Sunday, November 10, 2013

Reading and Discussion 12

“With participatory and mobile media tools, there is more potential to bridge this gap than ever before. The tools are already owned and understood by the students in our classrooms and traditional pedagogy disregards this fact.” (Avila & Pandya, 2013, p. 123).

I selected this quote because I am in complete agreement with it. As educators, we must bridge that gap between school and society, and with these new technologies, this task is much easier! Just like in this chapter, students need to be exposed to real world issues, and understand the effect of media. As teachers, we can no longer just participate in the traditional curriculum. Our students are being exposed to these things outside of school daily. In understanding that, why not bring these tools into our classrooms? Students will be engaged and learn many new skills that will help them out in this ever changing society.

1. How did the Ask Anansi game support critical literacies?

In Ask Anansi, students were working together to identify a problem within the school community and utilizing problem solving skills to find solutions. Critical literacies involve skills that will allow an individual to analyze a text and break apart the true meaning. With Ask Anansi, students were working together to do just that. Anansi’s clues were provided through posters, barcodes, and phone calls. Students had to use their skills to be able to decode these clues critically.

2. How did the Ask Anansi game support academic literacies?

Ask Anansi strongly supported academic literacies. Students have to use problem solving skills to “Communicate with and unravel stories that are told by Anansi” (Avila & Pandya, 2013, p. 112). Students also utilized their writing skills by creating a counter-narrative about their community. Throughout the game, students also had to use research to support their findings.

3. How did the Ask Anansi game support digital literacies?

Digital literacies involve being able to utilize technology to locate information and evaluate the resources. Ipods were used throughout this project for research, documentation, communication, and note taking. The students had to develop the digital literacy skills to be able to successfully complete the tasks for this game.

4. What is meant by the term "reading the word and reading the world and writing the world"? Give an example from the chapter.

This quote discusses the importance of bringing world issues into the classroom and into writing. In this new technology era, students are exposed to worldwide issues through media. Since this is the case, they need to be educated on these medias. We must not neglect the issues and act like they aren’t out there, but discuss them. For example, in this chapter, students focused on issues of trash, violence, graffiti, pollution, stereotypes, and love. These are real-world issues. Students had to follow the clues from Anansi and also write a counter-narrative on the topic of their choice.

 

I selected this image just because it displays how early students really can be involved in media tools. These students are young, and they are working on a computer program! There is no excuse for all educators to not create a curriculum that involves media literacy. Just like in this chapter and in this image, we need to bring these tools into our classroom and allow our students use them in order to enhance their knowledge and skills.

Avila, J., & Pandya, J. (2013). Critical digital literacies as social praxis. (Vol. 54). New York: NY: Peter Lang Publishing Inc.


Mattern, S. (2008). Media education lab. Retrieved from http://www.wordsinspace.net/wordpress/teaching/course-list/media-education-lab/

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