Showing posts with label Pedagogy. Show all posts
Showing posts with label Pedagogy. Show all posts

Wednesday, November 06, 2013

Narrative as Inteface: Digital Media and Pedagogy (Video)



A presentation of some of the work I have conducted in HUMlab, a digital humanities computing lab and studio at Umeå University in Sweden. The film is arranged according to three themes; Making Space, Media Places and Narrative as Interface. I present some projects I have been involved with in HUMlab and some of the thinking that goes into them. As well as suggestions for considering digital media and pedagogy in the future.

This film was shown at the Lärande i Fokus (Learning in Focus) conference at Umeå University, Sweden between 12-13 November 2013.

Friday, November 01, 2013

Learning in Focus


The focus in this presentation is on digital media as a dimension of formal learning at tertiary level. I first present a project that uses QR-codes, then a look at virtual worlds and finally a summary of how augmented reality is our reality.

Wednesday, April 10, 2013

Historicizing Public Space with QR-Codes


Historicizing Public Space with QR Codes from Jim Barrett

In the fall term of 2012-13 a group of museum studies students at Umeå University in Sweden were challenged as part of their course to make a museum installation in a public space using Quick Response (QR) Codes.

This is a short photo-essay of the results.  

Monday, October 01, 2012

Museum Studies and Teaching in Virtual Spaces


Images from the work done by museum studies students from 2010, along with teaching spaces, posters for virtual world and mixed reality seminars. All part of the work I was instrumental in guiding in HUMlab.

Wednesday, June 02, 2010

Observing Three Learning Situations

As part of the Environments for Teaching and Learning course I observed the work of three educational practitioners in learning and teaching situations. In choosing the settings for the sessions I attempted to diversify the spaces. The first of the three I chose was a traditional classroom with a centre ‘stage’ at the ‘front’ with equipment and a desk. In the classroom the learners were well defined as an audience and sat in rows separate from the leader of the session. The second space I observed for teaching was a large lecture theatre with seating for around one hundred people. Once again the audience sat in rows and the educator took up a position behind lectern at the front of the amphitheatre style space. The third location I observed for teaching was a computer lab where a workshop was conducted in physical computing. I commenced this study with the idea that a space defines the interactions that occur in it. This idea seemed to be fulfilled by my observations, but the focus for this report is the style and strategies of those leading the learning and teaching sessions I observed.


Technology

A common thread through each of the sessions I observed was the use and misuse of technology. In the traditional classroom setting an overhead projector was used, as well as a white board and reading aloud from primary texts. References were made to websites during the session by the educator but these sites where not shown to the class, despite their being a computer and projector in the room. These were never turned on during the session, although they working perfectly. The educator read from several texts during the session, while standing behind the desk at the front of the room. At one point a question was put to the class in general for anyone to answer but there was no response. The line between the educator’s space and the learners was crossed when hand outs were distributed but no discussion was made about the handouts only a single reference to what they described. Similarly in the lecture hall session I observed the line between the leader of the session and the audience was never crossed. In regards to the technology used in the lecture hall the educator set up a video camera to film the lecture to be put out on the web later. The projector the educator was planning to show slides on did not work. As a result the lecture is only verbal with no visual materials. The educator stated the slides will be put on the course website later. In contrast to the classroom and the lecture hall, the computer lab workshop had a technician in attendance during the entire session. As a result there were no technical problems that lasted more than a few minutes and the use of technology was extensive. I conclude from these observations regarding the use of technology in the learning situation, that technical support is an essential element in learning.


