and consumption of children’s software, focusing on how genres of “entertainment” and “education” structure everyday practice; institutions; and our understandings of childhood, play, and learning. Starting with a description of how the vernaculars of popular visual culture and entertainment found their way into children’s educational software and how related products are marketed, the article then turns to examples of play with children’s software that are drawn from ethnographic fieldwork. The cultural opposition between entertainment and education is a compelling dichotomy—a pair of material, semiotic, technical genres—that manifests in a range of institutionalized relations. After first describing a theoretical commitment to discursive analysis, this article presents the production and marketing context that structures the entertainment genre in children’s software and then looks at instance of play in the after-school computer clubs that mobilize entertainment and fun as social resources. Keywords: children’s software; children’s media; interactive media; play; computer games software industry F rom the late 1970s to the end of the 1990s, a new set of cultural, economic, technological, and social relations emerged in the United States, centered on the possibilities of using computer technology to create entertaining Mizuko Ito is a cultural anthropologist of technology use, focusing on children’s and youth’s changing relationships to media and communications. Her current research is on Japanese technoculture, and she is coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life. She is a research associate at the Annenberg Center for Communication and a teaching fellow at the Anthropology Department at the University of Southern California. Her Web page is http:// www.itofisher.com/mito. NOTE: The ethnographic research for this article was conducted as part of a project funded by the Mellon Russell Sage Foundation and benefited from being part of the broader 5th Dimension research effort. Writing was funded in part by a Spencer Dissertation Fellowship and the Annenberg Center for Communication and the DOI: 10.1177/0002716204270191 ANNALS, AAPSS, , 2004 1 Readings 21st Century Literacy Summit 2 THE ANNALS OF THE AMERICAN ACADEMY learning experiences for young children. Released in 1977, the Apple II, a tool of hobbyists and a handful of enterprising educators, was just beginning to demonstrate the power of personal computing and programming for the masses. A homebrew industry of programmers had been laying the foundations for a new consumer software industry by sending their products, floppy disks packaged in ziplock bags, to their networks of retailers and consumers. The video game industry hit public consciousness with the phenomenal success of Space Invaders in 1978, demonstrating the economic and addictive potential of a new genre of interactive entertainment. Hand in hand with these technological developments, small groups of educational researchers across the country were beginning to experiment with personal computers as a tool for creating interactive, child-driven, entertaining, and open-ended learning environments that differed from the topdown didacticism of traditional classroom instruction. The trend toward a more pleasure-oriented, child-centered, and less hierarchical approach to education and child rearing found material form in technologies that allowed greater user control and input than traditional classroom media. Across a set of diverse contexts in the United States, educators and socially responsible technologists were incubating a shared cultural imaginary that centered on the possibilities of new interactive computer technology to transform learning and engagement. The case of commercial children’s software provides a window into a dynamic field of negotiation that characterizes contemporary disputes over children’s culture, education, and technology. This article presents material from a more extended analysis of the production, distribution, and consumption of children’s software (Ito 2003). The focus here is on analyzing the relations between the cultural and social categories of “entertainment” and “education” and examining how they structure everyday practice; institutions; and our understandings of childhood, play, and learning. I present material on how the vernaculars of popular visual culture and entertainment found their way into children’s educational software, how related products are marketed, and how these vernaculars are mobilized in the micropolitics of children’s engagements with computers and adults. The examples of play with children’s software are drawn from ethnographic fieldwork at Fifth Dimension After School Clubs (5thD) (Cole 1997; Vasquez, PeaseAlvarez, and Shannon 1994), a setting that mobilizes as well as complicates conventional cultural oppositions between entertainment and education, play and learning. The opposition between entertainment and education is a compelling dichotomy—a pair of material, semiotic, technical genres—that manifests in a wide range of institutionalized relations. In line with other articles in this collection, I University of Southern California. This article is excerpted from a dissertation for Stanford University’s Department of Anthropology titled Engineering Play, which benefited from readings and comments by Eric Klinenberg, Carol Delaney, Joan Fujimura, Shelley Goldman, James Greeno, Purnima Mankekar, Ray McDermott, Susan Newman, Lucy Suchman, and Sylvia Yanagisako. The description of the history of the children’s software industry was drawn from interviews with software developers. I would, in particular, like to acknowledge the help and insight of Gary Carlson, Colette Michaud, Robert Mohl, and Margo Nanny, all pioneering software designers from the early years of educational multimedia. Page 136 Readings 21st Century Literacy Summit Page 137 3 MOBILIZING FUN argue that the socially transformative promise of new technologies is elusive in everyday practice; existing institutional configurations, social alliances, and cultural categories weigh heavily in ongoing contestations over how new technologies will be designed, deployed, and used. After presenting a historical and conceptual framework, this article presents the production and marketing context that structures the entertainment genre in children’s software and then looks at instance of play in the 5thD that mobilize entertainment and fun as social resources. Engineering Play Research on children’s media has documented the relation between changing technologies of cultural production, new children-oriented consumer markets, and shifting notions of childhood and intergenerational relations. Current discourses and industries surrounding computers and children can be located in this broader history in the engineering of children’s pleasures and play. A child-centered popular culture has been growing in momentum ever since the establishment of children’s fiction and comic books, and it has expanded into more genres of toys and mass media. Television was a turning point in creating a direct marketing channel between cultural producers and children. Stephen Kline (1993, 165) described how television opened up a new line of communication with children, making marketing to even young children possible. He described the Mickey Mouse Club as a turning point in the development of a distinct children’s consumer culture by focusing on a children’s subculture formed by television (pp. 166-67). Although this child-centered cultural production was initially still attentive to parental concerns, it has gradually blossomed into a more explicitly antiauthoritarian kids’ subculture that pushes back at adult-identified values. In Sold Separately, Ellen Seiter (1995) contrasted the educational or developmental orientation of toy ads in Parenting magazine with the ecstatic and utopian world of commercials aimed at children. She described how “commercials seek to establish children’s snacks and toys as belonging to a public children’s culture, by removing them from the adult-dominated sphere and presenting these products as at odds with that world” (p. 117). “Anti-authoritarianism is translated into images of buffoonish fathers and ridiculed, humiliated teachers. The sense of family democracy is translated into a world where kids rule, where peer culture is all. Permissiveness becomes instant gratification: the avid pursuit of personal pleasure, the immediate taste thrill, the party in the bag” (pp. 117-18). In a similar vein, Brian Sutton-Smith (1997) suggested that the dominant discourse among adults is one of play as progress or play as fulfilling developmental and learning goals. In contrast, he sees children as exhibiting a quite different orientation, with play used often as a form of resistance to adult culture and displaying a fascination with irrational fantasy that he calls phantasmagoria, characterized by pain, gore, sexuality, and violence. Ever since comic books, and culminating in video games, lowbrow and peerfocused children’s culture has been defined as visually rather than textually oriented, relying on fast-paced fantasy and spectacle over realism, subtlety, and Readings 21st Century Literacy Summit 4 THE ANNALS OF THE AMERICAN ACADEMY reflection. Media industries capitalize on the discursive regime that produces play as a site of authentic childhood agency, in particular, mobilizing phantasmagoria as a site of regressive, illicit, and oppositional power. Adult critique of “trashy” children’s entertainment has been a persistent companion to this growth of children’s visual culture. Borrowing from Foucault (1978), one could consider these adult efforts to manage children’s play as less a repressive regime that silences dark fantasies than an incitement to discourse that gives voice and form to categories of “unnatural” and regressive as well as “natural,” wholesome, and productive play. In other words, the educational and entertainment dimensions of contemporary childhood are twinned cultural constructions, engineered through a range of social, culturally, and technologically contingent discourses and practices. In contrast to a pervasive idea that children are naturally ludic, particularly in relation to computers, I describe how pleasure and fun are discursively constructed in the production of children’s software and, in turn, are mobilized in certain types of practices and local micropolitics between children and adults in an educational reform setting. A growing discursive, technological, and capitalist apparatus is producing the “discovery” of natural and authentic children’s play and imagination. When looking at children’s engagement with spectacle (Debord 1995), there is a level at which it is “just” entertainment, myopic and inconsequential engagement with spectacular forms. But at another level, these are politically, socially, and culturally productive acts. This is not simply a matter of giving voice to children’s inner fantasies but of creating relationships with media technologies, capitalist networks, and discourses of childhood, a celebration of childhood imagination in the hands of commerce and state regulation as much as children. Digital technologies have appeared in these cultural politics holding out the enlightened promise of transforming “passive media consumption” into “active media engagement” and learning. Children’s apparent affinity to computers (see Buckingham 2000) has also contributed to hopes that the “digital generation” would overcome the toxic political economies of media industries pedaling products to passive child consumers. Despite the appeal of the discourse of digital revolution, in practice, the distinctions between passive and active, top-down and democratic, entertainment and educational media are not so clear-cut. As new tools for cultural engagement and everyday meaning production, interactive technologies lead not to singular effects but to a multitude of uses and appropriations, only some of which conform to adult hopes for progressive educational play. The more malleable format of digital media technologies has meant that cultural “content” is substantively created not only through social negotiations over design and marketing but also in the ongoing micropolitics of children, software, and adults manifesting certain aspects of the software in their everyday practice. I turn now to the production context of entertainment idioms in children’s software and then go on to describe related instances of play. Page 138 Readings 21st Century Literacy Summit MOBILIZING FUN Page 139 5 Multimedia, Entertainment, and the Children’s Software Industry The late 1980s and early 1990s saw the dawn of multimedia, enabled by the spread of personal computers in the home and the advent of CD-ROM technology. CD-ROMs, with their superior storage capacity and ease of use (in contrast to having to install data from multiple floppy disks onto a hard drive), meant that highresolution graphics, animation, and sounds could be accessed easily by a personal computer. Until the late 1980s, Apple IIs and MS-DOS computers provided the platforms for educational software. After the release of Microsoft Windows in 1983 and the Macintosh in 1984, the tide began to turn toward more graphically intensive personal computing. In 1989, the Visual Almanac, a product of the Apple Multimedia Lab, was introduced at the MacWorld tradeshow as a limited-release product to be donated to educators. Using videodisc, a Macintosh, and Hypercard, the Visual Almanac heralded a new era of multimedia children’s software that would soon shift from videodisc to CD-ROM. Tying together the graphical capabilities of video and the interactive qualities of the personal computer, the Visual Almanac was the first demonstration of the polished graphical quality in children’s software that has come to be associated with CD-ROMs. Voyager was the company best known for making the transition from videodisc to CD-ROM, publishing the first commercial CD-ROM in 1989 and going on to publish children’s titles derived from the Visual Almanac. Broderbund was another pioneering corporation in producing multimedia children’s titles, creating the new genre of multimedia picture book with their Living Books series. Multimedia united the lowbrow appeal of popular visual culture with the highbrow promise of the personal computer and the educational ideal of child-centered learning. Early developers shared an educational reform orientation, seeking to enrich children’s learning as well as to liberate it from the dry, serious, and often alienating cultural idioms of the classroom. Children’s “natural” affinity to new technology and visual culture became tools toward these ends. While the more educationally oriented and minimalist platform of the Apple II gave birth to The Learning Company and Davidson & Associates, founded by former teachers, the 1990s saw a gradual shift toward an entertainment orientation in children’s products as large entertainment and software industries entered the market. Graphics and visual appeal became central to software design with sophisticated PCs, a larger market, and growing budgets. As a commercial market, these new ventures were not under the same constraints as classroom software and were given more freedom to develop content that appealed directly to children. The shift was from a pedagogical perspective that sought to elevate and educate children to an entertainment orientation that sought to give voice and shape to children’s pleasures. Gaming companies like Broderbund were beginning to see children’s software as an area where they could create graphically exciting and entertaining but familyfriendly products. Maxis’s SimCity became a hit product that spanned the enter- Readings 21st Century Literacy Summit 6 THE ANNALS OF THE AMERICAN ACADEMY tainment and education markets, although it was not originally intended as an educational title. Edutainment was an expanding site of negotiation and struggle between the interests of educators, entertainers, programmers, artists, and businesspeople, with the visual culture of entertainment gaining an increasingly strong voice. Since the late 1990s, children’s software overall has been characterized by visually polished multimedia titles that can compete with entertainment media in terms of production value. The market for children’s software is being polarized between curricular products that are based on a pastiche of school-coded content and “wholesome entertainment” titles that are marketed as an alternative to video gaming, providing fun and excitement without the violent content and mindnumbing repetitiveness of action games. At either of these poles, a certain level of graphical appeal is a basic requirement, but the two kinds of products rely on different selling points, educational- or entertainment-focused. Elsewhere I have reviewed curricular titles and how children engage with them (Ito 2003). Here I focus on titles for young children that are more entertainment-oriented. The ads for the more entertainment-oriented titles portray children as ecstatic and pleasure-seeking rather than reflective and brainy and childhood as imaginative, pure, and joyous. The ethos is parent-friendly but child-centered, a formula established by children’s media companies ever since the Mickey Mouse Club aired on television. Rather than playing on achievement anxiety as curriculum-oriented software does, ads for these kinds of titles play on parents’ desires to indulge their children’s pleasures and the growing pressure on parents to be in tune with their children and keep them happy and entertained. The happiness of a child has become as much a marker of good parenting as achievement and effective discipline. Humongous Entertainment puts the child’s pleasure close up, front, and center. “This is the review we value most,” declares the ad copy above a large photograph of a beaming child (see Figure 1). Humongous’s adventure game Putt-Putt Joins the Circus does not make specific curricular claims other than promising an engaging and prosocial orientation. It lists “problem solving, kindness, teamwork, friendship” as its educational content items. The ad mobilizes discourses from the established genre of film reviews by describing how “critics rave” over the software title. The bottom of the ad lists quotes from various reviews in software magazines. The last quote from PC Magazine is particularly telling. “Nobody understands kids like Humongous Entertainment.” The company is positioned as a channel to your children and their pleasures, the authentic voice of childhood. Figure 2 features the adorably caped hero, Sam, and describes the software as “an interactive animated adventure.” The back of the box does list educational content but in a small box that is visually de-centered from the portions describing the excitement and adventure that the title promises. The list of “critical thinking, problem-solving skills, memory skills, mental mapping and spatial relations skills” does not make any curricular claims and stresses the “creative and flexible” nature of the software and “the power of a child’s imagination.” “Feature-film quality animation” and “original music” are central selling points for the title. It can compete Page 140 Readings 21st Century Literacy Summit Page 141 7 MOBILIZING FUN FIGURE 1 ADVERTISEMENT FOR PUTT-PUTT with television and videos for your child’s attention, and it still has some educational value. The “natural” imaginations and creativity of children achieve full expression through the mediation of sophisticated media technologies and an immense apparatus of image production. Readings 21st Century Literacy Summit 8 THE ANNALS OF THE AMERICAN ACADEMY FIGURE 2 BOX ART FOR PAJAMA SAM 2 SOURCE: Pajama Sam® artwork courtesy of Infogrames Interactive, Inc. © 2002 Humongous Entertainment, a division of Infogrames, Inc. All rights reserved. Used with permission. “Prepare to get blown away!!” screams the copy above a wide-eyed boy, dangling off the edge of his PC in cliff-hanging mode in another ad. “The action in Disney’s CD-ROM games is so awesome, your kids are gonna freak (and that’s a good thing). Page 142 Readings 21st Century Literacy Summit Page 143 9 MOBILIZING FUN So hold on tight and check out the action this holiday!” As far as wild fantasy goes, these products are relatively tame, based on the usual Disney formulas of fastpaced adventure and gore-free violence. Yet the pitch is to market the action and “freaky” aspects of the software as its primary appeal. Although still addressing the parent, the ad copy makes use of children’s language, hailing the hip parent, in touch with children’s culture and desires. The boy is dressed in baggy skate-punk shorts and trendy sneakers and has spiked hair with blond highlights. In this ad, the vernaculars of children’s peer and popular cultures are mobilized to enlist the progressive parent and position Disney as the voice of children. These more entertainment-oriented titles use the same visual elements as curricular titles such as Reader Rabbit and Jump Start. Both edutainment and entertainment titles share the same stylistic genre, and many titles are not clearly categorized as one or the other. They occupy the same shelves at retailers and are oriented to a similar demographic of middle- and upper-middle-class families but are keyed somewhat toward the more progressive and permissive parent. What distinguishes entertainment as a genre is the orientation toward a more indulgent and repetitious play orientation in contrast to a competitive and linear progress orientation. Edutainment titles, particularly those that make curricular claims, are generally linear and make much of achieving certain levels and scores. By contrast, entertainment software and elements are exploratory, often repetitive, and generally open-ended. With this latter genre, what gets packaged and marketed is not achievement but fun, exploration, and imagination. These titles are also distinguished from the action entertainment titles marketed primarily toward teens and adults. In contrast to the darker hues and often frightening characters adorning the boxes of these titles, entertainment software for younger children is clearly coded as a separate market with brighter colors and smiling, wide-eyed characters like Pajama Sam. The packaging and marketing of these titles gives clues as to the underlying cultural logics animating the software. I turn now to the contexts of play to explore how these logics unfold in practice. The Consumption Setting: Software and Activity in the 5thD My research on play with children’s software was conducted as part of a threeyear, collaborative ethnographic evaluation effort examining the 5thD reform effort, in which researchers analyzed field notes and videotape from three 5thD clubs. The 5thD is an activity system where elementary-aged children and undergraduates from a local university come together to play with educational software in an after-school setting. The clubs are located at community institutions such as Boys’ and Girls’ Clubs, schools, or libraries and vary considerably depending on the local context and institution. What is common across the settings is a commitment to a collaborative and child-centered approach to learning, the nonhierarchical Readings 21st Century Literacy Summit 10 THE ANNALS OF THE AMERICAN ACADEMY mixing of participants of different ages, and the use of personal computers running software designed for children. When I was completing my fieldwork at the 5thD at the end of the 1990s, CDROM games and a more entertainment-oriented genre of products were making their appearance at the clubs. Mainstream licenses such as Lego, Barbie, and Disney were yet to arrive at the children’s software scene, so I was not able to see titles such as these in my play settings. We were just beginning to see the emergence of licensing arrangement and tie-ins with television and other media and more and more titles with CD-ROM quality production value. One of the early titles that relied on entertainment vernaculars and tie-ins with other media (such as television and books) was the Magic School Bus series of CD-ROMs. One title in this series, The Magic School Bus Explores the Human Body (MSBHB) was in frequent use in the 5thD during my period of observation. This software was considered graphically cutting-edge at the time, with beautiful animations and sophisticated use of sound. It is based on a scenario of traveling through the human body in a tiny school bus. The player can visit twelve parts of the body, such as the liver, lungs, esophagus, stomach, or intestines. The teacher, Ms. Frizzle, and her magic bus invert the power dynamics of the traditional classroom. The kids often appear as the more levelheaded and calmer characters, struggling to keep up with their charismatic leader. Like the entertainment industry content creators, Ms. Frizzle stands in for the liberated adult that is in touch with her uninhibited, playful, inner child. Rather than being presented in the linear and progressive logic of classroom curriculum, kids learn about subjects like the human body, space, and geology through a chaotic and dizzying set of encounters where the characters in the story careen from one scene to another. Among the games that I observed in the 5thD, MSBHB most clearly represented the shift toward entertainment idioms in children’s software, but many other titles also incorporated elements of entertainment-oriented visual culture. SimCity 2000, introduced early on in the research, is a cognitively challenging authoring tool, embedded in a graphically stunning multimedia package. The goal of the game is to create and administer a virtual city that grows and evolves based on player inputs. Another multimedia title that captured the attentions of children at the 5thD was DinoPark Tycoon, which allowed players to similarly create and administer a virtual dinosaur theme park. In what follows, I present examples of play with these three pieces of software, examining engagement with visual, auditory, and interactional special effects and the ways in which entertainment idioms were mobilized as relational and political resources in the 5thD. Spectacle and Special Effect Visual effects The tapes of kids’ game play with graphically advanced games is continuously punctuated by their notice of on-screen eye candy, an occasional “cool” or “oooh,” Page 144 Readings 21st Century Literacy Summit MOBILIZING FUN Page 145 11 that testifies to their appreciation of visual aesthetics of one kind or another. One undergraduate describes a boy playing SimCity 2000 for the first time. “Every time he placed a building on the screen, he exclaimed ‘Cool!’ because the graphics were very complex and vivid.” With a game like MSBHB, attention-grabbing graphics are central to the game’s appeal, since the game relies on an exploratory mode of interaction rather than one guided by a strong narrative story line or competitive goal orientation. The animations that form the transitions between the different parts of the body often draw appreciative “EEEW”s from both undergraduate and kid viewers as they watch the tiny bus drop into a puddle of stomach goo or fly down a sticky esophagus. “This is the fun part. This is fun. Watch,” insists one kid as he initiates the opening animation. An undergraduate describes how a girl was “really excited” about showing her one small animation in MSBHB. The screen in which one designs a face to go on the driver’s license in MSBHB invites many minutes of scrolling through the different options for facial features and discussion of what is a cool or uncool feature. When multiple kids are engaging with the game, there will invariably be extended discussion about and exploration of different visual features in the driver’s license. For example, when two boys are working together on a game, they argue about each facial feature, such as the eyes and eyewear or skin color. Features such as the driver’s license, animations in the different scenes, or different controls in the cockpit provide an ongoing stream of visual effects that are often irrelevant to the educational content of the game but provide eye-catching distractions that keep the kids engaged. MSBHB incorporates visually spectacular features that are ends in themselves for game consumers, regardless of the relevance for the central play action. With MSBHB, undergraduate tutors constantly struggle to get kids to engage with the academic content of the game rather than these visual features. The tension between the spectacular features of the game and the educational goal of learning about the functions of the human body manifest as a tension between adult and child agendas of play. Although SimCity 2000 did not have the same appeal to the grotesque as MSBHB, it also invited pleasure in the visually spectacular and a similar set of social negotiations between adult learning goals and spectacular pleasures. 1. Jimmy (J): I want to do a highway. (Selects highway tool.) How do I do a highway? Okay. (Moves cursor around.) I’ll do a highway right here. 2. Holly (H): Right there? I think you should have it . . . hmm . . . trying to think where a good place for it . . . 3. J: Right here? Here? (Moves cursor around.) Here? (Looks at H.) 4. H: Sure. What is that place there, residential? 5. J: (Budget window comes up and Jimmy dismisses it.) Yeah. I’m going to bulldoze a skyrise here. (Selects bulldozer tool and destroys building.) OK. (Looks at H.) Ummm! OK, wait, OK. Should I do it right here? 6. H: Sure, that might work . . . that way. Mmmm. You can have it . . . 7. J: (Builds highway around city.) I wonder if you can make them turn. (Builds highway curving around one corner.) Yeah, okay. 8. H: You remember, you want the highway to be . . . faster than just getting on regular streets. So maybe you should have it go through some parts. 9. J: (Dismisses budget. Points to screen.) That’s cool! (Inaudible.) I can make it above? Readings 21st Century Literacy Summit 12 THE ANNALS OF THE AMERICAN ACADEMY 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. H: Above some places, I think. I don’t know if they’d let you, maybe not. J: (Moves cursor over large skyscraper.) That’s so cool! H: Is that a high rise? J: Yeah. I love them. H: Is it constantly changing, the city? Is it like . . . J: (Builds complicated highway intersection. Looks at H.) H: (Laughs.) J: So cool! (Builds more highway grids in area, creating a complex overlap of four intersections.) H: My gosh, you’re going to have those poor drivers going around in circles. J: I’m going to erase that all. I don’t like that, OK. (Bulldozes highway system and blows up a building in process.) Ohhh . . . H: Did you just blow up something else? J: Yeah. (Laughs.) H: (Laughs.) J: I’m going to start a new city. I don’t understand this one. I’m going to start with highways. (Quits without saving city.) One sequence during a child’s (Jimmy) play with an undergraduate (Holly) is punctuated by moments of engagement with the interface as visual special effect. At a certain point in the game, as his city grows, Jimmy attempts to build highways. “I want to do a highway,” he declares, selecting the highway tool. “How do I do a highway?” (line 1). Moving his cursor around, he discusses with Holly where he might put the highway, settling on an area near a commercial district (line 3). He bulldozes to make way for the highway and then builds it around one edge of the city, discovering, at a certain point, that he can make it curve around the corner if he clicks on blocks perpendicular to one another (lines 5-7). As he builds his highway in the foreground, he notices that it is elevated above the level of the regular roadways. “That’s cool!” he exclaims. “I can make it above?” (line 9). Holly speculates on whether they can build the highway through the city, and then Jimmy points with his cursor to a tall, blue and white skyscraper: “That’s so cool!” (lines 1011). Holly asks, “Is that a high-rise?” (line 12). “Yeah,” Jimmy answers. “I love them,” he declares emphatically (line 13). Jimmy goes on to continue his highway and then discovers that if he makes overlapping segments, they result in a cloverleaf. He looks over at Holly with delight when this happens, and she laughs. “So cool!” he exclaims, building further overlapping segments that result in a twisted quadruple cloverleaf (lines 15-17). “My gosh,” says Holly, “you’re going to have those poor drivers going around in circles” (line 18). Jimmy then bulldozes the whole cloverleaf pattern, blowing up a large building in the process, and then declares that he is going to start a new city (line 23). He closes his city without saving it. While this sequence begins with certain accountabilities to building a transportation system, by the end Jimmy has wasted thousands of dollars on a highway to nowhere, blown up a building, and trashed his city. Holly draws him back into the accountabilities of building a well-functioning city by pointing out that the highway cloverleaf might look cool but is not going to work very well. Her intervention is subtle, but it has the effect of calling him away from spectacular engagement to the Page 146 Readings 21st Century Literacy Summit MOBILIZING FUN Page 147 13 more functional accountabilities of the game. Jimmy responds to her suggestion by trying to fix the highway but eventually decides to start over since he has wasted too much money on playing with the highway as special effect. He apparently has few attachments to the city that he has worked on for more than thirty minutes and, in fact, replicates a pattern of building up cities to a point of difficulty and then getting rid of them, not bothering to save or follow up on his work. Interactional and Auditory Special Effects Unlike the media such as film and television that were the targets of Debord’s (1995) critique of spectacle and passive consumption, interactive media are predicated on the active engagement of the consumer. This interactivity, rather than negating the spectacular qualities of the medium, actually serves to create a new genre of special effect, an experience of being able to control and manipulate the production of the effect. While visual effects and animations are generally predicated on a somewhat distanced position of spectatorship, interactive effects often foreground auditory effects over visual ones. Most games have a soundtrack, which plays repeatedly in the background and is rarely noted by a player, contrasting with sound as a special effect. A sound effect is a result of a particular action and, when initiated by the player, is often the occasion for delight and repeated activation. One example of engagement with an interactive special effect is with an elevenyear-old, Dean, who is building a city with an undergraduate who is an expert at the game. As he is playing with the budget window, he discovers that increasing taxes causes the sim-citizens to boo and lowering them causes them to cheer. He takes some time out from administering the city to play with this auditory effect (lines 1, 5) before he is called back to his sim-mayor subjectivity by the undergraduate (lines 4, 6) (brackets signify overlapping talk). 1. 2. 3. 4. 5. Dean (D): (Starts bumping up the property tax, big grin.) Undergraduate (UG): What are you doing? No, no, no. D: No, I just [want to see . . . ] UG: [Now,] now—[listen]. D:(Bumps down the property taxes, making the citizens cheer.) [Yeeeee]eaaah. [I just want to make them happy.] 6. UG: [The best way to make money]—You want to increase your population, right? So you lay down the green, right? So if you put all, make all this all green, then, ahh, your population will increase and then you could raise taxes and then you could get up to your five thousand mark. 7. D: Ohh OK. (Closes budget window.) Dean’s apparent pleasure in this interaction can be understood as a kind of computer holding power (Turkle 1984) based on the logic of the interactive special effect. It is the combination of direct interactional engagement with the machine and a unique responsiveness that creates a brief but tight interactional coupling between Dean and SimCity 2000. This kind of interactional pleasure occurred numerous times during my observations of kids’ play but was only initiated by the Readings 21st Century Literacy Summit 14 THE ANNALS OF THE AMERICAN ACADEMY children who were controlling the mouse. While surface readings of the interface can invite collaborative interpersonal interpretation, as in the sequence with Jimmy and Holly, the interactive special effect is somewhat antisocial, relying on a tight interactional coupling with human and machine, often at the expense of other interlocutors. As in most examples of this sort, the undergraduate calls him back to the more functional and progress-oriented accountabilities of game play. This undergraduate is more heavy-handed than the previous example with Holly, insisting that the kid pay attention: “No, no, no . . . now, now, listen. The best way to make money—you want to increase your population, right?” Television was a turning point in creating a direct marketing channel between cultural| producers and children. Another instance of play, with DinoPark Tycoon, exhibits similar dynamics of interactional special effects. At the “Dino Diner” the player is able to purchase items from a menu as feed for the park’s dinosaurs. One of the features of this screen is that there is a fly that buzzes around the menu, and if it lands on the menu, and a page is turned, the fly is crushed, emitting a squishing sound, and the player, upon flipping back to the page, sees a bloody smudge. In instance after instance of play with DinoPark Tycoon, kids play repeatedly with this game feature. In this day of Ian’s play, almost every time he visits the Dino Diner, he spends time smashing flies: 1. Ian (I): (Turns a page, and squishing sound results.) Yeah, I just crunched some more. Yeah, look at all them. They’re so dead (laughing). This is rad. Oh, come on fly, I want you to come down here. Come down here puppy. Come to papa. Crunch! (Turns page, and laughs.) 2. Adult (A): That’s nasty. 