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David Truss :: Blog

August 20, 2008

http://feeds.feedburner.com/~r/Socialtech/~3/278259403/digital-iden

Emergeparty



Most of my week was taken up presenting, hosting, and having a huge deal of fun at the Emerge project three day online conference, Digital Communities and Digital Identities. I lead on the programming for the event,& recruited many of the speakers, so it wasn't altogether surprising that I really enjoyed myself. The quality of the session content, speakers, and participant contributions exceeded even my high expectation though. I'm going to blitz through some of the sessions here, linking to resources on an ongoing basis (not everything is up yet) and inviting additional linkfo where people want to contribute them. Also, a quick reminder that following the ol Emerge tag convention, we went with jiscemerge0408. We used three primary environments: Elluminate (java based online conferencing software) for synchronous activities, Moodle (open source virtual learning environment) for asynchronous activity and conference co-ordination, and Second Life (multi-user virtual environment), for the conference social. We also used a host of other tools for specific tasks - twitter, wikis, media players, and the Emerge main site (a social networking platform), primarily for blogging.



You can see a visual record of the conference here. I tried to record as I went along, using screen shots of the presenters on cam. A very simple solution to creating a visual record of the online conference, but I can't say I've really seen it used at other online events.



What were my conference highlights? One of the big things that hit home for me at this conference was the definite sense of community belonging. Certainly, community members have a very diverse experience of and understanding of Emerge, and it's primarily (as Graham Attwell noted) a community of interest. Although the Emerge 'border policy' has been a
semi-permeable and pragmatic one
, our majority of our members are primarily associated with two funding rounds, designed to support innovation and user engagement in the UK post-compulsory education sector.   



However, the more important understanding that really hit home for many of us at this particular conference is the appreciation of Emerge as a community of cultural and social practice. Graham Attwell and Stephen Warburton will doubtless add to this far more graciously shortly. For me, the conference really highlighted the business of serious fun and how conductive and essential providing an relaxed, comfortable environment where people were able to express themselves, take risks and reach out. Knowing that you are part of a community which is interested in your work, sympathetic and alert too the problems and contexts you operate in, and basically on your side, can operate as a critical safety net, fostering creative risk taking and collaboration.  I'm not talking about blandly sycophantic  agreement here either. Meaningful friendship involves critical engagement - people who care enough and are interested enough to say things that might be challenging. It's difficult to have and engage openly in critical conversation - but ignoring it and hoping it will go away is a childish, disrespectful strategy which will eventually bite you in the ass.



A fun illustration of this was the revival of Frances Bell's community beard meme, originally coming from a funny critical post on the the prevalence of beards in the community  commenting on the gender imbalance of the visible community. Frances is an consummate expert in being a critical friend, and partly what I'd like to see actively cultivated in the community is  an environment that allows constructive criticism to be given and received non-threateningly.



George Siemens delivered a great keynote on Technology and Community as Identity, and raised a lot of themes which continued to resonate throughout the three days. So hats off George - you're a great keynote speaker!



Brian Kelly's session on Developing a sustainable approach to the use of web 2.0 was a masterclass in service design and management, summing up where we currently are in terms of institutional, legal and ethical terms regarding using third party services to support learners in formal education.



The Emerge Bizarre launch (mp3 file)- that went out as a live radio show - was a triumph of content and production values, and includes some interviews with a couple of our projects. Great use of CC licensed music and a big kick to us to used multimedia more effectively in future.



The ARGOSI and HABITAT projects community slot - presented by D.H. Lawrence and two ladyz also wearing rather fetching beards - The User experience of Virtual Worlds was very interesting and exciting. I'm particularly in love with the ARGOSI project which seems to be inspired by 80's TV programme The Adventure Show (which I loved! Please send me a link someone!). I'll add more detail and links to this shout out shorty.



What Not to Rez - our fashion show social on Second Life was something that I really enjoyed too - you can check out the Flickr show link at the top of the post for pictures of me in my monster-truck proportioned frock.

