Social Media Week is one of the two New York events that inspire me and inform my perspective on developing curriculum. The New York Comic Con is the other. While they may seem tangential at first glance to classroom teaching and curriculum design, they actually offer a model of and insight to creating moving narratives which I believe drives effective learning.
It was at a Social Media Week session two years ago that I learned about Timehop. Timehop is a social media service that places your tweets and wall posts into an historical context. On any given day, you are sent a reminder of what you tweeted and posted on the same date last year. This includes news items you retweeted and shared. When you compare what you tweeted a year ago to what you tweet today, you have the beginnings of an autobiographical narrative (a personal history).
Currently, Timehop only presents you with an account of day-to-day social media activity. What I am hoping to see somewhere down the line is a “timeline” feature. I am certain there would be some meaningful classroom applications, if Timehop users were given the option to view day-to-day activity over multiple days, weeks, months, and even years.
Unfortunately, I wasn’t able to attend as many sessions this year. I was particularly disappointed about missing the Cowbird workshop. Cowbird describes itself as a “community of storytellers”. I like to think of it as a great online anthology of flash non-fiction filled with examples of folksy wisdom and lazy Sunday observations over coffee or tea. Cowbird is definitely meeting its goal of building a “public library of human experience”.
I particularly admire Cowbird’s resistance to video and hope it continues to ask its community to take the time to contemplate the pictures and sounds (the individual components of video) and text they chose to tell their stories with. There is a risk of forsaking these individual pieces when composing directly in video.
Cowbird offers classroom teachers in the age of Common Core a powerful tool to create personal narratives. It also provides teachers with a way for engaging in informational texts especially in “Integration of Knowledge and Ideas” where in eighth grade students are tasked to “Evaluate the advantages and disadvantages of using different mediums (e.g., print or digital text, video, multimedia) to present a particular topic or idea.”
Happily, I managed to attend the “gsummitX – Gamification in NYC” presentation with Gabe Zichermann from Gamification.co. In the classroom, teachers understand that playing games is an effective way of engaging students. However, with the rise in the number of free online video games and the increased portability of traditional console games, students are much more sophisticated edutainment consumers than we Generation X’ers were with our Colecovisions and Commodore 64s.
Gabe was speaking from a Sales/Marketing perspective when he stated the challenge of retaining consumer attention. However, I don’t think you need to stretch your imagination too hard to see how even with the onslaught of educational online video games that student attention retention can still be a challenge for teachers.
Gabe made several interesting comments during his presentation. First, he stated that gamification is a process not a product (Sound familiar?) It’s what those who favor a constructivist approach to education believe. He then said that (I’m rephrasing slightly) games allow players to play with the limits of the reality of their jobs. In classrooms, this might mean games allow students to play with the limits of the reality of their… classrooms? subjects? tests? school? community?
Writing about Jane McGonigal’s TED presentation, “Gaming Can Make A Better World” I suggested a game that addressed the school dropout crisis. The role playing games that Jane has worked on fit well into Gabe’s statements on gamification. In creating a game that challenges students to solve the real world problem of dropping out, the challenge would be to convince the player to find value in the rewards and prizes. There are plenty of good commercial games available but also an equal (if not overwhelming) amount of bad video games. And there are instances where a game comes highly recommended but the player does not see value in continuing it.