Posts tagged: Henry Jenkins

Why We Shouldn’t Ban “Ender’s Game” From AP Reading Lists

I was interested to read about a recent kerfuffle erupting over Orson Scott Card’s Ender’s Game. A parent protested the book’s status as required reading in AP English at a junior high school in Alvin, Texas (near Houston). The parent was concerned about violence and profanity in the book.

It has been a while since I’ve read it, but I don’t recall being annoyed by the level of profanity in Ender’s Game. In contrast, I recently finished Cryptonomicon by Neal Stephenson. This book was overly laced with profanity. One of the lead characters is Bobby Shaftoe, a rough and ready US Marine who frequently drops the F-bomb whether planting corpses with false information intended for the Nazis or killing Japanese soldiers in the Philippines. Shaftoe comes up with a cornucopia of imaginative profanity, and spews it out page after page. I just don’t recall nearly so much profanity from the Mormon author Card in Ender’s Game.

What intrigues educational gaming advocates about Ender’s Game is the vision Card painted of training and educating with games. For instance, videogames were used effectively as battle simulators to train soldiers. Battle simulators are old news nowadays, but not in 1985. Kurt Squire and Henry Jenkins noted in 2003 the prophetic value of Card’s book for educational gaming:

In Orson Scott Card’s 1985 science fiction novel Ender’s Game, the Earth is facing a life-and-death battle with invading aliens. The best and brightest young minds are gathered together and trained through a curriculum that consists almost entirely of games—both electronic and physical. Teachers play almost no overt role in the process, shaping the children’s development primarily through the recruitment of players, the design of game rules, and the construction of contested spaces. Games become the central focus of the students’ lives: they play games in classes, in their off-hours, even as part of their private contemplation. Much of the learning occurs through participation in gaming communities, as the most gifted players pass along what they have learned to the other players.

As a parent myself, and educator to boot, I can certainly empathize with parents wishing to shield their children from inappropriate material. However, I also like to read the books my kids read. We’re all active readers. There are books that express worldviews I don’t agree with, and when my children read those we talk about the role of fiction and how we can enjoy a book or a movie or a television show while disagreeing with its worldview. This holds in videogames as well.

My oldest has rediscovered Oblivion on the Xbox, and has been leveling up a thief. He can sneak into a town and steal the shirt off a guard’s back and get away with it. But, we’ve discussed how thievery is not what we’re about in RL. I remind the kids of the time one of them walked out of the nearby country store with a pack of gum without paying. When I discovered it, we drove back to the store and paid for the gum. We are not thieves; it’s part of our morals, part of our worldview. However, leveling a thief in Oblivion, a fictional environment, is okay just as reading about a character who is a thief is also okay.

And so it goes. While I empathize with a parent wanting to monitor the fiction their child reads, I can’t agree with banning Ender’s Game from an AP reading list. The violence in the book involves killing enemy space aliens, and I don’t recall it being gratuitous or overly bloody. Battle scenes are common in many books for young people, including the Narnia series and Tolkein’s Middle Earth tales.

Finally, I was interested to find out the book is required reading for Marine privates wishing to level up to corporal. According to the Marine spokesman quoted in the news article, the book is about leadership in combat; therefore, the Marine Corps says aspiring corporals should read it. I’m sure Bobby Shaftoe would approve.

References:
Jenkins, H., & Squire, K. (2003) Harnessing the power of games in education. Insight, 3, 5-33.

Tompkins, J. (2008, June 15). Alvin ISD mother protests novel. The Facts. [Online]. Available: http://www.thefacts.com/story.lasso?ewcd=b56d920d8eb0be82

Amy Jussel, HASTAC, and MIT Press’ Open Access Books in the MacArthur Series

I was familiar with Amy Jussel’s excellent Shaping Youth blog, because she linked to a post of mine on exergaming a while back. Recently, Jussel shook some corporate trees by taking Target to task for some suggestive advertising. Target essentially brushed her off since she’s “just” a blogger, which resulted in a firestorm of criticism from the blogosphere (ouch, bad PR … and negative posts last forever in cyberspace). The New York Times took up her story, resulting in even more bad PR for Target.

Anyway, I was perusing Jussel’s blog when I discovered an entry in which she mentioned the MacArthur Foundation’s new book series with MIT Press. Her entry linked to HASTAC.org, which stands for Humanities, Arts, Science, and Technology Advanced Collaboratory.

The MacArthur Foundation Series on Digital Media and Learning is available through MIT Press in paper format. However, thanks to the foundation’s funding, MIT Press is offering the texts in digital format free. Of most likely interest to readers of this blog will be, The Ecology of Games. Here is the TOC:

Foreword
Mizuko Ito, Cathy Davidson, Henry Jenkins, Carol Lee, Michael Eisenberg, Joanne Weiss
The Ecology of Games: Connecting Youth, Games, and Learning: vii–ix.

Toward an Ecology of Gaming
Katie Salen
The Ecology of Games: Connecting Youth, Games, and Learning: 1–17.

Part I: Learning Ecologies

Learning and Games
James Paul Gee
The Ecology of Games: Connecting Youth, Games, and Learning: 21–40.

In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids’ Lives
Reed Stevens, Tom Satwicz, Laurie McCarthy
The Ecology of Games: Connecting Youth, Games, and Learning: 41–66.

E Is for Everyone: The Case for Inclusive Game Design
Amit Pitaru
The Ecology of Games: Connecting Youth, Games, and Learning: 67–86.

Part II: Hidden Agendas

Education vs. Entertainment: A Cultural History of Children’s Software
Mizuko Ito
The Ecology of Games: Connecting Youth, Games, and Learning: 89–116.

The Rhetoric of Video Games
Ian Bogost
The Ecology of Games: Connecting Youth, Games, and Learning: 117–139.

