The teacher as an expert mediating learning using cultural artefacts Introduction Do you realise that most of you walk around with a computer in your pockets that is more powerful that the computers that helped to fly astronauts to the moon and back to earth? The Apollo Guidance Computer (AGC) included 160 kilobytes of memory and ran at a processor speed of 2 megahertz. A modern cell phone, an example of a cultural artefact, has between 15 to 100 megabytes of memory (at least 100 times larger than the AGC), with a processor with speeds up to 1 gigahertz (about 500 times faster) (Hall, 1982). This is just one example of how, over the past 50 years, the power of technology has consistently increased. Thinking back on your own school experiences, can you identify how technology helped you learn about the world you live in? I would guess that most of you would tell stories about how you found information from the Internet, used software to write-up a project or maybe practiced some Mathematics problem using a calculator. In addition, you might have used a music- or video clip, an image, or an oral poem to enrich your class presentation. In each instance you were using a cultural artefact to communicate meanings to other people. All products made by people are referred to as cultural artefacts (man-made items). These artefacts are described as technological, ideological, or sociological. Technological artefacts extend our ability to interact with the world and include instruments, for example, related to food production, farming, architecture, transport, entertainment and a lekgotla. Ideological artefacts are about legends, literature, oral traditions, philosophy, folk wisdom/inganekwane and value. Sociological artefacts are about economic, political, religious, and social relationships. We will concentrate on technological and ideological artefacts in this chapter. In education technological artefacts are often referred to as educational technology and ideological artefacts as educational media. It could be argued that today the world it is becoming increasingly difficult to distinguish between a technological and an ideological artefact. Most technology is built from a specific ideological position and contemporary ideological artefacts are created using technology. We could therefore suggest that all technology is media and all media is technology. However, I use the terms technology and media in this chapter to refer to technological and ideological artefacts respectively. Technology can be used in different ways in the classroom, including as: An information stream: The electronic delivery of learning resources and other necessary information pertinent (appropriate) to learning, research and administration (for example, medical imagery needed for a project). An enabler of communication: The use of both synchronous (real time) and asynchronous (any time) communication modes to support social interactions (for example, video conferencing or a SMS message). A facilitator of collaboration: The use of collaborative authoring and other online services to support co-authorship and co-construction (for example, Google documents allows many authors to write and edit documents synchronously). An information transformation tool: Information transformed from one, or many, information 1 streams to alternative streams (for example, the creation of a comic from a written novel). A professionalisation tool: The use of technological tools associated directly with a profession (for example, the use of computer aided design software by architects). But what about media? Maybe it is a good idea to start our exploration on how, in the past, media was viewed as an educational resource. Definitions of educational media include ideas that media includes all physical means that represent a set of stimuli to instruct a learner (Briggs, Gange and May); any person, material or event through which the learners acquire knowledge (Gerlach and Ely); and as a means used by a teacher to realize a specific outcome (De Cecco). I reject such definitions as they are closely allied to behaviourism and instructivism. How have media been previously used in planning lessons? On the one hand models, replicas, role play and simulations were often used in the classroom to allow students to explore the concrete, or real, world. However, it could be argued that there are many cultural ways of viewing the world. On the other hand, diagrams, sound clips, and radio broadcasts are viewed as more symbolic and abstract. Such a relationship between media and learning could be challenged as it is not the media per say that support concrete or abstract thinking, but the way in which the media are used in a lesson to develop concrete or abstract thinking. Therefore, can the same categories bed used to describe the use of technology in the classroom also be applied to media? Of course. For centuries our primary source of information, communication, collaboration, tools to change our thinking and professional interaction was, and still is, the written word. Today the written word is used to sculpture all the others types of media such as video, computer video games, web sites, DVD's etc. The core question we should ask is how critical are we of, and how do we use, technology and media in the classroom? In this chapter, we discuss how the use of technological and media artefacts in the classroom could mediate1 the development of new knowledge, skills and attitudes. I want to stress that any cultural artefact, for example a technological tool or a piece of media, while it might be interesting in itself, it is much more important to teaching and learning when it