Willamette digital humanities seminar 2009, part 2 - Presentation Transcript
Emergent cyberculture Contexts for the digital humanities
Wireless and mobile devices Pedagogies of ubiquitous computing
What it means, top-level
“ A device ecology”
-Petra Wentzel, "Wireless All the Way: Users’ Feedback on Education through Online PDAs" (presentation at the EDUCAUSE annual conferenceAnaheim, Calif., November 7, 2003).
2. What it means, top-level
Information and media use:
content capture
content access (downloaded or copied)news or information
social connection (different speeds, synch and asynch)
Realtime search and news Volokh Conspiracy, April 2007
Realtime search and news
“Students who have superb search skills have introduced useful material or questions into discussion. In a few cases, I’ve had students find pertinent archival video in response to the drift of the conversation which I’ve then put up on the classroom projector.”
Assignment to class: quick finding of facts (Randy Stakeman, Emerging Technology workshop, 2009, Colby College)
Assignment: more extensive Web research (search, assess, discuss, present)
Scribes: one per small group, more than 1 per class
III. Pedagogies
Multitasking
threats: distraction, wandering index/stimulus
generational issue
practice: shells down, machines open
Multitasking
professor Tim Burke, Swarthmore College:
“ I am sure there are students in my classes who have multitasked during a lecture or discussion. I’ll be honest with you. I’ve done the same on my laptop when I’ve been in the audience during conferences or lectures, usually email. I’ve done that in response to being bored, but I’ve also done it as a kind of thoughtful doodling while feeling quite engaged and interested in what the speaker is saying and taking copious notes…”
Multitasking
“… So it doesn’t worry or offend me that a student might be doing the same. If it’s because they’re bored, that’s an issue with my presentation. (Though I’m not going to take responsibility for getting universal engagement: you can’t get blood from a stone, and some students are stones.) If the audience is still being thoughtful, taking good notes, and retaining information while multitasking, why should I care?”
“ The mobile phone is the primary connection tool for most people in the world. In 2020, while "one laptop per child" and other initiatives to bring networked digital communications to everyone are successful on many levels, the mobile phone—now with significant computing power—is the primary Internet connection and the only one for a majority of the people across the world, providing information in a portable, well-connected form at a relatively low price.”
Religious gaming (Left Behind: Eternal Forces, 2006)
Literary gaming (Kafkamesto, 2006)
(BBC Climate Challenge; Ayiti: both 2007-present)
Genres
First-person shooter
Puzzle
Platform jumper
Strategy
“ Adventure”
Sports
Minigame (Koster fractals)
New forms
Katamari
Portal
Augmented reality games
Economics of games
Who creates games?
Businesses
Governments
Nonprofits
Amateurs
Scales
Large games
$millions
EA, Microsoft
Modding
Back to Doom, hacking, View Source
Neverwinter Nights
Casual games
Other economics
Gambling
Gold farming
Currency trading
Offshoot: machinima
Tools
Counterstrike, Halo
Second Life
The Movies
Art movement
Machinima Academy of Arts and Sciences ( http://www.machinima.org/ )
(Koulamata, “The French Democracy”, 2006)
Virtual worlds
“’ Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. A graphic representation of data abstracted from the banks of every computer in the human system…”
Antecedents, early digital: science fiction 1984: William Gibson, Neuromancer 1992: Neal Stephenson, Snow Crash - Neuromancer
Antecedents, digital: the MUD, Adventure (1970s-present)
(LambdaMOO, 1990-present)
Antecedents, predigital: Theater of Memory
(from Philippe Codognet, http://webia.lip6.fr/~codognet/ )
Avatar spaces
-Activeworlds
-Atmospheres
-There
(Activeworlds, 1995-present; image via www.virtualworldlets.net )
Google Earth -Keyhole DB -2d: KML -3d: Sketchup -reach -Geotagging photos: videos Mirror worlds
Augmented Reality
“ Human Pacman,” Adrian David Cheok, circa 2005
-mobile devices game players general use tools -science fiction explores (Vernor Vinge, Rainbows End )
Interactive Fiction
Speaking of text adventures:
1980s boom: Infocom
Ongoing art form
Nick Montfort, Twisty Little Passages
(“Dead Cities”, from Lovecraft Commonplace Book project 2007 http:// www.illuminatedlantern.com/if/games/lovecraft / )
Interactive Fiction
Speaking of text adventures:
Inform 7, free IF editor
(Richard Liston, Ursinus College, classroom example 2008)
Narrative
Where is storytelling in a game?
