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CI5472: Goals and Media Literacy How to justify media instruction in a “back to basic” era.
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Transcript of CI5472: Goals and Media Literacy How to justify media instruction in a “back to basic” era.
CI5472: Goals and Media Literacy
How to justify media instruction in a “back to basic” era
Describe your media use List some different media you use For each one, describe the literacies
involved in using that media effectively or critically Websites: search strategies Chat rooms: use of emoticons Games: social interaction
Value of Media Literacy Adolescents living in a media-rich/mediated
culture Literacy constituted by hybrid texts
Texts combine digital/print/visual Construction of identities around/through
media uses Need to integrate media as instructional tool
in all subject matter areas
Approach: Media Controllers Time devoted to media use detracts from
reading or social life. Need to limit/control amount of viewing
The portrayal of violence, sexuality, or anti-social behaviors has a negative cause/effect relationships on behaviors/attitudes Need to limit/control viewing content
Media use is mindless/intellectually vapid Need for exposure to “high art”
Eden Prairie School Board Member statement To me, showing movies is a pretty low skill
level. I would rather that teachers use the skills they have to get students involved in reading and discussing topics. . . . If we're showing a lot of videos in the classroom, then I view it as a problem. We do get parents calling us, saying: 'Why are they showing "Schindler's List?" Why are we showing "Pippi Longstocking?"
Behavioral Perspective Assumes a cause/effect relationship between
viewing or media use and certain attitudes or behaviors Viewing of violence will lead to violent behavior.
Problem: “protecting” adolescents from “harmful effects” of the media Does not recognize extensive uses of the media to
for pleasure and as a tool for defining their identities.
Critical thinking advocates Value of fostering critical thinking skills,
particularly in the English classroom, through critical analysis, interpretation, and production of media.
given adolescents’ high level of knowledge and interest in media and film, that media texts can serve as a platform for engaging in critical analysis.
Critical pedagogy theorists Commitment to addressing social issues that
lead to improvements in society. Challenging larger institutional or corporate
interests Pro-Western values promoted by Disney Limited political perspectives on news Control of music industry by Clear Channel, etc.
Adopting Critical Stances How am I being positioned to respond by the
text or context? Do I accept or reject how I am being positioned to respond? , television or magazine ads for casino gambling
invite viewers and readers to accept the belief that gambling is as an enjoyable activity.
“modes of address” to position readers or viewers to adopt certain desired responses consistent with certain stances
How media audiences are constructed and positioned Study how audiences are invited to adopt certain
stances and positions Reflect on how they are being positioned and
constructed as audiences, leading often to active resistance of such positioning
Conducting media ethnographies of audience uses and participation in different media.
Stances in Response to Media 1). Dominant-hegemonic reading: accept or
identify with the dominant value stance without challenging that stance
2). Negotiated reading: Students may negotiate or struggle with the dominant stance, applying some of their own value stances.
3). Oppositional reading: Students resist, challenge, disagree with, or reject the dominant value stance.
Critical Discourse Analysis Discourses are basic ways of knowing
and thinking The discourses of law, medicine, religion,
business, or education define the social and power relationships within a certain culture or community
discourses function as “identity tool-kits” the discourse of the law serves to define
one’s identity as a lawyer.
Discourses in the Media Advertising: portray desired practices
constituted gender, class, and race Editorials/news reports: discourses of
business Schooling analyzed in terms of “accountability”
Film/TV programs: discourses of romance, religion, sports, “law and order”
Critical Response to Consumerism that through using certain products, you will
gain happiness and popularity with peers. that acquiring and owning material goods is a
primary goal of life. that consumption or buying is a necessary
good for a capitalist economy. that if something wears out or breaks down,
one should buy something new.
Goals: Pleasure from media uses Uses of media to engage in social
events/relationships Defining one’s identity Being entertained Appreciating quality of production Creating own productions
Media Tools as Mediating Relationships/Communication tools mediate the relationships between
speakers, writers, and readers and their purposes, objects, or outcomes in social contexts.