is examined, explored or used creatively to develop new ideas. Thus, it is not the artefact that is important, but the way in which we use the artefact in teaching and learning. In particular, the choice of the artefact (media/technology) needs to support the curriculum, learning and teaching activities, and learning outcomes. The aims of this chapter are to help you develop the knowledge, skills and attitudes to use cultural artefacts (technology and media) in your lessons. I will make use of many scenarios to highlight specific issues and will at times ask you to consider a question or a position. I recommend that you read this chapter with a friend or two. If this is not possible, I suggest that when I pose a question you phone a friend to discuss possible answers. So what are we going to do? We are going to explore some ideas that form a theoretical framework to think about the use of 1 The concept of mediation: the teacher mediates learning from the learner’s current position (or existing knowledge) to their potential position that includes new knowledge, skills and attitudes. 2 media and technology in the design of your lessons, or learning tasks. Thereafter we will critique, using our framework, existing practices and look at examples of how technology has been successfully used in the classroom. We will then look at how computer video games, as an example of contemporary media, could inform teaching and learning practices. I want to start by outlining the theoretical framework and then highlight three scenarios to illustrate the importance of the framework concepts. Three core framework components Social Our framework includes three important theoretical concepts S involved in learning: the object of the learning task, tool O Object mediation and social collaboration. As you will see later in this chapter, this framework refers to the notion that learning takes Tools T place in a social context (refer to the section on Vygotsky on page XX in Chapter 2). While you might not yet understand these concepts, I will try to explain them through the use of three scenarios. Each highlights a specific concept. The first scenario about Dave is concerned with the object of the learning task, the next is about how John Seely Brown supported Xerox technicians with technology (tool mediation), and the last scenario in this section is about playing computer games together (social collaboration). The first narrative is about a young man, Dave, who took on some leadership roles during a class project as reported by Roth and Lee (2007: 192). Narrative 1: Challenging learners! A Grade 7 teacher brought a newspaper article to class. The article described how an environmental group was concerned with the pollution levels of a local river. Besides a plea for improving the state of the river, the article called for a better understanding of the ecosystem as a whole. The teacher challenged his learners to do something about the situation. The learners rose to the challenge, and immediately began to brainstorm what they could do. Their ideas included cleaning up the river and documenting the litter that had been thrown away there. Teachers organised a field trip for learners to explore the area first-hand. They were assisted by parents and environmentalists. Mediated by teacher questions and inspired by visiting environmentalists, biologists, water technicians, and local residents, the learners (in small groups) then designed their own projects to answer the general call of the environmentalists to generate scientific knowledge and to rescue their river. Dave, one of the learners, took on many different roles during the investigation. He collected useful data and presented the information in graphical format. He made presentations to other classes and taught teachers how to undertake scientific studies in the river. Dave also acted as a peer tutor during the field trip and during the presentations of learner projects to parents and community. He discussed environmental research with adults and learners. Something to Think About Based on what you have read about Dave, how do you think he did in his Mathematics class? 3 [Scenario head] Narrative 2: Learning with others John Seely Brown, an expert in tutoring systems, was employed at Xerox to investigate an approach to improve the problem-solving skills of the technology support engineers who repaired Xerox copiers and printers. He, in turn, employed a number of social scientists to live among and work with the technical representatives (tech reps). He learnt the following from one of these scientists: Scientist: “John, you’re not going to be happy.” John: “Why is that?” Scientist: “Everything you’ve ever written about troubleshooting is wrong. You think you are an expert at troubleshooting, but do you know how these guys actually do troubleshooting?” John: “No, tell me, Julian.” Scientist: “First of all, whenever a tech rep gets stuck he calls in another tech rep. While standing around the problematic machine, they start to weave a story. First they discuss the particular symptoms of the machine. And then some fragment of this initial story reminds them of something else that happened it the past. This suggests a few more measurements to make, which in turn produces some more data that reminds them of another fragment of a story and so on. Troubleshooting for these guys is really just weaving together a narrative – a narrative that eventually explains all the symptoms and test data of this machine. And when they have made sense of all the data, the narrative is finished and the machine is diagnosed.” (Brown, 1999: 13). Something to Think About How do you think John Seely