Wednesday, July 20, 2011

Reflection 3: The Changing Classroom


Reflection 3: 
The Changing Classroom

1.      Description


I was inspired by my teacher and the big picture that I now have on teaching and its connectedness to curriculum. I have found myself thinking about my teaching and my personal journey- becoming a more effective teacher through the implementation and integration of technology.  I am speaking about using technology assisted resources directly intertwined with my teaching.  I am becoming closer to achieving this goal by means of implementing and integrating technology into my classroom.  Some teachers may even feel that I am an expert in this area of curriculum design and implementation.  I find myself trying to incorporate technology in as many opportunities as possible to optimize the learning of my students.  I find real value in trying to make the most out of my students learning by incorporating technology into my curriculum.  Optimized learning is easier to do when integrating technology.  The integration of technology into the curriculum both as a subject, and as a means or vehicle, to get the most from my students, is important, because it allows a richer fuller learning preparedness for the real world with a collection of skills needed to navigate through the 21st Century successfully.

2.     Analysis & Impact


I am more able to make sense of how my classroom is changing because I have a deeper understanding of the learning theory and implementation plans.  This helps me decide which way I will introduce a technology in the classroom.  I have learned how to use technology for the vehicle of learning.   Based on the article Implementing the Seven Principles (Chickering & Ehrmann, 1996, p.3-6) there are very important points to remember when implementing technology.  Such as, asynchronous communication, like email, which makes communication easier more social, participation and communication are more equitable and widespread.  Other important points as well like reciprocity – Cooperation among students, collaboration, active learning techniques-reflect and apply to their lives, learning by doing, build deeper understanding,  good teacher practice-prompt feedback gives the possibility to have critical observations by video, portfolio strategies easy storage of files (digital), manage time on Task-attractive, efficient time management strategies, reduces travel time to a computer lab, fits schedule of students and teachers, immediate and constant access to resources, good practice communicates high expectations-self fulfilling, analysis, synthesis, application, evaluation, publishing students work on the Web is a motivator, peer evaluation.  Good practice respects diverse talents in ways of learning, different methods of learning, drives collaboration, self-reflection, supply structure for students, enables differentiation.  Implementing technology in this manner will help my effectiveness in the classroom.  I feel that these general suggestions will be very helpful in the implementation of technology.

 I am trying to make sense of just how to implement technology most effectively in my classroom.  I have experienced numerous positive experiences for both the learner and the teacher implementing the skills to use technology assisted learning in the classroom.  I feel the single most important aspect of this implementation process and personal development for me is my attitude towards change and innovation in the school, and in my classroom.  I have observed and participated in failed attempts at implementation of innovative tools to further develop learning in the classroom.  I now understand that it is the nature with which the technology innovation has been implemented and less likely to be the actual technological tool in the school that has affected its successful implementation or its failed implementation.  After review of certain change theory like Michael Fullan’s New Meaning of Educational Change theory I have begun to understand the big picture of implementation.  It is necessary to consider what Fullan refers to as moral purpose (Fullan, 2005 p. 210) it is important that I remember to keep this entrenched in my teaching so that when I am implementing a new technology into my classroom I am able to provide a model of real connectedness to the actual tool being implemented.  I have learned that the implementation of technology can be seen differently at various levels, how implementation of technology looks in the classroom looks somewhat different than in documents at the system or school board level.  I learned that change is entrenched in the board level documents as far as meeting the future needs of this young generation that is growing up digital.  There needs and wants are very different and changing so fast that it is difficult for the school board to keep up with the newest innovations. Curriculum change has merit however you have to have a process.

I feel that as I provide opportunity for my students to learn the needed 21st Century skills, often referred to as the New Literacies in the classroom, the students will have a greater chance of succeeding in their future.  Implementing change properly, it is essential to consider the various factors that are involved in change, people, programs and process one of the ways that I see this as an instrumental factors as mentioned by Sue Foley (personal communication, July19, 2011) to our cohort that a very significant issue for the success of this change is communication to the stakeholders-the parents.  My philosophical position is now more evident in my own teaching strategies across the curriculum.  I now have a much stronger understanding of the foundations of curriculum and how my beliefs affect how I am teaching as well as how I am evaluating.  For example following the Cognitivist learning theory, (Ornstein & Hunkins. 2004, p. 218) while I am introducing basic facts and knowledge regarding the life cycle of a butterfly, I will provide computer based activities engaging the students in learning by showing me their connections to their prior knowledge or schema and adding to it by developing more details in a concept map.  The feedback that I will provide, positive or negative, will align to the behaviourist learning theory.  This instant feedback connects to the required response to stimulus learning theory.

