Wednesday, May 4, 2016

Mimi’s Minecraft Mania by Debbie Bagnato

So perhaps I should name this “Granny goes gaga over games!” In truth, only the Minecraft game and it did not begin very well at all. It all started on 3/2/16 as I ventured online in pursuit of Minecraft and found instead a whole new level of discomfort. Feelings of incompetence with online navigation is not new to me, but this is a game children play, including my two eight year-old grandchildren.

I figured they could help me, but neglected to factor in that I do not see them every day as we do not live near each other. And when we get together, they expect me to do other things.
My grandson did try to show me how to navigate the screen when we went to the mall. But kids like to show their skills, not showing their dear old granny (or Mimi as he calls me) the baby steps I desperately needed. So, I went back to my reading and mini-demos in the hope they would show me how to begin. They did not. But I did learn lots of interesting Minecraft dirt (hee hee) which I’d love to share with you. First, let me get back to my endless stream of gaming discomfort…
From the initial steps on my laptop, there was trouble; Amazon would not send the game to my computer but promised it would appear instantly on my Amazon Fire. That happened to be buried in my closet as nobody was using it including me. It was a lovely gift from work, all set up and ready to go but completely dead. I resurrected the poor tablet and put it on the charger, confused as to why they couldn’t simply send it to my laptop. It all made sense later when I realized I was buying the “pocket” edition, made for phone or tablet (duh). Once up and running, I tried a practice game offered by Amazon, “Sidewalk Surfer” (my very first online game). I was horrible, but someone had a lower score so I felt redeemed. Until I realized they might be very small children. Discomfort returned; next I could not get off the page, but finally did. Good grief!

A few days later, I began to explore Minecraft online; I wanted to understand what it was about before I tried it on the tablet. This helped me feel a little more in control and I enjoyed learning about this amazing phenomenon. A sandbox game is fine by me—I am a beach lover.
Placing and breaking blocks is also fine—until I actually tried it myself. One needs to be very careful where they place the blocks they choose to use. I gained lots of basic information from their site and hoped to find the actual demo; it never downloaded so I watched all the shorter clips and took notes (yup, I am a nerd) so I could have a clue when I began the game. But do let me share the game history!

Markus "Notch" Persson

It was created in 2009 by a Swedish programmer and gamer named Markus “Notch” Persson, with co-founders Jakob Porser and Carl Manneh. Working with the company Mojang, in late 2010, they developed the game further and in 2014, Mojang was picked up by Microsoft. Markus and his pals are doing alright. The game itself is “procedurally generated” and as a player you can focus on gathering resources, building your lego-type fortress, crafting, decorating, or adding people and animals too.
It all starts with “punching trees” which is actually fun to do, and necessary to clear areas and get supplies. If you prefer risks, you might try combat instead of creative mode. And it is all set on a sandy beach with the ocean nearby. The world you create can be endless once you get to where you have cleared the way and can start to play. So, throughout March, my Minecraft 101 training began and I bothered my grandkids to show me stuff—anything! But as I begged for help, I realized that this was just a game they played and “made it up” as they went along—just like when my son and grandson are in Legoland, playing with the blocks.
When they are done, the next dad and son knock their creation down and use the blocks to start their own. I needed to just do it (like a Nike ad). So, I reread all my highlighted notes, and printouts to prepare to play. How ridiculous am I? But, I thought it would help, and (sort of) did--once I got things started. The Parents Guide to Minecraft did offer some level of comfort to my awkward beginning.
Realizing that I could stay in creative mode was a big step for me; the problem was getting the knack for punching trees, and then using tools to break walls. Little steps, and my notes, got me there. The procedural concept turned out to be fascinating as each new “map” or world is unique. I have three different worlds that are my crazy creations. One of them, my favorite, got lost for a while when visiting my brother in Italy. But do let me explain… After I got through the basics for starting up (punching trees, getting supplies, using picks and other tools) I learned the importance of torches. My first, and still favorite world was going to be a beachfront castle.
By other people’s standards, it is still very simple but to me it was a masterpiece. Except the one wall was too big and cumbersome—it was ugly. So, I tried to break it but it would not budge. Then I had an idea—I’d use the dynamite to bust through it! But, the dynamite would not blow. Instead, it seemed to grow, and grow, and grow. It was taking up the whole screen and none of the tools would work! Well, I needed a kid, and I knew it.