Participation and Engagement

In my limited experience of teaching I have found the active participation of learners in learning to be an effective measure of understanding and contextualisation. In the three learning sessions I observed I noticed several techniques used by the education practitioners for drawing out the learners into speaking, making a decision or seeking an opinion or confirmation regarding what was being dealt with. In the classroom questions were put to the group but of the three questions put to the class none were answered. Towards the end of the session a learner asked an impromptu question. After a short break in the middle of the classroom lecture, the educator entered the room to begin the second half of the session eating an apple. The eating of the apple seemed to disengage the leader of the session from making contact with the learners. In the lecture hall the educational practitioner leading the session opened the session with a question, “How is it going with the reading?” which led to a short discussion on the readings for the course. Later in the session the educator said “You can speak up and break in at anytime. It is so boring when I just talk”. This statement was met almost immediately with a question. Finally the educator wrote on the whiteboard several keywords and then asked for definitions from the group. It was not until definitions had been given that the next topic in the session was taken up. This forced several of the learners to speak up during the class which in turn led to short discussions. These strategies can be contrasted to the use of the whiteboard in the traditional classroom session where the educator read out from the text. There was no discussion around anything that was projected or written by the educator in the classroom setting.


The use of objects for teaching was a part of the computer lab workshop and facilitated participation and engagement from the group. While the genre of the subject area (computer science) made the use of objects in learning more self-evident, I can see that it could be possible to use objects in learning for any discipline. There was no central space defined in the computer lab workshop and the leader of the session was forced to move around the learners and speak from different parts of the space. The learner’s attention was drawn around the space rather than just fixed on a single point. While the educational practitioner moved between the four computers shared by ten learners it was the objects that brought the groups into discussion. The objects provided the educator with a focus for questions and statements to each of the learners individually. All statements that the educator made during the workshop session were inquiring or questioning and were directed towards the learners. These included “It works well, but tell me what it does.” Or “is it what I wanted?” and “It turns the motor on but is that all it should do?” The use of rhetorical questions becomes much easier and feels more natural when there is a subject for the question that is not a learner (i.e. “What do you think about it?”). The focus for questions from the workshop was not the learners, but on the objects they were dealing with. In a more humanistic subject setting, as was the case with both the classroom and lecture hall contexts, the objects of discussion could be supplied by technology. Working with objects to explain concepts I think has great possibilities in learning. Visual images, primary texts and even artefacts could be used to provoke discussion and the involvement and engagement of learners.


Performance

The performance of the educational practitioner created the situations for learning in each of the sessions observed. In the classroom session the educator seemed to have planned very well, but the contact made with the learners suffered from a number of performance issues. By standing in one position in the room or sitting on the ‘educator’s desk’ at the front of the room the educator did not move into the learner’s space at any point in the classroom session. The physical position adopted by the educator was reinforced by the use of language and the failure to take advantage of the technology. By reading out from printed material contact was lost with the learners. Eye contact and speech directed towards a present addressee is more likely to be excluded from educator’s performance if it includes reading from a printed primary text. Finally, by eating during part of the session, the educator distorted the focus, removing it from the subject of the session and from the learners. These examples are each elements within the performance of the educator. In the lecture hall session, the educator also remained in a single area of the space, but the design of the amphitheater prevents any real movement between the two defined spaces. Instead, the educator attempted at several times to project out into the learners portion of the space. By addressing questions to the group and asking for questions (“It is so boring when I just talk”), the performance of the educator attempts to break down the barriers created by the physical space and cross over into the learner’s area. The crossing over into the space and attention of the learners was not really achieved in either the classroom or the lecture hall sessions. At the centre of this failure was the performance of the educator in each.


I contrast the classroom and lecture hall sessions with the workshop in the computer lab in the performance of the educator. A sense of enthusiasm, which is not excessive but is evident, was a strong element in the performance of the educator in the computer lab session. The session was divided into five stages:

1. Learners sit in rows and listen to a short presentation by educator

2. Learners move to the computer stations in small groups. Begin planning

3. Learners move to work table were materials are needed to complete tasks set in stage

4. Learners return to stations complete programming of artefacts assembled in stage

5. Learners demonstrate projects

The variation of formats represented by each of these five stages provided a shift in focus for the learners that had continuity but sufficient variation to be interesting. Between stages 2 and 3 coffee and cookies were made available to the learners and the educator joined them in chatting. The social pause for the group provides a contrast to the educator eating the apple alone in front of the group while continuing with the learning session from the classroom situation. The experience is shared in the workshop situation, while in the classroom it becomes a barrier to communication.