Posted by Josie Fraser | 0 comment(s)

http://feeds.feedburner.com/~r/Socialtech/~3/260352920/permissions-

Lolcat783278



Picture credit: Peek-a-boo by Annie in Belziers, Lolcat title added


I'm almost sure that's my most boring title to date, but hey, please feel free to refrain from reliving any duller former glories.  Anyhow, I should have two fantastic launches to celebrate soon, both of which will be of interest to people using, providing or running social networking services, so I'm going to thrash out a few of the issues I've been mulling over recently, prior to whatever trumpeting heralds my blog budget will run too.



Granularity in this context refers to the degree of choice users have about sharing their information- the choices a site member can makes over who gets to see what information and data they upload or create on site. Most services offer basic permissions within broad friend categories - you can share all your information with no-one (private), with all friends (friends in this context meaning people who you have approved/included on your contacts list), or with everyone (the public - this may be the broader site membership but usually refers to the internet viewing public).



The more granular the service, the more flexibility members have over what is made available and to who. The level of permissions granularity for any given piece of social software can actually be expressed quite simply:



who can see stuff x what kinds of stuff they can see = level of granularity



Permissions granularity is made up of there two main sub sections: the who and the what.



As outlined above, the who baseline permissions extend to three broad categories: myself (private), friends (privileges), or everyone (public). Of course across sites and services there are variations on these permission sets – Flickr for instance provides you with two levels of people you have given permissions too, labeled friends and family. Some services allow you to divide your friends list into sub-groups of your own making, so that you can label them and, in theory, manage who gets to see what more effectively.



The what refers to your stuff – blog posts, audio visual files, status updates and activity logs. So how granular the permissions are in this respect refers to how finely you can control the size of bits that you want to make available or restrict access too. So at the chunky end of the scale, you may only be able to make every thing public, private, or available to yoour pre-approved list. In the middle, you’d be able to assign viewing preferences to all of the different categories of activity and assets. Very granular services would enable you assign permissions make each individual post, update or whatever.





However, life isn't this simple. Unless permissions are easy to understand, use, and change, most users will fall back on whatever the site defaults are, or to setting up their own defaults and leave permissions management at that. Any transparency about management is obviously further complicated by the increasing use of third party widgets and services into the mix.



Overly complex granularity, like an indiscriminate friends list, leaves users in the same fall back position – ignoring permissions controls because its easier.

Posted by Josie Fraser | 0 comment(s)

http://feeds.feedburner.com/~r/Socialtech/~3/259825412/greatly-exag

Bride



According to Ewan McIntosh's feed reader, I'm apparently dead. Other than advising him to invest time in setting up a less enthusiastically morbid aggregator, I thought actually posting might be a good way to get people to stop nagging me let all of you who care know I'm still kicking. I have been (micro)blogging pretty much non-stop, but over at Twitter - where you can find me under the imaginative username josiefraser. The keen eyed amongst you will notice that I have a Jaiku feed tap on my home blog sidebar, but I'm resigned to using the far superior microblogging service that is Jaiku primarily as a lifestream service since Twitter is currently where the party is (and is likely to be so for a while: at least until Google bothers opening signup again. If you want an invite to Jaiku, let me know).



What else have I been up to? Lots of stuff around web 2.0 (whatever that's being defined as these days), including a bunch of projects on social networking and social media services for UK under 18 year olds. I've also been planning a three day online conference for Emerge around Digital Communities and Digital Identities, as well as speaking at other peoples conferences, and designing some workshops.



I've been over at Second Life quite a bit lately, I'm very excited about the fashion show I'll be hosting over there with Steven Warburton and Kisa - and astonished at the amazing work Kisa has has done building the catwalk and associated assets. The fashion show is partly a social event, partly a way of opening up discussion around identity and representation in virtual environments.



Anyway, I'm back now, clogging up the arteries of feed readers everywhere with my  buttery SocialTech goodness :)



Posted by Josie Fraser | 0 comment(s)

August 09, 2008

While conversation may indeed be king, meaningful conversation requires that we check to see whether the king is wearing any clothes.

