<?xml-stylesheet type="text/xsl" href="http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/rss/culture/rssstyles.xsl"?>

<rss version='2.0'   xmlns:dc='http://purl.org/dc/elements/1.1/'>
    <channel xml:base='http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/'>
        <title><![CDATA[Wayne Barry : Weblog items tagged with culture]]></title>
        <description><![CDATA[The weblog for Wayne Barry, hosted on Holyrood Park.]]></description>
        <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/</link>        
        <item>
            <title><![CDATA[The Learner with a Thousand Identities]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2018.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2018.html</guid>
            <pubDate>Thu, 19 Mar 2009 21:33:17 GMT</pubDate>
		<dc:subject><![CDATA[relationship]]></dc:subject>
		<dc:subject><![CDATA[semiotic domains]]></dc:subject>
		<dc:subject><![CDATA[otherness]]></dc:subject>
		<dc:subject><![CDATA[learning]]></dc:subject>
		<dc:subject><![CDATA[identity]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[culture]]></dc:subject>
            <description><![CDATA[<p><img src="http://holyroodpark.net/heywayne/files/3/407/mosaic_illusion.jpg"  border="1"  alt="Faces within a Face"  hspace="4"  vspace="4"  width="350"  height="273"  align="right" />One of my&nbsp;pet interests is that of <strong>identity</strong>. Gee not only devotes a whole chapter on idenity (and learning), but also another chapter that looks at identity (and culture). Gee suggests that learning that takes place within, what he&nbsp;describes as&nbsp;&quot;semiotic domains&quot;, or as he puts it more plainly:&nbsp;&quot;<em>an area or set of activities where people think, act and value in certain ways</em>&quot; (2007, p. 19) requires the learner to create and take on new identities as well as &quot;forming bridges&quot; between the learner's old identities to their new one (2007, p. 45).</p><p>These &quot;semiotic domains&quot; could be a science laboratory, so the learner &quot;thinks and acts&quot; as a scientist; or a kitchen, so the learner &quot;thinks and acts&quot; as a chef. In the realm of the video game, the player either has to construct their character from scratch if it is a <a href="http://en.wikipedia.org/wiki/Role_playing_game"  target="_blank"  title="Role Playing Game">role playing game</a> (RPG) or they adopt the identity of the&nbsp;game's main&nbsp;protagonist,&nbsp;be it <a href="http://en.wikipedia.org/wiki/Mario"  target="_blank"  title="Mario">Mario</a>, <a href="http://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(character)"  target="_blank"  title="Sonic the Hedgehog">Sonic the Hedgehog</a>, <a href="http://en.wikipedia.org/wiki/Max_Payne"  target="_blank"  title="Max Payne">Max Payne</a>&nbsp;or <a href="http://en.wikipedia.org/wiki/Lara_Croft"  target="_blank"  title="Lara Croft">Lara Croft</a>; so the &quot;semiotic domains&quot; become a fantastical and improbable world; the rain strewn streets of New York; or an archaeological dig somewhere in the mountains of Peru.</p><p>This is where Gee (2007, pp. 48-51) presents his fascinating &ldquo;tripartite&rdquo; perspective to identity where three complex and interrelating identities are at play:&nbsp;&ldquo;<em>real-world</em>&rdquo; (as &ldquo;played by&rdquo; the individual themselves and are imbued with a variety of competing/complementary identities); &ldquo;<em>virtual</em>&rdquo; (as &ldquo;played out&rdquo; by the individual&rsquo;s alter-ego or &ldquo;avatar&rdquo; which can be seen as aspirational identities that befit a particular role); and &ldquo;<em>projective</em>&rdquo; (as &ldquo;played towards&rdquo; being a certain type of person / role based upon the individual&rsquo;s own dispositions). Gee articulates this &ldquo;tripartite&rdquo; of