3. I: (Turns page.) Crunchie, crunchie, crunchie. (Turns page.) I crunched him! I crunched him! (Turns page.) I’m so mean. I want to go check out my dino. (Leaves Dino Diner.) As with the case with Dean, this interaction is relatively brief and clearly peripheral to the primary goals of the game, which are to build and administer the virtual theme park. Ian takes some time out to enjoy the interactional special effect (lines 1-2) but returns fairly quickly to the task at hand, checking up on his dinosaur (line 3). Page 148 Readings 21st Century Literacy Summit MOBILIZING FUN Page 149 15 One area of MSBHB, involving a simple painting program, is particularly notable as an embodiment of the logic of the interactive special effect. Clicking on the drawing pad of one of the characters calls forth a screen with a canvas and various tools, shaped like body parts, along the side. After selecting a body part, the player can squirt, splat, or stamp blobs and shapes onto the canvas, accompanied by appropriately gross bodily noises appropriate to the body part. Often to the dismay of the accompanying undergraduate, kids will spend excruciatingly long minutes repeatedly squirting juices from the stomach or emitting a cacophony of farting noises from the tongue tool. One undergraduate notes, after playing with a group of girls, “Each different shape or design made its own unique sound. I think the kids get a much better kick out of the sound than anything else. And they would laugh and laugh when they found the sound they liked best.” In another instance of play with this program, an undergraduate is working with a boy who systematically and gleefully goes through each tool, repeatedly emitting gross sounds. The undergraduate participates happily in this, but she eventually suggests that they return to the main areas of the game. The boy than suggests that she is discouraging him from playing with gross sounds and decides that he wants to stop playing rather than return to the more educational sections of the game. The undergraduate has actually been remarkably patient through an extended sequence of play with each drawing tool, suggesting on various occasions that he try one or another tool. Yet the boy insists that he knows why she suggests that he move on, “ ’Cause you didn’t like the sounds.” In this case, the boy is more active than the undergraduate in constructing the opposition between the adult stance and kid stance with respect to the orientation to gross special effects. Interactional special effects are similar to the manipulations that are possible with materials such as clay and finger paints but are mediated by a computational artifact that uniquely amplifies and embellishes the actions of the user. Like the visual special effects described earlier, these interactional and auditory effects are not part of a broader game goal structure but are rather engaged in for momentary and aesthetic pleasure. These are not the dominant modes of engagement in play with children’s software, but they are small, ongoing breaks in the narrative trajectories of multimedia titles. They are also sites of micropolitical resistance to the progress-oriented goals and adult values that seek to limit violent and grotesque spectacles in an educational setting like the 5thD. Mobilizing Fun: The Micropolitics of Pleasure Engagements with special effects are not merely an atomized process of individual engagement. They are part of the political economy of cool, a central source of cultural capital in kids’ peer relations. Spectacle and fun are mobilized as devices to enlist other kids and to demonstrate style and status, as well as a way of demarcating a kid-centered space that is opposed to the progress goals of adults. A search for all instances of the word fun in the video transcript record revealed many instances of funny but relatively few instances of children describing something as fun. More Readings 21st Century Literacy Summit 16 THE ANNALS OF THE AMERICAN ACADEMY often, it got used in questions by adults querying whether a child was engaged: “Are you having fun?” “Is this a fun game?” Although adults generally used the term to describe moments when kids were actively engaged, kids tended to use the term to refer to activity that was spectacular in nature, rather than educational or functional. In other words, adults (at least in this progressive educational setting) tend to construct play and fun in relation to developmental goals and engagement, whereas kids see it as something keyed to particular visual and entertainmentoriented idioms. In the 5thD, an orientation to fun is actively encouraged but ultimately in the service of a reformist educational project. Children mobilize fun as a way of indicating authentic engagement, and fun is celebrated in the 5thD to the extent that it happens in the context of a prosocial learning task. Entertainment is clearly not a monolithic category within mass media forms. While some entertainment idioms are legitimized within the 5thD project, action gaming idioms are explicitly excluded as too patently noneducational. Action entertainment idioms are constantly lurking in the ambient culture that kids participate in. These cultural elements are largely excluded from the 5thD through the selection of nonviolent games and persistent adult surveillance, but they are still present. Due to their illegitimate status in the 5thD, they become a resource for subverting dominant (educational) codes in this local context. I close this article with a case of play with SimCity 2000 that exhibits this complicated relational dynamic between educational and entertainment idioms. One day of Ian’s play with SimCity 2000, captured on video, is a rare case in which action entertainment appears as a social resource in the 5thD, and it enables one to see the tensions around this cultural domain as it appears in an informal learning setting of this sort. The scene opens with Ian sitting in front of the computer, interacting with a well-developed city marked by an enormous airport and waterfalls stacked in a pyramid formation. Another boy is sitting next to him, observing his play and making occasional suggestions; and there is an audience of other club participants, including the videotaper, undergraduates, and other kids and adults walking in and out of the scene. He busily makes a railroad system, water pipes, buildings, and a power plant and worries about such things as whether his people are getting enough water or whether power plants need to be replaced. Soon, the director of the club appears and tries to get Ian to teach others how to play (line 1), but Ian deftly deflects this accountability to the club norm of collaborative learning, with the support of another kid (line 2): 1. Site director (D): Because you’re not going to be sitting here all day just doing it by yourself. So other people watch you. It’s not fair to other people. 2. Mark, a younger boy (M): No, we, we, we, we’re not supposed to be able to play. We’re not supposed to play. 3. D: Why aren’t you supposed to play? 4. Ian (I): They’re not. 5. M: If you’re not a Young Wizard’s you can’t play this. 6. D: But if you’re a Young Wizard’s Assistant and you’re not teaching anybody else the game then you can’t play it either. Page 150 Readings 21st Century Literacy Summit MOBILIZING FUN 7. 8. 9. 10. Page 151 17 M: He’s teaching me. I: (Unintelligible) said I could. D: OK good, all right, check it out then. I: Anybody ask me any questions. Ian’s tactic is momentarily successful; he passes as a teacher and resumes his game play. After about twenty minutes, however, he is interrupted by the director of the club again and asked to teach a new undergraduate how to play the game. “I’m not kidding either,” the director stresses, “her grade depends on what you teach her, so she’d better do a good job, okay?” After a few moments, Mark suggests, “Show her a disaster. Do an airplane crash.” Ian responds with enthusiasm, saves his city, and announces, “Ha ha ha disaster time!!” Edutainment titles, particularly those that make curricular claims, are generally linear and make much of achieving certain levels and scores. By contrast, entertainment software and elements are exploratory, often repetitive, and generally open-ended. In this sequence of activity, Ian finds himself in the center of a series of interventions and a great deal of social attention, positioned as an expert and asked to teach both an undergraduate and a large audience of other kids about the game. The videotaper and the site director have already intervened a number of times to orient him to his community role as game expert and teacher. His companion is the first to suggest doing a disaster, and he takes it up with a characteristic virtuosity and antiauthoritarianism. Disaster time involves an escalating series of special effects in which the city is first invaded by a space alien, then flooded, set on fire, and subjected to an earthquake and plane crashes. The undergraduate remains pleasant and amused. The videotaper, a longtime participant at the club, is the first to intervene, addressing the undergraduate first. “So, have you figured out how to play?” And then she turns to Ian. “Remember Ian, that Anne has to . . . Ian?!” The videotaper and the undergraduate’s protests punctuate this instance of play, and though they do not specifically deny the appeal of destruction, they are clearly trying to redirect the activity. They are overpowered as Mark cheers Ian on and they jointly delight in the spectacles of destruction. “Do another airplane crash!” Readings 21st Century Literacy Summit 18 THE ANNALS OF THE AMERICAN ACADEMY “Destroy it.” Another boy joins the spectacle. “Please do a fire engine.” “Put more fire. Fire’s cool.” “Just burn it all. Burn it. Burn it. Just burn it. Burn it. Burn it. You need more fire, more fire.” The site director appears again. “Is he teaching you how to be a constructive citizen?” he jokes. “Another five minutes, and then put Anne on and see what she can do.” “Do riots,” the third boy continues, not responding to the director’s comment. [I]nteractional and auditory effects are not part of a broader game goal structure but are rather engaged in for momentary and aesthetic pleasure. After the city is in flames, Ian begins to build large buildings within burning areas to induce more and more spectacular explosions. He turns from blowing up the most expensive of the possible buildings to blowing up colleges, fusion plants, gas power plants, and microwave power plants. His final achievement is to blow up a row of fusion plants lined up in domino formation. “Ian, time, put Anne in there,” insists the site director at the conclusion of this performance. “He’s into mass destruction at the moment,” says Anne, worried. The director assures her, “Yeah, but these guys know a lot about the game.” Then he turns to Ian. “I don’t want to turn the machine off on you. Be nice to Anne and give her a turn.” That is enough of a credible threat for Ian to start a new city for Anne. Here I would like to point to the role of action entertainment idioms in enlisting an audience of other boys and the role of computational media in enabling a virtuosity of the spectacular in the hands of a player. The adults at the club are in the difficult position of trying to validate Ian’s technical knowledge but not wanting the destructive scenario to continue. Ian is quite aware of the boundaries of participation in the 5thD and plays to his moment in the spotlight until he is on the verge of disciplinary action. Far from being involved in a regressive and antisocial act, Ian is engaging in a process of enlisting a large and engaged audience in a shared spectacle of technical virtuosity. The unique context of the 5thD enables this to play out in a way that is negotiated rather than either univocally repressive or celebratory; Ian retains his status as game expert and teacher while enlisting the agendas and interests of both adults and kids at the site. Page 152 Readings 21st Century Literacy Summit Page 153 19 MOBILIZING FUN Conclusions If one resists the impulse to call Ian’s activity antisocial, then one is beginning to query the social functions of dysfunctional activity and a certain cultural paradox. While competitive achievement that individuates learning and produces class distinction is considered prosocial and developmentally correct, hedonistic play that creates peer solidarity in relation to consumer culture is considered antisocial and regressive, an attention deficit to the progress goals of certain authoritative institutions. Sutton-Smith (1997) described this tension in terms of private and public transcripts of childhood: The adult public transcript is to make children progress, the adult private transcript is to deny their sexual and aggressive impulses; the child public transcript is to be successful as family members and school children, and their private transcript is their play life, in which they can express both their hidden identity and their resentment of being a captive population. (P. 123) The 5thD is a site that self-consciously works to reengineer this cultural logic by accommodating both child and adult agendas and creating opportunities for crossgenerational negotiation and shared discourse. When one adds media industries and high technology to the relational mix, the equation becomes more complicated. Far from being an unmediated voice of a natural childhood pleasure principle, phantasmagoria and spectacle are distributed, engineered social productions that unite children and media industries. They are also sites of virtuosity, connoisseurship, and status negotiation among children as well as between children and adults. What constitutes an authoritative institution is a contingent effect of local micropolitics, where pop culture identification confers status in children’s status hierarchies and “fun” gets mobilized vis-à-vis adults as an authenticating trope of a “natural” childlike pleasure principal. This is not a simple story of adult repression of authentic childhood impulses but is a distributed social field that produces the opposition between childhood pleasure and adult achievement norms as a contingent cultural effect, subject to local reshapings as in the 5thD. The spectacular dimensions of new media deserve special mention as unique materializations of kids’ popular entertainment. The atomized consciousness of a player engaging with a special effect is a small moment attached to a large sociotechnical apparatus. Whether in movies or computer games, special effects are what drive budgets and bring in large audiences. This is indicative of a particular kind of industry maturation, where a growing consumer base supports larger production budgets but also increases investor risk, driving the push toward surehit products, sequels, formulaic content, and guaranteed crowd pleasers. Special effects also weed out independent developers who do not have the budgets to compete in production value. Entertainment industries participate in the production of institutionalized genres that are packaged and stereotyped into certain formulas that kids recognize and identify with as a libratory and authentic kids’ culture. In the titles I reviewed, these appeared as gross bodily noises, explosions, hyperbole, Readings 21st Century Literacy Summit 20 THE ANNALS OF THE AMERICAN ACADEMY and increasingly established licensed characters. This “junk culture” is a particular vernacular that cross-cuts media and commodity types, making its way into snack foods, television, movies, school supplies, and interactive multimedia. Just as this junk culture is a site of opposition between adults and kids, entertainment elements in children’s software become opportunities for kids to resist adult learning goals in the 5thD and elsewhere. Although the founders of the children’s software industry were looking for a radical break from the existing logics of both entertainment and education, when children’s software entered the political and economic mainstream, industrials began reproducing familiar vernaculars that played to mainstream retailing and kids mobilized these new cultural resources in ways that fit their local peer agendas and intergenerational negotiations. Technology is produced through and productive of structured social and cultural contexts, and any accompanying social change needs to take this as a starting point. Multimedia and interactive media are not inherently “fun” or “educational” but take on these characteristics through a highly distributed social, technical, and cultural apparatus. This research was conducted before the spread of broadband Internet, file sharing, online software distribution, and widespread game hacking and remix. As alternative models for software production and distribution take hold, we may find that the net is trafficking in forms of children’s software that may truly redefine some of the cultural logics of contemporary childhood that were established in the television era. Whatever change happens, it will not be an effect of factors inherent in a particular technology but of a whole complex of discursive, social, political, and economic alignments that link sites of production, distribution, marketing, and consumption. References Buckingham, David. 2000. After the death of childhood: Growing up in the age of electronic media. Cambridge, UK: Polity. Cole, Michael. 1997. Cultural psychology: A once and future discipline. Cambridge, MA: Harvard University Press. Debord, Guy. 1995. Society of the spectacle. Detroit, MI: Black & Red. Foucault, Michel. 1978. The history of sexuality: An introduction. Vol. 1. Trans. R. Hurley. New York: Vintage Books. Ito, Mizuko. 2003. Engineering play: Children’s software and the productions of everyday life. Stanford, CA: Stanford University Press. Kline, Stephen. 1993. Out of the garden: Toys and children’s culture in the age of TV marketing. New York: Verso. Seiter, Ellen. 1995. Sold separately: Parents and children in consumer culture. New Brunswick, NJ: Rutgers University Press. Sutton-Smith, Brian. 1997. The ambiguity of play. Cambridge, MA: Harvard University Press. Turkle, Sherry. 1984. The second self: Computers and the human spirit. New York: Touchstone. Vasquez, Olga A., Lucinda Pease-Alvarez, and Sheila M. Shannon. 1994. Pushing boundaries: Language and culture in a Mexicano community. Cambridge: Cambridge University Press. Page 154 Readings 21st Century Literacy Summit Page 155 NARRATIVE CONSTRUCTION AS PLAY Brenda Laurel, Ph. D. Chair, Graduate Media Design Program Art Center College of Design Narrative construction as a kind of play highly underrated in the design of interactive media. I began to uncover evidence of this fact during my dissertation research. That quest eventuated in my first book, Computers as Theatre (Addison-Wesley, 1991). I learned more about the powers of narrative construction from the research on gender and play that I conducted during 199296 at Interval Research. In academic taxonomies of play, "constructive play" is most often framed as play that utilizes objects (real or virtual) to construct other objects, mechanisms or environments. When defined in this way, constructive play is predominately engaged in by boys. But when you include stories as something that may be constructed, you find that girls engage in constructive play with at least the same frequency and relish. My research at Interval led to the founding of Purple Moon (a transmedia company for girls) in 1996. As we set about to discover or invent computer games that would be attractive to girls, we were tempted at first to look at what girls thought of existing games. We did explore that path, but it gave us limited results simply because most girls were not playing computer games at the time and there were few examples of games that they really liked (Nintendo's Mario games and Ecco the Dolphin were the favorites). By far the more fruitful research approach was our exploration of how girls play in general. Through interviews with over 1000 children, our research indicated that narrative construction was the largest category of play for girls ages 8-12. Stories were made up about existing narratives or from whole cloth. Stories could be told, written, drawn, theatrically performed or improvised. How can this finding be translated into computer-based game-play? First and foremost, materials for narrative construction take the form of characters - characters that are drawn with enough depth and potential to engage the player in imaginative construction of their motivations and thought processes. In other words, players should be enticed and enabled to create the backstory for characters that appear in the action of the game. During the course of our research, we queried girls about games that were popular at the time. In the context of the videogame X-Men, one subject (a 12-year-old girl) complained that "these characters are so boring you can't even make up stories about them." Narrative Construction as Play copyright © 2004 by Brenda Laurel page 1 Readings 21st Century Literacy Summit Page 156 The history of the audience for the X-Men property is relevant in this context. As a comic book series, the characters had plenty of narrative potential, but the medium of comic books was culturally gendered. As a result, girls were not a significant audience for the property. In its videogame incarnation, X-Men characters were stripped of most of their narrative qualities and placed in a flat action context. Both the game genre and the character construction discouraged female participation. But when the property was transformed into a film, the characters and backstory elements were plumped up to the point that girls formed a significant segment of the audience and fan community. A similar story can be told about the Star Trek franchise. Almost from the beginning, females dominated the fan community, creating fanzines and slash videos galore (see Textual Poachers: Television Fans and Participatory Culture by Henry Jenkins, Routledge, 1992). Beginning as a geek-centric TV series that was explicitly pitched to males, Star Trek garnered a passionate female following primarily because of its social content. Through the lives of the various feature films and follow-on series as well as the hundreds of paperback books, Paramount slowly but surely recognized and responded to the gender makeup of its audience by morphing the genre from science fiction adventure to a soap opera in space. That is not a slam - as a die-hard Star Trek fan myself, I have appreciated the transition toward stories that have more to do with characters and relationships than dogfights in space. As Jenkins' analysis shows, the heart of fan culture is the ability to relate to, appropriate, and repurpose characters and story materials in order to create personal meaning. Fan behavior provides an excellent example of narrative construction as play. [an image of Spock and Kirk from old Star Trek could be juxtaposed with an image involving Deanna Troi from The Next Generation or Captain Janeway from Voyager - permission from Paramount would be needed] In the Purple Moon products (the Rockett and Secret Paths series of games), we concentrated on creating affordances for narrative play. We developed characters based on research of girls' descriptions of their own friends and foes, finding reliable patterns in our data that corresponded to character types. We modeled affiliation and exclusionary behavior and other social dynamics of our audiences in the structure of the game. Our research with our audience led us to develop a gameplay pattern we called "emotional navigation," where choices were made by the player in emotional rather than operational terms. To encourage backstory creation, we populated the games with clues about the characters' inner lives, family situations, and histories by exposing journals, collections, and flashbacks. We gave our audience a publishing venue for their backstory constructions on our website. Girls played with the characters through contributions to the "school" newspaper, yearbook, journals, and bulletin boards. We learned Henry Jenkins' lessons well and made an environment that was all Narrative Construction as Play copyright © 2004 by Brenda Laurel page 2 Readings 21st Century Literacy Summit Page 157 about supporting the sorts of things that fan communities do. The result was a site that beat disney.com for several months running in terms of both unique users and dwell-time per log-in. Although the site was closed down by Mattel after their acquisition of the company in 1999, I still get email every week or so from a fan who wants to know when the site will come up again. Boy, did Mattel miss the boat. With the emergence of massively multiplayer online games like Ultima Online and Everquest we begin to recognize the construction of characters, habitats, social relationships and economies as flavors of constructive play. These play patterns have made girls and women a reliable segment of players in the adventure and role-playing genres from the beginning of the computer game era. It is this sort of constructive play that invites women and girls to join the computer-game party. Will Wright's recognition of these important play patterns has resulted in a 65% female player demographic for Sims Online. As Will describes in his interview in Design Research: Methods and Perspectives (B. Laurel, Ed., MIT Press 2004), aggressively incorporating female-inclusive play patterns has led to better game experiences for players in general. Of course, games are not the only computer-based spaces in which narrative construction occurs! All but the most procedural activities can be seen to have a narrative arc. To re-cast the central observation of Computers as Theatre, good experience design provides affordances for narrative construction of a particular type: a story of a successful or delightful action with a beginning, middle and end, where the interactor is typically the central character. In order to construct a good narrative about an interactive experience, causes and effects cannot be opaque. This does not mean that the process needs to be "transparent" in the sense of faithfully representing the operations of an application or a game; it may simply mean that serviceable representations of those operations are available. Nor does it mean that every story must be a success story; the story of a Google search that yields bizarre results can be a comic masterpiece. But it's only funny, like the man slipping on the banana, if no real damage or injury results. The sense of play, like comedy, depends upon the absence of potential harm. Narrative construction is a wonderful research tool and benchmark as well. I was recently involved in consulting for a group that is designing a middle-school science curriculum in an online environment. They asked me if I could point to gameplay patterns that would enhance a student's enjoyment of online science activities. I suggested that they take a step back and ask students to tell them stories about their most delightful moments in learning about science. Forcing a gameplay pattern into an educational activity is dicey precisely because the student / player knows that there is real risk involved - risk of failure. Modeling a happy experience with science learning takes the student away from the world of Narrative Construction as Play copyright © 2004 by Brenda Laurel page 3 Readings 21st Century Literacy Summit Page 158 tests and grades and back into the world of wonder and discovery. Designing online experiences that would prompt students to construct narratives filled with delight would be a mark of real design success. As Mike Mateas and Phoebe Sengers point out in their book Narrative Intelligence (John Benjamins, 2003), we understand the world largely through narrative construction. Researchers from Roger Shank to Jerome Bruner support this view. Story-making is a pleasurable activity because in a very deep way, we look at the world with storytelling brains. The designer of interactive systems should take our narrative predisposition into account in the same way that the designer of physical tools makes affordances for our opposable thumbs. Narrative Construction as Play copyright © 2004 by Brenda Laurel page 4 Readings 21st Century Literacy Summit Page 159 Readings 21st Century Literacy Summit Page 160 Readings 21st Century Literacy Summit Page 161 Readings 21st Century Literacy Summit Page 162 Readings 21st Century Literacy Summit Page 163 Readings 21st Century Literacy Summit Page 164 Readings 21st Century Literacy Summit Page 165 Readings 21st Century Literacy Summit Page 166 Readings 21st Century Literacy Summit Page 167 Readings 21st Century Literacy Summit Page 168 Readings 21st Century Literacy Summit Page 169 Readings 21st Century Literacy Summit Page 170 Readings 21st Century Literacy Summit Page 171 Readings 21st Century Literacy Summit Page 172 Readings 21st Century Literacy Summit Page 173 Readings 21st Century Literacy Summit Page 174 Readings 21st Century Literacy Summit Page 175 Readings 21st Century Literacy Summit Page 176 Readings 21st Century Literacy Summit Page 177 Readings 21st Century Literacy Summit Page 178 Readings 21st Century Literacy Summit Page 179 Readings 21st Century Literacy Summit Page 180 Readings 21st Century Literacy Summit Page 181 Readings 21st Century Literacy Summit Page 182 Readings 21st Century Literacy Summit Page 183 Readings 21st Century Literacy Summit Page 184 Readings 21st Century Literacy Summit Page 185 Readings 21st Century Literacy Summit Page 186 Readings 21st Century Literacy Summit New World Page 187 Kids The Parents’ Guide to Creative Thinking work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit New World Kids: The Parents’ Guide to Creative Thinking © Susan Russell Marcus 2005 work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Page 188 Readings 21st Century Literacy Summit Page 189 Contents Introduction • Kids and the Future • What We Need vs. What We’re Doing • Rethink the Box • It’s Where Innovation Begins • This Is Where Parents Come In Part 1. Creativity in Pieces • Creativity Deconstructed • 1. Imagination: the Source • 2. The Sensory Alphabet: the Foundation • How Do You See Beyond the Obvious? • The DNA of “Stuff” • The Sensory Alphabet: an Overview • Play: the Heart of Creativity • Media: Idea to Form • Creative Thinking: the Process • Think Like a Pro • Individuality: Turbo-charging the Process • Assessing Strengths Part 2. Ideas in Motion • Creating Everyday • (Fun)damental Tips for Parents • Reflecting and Evolving Part 3. Educate the Senses • Introducing the Alphabet • Rhythm • Space • Light • Color • Sound • Line • Movement • Shape • Texture • Sensing: Back to the Future work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Introduction (lite) The new conditions demand a new way of thinking. The new thinking demands new forms of expression. The new expression generates new conditions. - Bruce Mau work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Page 190 Readings 21st Century Literacy Summit Page 191 Kids and the Future We all want the best for our kids. We want to see them grow and bloom and become successful adults in the world. But when you look at your two year old (or four or eight year old) today, it’s hard to imagine what the world will be like by the time they’re grown, or what their career choices will be. Global positioning devices, instant messaging, satellite phones on mountain tops, non-invasive surgery, networked terrorism, ‘service’ economies, even personalized jeans…all are indications of the fundamental shifts in the ways we engage with the world and each other. Taken all together, it adds up to “the new world,” a phrase that was first coined in the 15th century and has recently re-entered the popular lexicon. Whatever our various perspectives, we are all beginning to sense what it means. The scale of change, largely driven and enabled by technology, is unprecedented in human history. What’s happening resembles the way a kaliedoscope works with new connections happening between fields or thought processes or even countries, new ideas emerging and creating new ripples of thinking; then suddenly a new pattern becomes visible, and a new picture falls into place. The change itself, this re-ordering, this inventing “the new world” is what will occupy our children’s future. We are entering a time that will call for dedicated innovation, across the board. It will occur in all fields. It’s already started. But unfortunately where our kids are concerned, what we’re teaching is “business as usual.” Ironically, business has the been writing about the future for a decade now… ruminating about the rapid unfolding of technology, the interdependences of globalization, the acceleration of change, and what is needed to cope with it. All this analyzing and strategizing has produced a best selling stash of books and magazines surrounding the subject of the future. And what they say we need is: “Thinking out of the box.” Where does “thinking out of the box” start? Why aren’t we considering this in relation to kids? They are the future after all... And while we’re still in the box, kids are out there, moving at lightspeed, adapting, and living deeply in the world their senses report as true. So far, we haven’t offered much help. work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Page 192 What We Need vs What We’re Doing There’s a big gap between how our kids need to be equipped to deal with the future and how we’re preparing them now. Let’s first consider the box. “The box” is business-speak for what we teach and what we think of as important. It usually changes at a glacial pace and therefore is good at maintaining the status quo. It’s where kids learn the basic literacies of our culture, related to words and numbers. Our standardized tests reflect this. The thinking skills that are taught and utilized generally fall under the umbrella of what are called critical thinking skills, associated with analyzing and weighing information. These skills and literacies are very important to learn, but no longer enough. “The Box” critical thinking creative thinking This is where we’re putting all our educational resources. work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Page 193 Kids naturally gravitate into the daily world of sounds, layered images, and simultaneous events. It is the sensory world and it is up-close, technological, connected, visually rich, emotional, and immediate. It’s about friends, fun, computers, games, stories, animals, communicating, TV, wonders, worries, playing, family, music, sports. It’s where pop culture lives. It’s also where the senses and the imagination live… outside the box. “Outside the Box” critical thinking creative thinking This is where kids are really living. work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Rethink the Box It’s time to rethink “the box”... to incorporate, teach and value the kinds of thinking that are closer to the “creative” end of the thinking spectrum to balance out the box. That’s a challenge for our culture that often holds creativity to be suspect. Although we admire shining examples of creative thinking, we tend to believe that it’s a mysterious process. Or another magical matter of talent. And besides, it’s hard to measure. But “the box” we’ve put ourselves into won’t take us where we (and our kids) need to go. The facts, figures and unconnected blueprints of subjects that make up school curricula create what is like a still picture in a world that is now liquid and changing. What’s essential to put into the box now, along with traditional thinking skills are: big ideas, inventing, making connections, approaching a subject sideways, or solving a problem from the inside out...the kind of thinking that is fluent enough to come up with the innovations the future will demand.. It’s about learning a sensory vocabulary, perceiving larger patterns, and jumping mental fences. It’s also about allowing intuition, putting your hands in, and applying your unique fingerprints. The Needed Box critical thinking creative thinking It is only in the rich and somewhat unpredictable tumble of a valued kid and their individual mix of data and magic can we hope for a healthy, thriving planet. work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Page 194 Readings 21st Century Literacy Summit Page 195 It’s Where Innovation Begins Innovation is often thought of as bringing new methods, products or ideas into a field or industry that has already been established. It assumes there is a familiarity with the data and processes that exist. It’s a new step ahead... a baby step or a giant leap. It’s a grown-up idea. The child’s counterpart to innovation is creative thinking. Practicing creative thinking can hone a child’s natural thinking tendencies that we see so often in their play into a firm foundation of thinking skills that will serve them (and us) in the future. It’s not a matter of chance or talent or luck, it’s a matter of focus and practice. Like reading, it’s a skill that is learned by doing it. Inborn imagination and natural creativity become fluent thinking tools by learning to see patterns, using associative thinking and practicing creating. And also, just like reading, adults help kids along by supplying the right challenge at the right time. Reading is a skill that is built on the foundation of several diverse elements: you have to know the squiggles that make up the alphabet and the sounds associated with those abstract symbols, how words are constructed out of them, the way to move your eye down the line of letters to come up with the sounds that make the words like spoken words. Somehow along the way (like magic) meanings start to pop into your brain...and you’re reading. You get better at it as you go along. Creative thinking (as a skill) works the same way. It’s grounded in diverse elements. It is enhanced by knowing a sensory vocabulary (elemental building blocks, like the alphabet) and having experiences with a kind of thinking not necessarily involved with words, but the kinds of knowings that your senses and your body are good at...like riding a bike, or judging relative weights or seeing your favorite color. Often some kind of media comes next. (It’s a way for ideas to take form.) Then play! Creative thinking (often in the presence of a problem to solve) consciously rubs these diverse elements together and (presto!) ideas and meanings start to pop into your brain. Creative thinking is generative thing. It honors intuition but doesn’t leave out analysis. It uses data, but also looks for larger patterns. It is flexible and fluent. It is the kind of thinking that is the foundation for innovation in all fields, across the board, from physics to engineering to cooking. And it is a most sought after quality in the current business environment. work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Page 196 This Is Where Parents Come In The good news is that kids live and breathe this creative thinking. It’s as basic as it’s more trusted counterpart, critical thinking….just less measurable. We humans all come by it naturally…it’s our heritage, our human nature. We just don’t honor it. In fact, research tells us this kind of thinking is almost squeezed out by the 4th grade. This is where parents come in...and where parents will play a crucial role. We all want to see our kids grow up happy and successful. But now the game is changing. Success (for the whole planet) may rely on “rethinking the box” and adding creative thinking to the list of skills that is practiced and applauded. Schools are focused elsewhere. It’s up to parents to fill this gap. If parents don’t give kids a strong foundation in creative thinking, they probably won’t get it. If parents don’t value it, kids won’t. It’s that simple. It’s time to open this conversation about kids and the future-oriented skills with parents. It’s past time. These are important ideas we can all agree about, but as a parent, it can be anxiety producing! At first glance, nurturing creative thinking in children can sound like a very large and ongoing agenda that won’t fit into already tight schedules and overcrowded mental real estate. We hope to put your anxieties to rest, and to assure you that nurturing creativity in your everyday life at home can be a real source of fun! It can generate energy instead of drain it. It can enlarge your child’s idea of what success looks like. It can be an important window into your child’s natural strengths. It will better prepare your child for the future. And, not least, it will make unique, memorable events for everyone to share. We’ve gathered lots of knowledge and experience about this kind of thinking. It’s built on the groundbreaking work of the Learning About Learning Educational Foundation and its nationally recognized lab school. This book is the result of 35 years of applied research on the nature of creativity, media, individuality, and cognition. Just as important are the same number of years in work/play with educators, parents and kids, designing processes and projects, spaces and experiences. Also being parents, researchers, and educators ourselves, we’ve designed this handbook on creative thinking with parents’ and caregivers’ needs in mind. It’s full of ideas, plans, tools and support...an important resource for anyone who wants to activate their child’s creative potential. work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Page 197 Part 1: Creativity in Pieces The possible’s slow fuse is lit, by the Imagination. — Emily Dickinson work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Creativity Deconstructed Play Individuality Media Creative Process Sensory Alphabet Imagination work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Page 198 Readings 21st Century Literacy Summit Page 199 It is useful to look at creativity as the sum of various parts...parts that are not alike and don’t necessarily form a sequence. Using reading as an analogy again: one way to look at it is through phonics, another by the left to right sweep that the eye makes across the lines of type, another the alphabet foundation...each important but each very different in nature. The following chapters of this book take each part of creativity separately, defining, enlarging and giving you ideas of ways to use it... both as a lens into your child’s unique creative potential and as the basis of activities to grow creativity in the context of everyday. 