On piracy, nostalgia, book publishing, New Yorker cartoons, composition pedagogy, education reform, and the humanities #dyr

The film industry loses $6.1 billion annually to digital piracy, according to a study conducted by economist Stephen Siwek and cited recently by the Motion Picture Association of America (MPAA). And the Independent Film and Television Alliance (IFTA) says royalty rights for indie films have been halved from what they were five years ago. The John Doe lawsuits are a way for desperate movie studios and distributors to recoup those losses. Armed with a list of IP addresses and draconian copyright laws, lawyers for the scorned studios are treating a broad swath of the Internet-browsing public like their own personal ATM.

 

an undercurrent to grunge retrospection is the music media's and record industry's own nostalgia for the heyday of the rock monoculture. It was already crumbling in the early '90s, thanks to rap (the rebel music of black youth, obviously, but a lot of white kids had defected to hip-hop, too) and to the emergence of rave and electronic dance culture (in America destined always to be a minority subculture, but in Europe the dominant form of '90s pop). Grunge was the last blast of rock as a force at once central in popular culture yet also running counter to mainstream show biz values.

 

There is no way to limit the output of books. But the sense that there may be too many of them is a message to authors, agents, and publishers that they would do well to exercise judgment in choosing which books actually deserve to be written and supported. At the moment, however, the process is moving in the other direction: self-publishing as a business is booming, and Amazon, Apple, and Google, with their various devices and imprints, seem to be lowering the entry bar because these corporate behemoths see new publishing ventures as a source of revenue, pretty much regardless of quality.

 

If making graphic novels felt like a staid long-term relationship, then doing gag comics is like playing the field. One day I could draw a fortuneteller; the next, an astronaut. I went from sultans to superheroes, robots to rabbits. I felt liberated. I refused to get bogged down or fuss over the drawings. I spent no more than an hour with any one cartoon, and many took far less time than that. For the first two weeks I was feeling my oats. I already had a half-dozen keepers and was confident there were plenty more winners on the way. It was at this point that I started dreaming of actually selling a cartoon to The New Yorker.

 

When you are trying to teach writing, you are trying to teach something that, when it comes down to it, we don't know a lot about. Actually, that's not precisely true. We know a great deal about writing, if by writing one is referring to an abstract concept. There is a lot of scholarship that describes and theorizes writing, to say nothing of the scholarship about particular texts. But to understand writing, one would have to understand thinking. While there is a lot of interesting brain research going on, there's nothing that going to tell you "follow these steps to come up with a good idea for your paper." Instead what we have are lots of techniques that sometimes work. Or, to quote Anchorman, "60% of the time, it works every time." The problem lies in mistaking techniques for empirical facts. There is no definitive "how to write." In short, the goal of the course is to help students become better writers, but there is no definition of "better," there is no clear, general writing practice, and there is no set body of knowledge to impart. 

 

Real educational reform, as I see it, requires a fundamental shift in our understanding of the educational process...For starters, it requires that we abandon the idea that adults are in charge of children's learning.  It requires, in other words, that we throw out the basic premise that underlies our system of schooling. 

 

The humanities needs more courage and more contact with the world. It needs to extend the practice of humanism into that world, rather than to invite the world in for tea and talk of novels, only to pat itself on the collective back for having injected some small measure of abstract critical thinking into the otherwise empty puppets of industry. As far as indispensability goes, we are not meant to be superheroes nor wizards, but secret agents among the citizens, among the scrap metal, among the coriander, among the parking meters.

 

On writing, grammar, gamification, videogames, education, academia, and data preservation #dyr

I don’t know the origin of the “write what you know” logic. A lot of folks attribute it to Hemingway, but what I find is his having said this: “From all things that you know and all those you cannot know, you make something through your invention that is not a representation but a whole new thing truer than anything true and alive.” If this is the logic’s origin, then maybe what’s happened is akin to that old game called Telephone. In the game, one kid whispers a message to a second kid and then that kid whispers it to a third and so on, until the message circles the room and returns to the first kid. The message is always altered, minimized, and corrupted by translation. “Bill is smart to sit in the grass” becomes “Bill is a smart-ass.” A similar transmission problem undermines the logic of writing what you know and, ironically, Hemingway may have been arguing against it all along. The very act of committing an experience to the page is necessarily an act of reduction, and regardless of craft or skill, vision or voice, the result is a story beholden to and inevitably eclipsed by source material.

 

there is still no widely-accepted gender-neutral pronoun. In part, that’s because pronoun systems are slow to change, and when change comes, it is typically natural rather than engineered.

 

Game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioral complexity. That may be true, but truth doesn't matter for bullshitters. Indeed, the very point of gamification is to make the sale as easy as possible.