In my research on using social or participatory media applications to support substantive educator knowledge development, it is clear conversation or professional talk is a powerful element or factor that can lead to deeper knowledge and understanding of one's practice (Hargreaves, A., 1994).

crownIn my initial examination of participant posts and comments within an online professional learning community designed to support knowledge building among geographically separated participants, I have noticed that conversations fall into two general categories with some occasional subtle overlappings. In general conversations in the online learning community fall into two types: thin and thick.

Thin conversations are those that provide little in terms of reflection, feedback,  expansion and or examination of the initial ideas presented. Thin conversations suggest the emperor is threadbare and thus offers no redeeming substance or value (i.e., the conversation is powerless).

Thick conversations offer not only the thoughts and ideas of the participant but they build and expand upon thoughts shared from the initial post. Thick conversations also provide a sense of deeper reflection and emotional cues that offer insight into the participant's sense of self. Thick conversations are not necessarily verbose; they can be short, triggering statements that lend themselves to deeper reflection and deeper contemplation. Thick conversations are the robes and raiment that make conversation king.

In my initial analysis, where these two categories overlap is where conversation may be thin, but attached resources and artifacts associated with the thin conversation are thick and rich. There are multiple examples within my study that show participants offering little in terms of content-rich, back-and-forth dialogue and conversation, yet attach multiple rich resources or artifacts to their post that serve all participants in the community exceedingly well. The conversation is thin, but the knowledge and value associated with the post appears to outweigh the apparent veneer.

Perhaps, this requires a clearer definition of what conversation in a social media supported environment affords participants. Clearly, meaningful dialogue and written exchange can be valuable to knowledge development. Yet conversation can also trigger references to artifacts outside the immediate conversation that can also provide additional meaning and value. Given that the platform being used to serve and support conversation in this instance also allows the exchange of physical artifacts, conversations can be thin in initial substance and thick with associated attached resources.

Hmmmm....

Your thoughts and feedback are clearly warranted!

 

Reference:
Hargreaves, A. (1994). Changing teachers, changing times: Teachers' work and culture in the post-modern age. New York: Teachers College Press.

Posted by Christopher D. Sessums | 1 comment(s)

August 08, 2008

Hi,  

 

I work at the DIUS in the UK.  Part of what I do is to raise awareness online about a Higher Education (HE) ‘debate’ which we have ongoing here in the UK at the moment (http://www.dius.gov.uk/policy/he-debate.html). 

 

This HE debate was initiated by John Denham, the Secretary of State with responsibility for universities, when he invited a number of individuals and organisations to make contributions on a number of specific HE related themes.  The intention being that these contributions will inform thinking on this issue leading to a formal public consultation on a policy framework for HE in the autumn.  

 

He also said that he’d like to hear from a wider audience of those with an interest in HE    particularly those already discussing these issues online – so that these views can be fed into the policy review process in parallel.   

 

Since this is an education focused community focusing amongst other things on HE I thought I should let you know that this is happening and tell you how you can provide input if you wish to.   

 

On our behalf JISC Involve is hosting a blog on the broad HE debate (http://hedebate.jiscinvolve.org/).  As you can see the blog is divided into nine individual parts on which comment is possible.  The blog is only a few days old and will be live for about seven or eight weeks.  As you can see it is early days yet but already we’re starting to see some interesting points raised, and we’re keen to broaden the debate further. Some of the issues being discussed include:  

  • What will demographic changes mean for the shape and nature of HE?
  • How are higher education institutions currently responding to student expectations?
  • How should HE respond to the fact that adults, often studying part-time will make up an ever-increasing proportion of the home student population?
  • How can the interaction between academia and public policy makers be improved?
  • How do we anticipate the international market for higher education will change over the next 10-15 years?
  • How attractive are research careers to graduates, and what can be done to enhance this?