1. Imagination is a given. Everybody that calls themselves human comes with one, and it’s available 24/7. It fuels little dreams all the time like, “What can I make for a snack?” and big dreams like, “What can I be when I grow up?” It’s like a well that you can draw on to bring up ideas anytime. You can feed your imagination with observations and experiences and memories. And the more you do, the richer and wiser your imagination becomes...and the more and better ideas it can give you. 2. The Sensory Alphabet is to creativity like the traditional alphabet is to reading. You learn it first and then you can put its elements (like alphabet letters) to work in unlimited ways, seeing/ making all sorts of new patterns…the same as being able to read/write any word you can think of after you learn your letters. It’s a very important tool to give your brain when you want to use creative thinking. 3. Media is anything you use to get your ideas from the inside of your brain out into the world. It might be words you say, or chalk to draw a game idea on the sidewalk, or a costume that helps you make a character for your drama idea. The more you play with all kinds of different media, the more it feeds your imagination. And that gives you more ideas to use. 4. Play is the heart of creativity. Play puts ideas in motion. Playing by yourself lets you see your ideas out in the world, which gives you more ideas. Playing with another person gives your ideas a chance to have a conversation with others’ ideas and multiply. What the experts know now is that play is thinking in action. It gives you a chance to rehearse, direct, invent, imitate, fantasize, try on, try out, experiment, rethink, rearrange, start over, express and explore... all without the consequences of “the real world,” important for growing ideas. 5. Individuality is another given. It’s just that it’s so hard to see yourself and how you’re different and what your strengths are. This is where parents come in; watching with care, mirroring a child’s strengths, providing media and experiences that match each child’s unique brand of imagination and supplying challenges that stretch each imagination. Understanding, valuing and supporting each mind is what turbocharges individual creative potential. 6. The Creative Process isn’t really mysterious, it’s a particular way of thinking…like “critical thinking” or “the scientific method.” Kids start out doing it naturally and unconsciously. But it’s not often taught at school, and it’s not easy to measure, so it can diminish. But when you learn and practice this way of thinking consciously, the results are dramatic. It’s like adding writing to your reading and speaking skills. It’s a thinking skill that can turn imagination into jet fuel for ideas…and for grown-up innovation later on. work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit 2. The Sensory Alphabet: the foundation There are children playing in the street who could solve my top problems in physics, because they have modes of sensory perception that I lost long ago. — J. Robert Oppenheimer work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Page 200 Readings 21st Century Literacy Summit Page 201 How Do You See Beyond the Obvious? Our brains work so quickly and efficiently to construct meaning around our perceptions of the world that often we don’t notice the elemental qualities of our experience. We immediately and unconsciously leap right into defining, labeling and judging. Our brains are fabulous at this...we don’t see the bowl of yellow shapes, we see lemons. We don’t see the green prickly lines on that tree, we see pine needles. We don’t hear the rhythm that makes westerners want to move, we hear the two-step. And so, from babyhood on, we are off on our lifelong journey of naming, labeling and pigeonholing the world around us. It’s the perceptual shorthand we need and use so that we don’t have to focus on every little thing. It is also our cultural blueprint...and, it’s the textbook for thinking inside the box. But when our goal is nurturing inventiveness, we begin with a more elemental approach. The Language of Invention, which follows, is in essence a sensory language...another way of describing what our senses are telling us is “out there.” It focuses on the patterns that underlie what we experience. By naming this vocabulary, it lets us give voice to what we perceive in ways that are not burdened with the boundaries, definitions, or even prejudicies of our culture. It opens up our perceptions for analysis, comparison, designing and invention. It builds curiosity and generates ideas. When children absorb and use this sensory vocabulary on an everyday basis, its helpful nature becomes second nature. The elements are easily spotted by children (young and old). They’re close at hand, or eye, or ear. They feel welcome to a young mind taught so early the highly abstract forms of the alphabet and numbers as we do in our culture. Every child can master this vocabulary of sensing, comparing and contrasting. It offers a hands-on, eyes-on, all senses-on path of discovery and delight. (And it is in direct contrast to the often visually hypnotic, passive and repetitive qualities of television and video games.) It’s the natural foundation for deep interaction with the world. Because it describes, but doesn’t define, this sensory vocabulary enlarges the capacity for seeing patterns between disparate objects, fields, and cultures... and this facility to perceive patterns is one of the hallmarks of a creative mind. work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Page 202 The DNA of “Stuff” Deep under the thick layers of labels we use to tell us what’s what…deep under the concepts that define fields of study, works of art, or indeed any “thing”…there is a set of attributes that are elemental to our planet. It’s how we can describe anything. It’s how our senses report to our brains what is out there. You could say it makes up the DNA of “stuff.” Taken together, we call these elements the Sensory Alphabet. There are nine elements: line, shape, color, texture, sound, space, light, movement, and rhythm. These elements are the “givens” here on earth. And though they are familiar, most of us don’t explore their powers or use them consciously for problem solving and inventing. Often we think of these elements as belonging to the territory of the arts or design, and of course they are potent tools for those fields. But if we step back from our usual definitions, it’s easy to see how these elements underlie all our perceptions. Rhythm, for example, belongs not only to music but is also basic information to a doctor who is assessing an electrocardiogram. Rhythm is at the heart of devising a spectacular basketball play, a winning debate, or creating a dramatic cinematic moment in the film editing room. Another example: we might first think of space as the tool and consideration of architects, but it’s also what tickles the imaginations of physicists, graphic designers and it’s very important when you’re parallel parking. The examples are literally endless. These are the elements that make up the patterns our senses take in and to which our brains, instantly and unconsciously, assign meaning and value. When a pattern of qualities, say, shape and color and texture, resonates in a certain way, we recognize a dog or a tree or a vase. Some patterns have become emblematic of our culture…the rhythms of rock and roll, the amount of conversational space between people that can be identified as distinctly western, or the series of lines we have come to know as the alphabet. We share these essences and meanings with others of our culture and when we travel we can be surprised at how other cultures have combined these elements to create very different formats, even though the work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Page 203 essences and meanings are similar— the accepted closer conversational space of another country might, to us, feel threatening, “in your face.” Standard cultural colors in another region might feel drab to us, or conversely, too bright. At an individual, more granular level there seems to be a built in sense of what is comfortable when it comes to these elements…certain preferences that come out so early they seem to be inborn. Every parent who has more than one child can attest to this. There are favorites — certain qualities of light or rhythm — that are distinctively different from other members of the family, certain kinds of sounds that are appealing, a sense of a space, that is “just right” to each person. These preferences are often expressed unconsciously in the choices an individual makes — dressing in favorite colors, demonstrating a love of texture with hairstyles or through jewelry, using big movement again and again. In this country we teach young children these elements somewhat haphazardly, quickly jumping to the labels and meanings our culture has assigned…shapes are squares or circles, sounds are “what the cow says” or just “too loud.” Rhythm is usually defined by music. We seldom explore shape for its own sake, or sound, or rhythm. But as researchers, educators, and parents, we have observed that these elements, explored individually and absorbed slowly and deeply over time can become a potent sensory vocabulary of understandings for children. The following pages introduce the Sensory Alphabet briefly, an overview of the elements and where we find them in our everydays. In Part 2, we will give you ways to put these building blocks together. We’ll talk about the creative thinking process that can turn these elements into everday inventions and creations, exercising that capacity for association. It’s like taking the building blocks of the alphabet and beginning to make words...then sentences! Pretty soon you’re reading and writing...in this case, creating! In Part 3, each element will have its own chapter...a getting-to-know-you session that will re-familiarize you and give you ideas for ways to explore it, for yourself first, and then for both you and your child. But now...the “alphabet”... work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Page 204 The Sensory Alphabet Color Human vision is distinguished by the color-detecting ability of our eyes, and so for us color is often the element of discernment — and the visual language of emotion. Green with envy, seeing red, walking around under a black cloud, emotion transforms itself into colorful characters, colorful language, poetic passion. Paint on canvas creates sunny weather or an emotional storm; and music paints a picture solomn or spritely. Where is your color sense alive? In cooking or chemistry, stargazing or paint mixing, finding rainbows, delighting in a feather’s iridescence or in an outlandishly fashionable fashion sense? Sound Sound has the inherent quality of acting directly on the emotions without going through the intellect. Listen. The world is speaking to you in a thousand different voices. When we listen, we put ourselves in the moment. Present to an argument, a plea, a whine, a bird call, wind in the trees or a symphony. Besides the obvious (musicians and music), actors, politicians, priests and teachers invoke action with tone, timber, tempo and sound. Writers (and readers) listen as words unfurl on the page. Painters may paint a sound and runners may use one to make the miles fly. Ecologists, anthropologists, birdwatchers, linguists and physicians – all use sound to diagnose, distinguish and define. work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Page 205 Space Space is omni dimensional, geographic and temporal, both geometrically present outside of us, and meta-phorically present inside the fences of our imaginations. With space, what isn’t is as important as what is: the inside of a basket, the silences between the notes, the pause between the speakers, the room inside the walls. The way a canvas size or a room’s dimensions determine how we move within it. As humans we can’t help but pay attention to space as space and space as time. How long? How wide? How fast? How slow? Where and when? Think about how these people use and analyze space: mechanical engineers, publishers, architects, dancers, cartographers, chess players, editors, sit com writers. Light Light delights as the most elusive and changeable element of form: giving contour, creating mood, illuminating all manners of truth. The sea sparkles, pearls have luster, silk shimmers, we “see the light.” Stage designers, cinema-tographers, photographers and architects are obvious masters of light and shadow– but think too about light as perceived by physicists, by glass artists, by poets and urban planners. Without light, we’re literally and figuratively “in the dark.” Fireflies, fireworks, shadow play and starlight are some of our first light-filled fascinations – what are others? work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Page 206 Rhythm Rhythm is the heartbeat element, holding things together in big and little patterns. We each have a personal rhythm that is as distinct as our fingerprints, recognizable beneath the changing tides of emotional rhythms that rock and roll us through the day. Rhythm at first thought is audible and invisible – drum beats, finger taps, cadences and cacaphony, but imagine the world without stripes, dots and dashes, without the visual patterns of steps, of lines of shoes, of the this and that way of the lines in a leaf. Without rhythm who could be a pianist, a mathematician, a poet, an actor, a director, a salesman, a video editor, a debator, a basketball player, a waiter, a politician, an animal behaviorist or a juggler? Movement Movement is about change and getting from here to there, from up to down, from then to now. We talk about how ideas move us, how ambition gets us there, that responsibility keeps us tied down, how our imaginations run away and our philosophies collide. A storyline must move right along or it loses our attention; cycles of days and years and viewpoints become the stuff of history; cycles in our bodies, in weather, in nature present whole worlds of study. Kinesthetic learners must move into knowledge, often quite literally, finding the meaning of a concept by physically moving into it. Movers include (but are not limited to) explorers, botanists, meteorologists, dancers, acrobats, athletes, construction workers, industrial designers. work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Page 207 Line Line, the elemental foundation for print and number, has determined much about 20th Century life and success in our culture. Isobars, arteries, fault lines, line drives, battle lines, lines of credit, timelines, lines of type, notes, numbers and people..,stretchy, slinky, fixed or floating, dotted or dashed, lines connect two or more points. And the points are, as mathematicians remind us, infinite. Writers pen story lines; programmers, lines of code. Biologists decipher lines of DNA; entrepreneurs develop product lines. Singers follow melodic lines; jazz musicians improvise upon them. Where do you enter the element of line? As story teller or scribbler? With delight for a maze or an appreciation for ballet? Shape “Shapes shape other shapes.” As shapefinders we look for symmetries, for foreground and background, the donut and the hole, for the whole of the thing that is greater than its parts. Putting puzzles together is playing around with shape, and so is the literary love of beginning, middle and end. Pleasing shapes play their part in our neighborhoods, our furniture, our plates, platters, shoes and cars. Shapemakers include sculptors and typographers, mathematicians with their worlds of symmetries, microbiologists, industrial designers and couture clothiers. We shape play with shells and rocks, clay and cookie dough, big bouncing balls and smooth, sleek kitty cats. work in progress — discussion draft — not for distribution— © Susan Russell Marcus, 2005 Readings 21st Century Literacy Summit Texture At its most direct, tactile information is as close as it gets, up close and personal, right at our fingertips. Smooth, woven, wrapped, slippery, shiny, course, rigid and reedy. We see texture, too, and hear it in a voice or a song. Our days are rough or smooth, our mood s even or edgy, our needs piercing or pointed. Surgeons, weavers, gardeners, art collectors, textile designers and chefs must all pay close attention to texture. Does your child explore texture in the sand box, through a microscope’s lens, coiling clay snakes, eating ice cream or squishing toes in the mud? work in progress — discussion draft — not for distribution — © Susan Russell Marcus, 2005 Page 208 Readings 21st Century Literacy Summit Page 209 Working Together Power Users of Technology Who are they? Where are they going? Why does it matter? Photo used with permission of Adobe Education “The Power Users Initiative deals with what people can learn about children who have developed sophisticated technology skills. It is just one example of changing patterns of learning, challenging schools. It raises important questions on behalf of educators. The challenge of the Power Users Initiative will be how to translate the long-term research into a continuous flow of information to inform education ministries for purposes of developing education policy.“ —Dr. Ulf Lundin Executive Director of European Schoolnet at WSIS, Geneva, 2003 By Joyce Malyn-Smith ho are the “power users of technology”? We see them in the developing and developed world, among youth with access to technology, at home, in school, telecentres, community technology centres and cyber-net cafes. They play video games, use instant messaging, listen to music and do homework, all at the same time—multi-tasking, shifting focus from one task to another seamlessly, without effort. They seek information and learn what they want to know and when to satisfy their needs and interests, on a just-in-time basis. We call upon them at home to programme video recorders, troubleshoot software and hardware problems, and advise us on specifications for technology purchases. They are our technology advisors. W fter a decade of work focusing on building the capacity of youth and adults to use technology as a tool for living, learning and working, the Education, Employment and Community programmes at the Education Development Center, Inc. (EDC) launched a long-term research initiative to learn from and with children who are the power users of technology. This initiative asks the central questions: What happens to youth when their technology capacity is highly developed? How does this capacity shape thinking and reasoning, educational and career decisions, family and social interactions? How do youth translate their technology skills and interests into “currency” in a global information society? “We are investing in this work because we know that ‘power users’ around the world offer humanity an entirely new source of talent and imagination for the future. A This is part of a series of articles exploring the many facets of partnerships supported by the United Nations Fund for International Partnerships (UNFIP). In the series, some of the UN private sector and foundation partners will convey their views on how partnerships with the United Nations are being built and are achieving impact on the ground. Readings 21st Century Literacy Summit Page 210 (WSIS) in Geneva in “But our goal is not simply to nurture these unusual and “A highly-skilled workforce is seen as the key to December 2003, where masterful young power users economic growth and prosperity, and the quest for approximately 40,000 perto create a new elite . . . but to economic growth and prosperity remains at the core sons visited the expo and understand better what is at of public policy. It is now more and more accepted engaged in thoughtful disthe heart of their thinking and that knowledge and skills are at the heart of the cussion with international to be far more intentional in development and diffusion of new technologies and representatives, technology companies and non-governbringing this knowledge crucial to technical innovation.” mental organizations (NGOs). together to give all children Overarching Framework, Statistics Canada, 2002 The role that ICT4D will play the opportunity to take in our changing world will advantage of what technology continue to be important as WSIS plans the 2005 procan offer . . . and, most importantly, to create welcoming gramme agenda. environments that encourage young people to be creators A global sense of urgency in ensuring access to technology and inventors of new technologies that connect us and improve for all nations and peoples is emerging, along with an our world,” stated Vivian Guilfoy, Senior Vice-President of increasing set of questions about the impact that access EDC. will have on individuals, families and communities The Power Users of Technology Initiative has several shaping our global information society. short-term goals that set a foundation for long-term According to Amir Dossal, Executive Director of the research. These goals include: ◆ Raising awareness among leaders in learning, United Nations Fund for International Partnerships (UNFIP), workforce and human development that power users of tech“power users of technology are seen to be emerging in nology is an emerging global phenomenon with important countries around the world that have provided youth with implications for policy and practice; access to technology. This is an important initiative that ◆ Establishing an international research base that must include participation of youth in countries around connects researchers in many disciplines into a global the world—north, south, east and west.” It is of special research network; and significance to developing nations that are leapfrogging ◆ Engaging an international community of practice into a knowledge economy. to learn from and with power users about living, learning The power of computers and the Internet is growing and working with technology. exponentially. “Between 1975 and 2000, the computing The Power Users Global Advisory Panel, formed to guide power per dollar has increased 66,000 times. By 2010, this the design of the project, found broad-based interest in the figure will reach 10 million. There were 200 million Internet Initiative and recommended holding the first International users in 2000, 600 million in 2002, and 1 billion by 2005. Power Users of Technology Symposium in 2005. Involving Developing countries share of Internet users was 2 per cent youth all over the world, the Symposium will highlight in 1991, 23 per cent in 2001” (Choices, December 2003). Countries are working to connect education and employpower users’ interactions with adult experts from the fields ment activities in ICTs. These efforts can help emerging of education, psychology, sociology, cultural anthropology, power users make a smooth transition from school to learning and cognition, as together they use technology tools work. Examples from Estonia, Malaysia and Afghanistan to solve complex, real global problems. New knowledge on were recently highlighted in Choices, the human development technology capacities, habits of mind and ways of working magazine of the United Nations Development Programme will be gained from this experience and shape long-term (UNDP). In Macedonia, EDC is working with the public research that informs policy makers and practitioners over and private sectors to connect technology learning in the long term, through publications, web activities and active schools with technology skills needed for success in a utilization of the international network of partners. developing economy. The USAID project Dot.Edu is helpAligned with the UN Millennium Development Goals ing to develop a national e-schools initiative in the country and in keeping with Secretary-General Kofi Annan’s challenge by supporting a community of practice among teachers who to Silicon Valley, the Power Users Initiative focuses on will integrate ICTs into curriculum. It also promotes techachieving its long-term research goals through an internanology learning in community settings. Next year, EDC tional network of public/private partnerships. Why is this iniwill work in three regions to assist vocational centres of exceltiative important to the United Nations community? lence to connect ICTs learned in school to the emerging ecoMore and more, information and communications nomic cluster activities in the surrounding communities. technology (ICT) is recognized as an important tool for Exchanges between YouthLearn and villages in the Congo development in our emerging global information society. guide educators in developing technology-rich learning ICT for development (ICT4D) was a focal point of discusexperiences and project-based learning. sion at the World Summit on the Information Society 59 UN CHRONICLE No. 2, 2004 www.un.org/chronicle Readings 21st Century Literacy Summit Page 211 COQS Index of Digital Literacy (COQS index value national average) Total population Youth (up to age 24) 2.5 2 1.5 1 0.5 es at nd St U ni te itz Sw Lu d er la ug rt Po re ec al e ce G an n Fr ai Sp ly Ita m Be lg iu -1 EU ur bo xe m 5 g y an m er G Ire la nd en ed ia Sw us tr d A an nl Fi rla do N et he ng Ki d U ni te nd m k ar m en D s 0 The COQS Index is a measure that combines four types of skills in using the Internet into an overall “digital literacy” score. The skills include: Communicating with others (by e-mail and other online methods); Obtaining (or downloading) and installing software on a computer; Questioning the source of information on the Internet; and Searching for the required information using search engines. Costa Rica Schools Source: SIBIS GPS 2002, SIBIS GPS-NAS 2003 What happens to people once they have access to technology? What do they do to produce outcomes that matter to individuals, groups and societies? Costa Rica is a good example of the growing phenomenon of youth who are becoming power users of technology. It has made a commitment to building national technology capacity in the education and economic sectors, and is the first country to offer its citizens a free national e-mail account: costarricense.cr. Many public schools are integrating ICTs into the curriculum beginning at the primary level. The Omar Dengo Foundation is helping to achieve this goal by guiding and supporting students and teachers to use technology as a tool for living, learning and working. It has taken only ten years for Costa Rica to develop a technology economy that, 60 according to economic indicators, has surpassed its centenary coffee export amount. The economic benefits of this bilateral investment are already seen through increases in its direct foreign investments (from $162 million in 1990 to $448 million in 2001), and the percentage (78%) of software companies in the region are based in Costa Rica (Estrategia & Negocios Magazine. June, 2001). Dr. Olman Segura-Bonilla, Director of the Centro Internacional de Política Económica (CINPE) at Universidad Nacional Heredia Costa Rica, describes the power users of technology emerging in Costa Rica: “We are seeing kids that have a potential, a capability of working very fast and learning very quickly from computers. They are self-directed learners, constructing new learning in virtual environments and learning more from each other and from their own use of technology than from their teachers. We are talking about young individuals who get very bored in their class because they are able to learn faster and quicker, and therefore we need to change the curriculum somehow to capture their interest.” In this sense, it seems that power UN CHRONICLE No. 2, 2004 Readings 21st Century Literacy Summit Page 212 users may help to close the Users Directorate at EDC is digital divide, especially if “Power users of information and communications seeking additional partner we pay much more attention technology are individuals who break out of the institutions to join this inito the phenomena and confines of traditional learning, demographic or tiative to represent the interdevelop national policies technological barriers by constantly using, sharing, cre- ests of North America, Asia, in this direction. ating, producing or changing information in creative, Africa and Australia. The The COQS Index of Digital innovative and/or unintended ways so that they Power Users Initiative is Literacy, a measure that become force multipliers in their own environments.” advised and supported by a combines four types of skills wide range of partners, includPower Users Global Advisory Panel, 2002 in using the Internet into ing EDC Europe, Microsoft an overall “digital literacy” Research, the George Lucas score, indicates that youth in European countries consisEducational Foundation, DigiPen Institute of Technology, CINPEtently have significantly higher levels of digital literacy Universidad Nacional, University of Aalborg, California State compared to the general population (see chart on page 58). These University at Sacramento, KEMPSTER GROUP, PTC, and trends throughout the European community raise questions UNFIP. of national significance. They were interpreted, along with There are several ways to participate in this emerging current research at the ICT4D Power Users of Technology work: ◆ Raise awareness of the Power Users Initiative within Roundtable at WSIS, by Dr. Lone Dirckinck-Holmfeld, your own networks. Link the Initiative to your web site, Director of E-learning Lab, Aalborg University in Denmark, create new venues to share information, invite the Initiative and Director of the Doctoral School on Human-Centered to make presentations at conferences and author publicaInformatics. We are in a unique situation in history where tions or articles of interest to your stakeholders; we can observe and learn from a new culture that is evolv◆ Join the research network. Become active in the ing, one in which children as early adopters of technology international power users community, join our online are learning more than their teachers within specific areas. discussion groups, respond to the “Call for Papers” to She states: “Power users of technology are brokering new synthesize existing research on power users of technology ways of learning, challenging our institutions and our sociand/or test new hypotheses; ety.” She also raises questions, such as: “What is the impact ◆ Provide internship opportunities for students to of Power Users on our institutions and how will the instiparticipate in power user research, projects and activities; tutions be able to adapt? What is the social impact? Will ◆ Provide scholarships for power users in your region some developing countries be able to skip the industrialto participate in the International Symposium in 2005 or ized paradigm? Is it possible that some developing sponsor teams of educators/content experts to serve as countries will be more advantaged and competitive because participant observers; they move directly into a knowledge and learning soci◆ Join the International Council of Partners, which ety? Are our industrialized societies too slow to change, provides support for the Power Users Initiative and is holding back progress towards the learning society? How planning the first International Symposium; and will this impact the global balance of power?” ◆ Support regional power users research and activities, To help answer these questions, EDC is establishing through grants, in-kind support and partnership in your networks of supporters and collaborators. Frans Rameckers, own research or programme efforts. Director of EDC Europe, is developing partnerships within We welcome and challenge everyone to join us in this the European community, building awareness of this exploratory learning community—working together to emerging phenomenon among institutions such as the understand the tremendous potential of young people European Schoolnet and Bertlesmann Foundation, and and help the next generation take on the mantle of leadercoordinating student interns to review relevant research ship that will make this world a better place. ❏ and pose new questions for consideration. Six Power Users international research centres are being established to create a global presence for the Initiative Joyce Malyn-Smith is the Strategic and ensure participation of all regions in the world. The Director for Workforce and Human Global Research Network will develop a shared research Development of the Education, agenda. With EDC, the centres will develop partnerships, Employment and Community Programs projects and research activities that contribute to the at EDC, a non-profit research and develPower Users’ mission and goals. opment firm with more than 320 projects in for ty countries worldwide To date, two centres have come forward: CINPE in Costa (www.edc.org). She was a teacher and Rica , headed by Dr. Olman Segura-Bonilla, will serve as the administrator in Boston public schools coordinating institution in Latin America, while the Aalborg for more than twenty years. University’s E-Learning Lab will serve in Europe. The Power 61 UN CHRONICLE No. 2, 2004 Readings 21st Century Literacy Summit Page 213 Piercing the Spectacle: A Situationist Critique of Computer Games Brenda Laurel “The spectacle is not a collection of images, but a social relation among people, mediated by images." - Guy Debord in The Society of the Spectacle, 1967 In our media-saturated world today, the Spectacle provides a glittering array of substitutes for the experience of personal agency. Fewer and fewer opportunities for action outside the Spectacle present themselves to us. We must seek them out; a hike in open country may require several hours of travel to the trailhead, passing fast-food joints and gas stations clumped along the highway like fungi on rotting logs. The same junk sprouts out of all the screens in our lives - televisions, computers, PDAs and cell phones. Commercials and brands, spam and flickering web ads, friendly text messages from your cellular service provider, product placements in movies and computer games, all reminding - or rather un-minding - us of the web of politico-consumerism in which we are enmeshed like spiders’ snacks, stashed for hungry marketers and politicians. The spectacle holds us fast. “You have a mighty low opinion of us, Dr. Laurel,” you might way. “We are free people. We aren’t passive consumers; we’re players.” And you would have a valid point. Interactivity as we constructed it back in the days of early PCs and console games was a very hopeful thing. How not-TV it was to play a game of Star Raiders! But read the texts of our games, examine the roles of our player-characters, and see how we enact the spectacle - of wars and fast cars, of crimes and disasters and the other fare of the evening news, of heroic acts in magical worlds so far from our actual agency in our daily lives as to engage us wholly in alternate universes of possibility. I used to be fond of saying that people will always know the difference between media and reality. What I have come to understand is that, while we may know the difference very well, we are rarely called by representations of choice and action to enact our power more robustly in the real world. No, games are not rehearsals for life. Through fantasies of agency we are entrained to satiate our needs for personal power in a realm where we can create no real disturbance to the web of control that enfolds us. What of those innocent games that simply occupy our time with pleasurable interaction? In an interview about Digital Chocolate, a company that builds games for web phones, EA founder Trip Hawkins said: “The first products we put out at Digital Chocolate to be honest (don’t) do very much. And yet what (they) do is addictive and compelling….The games are geared to help you win. People get hooked.” [USA Today, 9/13/04] You heard the man. The philosophy of games as business - to get people hooked - hasn’t changed much since Trip first started his trip. And while it may be all innocent fun, I wonder how it changes us. A key premise of the mobile-technology game industry is that the pleasure of interactivity is preferable to boredom. Who would choose simply to sit on a train or wait Readings 21st Century Literacy Summit Page 214 in a line when you could be distracting your brain and hands with a game? Idleness, slowness, contemplation, being mentally present in a situated context have no place in this wired world. But for those who were alive before this hyperactive culture grew up around us, it was during those interstices of life’s activities that we breathed, relaxed, observed, thought things over. Listen up - even the smallest fragments of your idle time have now been colonized with meaningless, addictive junk. Junk that is part of the fabric of the Spectacle. Likewise, for thirty years, a key premise of the educational game industry has been that the magic of gaming could serve as a hook for engagement. Why, when we are willing to learn so much detailed stuff to play a computer game, can’t we simply design games in which that detailed stuff has some educational value? Why for thirty years have we failed at this? One reasons comes immediately to mind: educational software is built upon a representation of education. Give me a game with mathematical concepts as its content and I’ll show you a game that reminds me of sitting in a classroom, learning and doing things with no demonstrable personal relevance. Educational games typically fail to populate the dimension of action with choices that are personally relevant, creative, or powerful. That’s because contemporary education fails in exactly the same way. The construction of public education in America is very much about the Spectacle. School imparts basic principles, information, and skills. The information is not to be questioned. Now more than ever, the skills are about passing tests. School embodies an authority structure in which the rules are predetermined and transgressions are punished. Team sports in school subvert the sense of play by reinforcing a notion of ritual competition within a status hierarchy. Students pass from the arms of education into the arms of consumerism with virtually no change in the construction of power and personal agency. Yes, we can vote when we come of age. But that is rather like choosing between red and blue in today’s America. Those students who emerge from high school with good critical thinking skills are an endangered species. Of course, those are the very skills that give power to the notion of citizenship. In the absence of critical thinking or the knowledge that one may intervene in the Way Things Are through the exercise of citizenship or personal choice, we become a nation of