Notes from readings
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Notes from readings
notes from digigames
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STORYSPINNING
This is a pitch for a single-player game experience that explores media literacy while also having aspects very much akin to an art game. I imagine it being appropriate for older school-aged children, grades 4-6. You, the player, begin on the âmain screenâ with a video loop playing. This video features a 6 year old child, sitting in a vehicle, looking straight at you. The vehicle is in motion.âŠ
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Production 2: "Doing Things"
Production 2: âDoing Thingsâ
Games designed specifically designed for play on a mobile device are a growing subsection or category of the video game universe. In consideration of Ian Bogostâs (2011) case for a media microecology approach to explore the societal value of digital games, Iâd like to discuss the Lifeline series of text-based or âinteractiveâŠ
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(via 5 NEW Road Trips from Toronto you should do this summer) Adventures! Even for cash-strapped grad students like me!
Final Assignment
For my final assignment, I decided to learn to use Adobe Premiere Pro for the first time and develop my editing skills. I am planning on revamping my website in the coming months so I wanted to take a look at my body of work and create a video storyline that showcases the types of content I excel at producing: human-interest, documentary-style, educational and inspirational stories, most oftenâŠ
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For this activity, I decided to try Lifeline, by TwoMinute Games, a mobile game. The game made me think about how immersive a game experience can be, even in such a simple format. It also made me reflect on my own childhood playing video games and how in the span of a couple of decades, I now feel completely out of touch with gaming culture. While I do not approach the readings from theâŠ
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Activity 9: Gamification - Games and Education
Activity 9: Gamification â Games and Education
http://prezi.com/3gauzvksxb2o/?utm_campaign=share&utm_medium=copy&rc=ex0share  Â
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My "Learning in the Wild" - Activity 10
My âLearning in the Wildâ â Activity 10
My learning in the wild âoutingâ was attending the first night of the âNew Creations Festivalâ by the Toronto Symphony Orchestra at Roy Thompson Hall. The festival, now in its 12th year, seeks to push the boundaries of classical music through artistic fusion. Full disclosure: it has probably been over a decade since I last attended the symphony. While I appreciate most types of music, I haveâŠ
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Maker Culture and Youth - Activity 7
Maker Culture and Youth â Activity 7
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A few months ago, I wrote about a new line of toys, or more precisely a franchise, which features dolls and accompanying âscience experimentsâ marketed towards girls. The brand is called Project: Mc2 and itâs the latest creation from the minds at MGA Entertainment, capitalizing on the current push towards S.T.E.M education.
The focus of my writing was on the media content landscape for tweens and how the Netflix mini-series represents a significant contribution to diversity, particularly for young women. I want to revisit these products, and the franchise as a whole, through gender and power discourses.
On her Feminist Current blog, Anita Sarkeesian spoke about Lego and how the iconic brand has shifted its marketing efforts exclusively towards boys. She expresses her discontent at a separate line of new products for girls that promotes âfriendshipâ in opposition to the imagination, agency, and empowerment to âbuildâ promoted to boys through traditional Lego. Unfortunately, the childrenâs toy industry is fraught with examples of products that target boys and girls as separate audiences and contribute to perpetuating biased gender norms. The consumer goods industry has been profiting from increasingly segmented consumer groups over the last few decades. By carving out exceedingly smaller, delineated niches, the advertising and marketing industries can more precisely identify a consumerâs needs, wants and desires, and subsequently ensure the establishment of greater brand loyalty by providing these features through a highly targeted product campaign. This is not new information, but itâs particularly relevant when we look at how childrenâs products are marketed and advertised. The entire reason the âtweenâ exists, as many academics have explored, is mainly attributed to marketers and advertisers who discovered the decision-influencing power of this age-group within the family unit; by creating/ singling out this group/ demographic, the industry could access and target it directly. Itâs therefore not much of a surprise that marketers and advertiser would be keen, and find it fairly effortless, to separate boys and girls as target markets⊠after all, societyâs already done all the legwork via a long history of deeply rooted gender stereotypes.
