An Overview of TEAM BY LIZ PARROTT RADZICKI TEAM was established to explore the question: What could arts integration look like in the 21st century? Digital media in arts-integration settings is not new. Filmmaking, photography, graphic design—students have been learning through these art forms for years, but over the last decade, new media has exponentially increased accessibility, connectivity, and shareability. (I remember having to make enough DVD copies for all the kids and their parents in one of my residencies. Now I just post everything to Vimeo with a password-protected link. Five minutes versus six hours.) Those elements are not simply new media features in the 21st century, they have fundamentally redefined what media is, who can use it, and what they can do with it. Advances in technology have prompted a revolutionary shift in the type of work media artists are creating and the kind of big ideas they are wrestling with. YouTube, Facebook, Twitter, Instagram, SoundCloud: these words didn’t even exist 10 years ago, and now they are a crucial part of seeing, making, and sharing art. Artists have gone beyond making work with digital media; it’s become such a zeitgeist that artists are even making work about digital media. Artists are often on the cutting edge of culture, so it’s not surprising that digital media is consistently embraced in creative communities. Public schools are another story. Underfunded and systemically behind, public schools have been slow to adapt to a changing technological landscape. Digital media in the 21st century requires access to high-speed internet and up-todate (or at least well-maintained) devices, and school systems don’t always see those things as priorities, given all the other mandates. Digital media is still seen as an extra, something that only rich schools can afford, but isn’t necessary to an equitable education so students at poor schools don’t get it (I taught at a school that showed filmstrips in 2004. FILMSTRIPS!! That’s what we had, so that’s what we used). Unfortunately, this assumption is incredibly wrong, criminally wrong. More and more, our 5 society is driven by the connectivity that highspeed internet and digital media afford. But it goes beyond access. What’s needed is a new definition of literacy, one that includes active participation and an understanding of how digital media can be harnessed strategically. In order to participate in the 21st century— civically, politically, financially, socially—you must be able to navigate a digital landscape or you will be left out and left behind, disengaged and disenfranchised. To only build these new literacies in students who go to “rich” schools contributes to a segregated and unequal future, widening what Henry Jenkins calls “the participation gap.” Digital-media literacy is not an extra; these days it is as important to success in life as reading and math. In an effort to catch up, schools often purchase trendy new equipment (SMART boards in every classroom! Laser discs will fix everything!), then give no training, context, or support to teachers, much less explain how to build learning experiences around it. I can’t tell you how many schools I’ve worked in that have closets full of some bygone equipment, collecting dust, unopened instruction manuals littering the floor. The focus is on the technology, the tool, rather than on how to use it. This would be like improving writing skills by giving kids better pencils. As Jenkins (2009) puts it, “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 tools toward our own ends.” There is a telling analogy that gets at the heart of the challenge of integration: Without understanding the potential, one could simply see the arts or media as something that can “pretty up” the learning, to borrow a phrase from CCAP teaching artist Eden ÜnlÜata. Take your math lesson and add art to it, and you’ve got kids drawing pretty triangles. Add media to it, and you’ve got kids playing video games where an animated penguin jumps on an iceberg if you answer a multiplication problem correctly (I call these “worksheets that plug into the wall”). That might make activities more engaging, but it’s not really integration; according to Reuben Puentedura’s SAMR model (Substitution, Augmentation, Modification, Redefinition), it’s substitution. It doesn’t change the shape or depth of learning, it just changes the writing surface. In the early days of TEAM, as I was researching best practices in media integration, I found a lot of substitution. In a district-wide survey asking principals how media was being integrated at their schools, they proudly stated that their students were using computers to take high-stakes tests. Other players are a little farther along the continuum, into augmentation. Companies like Pearson provide digital versions of textbooks with interactive features such as embedded videos and mini-quizzes. The problem with these materials is that in order to be truly effective, they require a 1-to-1 solution, which is only feasible for a small portion of schools. This kind of integration, which focuses more on technology (tool), is inherently flawed and way behind the times. This is a 1.0 view of media, where a professional media producer creates something that is broadcast out to consumers, and those two groups of people are separated by definition. Technology might make a worksheet more engaging, or a quiz easier to grade, or help a kid learn how to use a mouse or a touch screen, but it doesn’t do anything to address the 3.0 media ecosystem that young people are actually facing in the world; an ecosystem with little to no distinction between producers and consumers, where participation is democratized. By and large, schools are utilizing technology in a way that denies the reality that young people face in the 21st century. With TEAM, we had the opportunity to uncover the best practices for how to change that on a larger scale. By partnering teachers with artists