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Module
2 |
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Acquiring
Literacies through
the Use of New Media |
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Jay
Lemke argues that these new media are highly multimedia
in that they integrate images, sounds, animation, and video, as
well as interactive participation. They are also constructed around
hypertext links that allow users to construct their own trajectory
through hypermedia environments. Given the user's active role, they
are therefore highly interactive, inviting users to participate
in different, unique ways. He cites the example of websites and
digital games that are based on feature films:
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The Lord of the Rings:
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New
Line Cinema.
Electronic
Arts videogames series
Sierra
videogames series
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The Matrix:
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Warner
Bros.
video
game site
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The
Prince of Persia:
[ a game in which the user controls the time of the game]
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He argues that the meaning constructed by active users or fans
at these sites involves their active participation in games based
on their intertextual knowledge of the original films on which the
games are based. While these sites may be designed to invite certain
defined, singular, predetermined meanings, or what Bakhtin described
as monologic as opposed to multiple, alternative, dialogic meanings.
For example, while The Lord of the Rings games may invite
players to adopt certain stances or attitudes towards the “good”
versus “evil” characters through the implied meanings
of certain images, sounds, and intertextual references to the original
films, players may not necessarily adopt those implied stances or
attitudes. At the same time, these different media are different
and therefore imply different meanings:
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No text tells the full story of an image, every image can lead
elsewhere than the text demands. The more diverse the media included,
the more opportunities there are to subvert monologic design by
foregrounding the divergence among meaning effects from different
media. I believe this is the most important new principle for
critical literacy that multimedia as such offers us. In order
to understand how to make use of it, we need to know much better
both how monological design strategies work to keep us from exploiting
the different potential messages in each of the component media
and how different media really do provide different meaning affordances
from one another
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This leads him to call for further research that examines how:
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designers construct multimedia and work towards monologic,
or in some cases, perhaps dialogic or even deconstructive effects.
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hypermedia allow diverse meaning trajectories to be pursued
by users and how users learn to relate these to each other to
gain a sense of the overall system of possibilities of a hypermedia
web.
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users of educational software and multimedia make meanings
across the different modalities and genres which they contain.
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affect and meaning interact as we do so. We can study how
people make meaning and experience feelings in real time as
we move through and across websites and virtual worlds such
as those in digital games.
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meanings made in virtual worlds come to be integrated into
longer term learning and development as we move back and forth
between them and the rest of our lives.
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we integrate meanings across various attentional spaces on
different timescales from seconds to hours.
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meanings are made in multimedia through the affordances of
space, time, place, pace, objects, artifacts, persons, and embedded
media.
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For further reading on Lemke’s theories of digital learning:
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Lemke, J. (1998). Metamedia
literacy: Transforming meanings and media. In D. Reinking, L.
Labbo, M. McKenna, & R. Kiefer (Eds.), Handbook of literacy
and technology: Transformations in a post-typographic world(pp.283-301).
Hillsdale, NJ: Erlbaum. [Online]
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Lemke, J.L. 2002. Notes
on multimedia and hypertext. [Online]
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Lemke, J. L. (in press).
Travels in hypermodality. Visual Communication. [Online]
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This means that teachers need to consider ways of using digital
tools to do more than simply search out and rehash existing information.
They need to use them as what David Jonassen (2000) describes as
“mindtools” as learners who construct their own understanding
through use of these tools (Jonassen, Howland, Moore, & Marra,
2002). Constructivist teaching requires that learners are confronting
problems and issues that require new ways of thinking. Rather than
simply function as passive recipients of pre-packaged information—as
is the case with transmission instruction, learners operating in
constructivist learning sites are engaged in open-ended learning
environments that are more consistent with the real life situations
they will encounter in the future.
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Open-ended learning environments rely heavily on the quality
of learner’s task management and decision making processes
(Perkins 1991). These open-ended, ill-structured environments can
be challenging for novice learners who may bring naïve or everyday
understandings to their learning based on a “I know what I
know” attitude. This requires that they apply metacognitive
reflection to continually determine the need to revise their stances
and adopt new ways of thinking and knowing. To assist novice learns,
open-ended environments need to providing scaffolding that assists
them within their Vygotsky’s (1978) “zone of proximal
development.” These scaffolds include certain digital tools
that can help learners participate in the problem-solving process.