3.       Intent


Being successful at change is essential for the implementation of any technology or ideas.  As part of my success in implementation of technology in my classroom I will continue and increase my communication with the parents, who are a major stakeholder in the process of the implementation plan.  This is an area that Sue Foley (personal communication, July19, 2011) presented quite clearly that we are accountable to our stakeholders for the success of any technology implementation plan to be successful. Furthermore, I plan to search out and develop effective technologically connected activities to prepare my students for their future.  These activities will be rooted in the philosophies which I align to my purpose and beliefs.  My students will be able to use technology in the classroom to maximize their own learning.  I will assist them along the way to further prepare them for their future integrating their needed technology skills, one chunk at a time, following the incremental theories of Fullan, based on the research of Piaget, introducing technology that is age and cognitively appropriate to their level, incorporating small gradual modifications in new behaviour, throughout their learning.  I am able to reflect on my practices and evaluate if the approach that I have followed to implement technology in my classroom was successful or not, as well, I will adjust my personal habits, curricula, and learning spaces, to impact the necessary changes for successful implementation of curriculum aligned with the needed 21st Century skills for optimal learning based on the literature. I intend implementing many suggestions from articles and discussions that I have been involved with, for example the Implementing the seven principles article has many suggestions that I can even share with other members of my staff.







References

Chickering, Arthur and Stephen C. Ehrmann (1996) Implementing the seven principles: technology as lever. AAHE Bulletin, October. http://www.tltgroup.org/programs/seven.html



Fullan, M (2005). The meaning of educational change: a quarter of a century of learning. The Roots of Educational Change, (9781402032899), 202-216.    

Ornstein, A.C., & Hunkins, F.P (2004). Curriculum: Foundations, Principles and Issues. New York:   Pearson Education, Inc.


Saturday, July 16, 2011

Reflection 2: Maximize Learning Online

Reflection 2: 
Maximize Learning Online

1.      Description

I have found myself incorporating the use of the internet more and more in my classroom teaching.  I have found myself using the internet as a first place that I look for numerous kinds of information.  In the classroom the students are using the internet to provide them with information.  Often students have questions that I am not able to provide the answer to, I suggest that we find the answer together.  This is important because it indicates to the students that the teacher is not always the source for all knowledge.  As the teacher searches for information with the student, the teacher seizes the moment and enriches the learning experience for this by asking challenging analytical questions about the source of information.  Often at this point students make connections to video games that they have played or are currently playing at home.  This discovery is very important because this is an indication of the possibilities of enriched learning after school time.

2.     Analysis & Impact

I believe that students are able to optimize their learning inside the classroom and outside the classroom by using the internet.  I believe that students can develop, create, analyse, share, recreate, think critically and develop social skills while participating in online social affinity websites.  I understand that there are many opportunities for learners to continue the learning out of school by participating in online experiences, in website communities, called an affinity space this is a place where participants can share their ideas and discuss topics affiliated with the website.  Users are able to be involved in the shaping of the content of the space and the interactional organization of the space (Black, 2008, p. 22).  My student was able to seek out the information that she was after with my assistance in one of these web spaces. Her willingness to seek out and search for the answers reflects these 21st Century learner skills.  I have learned that many of my students are engaged in online learning activities outside of the instructional day using the internet and a computer.  Furthermore, affinity spaces are not the mechanism for basic or fundamental learning, but rather a space for enhanced learning, which is highly motivational due to the willingness of the youth to participate in the practice- which facilitates the learning.  Traditional classrooms generally do not allow students to network together, with various 21st Century digital skills or tools in technology.  (Gee, 2004, p.  89)  In addition, by tapping into affinity spaces and participating, youth are therefore able to gain or further develop their learning.  Moreover, it is through the act of participating in the social affinity web site that youth and learners can be involved in their own unique interests and be engaged in learning the 21st Century skills.  I have learned that Learners are able to further develop or reach a deeper fuller level of learning (Gee, 2007, p. 172).   The Web or affinity site is the vehicle where we learn and how we learn further skills that are not necessarily worked on in the classroom thereby enhancing the learning.