our hope was to redefine how media could improve academic learning and prepare young people more effectively for the world. In terms of philosophy and structure, TEAM was built on the success of Project AIM, CCAP’s flagship arts-integration program. Project AIM was established in 2002 to give middle-school teachers and students across Chicago access to deeper and richer arts-learning experiences. In Project AIM, teachers and teaching artists work together to plan and facilitate projects where students are exploring big ideas and concepts through the creative process. What emerged from the work of Project AIM was the importance of the relationships between the teachers and teaching artists. Teachers are experts in pedagogy, skills, and academic content; but so often, they succumb to the false assumption that they are not creative because they are not professional artists. In building these long-lasting relationships, teachers are able to work closely with professional artists, and together they translate the vocabularies and values between school and art, finding common ground on which to build learning experiences: weaving together arts, academics, and social-emotional growth; diving deep into the creative process to explore big questions and ideas. What we sought to do with TEAM was to explore how the main tenets of Project AIM could be enhanced by the affordances of digital media. In TEAM, we learned that the relationship between teacher and artist was doubly important because teachers were stretching beyond themselves in terms of creativity and technology. Teachers weren’t confident technology users and they worried that “something would go wrong” and they wouldn’t know how to fix it. Again, teachers were focusing on the technology tools, rather than on opportunities for students to use technology. “How will my students be able to use iMovie—I don’t know how to use iMovie. What if I can’t help them?” The artists helped teachers feel supported in the instance of a tech meltdown—an expert who could swoop in and troubleshoot when software got stuck. But more than that, the artists were able to model in real time that tech meltdowns do happen, and the ability to play with a tool to figure out what went wrong and how to move past it is a far more important skill than “How to Use iMovie.” (There are plenty of iMovie tutorials that walk you step-bystep how to do almost anything. Also, so you learn iMovie—it will look different in five years, if it even still exists. What will you do 6 then?) We found that students are far more comfortable doing this than their teachers are. Once teachers began to trust the artists and trust their students, they began to trust themselves that they could continue to incorporate media into their classrooms without fear of technology. In many ways, young people are already media experts. In a 2011 study, findings showed that young people of color spend an average of 13 hours engaged with media every day (Rideout, Lauricella & Wartella). Clearly access isn’t an issue. But what kind of media and what kind of engagement? For many young people, “media engagement” means watching television or playing video games: consuming media that someone else produced. But more and more, young people are 7 taking advantage of the 3.0 capabilities of the media in their world. They’re making Minecraft videos and posting them to YouTube and Facebook. They’re writing game reviews and mixing their own beats. They’re remixing and retweeting. They’re liking and sharing. They’re voting and signing. They’re posting and protesting. They’re participating. What’s revolutionary is that it’s impossible to do just one of these things at a time these days. Everything is so enmeshed and entangled that media users fluidly move between multiple modes of engagement within a single action, often without consciously changing courses. Navigating this transmedia landscape is a new form of literacy, one that we’re still struggling to understand as a society, much less master. How do we support teachers in incorporating this new brand of literacy into their classrooms, to intentionally design learning experiences that take advantage of this new media to increase rigor and relevance? The answer, surprisingly, is the Common Core State Standards. When we categorize the kinds of things one does with digital media, three main strands emerge: • Consume: watching, reading, listening, subscribing, playing; • Create: filming, designing, writing, photographing, editing, mixing, recording; • Connect: posting, sharing, liking, tweeting, commenting, replying. Again, there are many areas of overlap among these three categories, but this sorting is helpful when thinking about how digital media can be defined and integrated into academic settings, especially as we consider the Common Core’s definition of literacy strands (reading, writing, speaking and listening), where we start to see that they require the same skill sets. With a 21st century approach, we must expand the definition of text to encompass all media forms, including pop culture and mass media. These critical-thinking skills that teachers work to develop in their students in regards to written text can translate easily to media texts such as video, images, and music. In fact, students who struggle with decoding are often left out of high-level conversations about literary texts, but when asked to interpret song lyrics or analyze a Nike commercial, these same students are engaged, informed, and insightful. The same goes for writing. Students who balk at the length of a research paper assignment can wax poetic through the lens of a video camera. Critical Consumers Too often, teachers ban pop culture from their classrooms, dismissing it as a low form of culture and a waste of time. It’s not unusual for teachers to admonish their students by saying, “Why do you watch that crap?! It rots your brain!” In doing that, they build a wall between in-school and out-of-school, missing