The Power of Play: The Portrayal and Performance of Race in Video Games
Anna Everett, S. Craig Watkins
The Ecology of Games: Connecting Youth, Games, and Learning: 141–164.

Part III: Gaming Literacies

Open-Ended Video Games: A Model for Developing Learning for the Interactive Age
Kurt Squire
The Ecology of Games: Connecting Youth, Games, and Learning: 167–198.

Why I Love Bees: A Case Study in Collective Intelligence Gaming
Jane McGonigal
The Ecology of Games: Connecting Youth, Games, and Learning: 199–227.

Education Unleashed: Participatory Culture, Education, and Innovation in Second Life
Cory Ondrejka
The Ecology of Games: Connecting Youth, Games, and Learning: 229–251.

Why Johnny Can’t Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework
Barry Joseph
The Ecology of Games: Connecting Youth, Games, and Learning: 253–266.

Glossary
The Ecology of Games: Connecting Youth, Games, and Learning: 267–273.

Games Index
The Ecology of Games: Connecting Youth, Games, and Learning: 275–278.

New Educational Videogaming Book Announced

A press release for a new educational videogame book came across the transom today. Children’s Learning in a Digital World initially seems to purport to delve into notions of negative effects surrounding violent videogames. However, the copy reads more along the lines of a much more positive take on educational videogames.

Video games, computers, and the Internet can provide opportunities for problem solving, creativity, and autonomy, and in particular, carefully constructed software can offer an alternative to traditional classroom learning. “Children’s Learning in a Digital World” is one of the first books to examine the impact of computers in both formal or school learning environments and informal learning contexts. It presents exciting and challenging new ideas from international scholars on the impact of computers, the Internet, and video games on children’s learning, as well as the social and cultural issues that affect technology use.

Here is the TOC:

Foreword: Seven Criteria for Investigating Children’s Learning in a Digital World by Richard E. Mayer

Pt. I Informal Learning with Technologies: Opportunities and Challenges

Introduction by Teena Willoughby and Eileen Wood

1 Media Literacy – Who Needs It? by Henry Jenkins

2 Good Videogames, the Human Mind, and Good Learning by James Paul Gee

3 How and What Do Videogames Teach? by Edward L. Swing and Craig A. Anderson

4 Videogame Addiction: Fact or Fiction? by Mark D. Griffiths

5 Meeting the Needs of the Vulnerable Learner: The Role of the Teacher in Bridging the Gap Between Informal and Formal Learning Using Digital Technologies by Laurence Peters

Pt. II Formal Learning with Technologies: Opportunities and Challenges Introduction by Eileen Wood and Bowen Hui and Teena Willoughby

6 Using Technology to Assist Children Learning to Read and Write by Philip C. Abrami and Robert Savage and C. Anne Wade and Geoffrey Hipps and Monica Lopez

7 Tools for Learning in an Information Society by John C. Nesbit and Philip H. Winne

8 Virtual Playgrounds: Children’s Multi-User Virtual Environments for Playing and Learning with Science by Yasmin B. Kafai and Michael T. Giang

9 Can Students Re-Invent Fundamental Scientific Principles? Evaluating the Promise of New-Media Literacies by Andrea A. diSessa

10 Domain Knowledge and Learning From the Internet by Malinda Desjarlais and Teena Willoughby and Eileen Wood

11 The Integration of Computer Technology in the Classroom by Julie Mueller and Eileen Wood and Teena Willoughby Summary and Looking Ahead

CFP: 5th Annual Games For Change

G4C CALL FOR PROPOSALS 2008

Games for Change is happy to announce a call for proposals for the
5th Annual Games for Change Festival on June 2 – 4 at Parsons, the
New School for design in New York City.

PROPOSALS ARE DUE FEBRUARY 11th to events at gamesforchange.org.

Confirmed speakers include Jim Gee and Henry Jenkins in a keynote
conversation (in honor of our Fifth!) and many others!

Exciting new activities and partners are in the works, including a
day-long 101 workshop for those new to the field (aimed especially at
non-profits) on the first day of the festival June 2nd, confirmed
presenters there include Barry Joseph (Global Kids), Eric Zimmerman
(GameLab), Heather Chaplin, (journalist/author) Katie Salen (Gamelab
Institute of Play) Ian Bogost (Persuasive Games) and Alan Gershenfeld
(E-Line Ventures, formerly of Activision). Along with 2 full days of
festival programming on June 3rd and 4th, there will be media and
funders briefings, working group breakfasts, Expo Night and lots of
networking!

For a list of panel criteria, please see below.

Please send your panel proposal to events at gamesforchange.org

We look forward to seeing your proposals! New voices and
perspectives welcome!

Suzanne

CRITERIA:
- The best way to get a sense of what kind of panels we do, please
see our previous events: 2006 & 2007: http://www.gamesforchange.org/
conference/2006
http://www.gamesforchange.org/conference/2007
We are looking for:
- Presenters with both expertise and the ability to communicate their
knowledge effectively and engagingly – don’t be dull!
- Lively discussions rather than dry Powerpoint presentations
- A diversity of opinion is best. Try to include differing
viewpoints, a little constructive conflict, a lively debate
- Panels can be 45 mins, 60 mins or 90 mins (in special circumstances)
- No advertisements! No product presentations or software tutorials
- Show your game during the Expo Night, not during your panel
- You can show parts of the game, gameplay specifics, etc. to
illustrate or clarify a point
- Moderators can be non-experts, though should be well-informed and
good at sparking discussion. Best if they are neutral parties, not
product-promoters. Journalists are great, other possibilities
include professors, department heads, etc. People who speak often in
front of classes or audiences.

Suzanne Seggerman
President, Co-founder
Games for Change
http://www.gamesforchange.org