Covering a quick definition of games and expert play; a summary of Leet Noobs: The Life and Death of an Expert Player Group in WoW; and current and future research plans. Also, a choose your own adventure intro and a couple of easter eggs. :)
2. The Talk page 1
You see a man preparing to give an
academic job talk…
3. The Talk page 1
You see a man preparing to give an
academic job talk…
But all he’s doing is reading aloud.
4. The Talk page 1
You see a man preparing to give an
academic job talk…
But all he’s doing is reading aloud.
It’s a little surreal.
5. The Talk page 1
You see a man preparing to give an
academic job talk…
But all he’s doing is reading aloud.
It’s a little surreal.
In fact, he’s just playing a
choose-your-own adventure game…
6. The Talk page 1
You see a man preparing to give an
academic job talk…
But all he’s doing is reading aloud.
It’s a little surreal.
In fact, he’s just playing a
choose-your-own adventure game…
Do you:
7. The Talk page 1
You see a man preparing to give an
academic job talk…
But all he’s doing is reading aloud.
It’s a little surreal.
In fact, he’s just playing a
choose-your-own adventure game…
Do you:
Ask him to get on with it? (Turn to page 8.)
OR
Let him continue? (Turn to page 15.)
8. Get on with it! page 8
The man snaps his head up and begins to stammer.
9. Get on with it! page 8
The man snaps his head up and begins to stammer.
He apologizes profusely and
10. Get on with it! page 8
The man snaps his head up and begins to stammer.
He apologizes profusely and
makes excuses about losing track of time
or something equally inane.
11. Get on with it! page 8
The man snaps his head up and begins to stammer.
He apologizes profusely and
makes excuses about losing track of time
or something equally inane.
After he regains his composure,
12. Get on with it! page 8
The man snaps his head up and begins to stammer.
He apologizes profusely and
makes excuses about losing track of time
or something equally inane.
After he regains his composure,
he asks how you all are.
13. Get on with it! page 8
The man snaps his head up and begins to stammer.
He apologizes profusely and
makes excuses about losing track of time
or something equally inane.
After he regains his composure,
he asks how you all are.
He prepares to roll a 20-sided die.
14. Get on with it! page 8
The man snaps his head up and begins to stammer.
He apologizes profusely and
makes excuses about losing track of time
or something equally inane.
After he regains his composure,
he asks how you all are.
He prepares to roll a 20-sided die.
Turn to page 23.
17. Let’s see what’ll happen page 15
After a short while…
…
The man looks up, realizing everyone’s looking at him.
18. Let’s see what’ll happen page 15
After a short while…
…
The man looks up, realizing everyone’s looking at him.
He stammers and does a nervous laugh.
19. Let’s see what’ll happen page 15
After a short while…
…
The man looks up, realizing everyone’s looking at him.
He stammers and does a nervous laugh.
After he regains his composure,
20. Let’s see what’ll happen page 15
After a short while…
…
The man looks up, realizing everyone’s looking at him.
He stammers and does a nervous laugh.
After he regains his composure,
he asks how you all are.
21. Let’s see what’ll happen page 15
After a short while…
…
The man looks up, realizing everyone’s looking at him.
He stammers and does a nervous laugh.
After he regains his composure,
he asks how you all are.
He prepares to roll a 20-sided die.
22. Let’s see what’ll happen page 15
After a short while…
…
The man looks up, realizing everyone’s looking at him.
He stammers and does a nervous laugh.
After he regains his composure,
he asks how you all are.
He prepares to roll a 20-sided die.
Turn to page 23.
23. D20 results
Roll Result Effect
1 Critical Strip to your undies, run around like a
failure! chicken, and faint.
2-9 It’s looking Continue with presentation, but try to
iffy. be more engaging.
10-19 It’s going Continue with presentation, but don’t
well! get cocky.
20 Critical A beam of light shines on you for the
success! rest of the day.
24. Emergent forms of expert gaming
Outline:
brief statement on why games matter
past research on learning and expert practice
in World of Warcraft (WoW)
current and future plans
takeaways
―Of all the things that make me a geek, nothing brings me more
joy, or is more important to me, than gaming. I am the person I am
today because of the games I played and the people I played them
with as I came of age in the 80s.‖ – Wil Wheaton
25. Games are important
huge cultural significance; shared, global
ubiquitous and pervasive
Ian Gibson
SharpWriter
26. Games are important for
learning
game = systems of
constraints w goals
play = exploring and
understanding systems
expert play = pushing,
exploiting, hacking
systems for an imagined
future
gaming = contextualized
play in a larger ecology
linkitch
(see also: Gee, 2011 GLS chat)
27. The world is made of systems!
gaming life systems
-> success in life
How to cultivate
gaming attitude?
enfu
(see also: Sutton-Smith, McGonigal)
28. What does gaming look like?
a lot like STEM practice (cf. NRC’s framework for k12 STEM
and LSIE volumes)
expert practice emerges out of “mangle” (Pickering, 1993)
critical, inquisitive, goal-oriented, playful
(For more on 21st century skills, turn to page 74.)
