Confronting the Challenges of Participatory Culture
In this episode I unpack Jenkins et al.’s (2005) publication titled “Confronting the challenges of participatory culture: Media education for the 21st century,” which summarizes the three challenges in media literacy education and provides several core media literacy skills that can address these challenges.
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      Welcome back to another episode of the CSK8 podcast my name is jared o'leary each week i alternate between an interview with a guest or multiple guests and a solo episode where i unpack some scholarship this week's episode is an unpacking scholarship episode where i will talk about the paper titled confronting the challenges of participatory culture media education for the 21st century this is a white paper so it is available for free anybody can read it and i include a link to it in the show notes and this particular white paper was written by henry jenkins katie clinton ravi puroshotma alice j robison and margaret wiggle apologies if i mispronounced anybody's names alright so you might be wondering well what exactly is participatory culture so here's a quote from page three quote a participatory culture is a culture with relatively low barriers to artistic expression and civic engagement strong support for creating and sharing one's creations and some type of informal mentorship whereby what is known by the most experienced is passed along to novices a participatory culture is also one in which members believe their contributions matter and feel some degree of social connection with one another at the least they care what other people think about what they have created end quote alright so there are four main forms of participatory culture these include affiliations expressions collaborative problem solving and circulations okay so affiliations are like the memberships or maybe even some like formal or informal group connections that you might have so being a part of like csta or isti those are affiliations however it could also be that you are affiliated with certain ways of making so for example if you consider yourself to be a maker and that is an affiliation with maker culture so it doesn't have to be like a formal here's my membership card now the expressions are the things that you create within those affiliations so for example if you are a maker then it would be the things that you make or the things that you share whether it be a tutorial on how to create something or the actual product that you created these are all forms of expressions now you'll notice in the episode two weeks ago where i unpacked a paper by resnick and rusk the expressions within that particular paper were the projects made in scratch so coding can be an expression okay so the next form of participatory culture is collaborative problem solving so in collaborative problem solving you are working together with other people in some kind of a shared discussion that is attempting to solve some kind of a problem now these teams can be formal or informal teams so you could be working together with other cs educators to try and figure out how do i best design a learning experience that is around abstraction and accounts for multiple ways of learning and being posing a question like this to other members of like csta could then engage in some kind of formal problem solving or it could be informal okay and the last form of participatory culture circulations so this is the flow of media so examples might include a retweet this is circulating some ideas or like this podcast is a form of circulation if you are a blogger like dan schneider is which listen to his interview it's really good any of those forms of sharing the content or sharing the expressions with various affiliations that is a form of circulation all right so jenkins at all mentions there are some potential benefits of engaging in participatory cultures so these include quote opportunities for peer-to-peer learning a changed attitude toward intellectual property the diversification of cultural expression the development of skills valued in the modern workplace and a more empowered concern of citizenship end quote that's from page three while there are some benefits jenkins that all mentions that there are some potential concerns that need to be addressed so these concerns are one the participation gap two the transparency problem and three the ethics challenge all right so this paper is going to unpack each of those three particular challenges and also talk about the different forms of participatory culture a little bit more so what's interesting to note and this builds off of some of the ideas in the unpacking scholarship episode from two weeks ago is that quote participatory culture shifts the focus of literacy from one of individual expression to community involvement the new literacies almost all involve social skills developed through collaboration and networking these skills build on the foundation of traditional literacy research skills technical skills and critical analysis skills taught in the classroom end quote that's from page four so the various skills are outlined on page four and they include play performance simulation appropriation multitasking distributed cognition collective intelligence judgment transmedia navigation networking and negotiation all right so i'm going to unpack each of those individually a little bit later in this episode so one of the interesting quotes that's in here is that there was a study that is cited and this study was from 2005 it said that be considered media creators now i'd imagine that that number is significantly higher with all the people who are engaging in platforms at the moment like tiktok or who are sharing things on youtube or streaming things on services like twitch etc so 15 years ago at least at the time of this recording more than half of teens were considered to be some kind of a media creator so the authors are arguing that this is a very important skill to discuss and to start learning within classes however the authors also point out that there are some equity issues in terms of who is able to create and who tends to create so for example there are differences in percentage of people who engage and create media depending on if you're in urban setting if you're in a suburban setting a rural setting depending on your gender etc now this study also didn't account for different ways of making media such as podcasting it didn't also account for things like gaming or creating music like in the hip hop community or sampling etc so even though the numbers are high it didn't account for many things that the authors point out was relevant when this paper was written and is even more relevant today okay so that was kind of the intro of some of the main things that are going to be discussed in this particular paper so now the authors dive into well what exactly is participatory culture so participatory culture has five key characteristics and they are quote one with relatively low barriers to artistic expression and civic engagement two with strong support for creating and sharing one's creations with others three with some type of informal mentorship whereby what is known by the most experienced is passed along to novices or where members believe that their contributions matter five where members feel some degree of social connection with one another at least they care what other people think about what they have created end quote from page seven here's an interesting quote that really contrasts what happens in school settings this is also from page seven quote not every member must contribute but all must believe they are free to contribute when ready and that what they contribute will be appropriately valued in quote so thinking back to some of the previous episodes like the pedagogy of the press episodes where i've talked about how school can be oppressive and some of the other episodes where i have kind of talked about how the kids that i worked with could engage in classes in different levels and different ways some being more active while others being more passive this was heavily informed initially by this particular paper so in a discussion that's going to come out down the road with melissa raspberry from american institute for research we talk