Conclusions

I draw a number of conclusions from my observations of three learning sessions. The use of technology has great potential in learning, but it is necessary for it to be well integrated into the experience to be useful. Technical support should accessible at all times when technology is used in the learning space. The technology should also be integrated into the learning experience rather than simply added on. If a piece of machinery or a printed hand out is to be used in the session it should serve a purpose other than being an object. It should be referred to in the broader contexts of the session. Any item of technology that is mechanical should be tested before it is used in the session. Related to technology are the levels of participation and engagement generated in the learning experience. The learners are not the only ones who should be sharing in a participative and engaged environment. It is necessary for the educator to show signs of engagement and enthusiasm in the experience. If the spaces for each of the learning sessions I observed are to be thought of as broken up into particular zones, where a single definition of use dominates a single area, then the position of the educator and the learners become influential. I think the educator should use the ways portions of the space are defined by the design and layout of the site of learning. Each educator I observed made attempts to breach the space between themselves and the learners, but not all attempts were successful. In the workshop example which I observed, the division of the session into five separate zones, where activities were combined with themes in their own areas, with their own objects, forced a total integration of the educator and the learners in the space. Once the space has been defined by the educator it should be the source of strategies for integration of learners and educators into a single space. Accompanying such strategies is the use of verbal techniques for addressing learners in direct ways, encouraging conversation and questions. A break and the sharing of food with the learners in the workshop situation created a shared space with the educator. By doing so hierarchies can be resisted and more effective channels opened in learning.

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Tuesday, March 16, 2010

Education 2.0 - not afraid of Second Life!



"Teachers cannot keep ignoring the digital revolution"

Dissatisfied with a recent PBS Frontline piece on the "Digital Nation", Mr. Despres went to Second Life & was impressed how teachers in the trenches use technology to transform American education. Draxtor thought we were doomed, but now - optimism has returned!

Wednesday, December 09, 2009

Media, Education, and Technology - Bonnie Bracey

Watch it on Academic Earth

Friday, December 05, 2008

Pedagogy with Mike Wesch



Interview with Mike Wesch
Mike Wesch, US Professor of the year, on anti-teaching and how to engage today's students. Mike was interviewed by Sebastian Hirsch and Ulrike Reinhard.

I have started teaching at first year university level. It is a serious business. What I think is most interesting is that I feel like I actually care about the people I am teaching. I want them to learn, I want them to benefit from the experience of attending my classes. This is not easy. I am using new media in teaching and want to continue to develop my use of these modes.

What Mike Wesch talks about in this video is very exciting. Building community, increasing styles of learning, changing learning spaces. "The possibilities...we can't really grasp them." Welcome to the sea of information!

Wednesday, October 22, 2008

Learning in a Networked World



Keynote presentation at Handheld Learning 2008 (many more fine presentations from link) by social media scientist, danah boyd

Monday, October 20, 2008

A Course in Englishes

Yesterday I finished marking the exam papers for a first year course I wrote and have been teaching this term. As part of the course video podcasts were made of each of the six lectures (two hours each). As well there is a website (actually a wiki, which I think I would like to hand over to the students in future courses) which takes up well over 100 pages of text with images and dozens of videos. I suppose in one way it is now a free online course.