identities in the following way:</p><ul><li><strong>student</strong> as scientist (real-world identity)</li><li>student <strong>as</strong> scientist (virtual identity)</li><li>student as <strong>scientist</strong> (projective identity)</li></ul><p>Gee introduces another concept,&nbsp;that of the&nbsp;&quot;<em>psychosocial moratorium</em>&quot; (2007, p, 59),&nbsp;which was first introduced by psychologist <a href="http://en.wikipedia.org/wiki/Erik_Erickson"  target="_blank"  title="Erik Erickson">Erik Erickson</a>, &nbsp;which has been used to describe the suspension of responsibility and accountability that allows players to explore alternate identities without the repercussions and dangers that one might face in real life; i.e. a player as a neurosurgeon performing brain surgery.</p><p>Gee (2007, pp. 53-54) suggests that the relationship of &quot;player as virtual character&quot; is a powerful one as it:</p><blockquote>&quot;<em>...transcends identification with characters in novels or movies, for instance, because it is both <strong>active</strong> (the player actually does things) and <strong>reflexive</strong>, in the sense that once the player has made some choices about the virtual character, the virtual character is now developed in a way that sets certain parameters about what the player can now do.</em>&quot;</blockquote><p>The above statement reminds me of &quot;<em><a href="http://en.wikipedia.org/wiki/The_Hero_with_a_Thousand_Faces"  target="_blank"  title="The Hero with a Thousand Faces">The Hero with a Thousand Faces</a></em>&quot;; Campbell's (1993) seminal work featuring the journey of the <a href="http://en.wikipedia.org/wiki/Archetype"  target="_blank"  title="Archetype">archetypal</a> hero that can be found in most world mythologies and has been a device adopted by many storytellers including <a href="http://en.wikipedia.org/wiki/J_R_R_Tolkien"  target="_blank"  title="JRR Tolkien">J.R.R. Tolkien</a>'s &quot;<em><a href="http://en.wikipedia.org/wiki/The_Lord_of_the_Rings"  target="_blank"  title="The Lord of the Rings">The Lord of the Rings</a></em>&quot; triology&nbsp;and <a href="http://en.wikipedia.org/wiki/George_lucas"  target="_blank"  title="George Lucas">George Lucas</a>' &quot;<em><a href="http://en.wikipedia.org/wiki/Star_Wars"  target="_blank"  title="Star Wars">Star Wars</a></em>&quot; franchise. Each deals with a &quot;rite of passage&quot; - for the learner, this could be interpreted as a &quot;<em>learning footprint</em>&quot; or &quot;<em>learning trajectory</em>&quot; - that would ultimately result in some kind of sacrifice -&nbsp;for the&nbsp;learner, this could&nbsp;mean supplanting previously held beliefs or knowledge or letting go of some kind of&nbsp;redundant idenity&nbsp;-&nbsp;that would lead to some kind of transformation - again, for the learner, this could mean the assimilation of new beliefs or knowledge or acquiring a new identity.</p><p>Blinka (2008) offers an interesting insight between the relationship of the player and their <a href="http://en.wikipedia.org/wiki/Avatar_(computing)"  target="_blank"  title="Avatar">avatar</a>; Blinka's (2008) paper seems to suggest that the younger the player, the more they identify&nbsp;themselves as the&nbsp;avatar and that for all age groups daydreaming and emotional feelings towards their avatar, was found to be important.</p><p>In the &quot;<em>Cultural Models</em>&quot; chapter, Gee introduces the idea that players can also play the &quot;bad guy&quot; as well as the &quot;good guy&quot; which means adopting the identity of the &quot;<em><a href="http://en.wikipedia.org/wiki/Other"  target="_blank"  title="The Other">other</a></em>&quot;; this shadowy arch-nemesis. He states (Gee, 2007, p. 158) that:</p><blockquote>&quot;<em>...far more interactively that you could in any novel or movie, you would have experienced the '<strong>other</strong>' from the inside ...