The Project: Mc2 brand is perplexing and I can only speak from a place of an observer: I am not the target audience nor do I have children. While I have worked with hundreds of children through my media production career, if anything, I have never consciously applied gender bias to my process. Perhaps the very nature of the type of content I specialized in, documentary-style content, and its emphasis on showing diverse stories, didnât lend itself to the perpetuation or highlighting of stereotypes; we were capturing and sharing experiences and not creating fictional characters or stories. We were generally not privy to audience ratings or knowledge of whether our content resonated more with boys or girls, however the overall intent was to address both genders equally and show diversity, in all of its facets and manifestations, where possible. It is worth mentioning that this content is somewhat of an anomaly in the âprotectedâ niche of childrenâs public broadcasting. Perhaps working in this sector has made me instantly critical or suspicious of any commercial, private broadcaster content for the same audience.
As a result, I canât help but suspect that Project: Mc2 is a carefully orchestrated strategy to ultimately sell more toys, by jumping on the girl empowerment bandwagon. After all, itâs not exactly like MGA Entertainment is an altruistic, non-profit community organization. However, at the consumer level, if their âsecondaryâ goal is to empower a generation of girls to build an interest, a community and later a career in the S.T.E.M. subjects, then itâs hard not to get on board. One particularly impressive move is the brandâs decision to incorporate the âAâ for arts into the mix to make up âS.T.E.A.M.â This speaks to an acknowledgement of a pentad of subjects that represent the type of knowledge that is increasingly sought after; all of these represent and can contribute to creative thinking and innovation. Perhaps this company isnât just about the profitâŠ
Iâm quieting my inner-cynic for the time being. Focusing on the positive, thereâs certainly so much good here. These toys can represent a direct rebuttal to LEGOâs âno girls allowedâ messaging. Given the revealing studies around misogyny in the gaming industry (Jensen & De Castell, 2013) and evidence of hegemonic masculinity in the technology sector (Pechtenlidis, Kosma & Chronaki, 2015), this franchise can represent a much-needed âsafeâ space just for girls to explore their S.T.E.A.M.-focused interests and promote empowerment themes. MGA Entertainment is the same company that brought us the controversial BRATZ dolls. Perhaps, as Jenson and de Castell present as a call-to-action to academics (2013), this is a form of feminist forensics on the part of the product development team; individuals who have reflected on their role in perpetuating gendered norms.
The dolls themselves physically resemble a more realistic cross-section of the population with various ethnicities and races, heights, body shapes and features. Their names are atypical and eclectic.
The lack of a boy in this group is a bit disappointing and perhaps a missed opportunity? But, I canât help but think the developers had far too much fun coming up with details: ie. the lead characterâs name is McKeyla McAllister aka Mc2. They are recruited into the agency of NOV8 (innovate) and McKeylaâs mom is Danica McKellar (former child actress and current mathematician!). And if traditional lab experiments arenât up your alley, maybe youâd consider a career as a culinary chemist? Heck, if I had known of that career path back in my grade school days, I might have actually taken chemistry instead of biology (which was where my science education âendedâ). The idea of making science relatable and fun is not a new concept- weâve had Bill Nye the Science Guy and Popular Mechanics for Kids around for generations. But the combo packaging is fresh and new: High tech diary- cool! Lava lamp making kit? Groovy! Sparkly slime making experiment? Curiosity piqued!
 However, to borrow from the writings of Pechtelidis, Kosma & Chronaki (2015), the lab experiments with instructions position girls as âusersâ as opposed to âconnoisseurs,â as they must follow the directions to complete the experiment or project. A beacon of hope lies with the âUltimate Lab Kit.â To encourage girls to embrace the role of connoisseur, the kit (which comes WITHOUT a doll!), encourages children to come up with their own experiments, too.
And though I indicated I would not be discussing the TV series at length here, it is worth mentioning that the program promotes empowerment, experimentation, agency, and independence. The protagonists are solving mysteries, exploring new possibilities, and pushing boundaries- elements that the limited science experiment toy kits cannot capture. So, the true power of this franchise lies in all of the pieces contributing to a greater âempowered femaleâ whole.
