Willamette digital humanities seminar 2009, part 2

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    Willamette digital humanities seminar 2009, part 2 - Presentation Transcript

    1. Emergent cyberculture Contexts for the digital humanities
    2. Wireless and mobile devices Pedagogies of ubiquitous computing
    3. 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).
    4. 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)
    5. Another way of looking at it
      • All of Web 2.0, just more so
      • Social media
      • Microcontent
      • Accelerando!
      • new interfaces
      • tiny but beloved keyboard
      • stylus
      • touchscreen
      • mouse might wane ( http://let.blog.nitle.org/2008/07/21/the_mouse_soon_to_decline_gartner/ )
    6. netbooks
      • Replace the laptop?
    7. ebook readers
      • The Kindle and others
    8. phones
      • iPhone’s triumph
      • Media
      • Networked
      • Apps
      • Touch
      • Other platforms?
    9. Phones plus
    10. tablets
      • Tablet and tablets
    11. GPS-enabled devices
      • Gaming: geocaching
      • Devices vs functions
      • Ultimately: AR
    12. Clickers
      • Er, Personal Response Units
      • The unsung campus success
    13. implementing clickers
      • Classroom pilot
      • Faculty/admin meeting demo
      • Owning units: students or institution?
      • Combine with ppt
    14. implementing clickers
      • Pedagogical themes
      • Interaction
      • Polling
      • Anonymity yet universality
      • Aimed at large size class, often
    15. implementing clickers
      • Using results
      • Hide, reveal, or share?
      • Snap poll
      • Discussion generating
      • Clickers for questions
      • Binary or multiple
      • Student-generated
      • Assessment vs constructivist
    16. implementing clickers
      • Other devices
      • Smartphone apps
      • Web polls accessible through multiple devices
    17. “Pens”
      • OCR
      • Audio
      • One classroom use:
      • http://mediatedcultures.net/ksudigg/?p=206
    18. mobile game players
      • PSP
      • Others?
      • Mobile, but not wireless
      • -cables
      • -USB drives
      • -flash cards
      • -batteries and outlets (for now!)
    19. 4. Campus strategies
      • Nearly a decade of practice to access
      • Diverse locations of support
      • Multiple engagements with device ecology
    20. 5. Pedagogies
      • Emergent pedagogies
      • Information on demand
      • Time usage changes
      • Class/world barrier reduction
      • Personal intimacy with units
      • Spatial mapping
      • Mobile, multimedia, social research
    21. Learning spaces
      • In the classroom
      • one leading pilot space for wireless
      • mode: lecture/lab
      • Campus
      • other sites: library, residence hall
      • new learning spaces
      • chunks of campus
    22. Realtime search and news Volokh Conspiracy, April 2007
    23. 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.”
      • -professor Tim Burke, Swarthmore College
      • http://weblogs.swarthmore.edu/burke/2009/05/06/the-laptop-in-the-classroom/
      • Backchannel
      • Smartmobs
      • CPA
      • Laminated social layer
      • Privacy?
      Social practices unfolding (dotguy_az)
      • Some practices
        • 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
    24. Multitasking
      • threats: distraction, wandering index/stimulus
      • generational issue
      • practice: shells down, machines open
    25. 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…”
    26. 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?”
      • http://weblogs.swarthmore.edu/burke/2009/05/06/the-laptop-in-the-classroom/
    27. III. Pedagogies
      • Campus life
      • Informal learning
      • Social organization
      • Emergency alerts (voluntary)
      • That privacy issue
    28. IV. Examples
      • Mobile study journaling
      John Schott, Carleton College, 2006
      • “ 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.”
      • NITLE
      • http://nitle.org
      • Liberal Education Today
      • http://let.blog.nitle.org
    29. Gaming
      • Long history of gaming
      • Predigital
        • Chess, go, Senet, mancala, backgammon, dice, cards
        • Kriegspiel
        • Cold War games
      • Digital
      • Spacewar
      • Zork to IF boom (1980s)
      • 1990s rebirth