Cultures of Commonwealth English
A first year university English studies realia course titled Cultures of Commonwealth English. It attempts to provide a short but rather intense introduction into the the history, cultures and institutions of four nations that were once united as part of the British Empire. These nations are England, India, South Africa and Australia. In each of these nations the English language plays an important role in society. The Cultures of Commonwealth English course is an examination of why English is spoken in these nations and what events and practices led to the situation we have today where the four nations are members of the Commonwealth of Nations. We will discuss some of the cultural and social areas where English is spoken and consider some examples of where it is resisted, perhaps as a sign of a colonial past that still has repercussions today.
One of the aims of this course is to teach you to process information and not just absorb it. You need to look critically at what I have included in this website as course materials. DO NOT USE EVERYTHING!!! Choose parts from each section. Try to make connections between the parts. An example could be that the use of Australia as a prison in the early years of it as a colony gave the churches a special role in education which persists today with the power of so-called private schools in Australian education. There are many similar examples.


I am very glad it is online and freely available to all. I wonder if I can register it with a Creative Commons licence if it is on a University server...I shall have to ask about that. I will be teaching it again next term

Tuesday, July 29, 2008

Teach us a Story

With Superstruct launching on 22 September you may want some background on ARGs (Alternate Reality Games). In the online Guardian there is an article with a brief history and some ideas for the future of the ARG:

An ARG is an interactive narrative in which players work together to solve puzzles and co-ordinate activities in the real world and online, using websites, GPS tracking devices, telephones, newspaper adverts and more. All of which sounds as if it must require even more effort and resolve than a public holiday gym session, but ARGs employ media - text messages, blogs, social networking sites, video-sharing - that many people already use every day.


The concept that an alternate reality can be developed at game level and used to solve problems and change thinking is central to the Superstruct game and is taken up in the online Guardian article:

"The fact that the genre is growing up is exciting. The opportunities are limitless. You can easily see how they might be used in a training setting in business, or in a medical environment to teach doctors how to cope with large-scale crises. What will be really exciting is when biometric information can be more easily integrated into gameplay. For instance, a real-world game that delivers challenges based on heart rate or other physical criteria." Siobhan Thomas, a research fellow at the University of East London and ARG design lecturer.

Monday, July 21, 2008

SpinXress



I have about 15 original downloads available on the Internet Archive and enjoy finding new music and films from other people there as well. I joined Ourmedia soon after it launched and have uploaded music and videos I have made there as well. The past two years have been hectic for me with university so I have not been publishing much outside this blog. On the weekend I happen to log in to Ourmedia and look around, for the first time in a while. I am glad I did as I discovered SpinXpress. SpinXpress is a tool for unlimited upload and sharing of files for collaborative online media creation. As well SpinXpress is a search tool for Creative Commons material that is free to share in media creation. The thing that appeals to me is to be able to make multimedia over distance with artists collaborating anywhere in the world that have a good enough ISP connection.
I have been since thinking about how a tool such as SpinXpress could be used in the classroom, as a extension of group work. I think this has possibilities with the idea that assignments been created using Spinexpress and archived either with a group created for the course on Ourmedia or a site in the Internet Archive. The bonus is that it is all free and can now work with unlimited file sizes.
I really want to finish my thesis so I can get back to making things.

Friday, June 27, 2008

Video Games for Teaching and Stories

Two particles from the spheres that are interesting. First Virtual Learning: 25 Best Sims and Games For the Classroom:

Video and computer games aren’t always associated with their educational value, but as virtual media grows and develops, educators are finding that games are a great way to get children engaged in learning while still allowing them to have fun in their classes. Not every game is well suited for the classroom, but there are loads out there that have something of value to teach, guide and grow the interest of kids both inside and outside of school.


and the [online] world waits for Spore, the next big thing from the creator of The Sims, Will Wright. An interesting analogy in connection with Spore has been made by the New York Post; "Spore is anticipated as much as James Joyce's Ulysses was in the 1900's." While this statement is inaccurate in many ways (think Katherine Mansfield's infamous reaction and this statement: “but Ulysses was a moral thunderstorm, with a universal world war and the noise of all its engines of destruction shocking through it." - The Irish Statesman 4 July 1925: 529), the correlation between a now canonical literary text and a massive simulation computer program indicates a discursive direction in the medium. Wright himself elaborates on the possibilities as he sees them in an article on Gamasutra:

"I do believe that games can be a form of artistic expression," Will Wright said, "a co-collaboration between player and designer. We have yet to prove we can do meaningful things with this form of expression, but I believe we are at the cusp of a Cambrian explosion of possibilities [referencing the geological era in which complex life flourished]. We are a couple years away from being respected as a form of expression, but it's not a battle we need to fight. We'll win anyway."


