teaching

By Daniel Johanne…, 16 June, 2021
Publication Type
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271-274
Journal volume and issue
59.3
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Abstract (in English)

In the second edition of their influential book New Literacies: Everyday Practices and Classroom Learning, Lankshear and Knobel argued that engagement with these practices was “largely confined to learners’ lives in spaces outside of schools.” That was nearly 10 years ago, and in some respects, very little has changed. In many classrooms, there is a lot more technology than there was back then; for instance, the provision of interactive whiteboards, desktops, laptops, and portable devices is better, and there is a greater variety of software and hardware on offer. Yet, even when equipment is available, up to date, and in good working order, problems of curricular integration still arise. Despite all the rhetoric about the importance of new or digital literacies in education, recent curricular reforms and their associated assessment regimes have tended to privilege traditional literacy skills and printed text. An expansive view of new literacies in practice seems hard to realize. Why should this be the case?

DOI
10.1002/jaal.482
By Daniel Johanne…, 16 June, 2021
Language
Year
Record Status
Abstract (in English)

The school curriculum is not neutral knowledge. Rather, what counts as legitimate knowledge is the result of complex power relations, struggles, and compromises among identifiable class, race, gender, and religious groups. A good deal of conceptual and empirical progress has been made in the last 2 decades in answering the question of whose knowledge becomes socially legitimate in schools. Yet, little attention has actually been paid to that one arti-fact that plays such a major role in defining whose culture is taught–the textbook. In this article, I discuss ways of approaching texts as embodiments of a larger process of cultural politics. Analyses of them must focus on the complex power relationships involved in their production, contexts, use, and reading. I caution us against employing overly reductive kinds of perspectives and point to the importance of newer forms of textual analysis that stress the politics of how students actually create meanings around texts. Finally, I point to some of the implications of all this for our discussions of curriculum policy.

DOI
10.3102/0013189X021007004
By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

This talk shares collaboration strategies and “funnest practices” for using netprov — networked improvisation, online roleplay literature — in the classroom. In sequences of “jump right in” creative games, students explore such topics as character development and character voice in a real-time laboratory of quick creative exchanges (accompanied by mutual encouragement and laughter). By building a bridge between students’ own social media writing practices and learning about historic literature, their creative strategies are expanded and critical connections between canonical texts and contemporary, everyday writing are made. What students may not realize is that netprov also can help break through their own creative blockages and freezes.

Short description

In this workshop, attendees will learn to create "story instruments," a genre of performative e-lit with a very simple interaction model. In a story instrument, the author decides *what* happens, and the user, through a one-button interface, determines *when* it happens. This form, with its inherent connections to music, video games, interactive comics, and slide presentations, has been used to collaboratively remix the works of noted California poets, sonify the history of Mars exploration, create multi-vocal lyric videos for Hamilton, and visualize samples of martial arts films in hip-hop tracks — to name just a few applications. The software attendees will use to create their story instruments is Stepworks 2, a new version of the web-based tool I first introduced in 2017. Stepworks (http://step.works) has been described as "an ideal platform for teaching e-literature through feminist critical making pedagogies" (Sarah Whitcomb Laiola, "Back in a Flash: Critical Making Pedagogies to Counter Technological Obsolescence" [The Journal of Interactive Technology and Pedagogy, December 10, 2020]). It can be used to create interactive works, live-streamed presentations, or linear videos (one example being last year's popular ELO talk "Temporal Aesthetics in Digital Comics: An Introduction for Makers and Researchers"). Stepworks standardizes multimodal interactive media in a way that simplifies authoring, while collapsing the boundaries between text, visual, audio, and musical content. Instead of tracks or layers, Stepworks features "characters" who take actions in discrete steps. Each character appears as a rectangular panel that can be rendered anywhere on screen. When a character "speaks" a word, that word appears in its panel. When they "show" a video, that video fills the panel's area. Put another way, Stepworks takes the visual logic of Zoom we've been living with during the pandemic — in which each box equals a person — and allows authors to build on it in creative ways. Stepworks 2 introduces a web-based authoring environment to augment the Google Sheets model launched with Stepworks 1, making possible more sophisticated compositions (even including the user's webcam) while maintaining ease of use. Attendees will come away from the workshop with basic knowledge of the tool, and free accounts which they can continue to use afterward (while Stepworks will ultimately include a paid tier to support continued development, the essential set of authoring features will continue to be free, and its file format is open and JSON-based). The workshop will be held over Zoom, and participants (up to 15) will be required to use the Chrome web browser. Each attendee will use Stepworks to follow along with workshop activities, creating their own experiments using media they possess locally or find online. Attendees will be encouraged to show progress via screen sharing, and will save their work locally, while also learning how to publish projects online (a secondary account like a GitHub account may be required for this). Finally, participants will receive tips for using Stepworks to expose students to basic e-lit creation in a classroom setting.