consumers, participating smoothly with the spectacle like parts in a well-oiled machine. The reason why we have not succeeded in building good games for education is that to do so would entail reconstructing the notion of education itself. In particular, we would need to redefine what it means to be a good learner. Instead of receiving information, we might construct understanding. Instead of giving the right answer, we might think of taking an appropriate action. Instead of obeying the rules, we might question authority. These are the sorts of rehearsals for living that games could be offering us. Games about language or math, science or sociology, economics or geopolitics lack luster because neither the activity they model (education) nor the activity for which education itself intends to prepare us (life in the Spectacle) offer little in terms of significant interaction. With no models of ourselves as change agents in the “real” world, how can we envision such possibilities within a representation of it? In Middle Earth I Readings 21st Century Literacy Summit Page 215 can kick ass, but I am a helpless speck compared to the interests and institutions that define the realities of my life. That is what both games and schools are teaching us. And both of them are wrong. The Spectacle is not all there is, and there are representations that pierce the Spectacle by inviting us to have a look at the person (or web of relations) behind the curtain. Each of us can think of images or stories that have powerfully revealed to us a hidden or unsanctioned truth. Such representations can also take interactive form, and are perhaps more powerful when they do. Just as games can entrain us to enact the Spectacle, they may enable us to enact its converse. Situationists call this sort of reversal a reconstruction. Game designers have it in their power to reconstruct notions of personal awareness, choice, and agency in ways that might seriously disturb the consumerist ethos that has been prepared for us. Now, that could be really fun. [This essay will appear in The Rules of Play Reader, edited by Katie Salen and Eric Zimmerman, forthcoming from the MIT Press.] Readings 21st Century Literacy Summit Page 216 Blackwell Publishing Ltd.Oxford, UK and Malden, USAYSSEThe Yearbooks for the Society of the Study of Education0077-57622004 Blackwell Publishing Ltd20051041 Part Two: Doing Media Literacy in the Schoolsteaching critical literacy at the evcgoodman Readings 21st Century Literacy Summit Page 217 chapter 11 The Practice and Principles of Teaching Critical Literacy at the Educational Video Center steven goodman We did a documentary about homeless youth . . . It was an important topic for us to learn and research about because it will change not only the way we think about it, but whoever watches the video will also change their way of thinking about it. And it’s gonna make a difference in people’s lives. —(Vanessa, EVC Documentary Workshop) Overall, what I’ve learned from EVC and what I will take with me, is basically not only working with the camera and things like that and making a documentary, but all in all, how to go out and meet people. And how talk to people. —(Serena, EVC Documentary Workshop) Dialogue is the encounter between men, mediated by the world, in order to name the world. —Paulo Freire (1970, p. 69) Four high school students walk down a mid-Manhattan street as they talk excitedly about who will conduct the first interview. They have generated good questions to ask concerning the problem of homeless youth in New York City, but are not quite sure if anyone will stop to answer them. They pause at a street corner and work awkwardly to disentangle the cables connecting the digital video camera, microphone, and headphones they are holding. Once they sort out their equipment and their crew roles, the book bag and the camera change hands. The designated interviewer pulls out the notebook from among the extra batteries and videotapes in the bag and opens it to the page with the interview questions scrawled across it. After the third attempt, the scout succeeds in bringing a passerby over to the crew. The interviewer Steven Goodman is the Executive Director of the Educational Video Center in New York, New York. 206 Readings 21st Century Literacy Summit goodman Page 218 207 explains that they are not from the news, but are students making a documentary project on homelessness. The sound operator slips the headphones on and nods that everything is okay. The cameraperson flips open the viewfinder, zooms in to a medium shot, and pushes the “record” button. The tape starts rolling. These students are experiencing their first “shoot” out on the street as part of the Educational Video Center’s documentary workshop. The Educational Video Center (EVC) is an independent nonprofit media organization that has worked, since it was established in 1984, to build students’ skills in documentary production and media literacy while nurturing their intellectual development and civic engagement. These students come from high schools all across New York City and spend four afternoons each week earning academic credit as they learn to collaboratively research, shoot, and edit a documentary on a social issue of immediate importance to them. By the end of the 18-week semester, they will produce No Home of Your Own, a documentary exploration of the problem of homeless youth in New York City (Educational Video Center, Producer, 2004). But throughout the process they will learn about much more than the content of this social issue. They will learn about the power of the media to represent ideas, values, and voices, and their own power, as learners and cultural producers, to use media as a tool to educate, inform, and make change in the community. As founding director of EVC, I have spent more than 20 years working with students and teachers in New York City and have seen how effective the critical literacy method of media education can be. EVC grew out of my combined experience as an independent documentary maker and as a video teacher in an alternative high school in Manhattan’s Lower East Side. Since 1984, it has evolved from a single video class into an organization with four main programs: a high school documentary workshop; a preprofessional paid internship program called YO-TV; a community engagement program using EVC documentaries in local neighborhoods to organize for social change; and a teacher development program serving K-12 educators throughout New York City as they learn to integrate media analysis and production into their classes. Over the years, funding for EVC has been provided by a range of private foundations, corporations, and government sources including the Open Society Institute, the Time Warner Foundation, the Ford Foundation, the New York Community Trust, the JP Morgan Chase Foundation, the New York State Council on the Arts, the National Endowment for the Arts, and the New York City Department of Education. Readings 21st Century Literacy Summit 208 teaching critical literacy at Page 219 the evc The EVC Documentary Workshop annually serves 60 public high school students. They live in predominantly low-income communities and reflect the racial and ethnic makeup of New York City. Each semester, EVC contacts guidance counselors and teachers in high schools throughout the city, requesting that they send students to apply and be interviewed. Students are selected on the basis of equity, level of interest, and counselor recommendation, but not on prior academic record. In fact, most EVC students attend alternative high schools and often struggle with academic skills, family troubles, or worse. At the end of the semester, they present their final group projects in public screenings and they present evidence of their literacy, technical, and critical thinking skills in portfolio assessment roundtables. The impact that the learning process of EVC workshops has on the individual youth participants magnifies a thousand-fold when the products—EVC’s library of over 100 youth-produced documentaries— are distributed and seen by thousands of other students in schools, libraries, and community centers across the country. Teachers can access this library online via the EVC website at http://www.evc.org/screening/catalog.html. The documentaries cover a range of adolescent and community issues including educational equity, media and youth identity, gun violence, AIDS, and environmental pollution. These screenings serve as springboards for discussion of the tapes and further inquiry into the issues they have raised. I use the term critical literacy as the unifying concept that animates the methodology of media education at EVC. I define critical literacy in much the same way as theorists Ira Shor, who describes it as a “discourse that foregrounds and questions power relations” (1999, p. 18); Joe Kretovics, who asserts that it “provides students not merely with functional skills, but with conceptual tools necessary to critique and engage society along with its inequalities and injustices” (as quoted in Shor, p. 20); and Gary L. Anderson and Patricia Irvine, who explain the student’s process of learning to read and write as part of “becoming conscious of their own experience as historically constructed within specific power relations” (as quoted in Shor, p. 1). However, acknowledging the pervasiveness of the mass media and entertainment technologies in our society today, I would expand upon these definitions to include the ability to analyze, evaluate, and produce aural and visual forms of communication. I would argue that developing critical literacy skills enables students to investigate power relations within the social and historical context of their lived experience and within the broader frame of their mediated culture. In this way, students build their capac- Readings 21st Century Literacy Summit goodman Page 220 209 ity to understand how media is made to convey particular messages, and how they can use electronic and print technologies to creatively express themselves, and to document and publicly voice their ideas and concerns regarding the most important issues in their lives. Learning about the world is directly linked to the possibility of changing it (Goodman, 2003, p. 3). This pedagogy of critical literacy is comprised of three key practices and principles: 1. Teaching Multiple Literacies: Students learn to analyze, evaluate, and produce texts across oral/aural, visual, and alphabetic/textual modes of language. Media production (writing) and analysis (reading) are linked. Students develop their capacity to encode and decode meaning in multiple forms of representation through speaking and listening, visualizing and observing, and reading and writing. They learn to use multiple literacies to tell their own stories and through their video production represent themselves as new storytellers. 2. Teaching Continuous Inquiry: The students’ learning is driven by their own questions about their lived experiences; the social, cultural, and historical conditions that shape those experiences; and the media’s representations of those conditions and experiences. The learner-centeredness of this approach develops the students’ agency as social, political, and cultural actors in their community. Students learn to work collectively, engaging in a problem-posing dialogue with the individuals and institutions in their community and using their documentary to promote public discussion and action for change. 3. Teaching Reflection: Students are given multiple opportunities to reflect on their learning and development over time throughout the production process in journals, in regular critique sessions, and in end-of-semester portfolio roundtables where they present drafts of their video and written work as evidence of their intellectual and artistic development. There is a creative tension between action and reflection to ensure that the students’ experience is a rich and sustained learning process while they also produce a high-quality media product. In this chapter, I explore these strategies for teaching and learning along with the challenges they present, and examine how they so powerfully develop students’ intellectual, cultural, and social capacities. Using EVC’s fall 2003 semester Documentary Workshop as a window Readings 21st Century Literacy Summit 210 teaching critical literacy at Page 221 the evc into these issues, I draw upon tapes recording students at work, as well as on interviews with their teachers and with graduates of the program reflecting back on the long-term impact of their learning. Whenever possible, I listen to the students’ voices for insight into the practices and principles of critical literacy. Teaching Multiple Literacies A key principle of critical literacy is the notion of “multiple literacies”: that students need to learn to proficiently analyze, evaluate, and produce meaning in visual, oral, and alphabetic forms of communication. This is in response to a few generally agreed-upon conclusions by media literacy researchers and practitioners: (1) Within our mediasaturated culture, television, radio, movies, the Internet, newspapers, magazines, music, video games, and so forth, use particular codes and conventions to tell their stories and teach a particular set of ideas, values, and representations about the world and our place in it; (2) This ubiquitous, informal, and lifelong curriculum combines image, sound, graphic symbol, and alphabetic text in overlapping and increasingly integrated modes of communication; (3) These media messages and narratives are delivered by a global system of ever-expanding digital entertainment and information technologies, concentrated in the hands of an ever-fewer number of corporations; (4) Meaning does not reside in the media text itself. Audiences negotiate meaning from the various media they consume depending on a range of factors including gender, class, race, ethnicity, age, and culture (Bazelgette, 1989; Buckingham, 1990/1992; Duncan, D’Ippolito, Macpherson, & Wilson, 1996; Fisherkeller, 2002; Goodman, 2003; Masterman, 1985; Tyner, 1998). While teaching multiple literacies may seem to be a worthy educational goal, it is not commonly put into practice. Even though the National Council of Teachers of English (NCTE) and several states have formulated language arts standards that call for students to view and analyze a variety of nonprint media (Martin, 2003), school curricula still tend to privilege print literacy over visual literacy and segregate communication forms according to disciplines such as English, speech, and art classes. Language arts instruction is still generally considered to be synonymous with a written text-centric approach to literacy (Goodman, 2003). Print-based literacy is rarely connected to the practice of visual arts and spoken word. There is the common idea that reading visual media is different from notational alphabetic texts in that some basic under- Readings 21st Century Literacy Summit goodman Page 222 211 standing of the rules of grammar and vocabulary has to be learned before meaning can be made from the texts. “Reading” visual texts is more direct, as there is no mediating alphabet to decode. But if the grammar of media arts is not understood—the codes and conventions of close-up shots, dissolves, rolling credits, and all the nuances of editing, sound, lighting, shadow, color, framing, angles, movement, and so forth—a student would be unable to “read” in between the lines of a film. Reading a moving image draws upon the same method of close and repeated observations of all the elements the filmmaker used to construct meaning that an art teacher would employ in reading how a painter created a painting. And an art teacher would also train students to develop multiple readings of a painting much as they would with a written text (Piro, 2002). In the course of a day, we receive visual, oral, and print messages all jumbled together. We take for granted that sound, image, and text are broadcast simultaneously on television, that a newspaper is a combination of image and text and that much of that text is the spoken word in printed form, that music is increasingly accompanied by image on MTV and in films, and that the sound of radio shows is now accompanied by text and image on the Internet. To teach students to read in between the lines of these modes of language, students first need to become aware that these modes exist as such. Invisible as separate entities, the interwoven threads of sight, sound, and print need to be pulled apart and held up to the light for inspection. While most of the learning and work at EVC centers around the production of a documentary, learning to deconstruct media critically is essential to the process. Time and attention are given to analyzing still and moving images without sound and to analyzing sound divorced from images. Students are then engaged in video-making activities that link analysis and production and give them opportunities to practice and apply the analytic concepts they have just learned. To give students a sense of how sound contributes to telling a story, the EVC instructor plays a section of a movie without dialogue. She turns the video screen away from them so the students can hear but cannot see the images. Then she stops the video at various points and asks the students to list the different sounds they notice. In one scene, for example, this may include the screech of breaks, the slam of a car door, footsteps, the wind blowing, a door creaking, silence, a faucet dripping, a dog barking, and violin music. Students are then asked: What do you imagine is happening in the movie? Why do you think this? What sound clues did you hear that Readings 21st Century Literacy Summit 212 teaching critical literacy at Page 223 the evc support your prediction? After listening to the section again, the students can revise their notes and then share their ideas. Then the teacher moves the monitor so the students can see the screen and she plays the scene again. They can compare their imagined interpretation of the scene with the visual and aural depiction. They learn the differences between literal sounds that evoke an image of the sound-producing source (such as the car door slam or dog barking) and nonliteral sounds that may create a mood or feeling (such as the violin music that created a sense of tension and anxiety). In addition, they analyze use of dialogue in narrative films and the use of interviews, narration, and sound effects in documentaries and in the news. To apply this new knowledge regarding the use of sound in telling a story, students are asked to create a simple story with only sound. They practice recording different kinds of sounds using the appropriate microphones and then learn to use different kinds of sound elements to tell a story. Their stories are less than two minutes long and include music, sound effects, and sounds recorded in the classroom or in the street. They edit in sound effects. A similar activity teaches students to analyze still images. They learn to articulate how the visual elements of composition and framing are used to represent values, ideas, characters, places, or events in a story. They learn how a documentary camera operator employs a similar aesthetic sensibility as a still photographer. The students are clustered in small groups. Each group is given a different black and white still image to study. All of the photos relate to the topic they are exploring in their documentary; in this case, homelessness. One is a high-angle, vertical framed photo. In the foreground, a boy sleeps on a suitcase on a cracked sidewalk next to some bags piled against the wall of a concrete building. The wall that runs nearly the full length of the right side of the photo has graffiti on it. A woman carrying an infant in a snugli looks down in his direction while one of her hands rests on a stroller with another child in it. Another women stands behind her, holding the hand of a child standing on either side of her. Near the top left corner of the photo, more women, children, and bags are behind her. The students study their photo and jot down everything they notice. They are asked to consider such characteristics as: the type of shot (close-up, medium shot, long shot); the angle (high angle, low angle); light and shadow; and placement of elements (objects, people, etc.) in the picture (foreground, background, juxtaposition). Then they describe how the image makes them think and feel. Readings 21st Century Literacy Summit goodman Page 224 213 Using an overhead projector, each image is projected for the whole class to see. The students who first analyzed the images present their ideas. After they are finished, others contribute to the analysis. Students collectively explore questions such as: • • • • • • • • • Who do you think took the picture? How are the people in the photos represented? What caption would you write for that photo? What kind of message is the photographer trying to convey? How do the different elements in the image contribute to get that message across? How might the message of the photo change if it were taken from a different angle, or cropped differently? Who might be the intended audience for the photo? How might different audiences respond to the photo (including the homeless people in the photos)? Where do you think the picture appeared? The aim of this and other similar lesson activities is to develop students’ habits of close observation and questioning so that they automatically bring them to bear on all the media experiences they have. Regardless of whether the student is trying to understand a visual, aural, or print-based text, habits of questioning, evaluating, and analyzing distinguish critical literacy from an uncritical literacy. At the most basic level, the reader, listener, or viewer may learn to simply understand the literal meaning of what is written, said, or visualized. A more experienced “reader” can, as Dale describes (in Tyner, 1998), “draw inferences, understand the limitations of what was written, said or spoken. . . . And finally, we learn to read beyond the lines, to evaluate and apply the material to new situations” (p. 61). Critical literacy aims to teach students the skills and capacity to read at this most developed level—in between the lines and beyond the lines—whether those lines are alphabetic, painted, videotaped, or spoken. But teachers need to give students repeated opportunities to practice and build upon the micro skills needed to progress through the various levels of development. At each step along the way, students need to practice skills and habits of close and repeated reading, with multiple perspectives, across all textural forms. Students can only initially accomplish this with a great deal of teacher guidance and assistance; gradually, they internalize the skills and finally can perform them independently. Among the first steps in teaching critical literacy is to make the learning outcomes and levels of proficiency explicit to teachers and Readings 21st Century Literacy Summit 214 teaching critical literacy at Page 225 the evc students alike. At EVC, the teaching staff develops rubrics that differentiate among the various domains of learning that are embedded in the process of documentary making such as research, camerawork, media analysis, and editing. It is important to see these rubrics as living documents that teachers hold up against their practice in the classroom and based on that experience, review and revise each year. The point is not to have learning standards forever set in stone, but to have ongoing reflection and conversations among the staff about what counts as good teaching and learning and how to collectively get there. The way that students internalize and apply multimodal critical literacy skills is difficult to quantify. In focus group interviews and surveys distributed to EVC alumni who attended workshops several years ago, Butler and Zaslow (unpublished) began to provide anecdotal evidence of impact. If I’ll be watching something on TV or something in general comes up and something’s not right . . . I’ll tell somebody about what I’m thinking or what I’m feeling about it. And I don’t know, it usually ends up like you’re explaining something to them for like an hour but definitely you look more depth at everything. I spoke to my mom about it. She didn’t really understand too much about it but one day we was watching the news and she was like, “These people will say anything on TV.” And I’m like, “Well I go to EVC and I don’t think they’re saying it the way it’s meant to be said. I think they’re just editing it and making it come out a certain way.” And she’s like, “What are you talking about?” It took about an hour for me to explain . . . the whole thing to her, but I explained it to her. And she wanted to know if she could go to EVC but I’m like, “You’re too old for EVC, Mom.” (p. 8) While their media production skills could not be assessed as not many graduates went on to work as documentary makers, the analytic skills they developed at EVC—while not easily measured—do surface and can be observed “qualitatively through their interpersonal relationships, through the change in attention and focus paid to media messages and production techniques, and in the expectations they have of themselves and of others” (Butler & Zaslow, unpublished, p. 8). Teaching Continuous Inquiry Continuous inquiry has been an essential aspect of EVC’s educational and cultural practice of critical literacy. The EVC model teaches students to assume a questioning, skeptical attitude; to dig deeply into Readings 21st Century Literacy Summit goodman Page 226 215 public problems; and to investigate the connectedness of those problems to the social institutions and historic trends that have shaped them and to the individuals who struggle to overcome them. This approach gives students the opportunity to move between the personal and public spheres, starting with the self-referential and then reaching beyond themselves to study their community at large. Such work sows the seeds for them to grow into what John Dewey called an “organized, articulate Public” (1946, p. 146), civically engaged citizens capable of active social concern. Dewey is most well known for his writing on school reform and democracy. But he also wrote about the role of the mass media as an educational force in forming public opinion and consequently, its potential to contribute either to a healthy or weak democracy. Observing in the early years of the 20th century both the sensationalist reporting of the press and the rapid growth of communication technologies to distribute those reports, Dewey called for a public journalism of “continuous inquiry”: Telegraph, telephone, and now the radio, cheap and quick mails, the printing press, capable of swift reduplication of material at low cost, have attained a remarkable development. But when we ask what sort of material is recorded and how it is organized, when we ask about the intellectual form in which the material is presented, the tale to be told is very different. . . . Without coordination and consecutiveness, events are not events, but mere occurrences, intrusions. . . . (leading to) the triviality and “sensational” quality of so much of what passes as news . . . Only continuous inquiry, continuous in the sense of being connected as well as persistent, can provide the material of enduring opinion about public matters. (Ratner, 1939, pp. 395–396) Dewey’s commentary is just as relevant today. Much of the news is as remarkable for its instantaneous, 24-hour, global dissemination as it is for its sensational, decontextualized, nonintellectual content. We can hear echoes of Dewey’s call for journalists to practice continuous inquiry in the press and for educators to teach students to think and practice such inquiry in school so as to build a more informed public, capable of thoughtful engagement in public problems and in the democratic process. Continuous inquiry requires skills of observation and imagination and a sense of agency. It requires the careful and repeated observation of the cultural and material world and the ability to create a sense of distance, a defamiliarizing of the familiar. For example, to pose the question: “Why are there homeless teenagers?” the questioner must Readings 21st Century Literacy Summit 216 teaching critical literacy at Page 227 the evc first take notice of the teens routinely passed by, sitting outside a shelter, or sleeping in a subway car or bus station, and see that there are homeless teenagers. The student must also learn to imagine that which is not present. To pose the problem presupposes that there is a knowable cause, perhaps a solution, and even the possibility of a world where homelessness does not exist. Students must develop the capacity to imagine the world as if it could be otherwise. The learner must have the self-confidence to find and make sense of answers to such questions, and also believe that a public audience would be interested in hearing what the investigator has found out. In other words, the student must have faith that the search is worth undertaking. However, too often students come to EVC without such hope. They have not been engaged in this sort of in-depth community research before and do not believe they can complete an inquiry or that their project will make any difference. They seem to be, as Greene (1998) describes, “sunk in the everydayness” of life and so perceive the impoverished social conditions that surrounded them as wholly normal (p. 124). They suffer from what Dewey (1934) called the “anesthetic” in experience that numbs people into an inability to imagine the existence of, much less search for, alternatives. Without the self-confidence to ask questions and search for answers to them, students will be much less likely to develop the other skills needed for successful inquiry. There are two underlying pedagogical strategies embedded in EVC’s inquiry-based approach that make it possible for teachers to actively engage students in the work: the learning process is dialoguebased and student-centered. From the first day of class, the teacher sets a tone and develops a culture of open honest dialogue and learner-centered participatory decision making. Within this learning environment, students develop a greater sense of empowerment that motivates them to take up the search as well as a respect for themselves and their peers as collaborative learners. Over time, they come to see that their inquiry can make a difference and that through the process the students are becoming teachers and change agents. Dialogue-Based Teaching The importance of dialogue in learning is described by Freire (1970): “Only dialogue, which requires critical thinking, is also capable of generating critical thinking. Without dialogue there is no commu- Readings 21st Century Literacy Summit goodman Page 228 217 nication, and without communication there can be no true education” (pp. 73–74). In the EVC documentary workshop, dialogue takes place on several levels. Pairs or small groups of students may have informal conversations or more formal discussions and debates. They have multiple opportunities to pose questions and conduct interviews on video with peers as well as with adults in positions of authority. In each of these instances, they learn about the subject of their inquiry in addition to learning on a meta-cognitive level that their ideas and questions count, and are in fact vital to the success of the entire class project. They also learn that the teacher is not the sole possessor of knowledge, and that knowledge is shared and constructed by all the students and the community members they interview. This shared construction of knowledge through dialogue constitutes an oppositional shift in power relations from their traditional school experience where the teacher, in a dominant role, does the talking and asking of questions and the student, in the subordinate position, does the listening and answering. Every community member is a potential resource; every interview exploring community problems opens up possibilities for further learning and problem solving. And as such, the entire community can become a laboratory for learning and action. Several layers of dialogue drive the documentary process: an internal dialogue between the student and her or his lived experience, and external dialogues between student and student, student and teacher, and student and interviewee. A dialogue also takes place between the teacher, student, and interviewees whose ideas and voices are represented in the documentary and the audience who views it. Finally, it is important to note that each of these dialogues is grounded in and grows out of the essential social problem explored in the tape. This process of inquiry and creative production illustrates Freire’s (1970) dictum: “Dialogue is the encounter between men, mediated by the world, in order to name the world” (p. 69). As is evident in this alumnus’s powerful reflection on his experience, students realize that they can engage in dialogue with adults, about “adult” problems, to “name the world”: One thing that . . . I think is very true to anyone’s experience at EVC [is] just knowing that as a young person you don’t have to be older to think about certain things, think about certain topics, about certain issues and want to talk to older people to get their opinions. Understand that you are on the same level or Readings 21st Century Literacy Summit 218 teaching critical literacy at Page 229 the evc enough of a level that it’s OK to have a conversation with an older person about politics or any number of global issues. (Butler & Zaslow, unpublished, p. 15) Most students, however, do not begin the inquiry with the skills needed to engage in open dialogue and make full use of their “laboratory.” The teacher needs to give them a great deal of practice and preparation so they can build the skills along the way. This includes teaching students how to approach a stranger on the street for an interview, how to give and accept constructive feedback from peers, how to use research to develop initial and follow-up questions, and how to turn a formal interview into a relaxed open-ended conversation. Each of these practices at some level involves a blending of oral and print literacies and of social and intellectual skills, and leads to a gradual opening up of students’ curiosity and imagination. The importance of learning “how to talk to people” cannot be underestimated. The documentary inquiry process gives students practice in journalism interviewing techniques that help them to initiate a social encounter in the community and facilitate an intellectually engaging and generative conversation. These are not skills students often learn in overcrowded traditional schools; the investigation of social issues generally falls outside of the academic curriculum and community members are often undervalued as primary sources of information. In addition, as developing skills of oral communication is emphasized less in school than is written work, students have few opportunities to practice the art of dialogue. So gaining such opportunities at EVC is appreciated by them all the more. In reflecting on their experience at EVC, students seem to remember most the social encounter of the interview, learning to “approach” a stranger to have a conversation, whether on the telephone or on the street: Overall, what I’ve learned from EVC and what I will take with me, is basically not only working with the camera and things like that and making a documentary but all in all, how to go out and meet people and how talk to people. We had to do research; we had to find people to talk to. We had to find expert interviews. We had to actually go there, call them and set up the interviews. Things like that. It was a real professionalism. You had to carry yourself in a certain way . . . Interviewing I will take with me. It taught me how to approach someone. (Serena) Ultimately, the dialogue the students are engaged in is with their audience. They are not only posing questions to their interviewees but Readings 21st Century Literacy Summit goodman Page 230 219 are combining the answers they record on video along with imagery, music, special effects, and other elements to tell a story. Their voices are being heard through their tape, making an argument that reflects back a synthesis of the best questions, stories, and wisdom that they collected throughout the course of their inquiry. The school and community screenings and the question and answer sessions that follow are teachable moments. These are opportunities to present new perspectives, make marginal voices heard, break the silence about injustices witnessed, change audiences’ ways of thinking, and even, in some cases, move them to action. As one EVC alum reported, “My experience at EVC and the whole documentary workshop process gave me the whole understanding that there were people out there that valued my opinion and that you can make a difference by just doing a documentary on something.” For many students, their EVC experience was a journey out of silence and into dialogue, and from dialogue into action. The students also spoke about how their thinking changed as a result of their experience producing the homeless youth documentary: I learned more in this semester about this topic than I have all my life. Before researching this topic, I too had many stereotypical thoughts and I didn’t know anything else from what was visible to me, which was just the people sleeping on the streets and subways. As soon as I found out about what’s actually going on, and the youth that we usually don’t see, my views changed immensely. Now instead of thinking that all homeless people are bad and crazy, . . . I see them as average people, just trying to make it in this world, and people who don’t have anyone to turn to. (John) Another student explained how the video was going to “make a difference” and would change the way audiences thought about the problem. Homeless youth . . . was an important topic for us to learn and research about because it will change not only the way we think about it, but whoever watches the video will also change their way of thinking about it. And it’s gonna make a difference in people’s lives. (Vanessa) Students were no longer only students but teachers, cultural producers, and social activists. Student-Centered Teaching The second and related strategy of EVC’s inquiry-based approach is grounded in the student-centeredness of the teaching. Throughout Readings 21st Century Literacy Summit 220 teaching critical literacy at Page 231 the evc the Documentary Workshop, the EVC teachers give students decisionmaking power in the purposes, content, and direction of their own learning. It would not be sufficient to teach students to conduct neighborhood interviews if the teacher chose all the subjects to be addressed and the questions to be asked. The teacher and not the students would be doing the interesting, challenging intellectual work, and the students would miss out on important learning opportunities. The point is for the students to pose and refine their own authentic questions, find resources and information, weigh evidence, present their findings, and take a vested interest in and ownership of their own learning. The intellectual and emotional rewards are so much greater for the students if they feel connected to, inspired by, and passionate about their subject of choice. Through this experience, they grow to become independent and self-directed learners. The EVC students consistently report that they feel more positively about themselves, their work, and their community, in contrast to their experiences in traditional teacher-centered