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        <title><![CDATA[Wayne Barry : Weblog items tagged with literacy]]></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 36 Steps]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2016.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2016.html</guid>
            <pubDate>Wed, 18 Mar 2009 20:17:18 GMT</pubDate>
		<dc:subject><![CDATA[games]]></dc:subject>
		<dc:subject><![CDATA[literacy]]></dc:subject>
		<dc:subject><![CDATA[learning]]></dc:subject>
		<dc:subject><![CDATA[gaming]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p>I have finally finished reading <a href="https://webapp4.asu.edu/directory/person/1054842"  target="_blank">James Paul Gee</a>'s &quot;<em><a href="http://www.amazon.co.uk/Video-Games-Learning-Literacy-Second/dp/1403984530/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1237406275&amp;sr=1-1"  target="_blank"  title="Amazon">What Video Games Have To Teach Us About Learning And Literacy</a></em>&quot; where Gee gives an inspirational treatise on how the Education sector can look&nbsp;to the principles and methods&nbsp;employed by the games industry to get people playing their computer / video games and how the&nbsp;players learn, quite informally, a range of transferable skills and knowledge. Gee (2007, p. 215) reinforces his argument towards the end of the book:</p><blockquote>&quot;<em>I have first wanted to argue that good video games build into their very designs good learning principles and that we&nbsp;should use these principles, with or without games, in schools, workplaces&nbsp;or other educational sites.</em>&nbsp;&quot;</blockquote><p>This sentiment is&nbsp;shared by Malone (1980, p. 162)&nbsp;20 years earlier who also felt that &quot;<em>these same ideas can be applied to other educational environments and life situations</em>&quot;. The &quot;learning principles&quot; that Gee speaks of are his &quot;36 Learning Principles&quot; (2007, pp. 221-227) that he slowly develops throughout the book.</p><p align="center"><object width="445" height="364"><param name="movie" value="http://www.youtube-nocookie.com/v/qGd1URORsoE&hl=en&fs=1&border=1"></param><param name="wmode" value="transparent"></param><embed class="VideoPlayback" type="application/x-shockwave-flash" src="http://www.youtube-nocookie.com/v/qGd1URORsoE&hl=en&fs=1&border=1" width="445" height="364"/></object>&nbsp;</p><p>I can, however, see a number of time poor, resource hungry teachers struggle with some of Gee's suggestions, especially when they have to work with a rather prescriptive curriculum that changes ever-so-often&nbsp;according to&nbsp;the&nbsp;Government's latest&nbsp;&quot;blue skies&quot;&nbsp;thinking or knee-jerk reaction to some kind of educational or societal failure that needs a &quot;policy plaster&quot; to cover it up.</p><p>So, for the next few weeks, I would like&nbsp;to post some&nbsp;of my thoughts&nbsp;around some of the themes and issues that had caught my interest whilst reading Gee's book.</p><p>Watch this space...</p><p><strong>References</strong></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.&nbsp;</p><p>Malone, T.W. (1980) <em>What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games</em>. Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems table of contents. Palo Alto, California, United States.</p>]]></description>
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            <title><![CDATA[Iconclasm in the Digital Age]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1643.html</link>
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            <pubDate>Thu, 29 Jan 2009 21:02:57 GMT</pubDate>
		<dc:subject><![CDATA[semiotic domain]]></dc:subject>
		<dc:subject><![CDATA[semacode]]></dc:subject>
		<dc:subject><![CDATA[play]]></dc:subject>
		<dc:subject><![CDATA[pixels]]></dc:subject>
		<dc:subject><![CDATA[literacy]]></dc:subject>
		<dc:subject><![CDATA[hieroglphics]]></dc:subject>
		<dc:subject><![CDATA[transliteracy]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[game]]></dc:subject>