Wright betrays a technofile and essentialist position (marketing??) towards what has already been done with "this form of expression". It is, has and will happen Will. But not as a sudden "Cambrian explosion of possibilities " (which actually lasted over 100 million years).

Tuesday, April 22, 2008

The End of the Commonwealth of Englishes

In three weeks I have presented seven lectures on The Cultures of Commonwealth English. It has been a demanding time, but I have learnt a lot. I have been using a wiki to teach and administer the course. The wiki is the textbook, the lectures notes, the plan and the study materials for the exam. I am not sure how the students feel about the use of the wiki, but I suspect it may be positive. I will distribute a short series of questions to guage opionion during the last lecture tomorrow. I have been even teaching from the wiki in the classroom, using the embedded videos and images as learning objects in lessons. I have been spacing out the videos from between 10 an 20 minutes apart, as the students start to get bored listening to my voice after about that amount of time. I hope to be teaching the same course again next term and I will continue to develop the wiki as part of future teaching of the course. You can check the wiki out HERE.

Wednesday, February 20, 2008

Download Online Book on Bakhtin and Pedagogy

The Dialogic Classroom: Teachers Integrating Computer Technology, Pedagogy, and Research. Galin, Jeffrey R., Ed.; Latchaw, Joan, Ed. (PDF 5353K)

The 12 essays collected in this book suggest both practical and theoretical approaches to teaching through networked technologies. Moving beyond technology for its own sake, the book articulates a pedagogy which makes its own productive uses of emergent technologies, both inside and outside the classroom. The book models for students one possible way for teaching and learning the unknown: a dialogic strategy for teaching and learning that can be applied not only to technology-rich problems, but to a range of social issues. This approach, based on the work of Mikhail Bakhtin, understands language itself as a field of creative choices, conflicts, and struggles. After a foreword by Gail E. Hawisher and Cynthia L. Selfe, essays in the book are: (1) "Introduction" (Jeffrey R. Galin and Joan Latchaw); (2) "What Is Seen Depends on How Everybody Is Doing Everything: Using Hypertext To Teach Gertrude Stein's 'Tender Buttons'" (Dene Grigar); (3) "Voices That Let Us Hear: The Tale of the Borges Quest" (Jeffrey R. Galin and Joan Latchaw); (4) "How Much Web Would a Web Course Weave if a Web Course Would Weave Webs?" (Bruce Dobler and Harry Bloomberg); (5) "Don't Lower the River, Raise the Bridge: Preserving Standards by Improving Students' Performances" (Susanmarie Harrington and William Condon); (6) "The Seven Cs of Interactive Design" (Joan Huntley and Joan Latchaw); (7) "Computer-Mediated Communication: Making Nets Work for Writing Instruction" (Fred Kemp); (8) "Writing in the Matrix: Students Tapping the Living Database on the Computer Network" (Michael Day); (9)"Conferencing in the Contact Zone" (Theresa Henley Doerfler and Robert Davis); (10) "Rhetorical Paths and Cyber-Fields: ENFI, Hypertext, and Bakhtin" (Trent Batson); (11) "Four Designs for Electronic Writing Projects" (Tharon W. Howard); and (12) "The Future of Dialogical Teaching: Overcoming the Challenges" (Dawn Rodrigues). A 76-item glossary is attached.

