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Page 1: Willamette digital humanities seminar 2009, part 2

Emergent cyberculture

Contexts for the digital humanities

Page 2: Willamette digital humanities seminar 2009, part 2

Wireless and mobile devices

Pedagogies of

ubiquitous computing

Page 3: Willamette digital humanities seminar 2009, part 2

What it means, top-level

“A device ecology”

-Petra Wentzel, "Wireless All the Way: Users’ Feedback on Education

through Online PDAs" (presentation at the EDUCAUSE annual

conferenceAnaheim, Calif., November 7, 2003).

Page 4: Willamette digital humanities seminar 2009, part 2

2. What it means, top-levelInformation and media use:• content capture• content access (downloaded or

copied)news or information• social connection (different

speeds, synch and asynch)

Page 5: Willamette digital humanities seminar 2009, part 2

Another way of looking at it

All of Web 2.0, just more so• Social media• Microcontent• Accelerando!

Page 6: Willamette digital humanities seminar 2009, part 2

new interfaces• tiny but beloved keyboard• stylus• touchscreen• mouse might wane

(http://let.blog.nitle.org/2008/07/21/the_mouse_soon_to_decline_gartner/)

Page 7: Willamette digital humanities seminar 2009, part 2

netbooks

• Replace the laptop?

Page 8: Willamette digital humanities seminar 2009, part 2

ebook readers

• The Kindle and others

Page 9: Willamette digital humanities seminar 2009, part 2

phones• iPhone’s

triumph• Media• Networke

d• Apps• Touch • Other

platforms?

Page 10: Willamette digital humanities seminar 2009, part 2

Phones plus

Page 11: Willamette digital humanities seminar 2009, part 2

tablets

• Tablet and tablets

Page 12: Willamette digital humanities seminar 2009, part 2

GPS-enabled devices

• Gaming: geocaching

• Devices vs functions

• Ultimately: AR

Page 13: Willamette digital humanities seminar 2009, part 2

Clickers

• Er, Personal Response Units

• The unsung campus success

Page 14: Willamette digital humanities seminar 2009, part 2

implementing clickers

• Classroom pilot• Faculty/admin

meeting demo

• Owning units: students or institution?

• Combine with ppt

Page 15: Willamette digital humanities seminar 2009, part 2

implementing clickers

Pedagogical themes• Interaction• Polling• Anonymity yet universality• Aimed at large size class, often

Page 16: Willamette digital humanities seminar 2009, part 2

implementing clickers

Using results• Hide, reveal, or

share?• Snap poll• Discussion

generating

Clickers for questions

• Binary or multiple• Student-generated• Assessment vs

constructivist

Page 17: Willamette digital humanities seminar 2009, part 2

implementing clickers

Other devices• Smartphone apps• Web polls accessible through

multiple devices

Page 18: Willamette digital humanities seminar 2009, part 2

“Pens”

• OCR• Audio

• One classroom use:http://mediatedcultures.net/ksudigg/?

p=206

Page 19: Willamette digital humanities seminar 2009, part 2

mobile game players

• PSP• Others?

Page 20: Willamette digital humanities seminar 2009, part 2

• Mobile, but not wireless• -cables• -USB drives• -flash cards• -batteries and outlets (for now!)

Page 21: Willamette digital humanities seminar 2009, part 2

4. Campus strategies

• Nearly a decade of practice to access

• Diverse locations of support• Multiple engagements with device

ecology

Page 22: Willamette digital humanities seminar 2009, part 2

5. Pedagogies

Emergent pedagogies

• Information on demand

• Time usage changes

• Class/world barrier reduction

• Personal intimacy with units

• Spatial mapping • Mobile,

multimedia, social research

Page 23: Willamette digital humanities seminar 2009, part 2

Learning spaces

In the classroom • one leading pilot

space for wireless

• mode: lecture/lab

Campus• other sites: library,

residence hall• new learning

spaces• chunks of campus

Page 24: Willamette digital humanities seminar 2009, part 2

Realtime search and news

Volokh Conspiracy, April 2007

Page 25: Willamette digital humanities seminar 2009, part 2

Realtime search and news

“Students who have superb search skills have introduced useful material or questions into discussion. In a few cases, I’ve had students find pertinent archival video in response to the drift of the conversation which I’ve then put up on the classroom projector.”