I strongly support my students actively participating in online affinity spaces.  I feel that it is an excellent learning experience for the student.  I feel that it is a positive learning experience.  My personal concern with the students participating is that I would strongly urge the parents to be involved in this activity to monitor what is being discussed.  I would want to discuss the significance of this social online affinity and the dangers of being online with the parents and the students together.  It is important to note however that little effort has been put into developing a sound theoretical understanding of what online participation actually is and how it may be studied empirically. (Hrastinski, 2008)
My reaction to this online learning opportunity is similar to my reactions with my thoughts on implementation. I believe that it is worth while to allow time for the students to become familiarized with any new technology innovation being implemented into the classroom.  I see the innovation of the computer implemented in the classroom as a tool that supports and extends students understanding of the… multimedia… (Moersch, 1998)  I believe that implementing this technology following the philosophical approach of Pragmatism, which aligns with the needs for the learner to develop skills in dealing with changing environmental situations, interacting with other learners using the affinity web sites to interact with online communities to build social relationships and most importantly develop critical thinking.
 I see using a web site to develop social interaction as a major issue for students who are using affinity web sites that are not under the watchful eye of an adult, an affinity web site may be an age inappropriate space for students in grade 2.  Certain students may have difficulties expressing themselves clearly and safely in a chat room or affinity site.  There is evidently value in having the students participate or even search out these web sites and not engage in conversation so that they are just getting information.  A difficulty with this is that searching out information is not entirely participatory in essence and the child would benefit further should he/she engage in a conversation.   Major educational issues with online learning that I see as possible limitations are:  Access to the internet because they do not have the interned, and, the possibility of students who may not have a computer or other media to access internet at their home.  How can the teacher, school, or community answer to these fundamental issues? As stated in a recent film called:  Where is Superman there are social inequities that are affecting the learning of students throughout the world according to the film review "One of the unmentioned features [in the film] is the inequality of resources. In a lot of states, you have a three to one ratio" of resources between the most affluent and poorest schools, said Darling-Hammond. "You can see in the film the lack of investment in the physical plants." (Haven, 2010) I feel that with significant classroom discussions with students about how to safely search out information online, discussing topics of best practices for internet safety, as well as communications sent home to the parents by a note.  As the literature states, online collaboration and participating in affinity sites is a means to enrich the learning that is going on in the classroom, furthermore the students will develop those needed 21st century skills.

3.       Intent

As a result of my learning of these issues I intend to create a handout to the students indicating safe use of the internet and best practices of staying safe online.  I will discuss the use of the computer as a means for optimal learning both inside and outside of the classroom to my parents and students, explaining my reasons for enabling the students to search out information using the internet.  I will provide an increased amount of time for students to gain access to computers that are connected to the internet for those students who do not have access at home.  Based on the literature that I have read there is value in the learning that occurs while students are actively participating in these online affinity spaces.  I will provide further opportunities for parents to inquire and get involved with students with to develop safe internet use practices.  I intend to provide instruction regarding processes of searching information online and developing a sense of critical awareness of the authenticity of certain web sites extending the learning from just the classroom to anywhere the students can have internet access.


References

Black, R. (2008). Adolescents and Online Fan Fiction. New York: Peter Lang.
Gee, J. P. (2004). Situated Language and Learning: A Critique of Traditional Schooling. New York:  Routledge.

Gee, J. P. (2007). Good Video Games +Good Learning:  Collected Essays on Video Games.  New York:  Peter Lang.
Haven, Cynthia. (2010, October 6). Waiting for superman: don't look for easy answers the film implies, panel of educators says. Stanford Report, Retrieved from http://news.stanford.edu/news/2010/october/superman-education-film-100610.html
Hrastinski, S. (2008). What is online learner participation? a literature review. Computers & Education, 51. Retrieved from http://journal homepage: www.elsevier.com/ locate/compedu
Moersch, C. (1998). Levels of technology implementation (loti): A framework for measuring classroom technology use. Learning and Leading With Technology, 40-42.

Friday, July 15, 2011

Reflection 1: Concept Mapping in My Classroom

Reflection 1: 
Concept Mapping in My Classroom

1.      Description


I am very excited to express my great pleasure that my students are using technology for their organizing of ideas, and writing out of these ideas in the form of a story.  I have observed many students having a great difficulty presenting their ideas in an organized way in their writing assignments. This is important because students are expected to meet the Provincial Learning Outcome expressing their ideas clearly in an organized manner. I am able to maximize the learning by using technology.  In this reflection I discuss implementing software called Kidspiration to maximize their learning!  I have made consistent attempts throughout my school year to implement the use of technology, in particular, computers to create motivation for the student’s to write. This software called Kidspiration is that the student is able to use the program to begin organizing their thoughts for future writings within this program using a concept map tool.  This application of the program is easy to use and very intuitive, so that the students are able to access different features of the program by recognizing picture cues (icons) or hearing the program “read” what the student is selecting with their mouse.  I have observed students actively engaged and enjoying their learning while using this technology.  Students are optimizing their learning for their future, by developing these 21st Century learner skills of sharing and creating concept maps to begin writing.  Students are successfully able to work together and create their writing while using Kidspiration. It is my role to assist the students navigating through the software and programs.

