Tagged as 'Mimi Ito'

Katie Salen, ed., “The Ecology of Games: Connecting Youth, Games, and Learning”

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The first book that I read in the series of MacArthur/MIT Press’s Digital Media and Learning series was “The Ecology of Games: Connecting Youth, Games, and Learning,” edited by game designer and educator Katie Salen (open access version here). As with the other books in the series, it’s a very important contribution to the scholarly literature of a nascent field. (I’ve come back to Salen’s work just as Urs Gasser and I are turning in the final, final version of our forthcoming book, Born Digital.) “The Ecology of Games” is an excellent primer on where innovation is happening at the intersection between games and learning and where future avenues for research offer promise.

The first essay, Salen’s “Toward an Ecology of Gaming,” sets the frame for the collection. She recounts, helpfully, those things that “we” know already: “… that play is iterative as is good learning, and that gaming is a practice rooted in reflection in action, which is also a quality of good learning. We know games are more than contexts for the production of fun and deliver just-in-time learning, the development of specialist language, and experimentation with identity and point of view. We know games are procedurally based systems embedded within robust communities of practice. We know that video games and gaming have done much to shape our understanding and misunderstanding of the post-Nintendo generation, and hold a key place in the minds of those looking to empower educators and learners. Beyond their value as entertainment media, games and game modification are currently key entry points for many young people into productive literacies, social communities, and digitally rich identities.” (pp. 14 - 15) She ends her chapter with five unanswered questions, each worth reflecting and working on. (p. 15)

James Paul Gee’s “Learning and Games” gives an overview of what “good game design” can “teach us about good learning” and vice-versa (p. 21). He offers these insights through what he calls the “situated learning matrix.” (pp. 24 - 31) The most illuminating part of his essay for me was the discussion of the ways in which young people form cross-functional teams within gaming environments — and his view of the excellent training opportunities these contexts could hold in terms of training them for workplace experiences. (p. 33)

In “In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids’ Lives,” three authors (Reed Stevens, Tom Satwicz, and Laurie McCarthy) take up a great topic: “whether playing these games affects kids’ lives when the machine is off.” (p. 41) The key insight for me was the notion of identity: “… young people are indeed forming identities in relation to video games. The idea that they can do things in the game that they cannot do in the real world is only part of the story; the other half is that they hold actions that they control in-game in regular comparative contact with the consequences, and morality, of those actions in the real world. Actions in games, then, are a resource for building identities in the real world, occurring through a reflective conversation that takes place in-room.” (p. 62)

“E is or Everyone: The Case for Inclusive Game Design,” by Amit Pitaru, followed a different structure than most other essays in the series. It’s told as a story about the researcher’s time with students at the Henry Viscardi School in Albertson, NY, a “remarkable school” that “educates approximately 200 pre-K to twenty-one-year-old students with a variety of physical disabilities and medical needs.” (p. 68)

Through this narrative, Pitaru offers insights on many levels. The essence of the argument is that a lack of play among children poses dangers, many of which can be avoided through digital games when set in the proper context. Pitaru claims further that digital games “provide a viable complementary activity to existing mediated forms of play” for children with disabilities.” (p. 85) I wondered, at the end, how many educators would agree with Pitaru, and where other experimentation is happening.

Mimi Ito, as usual, offers an extraordinarily helpful essay. If you read any single essay from the DML series, read this one: “Education vs. Entertainment: A Cultural History of Children’s Software.” The topic is genres of participation. She tells a story about “commercial children’s software, designed to be both fun and enriching, lies at the boundary zone between the resilient structures of education and entertainment that structure contemporary childhoods in the United States.” (p. 89) Ito gives an instructive history of the development of games for kids along with a genuinely useful analytical frame and a clear conclusion. She writes, “If I were to place my bet on a genre of gaming that has the potential to transform the systemic conditions of childhood learning, I would pick the construction genre.” (p. 115) Here’s to tinkering (and to Mimi’s great work).

In “The Rhetoric of Video Games,” Ian Bogost makes an intriguing argument in favor of “procedural rhetoric” via games. In his view, this approach could enable the questioning of the values behind certain professional practices instead of their blind assumption. (p. 130) I’m not sure I completely got his argument, but it was useful and provocative to puzzle it through.

Anna Everett, the editor of another volume in the series, and S. Craig Watkins offer a counterpoint to much of the rest of the book, exploring ways in which games and other immersive environments are not always socially productive. (p. 143) It’s a helpful reminder and a useful link to the DML series book on race.