            <description><![CDATA[<p>Gee is such an absorbing read and lots of wonderfully quotable nuggets like:</p><blockquote>&quot;<em>But all learning is ... learning to play 'the game'. For example, literary criticism and field biology are different 'games' played by different rules. (They are different sorts of activities requiring different values, tools, and ways of acting and thinking; they are different domains with different goals and different 'win states')</em>&quot; p. 7</blockquote><p>I have only just finished chapter 2, but I was interested in his notion of &quot;<a href="http://en.wikipedia.org/wiki/Semiotic"  target="_blank"  title="Semiotic">semiotic</a> domains&quot; which he describes as &quot;an area or set of activities where people think, act and value in certain ways&quot; (p. 19). These &quot;semiotic domains&quot; employ a range of modalities (or <em>multimodalities</em> in this case) which would encompass the following:</p><ul><li>oral or written language</li><li>images</li><li>equations</li><li>symbols</li><li>sounds</li><li>gestures</li><li>graphs</li><li>artifacts, etc</li></ul><p>These modalities are embued with specific meanings which are communicated in very distinctive ways - in some respects I see these as being very similar to the idea of <em><a href="http://en.wikipedia.org/wiki/Transliteracy"  target="_blank"  title="Transliteracy">transliteracy</a></em> which Sue Thomas (of <a href="http://www.hum.dmu.ac.uk/blogs/part/"  target="_blank"  title="PART">PART</a>) defines as:</p><blockquote>&quot;<em> ... the ability to read, write and interact across a range of platforms, tools and media from signing and orality through handwriting, print, TV, radio and film, to digital social networks.</em>&quot;</blockquote><p><img src="http://holyroodpark.net/heywayne/files/3/275/datamatrix.png"  border="0"  alt="Can you unravel the hidden message?"  hspace="3"  vspace="3"  width="150"  height="150"  align="right" />Transliteracy, then, becomes an umbrella term to include the likes of literacy, digital literacy, media literacy, information literacy, visual literacy&nbsp;and computer literacy (to name but a few). The idea of images and symbols&nbsp;that have&nbsp;become to&nbsp;represent real-world objects is as old as <a href="http://en.wikipedia.org/wiki/Cave_paintings"  target="_blank"  title="Cave Paintings">neolithic man</a> and used by the ancient Egyptians in the form of <a href="http://en.wikipedia.org/wiki/Heiroglyphics"  target="_blank"  title="Hieroglyphics">hieroglyphics</a>&nbsp;(we can include other cultures that made use of glyphics and pictograms here). It is interesting to see how symbols and imagery has come full circle with&nbsp;the power of the <a href="http://en.wikipedia.org/wiki/Pixel"  target="_blank"  title="Pixel">pixel</a> and the ascension of nu-hieroglyphics like <a href="http://en.wikipedia.org/wiki/Semacode"  target="_blank"  title="Semacode">semacode</a>&nbsp;and <a href="http://en.wikipedia.org/wiki/Datamatrix"  target="_blank"  title="Data Matrix Code">data matrix code</a> which contain information tucked away within those barcode-like symbols and can now be captured and translated by mobile phone technology. What would&nbsp;the cognitive archaeologists&nbsp;make of these symbols in 2000 years time I wonder?</p><p><strong>References</strong></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>]]></description>
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            <title><![CDATA[Textual Meditations - Volume II]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/134.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/134.html</guid>
            <pubDate>Thu, 04 Oct 2007 00:00:02 GMT</pubDate>
		<dc:subject><![CDATA[moderation]]></dc:subject>
		<dc:subject><![CDATA[literacy]]></dc:subject>
		<dc:subject><![CDATA[engrossment]]></dc:subject>
		<dc:subject><![CDATA[computer mediated communication]]></dc:subject>
		<dc:subject><![CDATA[community]]></dc:subject>
		<dc:subject><![CDATA[atomisation]]></dc:subject>
		<dc:subject><![CDATA[IDELautumn07]]></dc:subject>
		<dc:subject><![CDATA[Goffman]]></dc:subject>
		<dc:subject><![CDATA[Feenberg]]></dc:subject>
		<dc:subject><![CDATA[reading]]></dc:subject>
		<dc:subject><![CDATA[absorption]]></dc:subject>