While this is obviously a UK focused exercise many of the issues are relevant across the globe.  Demographic changes, part-time study, the internationalisation in HE, etc.  Input from anyone on these issues regardless of location would be welcome.  Broader experiences help I think with a better understanding of the issues.  

 

Thanks for reading and I look forward to reading your comments.  

 

Vincent McGovern

 

 

Posted by Eduspaces Central - Vincent McGovern | 0 comment(s)

August 05, 2008

We're pleased to announce that Elgg has been featured as the best open source social networking platform in InfoWorld's 2008 Best Of Open Source Awards. Elgg joins WordPress, which won for best blogging platform, Firefox, which won for best web browser, and MySQL, which was featured as the best database system.

From the article:

While Elgg lets corporations, governments, and schools quickly establish blogs, the system's collaborative features encourage building communities of users with shared interests. Other Elgg fine points include podcast support, file repositories, user profiles, an RSS aggregator, and branding features. Significantly, the software integrates with other IT systems and provides OpenID authentication.

Elgg is the software which powers this EduSpaces service.

Keywords: award, bossie, elgg, open source

Posted by EduSpaces news | 0 comment(s)

July 31, 2008

My colleague, Erik Black, and I had a great summer teaching an Introduction to Educational Technology course to undergraduate students ranging in disciplines from telecommunication studies, journalism, sports management, public relations, and education. The course was designed to be an overview of the interplay between society, education, and technology. Lessons were divided into thematic units that covered topics such as online identity and impression management, Internet safety, learning theories and learning styles, visual and information literacy, participatory media, social networking, games, and virtual schooling. Activities included developing a web presence (learning Dreamweaver), photoshop basics, using del.icio.us and a host of student-selected social software applications.


The uni requires that I give an exam, so I thought I would share it with you all to see what you think. Erik and I are thinking of requiring one of these questions to be addressed by all participants, then having participants select two of their own choice to tackle. I have a rubric that I use to assess student's work here. If you're interested, let me know your thoughts. As always, I am amenable to suggestions.


EME2040 SumC Potential Exam Questions

1) Online identity management: are you managing your digital footprint?

Enter your name into three search engines (e.g., Google, Yahoo, Dogpile, Cuil).

    * What shows up?

    * Are you suprised?

    * What actions can you take to ensure that you do not leave to chance your online reputation and personal brand?


2) One current concept in contemporary education is 21st century skills.

Utilizing the your web-based search and information analysis capabilities, develop a personal working definition of 21st century skills, then describe your progress towards the attainment of these skills. What have you done in the last few years to add to your 21st century skill-set and what do envision doing in the future to continue to develop these skills?


3) Social Media and You

Utilizing the Internet, select and describe a freely available online application that would be useful for individuals in your 'field of choice'. Describe how you envision utilizing the application in a professional setting? Why is this application specifically relevant to your field of interest? What do current users of the application have to say about it's strengths and weaknesses?


4) Weekend at Bernie's

Using current examples from Internet, which should include links and references where appropriate, present a thoughtful structured argument for why you feel that the University of Florida is or is not the #1 party school in the nation.

5) Social Software Application Design

Facebook allows individuals and corporations to develop custom applications for Facebook users (eg: scrabulous, superpoke, funwall). If you were to design an application for Facebook, what would you design? Why is this application needed? Who would use this application?


6) Blogging as Journalism

Utilizing your Internet search skills, provide a brief synthesis of what bloggers are saying, pro and con, about the genetic modification of plants and/or animals to increase food supply in the United States and/or abroad. Provide a listing of the blogs that you visit and also verify the credentials of the bloggers who are posting. Identify a blogger who you feel is particularly well informed and has the credentials to make commentary on the topic (explain these credentials). Identify a blogger who you feel is not particularly well informed and does not have the credentials to make commentary on the topic (explain the lack of credentials).


7) Employment Screening

Employers have increasingly begun to use Web sites like MySpace.com and Facebook.com to screen applicants and current employees. Should employers be allowed to do this? Provide a thoughtful, detailed explanation of your thinking below. Be sure to articulate possible social, moral, legal, and ethical consequences of such actions.