Clarifying uses of media and reasons for those uses. Adolescents (4 1/2 - 5 hours daily on
average) on the computer, playing computer/video games, watching TV/videos/DVD’s, listening to music, reading magazines, etc
% of 6-17 year-olds use of media 99% TV 86% Music 81% video 64% computer games 57% read non-school book 36% non-game computer 28% comics 19% Web
Different Types of Media Users Traditionalists:
12-14: TV, books, magazines Low media users
2/3’s under 12/few media in bedroom Screen entertainment fans
TV/video/computer games/males 12-14 Specialists
Book lovers PC fans (tend to be in media-rich homes) Music lovers 15-17 females
Media Use: Type of Day/Uses Outside vs. Inside Home “Really good day”
41% go to movie 39% see friends 35% play sports 23% homework on computer
“Really boring day” 41% watch TV 28% read a book 22% play tapes or watch video
The Bedroom Culture Increasing independent uses of media
vs. shared, common uses with family Less participation in community activity Increased participation in virtual
communities/chat rooms/Buddy-chat Segregated/niche audiences built on
adolescent consumer power/demand
Understand different media forms Compare/contrast experience between
forms Film, book, TV, theater, radio, computer,
music Recognize differences in nature of
experience Formulate reasons for differences in
quality of experience
Foster appreciation of film, television, or media as art forms.
acquire knowledge of these aspects of production through understanding their purpose—what they are being used to portray or communicate.
acquire a critical vocabulary for analyzing media texts in order to make judgments about those texts
Understand the historical development of different media How media evolved in terms of technical
changes Digital media “remediating” old media: TV/print
How changes in media reflect different cultural and historical values Television in the 1950s served as a primary force
in creating new consumer markets Films reflect different values of different decades
Understand economic, institutional, and political forces Economic, institutional, and political
forces are defining the nature and variety of commercial media
Contemporary media conglomeration of fewer corporations
Lack of variety in perspectives Control of ideas
Web use About two-thirds of American adults use the Internet 55 percent have access to a high-speed Internet connection at either
home or work. 53 million people have contributed material online, (2003, Pew
Internet & American Life Project). More than 15 million have their own website. 2 million children aged 6-17 have their own website, Twenty-nine percent of kids in grades K-3 have their own e-mail
address Lower access: 25% over age 65; 18% of African Americans
Media texts “re-mediated” by digital media TV news/newspaper “remediated” (Bolter) by news web
sites MSNBC, CNN, New York Times
Film: Digital construction of sets/actors: The Polar Express Improved camera access: Collateral
Student learning/production of texts Hypermedia productions Access to digital texts
Making digital literacies explicit When students use X digital tools:
Web site Hypermedia production Chat/email/IM Video games
…what do students need to do to be successful in using these tools?
C-Span series: The Digital Future http://www.c-span.org/congress/libraryofcongress.asp
Questions: Student tool use outside of school What are students learning in using these digital tools
outside of school? That could transfer to school learning. That are excluded from school.
How does access outside of school influence digital tool use?
Do teachers use the “digital divide” as a rationale for not building on/assigning tool activities
Web “reading” processes Reading for relevance (Kress, 2003)
Vs. left-right linear processing: print texts Determining purpose for accessing Selecting relevant icons/buttons
Use of a site index/map Navigating options
Reading web sites: Charting pathways (Kress, 2003) Principles of relevance Determine site’s organization Select from a range of possible reading
paths Observe and follow a given order Construct meaning from principles of
relevance
Modularity Different parts combined together in
different ways without losing their independence.
Different parts can be readily added, deleted, or revised without having to totally redo the original text
Production of digital texts differs from the production of traditional texts
Automation Production of part/texts completed
through automated systems Editing systems for digital photos Computer graphics/3-D movie production Websites adjust to different users
Variability The same texts can be varied to create new texts
different combination of links or pathways continually updated, creating new, more recent versions
of texts. The size or scale of a text can be varied using
zoom/close-up features on Mapquest maps or images. different versions of the same media content can be
varied Tomb Raider are made into films.
Transcoding Translating texts into another format. “Cut and paste”
Store, save, and open up files on the computer screen, as well as click on images and files.
Combine together texts from three different ways of organizing text
the printed word the cinematic presentation of moving images the computer interface
Culture-jamming Culture-jamming of commercialized media
productions through parody and satire (Lankshear & Knobel, 2003). Adbusters
E-zines adverse effects of consumerism on the society and
environment.
Attention-transacting Getting people to pay attention to your Knowing which bits of important are
important or relevant create “attention structures” that assist them
is eliciting and providing relevant, timely information, Amazon.com http://www.amazon.com
Web search literacies
Defining/ refining search terms Clarifying purposes for search consistent
with an assignment Versus simply cut/paste material for no
purpose Being lost in virtual text space
Chat rooms/fan sites Internet chat rooms
Roles/identities/language (Turkle) Fan club activities (soap opera/Star
Trek) Online clubs: sharing of expertise Rules for appropriate postings
Observing/recording interactions Voices adopted in online chat/responses
Shifts in roles/identities: reflects narrative roles Social roles: “reteller,” “provocateur”
Game-playing talk (think-alouds) Strategies/techniques
Social bonding strategies Need for shared community
IM’ing live onscreen chat window showing participating members.
use IM while doing homework (McCampbell, 2001). For instance, a group of students can work together to synthesize information for a report. students "talk" to each other via IM about what they have found, evaluate the importance of the information, share interpretations about what it means, and ultimately, decide what to put in a final synthesis. contributes to cooperative learning communities outside of school.
hopping or toggling from window to window, allows readers to rapidly read multiple texts in different genres and to intersperse online conversation about what they are reading.