Brown subsequently supported training at Xerox? We will come back to this question in a short while. Narrative 3: Playing computer games together Can one learn through play? If so, are there any conditions to make it effective? The third example is concerned with young learners playing a computer video game to understand photosynthesis and respiration2. Working with learners near the University of Zululand one of my PhD students, Thato Foko (2006), wanted to find out if playing a computer game could overcome misconceptions related to photosynthesis and respiration. The game used specifically designed puzzles to directly challenge players’ understanding of these concepts. Most of the learners had never before played a computer game. Foko used a knowledge test to determine what the learners knew about photosynthesis and respiration before and after they played the game. Each player 2 Photosynthesis: the production by a green plant of sugars from carbon dioxide, water and sunlight energy trapped by chlorophyll that it uses as food. Respiration: the processes of using oxygen and sugars to create energy 4 played the game on her/his own computer and at the end of the session most of them had successfully solved all the game puzzles. [Scenario head] Something to Think About Did the post-test results show an improved understanding of photosynthesis and respiration? Have you thought about the previous three questions? I will first present what happened in each of the three cases, which might be contrary to your answers. Thereafter, I will offer some theoretical explanations. Understanding such theoretical arguments may provide you with insights into the use of media, technology, or any other artefact, in classroom teaching and learning. Let us now return to the story about Dave. Returning to narrative 1: How did Dave do in his mathematics class? In the Mathematics class Dave was “on task” for only short periods of time and was not able to concentrate during a lesson. He could not draw graphs, and was often removed from the classroom for special attention. In fact, due to his apparent inability to function in the Mathematics class, Dave was diagnosed as suffering from attention deficit hyperactivity disorder (ADHD). How can it be that in one situation Dave showed strong leadership qualities and above average participation (he was one of the stars of the show) and in another he was labelled problematic? Object of activity: An explanation of narrative 1 In the environmental scenario, learners were given the opportunity to decide what they wanted to do and also the way in which they wished to undertake their O investigations. In addition, their research topics and the methods to undertake the research were discussed with and agreed to by peers and teachers. The learners therefore chose the object of their activity and, through interactions and discussions, decided on the appropriate methods to undertake their scientific investigations. In the Mathematics class Dave was neither able to specify the object of his activity nor was he able to chose how to undertake the Mathematics task. In addition, in the environmental class Dave not only was able to mediate his own learning through the interaction with the learning tasks, but through his involvement with his peers and teachers he mediated the learning of others. This example illustrates the importance of the learning task, or more precisely, the object of the activity. Our first theoretical concept is therefore related to an object that is part of some form of activity. So what is this ‘object of activity’? You may want to try and answer this question (discuss with a friend) before you continue reading. The answer is not really difficult. The object of the activity is the true motive of a learning task. You should now have a better understanding of an object. The next concept of our framework is about tool mediation. Let us continue with the story about training at Xerox. Returning to narrative 2: How did John Seely Brown support training at Xerox? Did he build complex tutoring systems to “train” the technicians so that they undertook their tasks 5 of troubleshooting in an appropriate way? Or, did he build an online learning system that provided all the technical information required by the technical staff to do their job? He did neither. He created a simple system, one that involved using two-way radios and no computers. They gave every technical representative in their test site a two-way radio. The radios were always on and the techs had their own private network. When a tech needed help, others in his community would hear him struggling. If one of them had an idea, he could move from the periphery (outskirts) to the (auditory) centre. This tech would add his fragment of story which usually suggested a new test to run or part to replace, and so on. “And so basically we created a multi-processing, multi-person storytelling process” (Brown, 1999: 13). This solution worked so well that is saved Xerox million of dollars. The reasons why this solution worked are many, but I want to concentrate on only one aspect: the use of the two-way always-on radio. Tool mediation: An explanation of narrative 2 The two-way always-on radios facilitated the development of a social community. In this community novice (trainee) members might not contribute to the conversation soon after joining the group, but lurked on the periphery listening to the way in which the more experienced technical representatives solved problems. In this way new reps got “trained” by the more experienced T reps. Return to the paragraph on Vygotsky on page XX in Chapter 2. We can say that the older reps “mediated” or “scaffolded” the learning of the new reps. One of the problems associated with the project was that the stories were getting lost. To solve this problem, John Seely Brown created a web-based system were the reps could collect, vet (test) and refine their stories. So the solution developed by John Seely Brown to support the Xerox reps included two technological tools: twoway radios and a social network web-based system. These tools mediated development of knowledge to solve troubleshooting problems in the reps. More generally, it could be argued that all human activity is mediated through the tools that we create. Language and culture are part of the tools. Therefore, our second theoretical concept is that all human activity is tool-mediated. We can now explore the role of social interactions in learning. Returning to narrative 3: Did the participants understand photosynthesis and respiration better? To our great disappointment, learners playing the game (on page XX) did not in any way improve their understanding of photosynthetic and respiratory processes. How was this possible? We had carefully designed all the puzzles in the game to address specific misconceptions related to photosynthesis and respiration. Yet there was no development of understanding. On further investigation Foko found that those learners who were unable to solve the puzzles memorised the puzzle solutions from their peers who could solve the puzzles. Therefore, they did not attempt to solve the problem but reverted to rote learning. So how did we solve this predicament (difficult situation)? Working with another group of learners from the same school, Foko asked them to play in pairs and to discuss the puzzles to identify possible solutions. He also invited the learners to ask him questions if they were confused. In this case there was a big difference between the pre- and post6 test performance. Most learnerss overcome many of the misconceptions related to photosynthesis and respiration. Working together trying to solve problems resulted in a greater understanding of these concepts. Social collaboration: An explanation of narrative 3 While trying to solve a problem, social collaboration appears to be an integral S part to the development of insights and knowledge development. However, as you might expect, this is not the whole answer. There appear to be a number of processes involved when we learn something new. When we discover new information we attempt to integrate (include) such information into our existing world view. There are two options available if the information does not fit comfortable with our existing knowledge, skills, beliefs or attitudes. We either reject the information or assimilate it and thereby transform our understanding and thus ourselves. However, we might reject information that might be closer to some form of truth and thus not develop a clearer understanding of the world we live in. But, if we discuss such information, or concepts, with our peers, teachers or parents, we might transform our understandings and thus enrich our world views. Learning therefore includes contradictions that lead to intra-psychological (within us) and inter-psychological (between people) interactions. Social collaboration is our third theoretical concept. You should now have a clearer understanding of the terms object, tool-mediation and social collaboration as related to learning. Stetsenko (2005: 72) is of the opinion that “[h]uman activity – material, practical, and always, by necessity, social collaborative processes aimed at transforming the world and human beings themselves with the help of collectively created tools – is the basic form of life for people.” We should now explore how we can use this theoretical framework to investigate the use of technology and media in the classroom. Exploring our theoretical model with real experiences In this section of the chapter, I will use a number of scenarios from the literature on the use of technology in teaching in learning. We will then discuss each scenario using our theoretical framework to expose the underlying object of the activity, associated tool-mediated and social collaboration. Stories from the Los Angeles public school system We look at a number of scenarios on the uses of technological spaces in the Los Angeles public school system (Monahan, 2004). [Scenario head] Tough rules Learners, visiting a computer laboratory for the first time, were subjected to a harsh speech. They were told that they will be arrested if they damage any of the computers as the computers belong to government. They were not allowed to bring liquid, food, gum or make-up into the laboratory. And if they installed software or played games, they were threatened with transfers to other schools. They were also informed that they were under constant surveillance (via video cameras) when they 7 were in the computer laboratory. Something to Think About What did the learners learn from this experience? Try and answer the question using our theoretical framework. [Scenario head] Do as I say A teacher brought her learners to the computer laboratory and even though there were extra computers available, she proceeded to ask other learners (from other classes) to leave the room immediately. She instructed her class to convert their notes of the previous day’s lesson into digital format. One learner was absent the previous day, so did not have the notes. The teacher said that the printed assignment, a bibliography, was due at the end of the lesson. When the learner informed her that he was absent and could not complete the assignment, she responded, “Tough!” and walked away. She left a frustrated learner