8) What does it mean to be literate in the digital age?

Read the following article (NYT Literacy article) and reflect on the different arguments for and against reading books and reading online. Is there a clear correlation between the decline in reading test scores for teenagers and the increasing use of the Internet? Show evidence from the article in your response.


9) Social Media and Marketing

You work for a chain of gym and fitness centers that are ready to expand nationally.  Your boss has asked you to identify three strategies for using the Internet in the new advertising campaign. Your job is to select three ways you would incorporate the Internet into the campaign and then write a memo to your boss ranking them in priority from the most to least appropriate match for the campaign.  You need to clearly explain why you selected each particular strategy and what you think it brings to a national marketing campaign.


10) Serious Gaming

Neuromatrix is a new educational video game that's designed to teach people neuroscience. It's marketed to ages 9-15. The developer, Morphonix, writes that they "are developing a series of video games which make abstract concepts of brain science fun and comprehensible to children and teens. Many software games spur kids to use their brains, but this is the first series of video games which also teaches children the science of their brains." From the game description:

You play a secret agent infiltrating a top-secret neuroscience research facility. Your mission: to track down and root out the Nanobots that have invaded the brains of the scientists there. If you fail, the Nanobots and the secret entity that spawned them will take over the Earth, reprogramming the human brain into docile submission.

Write a letter to your school principal explaining why you want to incorporate this game into your curriculum. What would be the costs, benefits, risks, and potential consequences associated with using the game?

On the other hand, if you do not want to see such a video game used in your school, provide a rational argument against its adoption and inclusion.


11) Fielder's Choice

Throughout the summer you've been introduced to many different topics, the majority of which have only been covered in a cursory manner. Select a topic, concept or idea that was discussed in class or in the online materials that you are not familiar with and find interesting. Utilizing the Internet and your web-based search and information analysis capabilities, develop a personalized learning plan for gaining a better understanding of this topic. Provide links and references that will demonstrate that you have given critical consideration to the concept and have used the social affordances of the Internet.



 

Posted by Christopher D. Sessums | 0 comment(s)

July 25, 2008

http://feeds.feedburner.com/~r/Socialtech/~3/345917407/open-source-

This week, a bunch of us from the Emerge project were invited to contribute to the OSS Watch expert workshop on profiling communities. I was asked to present, and as part of my talk looked at the current state of Open Source social networking platforms and tools. I'm hoping to follow up with an evaluation matrix of the platforms, but in the meantime, I'm happy to pass on brief details of the sites and services I looked at. This isn't an exhaustive list by any means - I'm happy to report that there is plenty of choice if you are looking to invest time, energy and resources in using open source tools. This list represents  examples of what's currently available & is not an endorsement of any particular product or company :)

Open Source Social Networking Platforms

All in one solutions for community hosting, providing user profiles, tools sets & supporting collaborative activity. 

AROUNDMe  http://www.barnraiser.org/ -
Developed by Barnraiser a Swedish based registered not-for-profit organisation. AROUNDMe is suite of three social tools, designed to help users create their own OpenID-based services and tools for individuals and groups.

Elgg  http://elgg.org/
Social networking engine Elgg coming soon in two flavors - Classic Elgg and the soon to be released Elgg 1.0. Elgg, developed by the UK-based company Curverider.

Dolphin 6.1 http://www.boonex.com/products/dolphin/
One of a suite of tools from Australian based company BoonEx, who offer hosted options. A test platform is available at http://www.boonex.us/

Insoshi http://portal.insoshi.com/
US-based Michael Hartl and Long Nguyen's company, project and product Inoshi. The Insoshi open-source social networking platform grew out of RailsSpace.

LovdbyLess http://lovdbyless.com/
Like Insoshi, Lovdbyess is built with ruby on rails, by US-based developer team Less Everything, to provide a free, open source basic social network  platform that additional specific functionality can be added to.

Mahara http://www.mahara.org/
E-portfolio social networking software developed for the education community, and including a résumé builder/digital CV. The Mahara project is based in New Zealand, with partner organisations in Japan and the UK.