The most interesting data that is presented in the book comes from the private sector: Cory Ondrejka, then of Linden Labs/Second Life and the Annenberg School (now headed to an exciting new job…), points out some usage statistics about SL in “Education Unleashed: Participatory Culture, Education, and Innovation in Second Life.” The most striking — and hopeful — figure was his note that 67% (sixty-seven percent) of respondents to a survey of Teen Second Life users “had written at least one program using the scripting language.” (p. 239) Of course it is a tiny sample (384) of self-selected young people, but the tinkering spirit that Mimi Ito highlights in her essay is alive and well in the people that Ondrejka heard from.

Salen, Ito and Ondrejka’s essays, among others in the book, led me to a conclusion out of the book: in some contexts, great forms of learning may come for some students using well-designed games, primarily of the construction genre. There’s not yet sufficient evidence here, in my view, to turn over our entire educational system to games and virtual worlds, but there’s plenty to learn from what some young people are doing in these environments during school time and otherwise.

MacArthur/MIT Press Series on Youth, Media, and Learning

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Last month, the MacArthur Foundation, along with MIT Press, announced the release of a series of new books on youth and new media. The series is a treasure trove.

I have been working my way through the six books over the past several weeks as I’m simultaneously working on late drafts of the book that Urs Gasser and I are writing on a similar topic, called Born Digital (forthcoming, Basic Books, 2008).

I’d highly recommend to anyone remotely interested in the topic to read these books. They are academic in style, structure and language, but remarkably accessible in my view. I’m not a social scientist, nor an expert in most of the fields that are represented by the authors (in fact, I’m not sure if there are any lawyers at all in the list of authors!), but the editors and authors have done a lovely job of making their fields relevant broadly.

For starters, the series Foreword, by the group of “series advisors,” is wonderful. I can’t imagine how six people came to agree on such a clear text, but somehow they did. There must have been a lead author who held onto the pen; it’s far too coherent to have been written by committee. (The advisors are: Mizuko Ito, Cathy Davidson, Henry Jenkins, Carol Lee, Michael Eisenberg, and Joanne Weiss. One imagines that the voice of the program officer at the MacArthur Foundation who made it all possible, Connie Yowell, is in there somewhere too.)

The Foreword is worth reading in full, but a few key lines: “Unlike the early years in the development of computers and computer-based media, digital media are now commonplace and pervasive, having been taken up by a wide range of individuals and institutions in all walks of life. Digital Media have escaped the boundaries of professional and formal practice, and the academic, governmental, and industry homes that initially fostered their development.” Those are simple statements, clear and right on. One of the reasons to pay attention to this topic right now is the pervasiveness, the commonplace-ness of the use of these new media, especially by many young people.

Also, their working hypothesis: “those immersed in new digital tools and networks are engaged in an unprecedented exploration of language, games, social interaction, problem solving, and self-directed activity that leads to diverse forms of learning. These diverse forms of learning are reflected in expressions of identity, how individuals express independence and creativity, and in their ability to learn, exercise judgment, and think systematically.” The work of the series authors, I think, bears out this hypothesis quite convincingly.

At the same time, the series advisors make plain that they are not “uncritical of youth practices” and note that they do not claim “that digital media necessarily hold the key to empowerment.” It is this spirit of healthy skepticism that one can hear through most of the essays in the series — and which is essential to the academic enterprise they’ve undertaken.

So far, I’ve finished the book on “Youth, Identity, and Digital Media” (ed. by David Buckingham) and “The Ecology of Games: Connecting Youth, Games, and Learning” (ed. by Katie Salen) and am part of the way through each of the others. Each one is excellent.

In the ID book, I found particularly helpful the first piece on “Introducing Identity” by David Buckingham, which took on the hard definitional and discipline-related questions of identity in this context. He put a huge amount of scholarship into context, with sharp critiques along the way. The essay by our colleague danah boyd (on “Why Youth (heart) Social Network Sites,” a variant of which is online) is already a key document in our understanding of identity and the shifts in conceptions of public and private (”privacy in public,” and the idea of the networked public — related to but not the same as Yochai Benkler’s similar notions of networked publics). And the notion of “Identity Production as Bricolage” — introduced in “Imaging, Keyboarding, and Posting Identities” by Sandra Weber and Claudia Mitchell — is evocative and helpful, I thought. The many warnings about not “exociticizing” (danah often using the word “fetishizing”) the norms and habits of young people and their use of technology, as well as echoes of Henry Jenkins’ work on convergence and his and Eszter Hargittai’s study of the participation gap came through load and clear, too. (I am pretty sure I can hear dislike of the term “digital natives” in between certain lines, as well.)