classes. A powerful sense of engagement and excitement surrounds them when they are out on the streets, talking with their peers, and talking about subjects of immediate importance to them. They have a sense of ownership about their work when they get to decide the subject of study. And they feel tremendous pride when they present their projects and answer questions at public screenings attended by their friends, family, and teachers. While most schools do not focus on work that has an audience beyond the classroom or school setting, such work leads students to understand the importance of their roles as citizens and social critics. As one student described it: The single most satisfying moment was at the final screening at EVC. I had my mother there, and my girlfriend at the time, and her mother. Her mother didn’t know I could speak that well. She had her perceptions about me based on maybe the way I looked or my appearance. She never got a chance to speak with me or find out how I felt. But when she saw me speaking about the project and how proud I was of it, it touched her. . . . Seeing my mother in the audience and looking at how proud she was. That sticks out as well. (Goodman, 2003, p. 58) A key principle and strategy of EVC’s student-centered class is student choice of the subject of their inquiry. The students’ own condition of life becomes their curriculum of study. As a collective, the Documentary Workshop students are given the opportunity to decide what aspect of their life at home, in school, or perhaps in the streets of their community is an important enough issue or problem to explore Readings 21st Century Literacy Summit goodman Page 232 221 for nearly the entire 18-week semester. This selection is an involved process that takes several class days to accomplish. Following is a brief description of the process from the fall 2003 semester that resulted in the documentary on homeless youth. The students first view professionally and student-produced documentaries to become familiar with the genre and the issues they explore, and generate a list of criteria about what they believe makes a “good” documentary. Students then look to the concerns they have in their own lives and in their surrounding community for subjects worth investigating. Among the topics and questions the students generated were: the representation of women in music, movies, advertisements, and TV and how that affects how they are treated in society; does music impact how we act and how violent we are as a society?; homeless teenagers; the effects of growing up in a broken or an untraditional home; stress; youth rights—why are they not allowed to drink or buy cigarettes but can be tried as adults and go to jail before they are 18; HIV/AIDS and young people; and rats and neighborhoods—why some have more rats than others, and what kinds of diseases they transmit. The students narrowed the list down from 33 issues to 10 after an hour and a half of discussion about which topics might be redundant, which could be grouped together, and which they felt most strongly about. They then reduced the list to five and carried on the discussion by writing questions and comments to each other on five separate “graffiti boards,” each devoted to one of the top five issues. After reviewing all of the comments scrawled across the graffiti boards, the class more closely considered the pros and cons of each topic using their criteria for a “good” documentary: a clear line of inquiry; multiple voices and perspectives; formal and informal interviews; an engaging story that educates and entertains; and new information, or a different take on what is commonly seen. They were urged to consider the topic that would make the best documentary rather than a personally favored topic. Finally, they voted, choosing homeless teenagers as their focus. As Vanessa explained it, “Homelessness, out of all the topics, seemed to be the most important one—the one that would actually make a difference and that people could relate to 10 years from now.” Teaching Reflection Critical literacy teaches students to actively reflect on their own work and learning. The skills and habits of reflection are developed Readings 21st Century Literacy Summit 222 teaching critical literacy at Page 233 the evc through regular journal writing, critiques of a range of documentaries, and rough-cut edit screenings. However, the most intensive time for reflection that is built into the Documentary Workshop is the portfolio roundtable. This learner-centered approach to reflection teaches students to monitor and evaluate their own and each other’s growth and learning. The roundtable is a time for student reflection and also a time to reach a collective assessment about the thinking and performance of the student, and by extension, of the teacher as well. Media educators are constantly making judgments about the quality of camerawork, editing, and research we expect from our students. Often the standards are based on an intuitive sense of what constitutes good work in terms of craft, creativity, and thoughtfulness. Efforts to use less subjective measures such as multiple choice tests tell us less about what the students know than about what she or he does not know. These tests do not tell us what students can actually do, or how students think and grapple with problems within the real-life context of a video production. Portfolios and the student exhibitions offer a richer portrait of what students are capable of knowing and doing. They give students an opportunity to publicly show their best work and talk about it with members of the community including parents, other students, teachers, principals, researchers, producers, and artists (Goodman & Tally, 1993, p. 30). To prepare for the portfolio roundtables, students gather a variety of records and instances of documentation produced during the course of their documentary production. These records include journal entries, rough footage from interviews, rough-cut screenings, edit plans, interview questions, tape logs, and phone logs. The collection process is well integrated into daily work. But gathering work is not enough; students and staff have to understand how each student is evolving. This includes frequent conversations about the work the students do, making criteria for what constitutes good-quality work explicit. During the roundtables, students present several drafts of their work to demonstrate their learning and skill development over time. The teachers, parents, media artists, researchers, and community members who sit on the panel are asked not to assign a grade, but to look carefully at the work, look for evidence of student learning, acknowledge the learning evidenced, and encourage that learning through constructive feedback. Ultimately, conversations around portfolios and screenings can help shape a culture of self-reflection and critique that students can internalize. The process of presenting a portfolio to a Readings 21st Century Literacy Summit goodman Page 234 223 panel reinforces the self-reflection. Students begin their individual presentation by reflecting on the inquiry process of making their documentary as related to the two skill areas they chose to present. Here is one student’s general overview related to interviewing and editing skill areas: We found people to interview. How we did that was we went online. I looked for shelters, called them and asked them for interviews. They agreed; some didn’t. We got interviews. We went to shelters, and we videotaped kids. Then we got to the editing process. That was hard but also I had the most fun doing the editing. It was hard because you had to figure out where you are going and you had to present it in a way that everybody would understand and get your point across clearly. That was definitely the hardest part because—how you gonna go about deciphering through all this information and make it into something coherent that people will understand? (Vanessa) Students refer to rubrics that provide such criteria. For example, students who chose to highlight camera work might evaluate their learning through the choices of different types of shots to convey a mood; students who present about interviewing might discuss how they learned to ask pertinent follow-up questions to get desired information; and students who present about critical viewing might discuss how they can now identify various points of view in the media. During her roundtable, one student showed a clip of the first street interview she conducted and critiqued her lack of basic skills, such as memorizing questions and paying attention to the interviewee. That was a bad interview I did. I would say it was a bad interview because I didn’t memorize the questions, and I was like “um, um.” I was hesitant; I think I made them uncomfortable when I did that. I didn’t really pay attention to them . . . I could have come up with a follow up question to that. I wasn’t really paying attention; I was just trying to go straight to the next question. That was one of my bad interviews. And also, I was just hesitant. I wasn’t confident doing the interview. I was like, “Uh, uh,” stuttering and stuff. (Serena) Then she showed a clip from a later street interview to show her growth and development over time. She proudly showed off the more advanced interviewing skills she demonstrated, such as asking followup questions and turning an interview into a flowing conversation: I had skills! . . . I was kinda like Oprah [gestures with an imaginary microphone in her hand]. You know like, I just kept the interview flowing. And I was able Readings 21st Century Literacy Summit 224 teaching critical literacy at Page 235 the evc to still get information from her. When she said, “My neighborhood is good,” I was like, “Why?” So, I could get a fuller answer. Yeah. I had skills. She then showed a tape of herself conducting an expert interview and explained how she learned to use research in her interviews: My research, it really paid off when it came time to do the interviewing. . . . I felt more comfortable interviewing him, ’cause I knew about the topic. I made better questions and was more prepared. . . . Basically, we went to the Health Department and interviewed Mr. Kopel about environmental stress to find out more information about it. He was our expert. . . . This was a good interview because I gave examples about the article we read from the New York Times. . . . and I was just more confident. (Serena) Another student showed her panel tapes of the first interview she conducted with a homeless youth and reflected on how she had improved as an interviewer: Those were two interviews with the same person. He was nice enough to let me interview him twice. Because the first time, I was so shy . . . I asked him if it was difficult for him to find a job. And he said, “Yes, it was. It was hard to put up a resume.” So then, right there. Instead of asking him why was it hard to put up a resume, maybe because he doesn’t have an address or a telephone number, I asked him if had a lot of references. Which has nothing to do with the topic! But then the second time I interviewed him, all the questions that I didn’t get to ask him, I thought about it the second time, and I kind of put them in there. The second interview was much better than the first one. (Vanessa) At the end of each presentation, the facilitator asks for questions to clarify anything that was unclear, and allows the panel guests to probe the student’s knowledge and understanding. After clarifying questions, the facilitator asks participants for both “warm” and “cool” feedback (McDonald, Mohr, Dichter, & McDonald, 2003). Warm feedback includes only positive comments about the student’s cover letter, presentation, and work. What follows is an example of warm feedback given by a guest to Vanessa, one of the student producers of the homeless youth documentary. I thought that your presentation skills are excellent. Very clear, very thorough. The way you walked us through the information you were presenting . . . I really want to congratulate you, because I think that the interviews that you guys were conducting . . . the ones with the youth themselves, were really challenging. Because these are young people who obviously are dealing with Readings 21st Century Literacy Summit goodman Page 236 225 incredibly serious, and in some cases life threatening, situations—not having a place to live . . . So it requires real sensitivity on the part of the interviewer coming to that conversation. And I felt that as much as you thought that the first one wasn’t any good. . . . your thoughtfulness and your sensitivity to the person you were talking to, I thought that really came through really clearly. And I’m sure that the interviewee appreciated that. (Tom, EVC staff member panelist) Then cool feedback, which includes more critical comments and suggestions for the student’s future learning, is shared. Students are instructed not to respond to feedback, but just to listen. Here is an excerpt from Vanessa’s roundtable: You have to listen to people before you are talking back to them. And that was definitely something you had to work on all semester. And the same thing when you go to a job interview. When someone starts to give you feedback, you don’t want to interrupt them. You want to listen to them and then you speak after they finish. That’s my only cool feedback. Other than that, I think you did wonderful work through the whole semester. (Maria, Documentary Workshop teacher) After the warm and cool feedback has been given, the students can answer any questions that the roundtable participants ask. This exchange took place at Vanessa’s presentation: Participant (Tom): What were the bigger picture challenges of this whole experience of producing a documentary with a group of your peers? For you personally, what were the biggest challenges of doing that? Student (Vanessa): Working with people. Participant (Tom): That is the challenge? Student (Vanessa): That is the challenge. Really. Working with people. Because, when you sit three people together to decide on something, one person is gonna have an opinion. The other one is gonna have a completely different one, and the third one is just gonna be off this earth. And there is no way you can decide on things because people are constantly like, “No, I want this.” “I want that.” “No, I want this.” No matter what you do, everybody is not gonna be happy with it . . . You have to learn to how work with somebody you don’t like. . . . And then you grow to love them. You really do. McDonald et al. (2003), who developed and practiced protocols of assessment and reflection from which EVC’s model has been adapted, describe the pedagogical significance of the process: Readings 21st Century Literacy Summit 226 teaching critical literacy at Page 237 the evc The point is to reach a different understanding of our students than the kind we’re used to, one deeper than what is required merely to keep our teaching and their learning in sync. But this demands a great shift in energy, both practical and organizational . . . we often refer to this great shift of energy with the simple phrase “looking at student work.” Here, however, we acknowledge that the “looking” we advocate is simple in the deep and disciplined way that Thoreau’s looking was simple at Walden Pond and Annie Dillard’s at Tinker Creek. Simple but elemental. Simple but difficult . . . such learning communities foster democracy as well as cognition. They encourage learners—whether they are first graders, graduate students or colleagues in professional education—to appreciate the value of diverse ideas and deliberative communities. (pp. 3, 7) Long-Term Impact Critical literacy is both an educational strategy and a cultural practice. It seeks to address Dewey’s concerns of developing a civically active “articulate public” that has the intellectual capacity to engage in collective dialogue and inquiry into the most pressing social problems; and Freire’s concerns of developing a literate public empowered to “name the world” in order to transform it. Critical literacy as practiced by the EVC further addresses the concerns of Kathleen Tyner, David Buckingham, Cary Bazelgette, and other media literacy researchers and practitioners who aim to teach students to produce and “read” between and beyond the lines of media across a range of communication modes. The power of this model of teaching and learning is evident in the student work at EVC and opens up important possibilities not only at EVC, but also in school and after-school settings on a much larger scale. But to scale up the teaching of critical literacy requires broad changes in the educational practices, goals, and structures of schools so that language instruction is opened up to include multiple literacies; the locus of instruction shifts from a teacher-centered to an inquiry-based, dialogic, learner-centered model; punitive high-stakes testing gives way to the collective reflection and deliberation of student learning through portfolio assessment forums; and the curricula are expanded beyond the state-mandated academic requirements to embrace the curricula of the students’ lives and the media culture and social community in which they live. Documenting the teaching and learning of critical literacy as it is practiced at EVC gives a snapshot of the impact it has on the students’ creative, analytic, and social capacities. Such a snapshot presents the dual challenges of scaling up the work to reach larger numbers of Readings 21st Century Literacy Summit goodman Page 238 227 students in schools as well as of scaling it down (McDonald, Buchanan, & Sterling, in press), so the impact continues to be deep and lasting on each individual student. A recent study on the long-term impact of EVC’s pedagogy suggests a lasting change in student thinking (Butler & Zazlow, 2004), although more research is needed. However, if focus group interviews with EVC alumni 10 and more years after they took the workshop are any indication, the results are encouraging. Critical thinking and just thinking, and inquiry. . . . I’m a mom right now of a 5 year old, and I totally use that and teach my daughter that that’s very important. You know, questioning why you see something this way. I try to nurture that within her even. That’s what really impacted me with EVC, was it’s the place that I could go and . . . not just write something down . . . or read something and regurgitate it for a teacher to look at and that’s it. You know, you get a mark if you pass the class or not, no big deal. But here I was getting something. Actually doing it, by yourself, or with a group and it makes so much of a difference to me. . . . And I think that’s what this has, it has that feel, you’re doing something, you’re making these things happen. So it’s important to have . . . a place that’s keeping an open mind and trying to get young people to speak their mind and I think that young people are very influential and have the most influence over the whole culture and they can just reach so many different people if they’re just given that opportunity. (Butler & Zaslow, 2004, pp. 9, 15). AUTHOR’S NOTE I’d like to acknowledge the EVC Documentary Workshop students and their gifted teachers Ivana Espinet and Rebecca Renard, whose work together exemplifies the power and possibility of critical literacy explored in this chapter. Readings 21st Century Literacy Summit 228 teaching critical literacy at Page 239 the evc REFERENCES Bazelgette, C. (Ed.). (1989). Primary media education: A curriculum statement. London: British Film Institute and the DES National Working Party for Primary Media Education. Buckingham, D. (Ed.). (1990/1992). Watching media learning: Making sense of media education. New York: The Falmer Press. (Republished 1992 by Falmer) Dewey, J. (1934). Art as experience. New York: Minton, Balch, and Co. Dewey, J. (1946). The public and its problems: An essay in political inquiry. Chicago: Gateway Books. Duncan, B., D’Ippolito, J., Macpherson, C., & Wilson, C. (1996). Mass media and popular culture. Toronto: Harcourt Brace Canada. Educational Video Center (Producer). (2004). No home of your own: A look at the lives of homeless youth. New York: Educational Video Center. Fisherkeller, J. (2002). Growing up with television: Everyday learning among young adolescents. Philadelphia: Temple University Press. Freire, P. (1970). Pedagogy of the oppressed. New York: The Continuum Publishing Company. Goodman, S. (2003). Teaching youth media: A critical guide to literacy, video production and social change. New York: Teachers College Press. Goodman, S., & Tally, B. (1993, August/September). The tape’s great, but what did they learn? The Independent Film and Video Monthly, 30–33. Greene, M. (1988). The dialectic of freedom. New York: Teachers College Press. Martin, S. (2003, July/August). Close the book. It’s time to read. The Clearing House, 76(6), 289–291. Masterman, L. (1985). Teaching the media. London: Comedia Books. McDonald, J.P., Buchanan, J., & Sterling, R. (in press). Scaling up reform interventions. In S. Bodilly & T. Glennan (Eds.), The national writing project: Scaling up and scaling down. Santa Monica: Rand. McDonald, J.P., Mohr, N., Dichter, A., & McDonald, E.C. (2003). The power of protocols: An educator’s guide to better practice. New York: Teachers College Press. Piro, J.M. (2002). The picture of reading: Deriving meaning in literacy through image. The Reading Teacher, 56(2), 126–134. Ratner, J. (Ed.). (1939). Intelligence in the modern world: John Dewey’s philosophy. New York: Random House. Shor, I. (1999). What is critical literacy? In I. Shor & C. Pari (Eds.), Critical literacy in action: Writing words, changing worlds, (pp. 1–30). Portsmouth, NH: Boynton/Cook, Heinemann. Tyner, K. (1998). Literacy in a digital world: Teaching and learning in the age of information. Mahwah, NJ: Lawrence Erlbaum Associates. Readings 21st Century Literacy Summit Page 240 Readings 21st Century Literacy Summit Page 241 Technologies of the Childhood Imagination: Yugioh, Media Mixes, and Everyday Cultural Production Mizuko Ito To appear in Joe Karaganis and Natalie Jeremijenko Ed., Structures of Participation in Digital Culture. Duke University Press, 2005. Many of the essays in this volume bear witness to the powerful alchemy of personal cultural production and communication combined with large-scale networks of digital distribution and archiving. While the implications of peer-to-peer exchange for the media industries have attracted considerable public attention, there has been much less consideration of how these exchanges operate in the everyday practices of individuals. In a world of networked and viral cultural exchange—of cultural life captured in distributed archives, indexed by search engines, and aggregated into microcontent feeds for personal information portals—areas of practice once considered inconsequential dumping grounds of cultural production become irrepressibly consequential, even productive. The despised category of “mass consumption” fractured by several generations of poststructuralists, and corroded by ongoing research in fan and reception studies, may find a still greater foe in the undisciplined practices of teenage music sharing, game hacking, and personal journal blogs. These emergent digital culture forms signal the active participation of previously marginal and invisible groups in what we must now recognize as cultural production, not simply as derivative acts of active consumption or ephemeral personal communication. What does it mean for those previously constructed as “consumers”—non-generative, passive audiences for professionally produced culture—are handed the means not only to distribute media through alternative peer-to-peer networks, but to remix, repackage, re-value, and produce media through amateur cultural production? Shifting structures of participation in the production/consumption matrix are a theme common to many of the essays in this volume (Manovich, Sundaram, Taylor, Nideffer). I approach this question through ethnographic research on children’s new media—media targeted at a demographic group most often characterized as uniquely passive, uncritical, vulnerable, and receptive. One focus of my work was Yugioh, the craze among elementary age boys1 in Japan in the years from 2000-2002. Yugioh is an example of a “media mix” of the type pioneered by Pokemon, integrating different media forms through licensed character content. The Yugioh animation was released in the US in 2001, and now the card game has overtaken Pokemon here in popularity. Pokemon broke new media ground in its repackaging of strategies and narrative forms of video games as content for serialized, non-interactive forms of media (TV, manga). It innovated further in relying on portable and intimate 1 Although some girls engage with Yugioh, it was decisively marked as boys content, unlike Pokemon which had a more mixed gender identity (Tobin 2004c). Unlike the “cute” style of Pokemon (Allison 2004), Yugioh is stylistically closer to medieval and occult fantasies, with often grotesque and scary monsters. Limited space prevents me from describing a case of a girls’ media mix, and consequently, from taking the topic of gender difference head-on. But I would note that, like most kinds of technology-oriented media culture, the trends in anime media mixes are being set within boy-identified media and filtering over to girls. Readings 21st Century Literacy Summit Page 242 technologies (Game Boy, playing cards) that enabled kids to perform these narratives in diverse settings of social interaction (Allison 2002; Tobin 2004a). Yugioh similarly relies on virtual game play as the focal object of serialized narratives enacted in digital, analog, and everyday sites of play. This chapter analyzes forms of participation in Yugioh-related culture through three key concepts: the media mix, hypersociality, and extroverted childhood. My description seeks to highlight the unique characteristics of Japanese children’s culture, while also locating this case within a broad set of shifts linked to a transnational digital culture. Network Creativity in Everyday Practice My central argument is that everyday life, pursued by—in Jean Lave’s (1988) terms—“just plain folks” needs to be theorized as a site of generative cultural creativity and production. This is a structure of participation in cultural life that, since the modern era of mechanical cultural production (Benjamin [1955] 1968), has been overshadowed but never eliminated by centralized, professionalized, and capitalized forms of media production. In many ways, this approach draws on established anthropological concerns with everyday practice, folk arts and crafts, apprenticeship, and community. It differs, however, in that it takes up forms of social life that are very unlike the small-scale, geographically localized communities and villages that characterize the classical fieldwork encounter. My objects of study are social groups mediated and focused by new media and networked cultural forms, many of which are massproduced by media industries. My effort is to rediscover local knowledge and practice within the belly of the massively mediated beast. Although this paper is not grounded in as finely textured an observational approach, I take my cue from a wide range of practice-based studies that have described the inherent creativity of everyday practice, ranging from Lave’s (1988) studies of everyday mathematics as shoppers navigate supermarket aisles, to Edward Hutchin’s (1995) studies of cognitive tasks involved in ship navigation, to Raymond McDermott’s (1988) description of how children generate their own meanings within oppressive classroom settings. Energized by Michel de Certeau’s (1984) suggestion that engagement with texts and places demonstrates a similar generative practice, I draw most immediately from studies of fan communities (Jenkins 1992; Penley 1991; Tulloch and Jenkins 1995) and ethnographic reception studies (Mankekar 1999; Morley 1992; Radway 1991) that describe how mass media forms are integrated and reshaped in local ecologies of meaning. The current digital ecology, however, constructs far-flung networks of exchange at the “consumer” or, more appropriately, the “user” level (Benkler 2000) that radically extend the boundaries of these more longstanding processes of media engagement and reinterpretation. My effort here is to expand this perspective on everyday practice and media reception into digital culture and technology studies. How does everyday practice and local media (re)interpretation and (re)mix articulate with the translocal, impersonal, and automated systems of exchange mediated by the Internet? The current digital culture ecology introduces two key sociotechnical innovations central to my framing of the Yugioh case. The first (guided primarily by media industries and by Japanese culture industries in particular), involves the construction of increasingly pervasive mass-media ecologies that integrate in-home media such as television and game consoles, location-based media such as cinema and special events, and portable media such as trading cards and handheld games. Following the industry label, I call this the “media 2 Readings 21st Century Literacy Summit Page 243 mix.” The second (primarily user-driven) is characterized by peer-to-peer ecologies of cultural production and exchange (of information, objects, and money) pursued among geographically-local peer groups, among dispersed populations mediated by the Internet, and through national peer-to-peer trade shows. This is what I call “hypersociality.” These twinned innovations describe an emergent set of technologies of the imagination, where certain offerings of culture industries articulate with (and provide fodder for) an exploding network of digitally-augmented cultural production and exchange, fed by interactive and networked cultural forms. Together, these dynamics describe a set of imaginaries—shared cultural representations and understandings—that are both pervasive and integrated into quotidian life and pedestrian social identity, and no longer strictly bracketed as media spectacles, special events, and distant celebrity. I treat the imagination as a “collective social fact,” built on the spread of certain media technologies at particular historical junctures (Appadurai 1996a, 5). Anderson (1991) argues that the printing press and standardized vernaculars were instrumental to the “imagined community” of the nation state. With the circulation of mass electronic media, Appadurai suggests that people have an even broader range of access to different shared imageries and narratives, whether in the form of popular music, television dramas, or cinema. Media images are now pervasive in our everyday lives, and form much of the material through with we imagine our world, relate to others, and engage in collective action, often in ways that depart from the relations and identities produced more locally. In children’s toys, Gary Cross (1997) has traced a shift in the past century from toys that mimicked real-world adult activities such as cooking, childcare, and construction, to the current dominance of toys that are based in fantasy environments such as outer space, magical lands, and cities visited by the supernatural. Appadurai posits that people are engaging with these imaginings in more agentive, mobilized, and selective ways as part of the creation of “communities of sentiment” (1996a, 6-8). My focus is on the more recent technologies of networked digital media and how they are inflected towards more ubiquitous, activist, and customized engagements with a technologized imaginary. From 1998-2002, I conducted fieldwork in the greater Tokyo area among children, parents, and media industrialists, at the height of Yugioh’s popularity in Japan. My description is drawn from interviews with these various parties implicated in Yugioh, my own engagements with the various media forms, and participant observation at sites of player activity, including weekly tournaments at card shops, trade-shows, homes, and an afterschool center for elementary-aged children. I organize my narrative along the twin threads of media mixing and hypersociality, concluding with a discussion of the implications of these technologies of the imagination on the construction of childhood. The Media Mix In the past decade, study of digital culture has increasingly recognized that the “virtual world” of the Internet is a site of “real” politics, identities, and capital rather than a dematerialized realm of free-flowing information (for example, Castronova 2001; Hine 2000; Lessig 1999; Lovink 2003; Miller and Slater 2000; Rheingold 2002). The media mix insists that we also recognize the reverse flow: the real is being colonized the by the virtual as technologies of the digital imagination become more pervasive in the everyday environment. Yugioh and its associated ecology of digital technology in urban Japan are indicative of this porous membrane between the real and virtual, the imagination and everyday life. The 3 Readings 21st Century Literacy Summit Page 244 Yugioh media mix encourages this porosity through products that manifest Yugioh’s creatures and fantasy encounters in everyday life—with increasing fidelity and portability via virtual or augmented2 reality technologies. Trading cards, Game Boys, and character merchandise create what Anne Allison has called “pocket fantasies,” “digitized icons … that children carry with them wherever they go,” and “that straddle the border between phantasm and everyday life” (Allison 2004, 42). The imagination of Yugioh pervades the everyday settings of childhood as it is channeled through these portable and intimate media forms. These forms of play are one part of a broader set of shifts towards intimate and portable technologies that enable lightweight imaginative sharing between people going about their everyday business. In many ways, this ecology is an illustration of concepts of ubiquitous or pervasive computing (Dourish 2001; McCullough 2004; Weiser 1991; Weiser and Brown 1996), extended to popular culture. In Japan, this pervasive media ecology includes trading cards, portable game devices, “character goods” such as mobile phone straps and clothing, screens and signage in the urban environment, as well as multimedia mobile phones that capture and exchange visual as well as textual information (Ito 2003; Okabe and Ito 2003). Imaginative fantasy is now more than ever part of the semiotics of everyday social life. In the Yugioh comic book (manga), monsters are an intimate presence in the lives of the characters. Characters carry cards that ‘contain’ the monsters, and engage in duels that combine a card game with life-like monster battles, projected in holographic 3D from “duel disks” worn on the players’ arms. Boundaries are blurred as the duelists suffer collateral harm from monsters blasting the playing field with dragon fire and destructive magic. Yugioh is thus a very explicit drama of the hyperreal—of objects of the imagination becoming more vivid, life-like and omnipresent, to the point of sapping the strength of flesh-and-blood bodies. But the strange mingling of the real and virtual in the pages of Yugioh is just one aspect of a larger drama of simulation. The Yugioh manga series has spawned a television animation, an immensely popular card game, at least ten video game versions, and character goods ranging from T-shirts to packaged curry to pencil boxes. All project Yugioh into different sites of consumption, play, spectatorship, and social action. Yugioh is similar to the media mixes of Pokemon and Digimon in that they involve human players who mobilize other-worldly monsters in battle. There is a difference though, in how this fantasy is deployed. In earlier media mixes, such as Pokemon, the trading cards are a surrogate for “actual” monsters in the fantasy world: Pokemon trainers collect monsters, not cards. In Yugioh, Yugi and his friends collect and traffic in trading cards, just like the kids in “our world.” The activities of children in our world thus closely mimic the activities and materialities of children in Yugi’s world. They collect and trade the same cards and engage in play with the same strategies, rules, and material objects. Scenes in the anime depict Yugi frequenting card shops and buying card packs, enjoying the thrill of getting a rare card, dramatizing everyday moments of media consumption in addition to the highly stylized and fantastic dramas of the duels themselves. In Japan, during the period when I was 2 Virtual reality is a term that gained currency in the early nineties as a way of describing immersive, computer generated virtual environments that a user “entered” through technologies such as stereoscopic goggles and instrumented gloves. Augmented reality is a more recent term describing technologies such as see-through displays that juxtapose digital images and real-world objects and environments. 