Blogs Receiving responses from readers outside the classroom
versus just peers Alternative, non-mainstream media perspective on news
and information. Stories are often investigated more depth than their
counterparts in the mainstream media. Need to read critically to understand what is reliable
information versus what is provocative.
Blog use A new blog is created every 5.3 seconds On Nov. 1, there were almost 4.3 million blogs, a
million more than three months before. Half of them are regularly updated by their
creators, producing more than 400,000 fresh postings every day.
Joshua Marshall's Talking Points Memo, gets more than 500,000 monthly visitors.
(Sifry, 2004, The Nation).
Digital storytelling/essays Using digital tools to create hypermedia
texts HyperstudioTM StoryspaceTM
http://www.eastgate.com/ PowerPointTM/BreezeTM
Hypertext links: understand cultural/literary connections Nancy Patterson’s: Use of Storyspace:
hypertext narratives with links to information about slavery.
http://faculty.gvsu.edu/patterna/ace.html
http://www.npatterson.net/mid.html
Hypertext fiction: links based on cultural/literacy background
Eastgeate Storyspace rading room:
http://www.eastgate.com/ReadingRoom.html
iMovieTM as presentation tool Allows learner control. Fosters social collaboration/construction of ideas Makes thinking audible. Engages learners in literacy practices. Enhances critical viewing skills of videos/film. Sample applications of iMovie:
http://ali.apple.com/ali_sites/ali/new_high.php
iChat AV and iSight: videoconferencing
Civil War iSight event: Civil War re-enactment group encamped at South Gate Middle School, Los Angeles
Using iChat AV and iSights, wireless connections and projectors, students as far away as Martha’s Vineyard connect with Civil War experts.
http://ali.apple.com/ali_sites/ali/exhibits/1001367/
Digital audio recording Use of compressed digital audio files, DSS
files Oral feedback to students’ writing
E-mail students files/record of feedback Recording interviews
Analysis of data by stopping Creating sound files/”radio” productions
Files shared with others
DUSTY—“Digital Underground Storytelling for Youth,” Oakland multimedia digital stories
author’s voice, photographs, video, and music http://www.uclinks.org/voices/vce_home.html
“ The story has a remarkable opening in which several photographs are juxtaposed, including a sphinx and pyramids, Malcolm X, Tupac Shakur, Marcus Garvey, and Biggie Smalls, all icons that Randy chose to associate with himself and to transcend” (Hull, 2003)
Multi-genre/hypertext presentation of results Boese (1998): dissertation
study of Xena fan club 1,100 Web sites related
to the show, data on fan conferences, and analysis of fan responses
Includes reader comments/reactions
http://www.nutball.com/dissertation/index.htm
Digital media representations Critical analysis of how web sites
represent: Entertainment: casinos, sports, TV/film Genre worlds: romance, mystery, comedy,
soap opera, detective, reality-TV, etc. News broadcasts/political issues Groups according to race, class, gender Consumer product/consumer needs
Merging: games/schooling Computer games
Interactive role play Sims
Narrative worlds Roles, norms,
Gee (2003): learning principles
Socialization Levels of expertise Agency /Community
Simulations/fiction Interactive drama
Game design as metaphor for learning
communities of practice Online chat/simulations Tappedin.org
Game design: Narrative architecture (Jenkins, 2004) Environmental storytelling
Spatial stories: Tolkien/Verne/Baum Theme parks: evoke world of “pirates”
Enacting stories Use of micronarratives: touchdown pass
Embedded narratives: detective genre Emergent narratives: Sims
Gee (2003): learning principles related to games Amplification of Input Principle
For a little input, learners get a lot of output. Achievement Principle
Intrinsic rewards from the beginning, customized to each learner’s level, effort, and growing mastery and signaling the learner’s ongoing achievements.
Practice principle Learners get lots and lots of practice in a context where the
practice is not boring. Research on game playing on learning
http://www.lsda.org.uk/files/PDF/1529.pdf
Teaching digital literacies Rethink literacy curriculum
Notions of “texts”/text design Learning tool use in activity
Engage students in hypermedia production
Exploit student out-of-school expertise Mesh literary “worlds” with digital
simulations