4/21/16 My brothers first birthday party, up in Casalino, had--you guessed it--many kids so I found one who really knew Minecraft. It was Gabrie, who I’ve known since he was a baby, and one of the best-natured kids you could find. With his older brother Elia to help with translations, he suggested I use the torch to light the dynamite. WOW! Why didn’t I think of that?
The child is obviously brilliant, so I thanked him and once back in Firenze, I pulled out the game, lit the dynamite with the torch and it blew sky-high so fast, I couldn’t get a picture.
Happily I noted that the property was not damaged, or the sheep, cow, and occasional dog (he comes and goes). At first, I had no idea where the animals came from but I evidently clicked them in when I first went into settings; I’m quite pleased as they are noisy but fun company. The days and nights come and go quickly but when you lose your way at night it can be spooky so I did add some torches to key areas for light.
Because I still had questions for Gabrie, and wanted to thank him for his suggestion, I couldn’t wait till we went to the Rossi’s for dinner (and another birthday party for Timmy!). While we waited, I added animation to the water in settings, but needed to figure out how to get the Lego man on the screen. Luckily, I started to get better at navigating and revisited the first “world” I created. Now I could add and remove things with ease, which made me feel much better. I decided to return after I got more tips from Gabrie, the Minecraft wizard.


4/26/16  Finally, Tuesday night arrived and with my tablet handy, off we went to dinner at the Rossi’s. As we were sitting on the couch chatting with Fillipo and Serena waiting for the kids to finish their homework, little Giuseppe wanted to see my Minecraft game. Of course, I let him—I was the guest, and he is an adorable five year-old. My sister and I watched as he quickly navigated the screen to places I’d never seen. He seemed quite gifted. Just then, Gabrie arrived and looking dismayed,  grabbed my tablet from his brother. It seems little Giuseppe does not know how to play and navigated so far away from my castle that we could not find it! Very sadly, I put the tablet away. But Gabrie gave me a lesson on the one upstairs; actually we all watched. And then I understood how much one could do with this game. The videos on YouTube demonstrated the games potential, but this was a ten year-old kid creating amazing things in front of our eyes! I cannot make the roller coaster he made at the end of his lesson—I don’t even know if I could on the tablet, with guidance—but I did pick up more basics that have helped me with building and breaking through walls; simple but necessary skills.

5/2/16  Finally, after starting another new world, and fixing up a little on my very first one, I found my island with my sheep and dog! At first I could not get it to the forefront but there were animals with illuminated eyes and my lego man—the one I couldn’t get on the screen—bobbing around in the water.
The other Lego man was digging a hole with a huge piling, so I must have clicked on them enough times to make two. He must be camera-shy as he moved each time I tried to take a photo. Next I figured out how to manipulate the screen to my favor and brought my island retreat to the center.
After watching Gabrie, I’ve been placing torches along walls, perimeters, and caverns for light and safety. I still cannot get the food to appear on the tables so I have food walls and doors. I see that to really master this game would take much longer, but I am content with the steps I’ve learned. Game-playing is a pleasant diversion, and kids actually have that kind of time to invest.

5/3/16  My sheep has grown and it is huge! I finally got my house back to normal and moved the bed (enormous) as well as two crafting tables. One table is on the deck and the other on the first floor patio; I added a picture to the wall and some more torches, but still cannot get food on the tables. The animals seem to nibble the food walls so it’s okay. They all make happy sounds and the sea creatures’ splash and play; perhaps I should move there and join the fun.

The other two worlds are nowhere near as done but the one is a cavern and quite crazy; there are many active lego men of different colors and design; their activity is very intriguing.
The remaining world was always raining and although I tried to do some building it was hard to work in the rain (no kidding). I just got to revisit that one, as the rain finally stopped but didn't build much. Instead, I cleared areas and planted some lovely tulips.
After all this worrying, and major feelings of discomfort, failure and desperation just trying to master what my grandkids “pick up” from experimenting, I am quite pleased that I got this far with my limited skills. And I’d recommend it as a fun alternative to watching TV or other sedentary pastimes—when you are able to build anything you feel like you accomplished something great! And if you have kids who play they might even show you a few things…



Thursday, April 21, 2016

New Media Studies: “Democracy, Civic Engagement, and Activism & Reima...

New Media Studies: “Democracy, Civic Engagement, and Activism & Reima...: Because of the far reach of participatory culture, Henry explains that “these communities encourage conversations about social and politica...