Open Source Social News

Stand alone and built to work with existing content management platforms, these tools allow users to share content published online, and comment on there own or others contributions.

Drupaligg http://drupaligg.com
A Digg clone built over Drupal

Newscloud http://www.newscloud.com
Newscloud is an OS Media Platform, designed to support communities around news and discussion. Information about downloading and developing can be found here.

Pligg http://www.pligg.com/
An OS content management system providing an interactive website for users to submit, vote and discuss web-based content.

Open Source Social Bookmarking

GetBoo http://www.getboo.com/
Scuttle http://sourceforge.net/projects/scuttle/
Unalog http://unalog.com

Open Source Video Sharing

Plumi http://plumi.org
Showinabox http://showinabox.tv/ For creating WordPress video blogs
FilmForge http://filmforge.koumbit.net/ Video for Drupal

Open Source Microblogging

Identi.ca http://identi.ca/ Open Source federated microblogging
Laconica http://laconi.ca/

Open Source Virtual Worlds

OpenSource Metaverse Project http://metaverse.sourceforge.net/
Croquet http://www.opencroquet.org/
NMC Open Virtual Worlds Project http://www.nmc.org/news/nmc/nmc-launches-open-virtual-worlds-project Extension of Sun Microsystems’s open source Project Darkstar and Project Wonderland

Open Source Lifestreaming

Mugshot http://mugshot.org/main
Sweetcron http://www.sweetcron.com/
SimpleLife http://kierandelaney.net/blog/projects/simplelife/

& many more at: http://lifestreamblog.com/create/

Projects to watch/Upcoming 

Buddy Press http://buddypress.org/ Open Source project creating plug-ins to turn Wordpress Multi-User into a social network platform.

Identi.ca http://identi.ca/ Open Source federated microblogging

SocialLearn http://www.open.ac.uk/blogs/socialearn/index.php The Open University's project is already picking up fans, and leaning towards OS. Fingers crossed.

Wikia’s Social Profile extension for Mediawiki http://www.mediawiki.org/wiki/Extension:SocialProfile adding social elements including profile pages and friending to the popular wiki software

 

Posted by Josie Fraser | 0 comment(s)

July 24, 2008

ideo gamer kid

 

Computer and video games are a cultural and economic force drawing increasing attention from educators, anthropologists, economists, media scholars, journalists, and art critics (King, 2002; Perron & Wolfe, 2003; Poole, 2000).

Computer games have grown in sophistication and brought innovative models of interactive storytelling that is entertaining and inspiring millions of people.

Games have grown not only into an important economic force (grossing roughly US$11 billion), but a cultural force -- a medium of choice for many members of the millennial generation that educators should understand.

While some educational critics have derided games as pointless, it is still important for educators to understand why games have such appeal and understand what design principles underlie them.

Dodlinger's (2007) academic literature review focuses on 35 publications addressing educational video game design spanning the last ten years in order to "identify elements of game design that promote learning as well as the learning theories that conceptualize how video games foster learning" (p. 21).

Dodlinger notes that "While there is widespread consensus that games motivate players to spend time on task mastering the skills a game imparts, some disagreement over the specific characteristics that provoke that motivation exists" (p. 28).

Elements of game design that promote learning

Moreover, Dodlinger's (2007) review identified six distinct design elements that could be deemed necessary to stimulate desired learning outcomes. These elements include:

  • Narrative context -- for situating and contextualizing learning -- the storyline
  • Goals and rules -- objectives and guidelines - short term, medium term, long term
  • Rewards -- (associated w/motivation) -- signals achievement
  • Interactivity and multisensory cues -- direct attention, introduce new sensory perspectives, provides feedback cues for error correction


Learning outcomes from educational video games

In terms of learning outcomes from educational video games, Dodlinger (2007) points to research that suggests that well-designed games support the development of 21st century learning skills (e.g., play, performance, navigation, resourcefulness, negotiation, synthesis, collaboration, team work, judgement, discernment) but also other higher order thinking skills such as deduction and hypothesis testing, complex concepts and abstract thinking, and visual and spatial processing.