behind, who then swore at her. Something to Think About In this scenario, what is the object of the activity? What else do you think is going on? To copy and paste Learners were busy with a project on historical figures and they were required to use Encarta to find information. They needed to copy and paste information they found into their own document. One learner told Monahan “that these PowerPoint exercises do not work because he never reads what he is copying or discusses it with anyone. His project is a series of disconnected images” (Monahan, 2004: 277). The learner felt that it would be better if learners had to present the material to the class or engage in collaborative group projects. The teacher rejected the idea of collaborative group projects because learners needed to learn to copy and paste. Something to Think About So what role did the tool, the computer, play in this scenario? Hint: Did the use of the computer mediate learning or was it the object of the activity? Torin Monahan suggested that there were a number of interesting dynamics that made up the practices of technological use in these examples: Computers were very highly valued, perhaps more so than the learners. Computers should not be used for exploration, or experimentation, but rather as instruments of production. Mindless exercises on the computer taught learners to pretend that they are busy. Learners’ ideas and problems were disregarded. 8 Teachers neither support learning with technology nor acknowledge that learners could make meaningful contributions through group activities. In these examples the object of the activity has clearly nothing to do with knowledge creation and everything to do with computer use and production of educationally meaningless artefacts. The computer functions as the object and learners acted passively as they supposedly learnt new skills. Little tool-mediated production occurred as learners undertook mundane (ordinary) tasks that did not require any language, or other skills, to develop new ideas for themselves and thereby change their ideas about the world. Lastly, social collaboration was banished as it was easier to manage a class of “busy” learners doing senseless tasks, than managing a number of different group projects. In addition, in these classrooms, the adults exercised absolute power over the learners and negated (ignored) all their ideas. Could it be that in these examples the computer is used as a power tool to subjugate (subdue) the learners? Our next example is totally different to the previous ones that used technology in a most unproductive manner. We will examine how an international competition encourages integrated learning. [Scenario head] Making F1 racing cars The aim of the competition is to introduce young people to engineering in an engaging and fun way. Young girls and boys aged 11 to 18 race miniature cars designed using computer-aided design and computer-aided manufacturing (CAD/CAM) software, built from balsa wood and powered by a carbon dioxide cylinders. The competition is run in 26 countries, including South Africa. To build and race these cars, participants need to: Develop a business plan that details a budget allowing them to find sponsorship. Design a Formula One race car of the future using 3D computer aided design software. Analyse the aerodynamics of the car in a virtual reality wind tunnel using computational fluid dynamics software. Make the car using 3D computer aided manufacture software. Test the aerodynamics of the built car in wind and smoke tunnels. Race the car in national and international competitions. Team Flash from St Alban’s College in Pretoria was twice placed second in the international competition. Ron Beyers from Young Engineers and Scientists of Africa wrote: “To be recognised as a Top Team in these competitions requires equal attention to the design portfolio (as a trail of evidence), scrutinising of cars for compliance with the competition rules, a poster presentation of the team’s findings, and an oral presentation with all members equally involved. The true test of the programme … is not measured in academic performance but rather to provide each learner with a real-life learning experience of what it means to be an engineer”. The design of this learning task is complex and involves many different skills and makes use of complex software in the design, testing and production of the miniature racing cars. Can you identify the object of the activity, tool-mediation, and social collaboration that contribute to this project? 9 So what is the object of the activity? Might it be the racing a model car, or is it rather the design of the car? I think that there is one object, racing a miniature car. But this object is associated with many activities that include the development of a business plan and the design, analysis, building and testing of the car. Can you identify the learning outcomes associated with these activities? Clearly at every stage of the development of the car team members work together using complex software tools to learn about how to fund a complex project, engineering and manufacturing principles, and about how to test design and models. Therefore, the project clearly supports toolmediated, social-collaborative learning. The “F1 in Schools” project attracts many more teenage boys than girls. Our next story concerns the use of technology in a community by a number of teenage girls. [Scenario head] In service of a community Sarietjie Musgrave (from the all-girls Eunice High School in Bloemfontein) asked her Grade 10 Computer Application Technology learners to investigate disabilities in their community. Using their