&nbsp; since the cultural models built&nbsp;into the game are not yours, you would be able to reflect on them&nbsp;in a more overtly conscious way...</em>&quot;</blockquote><p>Depending on&nbsp;the&nbsp;role of the &quot;other&quot;, for&nbsp;some of us, this role-reversal may actually be a real eye opener or may take us down very uncomfortable and threatening avenues of inquiry and experience. Uncomfortable questions may be asked of our identities - a real &quot;looking glass&quot; moment that is reflected back to us in all of its most uncomfortable, uncompromising and unflinching reality.</p><p><strong>References</strong></p><p>Blinka, L. (2008). The Relationship of Players to Their Avatars in MMORPGs: Differences between Adolescents, Emerging Adults and Adults. <em>Cyberpsychology: Journal of Psychosocial Research on Cyberspace</em>. 2(1). [online]. Available at: <a href="http://cyberpsychology.eu/view.php?cisloclanku=2008060901&amp;article=5">http://cyberpsychology.eu/view.php?cisloclanku=2008060901&amp;article=5</a>&nbsp;[Accessed 19 March 2009]</p><p>Campbell, J. (1993). <em>The Hero with a Thousand Faces</em>. Fontana Press.</p><p>Gee,&nbsp;J.P. (2007). <em>What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition)</em>. New York, Hampshire: Palgrave Macmillan.</p><p>Suler, J. (2002). Identity Management in Cyberspace. <em>The Psychology of Cyberspace</em>. [onlne]. Available at:&nbsp;<a href="http://www-usr.rider.edu/~suler/psycyber/identitymanage.html">http://www-usr.rider.edu/~suler/psycyber/identitymanage.html</a><a href="http://www-usr.rider.edu/~suler/psycyber/psyav.html"></a> [Accessed 19 March 2009]</p><p>Suler, J. (2004). Personality Types in Cyberspace. <em>The Psychology of Cyberspace</em>. [onlne]. Available at:&nbsp;<a href="http://www-usr.rider.edu/~suler/psycyber/persontypes.html">http://www-usr.rider.edu/~suler/psycyber/persontypes.html</a> [Accessed 19 March 2009]</p><p>Suler, J. (2007). The Psychology of Avatars and Graphical Space in Multimedia Chat Communities. <em>The Psychology of Cyberspace</em>. [onlne]. Available at:&nbsp;<a href="http://www-usr.rider.edu/~suler/psycyber/psyav.html">http://www-usr.rider.edu/~suler/psycyber/psyav.html</a> [Accessed 19 March 2009]</p>]]></description>
        </item>
                
        <item>
            <title><![CDATA[Digital Imperialism: The Tyranny of Technology]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/143.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/143.html</guid>
            <pubDate>Thu, 29 Nov 2007 00:00:00 GMT</pubDate>
		<dc:subject><![CDATA[imperialism]]></dc:subject>
		<dc:subject><![CDATA[digital natives]]></dc:subject>
		<dc:subject><![CDATA[digital immigrants]]></dc:subject>
		<dc:subject><![CDATA[cyberdiversity]]></dc:subject>
		<dc:subject><![CDATA[Prensky]]></dc:subject>
		<dc:subject><![CDATA[IDELautumn07]]></dc:subject>
		<dc:subject><![CDATA[language]]></dc:subject>
		<dc:subject><![CDATA[net generation]]></dc:subject>
		<dc:subject><![CDATA[culture]]></dc:subject>
            <description><![CDATA[<p><img src="http://holyroodpark.net/heywayne/files/3/18/digital_immigrant.png"  border="1"  alt="i'm a digital immigrant - need to assimilate"  hspace="4"  vspace="4"  width="320"  height="240"  align="right" />The notion of &quot;<em>Millennials</em>&quot; (Howe &amp; Strauss, 2000), &quot;<em>digital natives</em>&quot; (Prensky, 2001), &quot;<em>net gen</em>&quot; (Oblinger, 2005), &quot;<em>technological generation</em>&quot; (Monereo, 2004)&nbsp;and Frand's (2000) ten attributes of the &quot;<em>information-age mindset</em>&quot; is of great interest to me. Why? Well, my institution was awarded, this year, with some <a href="http://www.canterbury.ac.uk/support/learning-teaching-enhancement-unit/Debut/index.asp"  target="_blank"  title="DEBUT Pathfinder Project">HEA Pathfinder&nbsp;funding</a> to equip some of our lecturers with the necessary skills sets and tools that would enable them to speak the &quot;<em>new</em>&quot; digital language of our students.