Reframing Reality and Representation: Living in the Cinematic Society LECTURE ONE Robert J Parkes, PhD
Welcome to the ‘Hermetically Sealed’ Pleasure Dome
The Media-Saturated Society
The Society of the Spectacle (Debord, 1967)
Simulation and the Simulacrum (Baudrillard, 1981)
The Cinematic Society (Denzin, 1995)
A Post-Literate Age (Rosenstone, 2001)
The Second Media Age (Poster, 1995)
Media Literacy vs Technological Competency
Technological Competence
Defined by skills (constructed as ‘neutral tools’)
Media Literacy
Production, Representation, and Reception (exposes purpose-driven, value-laden, and culturally-historically situated nature of technology)
Principles of Media Literacy
All media messages are constructed
Each medium has its own language of representation
Audiences experience the same media message differently
All media messages carry values and points of view
Media messages are produced for specific social and economic purposes
Will you take the Red Pill or the Blue Pill?
Critical Theory – We can crack the code and see things as they really are. Understanding the code lets us resist media messages. (Giroux, McLaren, etc.)
Poststructuralism – There is no outside of the Matrix. Even when we think we are outside, we are inside another Matrix. (Baudrillard, Foucault, etc.)
The Second Media Age
From
Commercial Mass Broadcast Media with few producers and many consumers
To
Indie Digital and Social Networking Media with many producers and many consumers
Key Features of New Media Technologies
Non-Hierarchical Organisation
Non-Linear (Digital vs Analogue)
Flexible (Synchronous or Asynchronous)
Relational (Networked)
Continuous Connectivity
Public by Default, Private by Design
Profiling and Surveillance
Approximate Professional Production
Course Overview
Explore the ways in which new technologies can be used to support and extend student learning.
Through project-based tasks develop the capacity and confidence to employ digital devices and software applications to construct and communicate new knowledge in and beyond the classroom.
Consider the social impact of technology.
Explore frameworks for thinking about the pedagogical use of new technologies.
Understand digital, visual and media literacy; and information literacy processes.
Vygotsky’s Zone of Proximal Development Concept Collaboration with More Capable Peer Actual Level of Development Level of Potential Development Zone of Proximal Development
Vygotsky’s Triangle and the Concept of ‘Tool Mediation’ Mediator (Tools) Subject (Self) Object (World) No Unmediated Access to the World
A Pragmatist’s Interpretation of Vygotsky’s Hermeneutic Triangle Mediational Means (Tools, Maps, Instruments, Gauges, Technologies, Diagrams, Models, Theories, Languages, Charts, Principles, Assumptions, Attitudes, etc.) Subject (Self) Object (World) No Unmediated Access to the World
Generating and Extending a ZPD through the Process of ‘Tool’ and ‘Tutor’ Mediation Tutored by More Capable Peer &/or Provided with Mediating Tools Zone of Dynamic Development Actual Level of Development Level of Potential Development
Throwing down the gauntlet: New Media and the raising of expectations New Media Information Communication Technologies Allow students to approximate professional productions Zone of Dynamic Development Actual Level of Development Level of Potential Development
Distributed Cognition and the Non-Neutrality of Technology
Cognition is socially shared – Tutor as Mediator
Cognition stretches across individuals and artefacts – Tool as Mediator
Example 1: Using a Ruler to ‘Count On’
5 + 7 =
9 + 6 =
Tools from the Perspective of Distributed Cognition
What ‘ideas’ does the tool you are thinking about using embody? In other words, what are its affordances and constraints?
What does this tool make easier, or more effective (or more difficult)? What does the tool offer us that we couldn’t do without it?
Example 2: Fencing Foil vs Samurai Katana
Using technology to extend student’s capabilities
What is it that databases can do for us that we couldn’t do without them?
What is it that non-linear digital video editing suites can do for us that we couldn’t do without them?
What is it that word processing applications can do for us that we couldn’t do without them?
Example 3: ICT, Visual Representation, and Mediating Cognitive Connections
Example 3: ICT, Visual Representation, and Mediating Cognitive Connections
Orientations to New Media Technologies
Celebratory Optimists
Qualified Optimists
Sceptics
Ways of Knowing
Technical Knowing demonstrated by skill and control of the media technology being deployed.
Hermeneutic Knowing demonstrated by the construction of a meaningful narrative that indicates attention to audience reception, cultural-historical context, social purpose and convention.
Critical Knowing demonstrated by evidence of self-reflective engagement with your topic.
Course Objectives
Relate relevant pedagogical frameworks and curriculum models to classroom use of new technologies.
Use technology as a tool to facilitate quality teaching and learning.
Construct and communicate new knowledge using digital devices and software applications.
Display an understanding of critical, digital, visual, media, and information literacy.
Demonstrate a capacity to work collaboratively on a project-based learning task.
Technical Knowing demonstrated by skill and control of the media technology being deployed.
Hermeneutic Knowing demonstrated by the construction of a meaningful narrative that indicates attention to audience reception, cultural-historical context, social purpose and convention.
Critical Knowing demonstrated by evidence of self-reflective engagement with your topic.
Evaluation Phase: The Frames
Subjective Frame: Your personal intuitive, emotional, and/or sensory response to media artefacts.
Cultural Frame: The meaning of a media artefact in relation to the social, cultural, political, and/or historical milieu of its production or reception.
Structural Frame: How the media artefact has mobilised visual language, verbal language, musical language, or other technical/symbolic systems to make meaning; and how its codes and conventions, signs and symbols, might be understood or interpreted by a literate viewer, listener, responder, or player.
Postmodern Frame: How a media artefact repeats, reinterprets, rejects, and/or reconceptualises other pre-existing texts/artefacts.
What’s On Next?
Coming Up - Tutorial: Getting Started on the Design Brief
Next Lecture: Digital Natives? Children of the Net Generation
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