“Democracy, Civic Engagement, and Activism & Reimagining Participatory Culture” by Henry Jenkins, Mizuko Ito, and danah jenkins

Because of the far reach of participatory culture, Henry explains that “these communities encourage conversations about social and political change” (152). His focus on “the civic imagination” involves youth and all members of online communities’ ability and responsibility to make change happen. Henry remembers how Star Trek in the 1960’s, and his fandom associates, served to transform him politically. Sharing with us his highly segregated childhood, it is understandable how television offered such exciting and multicultural benefits. Later, he relays his grad school mentor’s writings about teen girls and Madonna, illustrating the early signs of third-wave feminism. As Henry’s involvement with fandom increased, he observed people applying skills from their hobby to political activities AND witnessed Madonna fans evolve into feminists asserting authority through their everyday lives. Because Henry’s background is in political science, these must have been immensely exciting observations and connections. 

His MAPP team is very focused on both locating and supporting the many change movements involving youth in today’s society. I applaud these efforts, as my political orientation is limited (but quite liberal) and several of the movements started online by youths are impressive. The Dreamer movement is one that stands out in particular, and their utilization of technology—especially when so many of them had no digital access in their homes. That shows extreme determination; working on school equipment and public libraries means you only have access when those computers are available. The ownership displayed by their actions as they organized the platform, kept their goals in sight despite great resistance, and were not afraid to use their voice, serves as an important model for others to follow. Henry is right about student governments being limited; they are not really a “stepping stone” because the students voice is not really heard. Youths who take leadership seriously should try running a fan convention or step up on a political issue of concern as these actions and activities have weight, responsibilities, and repercussions to be considered. This forces them to think outside of their personal space and become civic-minded individuals. The point danah makes is essential: “In most…gaming environments participants must learn how to negotiate productivity with people, including strangers” (164). This represents a fantastic growth opportunity for our youth and the chance to grasp the tools and skills needed to become a civic-minded person. 

I was fascinated by the Harry Potter Alliance (HPA)—this is such an awe-inspiring form of activism. Andrew Slack, its founder, cleverly crafted an amazing model and integrated fandom and activism into its core. I had no idea, or perhaps never gave it the thought it deserved, of how powerful a force fandom has been through history. Henry’s review was quite an eye-opener. Star Trek was a staple in our home back when I was a wee one, and never did we know it was almost cancelled (I personally was a Lost in Space fan, but eventually grew into Star Trek…).The power of fan communities like HPA is greatly intensified by their media skills and the use of social networks to bind them together globally. Mimi again reminds us that in the gaming world, this type of connectivity is the norm which makes sense as they use those platforms to test their skills against other gamers across the globe. I couldn’t agree more with danah’s “three key pillars” for youth empowerment; safety, skills, and opportunities. These simple but necessary guidelines set the scene for activism to occur, but safely
Henry’s mention of the Harry Potter rides and the “size” issue was a source of concern but he is right to suggest that fans do their thing. If they would exert pressure on Universal Studios to make the changes needed in order to accommodate fans of various sizes and shapes, the outcome would benefit everyone involved. Skills acquired through fandom status could eventually change the world if properly directed!

Finding out that Superman is an illegal alien was not exactly news, but I prefer to think of him as a proud immigrant who just happens to be “a strange being from another planet…” Just remember he now fights for global justice because we are a global world (but he is still faster than a speeding bullet…).
The Kony 2012 campaign was quite a success—but one the people behind it were not prepared to handle. That sadly included the youths who passed it along to promote its message without really having a grasp of its information. The safety step was not considered here. The “It Gets Better” campaign danah speaks of had an even more serious backlash. Its creators may have meant well but LGBTQ youths posting videos online placed themselves at the mercy of mainstream society—and teen peers can be the most merciless. The necessity of the safety factor being first on the list, as danah implicitly states, is blatantly visible here, when teen suicides are the result. A safe space has to be implemented before putting anything up for public scrutiny. Anonymous via 4Chan is a group with muscle and it takes on some weighty issues. I believe these are wonderful strides and there are adults as well as youths in these forums, but safety should always be regarded as the first step Young people will not embrace politics, but rebellion has been a teen turn-on for centuries. Using safe measures to move youths towards cultural change is a step towards political action, and a dynamic of greater appeal.


