Working on my presentation for the Reading Revolution seminar due to be given at Penguinheadquarters on Tuesday (soooo soon!) has relight my thinking on tagging. As I was leafing through Facebook and contemplating how this site illustrates the community and collaborative spirit of contemporary literacies (i.e. transliteracy) I began to visit people's "stories" (well, feeds of their stories) rather than linking directly to people and noticed how they are tagging their status. I say "tagging" rather than narrating because the stories are more like bits of information which the reader pieces together to create a story or profile of the person/organisation. As an example, friend a "is loving his anonymous gifts" and friend b "is a pirate. Aaaarrrggghhh." These two phrases, seem to me, to work as identity or status tags, giving the reader an idea of what's going on rather than the *whole* (I mean in an entirely problematic postmodern critical kind of way) story. Does the (over)use of the copula "to be" signify anything about people's states; in perpetuum?
Facebook has the new tagging application so users can tag (describe) friends...I've started describing myself (is that ego-tagging?). What I'd like to know: is Facebook tagging evolving in ways similar to delicious (using oft' cited tags rather than creating new ones, working with the community, etc...). In other words, are there "standards" for Facebooking? I wonder if tagging is moving from user-centric preferences to community-centric?
Adam Mathesnotes that tagging is wild, it is uncontrolled: "A folksonomy represents simultaneously some of the best and worst in the organization of information. Its uncontrolled nature is fundamentally chaotic, suffers from problems of imprecision and ambiguity that well developed controlled vocabularies and name authorities effectively ameliorate. Conversely, systems employing free-form tagging that are encouraging users to organize information in their own ways are supremely responsive to user needs and vocabularies, and involve the users of information actively in the organizational system. Overall, transforming the creation of explicit metadata for resources from an isolated, professional activity into a shared, communicative activity by users is an important development that should be explored and considered for future systems development."
For more information on tagging check out this handy tagging 101video.
Bookshelf
Information Architecture for the World Wide Web By Louis Rosenfeld, Peter Morville
Blogs, Wikis, Podcasts, and Other Powerful Web Tools for Classrooms By Dr Will Richardson
On the 8th of June NLab held the Women, Business & Blogging conference with a welcome from Humanities Dean, Heidi Macpherson.
Why have a conference with the focus squarely on women you might ask? Well, Jory des Jardins of BlogHer gave us lots of reasons:
“WOMEN:
…outnumber men online
There more women than men online, overall as well as:
Among marrieds
Among people with kids at home
In every age category but 65+
…outspend men, online and off
Women spend $5 trillion a year (U.S.) and control 83% of household spending.
Women who blog are 30% more likely than average female Internet users to shop online—and spend more when they buy.
…outpace men online
Women are equally as likely as men to “Read a blog,” and “Create a blog”
Women write between 46% and 53% of blogs
Women’s use of words on a blog “far exceeds that of men”
(source: Jory des Jardins presentation at the Women, Business & Blogging conference)
But, how does women’s use of the online environment fit with the internet overall? Again, Jory had some great points for us:
“Web 1.0
• Use marketing dollars to draw traffic
• Then drop them when they show up; pray they return
• Page views/clickthroughs • Invulnerability
• The press release
• Ordained expertise
Web 2.0
• Devote resources to interaction
• Invite them to comment & interact; showcase them!