            <description><![CDATA[<p>The latter half of Feenberg's (1989) paper becomes a rather confused and muddled mess; whilst there are some interesting ideas, he doesn't quite pull them off. I noted some&nbsp;intriguing points in&nbsp;the discourse section where Feenberg refers to Marshall McLuhan's 1960's announcement on the &quot;<em>end of literate culture and the&nbsp;rise of a new 'oral' culture based on electronic broadcasting</em>&quot;. This was&nbsp;when&nbsp;the TV star was in it's ascendency and the noble art of conversation was enduring a slow and choking death.</p><p>Feenberg&nbsp;raises another pertinent statement; especially when you consider&nbsp;the rhetoric that children spend far too much time watching&nbsp;television, playing computer games and surfing the Internet:</p><blockquote>&quot;<em>Recent years have seen the proliferation of remedial writing courses in<br />colleges and the gradual decline of the childhood pastime of reading for pleasure.</em>&quot;</blockquote><p>The effect of this particular game of dominos would be reverberating across the academic and corporate worlds for years to come as it becomes painfully apparent to the powers that be that a generation of children would be ill-equipped to learn and to work. These discordant ripples&nbsp;continue right upto (and beyond) the <a href="http://www.hm-treasury.gov.uk/independent_reviews/leitch_review/review_leitch_index.cfm"  target="_blank"  title="The Leitch Review 2006">Leitch Review</a> (2006).&nbsp;&nbsp;</p><p>In 1998, the UK Government introduced &quot;<em><a href="http://www.literacytrust.org.uk/Database/Primary/lithour.html"  target="_blank"  title="Literacy Hour">Literacy Hour</a></em>&quot; into all&nbsp;Primary schools&nbsp;to try and get the kids into reading. As fate would have it, a certain bespectacled boy with a lightening bolt scar on his forehead was going to do something that no Government initiative could possibly achieve; and that was to get children to read books for fun, a <a href="http://www.scholastic.com/aboutscholastic/news/press_07252006_CP.htm"  target="_blank"  title="The Kids and Family Reading Report">recent study</a> seems to support this assertion.</p><p>We digress somewhat.&nbsp;Feenberg's habit for name dropping&nbsp;those great&nbsp;theorists of&nbsp;Goffman, Lyotard and Derrida makes for heavy work. Terms such as &quot;<em>absorption</em>&quot;, &quot;<em>engrossment</em>&quot; and &quot;<em>atomisation</em>&quot; are&nbsp;both unhelpful and&nbsp;a little inaccessible to educationalists or technologists alike, unless they are&nbsp;blessed&nbsp;with a sociological / philosophical&nbsp;mindset.</p><p>On the role of the moderator, Feenberg suggests that they should be more like a chairperson within a meeting. In the real world,&nbsp;a skilled&nbsp;moderator would be able to exert a physical presence; much like a conductor&nbsp;would with an orchestra. In the online world, one is not able to exert such a presence. Whilst technologies would give the online moderator the ability to &quot;<em>block</em>&quot; unruly participants - which is a bit like being kicked out of the pub by the landlord - it is hardly conducive towards any meaningful discussions or debates; if anything, it will only serve to make the participants feels isolated and alienated.</p><p>If we can imagine for a minute,&nbsp;a parent teaching a child how to ride a bike, then letting go so that the bike is under the child's control; so the moderator's role, therefore, should exhibit a similar approach. Indeed, we would redefine the moderator's role to that of&nbsp;a facilitator. The facilitator would, therefore, steer the participants out of the harbour and&nbsp;allows them to go at their own pace and accord; with the occasional nudge of the compass, the participants&nbsp;are&nbsp;gently brought&nbsp;back on the track and continue to make those connections in a more fruitful and organic way.</p><p><strong>References</strong></p><p>Feenberg, A., (1989).&nbsp;The written world: On the the theory and practice of computer conferencing. <em>In:</em> Mason, R. &amp; Kaye, A. (eds)&nbsp;<em>Mindweave: communication, computers and distance learning.</em>&nbsp;Oxford: Pergamon Press.&nbsp;pp. 22-39.</p><p>Kreijns, K., Kirschner, P.A. &amp; Jochems, W., (2003). Identifying the pitfalls for social interaction in computer-supported collaborative learning environments: a review of the research. <em>Computers in Human Behavior</em>. 19, 335-353.</p><p>McInnerney, J.M. &amp; Roberts, T.S., (2004).&nbsp;Online Learning Social Interaction and the Creation of a Sense of Community.&nbsp;<em>Educational Technology &amp; Society.</em> 7(3), 73-81.</p>]]></description>
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