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.
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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.
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)
The “post-print” classroom has gained significant momentum in the last decade, with some universities even attempting to mandate “e-text-only” curricula (Kolowich, 2010; Graydon, Urbach-Buholz and Kohen, 2011). The impact this trend has on a range of practical concerns, from literacy and comprehension to classroom and programmatic assessment, should no doubt be a key focus of pedagogical research. But so, too, should students’ and instructors’ perceptions of this shifting environment. What variations exist within groups of students engaging in digital reading practices? How do their experiences differ from those of their instructors? Critical social research methodologies can help gain necessary insight into individual perceptions of digital reading practices. Perhaps more importantly, such methods also enable us to search for the ways in which structural factors such as gender and socioeconomic status may shape variation in such perceptions - and ultimately, how to adapt our practices and tools accordingly. I argue here that phenomenographic methodologies, and in particular those drawing on what Ashwin terms the “second order perspective” (2015), are a necessary – but often overlooked – companion to assessment-based research of the e-text movement.