about how it's difficult to measure participation in online spaces and informal places in particular because people engage with content and they don't necessarily share with others how they are engaging with that content so as an example if you read a really cool article on somebody's blog you might go and implement that in the classroom that person who wrote the blog might not have any idea that you did that unless you go back and actually share that with somebody else so like responding to their blog with a comment so with all that being said i think it's important for us as educators to kind of consider what kinds of participation count and when is it okay to kind of just sit back and give some time to think through some things so one of the other things that i have mentioned in previous episodes that was heavily informed by this particular paper is that it's not as important what tools we're using but how we are using it and to what ends so here's a quote that kind of summarizes that quote a focus on expanding access to new technologies carries us only so far if we do not also foster the skills and cultural knowledge necessary to deploy those skills toward our own ends in quote that's from page eight so if we expand this quote and think of it in the context of computer science as a whole in my opinion it is not okay to just do computer science for the sake of doing computer science but finding ways to use these skills and concepts and practices that one gains through an engagement of computer science in a way that is individually meaningful for the person who is learning it so in other words making it so that kids have the opportunity to take what they're learning and applying it in a way that is interesting and relevant to them this connects with the unpacking scholarship episode that i did on l'oreal adson billings's seminal paper on culturally relevant pedagogy but it also just connects with many of the discussions i've had with other guests and unpacking scholarship episodes on interest-driven learning and the importance of contextualizing learning which chris woods talked about in a recent interview i think released last week so make sure you listen to that if you haven't alright so the next section of the paper talks about affinity spaces which is a concept that is built off of laven wenger's community of practice but it is in particular designed for more informal and online spaces however it can be applicable in a whole bunch of different scenarios and this concept is developed mainly by james paul g who's a professor of mine and who i've talked about in several other episodes now affinity spaces according to g provide opportunities for learning because quote they are sustained by common endeavors that bridge differences in age class race gender and educational level and because people can participate in various ways according to their skills and interests because they depend on peer-to-peer teaching with each participant constantly motivated to acquire new knowledge or refine their existing skills and because they allow each participant to feel like an expert while tapping the expertise of others for example black finds that beta reading or editorial feedback provided by online fan communities helps contributors grow as writers mastering not only the basic building blocks of sentence construction and narrative structure but also pushing them to be close readers of the works that inspire them participants in the beta reading process learn both by receiving feedback on their own work and by giving feedback to others creating an ideal peer-to-peer learning community end quote from page nine okay while a great example of reading and learning within online spaces i want to now kind of apply this in computer science education so in my own dissertation one of the things that was really interesting is people were constantly sharing their source code with other people within this online discussion forum and asking for comments and ways to refine things or even engaging in some kind of collaborative problem solving like hey i've got this bug i can't figure out how to do this thing can somebody take a look at my code and help me solve this so what could be argued is that people are learning not only by reading other people's code but by also reading other people's comments about their own code or by providing feedback to other people so it's this interesting way of learning by sharing or by learning by responding to people who are sharing so one of the things that i tried to do in the classroom was find ways to do this so encouraging kids to share their projects so that other classes other grade levels could read their code and respond to it this kind of feedback would help people learn by sharing their own creative expressions and help people learn by going oh wow that's a really cool example of a project i wonder how i could change it to do x y or z i wonder how i could take this code and apply it in my own projects one of the interesting things that is also noted on page nine is that people are able to come and go as they please through informal learning communities so if an individual is in a community and they are not finding that their needs are met they are not able to solve the problems that they're trying to solve or they don't feel that they are able to get as much out of the collaborative process as they would like then they can go to another affinity space or informal place or even create their own now this is very different than within formalized education within formalized education you are required to be within certain spaces or places in classes and subject areas and you don't have that luxury of being able to go you know what this isn't really working for me i'm gonna go find a new class or i'm gonna go find a new teacher et cetera all right so the next section of the paper after the affinity spaces discussion talks about the three core problems or challenges related to participatory culture and on why we should teach media literacy to kids so let's unpack the first one the participation gap so one that we are finding in this era of covid is that there is a huge lack of access to devices or adequate internet speeds to even engage in online or remote teaching and learning one of the good things that has come out of covid is educators and districts understanding that what children have access to at home has a huge impact on their learning so prior to this one of the things that jenkins at all mentions is that kids who have access to fast internet speeds and powerful computers at home have more opportunities to engage in these participatory literacies than students who do not this can create a huge participation gap in terms of everybody getting equal amount of time within schools ideally to be able to create something but then outside of schools on weeknights and on weekends the kids who have access to devices and internet are able to dive much deeper into something so how this relates to computer science i think about the kids in my school who had access to devices and internet at home and said they would continue learning whether it be continuing through the khan academy course or continuing to work on their project in scratch or being able to make something in xcode on their computer at home etc these were all ways that kids were able to continue their participation at home outside of school on their own time but the kids who didn't have that kind of access were unable to continue their learning in the same ways that they could in school now because these participation gaps are often not discussed in education some kids might look at others and go oh well i'm just not naturally good at this because when i'm in my class in my computer science class and i look at my peers project theirs is so much more interesting than mine it has way more code it's got way more sprites it's a lot more fun etc but what they might not be realizing is that that kid might have the opportunity to go home and work on it like i'd have some kids who would turn in like projects on like because they just wanted to go home and work on it i didn't ask them to but they were able to this can have a huge impact on the quality of the creative expressions that kids are able to do within computer science just because they have more time and more ability to do this and i