Digital Media and Learning competition

Anyone in South Africa that runs a participatory learning project that they want to scale, but need the financing to do so, should check out the Digital Media and Learning competition — funded by the MacArthur Foundation.

Innovation in Participatory Learning Awards
Innovation Awards $30,000 – $250,000
Deadline: October 15, 2008

Innovation in Participatory Learning Awards support larger-scale projects that demonstrate new modes of participatory learning in a variety of environments, by creating new digital tools, modifying existing ones, or using digital media in novel ways. Collaboration is strongly encouraged. International applications are welcome from eligible organizations.

(When I was at the Games+Learning+Society Conference in the USA, many of the games and research had been funded by the MacArthur Foundation.)

The Global Kids are alright

Whilst in New York I visited the offices of Global Kids. Barry Joseph is the Director of its Online Leadership Program, which “integrates a youth development approach and international and public policy issues into youth media programs that build digital literacy, foster substantive online dialogues, develop resources for educators, and promote civic participation.” It’s a program by the kids, for the kids, and involves gaming and virtual worlds, amongst other things.

Barry Joseph of Global Kids
Barry Joseph of Global Kids

Global Kids and this program are impressive enough to warrant their own blog posts. But right now I just want to throw out a few tidbits from the meeting with Barry.

On virtual worlds:

  • Teen Second Life (SL) has value as a social network and a participatory medium. There is also a sense of playfulness associated with it, which is important. Gaming is successful because humans like to play. Barry believes that drawing the art of play into the real world has value. It allows for fresh perspectives. We apply “ludic sensibilities to the mundane areas of our lives”. Teen SL does a good job of building these mental bridges between the playful-virtual and physical-real worlds.
  • A product they’re working on is Switchboard, which provides a way for anyone in the world with access to a mobile phone to exchange SMS text messages with users in Second Life. Say Rik Panganiban: “We think there is an enormous opportunity to connect those on the other side of the Digital Divide with the rest of the world through technologies like Switchboard. We’ll be doing an initial public test of Switchboard in the coming weeks with a young person in Africa chatting with other teens from around the world.”

On future collaborations:

The youth at Global Kids worked with New York game developers Game Lab to develop a popular serious game called Ayiti, the Cost of Life. The kids have subsequently helped to create a game called Hurricane Katrina: Crescent in Tempest City. Services that they could offer for the Shuttleworth Foundation, or others in SA:

  • To give feedback on game ideas (on a conceptual level), curriculum around a game, game design, etc.
  • To user test game interfaces/demos/prototypes.
  • To advise on the US youth market, for games that are aimed at, or repurposed for, that market.

These services might cost, or might be for free. A conversation needs to happen to establish this.

YouTube’s OK for scholars, non-profits and the queen

In YouTube’s OK for scholars, non-profits and the queen (Thought Leader) I give examples of academia, international organisations and monarchs using YouTube to share content and engage their constituents.

For these serious groups to use a site hitherto largely reserved for pop culture is interesting. It signifies a shift towards richer visual media, and is part of a broader shift towards a more participatory culture.

Education in an emerging participatory culture

A paper co-authored by Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology, titled Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, considers the proliferation of online content creation and networking activities by teens in the USA.

Jenkins’ paper explains that most of these teens are involved in participatory cultures:

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).”

A growing body of scholarship suggests potential benefits of these forms of participatory culture, including 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 conception of citizenship. 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.

The new skills include:

  • Play — the capacity to experiment with one’s surroundings as a form of problem-solving.
  • Performance — the ability to adopt alternative identities for the purpose of improvisation and discovery.
  • Simulation — the ability to interpret and construct dynamic models of real-world processes.
  • Appropriation — the ability to meaningfully sample and remix media content.
  • Multitasking — the ability to scan one’s environment and shift focus as needed to salient details.
  • Distributed Cognition — the ability to interact meaningfully with tools that expand mental capacities.
  • Collective Intelligence — the ability to pool knowledge and compare notes with others toward a common goal.
  • Judgment — the ability to evaluate the reliability and credibility of different information sources.
  • Transmedia Navigation — the ability to follow the flow of stories and information across multiple modalities.
  • Networking — the ability to search for, synthesize, and disseminate information.
  • Negotiation — the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms.

A central goal of this report is to shift the focus of the conversation about the digital divide from questions of technological access to those of opportunities to participate and to develop the cultural competencies and social skills needed for full involvement. Schools as institutions have been slow to react to the emergence of this new participatory culture; the greatest opportunity for change is currently found in afterschool programs and informal learning communities. Fostering such social skills and cultural competencies requires a more systemic approach to media education in the United States.

Question: is this relevant to youth and educators in developing countries? Can the same appropriation of technology be expected of youth in South Africa? Is there an equal need for cultural competencies and social skills needed there? And can these activities, which are clearly engaging for young people, be used as a vehicle for other forms of learning?

I believe the answers to be yes more than no. At the Shuttleworth Foundation, the focus area Education in an emerging participatory culture will frame all projects and research of the C&A theme.