Traditional classroom teachers believe that they are educating students to lead productive lives tomorrow. They are preparing students for the future and that it is the responsibility of the student to learn. While youth media programs and innovative teachers are taking this a step further, teachers of the media orientation look at their teaching not only as future knowledge but relevant knowledge that will be applicable in the workplace. "All the structured educational efforts around new media that we observed are justified, at lest in part, by the argument that they are helping to develop job-relevant skills." (pg 298, par. 2)
2. With some important exceptions, how are lower income youth marginalized from using digital media in ways that might provide them with economic empowerment?
The text explains this best. Page 298, par 2
"Schools are NOT[emphasis added] the dominant sites of access to these forms of preparatory training with new media and information technology. Privileged homes take new technoogy for granted,.....By contrast, low-income familties struggle to keep up with the rising bar for participation..." Essentially what the text is explaining, and is applicable here in central WV, those with access to technology make it a part of their daily lives to the point where it is just part of who they are and what they do. New technology does not stay new to them for long. Economically disadvantaged students do not have access to the latest technology and therefore end up on a slower learning curve than their peers. They are no less capable of learning the technology, but as their access is limited they will take longer to learn and embrace the new technology. In the long run, they may not be as competent as their more affluent peers.
3. In 2005 the CEO of IBM announced that if we wanted know what business leadership looks like in the 21 century look at what is going on in MMORPG's. After reading Box 7.4 does this make sense? Are you impressed by the levels of commitment and collaboration it takes players to be successful in these games? Do you have new respect for gamers?
As the authors explain the role of the linkshell to the success of the unified target I was able to visualize how this teamwork, leadership, and ability to locate additional resources could easily play out in boardrooms, trauma centers, emergency scenerios, and a variety of other real life situations. The players in the linkshell are unified in their goal, they share a common knowledge base, and they are learning to work together and to adapt to new situations as they arise, when they arise. I had never really looked at gaming from this perspective, I am guilty of getting all glassy eyed when young people start talking about their role playing exploits.
4. How do school need to change to become learning environments that cultivate the same kind of enthusiasm and commitment from young people like NeoPets did for Eddie? How can digital media play a role in the creation of these kinds of environments?
In more "traditional" learning environments it has long been accepted that there are auditory learners and visual learners. As part of the 21st Century we must accept and embrace the fact that there are now multi-modal learners. Just as it has long been recognized that not one particular teaching method works for all students educators are now challenged with broadening that base of resources to be inclusive of the multi-modal learners. That is not to say that multi-modal is the only way some students will learn, but it is the easiest way for the to learn. It is interesting that Eddie himself recognizes the perceived value of neopets, "That everything had real consequences." (pg 333 par. 1) Eddie knew that his actions caused a reaction and that he would benefit or suffer the consequences of those actions. That is a very difficult lesson for many young people to learn.
I really like your connection to the skills used in the "gaming" experience and the potential transfer to business and health professions. When employers complain about there not being enough people with the skills and qualities they need they are referring to exactly the problem solving, collaboration, persistence, dedication, we witness in hard core gaming experiences.
ReplyDeleteYour are right! The key to engagement in the classroom is curriculum that is relevant and authentic like neo-pets! It's difficult to create these classroom experiences in the classroom without digital media!