may think about this in relation to other areas so this so this idea builds off of what was popularized by malcolm gladwell but the rule which really isn't a rule that was developed by k anders ericsson a sports psychologist so the more time that you're able to dedicate towards something whether it's a literacy a skill a sport or whatever as long as you're engaging in it in some kind of deliberate way and are intentionally striving to become better at it a lot of research indicates that you are going to consistently outperform the people who put in less time into it hands down across basically any subject area cut that okay so that was the participation gap so here's the second challenge the transparency problem okay so the transparency problem quote assumes that children are actively reflecting on their media experiences and can thus articulate what they learn from their participation so in other words just because kids are engaging in technology and are engaging in some of these participatory ways of creating and sharing and circulating and learning etc does not mean they're actually critically reflecting on their processes and engagement and thinking through potential legal ramifications or social ramifications et cetera so for example taking the works of others and not giving credit whereas this due or responding in ways that are considered to be bullying or hurtful or abusive or creating a program that allows them to do distributed denial of service attacks so ddoses on a network like what happens to a lot of gaming networks so these are all ways of engaging in media or socially through technology that might not include critical reflections which can cause some harm which gets into the third challenge which is the ethics challenge so kids might not be aware of the ethical ways of engaging in media or in computer science so we as educators need to help assist them with finding the ethical ways of doing things so as an example some kids are really interested in hacking and want to learn how to do that but there are ethical ways of hacking that can actually help companies by finding flaws and reporting those flaws as opposed to exploiting those flaws all right so on page 18 the authors kind of summarize three core questions that kind of guide a potential response to these challenges quote how do we ensure that every child has access to the skills and experiences needed to become a full participant in the social cultural economic and political future of our society how do we ensure that every child has the ability to articulate his or her understanding of how media shapes perceptions of the world how do we ensure that every child has been socialized into the emerging ethical standards that should shape their practices as media practices as media makers and as participants in online communities end quote all right so the rest of the paper kind of provides a framework for addressing these three questions around those three problems or challenges okay so the next section is titled what should we teach rethinking literacy in this particular section they're talking about how what they're arguing for is not a removal of the old forms of engaging with literacy so for example reading and writing text but engaging in the new social skill of media literacies that expand upon and complement the old forms of engaging with literacy tying this to computer science if we think of coding as a literacy they're not saying that we should get rid of everything else and only focus on coding but instead incorporate coding into other forms of literacy so for example scratch is really good at combining media literacy the ability to create stories and games and animations with coding literacy because you have to use algorithms to create the stories games etc as another example instead of doing a book report on something you could encourage kids to engage in coding practices that allow them to synthesize and summarize their understandings of the book through a coding project so this combines the old form of literacy of writing a synthesis or summary of something that you read by applying it into a project that involves code and other forms of media now one of the interesting quotes from page 20 is that quote the new media literacies should be seen as social skills as ways of interacting within a larger community and not simply an individualized skill to be used for personal expression end quote so this relates to the paper that i unpacked two weeks ago by resnick and rusk it resonates because those authors also mentioned the ability to engage in creative expression through a platform such as scratch however it also emphasized the importance of engaging in a community and participating in it in ways that allow people to share and learn from each other so as computer science educators one of the things that we can take into account are two frameworks for learning so one is constructionism which is the idea that you can create and learn through the creation of a product but constructivism which is the idea that you learn through social interactions so if you combine those two approaches and encourage kids to create something in some kind of a programming language but also share their understandings and learn from their peers in some kind of a collaborative and communicative process this can make it so that kids are learning not only through the creation of an expression but through the discussions around that creative process so in other words encourage peer-to-peer learning encourage sharing of an understanding encourage kids to share their project with somebody else get some feedback revise what they're doing and keep iterating on their abilities and their understandings in computer science education now i will say this is very different than many other classes and approaches so when administrators were coming to my room they would frequently comment on the noise that was in the room because one there's music playing through the speakers because i always had edm going but two there was also just so much dialogue with kids getting up and walking around and talking to each other and sharing and it was mostly on task dialogue like the administrators were like wow they're really engaged in coding and they're really engaged in talking about this in in co in this class then this was different when they walk into that same class in a math setting where everyone was sitting and silently working on a worksheet or something there was no dialogue there was no peer-to-peer sharing and learning so it's something that can be valued and can be used in a computer science context now on page 21 one of the things that the authors mentions is it doesn't need to just occur within the classes that you're working on it doesn't have to be within even the school that you're working on there are ways to make it so that kids can collaborate long distance whether it's synchronously or asynchronously so some educators that i know they have back when classes were meeting in person they would set up a computer that was virtually connected to another class that met at the same time and kids could go up and ask each other questions like hey what are you working on hey what are you learning how did you do this how did you do that other educators like especially in the high school settings will also encourage engaging in discussion forums or going to resources like stack overflow and trying to find potential answers to questions that they might have and obviously critically reflecting those answers to see if they fit within what they're trying to do but these are all ways of engaging in long-distance learning or collaborating with people outside of the school so what i would encourage you to do is try and figure out ways to do that one way might be to create studios in platforms like scratch another might be through a class website or even a shared website where multiple schools across the district or across states or countries might be able to share understandings with each other another way might be to create a discussion forum or a wiki that kids can use and is not publicly available but is only accessible to a group of teachers that you are collaborating with and their classes that they work with etc all right so next up in the paper is a discussion on the core media literacy skills that i very briefly mentioned