Record Status
By Lene Tøftestuen, 24 May, 2021
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Year
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Abstract (in English)

Reviewing the history of computing, the educational potential of new ways of knowledge representation and new literary affordances have sparked many influential ideas and reform efforts, spanning from “frantic systems” (Nelson, 1970) to constructionist discovery learning (Papert, 1993) to the reconfiguration of literary education (Landow, 2006, ch. 7). Yet, the current usages of electronic literature in education arguably fall behind those early anticipations. Therefore, this paper explores the wider educational and social entanglements that withhold electronic literature from entering classrooms in the context of current technology transformations. Considering the recent pandemicrelated global upsurge of the digitalization of educational systems, the mere lack of supply of digital devices and equipment will cease to be the main obstacle for the adoption of electronic literature in K12 classrooms. Nonetheless, the question shifts to what imaginaries and discourses shape (and limit) the use of new digital literary affordances. Reviewing current trends, three issues are identified. These concern (1) fixations of technological disruption, (2) literacy learning objectives and (3) the marginalization of teaching. The focus on technological disruption (and solutionism) refers to a tendency for innovators to overly emphasize particular technological aspects and to become fixated on their “disruptive” benefits while disregarding the need for cultural and artistic conventions and communities of education practices to grow within the digital medium. Secondly, the problematization of learning objectives relates to a prioritization of basic skills and 21st century workforce preparation while neglecting the need to address new critical literacy practices. Rather than responding with a restricted, preservationist stance limited to paper-based literacy, educators and authors may find ways of combining material affordances and electronic literature to introduce wider literacy conceptions in educational practice. In a similar vein, the marginalization of teaching is concerned with how technology is being used to quantify, classify and control teaching practices within new regimes of digital governance. In other words, teachers are being increasingly framed as technicians and behavioral managers in place of enhancing their role as “cyberbards” (Murray, 2016). Given that some of the issues raised correspond to known problems in the field of electronic literature, they also provide opportunities for further transdisciplinary research into the production and adaptation of electronic literature for educational purposes.

(Source: the abstract of the work)

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Abstract (in English)

This is the final project guidelines for an undergraduate course in Electronic Literature. Originally the project asked students to adapt a fairytale into Twine, but as the pandemic hit in Spring 2020, the guidelines expanded so that students had the option of making an interactive story about their experience during the pandemic.

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Description (in English)

This netprov was an assignment in the course on Digital Genres (DIKULT103, University of bergen) during the spring of 2020. The netprov premise and structure was inspired by The Machine Learning Breakfast Club (Marino and Wittig 2019)

The PremiseAfter decades of development, works of electronic literature are fed-up with the way they are treated. At once lauded and despised, ignored and overanalyzed, it is time we finally hear from the e-lit works themselves. In this netprov, you are each the personification of a creative work sharing your troubles and asking other works for advice.

On the forum, you are invited to share your issues, whether you are a remixed combinatory poem with a limited sense of self, a 3rd generation work with an inferiority complex, or a classic hypertext novel with abandonment issues.