• Comments/posts/ links
• Authenticity
• The public press corps
• Distributed, “nichified” Expertise"
(source: Jory des Jardins presentation at the Women, Business & Blogging conference)
Interestingly Jory reminded us that virtual identity is everything and whether you know it or not, we each have an online identity. Eileen Brown, a Microsoft Evangelist, gave us all a very good reason to maintain *professional* online identities – she for one googles prospective employees…hrm. Note to self – do not post when drinking (actually that was a tip from Eileen!):
“Blog frequently (a rhythm of blogging, not necessarily every day)
Meg Pickard was the first speaker of the day and really set the scene with one key question: “how do consumption, interaction, curation, and creation work together in the online environment?” Meg has a slide that illustrates this concern very clearly and (yay!) she’s put it up on her site so I’ll add it here:
Meg drew her presentation to a close by focusing on the “holy trinity of community management” – how “human solutions,” “technical solutions” and “content solutions” are all required, it isn’t just a case of either/or. Here’s a slide courtesy of Meg’s blog post:
To elaborate her point of how content, publishing, and community are all changing in this landscape of web 2.0, Meg concluded with Michael Wesch’s “classic” video:
As one of the conference organisers I hope the conference worked out as well for others as it did for me. It was stimulating to hear three different talks on technology by three amazing women. It was also great to have opportunities to meet with other delegates and share stories. The best bit (not that I’m swayed by Meg’s delicious looking photos who I went and copied and took some tasty pics of my own) was the wine and cake *networking* session at the end of the day…yum….
An excellent resource: The Giant Blogging Terms Glossary from Quick Online Tips.
BLOGGING
Weblog- An online dated diary listing your periodic thoughts on a specific topic, often in reverse chronological order. Blog - short form for weblog Blogging - the act of posting on blogs Blogger - a person who blogsBlogosphere - The internet blogging community
BLOGGING FORMS
Photoblogging - a blog predominantly using and focusing on photographs and images. Photoblogs are created by photobloggersPodcasting - a method of distributing multimedia files (audio / videos) online using feeds for playback on mobile devices and personal computers. Podcasts are created by podcasters.
Autocasting - is an automated form of podcasting
Blogcasting - the blog and the podcast merged into a single website.
Vlogging - Also called video blogging. Shortened to vlog. Posted by vlogger. A variant on the blogging using video instead of text.
Audioblogging - Also called audioblog, MP3 blog or musicblogs. a variant on the blogging using audio instead of text. Created by audioblogger.
Moblogging - Also called moblogs. A blog posted and maintained via mobile phone. Moblogs are created by mobloggers.
BLOG COMPONENTS AND FUNCTIONS
Index page - the front page fo the blog
Header - the topmost part of the blog usually listing the blog title.
Footer - the most bottom part of the blog usually listing navigation and copyright statements
Sidebar - One or more columns along one or both sides of most blogs main page
Categories - A collection of topic specific posts
Post, Entry- individual articles that make up a blog
Comments - enabling readers to leave their remarks
Captcha - short for “Completely Automated Public Turing test to tell Computers and Humans Apart”. Those word and letter verification images you need to type in to show you are human and not a bot. Helful to block automated spam comments. morePing - Short for Packet Internet Grouper. Blog and ping helps to notify other blog tracking tools for updates, changes and trackbacks.
Trackback - A system by which a ping is sent to another blog to notify that their article has been mentioned by you
Permalink - A link to a specific article
Tags - labelling / attaching keywords to collect similar posts
Tag cloud - Displaying tags lists or keywords in a blog.
Blogroll - list of links to other blogs in your sidebar. Also see blogrolling.com
Template - the blog presentation design
BlogThis - a function allows a blogger to blog the entry they a reading
Plugins - Small files that add improved functionality and new features. Wordpress plugins can greatly improve your blog usage and interactivity
Dashboard - When you login to your blogging account, it is the first screen with all controls, tools and functions.
Archives - a collection of all your posts on one page. Can be categorized by month etc.
Expandable post summaries - show a small teaser part of the post on the index page that link to the full post. more
WEB FEEDS
Web Feed - allows online users to subscribe to websites that change or add content regularly.
RSS - a family of web feed formats used for Web syndication. Short form for Really Simple Syndication (RSS 2.0), Rich Site Summary (RSS 0.91, RSS 1.0), RDF Site Summary (RSS 0.9 and 1.0). Wordpress generates RSS 2.0
XML - short for eXtensible Markup Language. a general-purpose markup language for syndication formats used on blogs.
Atom - another specific web feed format. Blogger feeds are usually of this type.
OPML - short for Outline Processor Markup Language. It is an XML format for outlines. Easily import and export multiple blog subscriptions between different rss aggregators.
Photofeed- a web feed with image enclosures.