knowledge of hardware and software they worked in groups to create artefacts to help the disabled. The project included a number of phases: Plan, advertise and manage a special school assembly so disabled learners could relate their experiences (photographs were required). Define a research topic using brainstorming and documentation (word processing). Plan their research using class discussions to create a digital mind-map. Undertake research on different disabilities using the library and online searches. Design of survey in Word to determine the types of disabilities in the community. Analyse the survey results using Excel. Create a solution using any software, or hardware, tool available Present findings in the form of a storyboard created in PowerPoint. Submit a final report that included reflection of what they did, using Word. Examples of the learners’ work included the use of drawing to help a dyslexic3 pupil learn to read and write, teaching a grandmother how to use email so that she could re-connect with her overseas family, working with charities to raise awareness about disabilities through the use of animations that were distributed via cellphones and helping a mute (unable to speak) 43-year-old man talk using Clicker. In this project 64 learners helped 300 disabled community members. For all their efforts, Sarietjie was the 2008 winner of Microsoft Innovative Teachers, Community category and went on to be placed second at the international competition in Hong Kong. Sarietjie said about her learners: “I 3 Dyslexia is a learning disorder that manifests itself primarily as a difficulty with reading and spelling. Although dyslexia is thought to be the result of a neurological difference, it is not an intellectual disability. Dyslexia is diagnosed in people of all levels of intelligence: below average, average, above average, and highly gifted. (Wikipedia) 10 was just amazed at their creativity and willingness,” and continued, “this reminds me of why I began teaching: to share my love of learning new things and to change people’s lives”. The “Spread the Sunshine” project included many activities. Can you identify the object of the activity, describe tool-mediated knowledge construction and recognise the social collaboration between the learners, the teacher and community members that are integral (necessary) to this project? Without the appreciation of the social domain of the project, the research would have been meaningless. The learners needed to understand how to work together and how to interact with a disabled community to define the kinds of projects they wished to do. In addition, they worked in groups. Therefore, social collaborations were part of the design of this activity. In many ways this project is very similar to the environmental project on page XX. In both these examples the context is about making the world a better place to live in. Therefore, the object of the activity is about developing solutions for a community. Nearly every phase of the project required that the learners use a different tool to achieve an outcome. In every instance the tool, be it a word processor, a cellphone, Excel, mind-mapping software, was used to mediate a product or develop some understanding. Just as boys can build and race motor cars, so girls can develop technological solutions to help disabled members of a community. But girls can also race cars and boys help create solutions to community-based problems. So far we have discussed the use of technology in the classroom. What about the use of different media to support teaching and learning? Could our theoretical framework be applied to all kinds of media? One way to possibly address such questions is to look at the use of computer video games in the classroom. Computer video games are not only technological products, but are also one of the most recently developed media products that today generate more income than does the movie industry. The next section includes a number of scenarios related to the use of computer video games in the classroom to highlight some of the issues associated to the use of media in the classroom. The games we play - an expose of media In this section we are going to look as how computer video games are used and created in educational settings. As you read the following scenarios, I would like you to think about the following questions: Who constructs media objects? Do media convince us of their “truth”? What “reality” is constructed by the media? How do we read media? While you might be very familiar with computer video games, these artefacts generate more revenue that the music industry does and can cost just as much to make as films. Video games are one of the most important 21st century media. Another important change that is a direct result of the development of the Internet is that we are now both consumer and producer of media. When you read news on the Internet you are acting as a consumer. When you post news onto the Internet, for example through your own blog, you are acting as a producer. While I have used computer games to look at the consumption and production in the classroom, any other form of media could 11 be subjected to the same critiques. Remember, media is always created for a specific purpose and audience. The following stories look at how games are consumed and produced for a male market. The stories The popular media are full of stories of how video games, mostly played by young men, glorify gratuitous (unnecessary) violence and support anti-social behaviours. However, video games include hierarchies based on power, masculine views of economic competition, racism and sexist beliefs. We will look