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January 19th talk

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  1. 1. JENKINS, PINK AND WEB 2.0: Finding our way online and offline<br />Jennifer Branch<br />
  2. 2. You can teach an old dog new tricks!<br />
  3. 3. Net Generation<br /><ul><li>Millenials
  4. 4. Generation Y
  5. 5. Echo Boomers
  6. 6. Generation Next
  7. 7. 1976-1999</li></li></ul><li><br />Millenial Quiz<br />
  8. 8. Cell Phone Use<br /><ul><li> Ubiquitous in today's society
  9. 9. 16.8 million wireless subscribers in Canada in 2006
  10. 10. Strong and sustained year-over-year growth rate of 11.9%
  11. 11. Households that report having a cellular phone for personal use increased -from 22% in 1997 to 59% in 2004
  12. 12. Trend toward increased cell phone use has cut across all income levels; strongest growth among households in the lowest income quintile</li></li></ul><li>Computers in our pockets?<br />iPhones and iPod Touch<br />
  13. 13. Apple also announced yesterday that its iPad had sold 7.3 million units, alongside 16.2 million iPhones, an 86% increase on the year before. Is this the “machine of the future?” Rumours for iPad2.<br /> The New iPad<br />
  14. 14. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century<br /><br />Henry Jenkins<br />
  15. 15.<br /><br /><br /><br />
  16. 16. New Skills<br />Play<br />Performance<br />Simulation<br />Appropriation<br />Multitasking <br />Distributed Cognition<br />Collective Intelligence<br />Judgment<br />Transmedia Navigation<br />Networking<br />Negotiation<br />
  17. 17. Play<br />The capacity to experiment with one’s surroundings as a form of problem-solving<br />Video games – preschool to teens<br />Wii game times, board games (Chris Harris)<br />LEGOrobotics and LEGO<br />Low tech and high tech – creating an atmosphere that children would be welcome to play<br /><br />
  18. 18. Performance<br />The ability to adopt alternative identities for the purpose of improvisation and discovery<br />Reader’s Theatre<br />Playwright workshops and visits – Playwright in Residence<br />Drama group<br />iMovie workshops and screening night (Teen Media Night)<br />Basic film making skills<br />Loaning digital cameras and flip video cameras<br />School and/or Library on Second Life<br />
  19. 19. Simulation<br />The ability to interpret and construct dynamic models of real world processes<br />Extension of performance and play<br />Second Life<br />Model City Council/Local Government (Grade 6 Social Studies) and Mock Elections<br />Board Games – Chris (Risk, Pandemic, etc.)<br />Sim City<br />
  20. 20. Appropriation<br />The ability to meaningfully sample and remix media content<br />Copyright information – workshop on Creative Commons<br />Workshop on searching Internet for copyright friendly images, music and clip art<br />Screenings of mash-ups<br />
  21. 21. Multitasking<br />The ability to scan one’s environment and shift focus as needed to salient details<br />Information Literacy – helping young people find their way through the “sea of information”<br />Back channeling in a conference – synthesizing, sharing, and questioning<br />The difference between being off-task and handling multiple tasks simultaneously<br />
  22. 22. Distributed Cognition<br />The ability to interact meaningfully with tools that expand mental capacities<br />Manipulatives (homework centres includes math and science tools)<br />Lending library of games/manipulatives made available<br />Geocaching, Augmented Reality, Google (<br />Volunteers to be checked out – learn bridge, chess, Go, cooking, baking, quilting basics, sewing, helping set up your computer<br />Experts, Guest Speakers (virtual and real life)<br />
  23. 23. Collective Intelligence<br />The ability to pool knowledge and compare notes with others toward a common goal<br />Books of the Year Awards Committee<br />Book Clubs (Literature Circles)<br />Nings<br />Programming Club – Apps for iPhone and iPads<br />Creating Content Sites about local issues<br />Partnering<br />
  24. 24. Judgment<br />The ability to evaluate the reliability and credibility of different information sources<br />Core of what teacher-librarians do<br />Links on website, reliability forms and checklists<br />Organizing an online reference centre<br />Media and information<br />Informing parents about Wikipedia – debunking the myths<br /> or<br />
  25. 25. Transmedia Navigation<br />The ability to follow the flow of stories and information across multiple modalities<br />Follow blog<br />More about us understanding the networked information world and helping students to know when to use which kind of information<br />
  26. 26. Networking<br />The ability to search for, synthesize, and disseminate information<br />Contributing to reviews<br />Share projects, movies, mash-ups,fanfiction, cheatcodes, plays, etc. <br />Newspaper, Magazine, Newsletters created by students<br />Building Social Capital in your Personal Learning Networks<br /><br />
  27. 27. Negotiation<br />The ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms<br />Clubs around topics of interest (how to market topics/themes/experts/games)<br />Participating in other classrooms<br />Teens have expertise, too – share it<br />Cross-generational programs can break down stereotypes<br />
  28. 28. Sharing<br /><br />
  29. 29. Web 2.0<br /><br />
  30. 30. Daniel Pink<br />A Whole New Mind: Why Right-Brainers will Rule the Future<br /><br />Design<br />Story<br />Symphony<br />Empathy<br />Play<br />Meaning<br />
  31. 31. Design<br />It’s no longer sufficient to create a product, a service, an experience, or a lifestyle that’s merely functional. Today, it’s economically crucial and personally rewarding to create something that is also beautiful, whimsical, or emotionally engaging.<br />
  32. 32. Story<br />When our lives are brimming with information and data, it’s not enough to marshal an effective argument. Someone somewhere will inevitably tack down a counterpoint to rebut your point. The essence of persuasion, communication, and self-understanding has become the ability also to fashion a compelling narrative.<br />
  33. 33. Symphony<br />Much of the Industrial and Information Age required focus and specialization. But as white-collar work gets routed to Asia and reduced to software, there’s a new premium on the opposite aptitude: putting the pieces together. What’s in greatest demands today isn’t analysis but synthesis – seeing the big picture, crossing boundaries, and being able to combine disparate pieces into an arresting new whole.<br />
  34. 34. Empathy<br />The capacity for logical thought is one of the things that makes us human. But in a world of ubiquitous information and advanced analytic tools, logic alone won’t do. What will distinguish those who thrive will be their ability to understand what makes their fellow woman or man tick, to forge relationships, and to care for others.<br />
  35. 35. Play<br />Ample evidence points to the enormous health and professional benefits of laughter, lightheartedness, games, and humour. There is a time to be serious, of course. But too much sobriety can be bad for your career and worse for your general well-being. In the Conceptual Age, in work and in life, we all need to play.<br />
  36. 36. Meaning<br />We live in a world of breathtaking material plenty. That has freed hundreds of millions of people from day-to-day struggles and liberated us to pursue more significant desires: purpose, transcendence, and spiritual fulfillment.<br />