John Francis: Let’s Collaborate
Filed at 6:00 am on April 15, 2008 in Civic Engagement, Credibility, Games, Identity, Digital Divide • 1 comments
John Francis describes the development of learning modules that introduce young people to ethical issues, media literacy skills, and ownership/authorship themes. This is the second of a five-part series about the collaboration between Harvard’s GoodPlay project and MIT’s Project New Media Literacies.
In the summer of 2007, the NML and GoodPlay project teams set out to explore exactly what form our collaboration would take. We divided ourselves up into four “SuperTeams” to discuss compelling intersections between the two projects. After several weeks and many meetings, the entire group decided on a course of action for the fall: we-the “SuperQuartet” of Andrea Flores, John M. Francis, Steve Schultze and Lana Swartz -were challenged to generate ten high-level prototypes. After meeting with the full teams from NML-GoodPlay, we selected the best components of those prototypes for further refinement into two full learning modules. During this process, we began by considering the five core ethical issues identified in the GoodPlay white paper.
- Identity: exploring and ‘playing’ with different identities
- Privacy: choosing when and how to share information to whom
- Ownership/Authorship: understanding issues of control and credit for intellectual work
- Credibility: being authentic when representing one’s competence and motivations
- Participation: accessing communities, understanding codes of conduct, and engaging pro actively
We chose to focus on Ownership/Authorship for this first prototype development and refinement phase. This issue highlights the challenges youth face in navigating questions like “who owns the output of my work?”, and “what are the appropriate means of giving credit?” Offline, these issues have a long history of legal and social norms but ethical indiscretions are commonplace. The opportunities for transgressions are compounded online by the absence of clear-cut and well-understood norms, facile technology and a multi-author model of online creation. Within this core issue of Ownership/Authorship, we integrated several skills from the New Media Literacies white paper, such as:
- Simulation: the ability to interpret and construct dynamic models of real-world processes
- Appropriation: the ability to meaningfully sample and remix media content
- Collective Intelligence: the ability to pool knowledge and compare notes with others toward a common goal
- 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
In our activities, simulation helps students set up and understand real-world scenarios of ethical ownership. When facing an opportunity to sample or remix media content, students must decide what makes for acceptable and meaningful appropriation. In several instances, they must pool knowledge and compare notes with others toward a common goal. In so doing, they must exercise the ability to search for, synthesize, and disseminate information. Because ownership/authorship is a complex issue with different expectations in different situations, the activities encourage students to discern and respect multiple perspectives, and to engage alternative norms.
The combination of these issues and skills led us to four themes that we sought to address:
- Collaboration/Co-Creation/Knowledge Communities:Developing models of how to work together effectively and ethically.
- Responsibility: Highlighting the ways in which a creator has responsibilities to his/her audience, to the broader community, and to the original content and its creator (if he/she is a remixer).
- Copyright: Understanding the proper use of materials by the individual and the individual’s understanding of his/her rights as a creator of content.
- “Inspired by ” vs. Plagiarism: Identifying the difference between using content as a jumping off point for remixing/ creating new ‘inspired by’ materials vs. usurping materials as one’s own creation.
We are excited with the progress that has been made, and the ways in which insights from both NML and GoodPlay informed the process. In some ways, we experienced the very concepts we were designing for, as we relied on the collective intelligence of all involved, easily negotiated differences and drew from a wide network of knowledge. It is clear that the shared authorship process can generate something greater than the sum of its parts, and that remixing and appropriation helped us iterate toward more effective activities.
But enough about us, we want to show you what we’ve made! In the next two days, we’ll describe two curricular activities that introduce young people to the ethical issues, media literacy skills, and ownership/authorship themes discussed above. Tomorrow, we’ll start with an activity called “Inspired Highlighter.”
Editor’s Note: This post is part of a five-part collaborative series from MIT’s Project New Media Literacies and Harvard’s GoodPlay project. See series index here.
Next: Stephen Schultze: The Inspired Highlighter > >
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Comments (1)
1: Tom Hoffman at 12:39 pm on Tuesday, April 15, 2008
One has to wonder if somewhere in its institutional memory the MacArthur Foundation remembers that it gave a genius grant EIGHTEEN YEARS AGO to Richard Stallman for his pioneering work on the ethics of digital media, i.e., the creation of the free software movement. The way his theoretical and practical (that is, completely changing the way the software industry operates, forever) work has been written out of this discourse, of which the New Media Literacies paper is just one example, is chilling.
You’ve made him an unperson.
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