2.     Analysis & Impact


As a teacher I observe and analyse my students having difficulties using the computer successfully.   Further analysis indicates an issue:  The students are having difficulties meeting an expected grade level Language Arts outcome to express their ideas in a clear and organized manner.  I am very concerned that my students are having difficulties meeting this outcome.  I am able to assist the students, as the teacher’s role being that of a facilitator.  I am able to help the students work together and successfully develop their writing skills. The Cognitivist Philosophy states that the students learn best by connecting their “schema” or prior knowledge, to new knowledge and experiences, by the use of concept maps.   The Cognitivist believes that the transfer of knowledge happens effectively and efficiently by the use of a concept map. According to Piaget they already have a schema.  The students learn well using the computer because they can create concept maps to organize and expand their ideas and have fun while they do this activity. This means they have a general internal knowledge structure and new information is compared to the existing structures that they have. The schema can be combined, personalized customized or added to for the accommodation of new information which they add to their content map.  I have discovered that I am able to assist the students overcome ongoing social conflicts by continuing to provide time for students to work together. I have learned that the students are developing their computer skills, and writing skills, while using the computer.  Furthermore, the social conflicts have been reduced.

v Reacting: 


I reacted with concern that the students were not going to be able to maximize their learning through the use of Kidspiration because they were having difficulties organizing their ideas before they began to write a story. I was feeling frustrated at first because I felt that the students should be able to express their ideas and construct a story in an organized way.  I felt that the students should just do as they were asked and to automatically begin to organize their ideas.  After reflecting about the difficulties the students had with writing their students in an organized manner.  I realized that the students did not organize their thoughts in a logical order or group their ideas together.  I was feeling happy that I came up with a solution that appeared to work-more time to practice using concept maps using Kidspiration to organize their ideas.  It appears that the students came to realize that if they were able to use the concept maps to organize their ideas logically and clearly that they could optimize their writing and learning.

v Elaborating:


As I was able to discover a major problem with the students learning, the students were having difficulties organizing their ideas as well as expressing their ideas in a clear manner.  I was able to provide instant feedback to the students based on the theories of Behaviourism, instant positive or negative feedback to inform and develop the expected behaviour.

v Consolidating and Contemplating:


One difficulty that I see is that the students were struggling with expressing themselves clearly when writing.  I have had to respond to this issue by implementing the use of technology and directly discuss how to use Kidspiration to create concept maps enabling the students to visually see all of their ideas, then to organize the ideas together into groups at which point the students can begin to create their writing.  At this point if I am able to reward the students who are doing the concept mapping of their ideas I reward them with a sticker. This reward or instant feedback is based on the Behaviourist theory, rewarding behaviour with a stimulus.  Certainly at the ages of 7 and 8 the students respond well to positive and negative feedback.   I see that the students are in need of opportunity for growth and discussion and development regarding how to organize thoughts and ideas, and present them in an organized manner in their writing.  The students would train themselves to use Kidspiration to create concept maps regarding particular subjects of interest collecting their ideas and developing them into organized chunks on similar ideas for transferring the ideas into a complete piece of writing.

3.       Intent


 I intend to provide further instructional time discussing the desired techniques in writing, which are the expectations or outcomes that the students are expected to meet.  What I will do is begin to have activities with the students, sharing a book, with different age appropriate subjects that can be easily organized into groups then demonstrating how to use Kidspiration to create a concept map organizing the ideas that are presented in this book.  At which point, the teacher would create a concept map using Kidspiration.  I will use stickers to reinforce the use of Kidspiration concept maps in their writing based on the Behaviourist theories of learning.  I will use the program called Kidspiration to help the students learn how to create concept maps adding to their knowledge which reflects the Cognitive approach to learning.



Monday, June 27, 2011

New Literacy Project Final















New Literacies Using Stop Motion Animation









Jacques Boudreau

Pascal Routledge

Mark Blades

Ryan Lutes

 


 


 


 


 




 Context

We are a self-selected group of four teachers (two elementary teachers, one junior high teacher, and one high school teacher) working together on a collaborative project for our university course.  We are involved in a Master’s Degree Programme in Curriculum Studies with a focus on Technology Integration at Mount Saint Vincent University. This is for the course titled Research Seminar in Curriculum Studies: Literacy and New Technologies.


We were tasked with participating in a previously unfamiliar ‘new literacy practice’ involving new technologies.  We chose to create a stop-motion animation artefact as neither of us had previously engaged in that process.




Introduction: 

Where is the ‘Literacy’ in Learning?