-professor Tim Burke, Swarthmore Collegehttp://weblogs.swarthmore.edu/burke/

2009/05/06/the-laptop-in-the-classroom/

Page 26: Willamette digital humanities seminar 2009, part 2

• Backchannel

• Smartmobs• CPA• Laminated

social layer• Privacy?

Social practices unfolding

(dotguy_az)

Page 27: Willamette digital humanities seminar 2009, part 2

Some practices– Assignment to class: quick finding of

facts (Randy Stakeman, Emerging Technology workshop, 2009, Colby College)

– Assignment: more extensive Web research (search, assess, discuss, present)

– Scribes: one per small group, more than 1 per class

III. Pedagogies

Page 28: Willamette digital humanities seminar 2009, part 2

Multitasking

• threats: distraction, wandering index/stimulus

• generational issue• practice: shells down, machines

open

Page 29: Willamette digital humanities seminar 2009, part 2

Multitasking

professor Tim Burke, Swarthmore College:“I am sure there are students in my classes

who have multitasked during a lecture or discussion. I’ll be honest with you. I’ve done the same on my laptop when I’ve been in the audience during conferences or lectures, usually email. I’ve done that in response to being bored, but I’ve also done it as a kind of thoughtful doodling while feeling quite engaged and interested in what the speaker is saying and taking copious notes…”

Page 30: Willamette digital humanities seminar 2009, part 2

Multitasking

“…So it doesn’t worry or offend me that a student might be doing the same. If it’s because they’re bored, that’s an issue with my presentation. (Though I’m not going to take responsibility for getting universal engagement: you can’t get blood from a stone, and some students are stones.) If the audience is still being thoughtful, taking good notes, and retaining information while multitasking, why should I care?”

http://weblogs.swarthmore.edu/burke/2009/05/06/the-laptop-in-the-classroom/

Page 31: Willamette digital humanities seminar 2009, part 2

III. Pedagogies

Campus life• Informal learning• Social organization• Emergency alerts (voluntary)• That privacy issue

Page 32: Willamette digital humanities seminar 2009, part 2

IV. Examples

Mobile study journaling

John Schott, Carleton College, 2006

Page 33: Willamette digital humanities seminar 2009, part 2

“The mobile phone is the primary connection tool for most people in the world. In 2020, while "one laptop per child" and other initiatives to bring networked digital communications to everyone are successful on many levels, the mobile phone—now with significant computing power—is the primary Internet connection and the only one for a majority of the people across the world, providing information in a portable, well-connected form at a relatively low price.”

Page 34: Willamette digital humanities seminar 2009, part 2

NITLEhttp://nitle.org

Liberal Education Todayhttp://let.blog.nitle.org

Page 35: Willamette digital humanities seminar 2009, part 2

Gaming

Long history of gaming

• Predigital– Chess, go,

Senet, mancala, backgammon, dice, cards

– Kriegspiel– Cold War games

Digital• Spacewar• Zork to IF

boom (1980s)• 1990s rebirth

Page 36: Willamette digital humanities seminar 2009, part 2

Gaming in 2008

Physical platforms• Console• Cell phone• PSP• Extended forms

(DDR)• New forms: Wii

PC• CD, DVD• Browser• Downloadable

…And these can be combined

Page 37: Willamette digital humanities seminar 2009, part 2

• Size: huge – (WoW: 10

million subscribers, January 2008)

• Player range: genders, classes, nations

• Interface, device driver

Eve Online, from site

Page 38: Willamette digital humanities seminar 2009, part 2

Growing content diversity

• Current events (Kumawar)

• Political argument (September 12th, FoodForce)

• Religious gaming (Left Behind: Eternal Forces, 2006)

• Literary gaming (Kafkamesto, 2006)

(BBC Climate Challenge; Ayiti:

both 2007-present)

Page 39: Willamette digital humanities seminar 2009, part 2

Genres

• First-person shooter

• Puzzle • Platform jumper• Strategy• “Adventure”• Sports • Minigame (Koster

fractals)