 

I have never been much for handheld games, cell-phone games, or smaller games in general, but after spending several weeks playing games on my iPad, I can say that the best of them provide as much, if not more, consistent engagement than their console brethren. In fact, a really fine iPad game offers an experience in which many of the impurities of console gaming are boiled away.

 

Games are based on problems to solve, not content. This doesn't mean that game-based problem-solving should eclipse learning content, but I think we are increasingly seeing that a critical part of being literate in the digital age means being able to solve problems through simulations and collaboration.   

Videogames, and the type of learning and thinking they generate, may serve as a cornerstone for education and economies of the future.

via pbs.org

 

Simply put, we can’t keep preparing students for a world that doesn’t exist. We can’t keep ignoring the formidable cognitive skills they’re developing on their own. And above all, we must stop disparaging digital prowess just because some of us over 40 don’t happen to possess it. An institutional grudge match with the young can sabotage an entire culture.

 

Everyone benefits from more education. No one benefits from an educational system that defines learning so narrowly that whole swaths of human intelligence, skill, talent, creativity, imagination, and accomplishment do not count.

 

Thesis Whisperer is part of a growing trend for PhD students to meet and support each other through social media as they pursue the long, demanding and often draining journey to a completed thesis.

 

At first glance, digital preservation seems to promise everything: nearly unlimited storage, ease of access and virtually no cost to making copies. But the practical lessons of digital preservation contradict the notion that bits are eternal. Consider those 5 1/4-inch floppies stockpiled in your basement. When you saved that unpublished manuscript on them, you figured it would be accessible forever. But when was the last time you saw a floppy drive?

 

"computers seem to have further separated children in low-income households" #wymhm

The Duke paper reports that the negative effect on test scores was not universal, but was largely confined to lower-income households, in which, the authors hypothesized, parental supervision might be spottier, giving students greater opportunity to use the computer for entertainment unrelated to homework and reducing the amount of time spent studying.

The North Carolina study suggests the disconcerting possibility that home computers and Internet access have such a negative effect only on some groups and end up widening achievement gaps between socioeconomic groups. The expansion of broadband service was associated with a pronounced drop in test scores for black students in both reading and math, but no effect on the math scores and little on the reading scores of other students.

 

"the pace of innovation is such that these machines should begin to learn as they teach" #wymhm

the most advanced models are fully autonomous, guided by artificial intelligence software like motion tracking and speech recognition, which can make them just engaging enough to rival humans at some teaching tasks.

Researchers say the pace of innovation is such that these machines should begin to learn as they teach, becoming the sort of infinitely patient, highly informed instructors that would be effective in subjects like foreign language or in repetitive therapies used to treat developmental problems like autism.

"Is liberal education as vulnerable to 'unbundling' as newspapers are?" #wymhm

Our coming ability to conduct engaged and very personal academic discussion across great distances – or in cyberspace – should be of keen interest to institutions of liberal education. Rather than unbundle liberal education, these new technologies and networks will allow liberal education institutions to "rebundle" themselves: to recombine academic assets into new arrangements across distance and institutional boundaries. In a world where space has been collapsed to allow for intimate engaged dialogue over distance, the physical campus will become less the locus of learning than a point within a web of learning environments.

Douglas Knox (@knoxdw) shared this same article in a mention to Dan Cohen (@dancohen) and Rob Townsend (@rbthisted). He also posed an interesting question: "What's the Craigslist of liberal education?"

"move beyond one dimensional text-only performances in order to assess student learning" #wymhm

Through performances like web log portfolios, slide presentations, digital stories and visually differentiated text, students can demonstrate learning in ways that require them to analyze, synthesize, evaluate and *apply* what they know about a particular content domain.

Today's pedagogical toolbox contains many new media tools that are inexpensive, easy-to-use and widely available.

The new media forms addressed in this site are "low end" in that they employ common hardware, as well as easy to use and free or inexpensive software. As such they represent the media forms that students should be able to read critically and write proficiently today. But tomorrow is a different story. Media forms evolve rapidly, and we are still waiting for educational structures to develop that can recognize and support them within the context of teaching and learning.

"There is a mismatch between institutions of higher education and digital natives on...education" #wymhm

Universities focus on teaching, the process of education, exposing students to instruction for specific periods of time, typically a semester for a course, and four years of instruction for a bachelor’s degree; digital natives are more concerned with the outcomes of education — learning and the mastery of content, achieved in the manner of games. which is why an online game pro will never boast about how long she was at a certain level, but will talk about the level that has been reached.

Higher education and digital natives also favor different methods of instruction. Universities have historically emphasized passive means of instruction — lectures and books — while digital natives tend to be more active learners, preferring interactive, hands-on methods of learning such as case studies, field study and simulations. The institution gives preference to the most traditional medium, print, while the students favor new media — the Internet and its associated applications.