multimedia

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For Storytelling Projects, Cool New Multimedia Tools

zeega

Paul Salopek and Ahmed Kabil

Writing will always be important, but weaving text, images, sound, and presentation together can give students more and different ways to express themselves. Easy-to-use online tools allow students the opportunity to create multimedia projects that demonstrate knowledge and develop useful skills. Check out these new three tools on the scene.

MEOGRAPH

Launched less than a year ago, Meograph lets users create professional-looking multimedia presentations using video, audio, images, text, timelines, maps, and links.

Users create Meograph “moments” by uploading photos, videos, text and add voice narration to accompany the visuals. The moments can also be tagged with location, date, and time. Once all Continue reading

Remixing Melville: Moby Dick Meets the Digital Generation

Screen shot 2013-03-08 at 11.26.36 AM

Henry Jenkins

In a traditional English class, a teacher might assign Herman Melville’s famous novel Moby Dick in small chunks. Students might complete their reading (or not), discuss major themes and perhaps write an essay at the end of the unit. But if a student never gets past the first few pages, the rest of that unit is lost.

It’s become a common refrain that traditional education isn’t serving a generation of students whose lives outside of school are completely disconnected from what happens inside. But there are plenty of teachers working hard to make reading material relevant to students, including a team of researchers from University of Southern California Annenberg’s Innovation Lab that includes Henry Jenkins and Erin Reilly. They’ve created a model of what they call participatory learning that engages students with materials on a personal level, often by incorporating different types of media into the classroom and offering varying points of entry to a text. Most recently, the team has put together a teacher’s strategy guide, Reading in a Participatory Culture: Remixing Moby-Dick in the English, Classroom and an interactive digital book, Flows of Reading, to provide models of their approach.

“We want to raise a generation of kids who have a mouse in one hand and a book in the other.”

Moby Dick is a notoriously difficult book. “This book defeated me as an Advanced Placement kid,” Henry Jenkins said. He remembers hating the book, gritting his teeth to get through it and writing the worst essay of his high school career. That’s why he was so impressed by the work of the playwright Ricardo Pitts-Wiley who was teaching Moby Dick to incarcerated youth in Rhode Island, many of whom read below grade level.

Pitts-Wiley asked his students to reinterpret the novel in the context of their own lives. In their retelling Captain Ahab became a powerful drug dealer trying to avenge the death of his loved ones. Continue reading

Sorry Video Games: TV Still Reigns as Kids’ Favorite Media

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Mobile phones, the Internet, and video games might be growing in popularity with kids, but according to one report, the trusty television is still the predominant media of choice.

“Even as technology evolves and young children increasingly turn to games and mobile media, they still love television best.” The statement comes from “Always Connected,” a recent report from the Joan Ganz Cooney Center, which reviewed seven recent studies (some of them never before released), and provides a comprehensive look at the implications of media exposure and use.

Kids age 8-10 watch 3.5 hours of television everyday. “Although computer and Internet use are rising, they are still just a fraction of children’s overall media use, and nowhere near the amount of time spent with television.”

In one example illustrated in the report, an 8-year-old named Gabriela watches Disney shows after school for 45 minutes, works on her homework while watching “Oprah,” and after dinner, watches the Discovery Channel and other shows with her parents, easily adding up to three or more hours per day.

I asked the authors of the study, Dr. Lori Takeuchi, Dr. Jennifer Kotler, along with the center’s executive director Dr. Michael Levine, some questions to help put the study into context.

Q. What’s the implication of children ages 8-10 spending 3.5 hours watching TV everyday? How is watching television different from playing games online, whether on a laptop or on a mobile device?

A. It depends. The jury is still largely out about whether interactive game play is better than TV or vice versa. One could argue that the interactivity that these newer formats offer are “better” for kids than the lean-back nature of TV watching. Research has shown that both TV and video can provide experiences that are educational as well as harmful depending on the kind of content to which children have been exposed.

Kids are certainly better off watching high-quality, educational TV shows than playing video games that are either age inappropriate or which offer no educational value. The research on the educational benefits of video games is beginning to build, but risks are still well described in the research literature, especially around violent content. Intriguingly even some of the offensive play mechanics associated with some video games may be able to be turned around if placed in the right context. Recent research by neuroscientists such as Dr. Daphne Bevalier at the University of Rochester has shown that playing first-person shooter games can improve players’ number sense (and consequently mathematical achievement). Others have shown that online multi-player games like World of Warcraft can improve teamwork and collaboration skills. And a study by the Mayo Clinic demonstrated the benefits of playing physical action games such as Dance Dance Revolution in developing healthy exercise habits for kids. Much of this research, however has been conducted on older players (teens and older), so we’re not certain if the same benefits will hold true with younger children. For a good review of the research on games, learning and health habits, readers might wish to read the Center’s report, Game Changer.

Q. Why do you think kids 2 – 5 years old watch more TV than 6 – 11 year olds?

A. Younger children spend more time with television for the simple reason that they spend less time in school. Younger kids haven’t yet developed the cognitive and physical capacities to interact with or manipulate what are, in essence, representational worlds. Simply watching these representational worlds is easier. Another reason younger kids aren’t playing video games is because parents are more closely regulating their media consumption.  They may worry more about little fingers breaking mobile devices/laptops than TV sets. Or believe that video games just aren’t appropriate for their very young children.

Q. How does children’s media consumption change around age 8?

A. The developmental readiness factor described above is responsive to this shift in media consumption. The new focus is also influenced by peer interactions inside schools and by parents’ loosening of the controls on the more sophisticated and costly technologies that allow independent game play and early use of mobile devices.