at the start of this podcast so the first one that they talk about is play which again really resonates with resnick and rusk's article from two weeks ago okay so here's how the offices define play quote the capacity to experiment with one's surroundings as a form of problem solving end quote from page 22. and here's another quote that kind of elaborates on this quote play as psychologists and anthropologists have long recognized is key in shaping children's relations to their bodies tools communities surroundings and knowledge most of children's earliest learning comes through playing with the materials at hand through play children try on roles experiment culturally central processes manipulate core resources and explore their immediate environments as they grow older they can motivate other forms of learning end quote from page 22 now the authors note that while play is generally viewed as fun there are many times when the process is a grind so as an example if you're creating a game that involves some kind of physics it might be difficult to code the object detection or to code the right amount of friction or gravity or etc in a game this is a tedious and laborious process that isn't necessarily viewed as fun but is engaged in in a very fierce and passionate way because kids want to learn how to do it to create their game and the reason why they want to invest the time into it that the authors would argue and that i would argue is because they're motivated to do it if however you were to give a worksheet on friction or on gravity or whatever in like a physics class kids might not be interested in it but if you suddenly situate that knowledge and that understanding within a problem for creating a game suddenly there's a lot of interest in it and by engaging in play and in particular in some computational thinking practices like debugging and whatnot it makes it so that failure is not a huge problem it's oh i have this bug that i needed to solve and i'm going to solve it in order to fix my game this is something that the authors really argue is a good thing and that is thankfully something that is a huge part of computer science education it's one of those standards where even when you don't want to you're going to engage in some debugging so towards the end of this on page 24 the authors have the following quote play in the context argued here is a mode of active engagement one that encourages experimentation and risk taking one that views the process of solving a problem as important as finding the answer one that offers clearly defined goals and roles that encourage strong identifications and emotional investments end quote from page 24. now by the way after each one of these discussions on the core media literacy skills there is a section that says what might be done and within that there are several paragraphs of how this particular core media literacy skill might be applied in a different subject area rather than summarizing and reading through each one of those i'm going to kind of embed some of the ideas relevant to computer science education into the discussion of each of these however because this paper is free i highly recommend that you actually go through and read through these to get some more ideas this is just a very quick overview of a paper that is like 70 pages long all right so the next core media literacy skill is simulation here's a quote from page what simulation is quote the ability to interpret and construct dynamic models of real-world processes end quote this obviously highly relates to computer science education as there are standards that are related to this now the authors note that in this discussion kids learn a lot by engaging in simulations through video games and there are a lot of authors who discuss that so for example check out works by james paul g or kurt squire or sasha barab or or constant stein's killer etc i'll link to the google scholar profiles in the show notes so if you're interested in learning more about this you'll be able to dive deeper into some of their publications now one of the things that i add is that instead of just engaging in simulations from a computer science context we can actually encourage kids to create these simulations so while it is an awesome core media literacy skill to engage in and learn from simulations might be even more interesting to create them all right so the next core media literacy skill is performance so here's a quote from page 28 on what it is quote the ability to adopt alternative identities for the purpose of improvisation and discovery end quote so the authors note that kids can learn a lot by taking on different identities and so one way that we can actually situate this within like some of the common core standards related to ela is taking on either fictional or non-fiction identities and thinking through different scenarios or problems through different perspectives so one of the computer science standards is seeking diverse perspectives for some kind of a product that you're creating so whether it be software or hardware or whatever you get perspectives from different people from different cultures different abilities or disabilities from different genders et cetera like they all can provide different forms of feedback all right so the next one appropriation so this quote is from page sample and remix media content end quote now appropriation has kind of been given a bad label lately in that a lot of well-intentioned individuals label many things as cultural appropriation and are saying that it's problematic however there is a difference between cultural appropriation or just appropriation and misappropriation so there are many ways to engage inappropriate content in a way that is meaningful and relevant and appropriate and still maintains respect for the person who created the object and then there are ways to do it in problematic ways so i'm not going to get into a rant on my thoughts about the misuse of cultural appropriation and misappropriation but just know that the way that jenkins and the other authors are describing this are not how most people describe appropriation nowadays so as an example of the ways that they kind of talk about it think of a scratch project in particular it's really easy to click the remix button clicking the remix button and making your own variation of that is an appropriation and it is something that is encouraged within communities like scratch or platforms like scratch another way of appropriating is by going to something like stack overflow taking somebody else's code and modifying it to do something for your particular program that is another form of appropriation you are essentially remixing somebody else's code if we think about this outside of computer science one of the easy ways you can think of appropriation is in music so i did a paper in my master's on appropriation that was involved in wrap and how the mini sampling techniques and remixing techniques take little snippets of sounds or beats or melodies or whatever and applies it in some kind of a new context and combines it with other artists so it's a way of basically paying homage to musicians who have came before the artists and taking some of their ideas and remixing them in a new way or appropriating them in a new way another example of this outside of music or computer science is fan fiction so fan fiction is basically when people take some kind of a work of fiction and they create side stories or side paths related to it so they build off of it so for example in harry potter there's fan fiction around that where people will take the characters within the world of harry potter and will make their own side stories for like ron or for harry or for whoever that they really like this is a form of appropriation that the authors are talking about now tying this back again into computer science we can use appropriation in the classroom so for example if kids are really into a particular anime or a particular video game or work of fiction we can essentially engage in our own version of fan fiction through like storytelling in platforms like scratch or creating a game based off of a game etc these are all forms of appropriation that we can engage in in computer science classes okay so the next core media literacy skill is multitasking so here's a quote from page the