cyborg literacy through second life

47
Cyborg Literacy Acquisition Through Second Life

Upload: cynthia-davidson

Post on 27-May-2015

318 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Cyborg Literacy Through Second Life

Cyborg Literacy Acquisition Through Second Life

Page 2: Cyborg Literacy Through Second Life
Page 3: Cyborg Literacy Through Second Life

The “promise of reform”: each new media holds the promise of building on and making better the media that preceded it

HYPERMEDIACY: “a heightened awareness of a new medium as a medium” (Bolter/Grusin 22)

Page 4: Cyborg Literacy Through Second Life

modernism

Page 5: Cyborg Literacy Through Second Life
Page 6: Cyborg Literacy Through Second Life
Page 7: Cyborg Literacy Through Second Life

“If the logic of immediacy leads one either to erase or to render automatic the act of representation, the logic of hypermediacy acknowledges multiple acts of representation and makes them visible” (Bolter/Grusin 36-37).

Page 8: Cyborg Literacy Through Second Life

The content of any medium is

always another medium

Page 9: Cyborg Literacy Through Second Life
Page 10: Cyborg Literacy Through Second Life

homes

Page 11: Cyborg Literacy Through Second Life

towns

Page 12: Cyborg Literacy Through Second Life

cities

Page 13: Cyborg Literacy Through Second Life

beaches

Page 14: Cyborg Literacy Through Second Life

schools

schools

Page 15: Cyborg Literacy Through Second Life

television

Page 16: Cyborg Literacy Through Second Life

Music production

Page 17: Cyborg Literacy Through Second Life

photo studios

Page 18: Cyborg Literacy Through Second Life

Art museums

Page 19: Cyborg Literacy Through Second Life

GLITCHES

Page 20: Cyborg Literacy Through Second Life

VASSAR COLLEGE VIRTUAL CAMPUS

Page 21: Cyborg Literacy Through Second Life
Page 23: Cyborg Literacy Through Second Life

…has never been used to teach anyone anything

Page 24: Cyborg Literacy Through Second Life

13:59] Guide whispers: Welcome to Vassar Island.[13:59] Guide whispers: This guided tour will give you a brief overview of the island.[13:59] Guide whispers: Vassar Island is not only a work in progress, it is also largely a proof of concept.[13:59] Guide whispers: We are exploring how virtual worlds such as Second Life can support and enhance [13:59] Guide whispers: teaching and learning in a traditional residential liberal arts environment,[13:59] Guide whispers: and in seeing how this environment can support communication between and among[13:59] Guide whispers: the College and our alumnae/i, parents and friends.

Page 25: Cyborg Literacy Through Second Life

Ball State University Virtual Campus

Page 26: Cyborg Literacy Through Second Life
Page 27: Cyborg Literacy Through Second Life
Page 28: Cyborg Literacy Through Second Life

machinima

Page 29: Cyborg Literacy Through Second Life

Virtual reality

Page 30: Cyborg Literacy Through Second Life
Page 31: Cyborg Literacy Through Second Life

In writing of technology’s influence, scholars return to the root of the word, techne,which is rather ambiguous in meaning. Most often defined as art, craft, skill and/or the active application of knowledge, it is the very ambiguity of techne that many scholars find intriguing and beneficial to their ends, even though the pervasiveness and scope of techne also remains a point of contention. Techne is both a tool utilized, working in tandem with knowledge/wisdom to produce an effect or event, and more than a tool, often exhibiting a kind of autonomy which some embrace and others fear. Divorced from or saturated with emotion, separate or inseparable from knowledge and science, ‘mere craft’ or exalted art, these various interpretations of techne illuminate an interesting effect of multiplicity as our lives become increasingly seamless with myriad technologies...

James Robert Schirmer, Acquiring Literacy: Techne, Video Games, and Composition Pedagogy (2008)

Page 32: Cyborg Literacy Through Second Life

PHRONESIS: “knowledge enacted through personal experience, characterizing and expressing the kind of person that one is”

Techne is supremely contextual : KAIROS (Isocrates)

Page 33: Cyborg Literacy Through Second Life

Video games provide a compelling ground for the development of techne and phronesis:

Players draw upon multiple resources associated with who they are (phronesis)

What is available to them at the moment and how they know to apply it (techne)

And what the moment calls for (kairos)

Page 34: Cyborg Literacy Through Second Life

CYBORG LITERACY

“the integration of a series of systems that compel simultaneous attention to individuals, technologies, and other elements in the contexts they share” (James Inman, introduction to Computers and Writing: The Cyborg Age (2004), 160).

“allows for the pursuit of whatever is interesting whenever it is interesting”

Page 35: Cyborg Literacy Through Second Life
Page 36: Cyborg Literacy Through Second Life
Page 37: Cyborg Literacy Through Second Life

WORLD OFWARCRAFT

Page 38: Cyborg Literacy Through Second Life

BURN2 (Burning Life)

Page 39: Cyborg Literacy Through Second Life
Page 40: Cyborg Literacy Through Second Life
Page 41: Cyborg Literacy Through Second Life
Page 42: Cyborg Literacy Through Second Life
Page 43: Cyborg Literacy Through Second Life
Page 44: Cyborg Literacy Through Second Life
Page 45: Cyborg Literacy Through Second Life
Page 46: Cyborg Literacy Through Second Life
Page 47: Cyborg Literacy Through Second Life