But each subculture/affinity group is a little
different. It’s not monolithic.
Next up: expert practice in WoW raiding
29. Leet Noobs
THE LIFE AND DEATH OF
AN EXPERT PLAYER GROUP
IN WORLD OF WARCRAFT
This work was funded in part by the
National Science Foundation through
the Science of Learning Center
program under grant SBE-0354453.
35. Ethnographic methods (Taylor; Steinkuehler)
pool of 60 regular players, 40 per session
2-3 times a week for 10 mos (11/05-8/06), 4-5 hrs each time
over 1000 hrs of chat data
~100 hrs of video + select posts on web forums
disciplined perception (Stevens & Hall, 1998)
Remember, ss target will change at Domo, but
until then, your rezzer is to be ssed at all times.
36. Ethnographic methods (Taylor; Steinkuehler)
pool of 60 regular players, 40 per session
2-3 times a week for 10 mos (11/05-8/06), 4-5 hrs each time
over 1000 hrs of chat data
~100 hrs of video + select posts on web forums
disciplined perception (Stevens & Hall, 1998)
Remember, who you give soulstones to will change when we encounter
Majordomo Executus, but, until then, the priest or shaman who you’ve
been assigned to should have your soulstone at all times.
Remember, ss target will change at Domo, but
until then, your rezzer is to be ssed at all times.
37. Ethnographic methods (Taylor; Steinkuehler)
pool of 60 regular players, 40 per session
2-3 times a week for 10 mos (11/05-8/06), 4-5 hrs each time
over 1000 hrs of chat data
~100 hrs of video + select posts on web forums
disciplined perception (Stevens & Hall, 1998)
a magic item that warlocks can give to others so priests and shaman can bring
that they can come back to life if they are killed others back to life (resurrect)
Remember, who you give soulstones to will change when we encounter
Majordomo Executus, but, until then, the priest or shaman who you’ve
been assigned to should have your soulstone at all times.
Remember, ss target will change at Domo, but
until then, your rezzer is to be ssed at all times.
it’s important to give rezzers the ability to come back
to life so they can rez the rest of the raid group
38. Theorizing the practice
• Push-pull relationship of objects in a
network of activity…
– Actor-Network Theory (Latour, 2005)
– Distributed Cognition (Hutchins, 1995)
– Mangle (Pickering, 1993; Steinkuehler, 2006)
– Assemblage (Deleuze & Guitarri, 1987; Taylor, 2006)
– Arrangement (Stevens, Satwicz, & McCarthy, 2009)
– Object-Oriented Ontology (Bogost, 2006, 2009)
– Roles and responsibilities constantly
renegotiated, redistributed, and
reconfigured to adapt to local settings
39. Communication practices
Regular chat channels and specialized ones by
character role
say
whisper
party
raid
healsting
madtankin
splittranq
madsheep
soulburn
madrogues
40. Communication practices
Hierarchical and interwoven
19:30:00.953 : [2. madrogues] Rebecca: -'good' refers to the fact that no Rogues said they have not done this
good... poison up... assist wei fight. Even so, Rebecca clarifies our role—use poisons on our weapons
and focus-fire on Wei's target.
19:30:02.484 : [5. madtankin] William: -madtankin channel for the Warriors. wallace is a character who usually
where is wallace tonight? comes to our raids.
19:30:07.703 : [Raid] Maxwell: Henry -role assignment
peels to Marcie
19:30:10.468 : [3. healsting] Drusella: -Druids are getting a little silly now...
*runs around like crazy people*
19:30:12.656 : [3. healsting] Sven: We -more suggestions on turning certain healers into damage dealers
could... DPS shaman, Holy Nova priests? instead
19:30:15.312 : [5. madtankin] Wallace: -Wallace is still subscribed to the madtankin channel even though he is
I didn't make it in time. Rawr! not part of the raid. These custom chat channels exist independently
from any other channels in the game.