ability to scan one's environment and shift focus onto salient details on an ad hoc basis end quote so here's a quote from page 35 that talks about this a little bit more quote instead of focusing on narrowing attention young people often respond to a rich media environment by multitasking scanning for relevance shifts in the information flow while simultaneously taking in multiple stimuli multitasking and attention should not be seen as oppositional forces rather we should think of them as two complementary skills both strategically employed by the brain to intelligently manage constraints on short-term memory whereas attention seeks to prevent information overload by controlling what information enters short-term memory successful multitaskers seek to reduce demands on short-term memory by mapping where different information is externally stored within their immediate environment end quote so in other words multitasking is to being able to look at a wide range of information and to be able to kind of draw out the important information that is relevant at the given moment in particular it is being able to respond to that overwhelming amount of information so in computer science education multitasking might be encouraging people to find answers by going out to search for it on the web and being able to sift through a bunch of information and find what is relevant and responding to that by applying it into their problem all right so the next core media literacy skill is distributed cognition this one in particular has really had a profound impact on me so here's a quote on page 37 that talks about what it is quote the ability to interact meaningfully with tools that expand our mental capacities end quote so as an easy example of distributed cognition think of the contacts on your phone so on your phone you likely have the ability to save a person's full name a person's address a person's phone number maybe their email address maybe their social media handles etc and you can do that for hundreds if not thousands of people on your phone the way that this is distributed cognition is it allows you to not have to store that information into your own brain but instead you are offloading that information onto your phone so that way you can focus on other things another very simple example is that a calculator is a form of distributed cognition although you could sit there and by hand like do all sorts of large equations and problems a calculator allows you to solve more complex math problems much more faster by simply inputting in the equation or formula so you can focus on the answer as it relates to the problem you are trying to solve rather than having to focus on the individual details of solving the math equation the authors point out that distributed cognition can also relate to social productions of knowledge which ties into the very next media literacy skill which is collective intelligence okay so collective intelligence here's a quote from page 39 quote the ability to pool knowledge and compare nodes with others towards a common goal end quote okay so one really easy example of collective intelligence is a wiki so a wiki on any particular topic is basically an article about something that is collaboratively written and revised by hundreds if not thousands of people so rather than having to rely on one source of information to explain something or elaborate on something you are in collective intelligence is tapping into many people and their expertise or intelligences on a particular subject alright so how distributed cognition and collective intelligence might work within a class so think of all the kids in your classes and think about how they all have different types of expertise in relation to computer science so some kids that i knew were really good at creating player controls other kids i knew were really good at creating physics while some are really good at conditionals etc what i would do in my classes is whenever a kid would have a problem and they'd ask their friends for help and a couple of their friends couldn't help they would typically come to me and say hey i'm having trouble with x what i would typically respond with is oh susie is awesome at helping people with x how about you go ask susie and they'll be able to help you so this is a form of distributed cognition where you're distributing forms of expertise across groups of people so it doesn't have to just be with tools now how this relates to collective intelligence is the class as a whole was able to work together to kind of solve some kind of problem whether it be a project that they are working on in groups or just computer science as a whole now what be really neat and ideal is engaging in distributed cognition and collective intelligence outside of just the class that you are working with so connecting kids with others within the school outside of the school outside of the district etc now the authors point out that this approach is very different than what typically goes on in schools so here's a quote from page often seek to develop generalists rather than allowing students to assume different roles based on their emerging expertise the idea of the renaissance man was someone who knew everything or at least knew a great deal about a range of different topics the idea of a collective intelligence is a community that knows everything and individuals who know how to tap the community to acquire knowledge on a just-in-time basis minimally schools should be teaching students to thrive in both worlds having a broad background on a range of topics but also knowing when they should turn to a larger community for relevant expertise end quote that is such an important quote and it really resonates with my own approach to all the classes that i worked with whether it was k-12 or higher education highly recommend finding a way to apply these different core media literacy skills in the class and again read the actual paper to get even more ideas this podcast is a very short well relatively short summary of what you'll find in the paper itself all right so the next core media literacy skill is judgment which is quote the ability to evaluate the reliability and credibility of different information sources end quote from page 43. all right this has been discussed a lot since this particular paper came out 15 years ago in 2005. so think about all the claims for fake news etc and alternative facts or whatever that's going on in political and social environments right now but tying it into computer science education kids need to be able to verify is this a reliable source of information so when you're searching for something online you're trying to find some kind of a solution to a bug or a problem or whatever kids need to be able to identify is this reliable in source of information should i trust this so it's not only important information just in social context but it's also important to be able to engage with this in computer science context okay so the next chord media literacy skill is trans media navigation so this is quote the ability to deal with the flow of stories and information across multiple modalities end quote from page 46. so an example of this is learning about a particular subject area so if you were a computer science teacher who is brand new to learning a particular programming language you might engage in transmedia navigation by trying to learn more about a particular topic so for example if you're trying to figure out how a language deals with different versions of conditionals you could read a blog post you could watch a youtube video you could listen to a podcast you could look at somebody's code etc these are all forms of media that you can engage with and as you're navigating across these different types of media whether it's a video or audio or text based or whatever these are all forms of media that you are navigating through and so that's why it's called transmedia navigation so tying this into the classroom one of the things that i would recommend is with kids in your class encouraging them to try and find a variety of different sources and platforms for learning more about a particular topic so rather than always going to stack overflow or always going to a particular youtuber who answers coding questions or whatever encourage getting a variety of perspectives