</p><p>Indeed, the aforementioned authors have identified a&nbsp;set of&nbsp;<em>modus&nbsp;operandi</em> that is common with a particular group of people that were born after 1982 (give or take a year or two). This M.O., as it were, includes such activities as: multitasking; visual literacy; highly social; constantly connected; a preference to using keyboards than pens / pencils; and a preference&nbsp;to reading on the screen rather than printed text.</p><p>A number of reports (Ipsos MORI 2007, Livingstone&nbsp;&amp; Bober 2005) and commentators (Bayne &amp; Ross 2007, Owen 2004) have put out warnings that this might not be the case - the presupposed M.O. just doesn't fit. Delegates at&nbsp;this year's&nbsp;ALT-C conference were cautioned that the so-called &quot;<em>digital native</em>&quot; student may not be overly familiar with Web 2.0 technologies like blogs, wikis and podcasting.</p><p>The flip-side&nbsp;to the &quot;<em>digital native</em>&quot; is the &quot;<em>digital immigrant</em>&quot; (more on that later). Both terms have been popularised and mythologised from Prensky's (2001) original work and the basis of which have&nbsp;little or no substantive evidence or research to back-up&nbsp;his claims. McKenzie (2007) accuses Prensky of being &quot;<em>guilty of 'arcade scholarship'</em>&quot;. Unfortunately, in the process of lambasting and unpicking Prensky's ideas, theories and claims; McKenzie is also culpable of the same sense of &quot;<em>arcade scholarship</em>&quot; - which is a shame really as he does take Prensky to task.</p><p>Whilst I recognised that for many young people the Internet, mobile phones and MP3 players&nbsp;are very much a part of their everyday life and culture in the same way that television, radio and cassette players were with me in 1970s&nbsp;- so much so that it stops&nbsp;being technology and becomes normalised - it doesn't necessarily follow that all students use technology or that they appreciate the use of &quot;<em>trendy</em>&quot; technology&nbsp;as part of&nbsp;their learning experience; despite what JISC (2007) may say.</p><p>According to Prensky (2001), &quot;<em>digital immigrants</em>&quot; represent the complete antithesis of the &quot;<em>digital natives</em>&quot;. Whilst some of the more &quot;<em>smarter immigrants</em>&quot; might be able to embrace technology and begin to speak the same language as the &quot;<em>digital natives</em>&quot;, albeit with an &quot;<em>accent</em>&quot;, most are not quite as forward-looking or thinking. It is these gross assumptions and the patronising manner that makes the whole &quot;<em>digital divide</em>&quot; debate / discourse distasteful and wholly unhelpful. </p><p>The whole lexicon of &quot;<em>digital native</em>&quot;, &quot;<em>digital immigrant</em>&quot; (Prensky, 2001), &quot;<em>digital savage</em>&quot;, &quot;<em>technological migrant</em>&quot;&nbsp;(Monereo, 2004), &quot;<em>digital colonist</em>&quot; (Sandford, 2006), and &quot;<em>digital refugee</em>&quot;&nbsp;(Feeney, n.d.) is imperialistic in nature and racist by inclination (Bayne &amp; Ross, 2007). </p><p>These metaphors alludes towards cyberspace as being some kind of untamed and untapped &quot;<em>Wild West Frontier</em>&quot; with the physical apparatus of pipes, cables, fibre-optics and microwave links being&nbsp;construed as a &quot;<em>digital railroad</em>&quot;. This kind of linguistic flimflammery are neither useful nor helpful culturally, ideologically, technologically or educationally; and do very little to help us to try and understand the <strong><u>true</u></strong> digital diversity (<em>cyberdiversity?