Thursday, August 31, 2006

"Big Mother" is watching you...

I'm thoroughly enjoying reading Ambient Findability, by Peter Morville. I am a huge fan of being able to find things easily, when you need them, and then finding them usable once you get there. The more I read about usability, findability, and the other things that make library (and other) services user-friendly, the less patience I have for things that aren't user friendly.

I'm not sure, however, how I feel about making *people* easily findable. The idea of fitting your young child with a locator while in a theme park (Morville 2005, 80) seems like a terrific idea. However, tracking your teenager with a GPS device as they drive to school, work, and social outings seems a little like spying. I read about this in Morville, and it did make me think about the length I would go to in order to protect/monitor my child.

By odd coincidence, this week I heard Technology Lets Parents Track Kids' Every Move on NPR <http://www.npr.org/templates/story/story.php?storyId=5725196>. This story provides a profile of a family that is actually using this technology.

It just makes me feel old. I generally think that I am a technophile. Then, I hear a story like this, and I hear myself saying things like "back in my day..."

Such parental tracking brings up all sorts of issues about trust, independence, privacy, psychology, and security in our modern society. It also makes me feel paranoid, even though Morville warns against it at this point (2005, 74).

Link

Thursday, August 24, 2006

Gaming...education...nanotechnology...

Is it possible for technology and information access to help compensate for disadvantages caused by neglect, poverty, and/or general lack of opportunity?

Perhaps. What we know about childhood development and emergent literacy is this: positive, stimulating interaction creates and strengthens essential connections within the brain. Every experience that a child has affects the development of those connections. Such connections are being made at an astounding pace in an infant's brain...but through interactive, lifelong learning, they can continue to be developed and strengthened as an adult.

So, what does all this have to do with Learning by Design: Good Video Games as Learning Machines by James Paul Gee and We Live Here: Games, Third Places and the Information Architecture of the Future by Andrew Hinton?

As I reflected on the readings, I remembered a book I read several years ago that resonated deeply enough with me that I am still trying to get other people who "don't read science fiction" to read it. It's called The Diamond Age: or, a Young Lady's Illustrated Primer, by Neal Stephenson. This is science fiction, so it is set in the future. The story evolves around what nanotechnology could make possible, so it's not something we're going to see on our laptops for Christmas '06. The character I remember most in this book is Nell, a young girl who lives extreme poverty, doing her best to avoid abuse by her mother and her mother's string of loser boyfriends. Nell really doesn't stand a chance. Her older brother survives by belonging to a gang, and looks out for Nell as much as possible. She is not being sent to school, not being cared for, certainly not being valued or educated. Yet, her brother happens to rob a man who is carrying a special "book," which he gives to Nell. Nell's salvation through this book is what I remember. Of course, other characters played major parts and had parallel story lines...but those didn't really stick with me.

Gee has created a checklist of learning principles that are built into good games. He speaks of co-design, customization, identity, well-ordered problems, and cycles of expertise, sandboxes, and much more. Nell's "book" incorporated all of these. It's as though Gee read The Diamond Age (actually, I would bet that he has). Nell is not getting any positive interaction from any caring adult, and before she gets the book, she'd be lucky to survive to grow up to be a part-time prostitute like her mother. Yet, when she opens the book, a whole new world opens up to her--literally. We've talked about Second Life being an escape or another reality; this book goes far beyond all that. Based on nanotechnology, the book can create worlds to teach different skills, as though the reader were walking into a fairy tale or a textbook. Nell doesn't have to be able to read yet: the book adapts to match her current abilities and needs. It changes as she learns, and it works with her to develop essential survival skills in addition to intellectual skills. Of course, it's not the drill and practice that we see in so much educational technology currently available. It draws her into to various "games," in which she learns reading, writing, arithmetic, martial arts, and more. The book also gives Nell an identity and a relationship to a teacher within the game worlds that offer more stability, respect, and caring than anything she is likely to encounter in her home.

To bring us around to Hinton, Nell does basically begin to live within this book world as much as she can. Unfortunately for Nell, it is not her "third place," where she goes to have fun or socialize. It's really her first place, and her only safe place. Still, it offers the environment that Hinton recommends, creating the right conditions for Nell to give life to her education. The book offers sort of an "open architecture" that allows Nell to change the "reality" as she goes.

I think that one reason I was so intrigued by this book was the idea--the hope--that our advancing technology might in some way equalize the disparities in opportunity between rich and poor, educated and uneducated. Of course, the digital divide may only exasperate the disparities; that is the outcome most often discussed. However, if access to technology is made equitable, then the learning principles in games (listed by Gee) could be especially beneficial to different learning styles, to those with LD, and those labeled "at-risk." No, the warm glow of a a computer screen shouldn't (and couldn't) replace the kind, loving hug of a care-giver. I do think, however that development of technology in this area can lead to advancements beyond letting people live out the wish-fulfillment fantasies of choosing a particular body size or hair style, as in Second Life.

And there you have my slightly tangential musings on gaming and education.