There’s much more to like in the book, and much more to work into our own understanding of ID in this environment, than I can post here. There’s an equal amount of insight in the Games book too. (The class I am co-teaching with David Hornik starts in 31 minutes and I should probably prepare a bit more than I have already.)

Born Digital

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For the past few years, Urs Gasser and I have been working on a book project together about a phenomenon that we have become obsessed with: how some young people, including our kids, use technologies in ways that are different that what we’ve seen before. The book is called Born Digital (Amazon seems not yet to know of Urs’ involvement; we’ll have to tell them). It’ll be out sometime in 2008, published by the good people at Basic Books.

(We decided to go with Basic Books because it is wonderful and we love the editors, and because they published the most important book in our field, Lawrence Lessig’s Code and Other Laws of Cyberspace and its sequel, Code 2.0. and other classics of the emerging digital literature, like The Cluetrain Manifesto.)

Our goals, among other things, in writing this book are to address and take seriously the concerns of parents and teachers and others perplexed by what’s going on; to highlight the wonderful things that some Digital Natives are up to; to make a series of policy arguments about what we ought to do about this phenomenon; and to set this issue in a global context — as part of the bigger story of globalization.

Two things prompt this blog-post: 1) to answer a persistent question we’ve been hearing from our friends and collaborators; and 2) to engage the assistance of anyone who wants to participate.

As with many overly-ambitious research projects, you start in one place and — you hope, I suppose — end up someplace a bit different that where you expected to get. That’s surely the case for us on this project.

So, first off, the issue. It’s a definitional issue, always an important starting point in a research project. We began this project interested in a distinction that others thought up and have pursued in various way: the difference between “Digital Natives” and “Digital Immigrants.” (There’s an interesting short history, which we track, of the etymology of these terms, a subject for another day.)

We wanted to hone in on what it means to be a Digital Native and what the practices and lives of Digital Natives tell us about our society and about our future. One of the primary struggles we’ve faced is that these two terms alone — Digital Native and Digital Immigrant — are unsatisfactory on their own. They give rise to discomfort on several levels.

One, we’ve heard a few times that the term “Digital Native” carries with it connotations that are not all good, that it’s un-PC. That concern is worth acknowledging and talking through with anyone concerned about it, but given that we think it’s a wonderful thing in most ways to be a Digital Native (or, indeed, native to many other environments, like Boston, my hometown — “I am a Boston native” and am proud of it), I think that’s not a crisis.

The deeper discomfort comes from what is a little math problem:

- Not all people born during a certain period of history (say, after the advent of BBSes) are Digital Natives. Not everyone born today lives a life that is digital in every, or indeed any, way. For starters, only about 1 billion of the 6.7 billion people in the world have regular access to the supposedly “World Wide Web.” In other cases, young people we are meeting choose to have little to do with digital life.

- Not all of the people who have the character traits of Digital Natives are young. The term “Digital Immigrant” doesn’t describe those people either — people like Urs and me, like our colleagues at the Berkman Center who are over a certain age — who live digital lives in as many ways, if not more, than many Digital Natives. Many of us have been here as the whole digital age has come about, and many of our colleagues have participated in making it happen in lots and lots of crucial ways.

We’ve been struggling hard with this problem. One of the benefits of “still writing” this book (we have a full draft, but are far from ready to go to print) and being in the throes of interviews and focus groups is that we are still working on getting it right.

We started out asking whether there is a straight “generational gap” between those Born Digital and those who were not. The point of our research, in the first instance, is to take up these terms Digital Native and Digital Immigrant, and work them over. What I think we’ve found is that age is relevant, but not dispositive. What I think we are describing in our book is a set of traits — having to do with how people interact with information, with one another, and with institutions — that are more likely to be found in those Born Digital, but not certainly so. Many people Born Digital have some but not all of these traits. Many people who were not Born Digital — you (who read this blogpost) and me and Urs and perhaps most Berkmaniacs, to be sure — have these traits and more, more even than most Digital Natives. That’s essential to the puzzle of the book. There is a generational gap, but it’s not purely a generational gap. It’s more complicated.

