By Sara Evans, Jessica Gilbert Redman, Joanne Rumig, & Marcia Seaton-Martin
Link to article: http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2010/05/dce1034_vasudevan_2010.pdf
Article Synopsis & Core Research Questions
Vasudevan (2010) explores the way in which emerging digital geographies are making a difference in the way our youth population are being educated today, whether in the classroom or outside the school, as well as how technology is changing the way in which they communicate with their peers and teachers. Her research focus is to examine the types of digital spaces that youth are participating in and how they can be incorporated into current education practices. YouTube, Flickr, and other digital literacies such as cell phones, mp3 players, social networking sites, and virtual worlds have all contributed to this movement where students are engaged in the learning process both online and in the classroom. This affects the instruction models and assessment tools already in place.
In this particular article Vasudevan examines the social media practices and the technologies used by two youths, Joey and EJ, that are currently involved in an alternative to incarceration program (ATIP). Using portable technologies, Joey and EJ explored digital geographies in various workshops and improved writing skills using various digital spaces. In both examples the relationships between literacies and modalities are highlighted, and how their experiences will shape curriculum design in youth education.
Methods Used
The primary methods employed are case study examples from Joey and EJ in the ATIP workshops. Both completed different creative projects in different cycles of the program. Joey’s project was a part of a digital media workshop, where students were asked to create “movies,” and EJ’s project was a part of a larger program called The Insight Theatre Project, where students were asked to co-write scripts which were performed by other participants. The researchers used ethnography styled approaches to examine the processes of the either student in creating their projects, though these approaches were complicated by the students immersion in virtual spaces where the researcher could not necessarily situate themselves.The focus, however, was examining how either project highlighted the digital literacy and level of media engagement of the student, and how either changed throughout the course and with the addition of more virtual spaces for the students to occupy.
Findings & Conclusions
As a result of the digital medial workshop, Joey was able to use a digital camera not only as a tool but as a space to show the layered geography of his life. He used his PSP as a tool to transfer files from the camera to his online profile, while gaining new skills of customizing backgrounds and uploading music and multimedia poems. Through the use of ProTools, Joey was able to create beats for his multimedia narrative and later create a collection of beats for other multimodal compositions. He got a renewed sense of exploring his personal history with the PSP and the digital camera.
EJ began to navigate new spaces, starting with writing blogs, which helped him develop more of an appreciation for multiple audiences. With the blogging and observations he made, he started to identify himself not only as an intern but also as an ethnographer. As his composing evolved, his digital geographies began to include Twitter, Facebook, and YouTube. By accessing many digital composing spaces, EJ was able to participate in new communities, be recognized for new identities, and gain new audiences.
“By paying attention to digital geographies, particularly the navigation across digital spaces and orchestration of multiple modalities, educators can cultivate youth’ literacies while at the same time inspire new sites of education” (Vasudevan, 2010, p. 79).
Further Research Opportunities & Unanswered Questions
Given the few student examples we see, it would be interesting to see how students use the digital landscape on a wider basis. One student uses technology in interesting and unusual ways, but how common is this “thinking outside the box”? What percentage of students get to know their technology this well, so they are able to think up new ways to use the technology? It would be helpful to know what students are using and to what point they are being creative with technology.
We often see students who are so-called digital natives who do not have what many consider basic digital skills (e.g., being able to enter a web address in the address bar of a browser instead of using Google to find the site and then clicking on it from the search results). Based on these observations, how many students are actively and eagerly participating in furthering their technological skills and knowledge beyond what is required for basic interpersonal communication (texting, Facebook, etc.)? By this, what we really want to know is if the Joeys and the EJs of the student world are outliers or if they are the norm. How much technological inquisitiveness can we expect from the average student? Are they willing (and/or able) to go above and beyond the normal requirements of a task or project to learn new skills or to bring together disparate skills in order to create something new?
Is it logical to believe that schools should have such varied types of technology (such as gaming systems or different types of computer OSes) available to students, just in case they might be able to use it creatively? Beyond that, do budgets allow for this possibility?
With schools fighting the influx of technology by often passing “screens down” or “phone basket” (where students put their phones in a basket upon entering a classroom to avoid the temptation of looking at it throughout class) regulations school-wide, where is the happy medium to make sure students are using technology effectively but not tuning out during the school day?
References
Vasudevan, L. (2010). Education remix: New media, literacies, and the emerging digital geographies. Digital Culture & Education, 2(1). Retrieved from http://www.digitalcultureandeducation.com