</em>) of our hetereogeneous student body. </p><p><strong>References</strong></p><p>Bayne, S. and Ross, J., (2007). The &quot;Digital Native&quot; and &quot;Digital Immigrant&quot;: A Dangerous Opposition. <em>Annual Conference of the Society for Research into Higher Education</em>. December 2007.</p><p>Feeney, L., (n.d.). Digital Denizens. <em>In: Previously In The Spotlight </em>[online]. Available at <a href="http://loki.stockton.edu/~intech/spotlight-digital-denizens.htm">http://loki.stockton.edu/~intech/spotlight-digital-denizens.htm</a>&nbsp;[Accessed 29 November 2007]</p><p>Frand, J.L., (2000). The Information-Age Mindset: Changes in Students and Implications for Higher Education. <em>Educause</em>. September/October 2000.</p><p>Howe, N. and Strauss, B., (2000). <em>Millennials Rising: The Next Great Generation</em>. New York: Vintage Books.</p><p>Ipsos MORI, (2007). Student Expectations Study: Findings from Preliminary Research.&nbsp;<em>JISC</em> [online]. Available at:&nbsp;<a href="http://www.jisc.ac.uk/publications/publications/studentexpectationsbp.aspx">http://www.jisc.ac.uk/publications/publications/studentexpectationsbp.aspx</a> [Accessed&nbsp;29 November 2007]</p><p>JISC, (2007). In Their Own Words: Exploring the learner's perspective on e-learning. <em>JISC</em> [online]. Available at:&nbsp;<a href="http://www.jisc.ac.uk/publications/publications/intheirownwords.aspx">http://www.jisc.ac.uk/publications/publications/intheirownwords.aspx</a> [Accessed 29 November 2007]</p><p>Krause, K., (2007). Who is the e-Generation and How are they faring in Higher Education? <em>In:</em> Lockard, J.&nbsp;and Pegrum, M.&nbsp;(eds) <em>Brave New Classrooms: Democratic Education and the Internet</em>. New York: Peter Lang. pp. 125-139.&nbsp;</p><p>Livingstone, S. and Bober, M., (2005). <em>UK Children Go Online</em> [online]. Available at:&nbsp;<a href="http://personal.lse.ac.uk/bober/UKCGOfinalReport.pdf">http://personal.lse.ac.uk/bober/UKCGOfinalReport.pdf</a> [Accessed 29 November 2007]&nbsp;</p><p>McKenzie, J., (2007). Digital Nativism, Digital Delusions and Digital Deprivation. <em>From Now On</em>, 17(2). [online]. Available at:&nbsp;<a href="http://fno.org/nov07/nativism.html">http://fno.org/nov07/nativism.html</a> [Accessed 29 November 2007]&nbsp;</p><p>Monereo, C., (2004). The Virtual Construction of the Mind: The Role of Educational Psychology. <em>Interactive Educational Media</em>. 9, pp. 32-47.&nbsp;</p><p>Oblinger, D., (2003). Boomers, Gen-Xers and Millenials: Understanding the New Students. <em>Educause</em>. July/August 2003.</p><p>Owen, M., (2004). The Myth of the Digital Native. <em>Futurelab</em>. June 2004. Available at: <a href="http://www.futurelab.org.uk/resources/publications_reports_articles/web_articles/Web_Article561">http://www.futurelab.org.uk/resources/publications_reports_articles/web_articles/Web_Article561</a>&nbsp;[Accessed 29 November 2007]</p><p>Prensky, M., (2001). Digital Natives, Digital Immigrants. <em>On the Horizon,</em> 9(5), NCB University Press.</p><p>Sandford, R., (2007). Digital Post-Colonialism. <em>Flux</em>. 14&nbsp;December 2006. Available at:&nbsp;<a href="http://flux.futurelab.org.uk/2006/12/14/digital-post-colonialism/">http://flux.futurelab.org.uk/2006/12/14/digital-post-colonialism/</a> [Accessed 29 November 2007]</p><p><strong>Sources</strong>&nbsp;</p><p>The photo comes from <a href="http://www.flickr.com/photos/lynetter/"  target="_blank"  title="Lynetter">Lynetter</a>'s &quot;<em><a href="http://www.flickr.com/photos/lynetter/sets/72057594139269787/"  target="_blank"  title="Lynetter's Interesting Snippets">Interesting Snippets</a></em>&quot; Photo Set on Flickr.</p>]]></description>
        </item>
        
    </channel>
</rss>