and a variety of media sources to assist with understanding all right so the next core media literacy skill is networking so this is quote the ability to search for synthesize and disseminate information end quote from page 49. so here's a good quote from page 50 that distinguishes transmedia navigation with networking quote if transmedia navigation involves learning to understand the relations between different media systems networking involves the ability to navigate across different social communities end quote so one way you might think of networking is engaging with different types of social communities in terms of maybe you'll encourage kids to communicate with other kids for an answer or maybe across different grade levels or maybe they might ask different teachers for help or maybe they might ask professional programmers for help or a professor etc these are all different types of social communities that might be considered within the networking skill and depending on the kinds of firewalls and things that are in place with your district you may or may not be able to engage in some kinds of networking versus others depending on the grade levels you are working with but again going back to what i said previously this encourages a multi-perspectival approach in terms of you're not just engaging with different media sources but you're also engaging with different perspectives from different communities or different types of people that you are seeking expertise from so one thing that we could do is potentially encourage social media within our class but again that's really kind of up to administrative policies and whatnot and what you're able to get away with in your classes alright so the very last core media literacy skill is negotiation here's a quote from page quote the ability to travel across diverse communities discerning and respecting multiple perspectives and grasping and following alternative sets of norms in quote here's a quote from page 53. 53 it becomes increasingly critical to help students acquire skills in understanding multiple perspectives respecting and even embracing diversity of views understanding a variety of social norms and negotiating between conflicting opinions and quote so while engaging in all these different platforms and different social groups it is important for students to understand that each platform or social group has different norms in terms of the expectations for how you're supposed to engage so the authors argue that we need to be able to negotiate in order to fit within these norms or expectations well i would argue that this approach that they're calling negotiation is useful for participatory culture it's also just useful for general social engagement i wish more people were willing to listen to and respect multiple perspectives that would be wonderful right now but you know it's 2020. now if you want to explore this topic some more check out the interview with brian brown it is a fantastic discussion on discourse and language as it relates to education all right so the next section of the paper is titled who should respond a systematic approach to media education so in this section it provides suggestions for how schools after school and parents might respond to new media literacy education while this section is useful i'm not going to summarize it here because much of what is discussed i've kind of already talked about in the earlier parts of this episode alright so the paper concludes with a one-page discussion on the challenge ahead ensuring that all benefit from the expanding media landscape there is a quote from page 61 that kind of ends this paper quote how can we ensure that all students benefit from learning in ways that allow them to participate fully in public community creative and economic life how do we guarantee that the rich opportunities afforded by the expanding media landscape are available to all what can we do through schools after school programs and the home to give our youngest children a head start and allow our more mature youth the chance to develop and grow as effective participants and ethical communicators this is a challenge that faces education at all levels at the dawn of a new era of participatory culture end quote from page 61. so if we take that sentiment and apply it to computer science education this strongly relates to what i was talking about two weeks ago with the discussion on resnick and rusk's recent article on coding at the crossroads so if we think that computer science or coding is something that people should engage in within schools in after school programs at home etc how can we do it in a way that helps them become more effective participants within computer science education and computer science community and become ethical communicators and creators so as always i like to kind of end these unpacking scholarship episodes with a discussion on some of my lingering thoughts or questions so when i initially read this paper it was in 2012 so about eight years ago and my main lingering question was okay how could i do this in a classroom so when i went back into the classroom after i finished my coursework i was intentionally trying to find ways to test these approaches or skills and attempt to apply them into the classroom whether it was in the k-12 setting like in the elementary and middle school coding programs i worked with the high school drum line or in the undergrad and graduate courses that i was facilitating at universities in each one of these contexts i was trying to apply the different core media literacy skills that i have briefly mentioned in this podcast and so what i'm going to recommend for any educator is to actually go through and read through the paper itself get some ideas and try and apply them into the classes that you work with in some way hopefully this podcast has helped with that but what i will say is that having attempted these in the class it can work and it can work really well kids really enjoyed my class generally speaking i really enjoyed my classes they were a lot of fun to facilitate there was so much excitement with like kids being able to create things that were interesting to them and engage in media and computer science and coding in relevant and interesting ways and it was heavily informed by this particular paper so i've talked about the different successes and the things that have worked well in other interviews and unpacking scholarship episodes i'm going to just kind of leave with the question of how might you apply these core media literacy skills in your class whether you are a full-time computer science educator or you are an educator who is integrating computer science or you are a person who is interested in computer science but haven't really tried anything yet there are many interesting things that you can apply from this paper in your classroom whether that's a formalized classroom or an informal classroom i hope this podcast was a good teaser to encourage you to want to read the actual paper again you can find it by going to the show notes which are linked to in the description of the app that you're listening to this on or by simply going to jared o'leary.com if you enjoyed this episode please consider sharing with somebody else and stay tuned next week for another interview and two weeks from now for another unpacking scholarship episode i hope you're all having a wonderful week and are staying safe 
Article
Jenkins, H., Clinton, K., Purushotma, R., Robison, A. J., & Weigel, M. (2005). Confronting the challenges of participatory culture: Media education for the 21st century.
My One Sentence Summary
This paper summarizes the three challenges in media literacy education and provides several core media literacy skills that can address these challenges.
Some Of My Lingering Questions/Thoughts
- How can we apply the core media literacy skills in the classroom? 
Resources/Links Relevant to This Episode
- Other podcast episodes that were mentioned or are relevant to this episode - Applications of Affinity Space Characteristics in [Computer Science] Education - In this episode I unpack my (2020) publication titled “Applications of affinity space characteristics in music education,” which has twelve characteristics of informal learning spaces that I will discuss in relation to computer science education. 
 
