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Archive for the ‘iPhone’ Category

I had the good fortune of hearing Swedish mystery writer Henning Mankell speak this past weekend.  I’ve devoured all of his books and am just beginning his last Inspector Wallender book, The Troubled Man. Mankell is a marvelous speaker and knows how to regale an audience with subtle, yet powerful anecdotes.

Among the many topics he discussed, ranging from Mugabe to Mozambique, Mankell talked about art as the “search for friends to take into reality.”  He shared the story of meeting a man in the early 1990s in Sweden.  The man asked Mankell whether Mankell’s most renowned character, Inspector Wallender, was in favor of Sweden joining the European Union.  At that moment, Mankell noted, he recognized that Wallender had become this man’s friend who had entered reality.

This got me thinking about kids and digital media, ranging from social networking to gaming.  Kids love to create online identities, living with a mulitplicity of names, in different realities.  The question is how kids navigate between the real and the imagined, and which identities enter reality for them.

Instead of art being the search for friends to take into reality, for kids is it gaming and social media as the search for friends to take into reality?

I love the character of Inspector Wallender and as the woman who introduced Mankell explained, Mankell’s characters have a way of staying with you and the stories are ones that still have you asking questions months and even years later.  Do the characters and identities that kids are creating online have the same depth of connection?

Jane McGonigal in Reality is Broken argues for the need to invert reality into a game, and leverage the power of game thinking and design to solve global problems.  She writes:

“What if we decided to use everything we know about game design to fix what’s wrong with reality? What if we started to live our real lives like gamers, lead our real businesses and communities like game designers, and think about solving real-world problems like computer and video game theorists?” (p. 7)

McGonigal shares the story of David Sudnow’s 1983 memoir on gaming, Breakout.  She shares Sudnow’s “neurochemical activation” from the immersion of gaming:

“This was a whole different business, nothing like I’d ever known, like night and day…Thirty seconds of play, and I’m on a whole new plane of being, all my synapses wailing.” (p. 40)

Sudnow was “working at the limits of his abilities,” according to McGonigal.

Scavnger Founder Seth Priebatsch has spoken about this decade as being the decade of the game layer.

In the book Teaching 2030, the authors argue that teachers of the future need to be prepared to “Teach the Googled learner, who has grown up on virtual reality games and can find out almost everything with a few taps of the finger.”

The key is to figure out how to create depth in the learning experience with digital media in the way that Mankell has in his understanding of art and literature. Mankell understands how to build and sustain connections with his characters and with his readers.

I hope that we can still hold onto the magic of books, like the ones Mankell writes, to hold the imagination and feed the “search for friends to take into reality.”  I would hate to ever lose that to games and virtual learning environments.

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Check out my interview about the book with Erin Reilly of New Media Literacies.

http://newmedialiteracies.org/

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The Cherokee nation are trying to figure out how to utilize new technologies to preserve and sustain their cultural heritage.  The Cherokee nation sees the opportunity with technology to increase accessibility to the Cherokee language for the younger generation.  The Cherokee have also launched a Cherokee version of Wikipedia and are fast developing iPhone and iPad apps.

Jeff Edwards, who works with Cherokee Nation Curriculum Development and Animation explains:  “We’ve had to incorporate technology into the school to get the kids engaged.”  Students in schools are learning how to “set up web sites, communicate via blogs and chats, and do anything students can do on computers in English — but, in their case, do so in Cherokee.”

As long as there is computer access, “communication extends between Oklahoma and North Carolina.”  Edwards goes on to state:  “Because of this technology the Cherokee Nation can exist anywhere [...] Borders are no longer an issue with Cherokees.”

Inspiring story to share as school is starting.

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Can smartphones counterbalance student distraction and capture the attention and interest of students for learning in school?  More and more students, at younger and younger ages, sport smartphones, and are eager to find exciting new apps.  Schools and teachers are at a tipping point right now, in terms of whether to allow smartphones on campus.

Middle School Principal Heather Graham from Ottawa explains, in the Financial Post, the conundrum around smartphones in schools:  “I have seen a number of those and there are wireless networks around here right? So who knows what they could be doing with that in class? There are very good educational uses for cellular phones. But so far, we’re sticking with: When you get on school property, the phone goes off.”

English teacher Heather Jankowski, in the Financial Post, notes the irony of banning smartphones, when schools are pushing for faster integration of technology:

“In a way it is sort of hypocritical, because we really push for use of technology in our classroom — with white boards and using projectors and the Internet and giving students access to all those things — yet at the same time we’ll turn our heads around and ban their use of [smartphones].”

Like with all new technologies, the question is how fast and how effectively can schools figure out ways for student learning to increase with the use of smartphones.  Of course, one quick way is to lift bans and then see how students begin to create learning opportunities.  For example, Droid App development is open, thanks to Google.  Google’s Code University has introduced tutorials for students to be able to learn how to program and code.  It would be great to see schools steer students to being creators instead of just consumers of media on smartphones.

In the same Financial Post article, Heather Jankowski seizes on the opportunities to learn from apps:

“You see all of those apps that can really assist students and their understanding of material, so why not allow them access to that?”

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You can now jailbreak the iPhone?!  Just yesterday, I had a conversation with my son about why this is illegal and unethical, and today it’s declared legal.  I’m not sure I understand the logic, though one good example given was the analogy to a car and what exists under the hood.  It’s as if Apple were sealing the hood of a car and not allowing items to be sold by different companies; for example, what if you couldn’t choose the type of spark plugs you want under the hood of your car?  It’s hard to keep up with what to tell kids.  The first thing my son told me when I got home from work today was that you can now jailbreak the iPhone legally.  So much for digital parenting.

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