at two examples from the work of Kathy Sanford and Leanna Madill. The first example is about how young men negotiate institutional authority and masculinity during game play (Sanford & Madill, 2006). The second account delves into the games made by young men (Sanford & Madill, 2007). [Scenario head] Masculinity and game play - consumption Researchers Sanford and Madill observed and interviewed adolescent males (from a secondary school) and young adult men who played video games. They were interested in the relationships between game play and institutional authority, masculine identities, and femininity. They found that adolescent and young adult males played games to overcome boredom, or to zone out, and in these fantasy worlds they were “heroic, active, and respected” (2007: 294). They also “learned tons about history, tons and tons, from Civilization 3. You just learn lots of stuff, and you don’t really think about it” (2007: 295). With respect to masculinity, the participants told how they enjoyed shooting and killing in Halo and how they represented their characters as well-built men with sixpack (flat, well-defined) stomachs. During game play the participants felt it was dangerous to associate themselves with the feminine. Sanford and Madill concluded that “[r]esistance to the video game representation of gender, race, and sexual orientation are generally uni-dimensional and highly stereotypical” and therefore reinforced societal prejudices [bias]. So if young men reproduced and consumed masculine stereotypic identities during game play, what type of games would they create? Gender and game play - production Nine adolescent males, aged between 11-16 years, participated in game design camps. They worked with experienced game players to design and build their own games. The young boys used Stagecast to create their two-dimensional video games. The software allowed game designers to build different kinds of games and simulations (adventures). Sanford and Madill wrote that the games created by the group included many examples of “domination through physical power and violence, control and power for its own sake” and “no alternative ways of responding to situations created in the video games, only on-going and relentless use of weapons, violent actions, and power to arrive at the endpoint in the game – winning” (2007: 293). Something to Think About Do you think that the news, both written and on TV, could be used to explore similar ideas related to masculinity enacted violence? 12 The young men who participated in the above study made games that included violence and stereotypical masculinities. But this need not be the case. The next example is from the research undertaken by Judy Robertson and Cathrin Howells (2008) who worked with much younger children in an environment including children, parents, teachers and the researcher who worked together to create games. Making games - production Robertson and Howells reported on an eight week study. A class of ten-year-olds made their own computer games using the game engine from Neverwinter Nights, a Dungeons and Dragons style 3D role-playing game. An equal number of girls and boys participated in the study. They worked on their own; worked cooperatively with teachers, researchers and parents; gave and received constructive criticism to and from their peers respectively; and were supported through sharing of ideas and encouragement. Robertson and Howells wrote: “the children in this study were motivated and enthusiastic; they showed determination to achieve and were able to learn collaboratively and alone; and they also showed evidence of being able to link and apply their learning to new situations” (2008: 576). Something to Think About Why were the learning outcomes of the Robertson and Howells’ study with young children different from those of the Sanford and Madill’s study? These stories related to video games illustrate that players learn about the world through game production and game play. However, such learning is uncritical. For example, through the play of Civilization, the players learn history and accept as “truth” all information represented in the game. However, we all know that history is about interpreting events from the past from different positions. Does such uncritical interaction with games reflect how we consume all forms of media? If so, then how can we use media in the classroom? The next example in this section is from my own work using an adventure game, designed by one of my past students, Robert Seagram (2005), to present information and puzzles on the biology of HIV/Aids, tuberculosis, cancer and virus infections. [Scenario head] Playing games - consuption A number of 14 to19-year-old orphans from Soweto were asked to participate in a project to develop their computer literacy skills. Groups of three participants, which included both sexes, played the adventure game made by Seagram for at least six hours, kept a personal reflective journal during - and after game play, answered a knowledge test and participated in a Round Robin discussion. Three researchers provided support and helped the participants navigate through the game. During game play we stressed the important of discussing possible solutions to the puzzles found in game. All groups, except for one group whose members chose not to play collaboratively, completed the game. The secondary school participants in this study scored similarly to first-year Biology students and understood many concepts that non-Biology students did not. They were also able to clearly articulate (express) that by playing the game they came to understand the biology of 13 the diseases, especially