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See Dave
Jonassen’s course on constructivist learning and technology
(specific examples of using technology to foster constructivist
learning)
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Digital literacies also include the uses of various social practices
involved in online exchanges that occur through e-mail, chats, bulletin
boards, MOO’s, MUD’s, or blogs. These sites can function
as “communities of practice” if they, as “open-learning
environments,” provide helpful assistance to socialize new
members into the community and support to engage members in productive
co-inquiry for some larger purpose. These sites have made use of
digital tools to replicate lived-world social interactions so that
participants can engage in meaningful communication on these sites.
For example, Apple’s new synchronous video tool
ISight™, a small video camera that attaches to computer
monitors so that users can see and hear each other in real time,
serves to mimic more of the embodied face-to-face interaction that
occurs in lived-world contexts.
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If designed effectively, these online sites can serve to foster
learning through use of reflection and exchange of ideas. For example,
in one study, students were compared on patterns of communication
found in both face to face and computer mediated group problem solving.
(Jonassen & Kwon, 2001). Results indicated that the computer
mediated group had to make greater effort to communicate to other
group members, but that their efforts to communicate and ability
to reflect afforded more opportunities for critical thinking and
therefore satisfaction with the course. In fact it took six days
to complete the group assignments in computer conferencing environment
while the face-to-face group completed the same task in about one
hour. The computer-mediated environment afforded the opportunity
to reflect leading to understanding of the course content.
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At the same time, there are limitations to online exchanges.
Synchronous (real-time) interactions can often be a challenge for
learners in terms of being able to keep up with other participants
or knowing what are relevant topics in the conversation. In some
cases, chats can often be superficial and lacking purpose without
some larger goal or outcome. And, people may lack the ready access
or high-speed connections to participate with high levels of engagement.
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Digital media tools. Digital media tools can therefore
be used to fostering learning by providing for new ways to construct
texts and to communicate with others. For example, hypermedia functions
as a tool by combining hypertext (texts linked together by multi-linear
nodes) and multimedia (photos, video, art, audio, text, etc.) to
produce an interactive media experience for participants (Jonassen,
2000; Landow, 1997). Storyspace TM, HyperStudioTM, HyperCardTM,
and various web authoring programs, involves defining intertextual
links between a range of different text genres (McKillop & Myers,
1999; Myers & Beach, 2001; Myers, Hammett & McKillop, 1998;
2000). For example, high school students represented their experiences
with peers through combining photos, music, video clips, and texts
to interpret short stories (Beach
& Myers, 2001).
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Bolter and Grusin (1998) argues that hypermedia challenges the
traditional emphasis in literacy instruction on understanding or
producing unified, coherent texts based on a definitive, single
perspective. He calls for teaching a "rhetoric of expectations
and arrivals" (p. 10) that helps students understand where
certain links may take them and how they should respond to where
they arrive.
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Students may often use these tools to simply employ a describing
strategy as opposed to an interrogating strategy. In one study,
16 seventh graders 18 preservice teachers used StorySpaceTM to combine
original poems, images, and Quicktime movies to explain the various
literacy devices used in poetry (McKillop & Myers, 1999). The
types of links employed in the hypermedia productions were analyzed
in terms of their functions—an “iconic function”
was used to illustrate another text, an “indexical function”
was used to extend a text to show shared meaning, and a “symbolic
function” was used to question the meaning of a text which
resulted in a greater understanding of or a critical analysis of
a text. Most of the seventh graders’ links served as iconic
illustrations of ideas in poems. There were far fewer instances
of links reflecting critical analysis, for example, when students
juxtaposed texts to generate contested meanings. The undergraduates
were more likely to employ links serving a “symbolic function”
that involved critical analysis of texts.
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Ninth graders at State College Area High School used of a range
of hypermedia tools to contextualize issues associated with peer
relationships (Beach
& Myers, 2001). For example, one student, Abby, studied
peer groups in the high school by taking digital photos of groups
in action during the school day. Using Adobe PhotoshopTM she edited
these images to grayscale and colorized specific objects that signified
group belonging or exclusion. As she notes:
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“In one of my photographs there are a bunch of bottles
sitting on a table in the cafeteria. One bottle is differently
shaped and colored that the rest. This is meant to show that there
is one girl at my lunch table who doesn’t fit with our group.