This paper is a beginning level discussion regarding New Literacies.  These literacies are “socially recognized ways of generating, communicating and negotiating meaningful content through the medium of encoded texts within contexts of participation in Discourses.” (Lankshear & Knobel, 2007, p. 224)   Our group was involved in the creation of a stop motion animation film using the new technological stuff.  This is not only available but accessible by today’s youth and all 21st Century Learners.  We began with materials commonly found in a classroom such as Star Wars figures, a combination lock, modeling clay, and cardboard. In addition technological materials, digital cameras were used to record images which were then imported into Windows Movie Maker Live.  The internet was employed to provide sound clips that we added into the movie.  For our group these activities created a need to further develop skills within these areas of digital literacies.  This skill basket is part of the 21st Century learner package.  For a learner in the 21st Century, thereby success will be measured by the mastery of these new literacies.  Our group acknowledged the skills gained through this process were not ones taught in the traditional classroom.   Using today’s strategies of collaboration, online discussion, responding critically to text through affinity spaces, internet searching, and artefact generating we attempted to be 21st Century Learners.
















Data Collection

For this study, we collected data as we underwent the creation of a project that we argue is a new literacy.  We created a stop animation video using Star Wars characters.  Data was collected through the full participation of four teachers in creating a technological artefact.  Colin and Lankshear define full participation as “engage[ing] directly and completely with the context being observed. At its extreme, full participation requires researchers to become as much as possible ‘insiders’ to the ‘scene’ being investigated.” (Lankshear & Knobel, 2007, p. 225)


The data that was collected was collected using numerous methods, some of which were traditional, and some more modern.  For example, data was collected from interviews, however, the bulk of our data come directly from the field notes that were written as the product was created.  These notes were created using a variety of methods.  In many cases, we were able to capture our creation on video.  In addition, head notes were used and put on paper in the form of post defacto notes.  Head notes are “mental notes researchers make while systematically watching an event within a context where writing observation notes in the heat of the moment is impossible (p 228).  We found this to be a very daunting task.  At times, all four group members were engaged in the various stages of the creation process and it was very difficult to ensure that data was being collected.


            In order to get over this hurtle, we decided that we would video tape our sessions in order to distribute it amongst the group so that we could have more concrete field notes.  We encountered some technological issues and we could not distribute the video to the group electronically, however, we consulted the video from time to time to gather some data.


            In addition to head notes and defacto notes, we also maintained a reliable set of field notes.  Field Notes are “mainly written in the heat of the moment as events unfold before the researcher’s eyes and tend to be the primary data collection tool during observation” (p 229).  Often times we had a few group members working on the project, and one member taking field notes.  This ensured that nothing of significance was forgotten and could be further analyzed.


Data Analysis

 After the completion of the project, our field notes became the focus of our work.  The main method that we used to analyze our data was pattern matching.  Pattern matching is a process of "identifying patterns discernable across pieces of information" (Lankshear & Knobel, 2004, p. 305).  Instead of testing our data to see if it matched a particular theory as Yin suggests, we chose to analyze our data and notice what patterns were clear.  Fetterman “emphasizes the process of patterns emerging from the data itself. Identifying patterns in this sense does not require the researcher to ‘test’ patterns.” (Lankshear & Knobel, 2004, p. 305)


We coded our data and two main themes became apparent for us.  Firstly, the type of learning that we engaged was almost exclusively Just in Time Learning (JITL).  Through further coding, we came up with four sub categories of Just in Time Learning that we took part in.  These were JITL for acquiring Tips and Tricks, drawing on our JITL, Problem Solving through JITL and JITL through Trial and Error.


Secondly, most of the ways that we did our just in time learning was through affinity spaces.  Through our research we embarked on a journey through the various stages of affinity spaces.  We took part in these affinity spaces, and as we became more literate in stop animation our role in these affinity spaces changed.  This journey will be explored later in this paper.


 














 






 






Table 1:  Field Notes Analysis

Just –in-time

Instance From the Field Notes

Affinity Space?

1.        Newbie – “Figuring out what could be problems” – Tips and Tricks

We went online to review additional stop animation examples and clips to further research what different types of stop animations were being produced, searching out information regarding color lighting, transitions, speed of each slide, duration.  Found numerous Affinity Sites devoted to Stop Animation.

 

http://labnol.blogspot.com/2007/03/tutorial-create-stop-motion-animation.html

 

http://www.ehow.com/how_5873127_make-lego-stop-animation-film.html

 

 

We read The Complete Animation Course:The principles, practice and techniques of successful animation

 

 

We experimented with creating a story and a short stop motion animation with clay.  Put some of the tips and tricks that we learned to work in order to further refine our knowledge

 

2.        Drawing on JIT knowledge – Using Tips and Tricks to Save Time

We took a series of 8 practice stills to see how it looked.  We made corrections to lighting by attaching the spot light on the second tripod to provide ample lighting, the curtains in the kitchen were closed as M mentioned it was better according to his research on YouTube.