Sequence of activities
Cut-scene or cinematic
Writerly player
Encyclopedia world (Murray, Manovich)
Ludology vs. narratology
Linearity?
Game on rails
Branching outcomes
Multilinear
Open-ended
Alternate reality games
Permeability of game boundary (space and time)
Focus on distributed, collaborative cognition
Increased ephemerality
(Perplex City, 2003-2006)
Political ARGs (ex: World Without Oil , May 2007)
()
Gaming and education
“Video games… situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world.”
21-century boom
James Paul Gee (author of preceding quote)
Marc Presnsky
Henry Jenkins
John Seely Brown
Mia Consalvo
Constance Steinkuehler
Kurt Squire
James Paul Gee’s argument
Semiotic domains; transference
Embodied action and feedback
Projective identity
Edging the regime of competence (Vygotsky)
Probe-reprobe cycle
Social learning (roles; consumption-production)
Gee on Rise of Nations
More implicit pedagogies:
“Fish tank” tutorial
Strategic self-assessment
Multimedia literacies
Gee: multimodal principle
Selfe et al : multimodal literacy
Bogost: procedural rhetoric
Dean for American game (2004) Archived at http://www.deanforamericagame.com/play.html
Multimedia literacies
“… within games, there are in fact multitudes of literacy practices – games are full of text, she asserted, to say nothing of the entirely text-based fandom communities online that take place in forums, blogs and social networks.”
Constance Steinkuehler,
FuturePlay 2007, Toronto
Quoted in http://www.gamasutra.com/php-bin/news_index.php?story =16264
Pedagogical functions
Summary by Jason Mittell, Middlebury College:
Skills
Simulations
Politics (criticism, activism)
Media studies (psych, cultural studies, media)
NITLE brownbag, January 2008
Which educational theory?
Ian Bogost: behaviorist versus constructivist
Image from Scot Osterweil, presentation to Learning from Video Games: Designing Digital Curriculums (NERCOMP SIG , 2007)
Issues summoned up:
Media effect (violence)
Transfer across domains, platforms
Subjectivity and assessment
selection
Which educational theory?
Issues summoned up:
Media effect (violence)
Transfer across domains, platforms
Subjectivity and assessment
selection
Responses:
Better media
Instructor facilitation, by various media
More research needed
Research and collaboration
So how is gaming used now?
Classroom and courses
Curriculum content
Delivery mechanism
Creating games
Peacemaker, Impact Games Revolution (via Jason Mittell)
So how is gaming used now?
One assignment: compare with documentary records
Gap between game and reality
Spin or ideology
[img credits]
Game studies
Serious Games
Conferences
Scholarly articles and books (MIT Press)
Games Learning Society conference, http://www.glsconference.org/2008/index.html
Scholarship
Game studies
Harry J.Brown, Videogames and education (2008).
Pat Harrigan and Noah Wardrip-Fruin, eds. Third Person: Authoring and Exploring Vast Narratives (2009).
How is gaming used now?
Libraries
Collections
Game night
Creating games
Defense of Hidgeon, Games Archive: University of Michigan
Classroom uses
Pedagogy: virtual worlds
Ancient Spaces project, University of British Columbia
Machu Picchu, Arts Metaverse, Open Croquet
Pedagogy: virtual worlds
Second Life,
Bryan Zelmanov
Pedagogy: social software
“ Emotional bandwidth” (Linden Labs)
Social presence
Self-expression
Game studies
Serious Games
Conferences
Scholarly articles and books (MIT Press)
Games Learning Society conference, http://www.glsconference.org/2008/index.html
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