Chapter 7 “Reimagining Participatory Culture” reviews all the key elements discussed within this text. They state “Participatory culture is by its very nature a work in progress” (180). Their attraction to this ever-changing concept began through fandom (Henry), geek culture (Mimi), and various subcultural identities (danah), coupled with the fact they all wanted to promote greater educational opportunities through the use of media. The always changing state of the phenomenon known as participatory culture is what keeps it alive and continually challenges its participants to create new opportunities. The authors agree it has no particular political orientation, is both descriptive and aspirational, and is always about people---technology is the tool used to reach them. Capitalism exists as corporations want their hand in anything if there is money to be made. Our scholars do reassure us that many aspects of participatory culture are “quite resistant to capitalism” (185). Most important it is “an evolving concept, that always gets read in relation to existing practices and norms” (186). The conversations in this book were both informative and impassioned as these scholars discussed projects so close to their hearts. These concepts and platforms are inspirational and hold great promise for our youth as well as the rest of us online nerds. Hopefully these conversations will be the starting point for even more participation and greater results.

NetProv, Air-B-N-Me, Periscope and my hidden life as a lurfer...

Air-B-N-Me, Netprov, and Periscope have been the source of fun, silliness, connectivity and creativity. Which is great because they all began as a source of confusion, frustration, and one major disappointment when we (those who began early) learned that Periscope is extremely temporary, and our videos for swapping purposes were gone! Initially, the confusion was a result of the novelty of this game; once I realized that, my frustration left instantly. It is always fun to be the first group to try a new concept out and that is exactly what we did. My first timid steps were spent creating my profile. I struggled with what attributes to give my character, how offbeat she might be, and read over the samples offered to solve my dilemma. My character is very similar to me, had I stayed in dance and NOT stopped to marry and have four kids. I tweaked some things for fun, and made her name Deb Dupray as a play on “Deb do pray” (and not my alter-ego who works in adult films Dr. Z, though that may have been more enticing for swapping!) Once that part was accomplished, the rest was easier and actually became fun. Periscope was a letdown as getting a video of your hands and feet is not as easy or entertaining as one would think—the angle is terrible! Many failed attempts were deleted before any were acceptable to post. Perhaps if I was shorter it would have been easier but the challenge was a time consuming process, and then the videos were gone. Sew Nice-or is it?Unfortunately, only this one saved to my phone so I had to create new posts and different periscope videos to match. However, it was an inconvenience that ended up being fun as the spirit of NetProv is that spontaneity associated with improvisation. I became easily hooked because of this pace.
Because nobody lurfed my ads, possibly because of the expired Periscope link, I became the lurfer, and lurfed many and frequently; it became an addiction. If I was actually paying for these swappertunities, I’d be broke. My first steps were within my group—Jibaro’s wife and then Destiny, but those were my group members. I needed to be more daring, and went out into the world of Air-B-N-Me. So far, I’ve had a lovely beach day which was delightful and turned into a murder mystery, which I may have been an unwitting accomplice to—it was quite some fun. And I do not know where the body is, so do not believe anyone…
Other favorites include a musical evening with food and drinks, Shakespeare readings (my favorite), an onstage performance of The Wizard of Oz, and following someone through their classes on the West coast. And most recently, some pet-sitting for Marissa! Now that the game is understood, it’s almost a temptation to go in and lurf the new posts. Some are fun; others are not for me at all. I believe that was the intent, so this whole crazy idea seems to be a success. Adding in some new Periscope videos is now fun and easy for my character as she is based on my life; and here we are! Deck Dancing I added videos and to insure their lifespan, uploaded to YouTube; anyone who knows me will recognize my grandkids and my voice—had to direct the dance class! The fellows who set the guidelines did a great job in anticipating our need to struggle through the first steps in order to then be able to simply run with it and enjoy the game. The similarities of my character does allow classmates a window into my life while remaining anonymous for the masses who are lurfing our ads as we look at theirs. The mild anonymity affords an ability to connect with anyone and respond freely as your character! Some say they’d rather just be themselves on the website, which might be better for them. In all truth, disguised by a thin veil of a character based on ourselves, makes it far easier to reveal what we want to share—as our character--and obscure or distort what is preferred to remain a mystery. Those of us who now know one another’s character names can feel free to post silly things or videos and remain somewhat within the guidelines. This short clip sadly (or safely) went unnoticed...Trampoline Time