BLOGGING SOFTWARE / CLIENTS
Blogger - a free blogging platform by Google.
Blogspot - free Blogger hosting blog at name.blogspot.com
LiveJournal - free blogging tool by SixApart
Movable Type - paid blogging tool by SixApart
Typepad - paid blogging tool by SixApart
Wordpress.org- Free. Easy to Upload, customize and upgrade.
Radio Userland - another blog publishing software package
TYPES OF BLOGS
Group blog- with multiple contributing bloggers.
Event blog - focussed on an event
Kittyblogger - writing about cats.
Celeblog - focused on a celebrity.
Celebriblog - maintained by a celebrity.
Clog Blog - written in Dutch and/or in Holland.
CEOBlog - run by a chief executive officer. Plog - a project blog. Also for Amazon.com personalised weblogs
Movlogs - mobile video blogs.
Splog- a spam blog
Tech blog - focused on a technical subject.
Anonoblog - by an anonymous blogger
Linguablog - about linguistics, translation etc.
Metablog - a blog about blogging.
Blawg - blogged by lawyer / related to legal stuff
Edu-blog - education oriented blog.
Progblog - A progressive blog.
Shocklog - provokes discussion by posting shocking content
Klog - used by company knowledge workers. by Kloggers
Blogsite - A web site that combines blog feeds from a number of different sources
Dark Blog- A non-public blog
Photocast- a photoblog that automatically updates when new photos are added.
BLOGGER TYPES
Problogger - professional blogger
Blognoscenti - especially knowledgable bloggers
Blogebrity - a famous blogger.
Blogerati - the blogosphere intelligentsia.
Commentariat - The community of those leaving comments.
Dooced - lost a job because of blog entries. To Dooce.
Blogther - a fellow blogger.
A-List- the top bloggers who influence the blogosphere.
Fill in the missing words using the words in the box below:
blogspermalinkcommenttimereversemultimodal
There are over 15.5 million ______ out there but not everyone knows how to read a blog. Blogs usually appear in ________ chronological order and are updated frequently.Each blog post follows a house style and includes several elements like a title, the post body which is usually _____ including sounds, images, videos and/or text, tags which describe what the post is about, a _______ providing a static url directly to that particular post, a _______ stamp and author signature. Perhaps most important is the element of interactivity which allows all blog readers to add a ______ to posts (although there are a few blogs out there that don’t allow commenting).
At the recent Transliteracy Colloquium we discussed the necessity to not only understand a variety of representational modes but to critically interpret that flow of information simultaneously.In an era where convergence is palpable in almost all aspects of life literacy includes a vast range of signifying devices.As Kress says, literate in today’s world means “reading” (as interpreting) “words, spoken or written; image still and moving; musical…3D models…”
While young people might be “digital natives” what about people whose first language is not tech-speak?
UK “digital communications” regulator Ofcom has produced (published on 02|03|2006) its first audit of UK digital media use (including terrestrial TV and radio). Over 3,000 people were interviewed in an attempt to assess the extent of adult media literacy in the UK. Ofcom defines media literacy as the ability to access, understand and create communications in a variety of contexts. Headline findings include:
• age is a major factor in understanding and using specific technologies. Mobile 'phone use is highest amongst 16-24 year-olds;
• little recognition so far of the possibilities of synergies between different digital media technologies;
• only 25% of adults understand how commercial internet sites are funded – compared with 75% who understand the basics of TV funding and regulation;
• the internet remains the main focus of interest – and concern (about viruses/email scams etc.) The preferred means of learning about the internet for adults is via friends and family rather than formal education or training.
Now look at the main findings of an Ofcom audit on media literacy among children between the ages of 8-15:
Some 72% of children aged 8-15 have access to digital TV at home, 64% have access to the internet at home, 47% of parents say there is household access to digital radio services, and 65% of 8-15s have their own mobile phone. Just under half of 8-11s have their own mobile phone (49%) compared to 82% of 12-15s.
·Just over one quarter (28%) of all children aged 8-15 have digital TV and the internet at home and have their own mobile phone. This is considerably more common amongst older children, accounting for 36% of 12-15 year olds compared to 21% of 8-11 year olds.