So, here is a typology which we think emerges from what we’ve learned:

1) those who are Born Digital and also Live Digital = the *Digital Natives* we focus on in this book (to complicate things further: there is a spectrum of what it means to live digitally, with a series of factors to help define where a Digital Native falls on it);

2) those who are Born Digital (i.e., at a moment in history, today) and are *not* Living Digital (and are hence not Digital Natives);

3) those who are not Born Digital but Live Digital = us (for whom we do not have a satisfactory term; perhaps we need one — our colleague David Weinberger suggests “Digital Settlers”);

4) those who are not Born Digital, don’t Live Digital in any substantial way, but are finding their way in a digital world = Digital Immigrants; and,

5) those who weren’t Born Digital and don’t have anything to do with the digital world, whether by choice, reasons of access or cash, and so forth.

There may be more categories, but these are the essential ones. Our book focuses on the first — those Born Digital and who Live Digital lives.  Though it’s not the focus of this particular book, the third category is also deeply relevant to the narrative.

It may well be that there will prove to be a generational divide between those Born Digital and those not Born Digital. What we are focused on here, though, is the particular population — rather than the generation — of those who were both Born Digital and Live Digital, and what their lifestyles and habits and mores mean for the present and the future.

As it often the case, danah boyd says it better than I could in her talk at 4S earlier this fall:

“While I groan whenever the buzzword ‘digital native’ is jockeyed about, I also know that there is salience to this term. It is not a term that demarcates a generation, but a state of experience. The term is referencing those who understand that the world is networked, that cultures exist beyond geographical coordinates, and that mediating technologies allow cultures to flourish in new ways. Digital natives are not invested in ‘life on the screen’ or ‘going virtual’ but on using technology as an artifact that allows them to negotiate culture. In other words, a ‘digital native’ understands that there is no such thing as ‘going online’ but rather, what is important is the way in which people move between geographically-organized interactions and network-organized interactions. To them, it’s all about the networks, even if those networks have coherent geographical boundaries.”

What we seek to describe in this book is an emerging global culture of people relating to information, one another, and institutions in ways that, taken together, has great promise for the future of democracies. Digital Natives — people born digital — give us reason for hope that this global culture could emerge. Some of their behaviors also give reason to worry, at the same time, about things like privacy, safety, information overload, and IP worries. We need to take these problems seriously and get in front of them, without ruining the environment that makes all the wonderful things possible.

In this book, we argue in favor of greater connectivity. That connectivity might be between parents or teachers or lawmakers who don’t live any part of their lives online and our kids who do. That connectivity might be between those in industry who are threatened by what these kids and others (us) are up to online and the culture that we represent. That connectivity might be between technology companies and their users, whose identities they seek otherwise to control. That connectivity might be between those of us in the rich world and those in less rich parts of the world, as GV makes possible. And so forth.

That leads to the request for help, or at least invitation to participate. Our goal is to carry out much of this research and writing in a public way. To that end, we’ve got a wiki at DigitalNative.org where anyone can come and contribute. Much of what we’re reading and learning shows up on this wiki. We’d love to plug our work into the work of others, and learn from what others are learning.

We are lucky to have an amazing team of people at the Berkman Center and the Research Center on Information Law at the University of St. Gallen in Switzerland working with us on this research, too, including the focus groups and interviews we’re conducting. Our work is coming along much better than it otherwise would with the able guidance and critiques of this team at our backs. We are lucky, too, to be able to read the work of many social scientists, cultural anthropologists, neuroscientists, psychologists, teachers, and others — people like Mimi Ito and our colleagues at the Berkman Center, danah boyd, Corinna di Gennaro, Shenja van der Graaf, and Miriam Simun — who understand aspects (or the whole) of the phenomenon we take up here far better than we do. We’d love to have your help, too, in working through these problems online.

Join Mimo Ito in her research on creativity online

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You have a chance to help the world learn more, via Annenberg’s researcher Mimo Ito, about creative practices using new digital technologies. If you ever visit or post to AnimeMusicVideos.org, here’s your opportunity.  The overview of the project at large is here.

Mimi Ito, Howard Rheingold on “Digital Kids”

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The cultural anthropologist Mimi Ito has a lot to say about kids and learning in a digital era. It’s a great topic, and her work is very important (the MacArthur Foundation agrees; she’s got a multi-year grant from them to study it). She is working with Howard Rheingold, of SmartMobs fame. He blogged it on the Annenberg DIY Media site. There’s a great overview of a recent presentation, plus helpful links, if you are interested in the topic. Via Joichi Ito.

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