New forms• Katamari• Portal• Augmented reality

games

Page 40: Willamette digital humanities seminar 2009, part 2

Economics of games

Who creates games?• Businesses• Governments• Nonprofits• Amateurs

Scales• Large games

– $millions– EA, Microsoft

• Modding– Back to Doom,

hacking, View Source

– Neverwinter Nights

• Casual games

Other economics• Gambling• Gold farming• Currency trading

Page 41: Willamette digital humanities seminar 2009, part 2

Offshoot:machinima

• Tools– Counterstrike, Halo– Second Life– The Movies

• Art movement– Machinima Academy of Arts and

Sciences (http://www.machinima.org/)

(Koulamata, “The French Democracy”, 2006)

Page 42: Willamette digital humanities seminar 2009, part 2

Virtual worlds

Antecedents, early digital: science fiction

1984: William Gibson, Neuromancer1992: Neal Stephenson, Snow Crash“’Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. A graphic representation of data abstracted from the banks of every computer in the human system…”

-Neuromancer

Page 43: Willamette digital humanities seminar 2009, part 2

Antecedents, digital: the MUD, Adventure (1970s-present)

(LambdaMOO, 1990-present)

Page 44: Willamette digital humanities seminar 2009, part 2

Antecedents, predigital: Theater of Memory

(from Philippe Codognet, http://webia.lip6.fr/~codognet/)

Page 45: Willamette digital humanities seminar 2009, part 2

Avatar spaces-Activeworlds-Atmospheres-There

(Activeworlds, 1995-present; image via www.virtualworldlets.net)

Page 46: Willamette digital humanities seminar 2009, part 2

-Habbo Hotel-Cyworld (Club Penguin, 2005-present)

2d-3d worlds

-Runescape-VMK

Page 47: Willamette digital humanities seminar 2009, part 2

Google Earth

-Keyhole DB-2d: KML-3d: Sketchup-reach-Geotagging

photos: videos

Mirror worlds

Page 48: Willamette digital humanities seminar 2009, part 2

Augmented Reality

“Human Pacman,” Adrian David Cheok, circa 2005

-mobile devicesgame playersgeneral use tools

-science fiction explores (Vernor Vinge, Rainbows End)

Page 49: Willamette digital humanities seminar 2009, part 2

Interactive FictionSpeaking of text

adventures:• 1980s boom:

Infocom• Ongoing art form• Nick Montfort,

Twisty Little Passages

(“Dead Cities”, from Lovecraft Commonplace Book project 2007http://www.illuminatedlantern.com/if/games/lovecraft/)

Page 50: Willamette digital humanities seminar 2009, part 2

Interactive Fiction

Speaking of text adventures:

• Inform 7, free IF editor

(Richard Liston, Ursinus College, classroom example 2008)

Page 51: Willamette digital humanities seminar 2009, part 2

Narrative

Where is storytelling in a game?

• Sequence of activities• Cut-scene or

cinematic• Writerly player• Encyclopedia world

(Murray, Manovich)• Ludology vs.

narratology

Linearity?• Game on rails• Branching

outcomes• Multilinear• Open-ended

Page 52: Willamette digital humanities seminar 2009, part 2

Alternate reality games• Permeability of

game boundary (space and time)

• Focus on distributed, collaborative cognition

• Increased ephemerality

(Perplex City, 2003-2006)

Page 53: Willamette digital humanities seminar 2009, part 2

Political ARGs (ex: World Without Oil, May 2007)()

Page 54: Willamette digital humanities seminar 2009, part 2

Gaming and education

“Video games… situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world.”