·Half of children aged 8-15 own a games console (50%), and a further third (34%) use the one in the household.
Perhaps this is why media studies is enjoying a revival with the number of students taking media exams (at 16 and up) has doubled since 2002.
So, digital native or not, participants in the online landscape must learn to navigate this new environment.Not only becoming literate in terms of the multimodality but literate also to experiences (like cyberbullying etc…) thus new media literacy or digital literacy is about becoming literate as readers and creators. In other words, transliteracy might be the way teachers and parents can respond to the changes brought on by technology.
Bookshelf
Listen to Professor David Buckingham talk about the challenges of changes in the media environment and how media teachers need to respond to them: http://www.mediaedassociation.org.uk/david.mp3
Listen to Former head of BFI Education, Cary Bazalgette opened challenge to the Media Education Association to ensure it embraces the primary sector and helps teachers build on the success they have already enjoyed in teaching media education in primary schools across the country: http://www.mediaedassociation.org.uk/cary.mp3
Images and Representation: Key concepts in Media Studies by Nick Lacey
According to Marc Prensky, "motivation can be a challenge for students.[…] Video games come with a clear set of motivation tools, such as scores, moving to higher levels and reaping various rewards when a player performs well." “Computer and video games are so engaging – and education is often so unengaging – NOT because that is the “natural state of things,” or “the nature of the beast.” Although many hold the opinion that “learning hurts” and “games are fun,” any of us easily can think of enough counter-examples to prove this isn’t a universal truth.
The reason computer games are so engaging is because the primary objective of the game designer is to keep the user engaged. They need to keep that player coming back, dayafter day, for 30, 60 even 100+ hours, so that the person feels like he has gotten value for his money (and, in the case of online games, keeps paying.) That is their measure of success” (See The Motivation of Game Play).Prensky goes on to explain that keeping students motivated is not the “primary goal” of teachers, rather their primary effort must lie in educating, in the passing on of knowledge. I disagree with this. How might teachers actually educate when students are not engaged? Part and parcel of good teaching is motivation and engagement, something teachers work into all lesson plans. While there are many ways to infuse classroom learning with motivation, incorporating gaming seems to follow a path that both engages students as well as incorporated digital media – something that satisfies teachers’ needs to develop 21st learning skills.
Rather than bring corporate games into the classroom (like those by Microsoft or E.A.) why not show students what is good (critical literacy) and freely available online, something like Mary Flanagan’s The Adventures of Josie True?
“Join Josie True across time and space as she tries to find her missing inventor/science teacher Ms. Trombone!! Josie travels back in time to Chicago and then Paris, meeting fabulous historical figures such as Bessie Coleman, the world's first African-American woman aviator! Along the way, play fun activities to help Josie and her iCat in their search!”
TEEM’s Report on the Educational Use of Games provides an interesting evaluation framework.“The framework includes a range of questions and issues under the headings known to be significant when evaluating software. Some of the questions may be redundant when it comes to writing about particular games. However, whatever the software, the purpose of the framework is the same. It is a document that presents a number of headings under which teachers report on their findings and experience of a program, and offers prompting questions that have to be considered when writing about each of the particular issues – content, curriculum relevance, design and navigation and so on.
I know Josie True was created specifically with an educational context in mind. Further evidence is available on the site which even has a “teachers guide” listing game segments alongside (maths) learning outcomes:
I wonder how something like Inanimate Alice might be considered alongside TEEM’s evaluative framework.Especially since at the beginning readers are offered to play the game or “read only.”
Winning the game means readers progress to the next episode while losing is detrimental to both readers and characters:
“Online fanfiction: What technology and Popular Culture Can Teach Us about Writing and Literacy Instruction” by R.W. Black in New Horizons for Learning Online Journal, 11 (2) (Spring 2005).
“Media Literacy: Essential Survival Skills for the New Millennium” by B. Duncan in Orbit Magazine, 35 (2).
Situated Language and Learning: A Critique of Traditional Schooling by G.P. Gee.