The other people I’ve lurfed might be anywhere, which is one exciting detail of this game. The experience is, however, so very much better when people respond BACK! I was constantly checking to see if anyone had replied or (hopefully) lurfed my ads. Perhaps they can implement a way to notify the character who has been swapped or lurfed so they can respond quickly as the conversations get funny, crazy, and creative when the story continues through multiple players. The search box is a huge help, but doesn’t seem to get all the swaps and lurfs—I began writing them down but sometimes I would forget if I was having fun—oops! All in all, this was fun and I wish I would have internet on our trip so I could continue through the week. But, I started early and have had lots of swappertunities, lurfed many, and finally had someone swap my Costume Shop video (nobody wants the ones with my grandkids—guess they know they can be a handful!) I will be doing this silliness until I leave for the plane, so here’s my two thumbs-up to Air-B-N-Me! 

Thursday, April 14, 2016

Learning and Literacy & Commercial Culture by Henry Jenkins, Mizuko Ito, and danah boyd

In Mimi’s introduction, she discusses her research and its focus on young people’s use of digital culture. The learning approach she is developing, “connected learning” is impressive, as well as her investment and its growth among educators. I especially liked her example of math and its applied practice. So many people insist they are not proficient at anything mathematical, yet can and do manage to use math every day; they measure ingredients, pay bills, and add up groceries, to name a few. Perhaps they had a hard time with classroom math yet can apply it in their daily actions. This practice is put to the test every year in my store when local schools bring their students in for “Young Consumers Day” where students are given a sum of money to shop with and must create a list they have to shop for. They are split into groups and use their own learning tools to “shop” and must stay within their budget.
Some use a calculator, pen and paper, or mental math to keep track of their shopping; teachers and employees, are stationed throughout the store to help but the responsibility is theirs. At the checkout, each group sees if they succeeded and what they might have to leave off their order. Most do very well as their teachers do prep them beforehand and they find this practical application much more fun than the classroom---plus they get tee shirts, lunch, and goodies to take home.

 Mimi Ito illustrates a similar learning experience for “US anime fans” as they gain both knowledge and skills engaging—for the purpose of this game—with peers from the other side of the world! Learning Japanese, new digital tools, and more sophisticated writing skills are benefits they probably would not get in a formal classroom setting. But, through this passion for a shared interest, they acquire skills and knowledge for the purpose of the game that can be applied to other learning interests. She does explain the young people who learn like this are “positive deviants” or a select group who can successfully use the resources from the game successfully in other areas. 



I believe that most kids, including my own, gain knowledge about anything they enjoy doing with their peers, online or through other afterschool ventures. They also take pride using that knowledge in scholarly pursuits because they believe they learned without studying. Peer learning is as vital as peer review in classrooms; great strides can be made by this type of learning approach as students are not trying to get a good grade, but having fun learning a game with their classmates. Even the less confident students might feel they can take the lead if it’s a game—everyone has an equal opportunity. The goal is to understand the details of the game so one can get to the next step; through this process, they are picking up numerous other skills that can be pointed out later, so they realize their accomplishments. 


I was quite impressed by the work being done in “connected learning” for all students and its predecessor, the Digital Youth Study. The “wide range of youth interests” (94) really make this such an exciting platform—I was a dance, music, Theatre and Lit nerd as a teen myself! My own kids all had different interests, as did their friends, so this variety offers everyone something they will embrace—and will find peers with similar tastes. I agree with Henry that a classroom which is too authoritarian leaves little room for a student’s individual voice, or provides a safe haven to pursue their passions. It seems that Henry uses participatory learning to define what Mimi Ito refers to as connected learning. Henry explains why it was introduced as participatory which clarifies the discrepancy; at times, the back and forth discussion was almost like being with them as they voiced their opinions. As danah spoke of information overload, I agreed wholeheartedly, and Henry’s history review brought to light what I was thinking—this has happened before and probably will again. History does repeat itself and humans do adapt.

I personally cheered for Wikipedia and their support and here is why; I always go there as I am researching, much like as a kid, I went to the encyclopedia first as a sound resource. Since research shows that Wikipedia is at least as good as Britannica, I do not understand certain educator’s adversity to its use. It is seemingly more objective than personal discussions and there are always lots of scholarly sources to pick from that they have referenced and cited. This can be an incredibly valuable first step in the research process, and Google is now and has been my very best friend.