4 Readings 21st Century Literacy Summit Page 245 conducting fieldwork, Yugioh cards were a pervasive fact of life, a fantasy world made manifest in the pockets and backpacks of millions of boys across the country. A 2000 survey of three hundred students in a Kyoto elementary school indicated that by the third grade, every student owned some Yugioh cards (Asahi Shinbun 2001). As corporate marketing expertise with media mixes has grown—even in the very short trajectory from from Pokemon to Yugioh—the media mix has come to signify and rely on more than just product diversification across sites of consumption. Instead, media mixes are increasingly designed to sustain intertextual referencing across the different media incarnations. Among other things, this permits the hierarchies of value elaborated in one domain (e.g., between different cards described in the manga story) to underwrite economies of scarcity in another (the card game, the video games, etc.). A biography of one card in the Yugioh pantheon provides an example: the Blue Eyes White Dragon card (or Blue Eyes, for short) is probably the most famous of the Yugioh trading cards. Blue Eyes makes its first appearance in 1996, in the ninth installment of the Yugioh comic series in the weekly Jump Magazine. “This is the Blue Eyes White Dragon Card” explains Yugi’s grandfather. “It is so powerful that production was stopped right away. It is the ultimate rare card that any card addict would give a right arm for” (Takahashi 1997). The card plays a central role in the origin story of the feud between Yugi and Kaiba, the two protagonists, and ultimately becomes closely identified with the latter. Both Yugi and Kaiba are card masters: Kaiba in the mode of ruthless individualism, battling for his own pride and power; Yugi in that of selfless kindness, battling to help his friends and family as well as perfect his game. A few years after Blue Eyes appeared in the manga, the cartoon series was launched on TV Tokyo. Soon after, the Blue Eyes card was released by game maker Konami in several versions as part of its Yugioh Official Card Game, thereby entering into circulation among the kids of our world. The first version was released in March 1999—packaged as a starter box complete with cards, playing accessories, and instructions. Konami put Blue Eyes at the top of the card hierarchy—both in terms of rareness and the number of ‘attack points’ it represented. The cards were printed with a shiny surface and labeled “ultra rare,” in contrast to normal cards, plain old rare cards, and super rare cards. As the card game grew in popularity, Konami released new cards in smaller five-card packs, costing just over the equivalent of $1. Konami thereby engineered scarcity within the flow of physical cards (and consequently within the regime of economic exchange). Unlike the starter box, with its fixed set of cards, the smaller packs imply a gamble: like baseball cards, one doesn’t know exactly what one is getting. There is a chance of receiving rare, super rare, and ultra rare cards, in addition to the normal cards. Variations on this theme followed, including the EX pack, divided into a Yugi and a Kaiba deck (Kaiba leading with his signature Blue Eyes and Yugi with his own Dark Magician), and special edition Blue Eyes cards, such as the undocumented “ultimate rare” card in the ‘Spell of Mask’ Series and another version distributed at the Jump Magazine Trade Show in 1999. Product spinoffs and launches have continued to be accompanied by special-edition releases, from the launch of Jump Magazine in Japan and the U.S. to new versions of Yugioh Playstation and Game Boy software. Stickers, notebooks, T-shirts, and pencils, many featuring Blue Eyes, round out the product lineup. This cross-marketing drives sales and connects the different levels of Yugioh play. Game Boy software ties together the fantasy world of the comic characters and real life game play, allowing the player to play against the comic characters in story mode, or against other kids 5 Readings 21st Century Literacy Summit Page 246 by connecting Game Boys together. The linkage between the physical cards and the virtual game cards extends beyond the card inserts in the game packages. Each physical card carries a printed code that can be inputted into the online version, translating the physical card into the online space. In fact, it is nearly impossible to play the Game Boy game without having a collection of physical cards available for virtualization. Despite the endless forms of production, reproduction, and engineered scarcity through which the Blue Eyes card circulates, the actual utility of this card in game play is limited. Among professional players—and by this I mean both children and adults who compete in national and international tournaments—use of this card is impractical as well as passé. For players playing by the expert rules, the card is too powerful and unwieldy, requiring two other monsters to be sacrificed in order to be able to play it. The spectacular duels enacted in the comics and cartoons feature flashy, powerful monsters that find their way more into card collections than card play. In other words, the regimes of value (Appadurai 1986) between the symbolic, monetary, and competitive value of cards are interconnected, but also distinct. For example, gamers value cards primarily for playability, but might also include a card like Blue Eyes in their deck because they identify with Kaiba. Similarly, card collectors who buy and sell card primarily price based on rarity, but a card like Blue Eyes, that has a prominent role in the narrative forms, fetches a higher price than other cards of similar scarcity. While the intertextual dynamics of media mixing have existed for as long as people have transcribed oral narratives or dramatized written ones, contemporary versions have unique qualities. They go beyond the more familiar form of adaptation between one media form and another, as when a movie is made with the characters of a prior book or video game. With Yugioh and similar media properties, multiple media forms concurrently produce an evolving but shared virtual referent of fantasy game play and collection. Unlike earlier forms of card play, Pokemon and Yugioh cards are tied to an immense narrative apparatus of anime and manga series spanning years, as well as digital gameplay. The media mix forms a heterogeneous but integrated web of reference, manifest through multiple technologies of the imagination. At the corporate level, and as the formats multiply, this requires an integrated set of alliances across a wide range of industries, retailers and advertisers. At the user level, this means that Yugioh players, readers, and viewers can experience the Yugioh imaginary as a sustained and omnipresent engagement. Unlike the spectacular film release or the cyclical television special, this form of engagement is often nurtured over years of ongoing viewing, reading, collecting, and social exchange, a relationship more of connoisseurship than consumption. Hypersociality Yugioh demonstrates how pervasive media technologies in everyday settings integrate the imagination into a wider range of sites of social activity. Far from the shut-in behavior that gave rise to the most familiar forms of anti-media rhetoric, this media mix of children’s popular culture is wired, extroverted and hypersocial, reflecting forms of sociality augmented by dense sets of technologies, signifiers, and systems of exchange. David Buckingham and Julian Sefton Green have argued in the case of Pokemon that “activity—or agency—is an indispensable part of the process rather than something that is exercised post hoc” (Buckingham and Sefton-Green 2004, 19).The image of solitary kids staring at television screens and twiddling their thumbs has given way to the figure of the activist kid beaming 6 Readings 21st Century Literacy Summit Page 247 monsters between Game Boys, trading cards in the park, text messaging friends on their bus ride home, reading breaking Yugioh information emailed to a mobile phone, and selling amateur comics on the Internet. This digitally-augmented sociality is an unremarkable fact of life to the current generation of kids in urban Japan. With the majority of Japanese accessing the Internet through mobile phones and with the rise of the handheld Game Boy as the preferred platform for gaming, computer and TV screens are no longer privileged access points to the virtual and the networked world. Congregating with their Game Boys and Yugioh playing cards, kids engage in a form of hypersocial exchange that is pervaded by the imagination of virtual gaming worlds. Buzzing with excitement, a group of boys huddles in a corner of their after-school center, trading cards, debating the merits of their decks, and talking about the latest TV episode. A little girl rips open a pack of cards at a McDonald’s, describing their appeal to her baffled grandparents. A boy wears a favorite rare card around his neck as he climbs the play equipment at the park, inciting the envy and entrepreneurialism of his peers. As their mother completes her grocery shopping, a brother and sister walk into an elevator dueling with coupled Game Boy Advance machines. When Yugioh players get together, (hyper)social exchange involves both the more familiar discursive sharing of stories and information, and the material exchange of playing cards and virtual monsters. Rather than the one-way street connoted by the term mass media or mass culture, hypersocial exchange is about active, differentiated, and entrepreneurial consumer positions and a high degree of media and technical literacy. This builds on the sensibilities of kids who grew up with the interactive and layered formats of video games as a fact of life, and who bring this subjectivity to bear on other media forms. The interactivity, hacking, and firstperson identification characteristic of video gaming is integrated with card play and identification with narrative characters. Players collect their own cards and monsters, combining them into decks that reflect a personal style of play, often derived from the stylistic cues presented by the manga characters. Pokemon decisively inflected kids game culture towards personalization and recombination, demonstrating that children can master highly esoteric content, customization, connoisseurship, remixing, and a pantheon of hundreds of characters (Buckingham and Sefton-Green 2004; Yano 2004)—an environment of practice and learning that Sefton-Green has called a “knowledge industry” (Sefton-Green 2004, 151). These more challenging forms of play have also attracted a wide following of adults. Like most popular forms of anime content, Yugioh has an avid following of adult fans, often labeled by the Japanese term for media geek, “otaku”(Greenfeld 1993; Kinsella 1998; Okada 1996; Tobin 2004c). Adult otaku communities are the illegitimate offspring of the Yugioh media empire, and exist in uneasy relationship with the entertainment industries that create Yugioh content. They exploit gaps in both dominant systems of meaning and mainstream commodity capitalism, using tactics that circumvent the official circuits of mass marketing and distribution. With the advent of the Internet, otaku communities found their communications medium, an organizing ground for special-interest fan communities and a site for distributing alternative content and grey market goods. Cultural remix is about the appropriation and reshaping of mass cultural content as well as its revaluation through alternative economies and systems of exchange. One kind of otaku knowledge is known as sa-chi or “searching,” methods by which card collectors identify rare card packs before purchase. I find myself out at 1 AM with a 7 Readings 21st Century Literacy Summit Page 248 group of card collectors, pawing through three boxes of just released cards. The salesperson is amused but slightly annoyed, and it takes some negotiating to get him to open all three boxes. My companions pride themselves on the well-trained fingertips and disciplined vision that enables them to identify the key card packs. They teach me a few tricks of the trade, but clearly this is a skill born of intensive practice. After identifying all the rare, super rare, and ultra rare cards in the store, they head out to clear the other neighborhood shops of rare cards before daybreak, when run-of-the-mill consumers will start purchasing. Single cards, often purchased in these ways, are sold at card shops and on the Internet. In city centers in Tokyo such as Shibuya, Ikebukuro, and Shinjuku, there are numerous hobby shops that specialize in the buying and selling of single cards, and which are frequented by adult collectors as well as children. These cards can fetch prices ranging from pennies to hundreds of dollars for special edition cards. Street vendors and booths at carnivals will also often have a display of single-sale Yugioh cards that attract children. Internet auction sites and Yugioh web sites, however, mediate the majority of these player-toplayer exchanges. The total volume is extremely large. One collector I spoke to purchases about 600 packs of cards in each round of searches and could easily make his living buying and selling Yugioh cards. Children share the same active and entrepreneurial stance, cultural fascinations, and interests as the adult gamers, but they lack the same freedom of movement and access to money and information. The rumor mill among children is active though often ill-informed. All the children I spoke to about it had heard of search techniques, and some had half-baked ideas of how it might be done. Children create their own local rules, hierarchies of values, and microeconomies among peer groups, trading, buying, and selling cards in ways that mimic the more professional adult networks. Despite adult crackdowns on trading and selling between children, it is ubiquitous among card game players. Once mobile phones filter down from the teen to the elementary-aged demographic, these exchanges are likely to be central to an expanded range of communications between kids, exchanging information, beaming character .jpegs and cutting deals during their down-time hours in transit and at home in the evenings. Another arena of otaku cultural production, which I will mention just briefly here, is the publication and selling of amateur comics, often derived from mainstream content such as Yugioh, During my years of fieldwork in Tokyo, I would make an annual pilgrimage to the Comic Market, by some estimates largest trade show in Japan and the epicenter for mangaotaku. The show occupies Tokyo Big Site twice a year, an immense convention hall located on new landfill in the synthetic port entertainment town of Daiba at Tokyo Bay. It attracts hundreds of thousands of manga fans, including large numbers who camp at the site and line up at dawn. The convention center is packed with rows of tables displaying self-published manga, ranging from booklets constructed of stapled photocopies to glossy bound publications costing the equivalent of $20 USD, much more than the average commercial publication. Millions of yen exchange hands as fans queue up for their favorite artists and series. Unlike the world of the card and video game otaku, the manga otaku are dominated by working class girls (Kinsella 1998, 289), with much of the content featuring boy-boy relationships idealized by a feminine eye. For example. Yugioh fan zines often feature romantic liaisons between Yugi, Kaiba, and Yugi’s best friend, Jounouchi (Joey in the US). Unlike professional cultural production, fan zines center on tight-knit communities of peers 8 Readings 21st Century Literacy Summit Page 249 that both create and buy amateur manga. Artists sit at their booths and chat with artists and readers who browse their work. Comic Market is the largest show of its kind, but a greater volume of zines changes hands through a more distributed exchange network which includes the Internet, regional events, and events focused on specific form of content, such as a particular manga series or genre. There are an estimated 20,000-50,000 amateur manga circles in Japan (Kinsella 1998; Schodt 1996, 37). Most participants are teenagers and young adults rather than kids, but these practices are an extension of childhood practices of drawing manga and exchanging them among friends. As in the case of the card otaku, manga otaku translate childhood imaginaries into alternative adult networks of amateur cultural production and commerce. Unlike spectacular narratives of good and evil told on the TV screen, the buzz of competitive exchange between kids in the park, the furtive nightime rounds of collectors, and the flow of cards, monsters, and fan zines through Internet commerce and street-level exchange point to a peer-to-peer imaginary that is heterogeneously materialized and produced through highly distributed social practices. The Yugioh imaginary exceeds the sanctioned networks and contact points of mainstream industrialists and the hegemonic narratives they market to supposedly passive masses of children. While the Internet has taken center stage in our theorizing of new forms of communication and relationality, media mixes in children’s content, below the radar of mainstream adult society, have been quietly radicalizing a new generation’s relationship to culture and social life. The Cultural Politics of Wired Childhoods The backchannel discourse of the otaku is an example of new forms of commodity capitalism mixing with and sustaining an increasingly entrepreneurial, extroverted, and wired childhood. Yugioh demonstrates how the market for media mix content is becoming organized into a dual structure, characterized on one side by mainstream, mass distribution channels which market to average consumers, and an intermediary zone that blurs the distinction between production and consumption—fueled by the Internet, otaku groups, amateur cultural production, and peer-to-peer economies. Joseph Tobin distinguishes between “otaku and snackers” among Pokemon afficionados, tracing the symbiosis between the geekier—often older—groups of hardcore players who lead the way in adopting new forms and innovations, and the less intense, faddish engagement of average kids (Tobin 2004b, 277-281). The consumption/production cycle of popular media mix content like Yugioh and Pokemon is driven forward by this dynamic interplay of connoisseur and popular markets. While these markets are somewhat distinct, they also speak to each other, as certain kids gain local expertise and notoriety even among more casual players, or other kids gain access to the adult gaming communities. The media mix fuels this interplay, leading to new anxieties and efforts to regulate of children’s behavior. Ultimately, the media mix supports a complex set of media environments and markets that give rise to new kinds of contact zones, tensions, and cultural politics surrounding childhood. The cultural establishment, represented by the voices of parents and educators, and by Konami’s official marketing discourse, maintains a boundary between the sanctioned consumption of Yugioh content by children and certain unsanctioned forms of consumption of Yugioh content by adult core gamers and collectors. In this view, the legitimate place for children’s entertainment is in the home, under the surveillance of parents, and that the 9 Readings 21st Century Literacy Summit Page 250 legitimate economic relation is one of standardized commodity relations, distributed through mainstream channels such as convenience and toy stores. Konami has been rumored to have tried, unsuccessfully, to pressure some card shops to stop the sale of single cards. They have also tried to exclude the members of at least one core gaming team from the official tournaments. Mainstream publishers of manga are similarly quick to distance themselves from the amateur market, which they see as derivative and unsavory, catering to the cultural margin. In some rare cases, artists have transitioned from amateur to professional status, but the amateur market is generally quite distinct from mainstream markets and industries (Kinsella 1998; Schodt 1996). In her work on otaku and the cultures of ‘cute’ in Japan, Sharon Kinsella describes discourses in the seventies and eighties that correlated popular media and consumerism with the infantilization, irresponsibility, and materialism of youth. While girlish pop idols and cute character goods are appealing to the Japanese mainstream, Otaku represent what some consider a pathological extreme of adult engagement with kids culture (1998, 290-4). Otakuidentified cultural forms became a source of moral panic in the late eighties and early nineties, after Miyazaki Tsutomu was arrested in 1989 for the abduction and murder of four small girls. His bedroom was walled with manga and videos that evidenced an obsessive interest in young girls and associated cute cultures. Through the image of the obsessive otaku, media fans became associated with social pathology that mirrored their marginalized status in economic and cultural life (Kinsella 1998). Although there are efforts to reclaim a positive image of otaku as media savants (Okada 1996), and although the term has been taken up with more positive valences in the US and Europe (Greenfeld 1993; Levi 1996; Napier 2000), it is still associated with social dysfunction for the Japanese mainstream. Although few parents had problems with Yugioh games and card trading among peers, most were nervous about children participating in adult gaming and collecting circles. In contrast to most critiques situated outside Japan, notably those focused on the consumerist logic of Pokemon (Buckingham and Sefton-Green 2004; Yano 2004), Japanese parents did not exhibit much concern with their children’s participation in mainstream commodity capitalism. Instead of battle lines being drawn between parents and industry, Japanese parents tend to align themselves with mainstream capital against the subaltern practices of unregulated and unpredictable otaku economies. None of the parents I interviewed condoned buying and selling single cards at professional card shops, although some turned a blind eye towards occasional visits. In particular, they did not like the idea of their kids selling and buying rare cards for high prices in the professional networks. Part of the problem was price and the fanning of consumer desire to levels well beyond what children could manage financially and psychologically. One parent describes her perspective on monetizing the value of cards. If my child can understand the meaning of spending 5000 yen on one card, then it would be okay. With 5000 yen I could buy this, and this, and this. But instead, I want to buy this one card. Understanding this trade-off is quite different from just buying it because he desires it. There is also the fear of exploitation—that children are bound to lose in financial negotiations with adult collectors. 10 Readings 21st Century Literacy Summit Page 251 This may be a strange way to put it, but I explain it this way. I know not all these guys are like this. But what if some strange guy came up to you and said, “Check this out. This is really rare. It really could be sold for 10,000 yen, but just for you, I will sell it for 1000 yen.” What if you buy it, and later find out that it wasn’t rare at all. Could you really make that judgment? And could you take that responsibility? Card vendors also see relations with kids as a difficult border zone. Some see kids as a legitimate market for their goods. Some admit that there are collectors who exploit kids by selling counterfeit cards. Others prefer not to sell to kids because they see them as unreliable and irresponsible in their financial transactions. Most card shops prevent kids from selling cards, though buying is generally not a problem. Buying, trading, and selling over the Internet, however, remains a significant gray zone, where different expectations of conduct often come into conflict. Cards are sold on brokered auction sites such as Yahoo or Ebay, but also on private sites of individual card traders. One card trader I spoke to described a problem he had in an Internet trade with a middle school student who sent him the wrong card. What was most galling to him was the response of the parent, when he visited the child’s home to try to talk through the problem. “The father took the attitude that his son had done nothing wrong. After all, he is just a child. And he had his wallet out ready to resolve the problem with cash.” While the adult trader felt it was an issue of honor and responsibility, and the child should be held accountable, the parent insisted that Yugioh was “mere” child’s play. The father also assumed the trader was primarily motivated by mercenary motives independent of his engagement with the game and desire for the cards themselves. Overall, the adult collectors I spoke to had a less innocent view of childhood. In the words of one hardcore gamer, describing children’s often-desperate efforts to get the cards they desire, “Kids are dirty.” This same gamer described with some distress how he used to share cards and information with neighborhood kids. Soon, however, false rumors spread that he was selling cards, and parents asked him to stop talking with their children. The dynamics between parents, kids, and adult gamers occasion a familiar protectionist impulse toward childhood, and toward its maintenance as a separate space. This wish finds itself increasingly at odds, however, with media mixes that introduce children to subcultural, mixed-age social arenas beyond the surveillance of protective adults such as parents, teachers, and the sanctioned media industries and markets. A rising generation of young adults, at least of the otaku variety, tends to see a more porous boundary between childhood and adulthood, and childhood subjectivity as an attractive arena for culturally productive activity. Although otaku continue to be objects of suspicion, adult engagement with childhood products is steadily becoming more pervasive in Japanese society. Notwithstanding critiques by cultural commentators from both inside (Doi 1973; Okonogi 1978) and outside Japan (Kerr 2001), the popularity of Japan’s cultures of cute, epitomized by manga, anime, and character goods, continues unabated. Such cultural products have become a central element of Japan’s “gross national cool” (Iwabuchi 2004; McGray 2002) in the transnational arena (Allison 2004; Kinsella 1995; Napier 2000). The culture of cute is by no means restricted to children: approximately one third of all character goods in Japan are consumed by adults aged nineteen and older (Databank 2000). In his study of advertising images in the sixties and seventies, Thomas Frank (1997) describes what 11 Readings 21st Century Literacy Summit Page 252 he calls “the conquest of cool”: the appropriation by marketers of hip, youthful, countercultural images that broadcast resistance to the square mainstream of work and discipline. I believe we are seeing a similar process of the conquest of cute in the commodification of images and products of childhood. While in the US, identification with cute culture is generally considered effeminate for young men and adolescents (Tobin 2004c), in Japan there appears to be a growing willingness to embrace childhood and cuteness as a source of alternative adult identities of both genders. In his discussion of Pokemon and gender identity, Samuel Tobin (2004c, 253) points out that “toys and TV shows are not inherently appropriate for certain ages or genders.... instead … these factors change with time.” Social, cultural, and historical context naturally plays a large role. Moreover, as my Yugioh work suggests—such shifts can be traced within much broader cultural formations. In the current moment in Japan—and arguably with increasing frequency outside Japan—childhood play is being imagined by kids and adults as a site for alternative forms of symbolic value and economic exchange. In part, this is a form of refusal or resistance to ‘adult’ values of labor, discipline, and diligence and institutions of school and workplace. This valence is central, for example, to Kinsella’s account of the popularity of child-identified and cute products among young adults (Kinsella 1995). Although studies of children’s culture have recognized the agency of kids even in the face of stereotypically passive TV-centered consumer cultures (Jenkins 1998; Kinder 1999; Seiter 1995), the current media mix represents a stronger integration of this agency with the design of the media apparatus. Childhood agency can be performed as well as imagined through the new combination of digitally-inflected media mixes and peer-to-peer forms of cultural and financial trafficking. This alchemy has created zones where adults and kids participate in communities of rich cultural production and exchange. Media industries have found a new market in both kids and adults who are attracted to a certain depiction of childhood—one that is distinguished from and resistant to certain structures of adult society without being depicted as inferior. Symbolized by tiny Yugi’s triumphs over corrupt adult society, childhood play is represented as mobilizing the power of the margin. Although it would be easy to dismiss these imaginings as the false liberatory fantasies of people who will remain, in reality, resolutely marginal and disenfranchised, we can also see these new cultural productions as part of a growing significance of the margin when augmented by digital networks. The media mix of Yugioh does not end with the player’s interpellation into the narrative fantasy, or even with the recontextualization of the imagination into local knowledge, but extends to the production of alternative material and symbolic economies that are informed by, but not mediated by, the corporate media apparatus. In other words, these practices produce alternative cultural forms that are disseminated through everyday peer-to-peer exchanges below the radar of commodity capitalism; they are a mode of cultural production that does not overthrow capitalism, but operates in its shadow, through “cultures of insubordination” (Sundaram, this volume) that both rely on and disrupt the dominant mode. It seems likely that the mainstream will continue to characterize these practices and imaginaries as socially dysfunctional, psychologically immature, and out of touch with reality. At the same time, the ethic of the otaku and the entrepreneurial kid-consumer seem to presage a technosocial shift, much as the rise of geek chic in the past decade was tied to a shift in the mainstream perception of a marginal subjectivity. The technological tinkering, 12 Readings 21st Century Literacy Summit Page 253 amateur cultural production, and media connoisseurship enacted by kids and otaku Yugioh fans is a subjectivity with loose analogs in other digitally-mediated cultural spaces. The otaku resemble the Euro-American hacker or geek, or the player-producers described by T.L. Taylor in this volume. At the same time, the strong identification with childhood, remix, and revaluation cultures ally otaku more strongly with specific phantasmagoric cultural arenas rather than with digital technology per se. Also, importantly, these cultures are more strongly associated with the socially disenfranchised and subaltern—kids and working-class youth—and thus represent a greater distance from elite centers of cultural and technological production. Working with highly technologized and phantasmagoric social sites like Otaku practices and the media mix for Japanese children suggest a differently inflected research imaginary for those of us who study media technology. My effort has not been to suggest that we have seen a decisive shift in technologies of the imagination, but rather to evoke an emergent set of research questions tied to the new technologies and practices of a rising generation, and to an increasingly transnational network of otaku media hackers. Just as the electronic media and globalization have forced a re-reading of more traditional socialscientific concepts such as place and locality (eg., Appadurai 1996b; Gupta and Ferguson 1992; Meyrowitz 1985), media mixing invites attention to social and cultural processes in all media—both old and new. Media mixing involves attention to a highly distributed and pervasive imaginary that spans multiple material forms, an imaginary that is massive, but not mass. In addition to an analysis of the relation between reality and text, production and consumption, media mixing also demands that we query the relation between differently materialized and located texts, exploring issues of intertextuality, multiple materialities, and a distributed field of cultural production. Perhaps most importantly, the media mix demands a continued attentiveness to the politics, productivity, and creativity of the everyday, as technologies of the imagination populate even the most mundane corners of our daily lives. Acknowledgements This research was supported by grants from the Japan Society for the Promotion of Science, the Abe Fellowship Program, and the Annenberg Center for Communication. This essay has also benefited from comments from Joe Karaganis and Paul Price and discussion among participants in the SSRC “Network Creativity” workshop. I would also like to thank the Yugioh players, parents, creators, distributors, and most of all the kids, who took the time to clue me in to the intricacies of their culture and practice. References Allison, Anne. 2002. "The Cultural Politics of Pokemon Capitalism." in Media in Transition 2: Globalization and Convergence. Massachusetts Institute of Technology. —. 2004. "Cuteness and Japan's Millenial Product." Pp. 34-52 in Pikachu's Global Adventure: The Rise and Fall fo Pokémon, edited by J. Tobin. Durham: Duke University Press. Anderson, Benedict. 1991. Imagined Communities. New York: Verso. Appadurai, Arjun. 1986. "Introduction: Commodities and the Politics of Value." Pp. 3-63 in The Social Life of Things: Commodities in Cultural Perspective, edited by A. Appadurai. New York: Cambridge University Press. 13 Readings 21st Century Literacy Summit Page 254 —. 1996a. Modernity at Large: Cultural Dimensions of Globalization. Minneapolis: University of Minnesota Press. —. 1996b. "The Production of Locality." Pp. 178-200 in Modernity at Large: Cultural Dimensions of Globalization. Minneapolis: University of Minnesota Press. Benjamin, Walter. [1955] 1968. Illuminations: Essays and Reflections. New York: Schoken Books. Benkler, Yochai. 2000. "From Consumers to Users: Shifting the Deeper Structures of Regulation Toward Sustainable Commons and User Access." Federal Communications Law Journal 52:561-579. Buckingham, David and Julian Sefton-Green. 2004. "Structure, Agency, and Pedagogy in Children's Media Culture." Pp. 12-33 in Pikachu's Global Adventure: The Rise and Fall of Pokémon, edited by J. Tobin. Durham: Duke University Press. Castronova, Edwad. 2001. "Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier." CESifo, Germany. Cross, Gary. 1997. Kids' Stuff: Toys and the Changing World of American Childhood. Cambridge: Harvard University Press. Databank, Character. 2000. 21 Seiki no Kyarakutaa Shouhin Shijou no Senryaku to Tenbou. Tokyo: Shoueidou. de Certeau, Michel. 1984. The Practice of Everyday Life. Translated by S. Rendall. Berkeley: University of California Press. Doi, Takeo. 1973. The Anatomy of Dependence. London: Kodansha. Dourish, Paul. 2001. Where the Action Is: The Foundations of Embodied Interaction. Cambridge: MIT Press. Frank, Thomas. 1997. The Conquest of Cool: Business Culture, Counterculture, and the Rise of Hip Consumerism. Chicago: University of Chicago Press. Greenfeld, Karl Taro 1993. "The Incredibly Strange Mutant Creatures who Rule the Universe of Alienated Japanese Zombie Computer Nerds." Wired. Gupta, Akhil and James Ferguson. 1992. "Space, Identity, and the Politics of Difference." Cultural Anthropology 7:6-23. Hine, Christine. 2000. Virtual Ethnography. London: Sage. Hutchins, Edwin. 1995. Cognition in the Wild. Cambridge: MIT Press. Ito, Mizuko 2003. "A new set of social rules for a newly wireless society." Japan Media Review, http://www.ojr.org/japan/wireless/1043770650.php. Iwabuchi, Koichi. 2004. "How "Japanese" is Pokemon?" Pp. 53-79 in Pikachu's Global Adventure: The Rise and Fall of Pokémon, edited by J. Tobin. Durham: Duke University Press. Jenkins, Henry. 1992. Textual Poachers: Television Fans and Participatory Culture. New York: Routledge. —. 1998. "The Children's Culture Reader." New York: NYU Press. Kerr, Alex. 2001. Dogs and Demons: Tales from the Dark Side of Japan. New York: Hill and Wang. Kinder, Marsha. 1999. "Kids' Media Culture: An Introduction." Pp. 1-12 in Kids' Media Culture, edited by M. Kinder. Durham: Duke University Press. Kinsella, Sharon. 1995. "Cuties in Japan." Pp. 220-254 in Women, Media, and Consumption in Japan, edited by L. Skov and B. Moeran. Honolulu: University of Hawaii Press. 14 Readings 21st Century Literacy Summit Page 255 —. 1998. "Japanese Subculture in the 1980s: Otaku and the Amateur Manga Movement." Journal of Japanese Studies 24:289-316. Lave, Jean. 1988. Cognition in Practice. New York: Cambridge University Press. Lessig, Lawrence. 1999. Code and Other Laws of Cyberspace. New York: Basic Books. Levi, Antonia. 1996. Samurai from Outer Space: Understanding Japanese Animation. Chicago: Open Court. Lovink, Geert. 2003. Dark Fiber: Tracking Critical Internet Culture. Cambridge: MIT Press. Mankekar, Purnima. 1999. Screening Culture, Viewing Politics: An Ethnography of Television, Womanhood, and Nation in Postcolonial India. Durham: Duke University Press. McCullough, Malcolm. 2004. Digital Ground: Architecture, Pervasive Computing, and Environmental Knowling. Cambridge: MIT Press. McDermott, Raymond. 1988. "Inarticulateness." Pp. 37-68 in Linguistics in Context: Connecting Observation and Understanding, edited by D. Tannen. Norwood: Ablex. McGray, Douglas 2002. "Japan's Gross National Cool." Foreign Policy. Meyrowitz, Joshua. 1985. No Sense of Place: The Impace of Electronic Media on Social Behavior. New York: Oxford University Press. Miller, Daniel and Don Slater. 2000. The Internet: An Ethnographic Approach. New York: Berg. Morley, David. 1992. Television, Audiences, and Cultural Studies. New York: Routledge. Napier, Susan J. 2000. Anime: From Akira to Princess Mononoke. New York: Palgrave. Okabe, Daisuke and Mizuko Ito 2003. "Camera phones changing the definition of pictureworthy." Japan Media Review, http://www.ojr.org/japan/wireless/1062208524.php. Okada, Toshio. 1996. Otakugaku Nyuumon (Introduction to Otakuology). Tokyo: Ota Shuppan. Okonogi, Keigo. 1978. "The Age of Moratorium People." Japan Echo 5. Penley, Constance. 1991. "Brownian Motion: Women, Tactics, and Technology." Pp. 135162 in Technoculture, edited by C. Penley and A. Ross. Minneapolis: University of Minnesota Press. Radway, Janice A. 1991. Reading the Romance: Women, Patriarchy, and Popular Literature. Chapel Hill: University of North Carolina Press. Rheingold, Howard. 2002. Smart Mobs: The Next Social Revolution. Cambridge: Perseus. Schodt, Frederik L. 1996. Dreamland Japan: Writings on Modern Manga. Berkeley: Stonebridge. Sefton-Green, Julian. 2004. "Initiation Rites: A Small Boy in a Poké-World." Pp. 141-164 in Pikachu's Global Adventures: The Rise and Falll of Pokémon, edited by J. Tobin. Durham: Duke University Press. Seiter, Ellen. 1995. Sold Separately: Parents and Children in Consumer Culture. New Brunswick: Rutgers University Press. Shinbun, Asahi. 2001. "Otousan datte Hamaru." Pp. 24 in Asahi Shinbun. Tokyo. Takahashi, Kazuki. 1997. Yugioh, vol. 1. Tokyo: Shueisha. Tobin, Joseph. 2004a. "Pikachu's Global Adventure: The Rise and Fall of Pokémon." Durham: Duke University Press. —. 2004b. "The Rise and Fall of the Pokémon Empire." Pp. 257-292 in Pikachu's Global Adventure: The Rise and Fall of Pokémon, edited by J. Tobin. Durham: Duke University Press. 15 Readings 21st Century Literacy Summit Page 256 Tobin, Samuel. 2004c. "Masculinity, Maturity, and the End of Pokémon." Pp. 241-256 in Pikachu's Global Adventure: The Rise and Fall of Pokémon, edited by J. Tobin. Durham: Duke University Press. Tulloch, John and Henry Jenkins. 1995. Science Fiction Audiences: Watching Doctor Who and Star Trek. New York: Routledge. Weiser, Mark. 1991. "Future Computers." Scientific American 265. Weiser, Mark and John Seely Brown. 1996. "The Coming Age of Calm Technology." Yano, Christine R. 2004. "Panic Attacks: Anti-Pokémon Voices in Global Markets." Pp. 108140 in Pikachu's Global Adventure: The Rise and Fall of Pokémon, edited by J. Tobin. Durham: Duke University Press. 16 Readings 21st Century Literacy Summit Page 257 Visual Language and Converging Technologies in the Next 10-15 Years (and Beyond) A paper prepared for the National Science Foundation Conference on Converging Technologies (Nano-Bio-Info-Cogno) for Improving Human Performance Dec. 3-4, 2001 by Robert E. Horn Visiting Scholar Stanford University Background Introduction Visual Language is one of the more promising avenues to the improvement of human performance in the short run (the next 10 to 15 years). The current situation is one of considerable diversity and confusion as a new form of communication arises. But visual language also represents many great opportunities. People think visually. People think in language. When words and visual elements are closely intertwined, we create something new and we augment our communal intelligence. Today, human beings work and think in fragmented ways, but visual language has the potential to integrate our existing skills to make them tremendously more effective. With support from developments in information technology, visual language has the potential for increasing human "bandwidth," the capacity to take in, comprehend, and more efficiently synthesize large amounts of new information. It has this capacity on the individual, group, and organizational levels. As this convergence occurs, visual language will enhance our ability to communicate, teach, and work in fields such as nanotechnology and biotechnology. Definition Visual language is defined as the tight integration of words and visual elements and as having characteristics that distinguish it from natural languages as a separate communication tool as well as a distinctive subject of research. It has been called visual language although it might well have been called visual-verbal language. A preliminary syntax, semantics, and pragmatics of visual language have been described. (Horn, 1998) Description of, understanding of, and research on visual language overlap with investigations of scientific visualization and multimedia. 