Tuesday, January 08, 2008

Virtual Worlds as Teaching Tools

Interesting piece about the Arden, the World of Shakespeare project (run by virtual world economics theorist Edward Castronova), which it seems is not quite closing down (as reported on Massively)

Castronova is still planning to pursue experiments in virtual worlds. Social sciences need to be able to do controlled experiments, such as those done in the natural sciences, he says, and virtual worlds could be a good venue for that. In order to use them credibly, Castronova says, scientists need to test how accepted theories hold in game worlds. Political scientists should set up experiments to confirm that people in games vote in tune with their interests; sociologists should set up experiments to confirm that people's relationship to conformity is similar; and economists should test the basic principles of supply and demand. "A virtual world is a tool like a petri dish," he says. "We need to find out what you can do with a petri dish, and what kinds of things need a live rabbit."


In relation to the Can the Humanities Save us? entry I posted earlier today on the HUMlab blog, the following passage from the Tech Review is interesting:

Still, many academic researchers have high hopes for the potential uses of virtual worlds. Tim Lenoir, the Kimberly Jenkins chair for new technologies and society at Duke University, sees virtual worlds as powerful training tools. Lenoir is working on a world called Virtual Peace, intended to train people heading into difficult negotiation scenarios. For years, he says, the military and other organizations have used paper-based role-playing games for trainings. Virtual worlds are a natural step up from that, since they allow people to become more immersed in the scenario, and allow for richer background materials, he says.


The traditional boundaries between the so-called 'two cultures' are clearly under pressure in a technology that allows "people to become more immersed in the scenario." The aesthetics of virtual worlds is something I find very interesting.

The next project for Arden, how to "make it fun" will go by the title Arden II: London Burning. Sounds like fun.

Tuesday, December 04, 2007

A text for a Short Course on Teaching and IT that finishes this week.

James ”jim” Barrett
UPC Lärande & IT ht2007

Why a Wiki?

A wiki is a versatile and adaptable web based authoring tool that has been used in education at all levels since the late 1990s. The word wiki is a shortened form of the Hawaiian word for fast (Wiki Wiki) and the first wiki went online on March 25, 1995 when Ward Cunningham (b. 1949) created

The software WikiWikiWeb in 1994 and installed it on the website of his software consultancy, Cunningham & Cunningham (commonly known by its domain name, c2.com), as an add-on to the Portland Pattern Repository. Wikipedia

Wikis today are used to build a sense of community in a class, to store and distribute information, to make students into authors and to create text materials for teaching. The famous American copyright activist and lawyer Lawrence Lessig wrote his latest book, Codev2 using a wiki and the entire text is available as a wiki online as well as a print book in shops (see: http://codev2.cc/). While every platform has its strengths and weaknesses, I believe a wiki can be a powerful and sufficiently flexible tool for teaching a course at first year university level. My model for a teaching wiki has been the Metamedia Wiki at Stanford University in the United States, which is used for teaching, archiving, advertising, forums, research, presentations and networking. The Metamedia Wiki looks good as well.
My wiki for the course Cultures of Commonwealth English (VT08) has been set up on what will soon be the Department of Language Studies server. By locating the wiki on the department server I am in effect giving the wiki to the department, to be used by subsequent teachers as a resource base for the subject. My intention is to use the wiki as the primary text for the course, which is part of a larger program course and is made up of seven two hour seminars and an exam. I will start by writing the course on the wiki; the time table, seminar topics, background material, set reading lists, film titles and audio files will all be added to the wiki or linked to under headings which correspond to the seminar topics. I can only examine the students on the material dealt with in the seminars, but the wiki will function as a sort of reference television station during the course where material will be constantly programmed for the students to immerse themselves in the topics covered. I will be using an email enabled RSS feed so I do not have to rely on them visiting the wiki to get information and primary source materials for the seminars.
For the students to use the wiki they must log in with accounts given out in the welcome email sent out the week before the course starts. Once the course is up and running certain portions of the wiki will be able to be edited by the students. They will be able to comment on material presented in seminars and even change content and add to it. It is possible to attach tracking capabilities to the wiki so anyone who does alter material will also be identified. Material that is added to the wiki by students will remain on the wiki and will be in turn added to by following students unless the students themselves request otherwise. I am not setting a main text book for the course and hope that the wiki will serve this purpose as a form of electronic compendium. While the course is still several months away I have already started collecting material on it and constructing a topic sequence for the seminars. The RSS is also functioning and I am thinking of making even the construction of the wiki public and this stage through my blog so as to invite comments and recommendations.
The first impressions I have of working with the wiki in constructing the course Cultures of Commonwealth English (VT08) is how easy it is. As well it is fun as it feels like I am authoring the course myself and this has an associated feeling of being in control of the project. The technology behind the wiki is very simple and no (or at the most very little) coding experience is needed. The wiki is completely automatic, with any changes just a matter of pressing two buttons (Edit and Save) with the tagged change in the middle. Adding links, uploading material (images, Video, audio, written texts) is very simple. As well I expect the students will come to share in the sense of control over the course with sections of the wiki being able to be edited by them. While this is very much an experiment, I expect it will be an interesting and worthwhile one.