Loved danah boyd’s historical review (in chapter 6) on Web 2.0 and how it came on the scene. She seemed to be right in the thick of it, which was great for me as I really know very little about that whole period. Her enthusiasm and memories made it come to life, and Henry’s grasp of how to deal with the very capitalism that danah hates was an interesting dichotomy. Enjoyed the insight on Mark Zuckerberg that danah gave; I was rather curious about him and his success. From the conversations in this section, it is easy to see how danah’s idealism conflicts with the capitalism she faces in her work. Henry finds a medium to help the capitalists work for the greater good—to some extent. Mimi seems eternally the optimist, which is a remarkable quality; together they are informative through their very diverse and often similar experiences in this growing field.

Saturday, April 9, 2016

Youth Culture, Youth Practices & Gaps and Genres in Participation by Henry Jenkins, danah boyd, and Mimi Ito

     
Chapter Two opens with danah boyd guiding us through youth culture and practices, focusing on a discussion of today’s youths alleged sophistication with technologies. The title associated with our teens, “digital natives” may be true in that they are growing up in a world where computers and media are the norm. That does not mean all teens have the same exposure or availability of devices. Also, separating youth from the rest of society, and firing that distinction through media, is reminiscent of my younger days and the dreaded “Generation Gap.” Next we may be referring to anyone over twenty-something as “The Establishment”, so watch out world; history often repeats itself. 

The primary reason people older than these “digital natives” are unfamiliar with computers is because they don’t want to learn how to use them. Many people older than me (and I am not a spring chicken) are far more computer savvy than me, because they either have time, or make time, to navigate the net and then freely communicate online. It is all a matter of choice, asking questions, and trying something new, whether you are a tween, teen, or a senior citizen.

    The history of teenagers and their novelty as a targeted group is fascinating and something I have researched before. Marketing strategies for all ages from babies through teens is still relatively new and a growing source of income for many types of business. The availability of internet to most young people lends credence to the concept that teens are growing up with these technologies. In truth, my eight year-old grandchildren can both play games on a tablet or computer far more easily than I can; even the four year-old can operate a child’s version of a tablet loaded with learning games and songs. That indicates there is some truth to these statements. But there are specific areas of these technologies more appealing to youth culture, involving teens and tweens more directly, and these often span both teens and their parents (and even grandparents. Mimi, danah, and Henry are understandably concerned with the growth and reach of internet culture.
They recognize the ways social media provide forums for youth to express themselves and acquire that sense of autonomy all teens desire. Henry reminisces about the limitations in schools on software, particularly gaming, that he witnessed with his sons. Nobody recognized the potential of these games to spawn creativity in youths. I enjoyed all three authors, but found myself relating easily to Henry; perhaps his voice sounded the most experienced. I especially enjoyed the reflections of both Henry and danah on their high school experiences; these reminded me of many of my feelings during my high school years. My best friend moved to Massachusetts, so internet would have been a delight; instead we only had long distance calls and long-awaited visits. One positive outcome was my autonomy and feelings of independence on those visits, to make new friends, and gain different perspectives. It was limited but if teens can now explore such things online, and learn from those experiences, that is a very rich outcome. I, naturally, wanted to move to where I met wonderful new people, was with my best friend and her family (where I felt the happiest) and had fun becoming the Debbie I wanted the world to see. I also loved my parents and friends at home in Weehawken, and was not actually going anywhere! But the ability to “find myself” (note: this was a big thing in the 1970’s) became available by being away from the familiar.

 I believe, that teens exploring online communities and social media can find these same possibilities without traveling away from home. It can be the best of both worlds if used and not abused. I enjoyed danah’s escape for that reason—she needed the getaway from her small town and found it online. Which presents the question of stranger-danger; as a parent, those possibilities frightened me when my kids were younger and still do. I knew people who pursued friendships through chat rooms and there were, and probably still are, some unsavory characters out there. Precautions must be observed and enforced, but online communities offer many benefits, particularly to teens. As Henry says: “Young people do not need adults snooping over their shoulders but they do need people who can watch their backs” (52).


“Gaps and Genres in Participation” starts with Mimi leading the discussion, illustrating the differences in opportunities for internet access depending on economics and culture. The narrow difference in participatory politics among all races is an encouraging sign for young people in general. As danah points out, usually the politics that are “noticed” are those of middle-class, privileged kids, and not the efforts of the poor or working class teens. The goal is to close that gap with” well-positioned policies and educational interventions” (73). The discussion of Muslim youth and their struggle to have a voice is discussed by Henry; in lieu of recent events, that process sadly faces an ever-widening gap. Teens have always gone to great lengths to thwart any restrictions placed on them; when danah began to discuss this topic, I wondered how she knew my kids…As she talks about T-Mobile, Sidekick and the pre-pay option, I was convinced she knew my older son. He could not afford an iPhone back then, but always had to have the newest gadgets and the connectivity that went with them.