- CS for All Teachers with Melissa Rasberry - In this interview with Melissa Rasberry, we discuss making educational lemonade out of lemons, using technology to collaborate in virtual learning communities, how people are learning differently through online communities, CS for All Teachers, suggestions for using different social media platforms to connect with other educators, and much more. 
 
- In this episode I unpack Resnick and Rusk’s (2020) publication titled “Coding at a crossroads” which discusses challenges in CS and coding education, and summarizes the four guiding principles that educators can use when engaging in coding practices in their classroom. 
 
- In this week’s interview with Chris Woods (dailySTEM), we discuss the importance of contextualizing STEM through everyday connections, leveraging student interests, blurring boundaries between subject areas, the affordances and constraints of the acronym STEM, Chris’ new book Daily STEM: How to Create a STEM Culture in your Classrooms & Communities, continuing to learn by asking questions, and much more. 
 
- From Mathy McMatherson to Codey McCoderson: An interview with Dan Schneider - In this interview with Dan Schneider, we discuss how Dan transitioned from math education to CS education, designing spaces for educational experiences, suggestions for expanding and diversifying CS programs, how pedagogical approaches evolve over time through experimentation and reflection, the importance of listening to and working with kids one-on-one, and much more. 
 
- How to Get Started with Computer Science Education - In this episode I provide a framework for how districts and educators can get started with computer science education for free. 
 