    30. Gaming in 2008
      • Physical platforms
      • Console
      • Cell phone
      • PSP
      • Extended forms (DDR)
      • New forms: Wii
      • PC
      • CD, DVD
      • Browser
      • Downloadable
      • … And these can be combined
      • Size: huge
        • (WoW: 10 million subscribers, January 2008)
      • Player range: genders, classes, nations
      • Interface, device driver
      Eve Online, from site
      • Growing content diversity
      • Current events (Kumawar)
      • Political argument (September 12th, FoodForce)
      • Religious gaming (Left Behind: Eternal Forces, 2006)
      • Literary gaming (Kafkamesto, 2006)
      (BBC Climate Challenge; Ayiti: both 2007-present)
    31. Genres
      • First-person shooter
      • Puzzle
      • Platform jumper
      • Strategy
      • “ Adventure”
      • Sports
      • Minigame (Koster fractals)
      • New forms
      • Katamari
      • Portal
      • Augmented reality games
    32. 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
    33. 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)
    34. 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 )
      • -Habbo Hotel
      • -Cyworld
      (Club Penguin, 2005-present) 2d-3d worlds -Runescape -VMK
    35. Google Earth -Keyhole DB -2d: KML -3d: Sketchup -reach -Geotagging photos: videos Mirror worlds
    36. Augmented Reality
      • “ Human Pacman,” Adrian David Cheok, circa 2005
      -mobile devices game players general use tools -science fiction explores (Vernor Vinge, Rainbows End )
    37. 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 / )
    38. Interactive Fiction
      • Speaking of text adventures:
      • Inform 7, free IF editor
      (Richard Liston, Ursinus College, classroom example 2008)
    39. 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
    40. 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)
      ()
    41. 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.”
    42. 21-century boom
      • James Paul Gee (author of preceding quote)
      • Marc Presnsky
      • Henry Jenkins
      • John Seely Brown
      • Mia Consalvo
      • Constance Steinkuehler
      • Kurt Squire
    43. 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)
    44. Gee on Rise of Nations
      • More implicit pedagogies:
      • “Fish tank” tutorial
      • Strategic self-assessment
    45. 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
    46. 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
    47. Pedagogical functions
      • Summary by Jason Mittell, Middlebury College:
      • Skills
      • Simulations
      • Politics (criticism, activism)
      • Media studies (psych, cultural studies, media)
        • NITLE brownbag, January 2008
    48. 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
    49. 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
    50. So how is gaming used now?
      • Classroom and courses
      • Curriculum content
      • Delivery mechanism
      • Creating games
      Peacemaker, Impact Games Revolution (via Jason Mittell)
    51. So how is gaming used now?
      • One assignment: compare with documentary records
      • Gap between game and reality
      • Spin or ideology
      [img credits]
    52. 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).
    53. How is gaming used now?
      • Libraries
      • Collections
      • Game night
      • Creating games
      Defense of Hidgeon, Games Archive: University of Michigan
    54. Classroom uses
    55. Pedagogy: virtual worlds
      • Ancient Spaces project, University of British Columbia
      Machu Picchu, Arts Metaverse, Open Croquet
    56. Pedagogy: virtual worlds
      • Second Life,
      • Bryan Zelmanov
      • Pedagogy: social software
      • “ Emotional bandwidth” (Linden Labs)
      • Social presence
      • Self-expression
    57. Game studies
      • Serious Games
      • Conferences
      • Scholarly articles and books (MIT Press)
      • Games Learning Society conference, http://www.glsconference.org/2008/index.html
    58. Game studies
      • Liberal arts instances
      • Aaron Delwiche, Trinity (image)
      • Christian Spielvogel, Hope
      • Harry Brown, Depauw
      • Liberal Education Today blog
      • http://let.blogs.nitle.org
      • Prediction Markets game
      • http:// markets.nitle.org /
      • NITLE
      • http:// nitle.org

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