Mimi’s observation through the Digital Youth Project that: ”lower income teens…had more autonomy, ingenuity, and resourcefulness” (77) seems very true to form. Having worked with so many students doing shows in two very different areas, and watching my own kids and their friends, it does seem the kids with less often take on and show more responsibility. However, as danah states: ”Knowledge and skills matter little when you don’t have the social connections to open doors to opportunities” (77). She refers to the story involving the young man whose gang photos on a MySpace account, probably to fit in and stay safe in his community, jeopardized his entrance to college, and ticket out of that society. Looking at his situation illustrates one way connected learning should help kids improve their online status and connect to things that will benefit their future goals. This type of learning, and these skills are essential to future success, both personally and professionally, for all young people.

Tuesday, April 5, 2016

Defining Participatory Culture by Henry Jenkins, Mizuko Ito, and danah boyd

Just wanted to write my thoughts on the opening chapter; many of these concepts are fairly new to me so I need to see what the "experts" in these fields are both saying and doing! Henry Jenkins creates an image of participatory culture that is easy to like, defining it as “one which embraces the value of diversity and democracy through every aspect of our interactions with each other” (2). A culture that expects and allows us to live, make decisions, and express individuality as well as camaraderie through a variety of forums. Jenkins seems to be a voice among voices, much like Howard Rheingold in this arena. We are guided by Henry through the dialogue he, Mimi Ito and danah boyd share, illuminating the diversity of their connections to participatory culture. The widely different perspectives, values, purposes, and emphases are discussed by these three to the point of argumentation, validating their individual investments.  
                         
Mimi claims her focus was initially on geeks whereas Henry admittedly focused on fans and "fandom." Mimi approached media through the learning sciences, where education is perceived “as an act of participation in communities” (5). She explains in this approach, the learning and participation emerge from the day-to-day experiences of living and sharing in communities instead of educational settings. danah’s early impressions of participatory culture were from Henry, as she was his grad school student. After moving to San Francisco in the early 2000’s, working on the early phases of Web 2.0, she began to see the things Henry described in action. The “ground floor” concepts had blossomed and, judging by the three different perceptions offered here, taken on many different faces and abilities, dependent on who is speaking.     
                                              
Henry’s samba school and its mode of engagement is a dynamic example. Different forms of learning can now be addressed and directed, as educational settings are expanded by media’s effective use. Participatory learning was a standard of previous generations. Desire to learn meant watching, listening, modeling, and then finding how to express one’s individuality through age-old forms using new materials and/ or approaches. The passing on of knowledge was a respected tradition to be upheld. Today’s society has its cultural practices, such as selfies, a form of self-expression which can reach a larger network. However, this type of involvement prompts both positive and negative effects.
            Participatory media platforms like Henry’s grandmothers quilting was a source of her society; the realities of her life I find easy to relate to. It is hard to compare that investment of self to our networked societies, but with the impersonality of many neighborhoods today, the reassurance of an online community can present a healthy, participatory media platform. Here one can share thoughts, ask for advice, and gain support with the click of a finger. Nobody needs to feel isolated.
            Participation and resistance are discussed from a perspective of danah’s early days in San Francisco when online communities challenged control of powerful institutions. Henry, at that time, sought to “describe relationship between fans and the culture around them” (14). He explains, “Fandom” comes from both fascination and frustration. But Henry cannot understand what resistance people are talking about. In response, danah elaborates, everyone is attracted to “communities that are resistant” (14). By this point in their dialogue, I am clearly with Henry. Alternatives and resistance seem to be interchangeable, and I am neither resistant nor seeking alternatives at this stage...

            The next movement is towards a more participatory culture; but is media an equal opportunity platform? I don’t imagine completely, but one can use this as a place, a platform, to establish status. Unfortunately, one needs a voice that people want to hear before they anyone will listen. Such a status must be owned before the online identity will be heard. What’s at stake? Our future selves, it seems, as the world becomes ever more dependent on the media which informs and governs our lives.