- Pedagogy of the Oppressed - This episode is the start of a miniseries that unpacks Paulo Freire’s (1970) book “Pedagogy of the Oppressed.” This particular episode unpacks chapter 1, which discusses how oppressors maintain control over the oppressed. Following unpacking scholarship episodes discuss what this looks like in education and how educators can adopt a “pedagogy of the oppressed” to break cycles of oppression. 
 
- This episode is episode two of a miniseries that unpacks Paulo Freire’s (1970) book “Pedagogy of the Oppressed.” This particular episode unpacks chapter 2, which discusses the “banking” approach to education that assumes students are repositories of information, and then proposes a liberatory approach to education that focuses on posing problems that students and teachers collaboratively solve. If you haven’t listened to the discussion on the first chapter, click here. 
 
- This episode is episode three of a miniseries that unpacks Paulo Freire’s (1970) book “Pedagogy of the Oppressed.” This particular episode unpacks chapter 3, which discusses the importance of dialogue when engaging in liberatory practices. This episode builds off the previous unpacking scholarship episodes on chapter one and chapter two, so make sure you listen to those episodes before jumping in here. 
 
- This episode is the final episode of a miniseries that unpacks Paulo Freire’s (1970) book “Pedagogy of the Oppressed.” This particular episode unpacks chapter 4, which synthesizes the concepts introduced in the previous chapters and discusses the difference between anti-dialogical and dialogical practices in education (and at large). This episode builds off the previous unpacking scholarship episodes on chapter one, chapter two, and chapter three so make sure you listen to those episodes before jumping in here. 
 
 
- Situated Language and Learning with Bryan Brown - In this interview Bryan Brown, we discuss the importance of language in education. In particular, we discuss the role of language in teaching and learning, discursive identity, situated language and learning, the importance of representation in education, the role of language on stress, how smartphones and virtual communication platforms (e.g., Zoom) could change learning, and many other topics relevant to CS education and learning. 
 
- The Role of Deliberate Practice in the Acquisition of Expert Performance - In this episode I unpack Ericsson, Krampe, and Tesch-Römer’s (1993) publication titled “The role of deliberate practice in the acquisition of expert performance,” which debunks the notion of innate abilities within a domain and describes the role of deliberate practice in achieving expert performance. 
 
- Toward a Theory of Culturally Relevant Pedagogy - In this episode I unpack Ladson-Billings’ (1995) seminal publication titled “Toward a theory of culturally relevant pedagogy,” which influenced much of the discourse around culturally relevant pedagogy in computer science education. 
 
 
- Gaming scholars I mentioned 
- Find other CS educators and resources by using the #CSK8 hashtag on Twitter 
 
          
        
       
                 
                 
                 
                 
                 
                 
                 
                 
                 
  
  
    
    
     
  
  
    
    
     
  
  
    
    
     
  
  
    
    
     
  
  
    
    
    