Critical Language Awareness emphasises the fact that texts are constructed. Anything that has been constructed can be deconstructed. This unmaking or unpicking of the text increases our awareness of the choices1 that the writer or speaker has made. Every choice foregrounds what was selected and hides, silences or backgrounds what was not selected. Awareness of this prepares the reader to ask critical questions: why did the writer or speaker make these choices? Whose interests do they serve? Who is empowered or disempowered by the language used? (Janks, 1993: iii).
With the multimodal environment in mind, we can extend the question of who is empowered or disempowered through the use of images, sounds, videos, as well as the demand for interaction (holding a mouse, pressing the enter key etc…).
Dominance and access come together in a different question that confronts teachers of language and literacy. How does one provide access to dominant forms, while at the same time valuing and promoting the diverse languages and literacies of our students and in the broader society? If we provide students with access to dominant forms, this contributes to maintaining their dominance. If, on the other hand, we deny students access, we perpetuate their marginalisation in a society that continues to recognise the value and importance of these forms. This is what Lodge (1997) refers to as the “access paradox.” These dominant forms include dominant languages, dominant varieties, dominant Discourses (Gee, 1990), dominant literacies and knowledges, dominant genres, dominant modes of visual representation and a range of cultural practices related to social interaction.
How might we encourage critical literacy in response to what most of our students see every day?
Here is an example from a popular mystery fiction/online game: Perplex City:
To understand this video which forms part of the online story, readers must be able to read as there are subtitles, they should be able to hear the protagonist’s voice, they should be able to interpret the images – the arrangement of the flat, objects contained within it, the narrator’s body language etc… – and they should be able to “read” the relationship between protagonist Violet and cameraman Kurt.At the beginning, as critical readers, we are made fully aware that Violet is uneasy about her new abode and also that she feels she must answer Kurt’s silent interruption: “Well, yes, Kurt, I know it’s not my home exactly, but -”
How might we respond to these aspects?
Location information – where is Violet, what does the setting suggest?
Question motive – why is Violet there, why is she making a video, how is the message represented, through who’s eyes are readers receiving the story?
Critically react to information – why does Violet lower her voice at certain junctures, look at her body language
·Suggest alternative action
Teaching young people to be critically literate is especially important, not just in knowing how to ask questions about what images, words, sounds, etc… might suggest in terms of power in a storyline, but also how those words and images might disempower those young people.Such is the worry that young people are not adequately critically literate that spy software for mobile ‘phones have made an appearance:
The software is completely hidden from view. After being set up on the phone, it records all SMS text messages and call information. It then silently uploads logs to the user’s private account which they check online without needing further access to the phone. Mobile Spy runs in total stealth mode and no entries are shown inside Windows Mobile Task Manager.”
We need to educate all users, not just young people, to be critically literate so to avoid possible dangers (cyber bullying, predators, fraud, theft, privacy):
How do teachers (and parents) help nurture a framework for understanding the participative experience of social media?
What are some ways students of all levels and of all backgrounds may develop awareness of how new media (including gaming, messaging, myspace-ing) colours real-world perceptions?
What are the ethics involved in creating and maintaining online identities?
How to protect learners not yet fully “transliterate” of the possible threats arising from the creation of online identities?
What does “privacy” mean in the socially networked environment?
How do virtual realities (an example might be Second Life) affect “real” realities?
What competencies should be highlighted in the digital age? (Should we applaud “browsing” and rapid feedback?)
What does “ownership” mean in the online environment?
How does ownership affect the information/content available?
How might students evaluate the validity of information found online (reliable sources, objectivity, validity)?
Is it necessary to illustrate (to students) the historical context of new media; where did it come from, do patterns emerge between the growth of new media and the original appearance of “the book”?
Who lives in the virtual world and what does that suggest about access, culture, type of information available?
What behaviour is acceptable online (that might not be offline)?
What is missing from new media? Whose voice is silent?
