Weekly response 4—video analysis with spoken-word script

http://www.screencast.com/t/ixyyAi6u

http://content.screencast.com/users/ReneeHobbs/folders/Default/media/b2a72519-b808-4276-b15c-58a9779c4544/bootstrap.swf

Weekly Responds #3—Video analysis

http://www.youtube.com/embed/ccOD7GHSGBE


 

The author of this video is the Houshe Boy, a co-group from a college of art judging from the background of a dormitory in college and the school uniform of the two performers. The purpose is to show their excellent skill of doing an imitation show of singing a song called: as long as you love me, to let more people pay attention to them and to become famous.  They may also want other students to follow them to do imitation show. The target audience is young people who like popular songs and want to be unique and do something special and cool in their social circle. 

The video uses perspective to attract my attention. The exaggerated facial expression and body motion of the two performers make me feel very funny and laugh a lot. I was also surprise to find their month shape is so harmonious to the original singer that it is not easy for audience to judge the song is not sung by them. They imitate so naturally that we can learn that they must practice a lot before this show. I was also attracted by the third student behind who is playing video game. The video also uses a famous and popular song to attract attention. The song as long as you love me, is sung by a famous bang group Backstreet, which is also popular and familiar to the youth. Most attractively, they creates the video based on a very traditional means of Chinese folk art forms called Shuanghuang, which is co-performed by two persons, one performs by gesture in front and another performs by voice behind. 

We can see the two students are in a dormitory and they create this video by their own with the limited technology to support their product. But nothing can prevent their creativity and the courage to put their imitation show on YouTube for the public to watch. They are good at performance and media art. Judging from the third student behind who is playing the video game, we can see they may have a computer-centered life. The video represents a creative and interesting lifestyle. Be creative and skillful is good for students to make their life more colorful, valuable and meaningful.

Yong people and students think this video is very cool, fashionable and inspire them to be creative to do something special with their skill learned from school. They can show themselves by making video. For the parents and some teachers, they may think doing this kind of thing is wasting of time, which may distract the students’ concentration on their required study. They also worried about their children may become addicted to the computer and spend more time on watching and imitating the show for their lack of self-control, which may also influence their energy on study.

The two performers’ own voice is omitted from the video. This let the audience imagine what kind of voice they may have. The video also left out who are the two students and which college they are in and what are their major. The information of song they imitated is also left out. This video is truly performed by the two students for we can clearly see how they perform.

Quotes of Literacy As a Social Practice

Good Video Game and Good Learning

Quote 1: No deep learning takes place unless learners make an extended commitment of self. (Gee, 2005:34).

Deep learning occurs when learners take on a new identity to become committed to see and value work and the world in the ways in which good physicists or good furniture makers do. Good video games capture players through identity, which make players really involve themselves in to the new virtual world where they will live, learn and act.  

Quote 2: Plato in the Phaedrus famously complained that books are passive; you cannot get them to talk back to you in a real dialogue the way that a person can face-to face. Games do talk back. — (Gee, 2005:34)

When leaning with a book, the relationship between book and learner is giving and receiving and there is no interaction happened, which makes learner very passive to learn. Being different from book, games are active and they can talk back. When playing game, the game can give the players instructions to play and courage to face challenge, and they can also give feedback, reward and new problems according to players’ act and decision, which make player to feel like having dialogue with the game.

What is Literacy?

Quote 3: Much of what we come by in life, after our initial enculturation, involves a mixture of acquisition and learning. — (Gee, 1989: 3)

When we are exposed to a new culture, the process of learning everything we encounter in life involves the mix of acquisition from experience and learning from being taught. We may subconsciously learn something by exposure to model and make error. It happens naturally that acquirer just feel need to acquire things in order to communicate. Meanwhile, learners also need to be taught to gain more knowledge and be trained more skillful. A second language learner will learn much faster and better when they are in the real culture and society of the language they want to acquire, learn and master.

 Why Youth Social Network Sites: The Role of Networked Publics in Teenage Social Life

Quote 4: Teens often turn to site like MySpace for entertainment; social voyeurism passes time while providing insight into society at large. — (Boyd, 2007:10)

The sites like MySpace not only help teens entertain, be social voyeurism and pass time, but they also provide the environment for them to develop certain social skills. Teens work through impression management and identity issues to show and express their conceptions of public, private and context. They develop their critical thinking skill through the social site and the sites provide them more to know the society. When teens are on the site, they encounter and learn a lot information, news and events happened recently and both in home country and abroad from the website page which encourage them to think critically and discuss and share them with their friends, which can enhance their insight into the real society.  