While exploring the potential for games in educational contexts, there seem to be a handful of challenges to widespread adoption and game integration:

  • Understanding the value of games
  • Finding appropriately designed games
  • Getting games into educators' hands
  • Integrating games into curricula, i.e.,  getting them into kids' hands
  • The ethical roles and responsibilities associated with gaming
  • The lack of clear evaluation standards associated with work produced utilizing games
  • How do we guarantee that the rich opportunities afforded by the expanding educational gaming landscape are available to all?


[I'm sure there are more, these are just a few that sprung to mind.]

Class activity:
Let's take a look at a couple of online educational games and see to what extent they incorporate the six design elements listed above.

Examples:
Tut pup --  basic math and spelling games -- http://tutpup.com

Getty Games -- basic puzzle games based on museum pieces in the Gettty collection --  http://www.getty.edu/gettygames/

Villany, Inc. -- Thwarting World Supremacy through Mathematics storytelling, problem-solving and mathematics -- http://villainyinc.thinkport.org/mission1/default.asp?autoload=1

Free Rice -- social action and educational game -- http://www.freerice.com/


ADDENDUM:
More Educational Games
:
Games Multimedia Materials -- a wiki housing several good examples of educational games.

Game Research Site:

Game Research
- The art, business, and science,  of video games.

Major Reference:
Dondlinger, M. J. (2007). Educational video game design: A review of the literature. Journal of Applied Educational Technology, 4(1): 21-31. Retrieved 23 July 2008 from http://www.eduquery.com/jaet/JAET4-1_Dondlinger.pdf

My del.icio.us "games" links
 

[Note: This post is a brief introduction to video and computer-based games in education. It is the basis for a lesson plan associated with EME2040 Introduction to Educational Technology Summer C 2008.]

Image from 1up.com.

Posted by Christopher D. Sessums | 4 comment(s)

July 22, 2008


What happens when punk rockers get old?

Well, they change, right? And they start country bands, take side gigs as movie and t.v. actors, and become law-abiding, taxpaying citizens. Oh, and they do spotlight interviews for the Sundance Channel.

Uh-huh.

Well, if you don't already know of him, meet John Doe.



John fronted a band in the early 80s called "X." Their sound was rich, snarling, ready for a fight. The first time I heard X was on MTV when I was 15. I had learned to play the guitar well enough to put together a handful of bar chords. And while I tried to emulate Jimmy Page and Angus Young, X stepped on stage and rearranged what rock music was in my mind. They weren't punk in the sense that they threatened "Anarchy in the USA," but their music, lyrics, and stance were clearly a reaction to the music heard on Top 40 radio. While punk music packed a lot angst, it was music aimed straight at the kids. It said, "Hey you! You don't have to listen to that shit on the radio. Rock the f_ck out! We did it. So can you." Bands like X, the Minutemen, the Dead Kennedys, the Clash, started as art school boys and girls getting together and finding a means to express themselves through a web of music and recordings, creating a platform to spread their message world wide.

This sense of youthful idealism, this sense of me and my mates against the world, against the system, against the improper use of power and authority, could be channeled through amplifiers, through the gift of music. What fun! I subsequently started and/or joined a number of musical outfits all in the name of Do-It-Myself. Similarly, it was this same ethos, this same sensibility, that led me to teaching, of changing the world one or two kids at a time.

I also bring this story up as it relates to changing the face of education through participatory media. The changes many of us want to see, have to come from the kids. They start small as garage bands playing locally. Like musical hits, some changes take immediate traction and spread far and wide quickly, ushering in wider audiences and broader acceptance. Thus, the key to educational change, I believe, is one band of kids at a time. They don't need me or you or any educational technologist to tell them what to do. They will simply do it.

The same goes for you, you old puke.

Posted by Christopher D. Sessums | 0 comment(s)

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