19:30:17.453 : To Lori: May I have a -Healthstones made by different Warlocks sometimes have different
healthstone pretty please? amounts of healing they can do (depending on how a player has
'specced' the character) which means they can be stored in one's
inventory at the same time. In this case, I know Larry and Lori create
different types of healthstones, so I've requested one from each.
19:30:17.687 : [Raid] Maxwell: Horace -role assignment
peels to Mary
19:30:19.640 : [4. soulburn] Lori: Les-for -what to do with that one soulstone that Lester has available
this fight you will be ssing Derek.
41. Analysis methods
Discourse and interaction analysis (Jordan & Henderson, 1995)
Functional Pattern Analysis (FPA) (Rogoff et al., 2002)
Visualization of chat (Chen, 2009)
46. various bits of info to keep track of
temporary bonuses or minimap
impairments (buffs +add-on
streaming combat text buttons
and debuffs)
name and health of enemy
tank targets
the jumble in the
middle is the actual
more ability buttons
cooldown timers for
in-game fight
temporary effects my health and
status
threat
enemy
meter enemy health debuffs
and status
unit frames showing health and status of raid members
chat window
ability buttons
47. Expertise as sociomaterial practice
Emergent through push-pull of constraints-workarounds
Limited by access to the right social networks
48. Expert play
= pushing, hacking, tweaking boundaries
= arrangement of sociomaterial resources
49. Expert play
= pushing, hacking, tweaking boundaries
= arrangement of sociomaterial resources
50. Expert play
= pushing, hacking, tweaking boundaries
= arrangement of sociomaterial resources
51. Expert play
= pushing, hacking, tweaking boundaries
= arrangement of sociomaterial resources
52. Expert play
= pushing, hacking, tweaking boundaries
= arrangement of sociomaterial resources
56. Camaraderie and trust
shared values of hanging out with friends
gaming more than just players’ relationship
with game – huge social component
57. Camaraderie and trust
meltdown prevented by realignment /
reiteration of group values
I love our raid. I know we are all going to get
burned out at times and frustrated and upset
and disagree with one another. It is part of
being human. We are like brothers and sisters
really. Stuff like this is going to happen.
58. A new add-on and its effect on raiding
no longer keeping models in our heads
real-time visualization of numbers
(For details of how fights in WoW worked and how the add-on
changed the group’s practice, turn to page 80.)
62. Insights from WoW
• Becoming expert depended on access to expert groups
and expert practice. (Collins & Evans, 2007)
• Not all players could gain access.
• Group success depended on coordinated action and trust
in others to play their roles. (Hutchins, 1995)
• For my group, trust came from hanging out and having
fun: social and cultural capital.
• Add-on changed how raids worked.
63. Insights from WoW
• Becoming expert depended on access to expert groups
and expert practice. (Collins & Evans, 2007)
• Not all players could gain access.
• Group success depended on coordinated action and trust
in others to play their roles. (Hutchins, 1995)
• For my group, trust came from hanging out and having
fun: social and cultural capital.
• Add-on changed how raids worked.
64. The Death of a Raid
• Add-on reflected overall change
in WoW community.
• emphasized efficiency,
progression, loot
• Didn’t just let us offload
cognition; also offloaded trust.
(surveillance tool)
• Hanging out and having fun
wasn’t enough anymore.
• Eventual fracturing of group.
65. The Death of a Raid
• Add-on reflected overall change
in WoW community.
• emphasized efficiency,
progression, loot
Better understanding of game and
• Didn’t just led to demise
development of tools let us offload of
group—Were we playing offloaded trust
cognition; also it wrong??
(surveillance tool)
• Hanging out and having fun
And what’s this mean for education?
wasn’t enough anymore.
• Eventual fracturing of group.
66. What next?
continue investigating local gaming cultures
• marginalized groups
of players
• BoardGameGeek
users
• DIY culture
• golden age for table-top
68. What next?
design games that explore morality, critical
engagement, meaningful decisions, and
humanity
69. Gaming practice is highly situated and
emergent in local cultures.
Expert gamers push at boundaries, find
workarounds, and work towards an imagined
future.
Education (incl. game designers) could
cultivate a gaming way of life.
71. Emergent forms of expert gaming
Congratulations! You’ve found the secret page!
It lets you teleport to other parts of the story
and see the parts you missed!
Go back to beginning. (Turn to page 24.)
See more about 21st century skills. (Turn to page 74.)
Learn about how fights work in WoW and how
an add-on changed practice. (Turn to page 80.)