It is clichéd to note that technology (new and old) profoundly affects/influences/directs/prompts how we think and how act.While new media technologies might greatly improve our lives and our work, issues arise in the context of “reality” especially with respect to identity, information, business. Conceptions of reality have been changing radically, not least if we think imagine Haraway’s metaphoric cyborg becoming more and more *real* everyday.Think of Kevin Warwick fitted with cyborg technology enabling his nervous system to be linked to a computer in 2002 and Stelarc’s home-grown human ear grafted (with the addition of a blue-tooth device) to his forearm.
Within 30 years we could have “direct links” between neurons in our brains and computers.: “By 2030, a thousand dollars of computation will be about a thousand times more powerful than a human brain. Keep in mind also that computers will not be organized as discrete objects as they are today. There will be a web of computing deeply integrated into the environment, our bodies and brains.”
As teachers, educators, parents, we must not only encourage skills and aptitude with new media technologies, but also an awareness of processes, strategies, perceptions, developments and implications.Recognising the challenges and responsibilities that evolve alongside technological applications can help students understand the world in which they live.
Bookshelf:
The Age of Spiritual Machines: When Computers Exceed Human Intelligenceby Ray Kurzweil
"UK children go online: Listening to young people’s experiences" by S. Livingstone and Bober, M. London: LSE Report, launched 16 October 2003. Available at www.children-go-online.net.
While the last two posts have dealt with the idea of participation and enabling it – with pedagogical aspirations – it is important that readers cultivate a sense of critical literacy and critical thinking. Critical literacy becomes imperative, especially if we accept the report by Milton Chen, PhD, Sara Armstrong, PhD and Roberta Furger:
“When it comes to media, our children are mass consumers.
On average, each of them spends 1,500 hours a year watching television. Roughly 17 million children and teens have Internet access in their homes, and most of them use it daily for everything from researching school projects to playing online games to sending instant messages or chatting with their classmates. They go to movies and watch music videos. Headphones and CD players have become so much a part of the middle and high school students' "uniform" that backpacks are now designed to accommodate the gear.
But for all their exposure to mass media, American youth and teens spend precious little time analyzing the messages they're bombarded with every day.”
It is not so much about “protecting” teens from what is available on the internet (or on tv, computer games, music, and, yes, even books) but teaching them how to engage in a critical dialogue with what they see, hear, read, and experience. Just because teens (or anyone for that matter) engages, participates with media (current, future, and old) cannot be equated with a desire to articulate what that participation entails.
In an interview about journalism in the “digital age” Rebecca MacKinnon, Assistant Professor at The Hong Kong University's Journalism and Media Studies Centre explains that it isn’t so much about teaching people how to use new technologies – it’s more than showing someone how to use an rss reader, a blogging tool, Dreamweaver – it’s more appropriate to “thin[k] about how to build things in new ways…and how to innovate.”
“While to adults the Internet primarily means the world wide web, for children it means email, chat, games— and here they are already content producers. Too often neglected, except as a source of risk, these communication and entertainment focused activities, by contrast with the information-focused uses at the centre of public and policy agendas, are driving emerging media literacy. Through such uses, children are most engaged— multi-tasking, becoming proficient at navigation and manoeuvre so as to win, judging their participation and that of others, etc.... In terms of personal development, identity, expression and their social consequences— participation, social capital, civic culture- these are the activities that serve to network today’s younger generation.”
”With relatively low barriers to artistic expression and civic engagement
” With strong support for creating and sharing one's creations with others
” With some type of informal mentorship whereby what is known by the most experienced is passed along to novices
” Where members believe that their contributions matter
””Where members feel some degree of social connection with one anther (at the least they care what other people think about what they have created)
Nate Combs asks to what extent are MMOGs (Massive Multiplayer Online Games) participatory and wonders whether personality is enough of a contribution. In terms of a digitally literate classroom, where might elements of a participatory culture come in? In all classrooms, not just ones that employ new technology, participation is a must.Teachers encourage students to ask questions, to converse with other students, to share experiences, to conduct group-work, in essence: to perform.With the addition of access to the internet how does the concept of performance and participation expand? Students using MySpace, Facebook, instant messaging, Skype, and other elements of social media are refining their performance skills.These students are learning to express themselves while becoming transliterate.These students are content creators in a world where “knowledge, power, and productive capability will be more dispersed than at any time in our history – a world where value creation will be fast, fluid, and persistently disruptive.”If this is true, then students who are not taught how to harness collaborative approaches will find themselves isolated in a world which values sharing, updating, and constant feedback.Using digital media in the classroom (like blogs, vlogs, podcasts, digital lit. etc…) can amplify an ecology where learning is diffuse rather than hierarchically organised.