She doesn’t drink Snapple like the rest of the girls, which
capitalizes on the fact that she doesn’t fit in. One of
the most striking pictures is one of four girls all wearing the
same style of Old Navy Tech Vest in the hallway outside of the
bathroom. They are talking and laughing, and are obviously very
comfortable together. . . My favorite picture is one of a group
of girls standing together in the bathroom. This represents something
that I call “the bathroom group”. The bathroom group
is an objective group that consists of pretty much anyone who
comes into the bathroom to socialize. Every girl in there is from
a different group, and yet the girls all mingle and talk. This
is one of the best examples of an objective group because, although
I know this sounds odd, no one is judged in the bathroom.’”
(Beach & Myers, 2001, p. 117).
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Through her hypermedia project, she documents the ways in which
female adolescents move in and out of different peer group worlds,
adopting identities consistent with the rules or beliefs operating
in these worlds.
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In their study of their video game playing, Justin and Brett
noted that many young players of video games construct future possible
identities through play:
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…sometimes a young child will fantasize about being the
basketball player or soccer star that they are controlling in
the video game, and they will learn to love and idolize that player
for the rest of their life. That is a way that video games shape
a person’s dreams or identities. (Beach & Myers, 2001,
p. 176).
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In a project on the characteristics of effective versus less
effective romantic relationships, five ninth grade State College
girls-Alyssa, Audra, Amanda, Kim, and Alissa, created a video drama
portraying couples’ different beliefs about romance. In her
essay about the video, Alyssa explained:
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“The relationships each portray their own set beliefs and
morals. . .The difference is that the good couple communicated
with each other. They also had organized places they could go
where they could be together outside of school. The bad couple
never communicated and they didn’t go out with each other
that much.” (Beach & Myers, 2001, p. 141)
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To explore the ways in which the ideologies or discourses of
sports define adolescent identities, State College student, Stephanie,
created a Quicktime video containing a montage of images from magazines
that portrayed how the media represents ways in which participation
in sports is shown as marking one’s identity in a peer group
or community. As she explains:
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“For my final project I used the computer and scanned in
pictures and added music to it. The social world I was portraying
was sports teams while linking it to the social world of friends.
In my final project I chose all the images from magazines for
a purpose. I went through tons of magazines before I found them.
. .When you play on a sports team one thing you should expect
is for people to cheer for you and give you team spirit at your
games. The very first image of the fans in the crowd was chosen
because not only do you become friends with your team but you
become friends with the fans as well. Every ones dream and desire
is to win their game they are playing. One of my pictures fitted
this thought. This picture was of a baseball player sitting on
the shoulders of his teammates because he won the game.’”
(Beach & Myers, 2001, p. 99).
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Students also use digital tools to define hypertext links to
information about traditions or historical developments, allowing
them to contextualize current practices in a world or system based
on past developments. Middle
school students used Storyspace™ (Bolter, Smith, &
Joyce, 1990) to construct hypertexts based on research on American
history and culture (Patterson, 2000). See ACE
Online.
For example, in writing a collaborative story about a slave captured
in Africa, the students created hypertext narratives with links
to information about slavery. In using Storyspace™ a hypertext
authoring tool published by Eastgate
Software for making these hypertext links, students went beyond
just presenting information about people and events to understanding
people and events as shaped by historical and cultural forces (Patterson,
2000)
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As Patterson notes, working with StoryspaceTM shifted students
away from simply rehashing information about persons to understanding
people and events as shaped by historical and cultural forces. Fiction
authors also use StoryspaceTM to create hypertext fiction organized
around different optional storyline pathways similar to the “Choose
Your Adventure” novels. Readers can select their own optional
links to create their own story version. Readers click on certain
words, phrases, or images to move to other links. There may be certain
endings, but there is often no set pattern of links. This raises
the issue of whether author’s can control their readers’
experiences in ways that foster an engaging narrative experience
based on traditions of building suspense and inviting predictions
of story resolutions.
Greg Costikyan “Where Stories End and Games Begin”
argues that this amounts to an inferior form of narrative:
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Hypertext fiction lacks one of the key ingredients that makes
games compelling; there is no goal for the reader, other than
getting to a point where he or she "gets" the story.
You're faced with a series of decisions--follow this path or that
one--but there is no context for your decision. There is no reason,
other than the desire to explore, to choose one path over another.