Friday, May 18, 2007

Free Animation Software from MIT

A free download from the MIT Media Lab; Scratch is an easy to use program that allows kids to make their own animations and post them on the web at the community site where you can download the program from.
The MIT Media Release says:

A new programming language developed at the MIT Media Lab turns kids from media consumers into media producers, enabling them to create their own interactive stories, games, music, and animation for the Web.

With this new software, called Scratch, kids can program interactive creations by simply snapping together graphical blocks, much like LEGO® bricks, without any of the obscure punctuation and syntax of traditional programming languages. Children can then share their interactive stories and games on the Web, the same way they share videos on YouTube, engaging with other kids in an online community that provides inspiration and feedback.

"Until now, only expert programmers could make interactive creations for the Web. Scratch opens the gates for everyone," said Mitchel Resnick, Professor of Learning Research at the MIT Media Lab and head of the Scratch development team.

Tuesday, May 01, 2007

Wiki Pedagogy

When I had a thesis chapter seminar presentation last week one topic discussed was wikipedia. The opinion of the group seemed to be divided along those more senior researchers who used it but spoke of its weaknesses and those still going through basic research training who were more blindly enthusiastic about it. Now I have found a general paper looking at wikis and pedagogy:

Wiki Pedagogy
Author(s) : Renée Fountain
Abstract
This article endeavours to denote and promote pedagogical experimentations concerning a Free/Open technology called a "Wiki". An intensely simple, accessible and collaborative hypertext tool Wiki software challenges and complexifies traditional notions of - as well as access to - authorship, editing, and publishing. Usurping official authorizing practices in the public domain poses fundamental - if not radical - questions for both academic theory and pedagogical practice.
The particular pedagogical challenge is one of control: wikis work most effectively when students can assert meaningful autonomy over the process. This involves not just adjusting the technical configuration and delivery; it involves challenging the social norms and practices of the course as well (Lamb, 2004). Enacting such horizontal knowledge assemblages in higher education practices could evoke a return towards and an instance upon the making of impossible public goods” (Ciffolilli, 2003).

Friday, March 23, 2007

Four interesting texts online from Bev Skeggs

Four interesting texts online from Bev Skeggs, visiting researcher in gender studies here at Umea University. I saw her seminar "Ambivalence and Class: Bourdieu's Gender Troubles" and it clarified a lot about Bourdieu's work for me. Four texts from Professor Beverly Skeggs:

Ambivalence and Class: Bourdieu's Gender Troubles

Respectability – Becoming a Proper Person

Making Class Through Moral Extension on Reality TV

The Value of Intimacy: Moral Economies on Reality TV

All this material comes via the morally decent and respectable Center for Gender Studies at the Facualty for Medicine at Umeå University.