“If it were possible to define generally the mission of education, it could be said that its fundamental purpose is to ensure that all students benefit from learning in ways that allow them to participate fully in public, community, creative and economic life.” (See "A Pedagogy of Multiliteracies" 9-37).
“Our view of mind, society, and learning is based on the assumption that the human mind is embodied, situated and social” (ibid. 30).
Important to all learning is the notion that what we learn builds on what we already know, just as new technologies build on existing features.The current online realisation of participation transforms literacy (in my view) from a personal experience to a community endeavour highlighting networks and collaborative reading (in all senses of the word).These skills thrive alongside the existing foundations of print literacy, film literacy, social literacy, critical literacy, and technical literacy.
As Peg Syverson, Associate Director of the Computer Writing and Research Labs at the University of Texas, Austin explains: “Can I prove that online writing courses improve students' ability to write traditional essays? No, I can't. I also can't prove that driver's ed. courses improve students' equestrian ability.... What we're doing is preparing students for the kinds of writing they need in the future” (qtd. in Electronic Literacies: Language, Culture, and Power in Online Education, 155.)
§54% of bloggers say that they have never published their writing or media creations anywhere else; 44% say they have published elsewhere.
54% of bloggers are under the age of 30.
Women and men have statistical parity in the blogosphere, with women representing 46% of bloggers and men 54%.
76% of bloggers say a reason they blog is to document their personal experiences and share them with others.
64% of bloggers say a reason they blog is to share practical knowledge or skills with others.
When asked to choose one main subject, 37% of bloggers say that the primary topic of their blog is "my life and experiences."
Other topics ran distantly behind: 11% of bloggers focus on politics and government; 7% on entertainment; 6% on sports; 5% on general news and current events; 5% on business; 4% on technology; 2% on religion, spirituality or faith. Additional smaller groups focus on a specific hobby, a health problem or illness, or other topics.
Crucial to teaching and learning in a digital age (more specifically, a digitally literate age), educators must be prepared to recognise the importance of participating in content creation. Teachers can offer a class blog which students update and podcasts for students to use as study aids or reminders of what occurred in the lesson. Students should be taught to articulate the skills required to fully participate in the online world and they must also recognise that media (new, as with old) shape perceptions and play a certain role in emerging knowledges.
Important to issues of literacy is the shift in focus from individual knowledge to communal expression.Digital literacy and transliteracy and multimodal literacy involve skills accrued through collaboration and networking like the kind facilitated by blogging and social software platforms like Facebook, Flickr, and MySpace.These platforms help build the skills necessary in the classroom.
Media-literacy-wise, education is happening now after school and on weekends and when the teacher isn't looking, in the SMS messages, MySpace pages, blog posts, podcasts, videoblogs that technology-equipped digital natives exchange among themselves.
This population is both self-guided and in need of guidance, and although a willingness to learn new media by point-and-click exploration might come naturally to today's student cohort, there's nothing innate about knowing how to apply their skills to the processes of democracy.''
Mimesis: The Representation of Reality in Western Literature by Erich Auerbach
The Language of Inquiry by Lynn Hejinian
Cyberspace Textuality: Computer Technology and Literary Theory by Marie-Laure Ryan (ed.)
Jess's favourite books The Story Factor: Inspiration, Influence, and Persuasion Through the Art of Storytelling by Annette Simmons i am no one you know: stories by Joyce Carol Oates Correspondence: A Novel by Sue Thomas Metamorphoses: Towards a Materialist Theory of Becoming by Rosi Braidotti