Reading hypertext fiction, unlike playing a game, is purposeless
exploration and does not produce the same sense of desire, of
compulsion to "play." In other words, hypertext fiction
is an unhappy compromise between traditional story and game. It's
game-like in that the player has a variety of options, but not
surprisingly, since it's created by people who by and large have
little interest in games, it has few of the other aspects that
make games appealing. Works of hypertext fiction are lousy games.
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For examples of hypertext fiction see the Reading
Room at Eastgate:
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Click here for Robert
Coover’s hypertext fiction
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Digital tools are also used to create communities of learners
who can share ideas and messages in on-line sites. The Inquiry
Page housed at the University of Illinois is designed to help
teachers share inquiry-based teaching units, teaching successes,
and collective expertise (Bruce & Davidson, 1996; Bruce &
Easley, 2000). Teachers engage in mutual inquiry through their access
to resources on teaching and learning, articles, project links,
curriculum units, and content resources. Users of the site are themselves
the developers who
reconstruct the tool as they use it. Participants may also share
video, photos, graphics, texts showing people engaged in inquiry
in different settings and access resources involving a dynamic incorporation
(using Digital Windmill) of the Open Directory category on Inquiry
Based Learning.
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This site represents new generation of web design that serves
the social needs of teachers to mutually engage them in co-inquiry
about problems, issues, or dilemmas. Research on uses of these sites
indicates the importance of quality of the social interaction in
this on-line co-inquiry. For example, Barah and Schatz (2001) analyzed
the development of a web-based learning site designed to foster
sharing of inquiry-instruction ideas by Indiana math and science
teachers in terms of the components of evolving activity systems.
This web site was initially designed as a tool by University educators
to achieve the object of more discussion/sharing about inquiry instruction
with the outcome being improved understanding of inquiry-based instruction.
However, given the lack of participation, the University educators,
along with teacher participants, shifted the focus of the web site
to emphasize participants’ mutual collaboration at the site
around inquiry-based math/science instruction.
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This suggests the need for new, broader definitions of literacy
and texts operating in schools. In this course, we will be using
media literacy to include a range of different types of literacies
involving understanding and producing texts. These include a range
of practices involved in responding to and creating texts: film,
television, radio, CD’s, DVD’s, music, the Web, e-mail,
websites, hypermedia/PowerPoint productions, and print texts (magazines,
novels, poems, etc.).
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Each of these different types of texts requires the uses of particular
types of literacies. For example, responding to and creating television
involves the uses of “televisuality”—a
set of literacies involving understanding and producing television
images:
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Students can use new media to explore issues in their life through
multimedia productions about their everyday experience. For example,
in a university-community
collaborative after-school/summer program in Oakland, California,
DUSTY—“Digital Underground Storytelling for Youth,”
adolescents create and display multimedia digital stories consisting
of a narrative with the author’s voice along with photographs,
video, and
music (Hull, 2003).
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Glynda Hull (2003) cites the example of a story by Randy:
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“Lyfe-n-Rhyme.” “Mama’s only son is
mama’s only gun with a guillotine tongue,” rang one
rhythmic powerful line, as images of Randy and his mother morphed
into photographs of the county jail, while the music of Miles
Davis floated in the background. So proceeded Randy’s social
critique and commentary on life and opportunity, or the lack thereof,
in his city and country… One of the multi-media practices
that is foregrounded in Randy’s
aforementioned piece is the recontextualization of images. 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. By removing
these images from their particular historical settings and re-purposing
them within the context of his own creative universe and his own
social world in Oakland, Randy demonstrated a very powerful authorial
agency. This kind of compositional strategy is possible through
alphabetic writing alone, but it can assume a special performative
power and an aesthetic dimension through multimedia, at the same
time that, as in Randy’s story, it relinquishes some of
the precision of claim and evidence associated with traditional
argumentation (p. 231)
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Hull argues that these productions lead to rethinking traditions
notions of literary operating in schools:
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Thinking about multi-media composing like Randy’s story,
other forms of technology-mediated popular culture, and examples
of youth cultural performances such as spoken word and poetry
slams can push us to think anew about theories of literacy. In
the current context the old debates about orality and literacy,
as well as long-held distinctions separating the personal and
the analytic, seem
almost quaint in their dichotomous views, given the complex combinations,
juxtapositions, and manipulations of spoken and written language
and other semiotic systems and designs for meaning presently possible.
There is much room, then, to explore and learn from the new formulations
of literacy embodied in youth’s cultural performances (p.
232).
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