 

Drew on some prior knowledge from Newbie Research

 

Once the pictures have been taken, it is very difficult to go back and redo the same position.  We marked tripod position and camera position by writing on the floor with a pencil and marking the table.  Just in case we have problems.

Drew on prior knowledge from Newbie research

 

We discussed the frame rate of 0.4 seconds, which P and M have researched to be a consistent speed. So that you will have about 5 pictures/frames per second of watching the video time.

 

3.        Problem Solving through JIT learning

 

Wanted to create a Star Wars opening effect.  We Googled “Star wars opening crawl”.

Used google to find helpful material in an Affinity Space

 

Learned how to create crawl by using different versions of Windows Movie Maker

 

Affinity Space - http://www.freewebs.com/starwarshomemadefilms/starwarsopeningcrawl.htm

 

Googled “star wars sounds” in order to find some sound clips for our animation.  Found the following affinity sights.

http://movie-sounds.net/film/Star-Wars/63/

http://www.moviesoundclips.net/movies1/starwars5/centuryfox.wav

http://www.imdb.com/title/tt0080684/soundsites

http://www.galaxyfaraway.com/gfa/1998/12/star-wars-sounds-archive/

http://www.starwars.com/games/playnow/crawl_creator/

http://www.mediacollege.com/downloads/sound-effects/star-wars/

 

4.  Trial and Error as JIT learning

Setting the frame speed. Upon viewing on R’s computer we realized 0.4 s still looked choppy even though this is what some of our research suggested.  We tried a few other speeds and we conclude that a 0.1 speed made video more effective and fluid.

 

 

 

Setting the camera zoom to keep it consistent between shots

 


 


 


 


 


 


 


 


 




















Discussion

Affinity Spaces

What is an affinity space?  An affinity space is more than just occupying a here and now or presence.  An affinity space refers to:  “Approaching FFN as a space rather than a community then, is a way of focusing attention on the interplay among engagement, active participation, a sense of belonging, and the production of social space” (Black, 2008, p. 9). In application of this definition, affinity space is a place where participants can share their ideas and discuss topics affiliated with the website.  Users are able to be involved in the shaping of the content of the space and the interactional organization of the space (Black, 2008, p. 22).  In traditional learning we were intimidated by others because of their size, race, gender, or age. With the face to face space participants often feel unwilling to engage due to intimidation factors, thus valuable opinions and ideas are often lost. However in the new literacy mechanism all are equal as no one can see the other.  According to Black “…‘newbies,’ or novices, and experts share the same activities and participate in the same space” (Black, 2008, p. 14). This lack of personal identity encourages experimentation and involvement within the website.  In our research we found this to be true.  By experimenting with affinity spaces, we were able to test solutions and none of us felt intimidated.  As a researcher note, we felt mandated to examine our unwillingness to participate in online discussions. That is as users we could have made comments and entered into discussions with others on the site. We all chose not to and after some discussion realized it was due to our established learning styles, and lack of experience in using this learning mechanism-affinity space. “[Well, the affinity space *is* a learning space, but it is not *primarily* a learning space. It is a 'participation in a practice' space, within which, inevitably, learning occurs.]” (C. Lankshear, personal communication, June 8, 2011)


Furthermore, affinity spaces are not the mechanism for basic or fundamental learning, but rather a space for enhanced learning, which is highly motivational due to the willingness of the youth to participate in the practice- which facilitates the learning.  Traditional classrooms generally do not allow students to network together, with various 21st Century digital skills or tools in technology.  (Gee, 2004, p.  89)  In addition, by tapping into affinity spaces and participating, youth are therefore able to gain or further develop their learning.  Moreover, it is through the act of participating in the social affinity web site that youth and learners can be involved in their own unique interests and be engaged in learning the 21st Century skills.


In fact, Brown and Adler say that because Web architecture now provides a sophisticated participatory medium that is widely used for purposes of sharing, it can support multiple modes of learning (Brown, 2008, p. 18).   Furthermore Brown and Adler say that “…the most profound impact of the Internet, an impact that has yet to be fully realized, is its ability to support and expand the various aspects of social learning.”  (Brown, 2008, p. 18)  Learners are able to further develop or reach a deeper fuller level of learning (Gee, 2007, p. 172).   The Web or affinity site is the vehicle where we learn and how we learn further skills that are not necessarily worked on in the classroom thereby enhancing the learning.