1 Readings 21st Century Literacy Summit Page 258 History The tight integration of words and visual elements has a long history. (see Horn, 1998, Chapt. 2) Only in the last 50 years, with the coming together of component visual vocabularies from such widely separate domains as engineering diagramming technologies developed in medical illustration, and hundreds of expressive visual conventions from the world of cartooning has something resembling a full, robust visualverbal language appeared. (Tufte, 1983, 1990) 2 Readings 21st Century Literacy Summit Page 259 Its evolution has been rapid in the past 10 years, especially with the confluence of scientific visualization software; widespread use of other quantitative software that permits the creation of over one hundred quantitative graphs and charts with the push of a single function key; and the profusion of multi-media presentation software, especially PowerPoint which, it is said, has several million users a day. More effective communication There is widespread understanding that visual-verbal language enables forms and efficiencies of communication that heretofore have not been possible. For example, improvements in human performance from 23 to 89% have been obtained by using integrated visual-verbal "stand- alone" diagrams. In this case, "stand-alone" diagrams refer to diagrams that have all of the verbal elements necessary for complete understanding without reading text elsewhere in a document. (Chandler and Sweller, 1991; Mayer 2001, Horton, 1991) 3 Readings 21st Century Literacy Summit Page 260 Facilitates representation. This new language facilitates complex, multi-dimensional visual-verbal thought, and -- with multimedia tools -- it incorporates animation as well. Researchers and scholars are no longer constrained by the scroll-like thinking of endless paragraphs of text. Big, complex thoughts. Human cognitive effectiveness and efficiency is constrained by the well-known limitations of working memory that George Miller identified in 1957 (Miller 1957). Large visual displays have for some time been known to help us overcome this bandwidth constraint. But only since the recent advances in visual language have we been able to imagine a major prosthesis for this human limitation. The prosthesis consists of a suite of visual language maps. This visual-verbal language (together with computer-based tools) may eliminate the major roadblocks to thinking and communicating big, complex thoughts — i.e. the problem of representing and communicating mental models of these thoughts efficiently and effectively. This especially includes the so-called messy (or wicked or ill-structured ) problems. (Horn, 2001a) Problems have solutions. Messy problems do not have straightforward solutions. They are - more than complicated and complex. They are ambiguous. - filled with considerable uncertainty — even as to what the conditions are, let alone what the appropriate actions might be - bounded by great constraints; tightly interconnected economically, socially, politically, technologically - seen differently from different points of view, and quite different worldviews 4 Readings 21st Century Literacy Summit Page 261 - comprised of many value conflicts - often a-logical or illogical. These problems are among the most pressing for our country, for the advance of civilization, and for humanity. Premises The deep understanding of the patterns of visual language will permit - More rapid, more effective interdisciplinary communication - More complex thinking, leading to a new era of thought - Facilitation of business, government, scientific, and technical productivity - Potential breakthroughs in education and training productivity - Greater efficiency and effectiveness in all areas of knowledge production and distribution - Better cross-cultural communication Ready for major research and development. Major jumping-off research platforms have been created for rapid future development of visual language e.g. the Web; the ability to tag content with XML; database software; drawing software; a fully tested, widely used content-organizing and tagging system of structured writing known as Information Mapping¤ (Horn, 1989); and a growing, systematic understanding of the patterns of visual-verbal language. (Kosslyn, 1989, 1994; McCloud, 1993, Horton, 1991, Bertin, 1983) Rationale for the visual language projects A virtual superhighway for rapid development in visual language can be opened and the goals listed above in the premises can be accomplished if sufficient funds over the next 15 years are applied to the creation of - Tools - Techniques - Taxonomies and systematically conducting empirical research on effectiveness and efficiency of components, syntax, semantics, and pragmatics of this language. This in turn will aid the synergy produced in the convergence of biotechnology, nanotechnology, information technology, and cognitive science. Some of the goals of a visual-verbal language research program A research program requires both bold, general goals and specific landmarks along the way. A major effort to deal with the problem of increasing complexity and the limitations of our human cognitive abilities would benefit all human endeavors, and could easily be focused on biotechnology and nanotechnolgy as prototype test beds. We can contemplate, thus, the steady incremental achievement of the following goals as a realistic result of a major visual language program: 5 Readings 21st Century Literacy Summit Page 262 1. Policy-makers provided with comprehensive visual-verbal models. The combination of the ability to represent complex mental models and the capability of collecting real-time data will provide sophisticated decision-making tools for social policy. Highly visual ’cognitive maps’ will facilitate the management and navigation through major public policy issues. These maps provide patterned abstractions of policy landscapes that permit the decision-makers and their advisors to consider which roads to take within the wider policy context. Like the hundreds of different projections of geographic maps (e.g. polar or Mercator), they provide different ways of viewing issues and their backgrounds. They enable policy makers to drill down to the appropriate level of detail. In short, they provide an invaluable information management tool. 2. World-class, worldwide education provided for children. Our children will inherit the results of this work. It is imperative that they receive the increased benefits of visual language communication as soon as it is developed. The continued growth of the internet and the convergence of intelligent visual-verbal representation of mental models and computer-enhanced tutoring programs will enable children everywhere to learn the content and skills needed to live in the 21st century. But this will take place only if these advances are incorporated into educational programs as soon as they are developed. 3. Large breakthroughs in scientific research. The convergence of more competent computers, computer-based collaborative tools, visual representation breakthroughs, and large databases provided by sensors will enable major improvements in scientific research. Many of the advances that we can imagine will come from interdisciplinary teams of scientists, engineers, and technicians who will need to become familiar rapidly with fields that are outside of their backgrounds and competence. Visual language resources (such as the diagram project described below) will be required at all levels to make this cross-disciplinary learning possible. This could be the single most important factor in increasing the effectiveness of nano-bio-info teams working together at the various points of convergence. 4. Enriched art of the 21st century. Human beings do not live by information alone. We make meaning with our entire beings: emotional, kinesthetic, somatic. Visual art has always fed the human spirit in this respect. And we can confidently predict that artistic communication and aesthetic enjoyment in the 21st century will be enhanced significantly by the scientific and technical developments in visual language. Dynamic visual-verbal murals and art pieces will become one of the predominant contemporary art forms of the century — as such complex, intense representation of meaning joins abstract and expressionistic art as a major artistic genre. (This has already begun to happen with the artists creation of the first generation of large visual language murals. Horn, 2000) 5. Emergence of smart, visual-verbal thought software. The convergence of massive computing power, thorough mapping of visual-verbal language patterns, and advances in other branches of cognitive science will provide for an evolutionary leap 6 Readings 21st Century Literacy Summit Page 263 in capacity and multi-dimensionality of thought processes. Scientific visualization software in the past 15 years has led the way in demonstrating the necessity of visualization to the scientific process. We could not have made advances in scientific understanding in many fields without software that helps us convert "firehoses of data" (in the vivid metaphor of the 1987 National Science Foundation report on scientific visualization) into visually comprehensible depictions of quantitative phenomena and simulations. Similarly, every scientific field is overwhelmed with tsunamis of new qualitative concepts, procedures, techniques, and tools. Visual language offers the most immediate way to address these new, highly demanding requirements. 6. Wide open doors of creativity. Visualization in scientific creativity has been frequently cited. Einstein often spoke of using visualization on his gedanken experiments. He saw in his imagination first and created equations later. This is a common occurrence for scientists, even those without special training. Visual-verbal expression will facilitate new ways of thinking about human problems, dilemmas, predicaments, emotions, tragedy, and comedy. The limits of my language are the limits of my world, said Wittgenstein. But it is in the very nature of creativity for us to be unable to specify what the limits will be. Indeed, it is not always possible to identify the limits of our worlds until some creative scientist has stepped across the limit and illuminated it from the other side. Researchers in biotechnology and nanotechnology will not have to wait for the final achievement of these goals to begin to benefit from advances in visual language research and development. Policy makers, researchers, and scholars will be confronting many scientific, social impact, ethical and organizational issues, and each leap in our understanding and competence in visual language will increase our ability to deal with the complexity. Normally, as a language advances in its ability to handle complex representation and communication, each such advance can be widely disseminated because of the modular nature of the technology. Major goals along the way to the next 15 years The achievement of these goals will obviously require advances on a number of fronts. 1. Goal: Diagram an entire branch of science with stand-alone diagrams. In many of the newer introductory textbooks in science up to one-third of the total space consists of diagrams and illustrations. But often, the function of scientific diagrams in synthesizing and representing scientific processes has been often taken for granted. However, recent research cited above (Mayer, 2001, Chandler and Sweller, 1991) has shown how stand-alone diagrams can significantly enhance learning. Stand-alone diagrams do what the term indicates. Everything the viewer needs to understand the subject under consideration is incorporated into the diagram or from other diagrams linked to the one in focus. The implication of the research is that the text in the other two thirds of the textbooks mentioned above should be distributed into diagrams. 7 Readings 21st Century Literacy Summit Page 264 "Stand-alone" is obviously a relative term, because it depends on previous learning. One should note here that automatic prerequisite linkage is one of the easier functions to imagine being created in software packages designed to handle linked diagrams. One doesn’t actually have to make too large a leap of imagination as scientists are already exchanging PowerPoint slides that contain many diagrams. However, this practice frequently does not have either the stand-alone or linked property. Stand-alones can be done at a variety of styles and levels of illustration. They can be abstract or detailed, heavily illustrated or merely shapes, arrows, and words. They can contain photographs and icons as well as aesthetically pleasing color. Now, imagine a series of interlinked diagrams for an entire field of science. Imagine zooming up and down in detail -- always having the relevant text immediately accessible. The total number of diagrams could reach into the tens of thousands. The hypothesis of this idea is that such a project could provide an extraordinary tool for cross-disciplinary learning. This prospect directly impacts the ability of interdisciplinary teams to learn enough of each other’s fields to collaborate effectively. And collaboration is certainly the key to benefiting from converging technologies. Imagine that these diagrams were not dependent on getting permissions (one of the least computerized, most time-consuming tasks a communicator has to accomplish these days). Making permissions automatic would remove one of the major roadblocks to the progress of visual language and a visual language project. Then imagine being able to send a group of linked-stand-alone diagrams to fellow scientists. 2. Goal: Create "Periodic table(s)" of types of stand-alone diagrams. Once we had tens of thousands of interlinked diagrams in a branch of science, we could analyze and characterize all the components, structures, and functions of all of the types of diagrams. This would advance the understanding of "chunks of thinking" at a finegrained level. This metaunderstanding of diagrams would also be a jumping-off point for building software tools to support further investigations and to support diagramming of other branches of science and the humanities. 3. Goal: Automatically create diagrams from text. At the present moment, we do not know how to develop software that enables the construction of elaborate diagrams of many kinds from text. But if the stand-alone diagrams prove as useful as they appear, then it creating diagrams, or even first drafts of diagrams, from verbal descriptions will turn out to be extremely beneficial. Imagine scientists with new ideas of how processes work speaking to their computers and the computers immediately turning the idea into the draft of a stand-alone diagram. 4. Goal: Launch Human Cognome Project. In the Converging Technologies workshop I suggested that we launch a project that might be named "Mapping the Human Cognome Project." If properly conceived, such a project would certainly be 8 Readings 21st Century Literacy Summit Page 265 a project of the century. If the stand-alone diagram project succeeds, then we would have a different view of human "thought chunks." And human thought-chunks can be understood as fundamental building blocks of the human cognome. The rapid achievement of stand-alone diagrams for a branch of science could, thus, be regarded as a jumping off platform for at least one major thrust of a Human Cognome Project. 5. Goal: Create tools for collaborative mental models based on diagraming. The ability to come to rapid agreement at various stages of group analysis and decisionmaking supported by complex, multidimensional, visual-verbal murals is becoming a central component of effective organizations. This collaborative problem solving, perhaps first envisioned by Douglas Engelbart (1962) as augmenting human intellect, has launched a vibrant new field of computer-supported collaborative work (CSCW). This community has been facilitating virtual teams working around the globe on the same project in a 24/7 asynchronous time frame. An integration of the resources of visual language display, both the display hardware needed and the visual display software, with the interactive possibilities of CSCW work offers the possibilities of great leaps in group effectiveness and efficiency. 6. Goal: Crack the unique address dilemma with fuzzy ontologies. The semantic web project is proceeding on the basis of creating unique addresses for individual chunks of knowledge. Researchers are struggling to create "ontologies" (by which they mean hierarchical category schemes, similar to the Dewey system in libraries.) But researchers haven’t yet figured out really good ways to handle the fact that most words have multiple meanings. There has been quite a bit of progress in resolving such ambiguities in language translation, so there is hope for further incremental progress and major breakthroughs. An important goal for cognitive scientists and computer wizards will be to produce breakthroughs for managing multiple, changing meanings of visual-verbal communication units in real-time on the web. 7. Goal: Understand computerized visual-verbal linkages. Getting computers to understand the linkage between visual and verbal thought and their integration is still a major obstacle to building computer software competent to undertake the automatic creation of diagrams. This will likely be less of a problem as the stand-alone diagram project described above progresses. 8. Goal: Crack the "context" problem. In meeting after meeting, people remark at some point that "it all depends on the context." Researchers must conduct an interdisciplinary assault on the major problem of carrying context and meaning along with local meaning in various representation systems. This may very well be accomplished to a certain degree by providing pretty good, computerized "common sense." To achieve the goal of automatically creating diagrams from text, there will have to be improvements in the understanding of "common sense" by computers. The CYC project or something like it will have to demonstrate the ability to reason with "almost any" subject matter from a base of 50 million or more coded facts and ideas. This common-sense database will somehow be integrally linked to visual elements. 9 Readings 21st Century Literacy Summit Page 266 Conclusion It is essential to accelerating research in the fields of nanotechnology, biotechnology, cognitive science, and information technology to increase our understanding of visual language. We must develop visual language research centers, fund individual researchers, and ensure that these developments are rapidly integrated into education and into the support of the other converging technologies in the next decade. REFERENCES Bertin, Jacques. (1983) Semiology of Graphics: Diagrams, Networks, and Maps, Madison, University of Wisconsin Press, 1983 Chandler, Paul and John Sweller (1991) Cognitive load theory and the format of instruction. Cognition and Instruction 8, no. 4: 293—332. Engelbart, D. C., (1962) Augmenting Human Intellect: A Conceptual Framework, Stanford Research Institute, Menlo Park, California , Director Of Information Sciences Air Force Office Of Scientific Research , Washington 25, D.C. , AFOSR-3233, Contract AF49(638)-1024 , SRI Project No. 3578October 1962 Horn, R. E. (1989) Mapping Hypertext , Lexington, MA, The Lexington Institute <http://www.stanford.edu/~rhorn/MHContents.html> Horn, R. E. (1998a) Mapping Great Debates: Can Computers Think? MacroVU Press. <http://www.stanford.edu/~rhorn/CCTGeneralInfo.html> Horn, R. E., (1998b) Visual Language: Global Communication for the 21st Century. MacroVU Press. < http://www.stanford.edu/~rhorn/VLBkDescription.html> Horn, R. E. (2000) The Representation of Meaning--Information Design as a Practical Art and a Fine Art, a speech at the Stroom Center for the Visual Arts, The Hague <http://www.stanford.edu/~rhorn/VLbkSpeechMuralsTheHague.html> Horn, R. E. (2001a) Knowledge Mapping for Complex Social Messes, a speech to the Packard Foundation Conference on Knowledge Management <http://www.stanford.edu/~rhorn/SpchPackard.html> Horn, R. E. (2001b) What Kinds of Writing Have a Future? a speech prepared in connection with receiving Lifetime Achievement Award by the Association of Computing Machinery SIGDOC, October 22, 2001 Horn, R. E. (2002) Think Link, Invent, Implement, and Collaborate! Think Open! Think Change! Think Big! Keynote Speech at Doug Engelbart Day in the State of Oregon, Oregon State University, Corvalis OR, January 24, 2002 10 Readings 21st Century Literacy Summit Page 267 Horton, W. (1991) Illustrating Computer Documentation-- The Art of Presenting Information Graphically in Paper and Online, N. Y. Wiley Kosslyn, Stephen M. (1989), Undersstanding charts and graphs, Applied Cognitive Psychology, vol. 3, pp. 185-226. Kosslyn, Stephen M. (1994) Elements of Graph Design, N. Y., W. H. Freeman McCloud, Scott, Understanding Comics: The Invisible Art, Northampton, MA, Kitchen Sink Press, 1993 Mayer, R. E. Multimedia Learning. N.Y. Cambridge, Cambridge Univ. Press. 2001 Edward Tufte (1983), The Visual Display of Quantitative Information. Graphics Press, Cheshire Connecticut Edward Tufte (1990), Envisioning Information. Graphics Press, Cheshire Connecticut AUTHOR Robert E. Horn Visiting Scholar Program on People, Computers and Design Center for the Study of Language and Information Stanford University 2819 Jackson St. # 101 San Francisco, CA 94115 (415) 775-7377 Fax: (415) 775-7377 email: [email protected] URL: http://www.macrovu.com (publisher) URL: www.stanford.edu/~rhorn (personal) 11 Readings 21st Century Literacy Summit Page 268 Readings 21st Century Literacy Summit Page 269 Visual Literacy Ron Bleed New technologies have conditioned many of us to being very visual in our entertainment, living and learning. We are bombarded daily with visual images. We are fond of visual images. We spend much of our disposable income on television, movies, photography, video games and art. Popular holiday gifts in 2004 were digital cameras and camcorders, iPods and high definition televisions. Visuals created with new technologies are changing what it means to be st literate. In the 21 century the ability to interpret and create visual and audio media is a form of literacy as basic as reading and writing text. Visual literacy is required of us as much as text literacy. However, most academic programs in community colleges are centered on reading and writing words. We must expand our concept of literacy to match the reality of today. Another term for visual literacy is “screen language as the new currency for learning.” In a recent conversation with renowned scientist, John Seely Brown, he commented, “If you can’t deal with screen language, you are not literate… There is a new kind of digital divide today and it is the divide between faculty and students. Faculty, stuck in yesterday’s analog world, are confronted with students who arrive nicely fluent in digital technology, and the virtuals of hyper speed.” (John Seely Brown 2004) Because of the importance of visual literacy, community colleges need programmatic actions to prepare our students. These initiatives could duplicate three strategies similar to what community colleges used for two other forms of literacy in prior years. First, a visual literacy course (similar to the efforts of computer literacy twenty years ago) could be developed. Second, a program of “visual literacy across the curriculum” could be instituted that resembles the efforts of “writing across the curriculum.” Third, some existing courses for visual arts, communications, information technology, etc. could be adapted and promoted. The first strategy is the creation of a new visual literacy course for one credit like the one developed by Dr. Susan Metros at Ohio State University. The learning outcomes described for this course, Visual Literacy in the Age of Information Abundance, state students will be able to: 1 Readings 21st Century Literacy Summit Page 270 1. Identify their learning style 2. Comprehend the meaning of visual literacy in the context of information literacy 3. Create graphic representations of data, information, knowledge and wisdom (charts, maps, concept maps and storyboards) 4. Use a digital camera, iMovie or equivalent and other presentation and multimedia software to create a short movie 5. Provide classmates with constructive face-to-face and online feedback (Metros 2004) The second strategy is similar to the early 1980’s when Maricopa Community Colleges and many community colleges implemented a program of “Writing Across the Curriculum” to improve a student’s critical thinking skills through writing assignments in courses. An approach regarding “visual literacy across the curriculum” would be to encourage and support faculty to assign projects to students that use visual media. An example of a success with this approach occurred in the Anthropology courses taught at Mesa Community College by Rick Effland. Instead of the traditional ten page written research paper as an assignment, he had the students create a digital movie. He found that the amount and quality of the research done by the students in a video format far exceeded the quality of their work done with written papers. The students were more engaged, worked collaboratively, and learned more when they used visual and audio media. Karla Pagtakhan, student in one of these classes commented: Creating the movie was one of the best experiences I’ve ever had. I not only educated myself with the topic I presented, but also learned the process of piecing together clips to compose the film.... I learned a lot more than what I would have learned from just a paper on the topic. A third strategy is to re-direct or modify existing courses. Although visual literacy is not confined to a particular discipline or course, some existing courses already teach visual arts, communications, information technology and literacy. One or more of those courses could be adapted and promoted as primary sources of teaching and learning on visual literacy. 2 Readings 21st Century Literacy Summit Page 271 The creation of a visual literacy program would not alter or replace curricula that exist for development of media professionals, fine arts programs, technology certifications, etc. The computer literacy programs did not alter or replace the professional development programs of computer science during the past twenty years. Visual literacy programs would be designed to serve general students and not professional students. The history of computer literacy at Maricopa Community Colleges dates back to 1984. The first big effort was the “Faculty Computer Literacy Project” wherein faculty members were loaned a personal computer for three months and went through training sessions. (This was a big deal back then.) The personal computer revolution became huge during the middle 80’s and Maricopa Community Colleges caught that wave with perfect timing. Computer literacy courses for students became a big driver of the enrollment increases in the 1980’s. In the 1990’s computers became so integrated into the academic program that a majority of the courses included an instructional technology component. In this current decade, the use of instructional technology is leading to larger portions of instructional content delivered by computers. Hybrid and distance learning courses continue to grow at a faster rate than other courses. Visual literacy could follow the same path as computer literacy with even larger impact. Community colleges would be wise to follow the advice of George Lucas, the famous film maker. We must teach communication comprehensively, in all its forms. Today we work with the written or spoken word as the primary form of communication. But we also need to understand the importance of graphics, music, and cinema, which are just as powerful and in some ways more deeply intertwined with young people's culture. We live and work in a visually sophisticated world, so we must be sophisticated in using all the forms of communication, not just the written word. From Edutopia, Sept/Oct 2003 http://www.glef.org/magazine/ed1article.php?id=art_1160&issue=sept_04 3 Readings 21st Century Literacy Summit Page 272 Readings 21st Century Literacy Summit Page 273 4HE6ISUAL,ITERACY7HITE0APER #OMMISSIONEDBY!DOBE3YSTEMS0TY,TD!USTRALIA 7RITTENBY$R!NNE"AMFORD$IRECTOROF6ISUAL!RTS3ENIOR,ECTURERIN)NTERACTIVE-EDIA !RTAND$ESIGN5NIVERSITYOF4ECHNOLOGY3YDNEY 7HATISVISUALLITERACY 4!",%/&#/.4%.43 7HATISVISUALLITERACY 6ISUALCOMMUNICATIONISAPROCESSOFSENDINGANDRECEIVINGMESSAGESUSINGIMAGES6ISUAL 4HEHISTORYOFVISUALLITERACY LITERACYCANBEDElNEDASTHEhABILITYTOCONSTRUCTMEANINGFROMVISUALIMAGESv'IORGIS*OHNSON 7HYISVISUALLITERACYIMPORTANT "ONOMO#OLBERTAL4OMAKEMEANINGFROMIMAGESTHE@READERUSESTHECRITICAL 4HEGRAMMARSYNTAXANDSEMANTICS OFVISUALLITERACY SKILLSOFEXPLORATIONCRITIQUEANDREmECTION,APPETALUSETHETERMhINTERMEDIALITYv 7HYTEACHVISUALLITERACY TODESCRIBETHECOMBINEDLITERACIESNEEDEDTOREADINAMULTIMEDIAWORLD4HEYSTRESSTHE 3TRATEGIESTOPROMOTEVISUALLITERACY IMPORTANCEOFACTIVEREADINGBASEDONINFORMATIONVISUALISATIONANDTHEIMPORTANCEOFVISUAL 6ISUALLITERACYANDTECHNOLOGY COMMUNICATIONTOCAPTUREATTENTIONREINFORCEKNOWLEDGEANDINCREASEAUDIENCERESPONSES6ISUAL LITERACYISABOUTINTERPRETINGIMAGESOFTHEPRESENTANDPASTANDPRODUCINGIMAGESTHATEFFECTIVELY COMMUNICATETHEMESSAGETOANAUDIENCE 4HETERMhVISUALLITERACYWASlRSTUSEDBYTHEWRITER*OHN$EBESIN-ESSARIS DElNESVISUALLITERACYASTHEGAININGOFKNOWLEDGEANDEXPERIENCEABOUTTHEWORKINGSOFTHEVISUAL MEDIACOUPLEDWITHAHEIGHTENEDCONSCIOUSAWARENESSOFTHOSEWORKINGS6ISUALLITERACYINCLUDES THEGROUPOFSKILLSWHICHENABLEANINDIVIDUALhTOUNDERSTANDANDUSEVISUALSFORINTENTIONALLY COMMUNICATINGWITHOTHERSv!USBURN!USBURN6ISUALLITERACYISWHATISSEENWITH THEEYEANDWHATIS@SEENWITHTHEMIND!VISUALLYLITERATEPERSONSHOULDBEABLETOREADANDWRITE VISUALLANGUAGE4HISINCLUDESTHEABILITYTOSUCCESSFULLYDECODEANDINTERPRETVISUALMESSAGESAND TOENCODEANDCOMPOSEMEANINGFULVISUALCOMMUNICATIONS 6ISUALLITERACYINVOLVESDEVELOPINGTHESETOFSKILLSNEEDEDTOBEABLETOINTERPRETTHECONTENTOFVISUAL IMAGESEXAMINESOCIALIMPACTOFTHOSEIMAGESANDTODISCUSSPURPOSEAUDIENCEANDOWNERSHIP )TINCLUDESTHEABILITYTOVISUALISEINTERNALLYCOMMUNICATEVISUALLYANDREADANDINTERPRETVISUAL IMAGES)NADDITIONSTUDENTSNEEDTOBEAWAREOFTHEMANIPULATIVEUSESANDIDEOLOGICALIMPLICATIONS OFIMAGES6ISUALLITERACYALSOINVOLVESMAKINGJUDGEMENTSOFTHEACCURACYVALIDITYANDWORTHOF IMAGES!VISUALLYLITERATEPERSONISABLETODISCRIMINATEANDMAKESENSEOFVISUALOBJECTSANDIMAGES CREATEVISUALSCOMPREHENDANDAPPRECIATETHEVISUALSCREATEDBYOTHERSANDVISUALISEOBJECTSINTHEIR MINDSEYE4OBEANEFFECTIVECOMMUNICATORINTODAYSWORLDAPERSONNEEDSTOBEABLETOINTERPRET CREATEANDSELECTIMAGESTOCONVEYARANGEOFMEANINGS 4HEREAREMANYFORMSOFVISUALCOMMUNICATIONINCLUDINGGESTURESOBJECTSSIGNSANDSYMBOLS 6ISUALSIGNSYSTEMSAREEVERYWHERE&OREXAMPLEDANCElLMFASHIONHAIRSTYLESEXHIBITIONS PUBLICMONUMENTSINTERIORDESIGNLIGHTINGCOMPUTERGAMESADVERTISINGPHOTOGRAPHY ARCHITECTUREANDARTAREJUSTSOMEEXAMPLESOFVISUALCOMMUNICATION4OBEVISUALLYLITERATE APERSONSHOULDBEABLETOUNDERSTANDTHESUBJECTMATTEROFIMAGES ANALYSEANDINTERPRETIMAGESTOGAINMEANINGWITHINTHECULTURALCONTEXTTHEIMAGEWASCREATED ANDEXISTS ANALYSETHESYNTAXOFIMAGESINCLUDINGSTYLEANDCOMPOSITION ANALYSETHETECHNIQUESUSEDTOPRODUCETHEIMAGE EVALUATETHEAESTHETICMERITOFTHEWORK EVALUATETHEMERITOFTHEWORKINTERMSOFPURPOSEANDAUDIENCEAND GRASPTHESYNERGYINTERACTIONINNOVATIONAFFECTIVEIMPACTANDOR@FEELOFANIMAGE &URTHER2EADING )NTERESTING7EBSITES Readings 21st Century Literacy Summit Page 274 4HEHISTORYOFVISUALLITERACY 4HESIGNIlCANCEOFVISUALLITERACYHASBEENAPPARENTTHROUGHOUTHISTORYANDACROSS DISCIPLINES&OREXAMPLETHEREADINGOFMAPSANDXRAYSHASBEENVITALLYSIGNIlCANTIN OURLIVES3IMILARLYHUMANSHAVERELIEDONIMAGESTOMAKEMEANINGFULINTERPRETATIONS ANDUNDERSTANDINGSOFSOPHISTICATEDANDCOMPLEXIDEASSUCHASMATHEMATICALORCHEMICAL FORMULASORTHEREADINGOFARCHITECTURALPLANS4HEMIXINGOFLINGUISTICANDPICTORIALELEMENTS WASSEENASTHEBESTMEDIUMFOREXPLANATORYREPRESENTATIONOFCONCEPTUALSTRUCTURES !TABOUTMONTHSOFAGECHILDRENCANREADGRAPHICIMAGERYWITHSOMEACCURACY4HEY KNOWFOREXAMPLETHATAPHOTOGRAPHOFANAPPLEEQUATESTOAREALAPPLE&ROMABOUTYEARS OFAGETHEYBECOMEDELIBERATEPRODUCESOFVISUALIMAGERYANDUNDERSTANDTHATGRAPHICFORMS CANBEUSEDTOCOMMUNICATE&OREXAMPLETHEPICTUREOF$ADDYWITHANANGRYFACESHOWS )AMUNHAPPYWITH$ADDY"YYEARSOFAGEMOSTCHILDRENCANUSEVISUALSYMBOLSTODENOTE THINGS&OREXAMPLETHECIRCLEANDTWOSTICKSCANBEUSEDTODENOTEAPERSONTHE@MSHAPE TODENOTEABIRDANDSOON2ESEARCHERSALSOBELIEVETHATONEOFTHElRSTCOMPLEXMENTAL OPERATIONBABIESPERFORMISTOVISUALISEANDCREATEMEMORYPICTURES&OREXAMPLEACHILD OFWEEKSHASACLEARMEMORYPICTUREOFHERMOTHERANDCANDISTINGUISHTHISPERSONFROM OTHERWOMANEVENTHOSEWOMENWHOLOOKVERYSIMILAR 6ISUALLITERACYISATHOUGHTFULANDSUSTAINEDFORMOFUNDERSTANDING6ISUALLITERACYISNOT SOMETHINGTHATISCONlNEDTOAPARTICULARDISCIPLINEORAREAOFTHECURRICULUM2ATHER ITISSOMETHINGTHATSHOULDBETAUGHTFROMTHEYOUNGESTAGEANDINVOLVESTHEINTELLIGENT CONSIDERATIONOFIMAGESFROMAMULTITUDEOFSOURCES6ISUALLITERACYHASEMERGEDFROM ANUMBEROFDISCIPLINESINCLUDINGL6ISUALARTSL!RT(ISTORYL!ESTHETICSL,INGUISTICS L,ITERACYL0HILOSOPHYL0SYCHOLOGYL0ERCEPTUALPHYSIOLOGYL3OCIOLOGYL#ULTURALSTUDIES L-EDIASTUDIESL)NSTRUCTIONALDESIGNL3EMIOTICSL#OMMUNICATIONSSTUDIESL%DUCATIONAL TECHNOLOGY 7HYISVISUALLITERACYIMPORTANT #ONTEMPORARYCULTUREHASBECOMEINCREASINGLYDEPENDENTONTHEVISUALESPECIALLYFORIT CAPACITYTOCOMMUNICATEINSTANTLYANDUNIVERSALLY!VERYHIGHPERCENTAGEOFALLSENSORY LEARNINGISVISUALh!WISEMANONCESAIDTHATAPICTUREISWORTHWORDS"UTWHENVISUAL SYMBOLSAREUSEDINPLACEOFWORDSTOEXPRESSANIDEAORTOEVOKEAFEELINGORAMOODWITHIN USITISNECESSARYFORTHEVIEWERTOBEABLETOUNDERSTANDTHEMESSAGEv/RING /RINGARGUESTHAThTHENEEDTOLEARNTOREADVISUALIMAGESISANURGENTONETHAT TOUCHESATALLLEVELSINOURSOCIETYv6ISUALLITERACYLEVELSDIRECTLYDETERMINEOURLEVELOFVISUAL COMPREHENSIONANDTHEABILITYOFTHEINDIVIDUALTOBEABLETOREADIMAGESINAMEANINGFUL WAY0ICTURESEXISTALLAROUNDUS4HEYSURROUNDUS4HEECONOMYRELIESHEAVILYONVISUAL REPRESENTATIONANDASENSEOFDESIGNSTYLEAND@FEEL5NDERSTANDINGPICTURESISAVITALLIFE ENRICHINGNECESSITY.OTTOUNDERSTANDTHEMISVISUALILLITERACY 6ISUALIMAGESAREBECOMINGTHEPREDOMINANTFORMOFCOMMUNICATIONACROSSARANGEOF LEARNINGANDTEACHINGRESOURCESDELIVEREDACROSSARANGEOFMEDIAANDFORMATS4HERATIO OFVISUALIMAGETOTEXTISINCREASING#HARLES"RUMBACKTHECHAIRMANOFTHE.EWSPAPER !SSOCIATIONOF!MERICASAIDINTHATWEAREHEADINGTOACULTUREOF@VISUALLITERACY (ESAIDh!SNEWSPAPERPENETRATIONFALLSCOMPETITORSCUTINTONEWSPAPERADSHAREAND THECULTUREITSELFMOVESFROMTEXTUALLITERACYTOVISUALLITERACYv&ITZGERALD4HE PROLIFERATIONOFIMAGESMEANSTHATVISUALLITERACYISNOWCRUCIALFOROBTAININGINFORMATION CONSTRUCTINGKNOWLEDGEANDBUILDINGSUCCESSFULEDUCATIONALOUTCOMES 4HE6ISUAL,ITERACY 7HITE0APER Readings 21st Century Literacy Summit Page 275 &URTHERMORE!USBURNARGUESTHATWELIVEINANERAOFVISUALCULTUREWHICH INmUENCESOURATTITUDESBELIEFSVALUESANDLIFESTYLE)MAGESINUNDATEOURENVIRONMENTBEIT INTHEPRIVATEORPUBLICDOMAININAVARIETYOFDIFFERENTFORMSANDTHROUGHSEVERALCHANNELS OFCOMMUNICATION6ISUALLITERACYALLOWSAPERSONTOBEABLETODISCRIMINATEANDINTERPRET VISUALACTIONSOBJECTSSYMBOLSTHATTHEYENCOUNTERINTHEWORLD6ISUALLITERACYENCOURAGES ANAPPRECIATIONANDCOMPREHENSIONOFVISUALCOMMUNICATION!LACKOFAWARENESSOFVISUAL LITERACYEFFECTSYOURABILITYTOBEABLETOCOMMUNICATEEFFECTIVELY"YUNDERSTANDINGTHEBASIC PRINCIPLESOFVISUALLITERACYPEOPLECANPRODUCEIMAGESTHATCOMMUNICATEINAMOREEFlCIENT WAYS 4HEGRAMMARSYNTAXANDSEMANTICSOFVISUALLITERACY 6ISUALSAREASYSTEMOFREPRESENTATIONANDSIGNIlCATIONTHATALLOWUSTOPRODUCEAND COMMUNICATETHOUGHTSANDIMAGESABOUTREALITY+AZMIERCZAK4HESYMBOLSUSED INVISUALCOMMUNICATIONUNLIKETHOSEOFWRITTENANDTOALESSEREXTENTORALCOMMUNICATION ARENOTAlXEDVOCABULARY4HERECANBENODICTIONARYOFMEANINGSFORTHESYMBOLSOFVISUAL COMMUNICATION&IRSTLYSUCHADICTIONARYWOULDBEENORMOUSASTHEAVAILABLESYMBOLSISAS LIMITLESSASTHEHUMANIMAGINATIONANDTHEGRAPHICSKILLSOFHUMANITY3ECONDLYANDVERY IMPORTANTLYVISUALCOMMUNICATIONISMADEUPOFPRESENTATIONALSYMBOLSWHOSEMEANING RESULTSFROMTHEIREXISTENCEINPARTICULARCONTEXTS-EANINGISFORMEDBYSEEINGANDTHINKING 4HECONVENTIONSOFVISUALCOMMUNICATIONAREACOMBINATIONOFUNIVERSALANDCULTURALLY BASEDCONVENTIONS "EINGVISUALLYLITERATEISACOMBINATIONOFSYNTAXANDSEMANTICS3YNTAXISTHEFORMOR BUILDINGBLOCKSOFANIMAGE4HESYNTAXOFANIMAGECANBEREGARDEDASTHEPICTORIALSTRUCTURE ANDORGANISATION6ISUALLITERACYINCLUDESBUTSHOULDNOTBELIMITEDTOGRAPHICCOMPOSITION OFIMAGESEGSHAPESLINESCOLOURSETC)TCANALSOINCLUDETHINGSSUCHASCAMERAPLACEMENT EDITINGANDJUXTAPOSITIONANDPOINTOFVIEWEGLOWANGLEWILLMAKESOMEONEAPPEARMORE IMPOSING4HISCANALSOHAVEOTHERIMPACTSSUCHASTOCHANGEYOURSYMPATHYTOWARDSA CHARACTERORRAISETENSION!NIMAGEMIGHTALSOINVOLVEMANIPULATIONOFPROXIMITYAND PLACEMENTEGCLOSEUPSORZOOM 3OMEEXAMPLESOFVISUALSYNTAXINCLUDESLSCALELDIMENSIONLMOTIONLBOLDNESS LARRANGEMENTLFRAMINGLMOTIONLDEPTHLDIMENSIONLCOLOURLLIGHTLSHADOW LmOWOFMOVEMENTLJUXTAPOSITIONOFIMAGESLPERSPECTIVE LRELATIVESIZEOFITEMSWITHINIMAGESLLINELSHAPELDIRECTIONLTONELSCALELBALANCE LHARMONYLCONTRASTLEMPHASISLMANIPULATIONLRHYTHMLPARODYLEDITINGLCROPPING LLABELLINGLSIMPLIlCATIONLSYMBOLISMLMETAPHORLLAYERINGLMOTIONLLOCATION LSERIATIONLSPACELMANIPULATIONLILLUMINATIONLRESEMBLANCELVISUALTEXTRELATIONSHIP LFOREGROUNDLBACKGROUND 4HE6ISUAL,ITERACY 7HITE0APER Readings 21st Century Literacy Summit Page 276 3EMANTICSREFERSTOTHEWAYIMAGESRELATEMOREBROADLYTOISSUESINTHEWORLDTOGAIN MEANING4HEWORD@SEMANTICHASASIMILARORIGINTOTHEWORD@SIGN3EMANTICSAREOFTEN CLOSELYRELATEDTO3EMIOTICS3EMIOTICSISTHESTUDYOFSIGNS)NPRACTICEVISUALSEMANTICS REFERSTOTHEWAYSIMAGESlTINTOTHECULTURALPROCESSOFCOMMUNICATION4HISINCLUDES THERELATIONSHIPBETWEENFORMANDMEANING3EMANTICSMIGHTINCLUDELOOKINGATTHEWAY MEANINGISCREATEDTHROUGH FORMANDSTRUCTURE CULTURALLYCONSTRUCTEDIDEASTHATSHAPETHEINTERPRETATIONOFICONSSYMBOLSAND REPRESENTATIONS ASOCIALINTERACTIONWITHTHEIMAGES 3OMEQUESTIONSYOUMIGHTASKTODEVELOPANUNDERSTANDINGOFVISUALSEMANTICSINCLUDE 7HOCREATEDTHEIMAGE !TWHATPOINTOFHISTORYANDINWHATCONTEXTWASTHEIMAGECREATED 7HOCOMMISSIONEDTHEIMAGE &ORWHATPURPOSEWASTHEIMAGECREATED )NWHATCONTEXTISTHEIMAGEBEINGSEEN 7HOISTHEINTENDEDAUDIENCEOFTHEIMAGE )NWHATFORMSOFMEDIAWILLTHEIMAGEBESEEN 7HATHASBEENOMITTEDALTEREDORINCLUDEDINANIMAGE 7HATDOESTHEIMAGESAYABOUTOURHISTORY 7HATDOESTHEIMAGECOMMUNICATEABOUTOURINDIVIDUALORNATIONALIDENTITY 7HATDOESTHEIMAGESAYABOUTSOCIETY 7HATDOESTHEIMAGESAYABOUTANEVENT 7HATASPECTSOFCULTUREISANIMAGECOMMUNICATING 7HILESYNTAXANDSEMANTICSCANBESTUDIEDINDIVIDUALLYITISIMPORTANTTHATTHEYAREALSO LOOKEDATASTHEYARECOMBINEDWITHINANIMAGE!NYFORMOFLITERACYBUTESPECIALLYVISUAL LITERACYISNOTABOUTSIMPLYLEARNINGASETOFlXEDSKILLSORGRAMMARS,ITERACYISASOCIAL PRACTICE)TISABOUTTHEUSEOFLITERACYANDTHEBELIEFSVALUESANDPURPOSESFORWHYYOUMIGHT WANTTOREADSOMETHINGORCOMMUNICATE!SWITHWRITTENANDSPOKENLITERACYVISUALLITERACY ALSODIFFERSDEPENDINGONCONTEXTANDPURPOSE&OREXAMPLEAFAMILYPHOTOGRAPHTAKENASA @SNAPTOCAPTUREAHAPPYFAMILYGATHERINGISLESSLIKELYTOBEASFORMALLYCOMPOSEDTHANTHE PHOTOGRAPHTAKENOFTHESCHOOLPREFECTS)NTHISWAYLITERACYCHANGESACCORDINGTOITSUSE 3IMILARLYVISUALLITERACYCHANGESDEPENDINGONWHOISUSINGITANDWHYFOREXAMPLETHE IMAGESUSEDTOCOMMUNICATEBETWEENADOLESCENTSSUCHASINROCKOR@STREETMAGAZINESARE LIKELYTOBEDIFFERENTFROMTHOSEUSEDTOCOMMUNICATEBETWEENADULTSANDCHILDRENSUCHAS THEIMAGESINAHISTORYTEXTBOOK4HEUSEOFIMAGESALSODIFFERSACCORDINGTOGENDERETHNICITY ANDAGE)TISIMPORTANTTOREMEMBERTHATWHILETHEGRAMMARSOFVISUALLITERACYMAYHOLD TRUEACROSSANUMBEROFMEDIAEACHFORMOFMEDIAEGlLMVIDEOMAGAZINESINTERACTIVE MEDIAANDSOONALLHAVETHEIRDISTINCTCHARACTERISTICSSKILLSANDLITERACIES 7HYTEACHVISUALLITERACY 6ISUALLITERACYISAGRADUALPROCESSOFGAININGGREATERSOPHISTICATIONOFPERCEPTIONCONCEPTION ANDVISUALANDLINGUISTICVOCABULARY3TUDENTSNEEDTOBEABLETOMAKECRITICALSELECTION BETWEENTHENECESSARYANDTHEUNNECESSARYANDhDISTINGUISHSUPERlCIALGLAMOROUSAND PSEUDOSOPHISTICATEDMESSAGESFROMTHEREALANDVALUABLEONESv!USBURN!USBURN 4HE6ISUAL,ITERACY 7HITE0APER Readings 21st Century Literacy Summit Page 277 