Keywords

Missives

Blamed for Change: Historical Lessons on Youth, Labor, and New Media Futures

Summer 2009, Volume:1, Issue:3
pp:11-18
doi:10.1162/ijlm_a_00025
Contributors

Cathy N. Davidson 

This paper analyzes anxieties around contemporary youth adoption of new media in the United States from a historical and theoretical perspective. It offers comparative analysis (through a history-of-the-book approach) of issues of agency, community, labor, and productivity in the contemporary neoliberal era and draws comparisons to anxieties over these same issues in the original era of liberalism. In late 18th-century America, new mass technologies of printing and new cultural forms were being adopted at the same time the new American nation was attempting to define its version of representative democracy. Anxieties during a moment of enormous change in American history were blamed on a new technology and its most popular cultural form, the early American novel. The popular novel was, in effect, the video game of the new republic, a site of cultural censure and reproach. This historical comparison illuminates the contours of the present-day anxiety about youth using and producing content with new media and helps to differentiate features of the overgeneralized phenomenon known as "new media." This historical contextualization also helps us understand anxieties around do-it-yourself participatory culture as a form of labor at a moment when the larger economics of neoliberalism are in the midst of drastic realignments and reconfigurations.

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Formulations and Findings

How Media Literacy Educators Reclaimed Copyright and Fair Use

Summer 2009, Volume:1, Issue:3
pp:33-48
doi:10.1162/ijlm_a_00026
Contributors

Renee Hobbs Peter Jaszi Patricia Aufderheide 

Media literacy educators make active use of copyrighted works in the practice of teaching and learning. They frequently use popular culture, mass media, digital media, or other artifacts that are not traditionally defined as educational media. In part because of several well-publicized cases in which severe penalties have been directed at individuals involved in file-sharing and because of the rise of licensed online multimedia products marketed directly to schools, a climate of fear about potential liability concerning the unlicensed use of copyrighted materials in education has been increasing among educators in higher education and K-12 schools. In response, media literacy educators in the United States are asserting their fair use rights. This paper describes the development of the Code of Best Practices in Fair Use for Media Literacy Education, which was created to articulate the consensus that exists among educators about the application of fair use to the practice of media literacy education. This code was developed through two research methods: interviews with 60 educators; and intensive four-hour focus groups with 150 K-12, university, and youth media educators in ten cities across the United States. The Code of Best Practices in Fair Use for Media Literacy Education identifies five principles that guide educators' decisionmaking about the application of fair use in education, including the use of copyrighted materials in teaching, the development and distribution of curriculum materials, student use of copyrighted materials in their own academic and creative work, and dissemination of student work.

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News Items

A European Approach To Media Literacy

Contributors
Niels Bekkhus
Matteo Zacchetti

Some 50 years ago, 6 European countries (Belgium, France, Germany, Italy, Luxembourg, and the Netherlands) signed the Treaty of Rome 1 creating the European Economic Community. The idea was for people, goods, and services to circulate freely across borders. But the real concern was bringing together the nations and peoples of Europe. We should never forget that the historical roots of the European Union lie in an overwhelming tragedy: the Second World War.

  1. 1. http://www.treatyofrome.com/treaty.htm

Knowing & Doing

Math as Narrative in WoW Forum Discussions

Summer 2009, Volume:1, Issue:3
doi:10.1162/ijlm_a_00028
Contributors

Constance Steinkuehler Caroline C. Williams

This worked example is part of a larger, ongoing project exploring the forms of cognition and learning that go into everyday game play in massively multiplayer online games—online videogames played collaboratively in simulated fantasy worlds. The data analyzed herein consist of a single post from a discussion forum that offers a mathematical model of a system in World of Warcraft and its justification. We use this example as a way to unpack what math reasoning looks like when it arises spontaneously as part of contexts with no explicit educational or mathematical intentions. Specifically, we examine how the author uses narrative structure as a way to organize a mathematical argument. We argue that, taken as a whole, this worked example illustrates the unstable nature of genres (if not whole domains) kept traditionally separate and distinct in formal academic institutions yet which blend and merge in everyday uses such as these. Here we see a blend of math with narrative—two domains that could not be more adamantly held separate in educational environments—not as a mistaken byproduct of sloppy form but as a best-fit solution to the problem of building a rhetorically persuasive model not just for the self-styled “Elitist Jerks” who like to “math things up” from time to time but for the storytellers and general players too.

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