Friday, November 20, 2009
WoW: The guild effect for teachers
But the members simply aren't feeling any such cognitive dissonance, and their ranks are growing. The guild now has 100 active members around the world – all in the field of education. Here are some things they've learned about learning in WoW: The game "draws on multiple skills across multiple disciplines," higher-order thinking, and problem-solving. Players have to be able to read, communicate, and use analytical and statistical skills (e.g., a statistical comparison of one weapon vs. another). They learn economic concepts such as supply and demand and budgeting. Parsons told The Journal that the four wars going on in WoW pattern conflicts in world history. So players learn concepts involved in social studies and history and "writing and lore." She says players even use a form of statistical analysis in building their characters - what sort of talents to use, what weapons to use. She said 13-, 14-, and 15-year-old students whom teachers can't get to do "those kinds of computations" in class have no problem doing them in World of Warcraft. Tech coordinator Lucas Gillispie, who runs the WoW in School site, "took inspiration from observing that a particular herb [in the game] that allowed his avatar to go invisible was always growing in a thick clump of weeds." He thought of a lesson plan for comparing WoW ecology to real-world ecology.
My own first piece about the guild effect – in terms of online/offline well-being and safety – is here. See also "The power of play" and "Play, Part 2."
Labels: Catherin Parsons, Cognitive Dissonance, education technology, pedagogy, play, videogames, World of Warcraft
Thursday, November 19, 2009
A lesson in US lawmaker's call for P2P ban
Labels: digital music, file-sharing, government policy, p2p
Vietnamese fear Facebook blockage
Labels: censorship, Facebook, government policy, social media, Vietnam
Wednesday, November 18, 2009
'Meep,' a principal & students' free speech
But could something this fun and nonsensical get to court? I mean, "meep" is the favorite (or only) word in the vocabulary of Dr. Bunsen Honeydew’s lab assistant on The Muppet Show, the Calgary Herald reports (but also the Roadrunner's favorite "word" - remember him?). Which fact only heightens the predicament of Danvers High's principal. School administrators really need to know how the Internet works. As GeekDad points out in his Wired blog, "the principal’s warning sounds awfully like a challenge." Exactly. Attorney Theodora Michaels explains that, on the Internet, "attempts to silence information – or even nonsense – are consistently met with a proliferation of that very information (or nonsense) beyond anyone's wildest dreams. Anyone who tries to stop people's honest criticism of their conduct – especially if they show that they're highly sensitive to criticism (Going to the police? Seriously?) – is likely to be the target of further criticism. Their overreaction becomes a source of lulz," which can have quite a snowballing effect (see UrbanDictionary.com for more). Which means that, in the post-mass-media age, authority gets dispersed – or distributed.
Labels: free speech, meep, students rights
Murdoch & 'fair use'
Labels: fair use, intellectual property, Internet law, Rupert Murdoch
Tuesday, November 17, 2009
Afterthought: Social norming & digital citizenship
About a year ago I heard a great story on NPR about a successful risk-prevention program at the University of Virginia, Charlottesville that "relies on peer counseling, social events and solid information to challenge misperceptions students have about drinking" instead of the less successful rules-and-enforcement programs at most colleges and universities. I thought, "Yes! That's what online-safety education needs!" We'd been working on the "solid information" part for years (often hobbled by misrepresentation of the research in order to scare the public). But more emphasis needed to be on the social and peer-counseling part of this risk-prevention discussion, I thought.
That's where digital citizenship comes in. Peer mentoring, social norming, being there for friends engaged in self-destructive behavior, being the sort of bystander who helps end bullying situations demonstrate the "Internet safety" of the participatory Web. Community – a sense of belonging – further reinforces that peer support. Belonging to, conscious citizenship in, a community is protective. I think that kind of peer support might be more automatic or reflexive in communities of strong shared interest like a World of Warcraft guild, a writers group, or fandom, but if the public discussion about Net safety encourages "users" to view themselves as "citizens" or stakeholders in their communities' well-being, we may see more of this in the huge, more general "spaces" like Facebook and MySpace too. After all, these sites aggregate smaller affinity communities, and Facebook is just a giant collection of its members' social networks, each its own mini community.
So maybe – if we all really focus our messaging and education on this protective, empowering approach, on citizenship – "Internet safety" will be largely preventive (of course with intervention for youth engaging in risk), meaningful to young people, a support rather than a barrier to 21st-century teaching and learning in their schools, and part of the solution to eating-disorder, self-harm, and other self-destructive community online.
Labels: digital citizenship, peer mentoring, social norming
Teen texting while driving: Data
Labels: cellphones, connected teens, mobile phones, texting while driving
Monday, November 16, 2009
From users to citizens: How to make digital citizenship relevant
In a participatory media environment, focusing on citizenship helps everybody understand that: 1) they're stakeholders in their own well-being online, 2) they're stakeholders in their community's well-being as well as that of fellow participants (because in a user-driven environment safety can't logically be the sole responsibility of the community's host), and 3) they have rights and responsibilities online. Digital citizens have a right to the support of fellow members, as well as of the community as a whole, and in turn the responsibility to provide support as well as cultivate a supportive environment. As my friends at Childnet International in London say at Digizen.org, digital citizenship is about "using your online presence to grow and shape your world in a safe, creative way, and inspiring others to do the same."
Two other recent conversations got me thinking about how digital citizenship might be made even more relevant to youth:
Continuing the latter conversation, I asked my colleague what it meant to people in his country and, reflexively, he mentioned "rights and responsibilities." We all need to talk about this more, probably, but based on what I heard at the Safer Internet Forum and in this conversation, we have a viably universal, workable concept.
What do terms of service have to do with it? On the social Web, services (games, social network sites, virtual worlds, etc.), the communities of users they host, and users themselves all have rights and responsibilities. So I suggest that...
The equation's incomplete without all the above, I think. For example, we can't reasonably expect a social site's support of citizenship to end bullying behavior all by itself, but it can help when backed up by similar messaging in users' homes and schools. But "what's the big deal about citizenship?" we might be asked by teens and Tanya Byron. The simplest answer in the research is that people who engage in aggressive behavior online are more than twice as likely to be victimized (see "Digital risk, digital citizenship"), so the civility of good citizenship is protective.
But Tanya, I'm right with you: If "digital citizenship" becomes just another term adults use or yet another "subject" students have to learn – if youth don't see it as their ticket to full, rich, healthy participation and membership in the highly participatory media, culture, and society they find compelling – we're talking to ourselves.
Related links
Labels: digital citizenship, digital media, online safely, participatory culture