Becoming an Insider

It is important to discuss what an insider is in the construct of an ‘affinity space’.  An insider is someone who is involved in discourse about a particular area which is at the basis of the affinity site or the social practice.  “This means that being an ‘insider’ to a new literacy practice presupposes sharing the ethos values in question; identifying with them personally” (Lankshear & Knobel, 2007, p. 228). An insider is someone who can make inferences, connections and interpretations of all kinds of levels to text within a particular space associated with an affinity web site -- or an interest shared with others -- that may only make partial sense to the outsider whereby the insider fully understands.  (Lankshear & Knobel, 2007, p. 225)  The act of being an insider carries a certain important understanding or “mindset” (Lankshear & Knobel, 2007, p. 231) that is affiliated with the shared knowledge within the website involving new technology stuff.  On the one hand it was concluded that participants who give advice are thereby insiders. However, according to an online discussion with Colin “…that is not true, because some people can spend years working in a practice and still not really ‘get it’. Insiders are people whose opinions actually count. They will always have *some* degree or sphere of expertise. ” (Lankshear, personal communication, June 8, 2011)   Which forces the question:  How does a participant in the culture become an ‘insider’ or furthermore an ‘expert’?  Lankshear continues to say that:


 You have to pay a lot of dues to become an insider, even though some insiders are vastly more expert that[n] others. Insiders have been around for a while and have paid a lot of dues to the practice. By contrast, someone can be a novice to a practice and yet have lots of relevant knowledge -- especially technical knowledge -- acquired elsewhere. There are lots of things I could provide answers to about stop animation, but I have never even made a single stop animation artefact, and there is no way I could possibly count as an insider. I just happen to know a bit about it from watching others work on SMAs, and I have read a bit, and I have some knowledge (technical) from other endeavors. ... Certainly, it is most unlikely that after a few weeks of mucking around in a field one can be anything close to an "insider". Although one could say that one is on the way toward becoming one… (Lankshear, personal communication, June 8, 2011).


 


In analyzing the definition and reviewing our data we believe that an insider is someone who understands the issues coupled with some knowledge and experience thus is at times able to provide solutions to problems and issues. It is important to note that not all of the solutions will be discovered through the affinity sites, experimentation, and trial and error contribute to the strategies used to provide solutions to our stop motion animation movie.  Some of these solutions are based on the insider’s previous work within the affinity domain. It was imperative for us to become familiar with the insiders for our current research. As novices in pursuit of becoming more like insiders, we gained experience with the production of the stop animation film; we began to use terms and words that were specific to the making of our movie artefact all elements of insider traits.  We were now using knowledge and experiences that labeled us as participants in the practice on the edge of insiders.   Furthermore should we continue to develop our skills to produce a stop film animation movie we would likely still only be considered participants.   We had become participants to the stop film animation movie affinity websites due to our participation in gaining knowledge, experiences and confidence; we even published our artefact on such social sites as YouTube and Facebook.  This one publication did not qualify the team as experts in this affinity but merely on the way of becoming a better learner of the skills needed to be a 21st Century Learner. Our interest in this technique was to complete a sole project not seeking to become part of the culture.


Assessing Expertise

In affinity sites it is stated according to Black that ‘newbies’ and ‘experts’ share the same activities, “ and that there is a wide range of expertise and many forms of knowledge that are valued; thus, the roles of ‘expert’ and ‘novice’ are highly variable and contingent on activity and context at any given moment” (Black, 2008, p. 14).  Moreover our difficulty became, how to decide, who were the experts? We used trial and error to assess the value of the information and our willingness to grind (Jenkins, 2006, p. 23) through the stuff.  In a practical application this meant taking an offered solution from the affinity list applying it to our project and evaluating the effectiveness. For us this pattern in our own data suggests that we were willing to work through the parts of our project that were difficult and use the, try, try and try again technique.  The literature refers to this technique as just-in-time-learning concept.  Our media production was on hold until we found a solution to move forward. The team required knowledge and or a skill in order to proceed, thus we used the just in time learning method.


When we returned to the affinity sites seeking solutions it became apparent there were two distinct issues.  One of our problems was to solve technical issues and the other was a requirement to increase our knowledge of the practice as a whole -- in its 'purposive', 'epistemic' and 'normative', as well as its technical dimensions. (Lankshear, personal communication, June 8, 2011)


  Technical issues were in the production of the stop motion film, items such as how to do inserts, floating objects and fading. The other requirement was to ensure we were being true to the Star Wars history.  Knowledge of characters, events and roles was required to continue with our project.  We tested the solutions that were posted, or were offered on the Fan Fiction Sites, our concern here was the reputation of the source – was this insider or an expert.  By using the trial and error method, we tested the solutions offered and it soon became apparent that not all suggestions were solutions.  If the suggestion failed we deemed the suggestion given from an insider or merely a participant who may not have had the experience in the affinity to provide the group proper guidance. On the other hand we considered we were not able to apply the solution properly but chose to seek another solution rather than return to the site and ask a question about the offered solution. We deemed however the suggestion was not provided by an expert.  We then went back to the website and found another solution, tested their suggestions and if it was successful, and we were happy with the result, we concluded that they are more knowledgeable than the group.  Students use this technique regularly in finding solutions to learning problems.