HIV/Aids and tuberculosis. Such understanding, they told us, was a result of trying to solve the puzzles collaboratively and that learning was a process of engagement in the game puzzles. Not only did they enjoy playing the game, but they felt that their experience empowered them to support their community. Something to Think About Can you identify the components that were included in the design of the learning task using the game on HIV/Aids? The explanations The stories in this section on video games, as an example of educational media, meandered (moved in a circular course) through two main themes: replication of specific beliefs systems (for example, masculinities) and generation of knowledge (for example, understanding the biology of HIV/Aids). Let us first discuss the replication of specific belief systems in the media. The narratives told by Kathy Sanford and Leanna Madill highlighted the role of masculine identities in the games played and created by young men. These stories offered young men a way to act in violent ways without any critique of such violence. We could argue that when game play is the object of the activity then game play is about replication of existing positions. However, when a game functions as the tool to investigate some situation such as violence, then the representation of violence during game play mediates an answer to the role of violence in society. Media literacy is therefore not only knowing how to navigate through all the different kinds of media, but also to understand who creates such media, why such media are made and how to be critical of the media. Robertson and Howells’ story about how young children made video games is very different to the story about how young men developed their games as told by Sanford and Madill. There could be a number of reasons for these differences. First, the tools used to make the games were different. The young children used a tool from the fantasy game Neverending Nights while the young men used Stagecast. Second, the social support structures were different. The young children collaborated with their peers, teachers, parents and researchers on the design of their games, but the young men were assisted by experienced game players. Therefore, while the object of the activity was similar (design of a game) in both instances, the outcomes (the tool that mediated and the social interactions that supported game production) were different. In teaching and learning, game play should therefore never be the object of the activity, but should rather function in a way to support tool-mediated knowledge construction. Sanford and Madill told us how young men consumed masculine stereotypic identities during game play. My work with the orphans from Soweto showed how through collaborative play they learnt about the biology of HIV/Aids and tuberculosis. The first example illustrates the use of games as the object of the activity, and in the second the game (and embedded puzzles) function as a tool-mediated knowledge construction. And finally, some conclusions about media These few examples illustrate that media use in the classroom is complex. All television, newspapers, film, radio, advertisements, magazines, games and music are products created by an 14 individual who hold specific beliefs. All media are therefore part of a symbolic system that creates a “reality” of the world. As a result, we must read these products actively and not just blindly accept media representations as the one and only truth. The easiest way to expose media biases is to use more than one source to mediate knowledge construction. Media must thus function, not as the object, but as a tool. You should also take notice of what David Buckingham (2003: 314) had to say about the use of media in the classroom: “Teachers’ attempts to impose cultural, moral, or political authority over the media that children [learners] experience in their daily lives are unlikely to be taken seriously. They are often based on a paternalistic contempt for children’s [learners] tastes and pleasures and are bound to be rejected. The notion that students [learners] might be somehow weaned off what they perceive as their own popular culture in favor of the teacher’s cultural or political values would seem to be increasingly impossible. Even where teachers have sought more positive engagements with students’ [learners] media cultures, they have often sought to colonise students [learners] for their own purposes.” Something to Think About How do you think you could use our framework if you do not have access to technology in your classroom Hint: We have also been talking about media. ? Conclusion We have been examining the use of cultural artefacts (technology and media) in teaching and learning using a framework that identifies the object of activity, tool-mediation and social interactions. In our complex world it appears that every day there is a new technology, or a new product, that will solve all our teaching and learning problems. But be mindful, you need to be critical of these products when you integrate them into your teaching to mediate learning. Therefore, our object-tool-social framework should provide you with a means to integrate any cultural artefact (technological, ideological and sociological) into your teaching. It is really very easy. When you consider the use of an artefact as part of your lesson plans, think about how collaboration and these products could mediate the learning outcomes that are part of the curriculum. References Brown, J.S., 1999. Learning, working & playing in the digital age – creating learning ecologies. 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