Page 55: Willamette digital humanities seminar 2009, part 2

21-century boom

• James Paul Gee (author of preceding quote)

• Marc Presnsky• Henry Jenkins

• John Seely Brown

• Mia Consalvo• Constance

Steinkuehler• Kurt Squire

Page 56: Willamette digital humanities seminar 2009, part 2

James Paul Gee’s argument• Semiotic domains; transference• Embodied action and feedback• Projective identity• Edging the regime of competence

(Vygotsky)• Probe-reprobe cycle• Social learning (roles; consumption-

production)

Page 57: Willamette digital humanities seminar 2009, part 2

Gee on Rise of Nations

More implicit pedagogies:• “Fish tank” tutorial• Strategic self-assessment

Page 58: Willamette digital humanities seminar 2009, part 2

Multimedia literacies

• Gee: multimodal principle• Selfe et al: multimodal literacy• Bogost: procedural rhetoric

Dean for American game (2004)

Archived at http://www.deanforamericagame.com/play.html

Page 59: Willamette digital humanities seminar 2009, part 2

Multimedia literacies

“…within games, there are in fact multitudes of literacy practices – games are full of text, she asserted, to say nothing of the entirely text-based fandom communities online that take place in forums, blogs and social networks.”

Constance Steinkuehler,FuturePlay 2007, Toronto

Quoted in http://www.gamasutra.com/php-bin/news_index.php?story=16264

Page 60: Willamette digital humanities seminar 2009, part 2

Pedagogical functions

Summary by Jason Mittell, Middlebury College:

• Skills • Simulations• Politics (criticism, activism)• Media studies (psych, cultural

studies, media)– NITLE brownbag, January 2008

Page 61: Willamette digital humanities seminar 2009, part 2

Which educational theory?• Ian Bogost: behaviorist versus constructivist

Image from Scot Osterweil, presentation to Learning from Video Games: Designing Digital Curriculums (NERCOMP SIG , 2007)

Issues summoned up:– Media effect

(violence)– Transfer across

domains, platforms– Subjectivity and

assessment– selection

Page 62: Willamette digital humanities seminar 2009, part 2

Which educational theory?

Issues summoned up:– Media effect

(violence)– Transfer across

domains, platforms– Subjectivity and

assessment– selection

Responses:– Better media– Instructor

facilitation, by various media

– More research needed

– Research and collaboration

Page 63: Willamette digital humanities seminar 2009, part 2

So how is gaming used now?Classroom and courses• Curriculum content• Delivery mechanism• Creating games

Peacemaker, Impact Games

Revolution (via Jason Mittell)

Page 64: Willamette digital humanities seminar 2009, part 2

So how is gaming used now?One assignment: compare with

documentary records• Gap between game and reality• Spin or ideology

[img credits]

Page 65: Willamette digital humanities seminar 2009, part 2

Game studies

• Serious Games• Conferences• Scholarly articles and books (MIT

Press)• Games Learning Society conference,

http://www.glsconference.org/2008/index.html

Page 66: Willamette digital humanities seminar 2009, part 2

Scholarship

•Harry J.Brown, Videogames and education (2008).•Pat Harrigan and Noah Wardrip-Fruin, eds. Third Person: Authoring and Exploring Vast Narratives (2009).

Game studies

Page 67: Willamette digital humanities seminar 2009, part 2

How is gaming used now?

Libraries• Collections• Game night• Creating

games

Defense of Hidgeon, Games Archive: University of Michigan

Page 68: Willamette digital humanities seminar 2009, part 2

Classroom uses

Page 69: Willamette digital humanities seminar 2009, part 2

Pedagogy: virtual worlds

Ancient Spaces project, University of British Columbia

Machu Picchu, Arts Metaverse,Open Croquet

Page 70: Willamette digital humanities seminar 2009, part 2

Pedagogy: virtual worlds

Second Life, Bryan Zelmanov

Pedagogy: social software

“Emotional bandwidth” (Linden Labs)

• Social presence• Self-expression

Page 71: Willamette digital humanities seminar 2009, part 2

Game studies

• Serious Games• Conferences• Scholarly articles and books (MIT

Press)• Games Learning Society conference,

http://www.glsconference.org/2008/index.html

Page 72: Willamette digital humanities seminar 2009, part 2

Game studies

Liberal arts instances

• Aaron Delwiche, Trinity (image)

• Christian Spielvogel, Hope

• Harry Brown, Depauw

Page 73: Willamette digital humanities seminar 2009, part 2

Liberal Education Today bloghttp://let.blogs.nitle.org

Prediction Markets gamehttp://markets.nitle.org/

NITLE

http://nitle.org