out on an opportunity to create a more stu- dent-centered, interest-driven classroom. Have you ever sat down with a kid who’s a fan of a movie or a TV show? They know that world inside and out, they spend time talking with their friends about the characters’ decisions and relationships, they reenact scenes, they ask questions, they try to stump other fans, they seek out more information from multiple sources, they predict, they make inferences. In other words, they’re doing what we say good readers do. They’re nailing the Common Core standards for reading complex text. And most kids can do this—not just the “good students,” or the strong readers. When students can access text—when they’re not tripped up by problems decoding or trudging through dense prose—their ability to analyze and synthesize is improved. When they care about the text, when there’s familiarity and purpose, students are incredible critical thinkers. So why do we only count it as reading if they’re looking at words written on a paper, especially since the vast majority of what young people “read” are non-text media images and messages? Why would we not help our students unpack the media messages they’re receiving in their real lives (not just the short passages in their standardized tests and de-contextualized textbooks)? Pop culture is a complex product of our own society. In using pop culture as text in a classroom, educators can make connections to big ideas like power, conflict, hegemony, wealth, and justice. Giving students the tools and scaffolding to critically analyze the pop culture they consume, builds habits of mind that they take with them out in the world. Suddenly the five hours a day our students spend watching TV becomes five hours a day they spend engaged in critical literacy. Sure, they may not be reading Shakespeare, but wasn’t Lady MacBeth the original Real Housewife? Creators and Connectors When we surveyed CPS Tech Magnet schools, we found that most teachers were comfortable bringing media into their classrooms. What we didn’t find, however, were students using the technology to create works of their own. This is consistent with the traditional banking system of education, where students are the receptacles of information, and a traditional 1.0 broadcast view of media. We rarely found opportunities for students to publish and distribute their work to a wider audience. But to teach “media literacy” without incorporating these pieces is to perpetuate an outdated version that will not prepare young people to participate in their world; one could argue that it wouldn’t even count as literacy. One of the main affordances of digital media is the ease with which young people can create and distribute new work in order to contribute to a conversation beyond their immediate circle. But just because young people can do this, and have the access to do this, doesn’t mean they know how to do this effectively. In order to use these media creation and sharing tools effectively, students must master skills that are inherent to traditional writing and the Common Core’s speaking and listening standards: craft an argument, use evidence to support claims, write with an audience and purpose in mind. These skills are just as important whether you’re making a podcast, responding critically to a post on Facebook, or writing a research paper. In fact, these skills are more important with social media, since their work and thinking will be public and open to criticism. We see young people falter in these realms constantly: getting brainwashed by advertising, oversharing on Facebook, posting inappropriate videos on YouTube, doing basically anything on SnapChat. But because we have built boundaries between school and social media, we’ve rendered ourselves useless in helping our students make better media choices. If we can break down those barriers, our classrooms can become safe spaces for young people to explore social media as a means of amplification, empowerment, and impact. Educators can serve as mentors for using these tools in positive ways, rather than relegating social media to the domain of the cyberbullies, sexters, and haters. We can guide our students to tap into the rich diversity of resources in the world beyond school. We can coach them to talk back to the media, and to do so in such a way that makes a difference. This is how we define media literacy: the ability to effectively and critically participate in the world. Biography Liz Parrott Radzicki is a Chicago-based educator with over 10 years of experience working with young people. With a practice and philosophy anchored in arts integration, Liz has been a teaching artist, classroom teacher, museum educator, program manager, and instructional coach in schools and communities in Providence, RI; Austin, TX; and all over the city of Chicago. Before working with Convergence Academies, Liz spearheaded TEAM: Transforming Education through the Arts and Media, which paired Columbia College professors with middle school Chicago Public Schools teachers to develop units of study that weave together academics, art, technology, and media literacy. Liz has presented her work at conferences and professional developments all over the city, focusing on the Convergence model of 21st-century literacies and the impact that media integration has on student learning. Liz has a B.A. in Education from Brown University and a Masters in Arts Management from Columbia College Chicago, with a focus in Arts in Youth and Community Development. References Jenkins, H. (2009). Confronting the challenges of participatory culture: Media education for the 21st century. Cambridge, MA: The MIT Press. Puentedura, R. R. (2009). SAMR: A contextualized introduction. Rideout, V., Lauricella, A., & Wartella, E. (2011). Children, media, and race: Media use among White, Black, Hispanic, and Asian American children. Evanston, IL: Center on Media and Human Development, School of Communication, Northwestern University. 8