Read about possible courses from this
speaker. (Turn to page 73.)
Attempt to break this presentation. (Turn to page ??)
72.
73. Possible courses
Gaming in context
• Ecology of gaming (Salen)
• In-game, in-room, in-world (Stevens et al.)
• Mangle of gaming (Steinkuehler)
• Assemblage of play (Taylor)
Games ethnography
• Ethnography and virtual worlds (Boellstorff,
Nardi, Pearce, Taylor)
• Making virtual worlds (Malaby)
• Gaming as culture (Williams, Hendricks,
Winkler)
Designing games for museums
• Active Prolonged Engagement (Exploratorium)
• Learning science in informal environments
(NRC)
Social dilemmas and morality in games
• Moral ambiguity in The Witcher (Chen)
• Tragedy of the Commons (Hardin)
(To return to main story, turn to page 71.)
74. New literacies and 21st century skills
Produce, consume, remix,
and critique
Communicate and coordinate
Play and problem solve
Perform, identity shift, and
metacognate
Think in systems and form
social networks
(Jenkins et al., 2006, NRC, 2010)
75. New literacies and 21st century skills
Produce, consume, remix, and critique
Take a moment to find a die and then roll it… look up results… give enough time for audience to read slide. “Oh good! Let’s continue!”
Welcome to my talk on expertise in games and why it matters for education.In this talk, I’ll first go over why I think games in general are worthy of study, especially for education.I’ll then talk about my previous research in World of Warcraft gaming and detail how expert practice emerged in that setting.I’ll briefly talk about current and future plans.And finally, I’ll summarize some takeaways from this talk.
So… games are important.They’re tightly interwoven with Internet culture.They’re everywhere. Not only are mobile games accessible wherever we go, marketing and cultural goods from gaming can be seen all over the place.Cross promotion of game themes in different media. E.g., Angry Birds Star Wars.
Systems include social systems in a multiplayer game that aren’t necessarily reflected in game inherent rules.Think of football. There’s boundaries, there’s penalties, different rules for running or throwing the ball, different points are scored for different actions, etc.Well, a digital game is like that except that you often don’t know what the rules are when you start playing, and the process of figuring out the rules in place is part of the fun of the game.Well, lemme try this. What about this? Etc.Gaming is figuring out constraints in a larger social world around the game themselves. Participating in a community of practice or affinity group. i.e., becoming a legitimate participant.
The 6 strands of informal science learning and 8 stem practices incl. things like building models, finding evidence, taking on science identities. Gaming is same where players build mental understandings of the systems and try actions based their understandings. It’s also a mangle, a push-pull between obstacles and workarounds, where players explore until a boundary is found and add that boundary to their models so they can revise strategies.The skills required are the same.Critical – question authority, wonder why things are the way they are, don’t settle for broken rulesInquisitive – curiosity is a basic human trait. We *have* to know what’s around the corner, how the world works. Being inquisitive is taking a methodical approach to uncovering secrets.Goal-oriented – like in engineering. You’re building a bridge or structure and you you’re always looking for better ways of doing it. Resource management…Playful – not afraid to just try a bunch of things. If the boundaries of a space are unknown, you have to try many things to start forming an image of the shape of the boundaries.
The book is basically a description of the practice and expertise development of a group of World of Warcraft players over 10 months as they learned to do a high-stakes, joint task together. It also documents larger changes that were happening in WoW’s community of gamers and how these changes impacted the group’s motivations for playing and the nature of the trust the group depended on to do its work. This ultimately led to the group’s meltdown and breakup.
With all that said, what’s the deal with World of Warcraft? Well, it’s a massively multiplayer online game, meaning there are many, many players on at the same time playing together. When I was doing data collection, it had 6 million subscribers worldwide. It follows a traditional fantasy genre with races such as orcs, elves, and dwarves.
It also follows the tradition of allowing players to choose an archetype to play, such as Warrior, Priest, Mage, and Rogue (inset is from Torchlight).Each of these archetypes plays a specific role in the game, giving a player a narrowed set of abilities that lets him or her specialize in the role of their archetype.
A player’s goal, after creating his or her character, is to complete in-game quests and kill monsters for loot and experience. With enough experience, the character gains a level and becomes more powerful, able to take on greater challenges. Same thing with better loot.
The specific activity I studied is called raiding. It involves a large group of players aligning their schedules to meet up in game, attempting to kill certain boss monsters together, which they normally wouldn’t be able to tackle alone.This is an image of Molten Core, where most of the raiding occurred with my group of players, and up at the top-right is a map of the raid zone. Each dot and line shows where monsters are located.Raiding is highly coordinated and takes a huge amount of organization and leadership.