Quote 5: The process of learning to read social cues and react accordingly is core to being socialized into society. — (Boyd, 2007:12)

Since learning social skills are very important to teens, the social sites actually help them to become more sociable. As part of coming of age, most teens go to site to build relationship with their friends. They log in the same social site, create elaborate profiles, publicly articulating their relationship with other participants, writing comments on the site and communicate and share news with their friends. If some teens are not in the same site group, they can not get along well with other teens who shared the same social site because they do not have common interest to share. When they learn to read social cues and react accordingly, they will find more teens who are doing the same, which make they become more close and be socialized into society. InChina, almost every teen has QQ number and belong to certain group to chat and share their opinion, and to make friends. They create virtual QQ Farm by reading social cues so that friends can go to farm of each other to help plant vegetable, exterminate the insects, and raise animal, which make them more sociable in real life.

The Selected Article

After reviewing the list of works cited from the readings for this week, I selected one book Gee referenced to support his idea of the learning principles that good games incorporate. The book is also written by Gee in 2003, titled: What video games have to teach us about learning and literacy.

When I found the title on Gee’s references of his article “Good video games and good learning”, I felt it was interesting and wanted to learn more about how video games teach us about learning and literacy. I went to Website of Temple University and entered into library; pressed the link of Journal Finder, then the link of Find Articles, pressed the link of Find Article by Citation, and typed the title and the author’s name into search, but there was no result shown, then I realized that it might not be a title of article. I returned back and instead of choosing Find Articles, I chose Find Books, and then chose Diamond: The Libraries’ Catalog, typed the title: What video games have to teach us about learning and literacy into Basic keyword search, the place where the book is in the library was clearly shown on the page. Unfortunately, I did not have chance to get the real book to read, but I did find a lot of review about this book to share the summary of the key ideas of the book, which I think it is also another way to know what the book want to tell us.

(1).James Paul Gee begins his classic book with “I want to talk about video games–yes, even violent video games–and say some positive things about them.” With this simple but explosive statement, one ofAmerica’s most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraftand Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

(2). This is a great book for educators, non-gamers, and gamers to get some insight into what kind of thought processes actually occur during game play. The concepts are also applicable to other areas, such as work as well.

Here is a link of review of the book: http://kairosnews.org/node/4535 and a PPTReview of selected article of Gee to analyze the book.

 

A Tongue to New Media Literacy

In China, the generation of Post-80s like me (people who were born after 1980 but before 1990) were not so influenced by modern computer technology as Post-90s, since we did not frequently come into contact with computer and internet until we graduated from college. When I was a graduate student in Master Program, I finally got my own computer for the need of academic study. Frequently, I searched information online for my assignment. Sometimes I watched movie and listened music for entertainment. I also often chatted with friends by online QQ (like MSN in U.S), which I think it is cool technology for its effect on so many young generation and continuing its influence with endless updated new technology adding into its function.

My relationship with media and technology are greatly changed when I became an English teacher. As a teacher for non-English major students, I find it is very hard to push students to learn English from the required textbook. My students are Post-90s, who are greatly influenced computer in their early age and they have a unique affection on new media and online technology. I try to find a way to motivate their interest to learn English, which later lead me to Dr. Renee Hobbs and stretch my tongue to the new media literacy, which also inspire me to learn and explore more in this field.

After reading the first two chapter of Digital and Media Literacy by Renee Hobbs, especially: Make no mistake about it: using popular culture, mass media, and digital media motivates and engages students. And students need to be motivated and engaged—genuine learning simply doesn’t happen without it (Hobbs, 2011), I firmly believe that digital media technology play such an important role in education by motivating and engaging students into effective learning. I was also encouraged to think back how I taught students English with media technology as educational tool and how my students enjoy learning with the assistance of technology. I still remember after I played a film clip of Forrest Gump, how students become engaged in a topic “Differences on parental education between China and the western country” from an article “Learning, Chinese-Style” written by Howard Gardner in textbook. I also remember the most active response from my students when I used printed media photos to discuss The pro & con of Internet. Learning with digital media technology makes learning more effective and funny. As Jenkins’ “with great power comes great responsibility”, information generation should cultivate their own media literacy to better use media technology.

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