Q. Do you think this will change once younger kids spend more time with mobile games?

In the next few years, our trends data and that of other researchers indicates that more young children will be likely spending more time with interactive media at younger ages. There will however continue to be developmental and parental factors that make it less likely to ever rival the kind of use of older children. But who knows: one day children might literally be wired for learning from birth.

Q. When we talk about kids using 8 hours of media everyday, should all media be clumped into one category?

A. No, it is useful to break out the categories of media consumption just as the Kaiser Family Foundation and the recent Cooney Center/Sesame Workshop study did. That way we have a more fine grained sense of which types of media are gaining currency and which types of media multitasking behaviors are underway. For example listening to an iPod while playing a videogame is a different experience from watching television while surfing the internet.

Q. Which specific apps or media do you recommend for parents who want to interact with kids while they’re using media?

We don’t recommend specific apps that promote “coviewing” among kids and adults, but tablets such as iPads do appear to hold potential as an intergenerational learning platform given the ease with which kids and parents can mutually view and interact on them. iPad apps that are like board games look especially promising, as do electronic books that come on this format. TV console-based games such the Wii and other gesture-based systems such as the Kinect game system are also appealing to both generations. However there’s a need for more games that are both educational and possess intergenerational appeal — like Sesame Street the TV show!

How Does Media Multitasking Make Kids Feel? It’s a Mixed Bag.

FLickr:Christopher Frier Brown

The effects of multitasking on the brain and the way we’re wired has been the subject of countless studies, radio shows, and articles. But a new study soon to be released explores the social and emotional effects of media multitasking on kids.

Stanford professor Roy Pea presented some intriguing findings of a survey at the Digital Media & Learning Conference. Pea and his colleague Cliff Nass surveyed more than 3,400 girls age 8 to 12 — a “key period for social-emotional development” — examining how “video use and media multitasking correlates with … social well being and friendship.”

In other words, how does all this media use affect how kids feel?

Here’s what Pea presented at the conference.

The survey, which reached out to readers of Discovery Girls Magazine from across the country — all of whom had Web access — most of them at home — explored the social and emotional issues that come up while they’re media multitasking. Some of the criteria: age, access or ownership of technology, relationship with friends who their parents think are bad influences, amount of sleep, what media they consume, what media they engage in while using other media, and their general social outlook.

Talking on the phone and interacting online was associated with more peer pressure, but at the same time, with greater social success.

In terms of media activities, the survey examined watching videos, listening to music, reading or doing homework, emailing or sending messages, posting on Facebook, texting or instant-messaging, talking on the phone or video chatting, as well as the great old medium of face-to-face conversation (which is now considered a medium).

The survey asked questions about how many hours per average day the respondent participates in one of those media, whether they engage in different media at the same time, and how they feel while they’re engaging in each of these medium about the number of friends they have, their feelings of normalcy, whether they sense peer pressure, and how much sleep they get.

That their average media use per day is 6.9 hours is not surprising.

What is interesting, though, is the correlation between watching video and listening to music and the girls’ emotional disposition. According to Pea, the girls felt worse — less social success, less feelings of normalcy, and more exposure to friend their parents think are bad influences — while they were “using” video and music. And the same negative outcomes applied to when they were media multi-tasking.

On the other hand, they felt better — greater social success, more feelings of normalcy, less peer pressure — when they had face-to-face interactions.

And here’s where it gets to be what Pea referred to as a “mixed bag”: non-face-to-face social interactions — talking on the phone and interacting online — was associated with more peer pressure, but at the same time, with greater social success.

Pea pointed out that the study is limited in some ways. It could be that there are “strong negative correlations for video use and positive social feelings, but we can’t conclude that watching high volumes of video is responsible for the situation,” he said. “It could be that due to low positive social feelings, loneliness, awkwardness, alienation, participants turn to video watching instead of face-to-face interaction. And we don’t know the content of video use.”

Pea added that though this is the first study of its kind, they’re only “scratching the surface,” and that more longitudinal and intervention studies are needed. Studies about media production and engagement — not just consumption — will help complete the picture.

These studies can help parents understand the impact of media use and the social well-being of their kids. “[Kids] are making these choices largely on their own,” he said. “And parents have little say other than casual observations or asking children about their choices.”

I look forward to reading more about the study.

Creating Media Connects Kids to Global Events

Flickr: Listen Up!

By Sara Bernard

Over the past five years, more than 27,000 students from Australia to Senegal to San Francisco have made films and other media about a wide range of subjects — from young refugees, to how to improve public education in the U.S., to environmental preservation, racial and gender discrimination, and more. They’ve produced their work in and outside of school and have taken it to festivals like Cinequest and Sundance.

The common thread with all these projects is Adobe Youth Voices (AYV), which is part of the Adobe Foundation. As a non-profit arm of a for-profit company, AYV supports  youth media and education organizations (including Listen Up!, the Bay Area Video Coalition, Reel Works, Radio Rookies, iEARN, and the Intel Computer Clubhouse Network) by providing grants, collaborative partnerships, professional development, tech tools and resources, and a worldwide network of teachers, students, and professionals making media together.

The premise behind the program: Media-making enables students to express themselves, address important global issues, and — as they’re using the latest technology to work on community-based projects, still a rare breed in most classrooms – to “bridge that gap between school and what’s going to happen when they leave school,” says AYV program manager Patricia Cogley. Continue reading