How much organization and leadership? This is a diagram from Moses Wolfenstein who did his doctoral research on leadership in WoW and in schools. I won’t go into it in detail, but basically this lists all the tasks that go into leading a raid.
I followed the tradition of games ethnography, similar to what Constance Steinkuehler did in another MMOG called Lineage and now with her grad students in WoW. The way I collected my data was through participant-observation. In other words, I was a player with a newly formed raid group at the end of 2005 and followed the group through its endeavors until the group broke up in mid-2006. Most of my data is chat logs, but I also have about 100 hours of video data and various posts from web forums that my raid group used.The language used by players was specific to the game, and by playing, I gained what Stevens and Hall call a “disciplined perception” of the talk and actions in the game.Here’s an example of how using ethnographic methods was useful.--Stevens, R. and Hall, R. (1998). Disciplined perception : learning to see in technoscience, pages 107-147. Learning in doing. Cambridge University Press, Cambridge, U.K. ; New York.
Here’s the chat in plain English. And yet, it’s still not understandable unless you know what some of these terms mean.
And so here’s an unpacking of some of the terms. Does it still not make any sense to a non-WoW player?
I’m looking at the raid activity as a distributed system or network, along the same tradition of what Bogost calls object-oriented ontology. Specifically, I most align with Latour’s writings about actor-network theory and Hutchins’s writings about distributed cognition. The arrangement is a mangle of a bunch of stuff all happening at once, pushing and pulling on each other, each bit responsible for doing its part. And this network is dynamic over time. It changes as bits fail and other bits make up for them or new bits get introduced to the assemblage to take over certain duties.
How did we do this? We used many different chat channels during our raiding activity. Here’s a list of the common ones. Say, whisper, party, and raid were available to everyone. The others were specialized, roughly divided by character class or role and assigned responsibilities during a fight.
It was hierarchical in the sense that the different roles would keep their discussion about strategy internal until there was something that needed to be elevated to the larger raid group. It was interwoven, sometimes hopping from voice to text or say to raid, etc. And, similar to Hutchins’s description of a naval vessel navigating a bay or harbor, often when one group was talking about a particular strategy, another group was also talking about it! They didn’t know the others were talking about it, but it was simultaneous and coordinated in that way.
Along with discourse and interaction analysis, I used Rogoff, et al.’s Functional Pattern Analysis and chat visualization techniques to identify patterns to then investigate. With FPA, I wrote synopses of specific encounters to find patterns across encounters and identify differences or disruptions.--Jordan, Brigitte and Austin Henderson. (1995). Interaction analysis: Foundations and practice. The Journal of the Learning Sciences, 4(1), 39-103.Rogoff, B., et al. (2002). Mutual contributions of individuals, partners, and institutions: Planning to remember in girl scout cookie sales. Social Development, 11(1), 266-289.
I thought I’d share a video of game play, to give you an idea of what I’ll be talking about today.Before I get to my research into World of Warcraft players, I need to give you some background.[Describe that it’s in WoW, that it requires coordinated effort, that all those people are players, that we’re fighting the guy in the middle, etc.]There’s a lot of downtime.2006-04-07 Intro to Rags2:15-7:00 2006-04-28 2nd attempt1:30-9:00(?) 2006-04-28 3rd attempt
Expertise could be thought of in terms of the game mechanics. WoW has a lot of numbers to keep track of.
Just as an example of how gaming is a new literacy, here’s a screenshot from World of Warcraft. All that stuff is meaningful to me and other WoW players! To take advantage of its hugely configurable/customizable user interface, you have to know what’s important, what’s needed, what could be, etc.
Here’s an overlay view of what each element on the screen is. Even with these labels, for a non-WoW player, it’s unclear what everything is, right? And that’s the point. It’s a new literacy because it takes specialized cultural knowledge about how to participate. And, in using all these add-ons and third-party resources, remembering all the numbers behind the game becomes far less important.
In fact, expertise is much more than knowledge of game mechanics. Expertise, then, is doing what experts do… E.g., using external resources, using certain add-ons—the material—and also negotiating roles and responsibilities, making arguments about game strategies, and building social networks so you have access to expert groups—the social.In other words, the way in which players did their work in the game was emergent out of the push-pull relationship between constraints and player workarounds over time. Participating in this community meant moving with the currents of expert play.Here’s a typical shot from a Rogue’s point of view. It doesn’t matter that I can’t make out what’s going on in the 3D space of the world. I’m paying attention to all the overlays and icons, and I can do this because I’m familiar enough with how the game works to know which overlays to use.