So while the marketing of dolls to women promotes gendered roles, presenting these dolls as women who find it equally fun to mix up their fashion as they do pursuing their brainy and historically male gendered interests, represents a renouncement of old gender stereotypes. While still a commercial project, I do believe that the Project: Mc2 toys represent a subtle shift, a ripple in the pond towards the promotion of gender equality. And perhaps, in a world where threatened parties (individuals opposed to gender equality) are so quick to go on the offense and attack, perhaps a gentle ripple is the way towards the most meaningful, albeit gradual, change when we should be doing everything we can to keep the spark of curiosity in S.T.E. (A.) M. topics alive in young girls.
References:
Jenson, J. & de Castell, S. (2013). Tipping Points: Marginality, Misogyny and Videogames. Journal of Curriculum Theorizing, 29, 2, 72-85.Â
Pechtelidis, Y., Kosma, Y. & Chronaki, A. (2015). Between a Rock and a Hard Place: Women and Computer Technology. Gender & Education, 27, 2, 164-182.
http://feministfrequency.com/2012/02/06/lego-gender-part-2-the-boys-club/
   Gender and Technology â Activity 6 A few months ago, I wrote about a new line of toys, or more precisely a franchise, which features dolls and accompanying âscience experimentsâ marketed towards girls.
Digital and Multimodal Literacies - Activity 3
Digital and Multimodal Literacies â Activity 3
Article 1: Gormley, K. & McDermott, P. (2014). âWe Donât Go on the Computers Anymoreâ: How Urban Children Lose in Learning Digital Literacies. The Educational Forum, 78, 248-262.  Key Concept #1: Achievement Gap There is a major discrepancy in the level of digital literacy skills between students at suburban and urban schools (grades 4 and 5) with many contributing factors including access toâŠ
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Back in Academic-land... Activity 4
Back in Academic-land⊠Activity 4
As I progress further into my Masterâs studies, I sometimes feel as though Iâve fallen down a rabbit hole. Itâs as if Iâve come up in a vaguely familiar place but in a vastly different time and headspace, informed by considerable life experience and professional training. When I completed my undergraduate degree in 2001, the educational landscape was quite different. The internet was arguablyâŠ
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Video Report - David Buckingham's "The Material Child: Growing Up in Consumer Culture"
Video Report â David Buckinghamâs âThe Material Child: Growing Up in Consumer Cultureâ
https://vimeo.com/156740672 Â
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Activity 12: Social Media, Education & Learning
Activity 12: Social Media, Education &Â Learning
The papers by Greenhow and Gleason and Cover explore new literacies and outline the opportunities and challenges in education created by Web 2.0. Both readings also address studentsâ shifting social identities, the blurring between social, professional, and educational worlds, the critical elements of digital literacy, and the co-creative nature and multimodality of social media. Perhaps the mostâŠ
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Activity 12: Social Media, Education & Learning
Activity 12: Social Media, Education &Â Learning
I believe a 21st century learner is one who will come to embrace the concept of education as a life-long journey rather than simply a life-stage, responsibility, or means to an end. Drawing from my personal and professional experiences and early-stages Masterâs studies, I forecast that primary and middle school education in the 21st century will evolve into an integrated or âblendedâ classroomâŠ
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Reflection on Jean-Francois Lyotard's "The Postmodern Condition: A Report on Knowledge"
Reflection on Jean-Francois Lyotardâs âThe Postmodern Condition: A Report on Knowledgeâ
Key Concept #1: Status of knowledge in a post-modern, exceedingly computerized world. Our post-modern world and its rapid technological advances, is changing (challenging) the status of knowledge. As knowledge is a fundamental aspect of society, this is a âconditionâ that must be studied. Lyotardâs hypothesis is that the construction of a more relevant epistemology becomes necessary to suite aâŠ
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Educational Philosopher/Theorist Jerome Bruner - A Paradigms Chart
Educational Philosopher/Theorist Jerome Bruner â A Paradigms Chart
 Philosophy Constructivist: all of our knowledge is âconstructedâ in that it is dependent on convention, human perception, and social experience. Psychology Cognitive/ Developmental. Bruner postulated that three stages of intellectual development must exist in order for learning to occur: Enactive (action-based), Iconic (image based), and Symbolic (language based). These do not necessarily needâŠ
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