4OSOMEEXTENTVISUALLITERACYSKILLSDEVELOPAUTOMATICALLYWITHLITTLEINPUTREQUIREDFROM TEACHERS9ETTHEAUTOMATICLEARNINGTOREADVISUALSTENDSTOBEONLYTHELOWERORDERTHINKING SKILLS!USBURNCAUTIONSTHAThTHESUPERlCIALITYOFPUPILSCOMPREHENSIONOF MUCHOFWHATTHEYVIEWSUGGESTSTHATTHEHIGHERORDERVISUALLITERACYSKILLSDONOTDEVELOP UNLESSTHEYAREIDENTIlEDAND@@TAUGHTvv-ESSARISARGUESTHATUNDERSTANDINGTHE IMPLICATIONSOFIMAGESMAKESAVIEWERMORERESISTANTTOTHEMANIPULATIVEUSESOFIMAGESIN ADVERTISEMENTSANDOTHERCONTEXTS )MAGESCANBEVERYPOWERFULINOURNATIONALANDINDIVIDUALCONSCIOUSNESS6ISUALLITERACY INVOLVESPROBLEMSOLVINGANDCRITICALTHINKINGANDTHESECANBEAPPLIEDTOALLAREASOF LEARNING6ISUALEDUCATIONPROVIDESAFOUNDATIONFORUNDERSTANDINGANDEVALUATINGAESTHETIC INTENTIONANDARTISTICSKILLS)TALSOMAKESSTUDENTSMORERESISTANTTOMANIPULATIONBYVISUAL MEANS 4HETEACHINGIMPLICATIONSOFVISUALLITERACYINCLUDETHENEEDTO DEVELOPCRITICALTHINKINGSKILLSINRELATIONTOVISUALIMAGES ENHANCEVERBALANDWRITTENLITERACYSKILLSANDVOCABULARYTOBEABLETOTALKANDWRITEABOUT IMAGES INTRODUCEIMAGEPRODUCTIONMANIPULATIONTECHNIQUESANDSOFTWARETOCHILDRENATANEARLY STAGE INTEGRATEVISUALLITERACYACROSSALLCURRICULUMAREAS ENSURETHEREISABALANCEBETWEENVISUALANDTEXTUALLITERACIESINTHECLASSROOM BEAWAREOFVISUALLITERACYPRINCIPLESINTHEDESIGNOFTEACHINGANDLEARNINGOBJECTS POSEQUESTIONSTOSTUDENTSABOUTIMAGES ENCOURAGESTUDENTSTOLOOKATUNDERLYINGASSUMPTIONSTHATAREEMBEDDEDINTHEIMAGES SURROUNDINGYOUNGPEOPLE ENCOURAGESTUDENTSTOCRITICALLYINVESTIGATEIMAGESANDTOANALYSEANDEVALUATETHEVALUES INHERENTLYCONTAINEDINIMAGES 3TRATEGIESTOPROMOTEVISUALLITERACY 6ISUALLITERACYINCLUDESCRITICALKNOWLEDGE4HISISBESTDEVELOPEDTHROUGHEXPOSURETO INTERESTINGANDVARIEDIMAGESANDTHROUGHTHOUGHTFULANDTHOUGHTPROVOKINGQUESTIONING ANDDISCUSSION#RITICALKNOWLEDGEINCLUDESDISCUSSINGTHEWAYSIMAGESHAVEBEENUSED THROUGHOUTHISTORYAWARENESSOFINTENTIONALITYOFHOWANIMAGEOBJECTOREVENTHAS BEENPUTTOGETHERTOOFFERAPARTICULARKINDOFEXPERIENCEORTOSETUPACERTAINKINDOF SPECTATOR4HISSHOULDBEDONEINACREATIVEANDINNOVATIVEWAYSOIMAGINATIONISINTERWOVEN THROUGHTHEIDEAOFBEING@CRITICALANDREASONEDRESPONSESARECOMBINEDWITHAFFECTIVEAND IMAGINATIVERESPONSES4HEAIMISTOCREATESTUDENTSWHOHAVEASENSEOFAESTHETICOPENNESS BUTAREALSOCRITICALLYAWAREOFTHECAPACITYOFIMAGESTOMANIPULATE )TISIMPORTANTTHATCHILDRENAREGIVENTHEOPPORTUNITYTOEXPERIMENTWITHGRAPHICSOFTWARE %XPOSURETOGRAPHICSPACKAGESSUCHAS!DOBE0HOTO3HOPOR!DOBE0HOTOSHOP%LEMENTS BROADENSTHESCOPEFORVISUALEXPRESSIONALLOWSDISCOVERYANDISANIDEALMEANSFOREXPLORING INDIVIDUALVISUALTHOUGHTPROCESSES)NADDITIONFAMILIARITYWITHGRAPHICSSOFTWAREPACKAGES PROVIDESSTUDENTSWITHENHANCEDVISUALPRESENTATIONSKILLSANDDEVELOPSEXPANDEDMODES OFCOMMUNICATION)TISIMPORTANTTOREMEMBERTHATTECHNICALSKILLSDEVELOPTHROUGHUSE 4HETEACHERSHOULDPROVIDECREATIVEEXPERIENCESTOALLOWEXPLORATIONOFTHETECHNOLOGY BUTITIS./4IMPORTANTTHATTHETEACHERSBETHEMSELVESTECHNICAL@WHIZZES7HILEMINIMAL UNDERSTANDINGOFGRAPHICSAPPLICATIONSISUSEFULTEACHERSSHOULDFOCUSONENCOURAGING CRITICALANDCREATIVETHINKINGSKILLSTOBESOLVEDTHROUGHEXPLORATIONOFGRAPHICSSOFTWARE 4HE6ISUAL,ITERACY 7HITE0APER Readings 21st Century Literacy Summit Page 278 3IMPLEEVERYDAYTHINGSCANBEUSEDTOINTRODUCEVISUALLITERACYSUCHASWASHINGINSTRUCTIONS ONCLOTHESLABELSHEALTHOFNUTRITIONALSYMBOLSONFOODIMAGESONCEREALPACKETSBOOK COVERSITISESPECIALLYGOODIFYOUCANCOMPARETHEBOOKDESIGNSFORTHESAMEBOOKFROM AROUNDTHEWORLD777@SPLASHPAGES#$COVERSPAMPHLETSCOMPUTERGAMESVIDEO COVERSlLMSCOMICSANIMATIONSAND$6$S 3OMEFUNACTIVITIESFORINTRODUCINGVISUALLITERACYCOULDINCLUDE 6IDEOINGCHILDRENPULLINGFACESANDINTERPRETINGTHEEMOTIONSBEINGDISPLAYED ,OOKINGATGREETINGCARDSANDANALYSETHEIMAGESTEXTTYPESANDRELATIONSHIPOFTEXTTO IMAGESONANDTHE@FEELCREATED ,OOKINGATPACKAGINGINTHESUPERMARKET4ALKABOUTWHATISREALANDWHATISMANIPULATED ORCREATED,OOKFORVISUALSYMBOLSONTHEPACKET,OOKAT,OGOSANDTEXTTYPESUSED #REATINGANIMAGERESOURCEABOUTAPASSIONTHECHILDRENMIGHTHAVEEGA0OWER0OINTUSING ONLYIMAGESABOUTDINOSAURSNETBALLANDSOON #REATINGVISUALDICTIONARIES&OREACHLETTERCHOOSESTEREOTYPICALIMAGESANDUNUSUAL NONSTEREOTYPICALIMAGES&INDIMAGESINMAGAZINESNEWSPAPERSBROCHURESORONLINE %NCOURAGECHILDRENTOGATHERTHENONSTEREOTYPICALIMAGESUSINGDIGITALPHOTOGRAPHY 4AKINGDIGITALPHOTOGRAPHSOFTHECHILDRENANDUSING!DOBE0HOTO3HOPOR!DOBE 0HOTOSHOP%LEMENTSTOMANIPULATEANDCHANGETHEIRIMAGES 4HEFOLLOWINGTABLEMAYBEUSEFULWHENTALKINGABOUTIMAGES )SSUES L 7HATISSUESAREBEINGSHOWNINTHEIMAGE L (OWISTHEWAYTHEISSUEISSHOWNINTHEIMAGESIMILARTOORDIFFERENT FROMHOWYOUSEETHISISSUEINTHEWORLD L 7HATMIGHTTHISIMAGEMEANTOSOMEONEWHOSEESIT L 7HATISTHEMESSAGEOFTHEIMAGE )NFORMATION L 7HEREHASTHEINFORMATIONINTHEIMAGECOMEFROM L 7HATINFORMATIONHASBEENINCLUDEDANDWHATINFORMATIONHASBEENLEFTOUT L 7HATPROPORTIONOFTHEIMAGECOULDBEINACCURATE L 7HATINFORMATIONPRESENTEDISFACTUALMANIPULATEDFRAMED L 7HATISTHERELATIONSHIPBETWEENTHEIMAGEANDANYTEXT L 7HATIMPACTDOESTHESIZEOFIMAGESWITHINTHEPICTUREHAVE 7HO L 7HATPEOPLEAREDEPICTEDINTHEIMAGEEVENIFTHEREARENOWACTUAL PEOPLE INTHEIMAGEWHOSECULTUREOREXPERIENCESAREBEINGSHOWN L 7HOCREATEDTHEIMAGEANDFORWHATPURPOSE L 7HOISTHEINTENDEDAUDIENCEFORTHEIMAGE L 7HOSEPOINTOFVIEWDOESTHEIMAGETAKE 0ERSUASION L 7HYHASACERTAINMEDIABEENCHOSEN L 7HYWASAPARTICULARIMAGECHOSEN L 7HYWASTHEIMAGEARRANGEDTHATWAY L )STHEINFORMATIONCONTAINEDINTHEIMAGEFACTUAL L 7HATDEVICESHAVEBEENUSEDTOGETTHEMESSAGEACROSSTOTHEVIEWER L (OWHASTHEMESSAGEBEENAFFECTEDBYWHATHASBEENLEFTOUTORISNOT SHOWN 4HE6ISUAL,ITERACY 7HITE0APER Readings !SSUMPTIONS 21st Century Literacy Summit Page 279 L 7HATATTITUDESAREASSUMED L 7HOSEVOICEISHEARD L 7HOSEVOICEISNOTHEARD L 7HATEXPERIENCESORPOINTSOFVIEWAREASSUMED 6ISUALLITERACYANDTECHNOLOGY 4ECHNOLOGYISINCREASINGLYATTHECENTREOFACTIVELEARNINGANDCRITICALCURRICULUM#OMPUTERS REQUIREDIFFERENTPATHWAYSTOLEARNING#OMPUTERSARESENSORYMEDIAFORLEARNINGANDCAN INmUENCEPEOPLEBYPROVIDINGVICARIOUSlRSTHANDEXPERIENCESBYPROMPTINGINSIGHTSINTO CAUSEEFFECTRELATIONSHIPSANDBYALLOWINGFORCOGNITIVEANDBEHAVIOURALCHANGES/NEOFTHE MAJORCHANGESASTHERESULTOFTECHNOLOGYISTHEDEVELOPMENTOFNEWWAYSOFCOMMUNICATING (UMANCOMMUNICATIONHASALWAYSBEENMADEUPOFMULTIPLECODESBUTASTHEINFORMATION WENEEDTOCOMMUNICATEBECOMESMORECOMPLEXDIVERSEDEEPANDEXTENSIVEHUMANS AREEXPLORINGSIMPLERWAYSTOCOMMUNICATETHATCANMAKECONNECTIONSBETWEEN INCREASINGLYCOMPLEXFORMS4OADDRESSTHISNEEDTHECOMMUNICATIVEENVIRONMENTIS BECOMINGDOMINATEDBYIMAGES)MAGESPLAYAMAJORROLEINUNDERSTANDINGTHEWORLD4HE hINFORMATIONAGEvHASLEDTOTHENEEDTOPROCESSVOLUMESOFDATAQUICKLYANDEFlCIENTLYAND THEADAGEOFhAPICTUREBEINGWORTHATHOUSANDWORDSvISREVEALEDINTHEWAYIMAGESARE UTILISEDININTERACTIVEMEDIA&ROMTHEMOMENTWETURNONA46COMPUTEROR$6$WEAREIN THEWORLDOFIMAGERY 3OFTWARESUCHAS!DOBESIMAGEPRODUCTIONSUITEINCLUDING0HOTOSHOP0HOTOSHOP%LEMENTS 0REMIEREMAKESTHEPRODUCTIONANDDISTRIBUTIONOFIMAGESINCREDIBLYEASY7HATTHEPRINTING PRESSDIDFORWRITTENCOMMUNICATION!DOBEGRAPHICSOFTWAREHASDONEFORTHEVISUAL)TIS NOWCHEAPANDEASYTOCREATEFULLCOLOURANDMOVINGVISUALSINAFEWSECONDS4HECREATION OFIMAGESTHATWEREPREVIOUSLYONLYTHEDOMAINOFPROFESSIONALARTISTSANDlLMMAKERSARE NOWAVAILABLETOANYONE6ISUALSINCLUDINGANIMATIONlLMAND$VIRTUALREALITYENABLE INTELLIGENTANDINTERACTIVECOMMUNICATIONTHROUGHALLTHESENSES*OHN3CULLEYTHEFORMER #%/OF!PPLE#OMPUTERSESTIMATESTHATOFALLTHEWORDSANDPICTURESCREATEDIN THEWORLDTODAYHAVEBEENINSOMEWAYCOMPUTERMEDIATED,ESTER4HE)"- EXECUTIVE,UCIE&JELDSTEADWHENSPEAKINGINFORTHE'ETTY)NSTITUTEFOR%DUCATION SPOKEOFTHEIMPORTANCEOFMAKINGCHILDRENMOREVISUALLYLITERATEINTHEWAKEOFTHERAPID EXPANSIONINTECHNOLOGYh7EURGEYOUTOTHINKCRITICALLYABOUTTHEMEANINGSOFWHATYOUARE SEEINGHEARINGSENSINGANDEXPERIENCINGv ,ITERACYWILLBEABOUTBEINGABLETOIMAGINEANDMODELPOSSIBLEACTIONSTHATMIGHTBETAKEN INTOFUTUREWORLD4HESEMODELSWILLBECOMMUNICATEDVISUALLYANDSENSUALLY'OZZI SUGGESTSTHATTHEREALWORLDHASJUSTBECOMETOODULLBYCOMPARISONTOANIMAGINABLEWORLD 0IVOTALTOCOMMUNICATIONONTECHNOLOGYISTHEWAYIMAGESCANBEMANIPULATED4HEIDEA THAT@SEEINGISBELIEVINGISNOWANAÆVECONCEPT-ANIPULATEDIMAGESSERVETORECODECULTURE 4HISVIRTUALWORLDBECOMESTHENEWSYMBOLSYSTEMFORTHEWAYINWHICHWEPERCEIVETHE REALITYOFIMAGESWEAREPRESENTEDWITH!S&REEDMANSUGGESTSh7EARENOWIN THESIXTHWAVEOFCOMMUNICATIONONEOFEXPANSIONTOINCLUDEALLVISUALCULTUREWHICHIS GROUNDEDINGLOBALSOCIOCULTURALCONCERNSANDWHATITMEANSTOLIVEININCREASINGLYIMAGE BASEDTECHNOLOGICALENVIRONMENTSv)NTERACTIVEMEDIUMSRELYHEAVILYUPONVISUALIMAGERY MOVEMENTDRAMAANDSOUNDTOCOMMUNICATE 4HE6ISUAL,ITERACY 7HITE0APER Readings 21st Century Literacy Summit Page 280 &URTHER2EADING !USBURN,!USBURN&6ISUALLITERACY"ACKGROUNDTHEORYANDPRACTICE 0,%4 $EBES*3OMEFOUNDATIONSOFVISUALLITERACY!UDIO6ISUAL)NSTRUCTION &ITZGERALD-.!!LEADERSDISAGREEOVERTHEVALUEOFCYBERSPACE )NTERNATIONAL&EDERATIONOF.EWSPAPER0UBLISHERS2ESEARCH!SSOCIATION &REEDMAN+AND&(ERNANDEZ%DS#URRICULUMCULTUREANDARTEDUCATION #ONTEMPORARYPERSPECTIVES.EW9ORK3TATE5NIVERSITYOF.EW9ORK0RESS 'IORGIS#*OHNSON.*"ONOMO!#OLBERT#ALE 6ISUALLITERACY2EADING4EACHER 'OZZI2*R4HEPOWEROFMETAPHORINTHEAGEOFELECTRONICMEDIA#RESSKILL.EW *ERSEY(AMPTON0RESS +AZMIERCZAK%4!SEMIOTICPERSPECTIVEONAESTHETICPREFERENCESVISUALLITERACYAND INFORMATIONDESIGN)NFORMATION$ESIGN*OURNAL +RESS'VAN,EUWEN42EADING)MAGES4HEGRAMMAROFVISUALLITERACY ,ONDON2OUTLEDGE ,APP$&LOOD*&ISHER$)NTERMEDIALITY(OWTHEUSEOFMULTIPLEMEDIA ENHANCESLEARNING2EADING4EACHER ,ESTER0-6ISUALCOMMUNICATIONS)MAGESWITHMESSAGES"ELMONT#ALIFORNIA 7ADSWORTH0UBLISHING#OMPANY -ESSARIS0/CTOBER6ISUALLITERACYANDVISUALCULTURE 0APERPRESENTEDATTHE)MAGEANDVISUALLITERACY3ELECTED2EADINGSFROMTHEANNUAL CONFERENCEOFTHEINTERNATIONALVISUALLITERACYASSOCIATION4EMPE!RIZONA /RING3!CALLFORVISUALLITERACY3CHOOL!RTS!PRIL )NTERESTING7EBSITES 4HE6ISUAL,ITERACY!SSOCIATION HTTPWWWIVLAORG 3OMEHISTORYOFVISUALLITERACY HTTPWWWASUEDULIBARCHIVESVLHISTHTM .EW,ITERACIES0ROJECT HTTPWWWNEWLITERACIESGSEISUCLAEDU HTTPWWWADOBECOUKEDUCATION !DOBE3YSTEMS)NCORPORATED 7ATERVIEW(OUSE2OUNDWOOD!VENUE3TOCKLEY0ARK5XBRIDGE5"!9 WWWADOBECOUK L L !DOBETHE!DOBELOGOANDh4OOLSFORTHE.EW7ORKvAREEITHERREGISTEREDTRADEMARKSORTRADEMARKSOF!DOBE3YSTEMS)NCORPORATEDINTHE5NITED3TATES ANDOROTHERCOUNTRIES!LLOTHERTRADEMARKSARETHEPROPERTYOFTHEIRRESPECTIVEOWNERS ¹!DOBE3YSTEMS)NCORPORATED!LLRIGHTSRESERVED0RINTEDINTHE5+ 4- Readings 21st Century Literacy Summit Page 281 What Kinds of Writing Have a Future? (Speech prepared in connection with receiving Lifetime Achievement Award by the Association of Computing Machinery SIGDOC, October 22, 2001) By Robert E. Horn Visiting Scholar Program on People, Computers, and Design Center for the Study of Language and Information Stanford University First of all, to answer the question in my title: many kinds of writing have a future. Novels, plays, scripts, poetry, essays, and news reports will not go away any time soon. But as their contexts change, they will also change. Competing forms – as I will explain – have been crowding their ecological niches for some time. The past 40 years have seen a larger number of innovations in writing than perhaps in the entire history of writing. Certainly the spread of the innovations has been orders of magnitude more rapid than in the past. It is these changes and their future that I want to talk about today. Breaking the rules of writing When I went to college there was one only kind of writing. It was taught in college composition courses. It consisted of well-crafted three- to five-page essays. We had certain rules to follow. Complete sentences, for instance. Here I am 50 years later receiving a lifetime achievement award from you for having broken a great many of those rules. Not only broken them, but blasted some of them completely out of the water. For example, as you are aware, in some circles, I am known as the guy who kicked the paragraph out of technical writing. So, it’s a good time to look at why the kind of writing I was taught in college hasn’t had as much of a future as I would have guessed at the time. It’s a good time to reflect on the kinds of written communication I’ve been involved in creating and changing during this period. And to think about what kinds of writing have a future. Themes I’ll examine In examining this history and suggesting scenarios for the future, I will look at several themes or characteristics of the innovations of the past 50 years. Among these characteristics are (A) what to put in and what to leave out (there are some kinds of writing where you leave out the most important information!); (B) how thoughts stick together (and how to organize this stickiness); (C) what writing should be linear and what should not; (D) when to tightly integrate words and images into visual language; and (E) what in the future may be called metawriting. What I was taught What are some of the rules that I was taught in that college course? Make your paragraphs flow one into the other with smooth transitions. Attract your readers and keep the suspense up so they have to read everything you write. Use topic sentences. Put in a subtitle once in awhile, but not very often—the cuter, the better. I followed the rules. I 1 Readings 21st Century Literacy Summit Page 282 got pretty good grades. I wrote a column for the student newspaper, did some newspaper reporting. Rethinking and reinvention But all that changed with a massive re-thinking and reinvention of writing during my lifetime. It is a revolution that is still going on. My first involvement in this re-thinking was to work on what has come to be called Information Mapping®’s method (1) for which you have given me the award today. At Columbia University, I had two years to do basic research. I decided to look at printed instructional materials. Most of my colleagues were investigating psychomotor skill learning, like typing, where you could measure very precisely the learning taking place. But I was more interested in the kinds of learning that we have to do as adults. I was interested in the high volume of reading we have to do. And I was interested in making a far more systematic approach to helping that learning to take place. What’s wrong with the paragraph One of the first things I realized was that if we were really going to be systematic, we had to admit we didn’t have a good basic unit of meaning. I wanted something that was precise enough that two different writers working on the same document would come up with similar enough chunks to plug into a larger document. The unit had to be flexible, modular, and part of a very good taxonomy. The paragraph did not fit the bill. It was too fuzzily defined; to vague to be a consistent, reliable unit of meaning. Sometimes, for example, it had a topic sentence. Sometimes it only “had” an implied topic sentence, that is, one that was left out. The only thing you could say for sure about a paragraph was that it had a dent at the beginning. (2) I decided to develop a better, more reliable way of identifying basic chunks of thought. My initial method— cut apart books The way I did it was to sit down with textbooks and cut them apart into individual sentences. I then asked the question: “What function is this sentence performing?” I soon realized that I could sort the sentences of a subject matter into categories. Definitional sentences were first. They were easy to find. 2 Readings 21st Century Literacy Summit Page 283 So were example sentences. Then I noticed that several example sentences stuck together to form one example. That meant that the individual sentence wasn’t the basic unit of meaning—at least not always. Sometimes you had to have several sentences to create a satisfactory, meaningful chunk. This was my first important experience with the stickiness of sentences. I found that some of the sentences stuck together more closely than others and were best dealt with in that closely stuck-together form. However, the lack of strong guidelines, at that time, permitted writers to separate these sticky sentences into different paragraphs. Taxonomy helps systematic work Well, I continued to sort sentences into piles that seemed to go together and attempted to create a taxonomy. I knew that in some sciences, especially biology, taxonomy was fundamental. In not too long I had a group of some 40 categories into which I could reliably sort approximately 80 percent of the sentences of a subject matter. That was pretty interesting. It was a lot more than the seven to ten kinds of paragraphs that were usually taught in composition classes. Completeness of analysis In coming up with these categories I found that I had achieved something very powerful, especially for technical writers. In principle, you could know what you didn’t know in a fairly precise manner. One of the things you would do was to put the topics along the top and the block types along the side to create a matrix. Then you plugged in the sentences. Where there were empty spaces, you had gaps in your knowledge. 3 Readings 21st Century Literacy Summit Page 284 This tells you a lot about precisely what the subject matter is, and, when combined with a user analysis, tells you much about what to leave out of a particular document. Only one kind of functional information in a chunk Then I got to thinking that one of the precise things that make paragraphs so dysfunctional as a basic unit of writing is that you can put all kinds of stuff into a paragraph. You can put introductory words and phrases, transitional stuff, definitional stuff, example stuff, and irrelevant commentary stuff. I asked myself, what would happen if we introduced a rule or guideline that said: Put only one kind of functional meaning in each chunk you present to the learner. That was a kind of leaving out of information – leaving out what was not relevant to the specific function of the chunk being presented to the reader. To distinguish these chunks of information from paragraphs I began to call them information blocks. I’m aware that over the past years the teaching and practice of technical writing has changed significantly in this respect. There is now widespread recognition that irrelevant information has no place in our technical and user documents. The difference that my work introduced is the systematic approach to putting in and leaving out. This has massive effects when you are writing databases of chunks that may be used in many media and many different documents, rather than writing in the context of a single document as I will discuss at the end of this talk. Leaving out is so much more important these days than it was in the 17th and 18th centuries when many of our ideas about essay composition were formulated. Scanning and skipping with the use of labels The “information explosion” was already upon us as I was working on these issues. The problem was that there was too much information. There were things that I didn’t want to know. But paragraphs generally did not allow me to scan and skip – at least not easily. One of the things I noticed was that headlines and subheads – if written well -- allowed me to scan more easily and skip what I didn’t want to read. So in my evolving system of writing, I introduced another suggested guideline: Put an informative label or subhead on every chunk of information. Labels show organization Later I devised a bunch of simple rules for what kinds of labels work best for what kinds of the 40 blocks of information in my taxonomy. This had an interesting effect on writing. If you have to label every chunk, the organization of your material becomes obvious to the reader. Outlines—key information typically left out This led me to realize that we had been teaching people to make outlines, but this key structure was then hidden from the reader. It was left out! But the outline is exactly what the reader needs in order to decide whether to read all or part of the piece of writing. It is 4 Readings 21st Century Literacy Summit Page 285 also exactly what the reader needs to comprehend the structure of the document. Yet we so often deliberately make readers’ jobs harder by concealing the structure from them. Labels are the transitions When we started labeling every chunk of information, it made the transition words and phrases somewhat awkward. And when we looked at this phenomenon closely, we found that the transition functions were being performed by the labels, not by the usual words or phrases. After that, we weren’t so nervous about leaving transitions out of the blocks. Frequent labels—the most important change I have come to think, of all the innovations that I’ve introduced or strongly advocated, that this one, labeling every chunk, is the single change that would improve written communication to the greatest extent. If all writers would label every chunk of information, our reading lives would be truly easier. We could then skip a lot of reading that we didn’t need to do! Relevancy principle We suggested one more principle to the cluster of principles governing the construction of information blocks. The relevancy principle states: Include in one chunk only information that relates to one main point based on that information's purpose or function for the reader. Consistency principle Finally I suggested that we use the same principles for all blocks of information in the document. This was the consistency principle. Summary—four main principles With those four principles—chunking, relevancy, labeling, and consistency—I built the information block as a substitute for the paragraph. And created a fundamental change in how we write technical and business documents. Summary—leaving things in and out and how sentences stick together As you can see, what you put in, and especially what you leave out of, a chunk of information is very fundamental to my way of thinking. How sentences stick together is also crucial. Information blocks, as they are usually written, have sentences that stick together functionally. Stickiness in its various forms There were other patterns of stickiness that emerged in my investigations. We needed methods and formats to deal with them. If-then stickiness There is, for example, if-then stickiness which was formatted into decision tables. 5 Readings 21st Century Literacy Summit Page 286 It turns out that formatting this way creates fewer errors and improves speed of decision making. (7) If-then stickiness can amount to as much as five percent of many pieces of technical writing. Table stickiness Table stickiness is well known. The columns and rows stick together in a particular way. Comparing is a standard, natural human mental functioning. The table format makes such comparing and contrasting much more efficient. Create errors and slow people down If you have the perverse impulse to create more errors and slow people’s information processing down, it’s very easy to do so. Rewrite decision tables and compare-andcontrast tables as prose paragraphs. That will really slow them down. Map stickiness We also found that there was another kind of stickiness usually produced by two to seven information blocks working together. This is both a conceptual stickiness and a convenience formatting for helping humans with their limitation of short-term memory capacity of seven plus or minus two chunks of information. We created a separate unit of document organization called an information map to accommodate this kind of stickiness. 6 Readings 21st Century Literacy Summit Page 287 This was a peculiar kind of stickiness. It meant that certain kinds of blocks—key blocks, we called them— always appeared on seven kinds of maps. The seven kinds of information came to be called “information types.” (3) They are: • Structure • Concept • Procedure 7 Readings • • • • 21st Century Literacy Summit Page 288 Process Classification Principle Fact Aside—lifecycle methodology and taxonomies of many documents Many of you have discovered or been taught some of these guidelines quite independently of my work. I think that my research was simply a very early recognition (in 1965) of what we all have to deal with in our writing. The generic name for what I have been doing has come to be “structured writing” (4). My version of structured writing is called the Information Mapping® method which I turned into a life-cycle methodology, applying these guidelines to a whole variety of business documents. Today, how does our work differ from other structured writing? I think it is simply more structured, precise, flexible, and modular along every dimension. Taxonomies for different business documents It turns out that there are different taxonomies of block types for different kinds of business documents. We have some twenty or so typical kinds of business documents analyzed into their types of blocks. (Each has “key blocks” that designate and characterize the kinds of information in that document.) These patterns of blocks in particular documents help us manage business and technical knowledge. Course taught to hundreds of thousands We have taught the Information Mapping approach to at least 300,000 people in business and industry. That’s a significant fraction of the technical writers writing today. I think that structured writing, and in particular the Information Mapping approach, definitely has a future. The future of the paragraph Does the paragraph have a future? In some kinds of writing, yes. In novels, essays, etc. But over the long run, I don’t think it has much of a future in technical writing. I think the information block will be the idea that survives. Simulation games There are other problems in writing documents that people are to learn from. One of the problems of our world is how to make decisions in a complex, ambiguous environment with only partial information at hand. Somewhat later in my career I got involved in creating simulation games aimed at creating conditions that helped people learn to operate in complex, ambiguous environments. My principal contribution was as editorin-chief of a consumer’s report on simulation games. With the personal computer, such simulation games are now everywhere. In the early 1970s they were an innovation. And almost all were non-computerized. They were not your fly-around, shoot-em-up, knockem-down, blow-em-up simulations. Many were social, role-playing simulations. 8 Readings 21st Century Literacy Summit Page 289 Leaving out key information Part of the trick to creating (that is, writing) simulation games was leaving out the key information. The learners were to supply this in the role-playing and decision-making that they did while playing games. One of my simulations called Participative Decision Making became the most played and reproduced simulation in those early decades. What this means is that there are at least two sides to devising learning materials and exercises: (A) providing information (which is what structured writing and Information Mapping does) and (B) providing the opportunity for active participation (which is what simulation and role playing games do). There aren’t any really simple rules for what to put in and what to leave out in simulations. But in simulation games you have to leave out the key material and put in enough so that the learner can practice decision making. It’s really quite a different set of choices from those in documentation writing. Simulation exercises with much of the important information left out also have an important place in the future. Writing so they don’t have to read what we’ve written I’ve already noted that we need to write so people can scan and skip. That means we need to write so people don’t have to read everything we write. This is something of a paradox. We need to make it convenient for people not to read some of our words. Let me repeat—we have to write so people don’t have to read what we write. We know that people have had the freedom not to read everything and probably always have read in a non-linear way. But with hypertext they skip all over the place. What writing should be linear and what should not In about 1970, I read an important article-- Doug Englebart’s article on the augmentation of human intellect (5). It was my first introduction to hypertext. Englebart was the first person to implement Vannevar Bush’s ideas of linked text on a computer. I got to know Doug shortly thereafter, and realized that the kind of writing I had been devising and working on for the previous 5 years was specifically made for a hypertext environment. In my first book on Information Mapping’s approach, published in 1976, I put at the bottom of the pages a device I called “related pages.” 9 Readings 21st Century Literacy Summit Page 290 This was a deliberate attempt to recognize that if you were going to skip around in a text, it might be a good idea to include specific links. This meant that people were not going to read in a linear fashion. We had begun to learn that some writing doesn’t have to be linear. Hypertextual linking meant that writing had to change. I can’t go into all of these changes, but my book Mapping Hypertext (6) presents my ideas. With hypertext, many people are still struggling with the chunk-size questions that I think we solved in the 1960s. The book is, by the way, still selling well, even though it was written before the World Wide Web came into existence. Why? Because it focuses exactly on the problems of organizing and structuring text. Disputed subject matter Information Mapping, as I had initially devised it, focused mainly on what I’ve called relatively stable subject matter-- that is, the subject matter you find in introductory textbooks and in declaratory subjects, such a computer documentation or company procedures and policies. When I left being CEO of Information Mapping, Inc., I started to think about another area – disputed subject matter, those areas of disciplines where debates take place, those areas where the content is not stable. What would an analogous approach be like that would “map” argumentation? Argumentation mapping The major problem in understanding arguments is that often we do not find the claims and their rebuttals and the further counter-rebuttals close enough to each other so that we 10 Readings 21st Century Literacy Summit Page 291 can easily consider them together. Over the past few years, we’ve worked out how to create these “argumentation maps.” Here the blocks of information are again important. Relevant chunking is important. However, here the chunks are made up of claims and rebuttals and the linkages are different. The links are made up of supports and disputes. And the approach must be diagrammatic. Therefore you can read in all kinds of directions. Diagrams are basically non-linear (as are argument structures). We need boxes and arrows to show the structure of the arguments. (7) Leaving out information in argumentation maps In argumentation maps, we put in and leave out different kinds of information from stable subject matter. For example, that which is not disputed does not get into our argumentation maps. That which is disputed must be put in. We have thus created an infrastructure for navigation of huge, sprawling debates that span decades. This is part of the intellectual history of many academic disciplines. The same maps show what the current status of the argument is. When to tightly integrate words and images into visual language The last ten years I’ve also been very involved in what I think is a major change in how writing will be done in the future. It is called visual language, and this development is noted in your award to me. The critical attribute in visual language is the tight integration of words, images, and shapes. I think it literally is becoming a new 11 Readings 21st Century Literacy Summit Page 292 international auxiliary language. Among the problems it helps solve is—how to show big, sprawling, complex phenomena with hundreds of causal elements. Visual language helps us represent common mental models. The big questions are different in visual language. The big question is: What do words do best and what do visual elements do best when they are working together? I devote two chapters of my recent book, Visual Language, to exploring those questions. (8) How big screens will affect writing When I started out my career, what we could display on a computer was one line of text. Screen size also affects writing. Screens are going to get bigger. Soon, we will have big wrap-around screens. Already people in my department at Stanford have built a seminar room wall that has the resolution of a computer screen everyplace on it. That means that computer controlled displays can be presented at the resolution of 10 point type. Screens like this will enable us to show visual language infomurals, which I think are the overviews of the future. They will begin to solve the problems of context. They will tell us how to organize our thoughts in time and space, in debates and conceptual ontologies, in documents and groups of documents. They will be visual. Here are some examples. Metawriting—the challenges Another trend is also now becoming important. Sometimes, there are many different uses of a single piece of information about a product or service—training manuals, documentation, job aids, reports, change of information instructions, etc. Many software products have versions that are modified for different special customers. If a big company like AT&T likes your software and wants to buy a lot of it, but wants some special features and functions, you are going to make these changes for them. But then you have to document the changes. One company has 17 versions of its premium software. That’s just in this one software release. It’s on its tenth release. All this means that the documentation has to be in a database. Write once—use many times Once you have the systematic Information Mapping way of writing blocks that I spoke of earlier, you can begin to write one block that can appear unchanged in many documents. We call this “write once—use many times” or “single source writing.” I have begun to call it “metawriting.” Why single source writing is different This is a different kind of writing. From the beginning of the history of writing, writers have written to the context of the document. We had an idea of what the document was going to look like. We knew where the next sentence fit in to the complete document. But this is not so with single-source metawriting. There, you write the information block and don’t know where it is going to appear. The display-event is the context. This has a number of kinds of challenges. It means that the format is completely separate from the content structure. Completely. You can now—with XML—completely ignore the WYSIWYG (what you see is what you get) world. We can tag single sentences, although 12 Readings 21st Century Literacy Summit Page 293 as I have explained in talking about stickiness, it is probably better to tag information blocks. Drop transition words and other habits This kind of writing involves breaking some of our oldest habits. We have to drop the use of many of the transition words. For example, you can’t say “as we’ve just described” in a sentence in a block if you don’t know what has just preceded it. And you don’t know what will precede it when you are writing to a database rather than to a context. This then implies that a separate edit needs to be done to ensure that these kinds of outside-of-the-block references are kept to a minimum, and eliminated wherever possible. Two kinds of single-source metawriting We have identified two kinds of single-source writing. One is “on-the-fly” writing where the blocks must be very independent. On-the-fly blocks are completely controlled by the computer display algorithm. The second kind of single-source block writing is when the writer is writing a library of subcomponents that will be used in different documents in specific places. Special metawriting stickiness There are in the Information Mapping system some new kinds of stickiness when you are doing metawriting. For example, we have two kinds of blocks: procedures and warnings. In the context of their use in training manuals and factory-floor job aids, these two must be linked together so that the display algorithm doesn’t display the procedure block without the warning block. How does all this new stickiness become involved with visual language? We’re still working on it. Stay tuned. Summary 1. Pay attention to types of stickiness. 2. Make sure you know what you’re putting in and leaving out.. 3. Write so people don’t have to read what you write (if they don’t need to). 4. Label every chunk. 5. Don’t always write in a linear fashion. 6. WYSIWYG is not quite dead – but threats to its existence in some parts are looming. 7. Use visual language. Change the ratio of images to words. Thank you Again I thank you for the honor you have given me today. I look forward to greeting old friends and colleagues here and to meeting many new ones. 13 Readings 21st Century Literacy Summit Page 294 _______________________________________________________________________ NOTES 1. Information has a topography like geographical terrain. Information has peaks and valleys, cities and countryside, and roads and superhighways that connect them. Like geographical maps, formats should relate to this topology on an point-to-point basis, in so far as possible. Information maps should guide you through the information just like geographical maps do. The ability to show relationships and guide the user quickly to relevant places is a feature of the formats, and the key to the metaphor of Information Mapping's name. (Horn, 1969, 1971, 1992a) 2. For an interesting history of how the paragraph got to be and an important critique of it see Stern, Arthur A. “When is a paragraph?” which is widely reprinted into collections of essays about writing. Stern’s article was called to my attention only a couple of years ago. 3. The information types were completed in 1965; first in Horn (1966); incorporated into a research proposal in 1967 and first published in Horn, et. al. 1969. 4. The structured writing approach dates back to 1965 when I was a researcher at Columbia University's Institute for Educational Technology. The earliest publication is Horn, et. al., 1969. Most of the literature on structured writing refers to it by a trademarked name "Information Mapping" which is a registered trademark of Information Mapping, Inc., Waltham, MA. www.infomap.com However the generic term for the approach, which I suggested in the early 1980's, is "structured writing." Often authors of "structured writing" documents use different and more loose standards for analysis, organization and display of information than those who practice Information Mapping's method. The characteristics described in this article refer to those which I first synthesized into Information Mapping's method. Since the name "Information Mapping" is trademarked, we must abide by the requirements of the trademark law and mention that fact. A more complete history of the invention of Information Mapping’s method can be found in an article I wrote for Performance and Instruction called “Structured Writing at 25” at www.stanford.edu/~rhorn 5. Englebart 6. Horn (1989) 7. Horn (1998a) 8. Horn (1998b) 14 Readings 21st Century Literacy Summit Page 295 References Horn, R.E., (1966). A terminal behavior locater system. Programmed Learning, No. 1 (Feb. 1966), 40-47 Horn, R. E., Nicol, E., Kleinman, J., and Grace, M., (1969), Information mapping for learning and reference. Cambridge, MA: I.R.I. (A.F. Systems Command Report ESD-TR-69-296) Horn, R. E., Nicol, E., Roman, R., Razar, M, (1971). Information mapping for computer-learning and reference. Cambridge, MA: I.R.I. (A.F. Systems Command Report ESD-TR-71-165) Horn, R. E. (1989). Mapping hypertext: analysis, linkage, and display of knowledge for the next generation of on-line text and graphics. Lexington, MA: The Lexington Institute (available from Information Mapping, Inc.) Horn, R. E. (1992a). How high can it fly? Lexington, MA: The Lexington Institute Horn, R. E. (1993). Structured writing at twenty-five. Performance and Instruction, 32(February), 11-17. Horn, R. E. (1998a) Mapping Great Debates: Can Computers Think? Bainbridge Island WA, MacroVU Press Horn, R. E. (1998b) Visual Language: Global Communication for the 21st Century, Bainbridge Island WA, MacroVU Press 15 Readings 21st Century Literacy Summit Page 296 16