Another example of a sociomaterial resource: the strategy guide that my raid group used for the Ragnaros fight. It’s over 12 pages long.
Another example of a sociomaterial resource: the strategy guide that my raid group used for the Ragnaros fight. It’s over 12 pages long.
And WoW has a huge participatory culture. WoW has the biggest wiki after Wikipedia. But back during my data collection, all of that stuff—web resources and such—were just getting started. In other words, the time in which my research takes place situates it well in understanding the emergent practices of a new culture.As of Jan 2013, it’s almost 100k articles!
What I found was that the level of chat during a given play session was a good indicator of how well we were performing that night. When we did well, there was a lot of talk and most of it was jovial. When we did poorly, our chat activity was low, and it was sometimes terse and tense.This makes me think that trust can be measured by chat activity and quality.Furthermore, the kinds of trust that we had in each other was borne out of the emergent expertise that we had developed together.
When the group did not communicate effectively (and did not joke around) the group did poorly. I think the trust players had in themselves and each other was temporarily disrupted until they could recover through alignment work to make sure individuals were on board with the group’s values and goals.
About halfway into the raid group’s life, the first threat meter add-on came into existence. It’s emblematic of how an material resource, a nonhuman actor, was enrolled into our network to perform certain duties for us. In this case, we no longer had to rely on our individual mental/embodied knowledge of how fights worked to perform well; we could just glance at a bar chart to know how we were doing and who the monster would attack next.
Here’s Ragnaros again.
Without threat meter add-on.
With threat meter add-on.This is an oversimplification, but you get the point.
Cognitive frameworks for expertise don’t account for emergent situated practice that depend on available sociomaterial resources.New actors to a network require a redistribution of roles and responsibilities and is situated in local practice (e.g., KTM)Brandt, D. (1998). Sponsors of literacy. College Composition and Communication, 49(2), 165-185.
Cognitive frameworks for expertise don’t account for emergent situated practice that depend on available sociomaterial resources.New actors to a network require a redistribution of roles and responsibilities and is situated in local practice (e.g., KTM)Brandt, D. (1998). Sponsors of literacy. College Composition and Communication, 49(2), 165-185.
Change in practice, conceptual change, etc. come naturally with refinement of expertise. Does being competitive necessarily preclude certain groups?One national emphasis right now is on STEM learning. A lot of the rhetoric is around making sure America has a strong STEM workforce, presumably so that our nation is strong and competitive. But no one’s explained to me why this is important. Is being competitive detrimental to just hanging out and having fun?
I’m particularly interested in players at the ends of the bell curve. The outliers and margins are more interesting to me than the typical portrait gleaned from quantitative research.
For the WoW group, this practice was highly customized forms of sociomaterial arrangements.These arrangements were in response to obstacles and challenges in the game and emerged out of players trying to find workarounds for them.Education could foster this methodical try out a bunch of stuff and never settle for what you have sort of attitude.
We live in a rapidly changing digital world, pushing towards what Henry Jenkins calls a “participatory culture.” This has forced us to start rethinking what it means to be successful in life. To be successful in this new culture and society, people need new 21st century skills. In a mashup between the Project New Media Labs’ white paper and the National Research Council’s report on science education and 21st century skills, I distilled their reports into these five essential skills to have. Being able to do these things performs and displays embodied capital. I’ll really quickly go through each one now.
The ability to produce, consume, remix, and critique all sorts of media is necessary for an engaged public. This remixed image is pretty salient right now…
Being able to communicate and coordinate with others means being able to take collective action on large projects and problems. This is an image of a mixed-reality game of Pac-Man in an urban setting.
Playing, tinkering, and problem solving is something everyone should be able to do. We should all be scientists and engineers. We should all be gamers. This is a mashup image of the game Portal and MC Escher.
Role-playing requires imagination and future projections about what could be. We need to be able to perform in different settings and be metacognitive about where we are in relation to our goals. Here we see Lisa Nova who is a comedienne and actress who is pretty popular on YouTube and does parody videos of other YouTube genres of videos. This is her parody of the make-up tutorial genre.--Bransford, Brown, Cocking. (2000). How people learn.
Finally, to think in systems and form social networks that take advantage of those systems opens us up to global possibilities, taking advantage of all of our collective resources. And here’s Obama’s Facebook profile.