The act of “being” involved in affinity spaces

We engaged in a process in order to create our stop motion movie.  We attempted to become 21st Century learners, go on line obtain information, knowledge and technical skills, use the information to complete a task, a stop motion animation movie.  Furthermore, upon analysis of the data it is important to note that Google was our primary search engine which we used each time that it was needed to engage in the act of an online web search.   Something that did not emerge in our data is that the search results could be different should the search be through the use of another search engine. Online web searches, through the use of Google, resulted in the discovery of essential   information, required in the creating our stop motion animation movie.  The group was able to discover specific affinity spaces in our search for information, some examples of typical searches are listed below: 


http://www.theforce.net/fanfilms/postproduction/crawl/opening.asphttp://www.freewebs.com/starwarshomemadefilms/starwarsopeningcrawl.htm


http://www.moviesoundclips.net/movies1/starwars5/centuryfox.wav


http://www.imdb.com/title/tt0080684/soundsites


http://www.galaxyfaraway.com/gfa/1998/12/star-wars-sounds-archive/


http://www.starwars.com/games/playnow/crawl_creator/


http://www.mediacollege.com/downloads/sound-effects/star-wars/


http://www.wavsource.com/movies/star_wars.htm


http://www.youtube.com/watch?v=2QK6zs0xxYw&NR=1


 


It should be noted that through discussion concerning the concept ‘affinity spaces’ our group has been narrow in its scope and definition.  ‘Affinity spaces’ may have several sites so the single source concept creates a limited scope toward affinity spaces.


After searching the internet and finding certain websites it was then evident that there were general knowledge websites regarding certain aspects of our stop motion animation film such as sound clips.  Further searching through the websites and following recommended website links the group discovered additional fan fiction sites with specific insider tips and tricks which was the basis of the search at that time.  The discovery of these subject specific fan fiction sites provided the necessary information that was needed for the further improvement and development of our stop motion animation film. In fact it was these specific fan fiction sites that provided reliable solutions. This exercise in research reinforced the leveling of the internet for information. We considered it similar to using a beginner how to book vs. the theory of the topic with applications.


Our previous model of seeking information from texts, printed word was avoided; affinity web sites were our base information source.  By being involved, “affinity spaces offer powerful opportunities for learning” (Jenkins, 2006, p. 9). In this type of participatory culture activity, today’s youth are far more willing and able to develop their reading and writing skills, their social skills, research skills, technical skills, and critical analysis skills which are mastered outside of the typical lecture style of teaching in the classroom (Jenkins, 2006, p. 4).  By using the affinity web sites, which constitutes, the 21st Century learning style we produced our artefact.  We experienced the volume of information available and the details involved creating a stop motion animation film, by using the click of the mouse.  Thus we participated in and visualized the benefits of being involved in this type of participatory culture.  This research experience vaulted us to test new ideas and review learning styles of our 21st Century learners. The feeling of everyone in the classroom watching learning was eliminated, the 29 pairs of eyes were gone, and I was able to experiment without being immediately judged. We there by judge this process in learning to be valuable and beneficial.


 






 


On the Edge

In our research we became takers, that is, just-in-time knowledge seekers. This technique follows a pattern: you are stuck, you require information and you seek a solution in the here-and-now to move your project forward. The information may be a skill or content, the process is to search for help online and then apply it to your own situation to solve your problem. Once we discovered the information and left the site, then the term we ‘searched’ the Internet applies in this instance.  The approach is to find a solution and get out with the required information; there is no dialogue, interaction, or engagement with the site, or with other users of or contributors to the site.


On the edge’ describes our interaction with the web sites we used to help us complete our video. First, after viewing the information we felt we were in no position to comment either positive or negatively on the quality or type of information provided. We had to go and test out the ‘help’ or tips we obtained prior to making a comment; we were in no position to evaluate the information at this point.  Secondly our established learning styles dictate take information, asses then comment. Today’s learner would easily comment from the beginning at the source of information, stating the solution looked cool or thanks we will try this solution and let you know. We were not that brave. Now that we have completed the artefact where we applied solutions from the affinity sites we could go back to them and enter discussions as to what worked and did not work.  Thereby through this activity, joined with further experimentation, additional research, and productions we would begin the long process of becoming or being considered ‘insiders’ and not just ‘searchers’.  In analyzing this approach for a classroom application the essential component is the student being able to use the 21st Century Literacy strategies.  We are being driven to provide opportunity to move us away from the 100% “Broadcast” (Tapscott, 1998) learning leaning towards the “Interactive” (Example 1) 21st Century Learning.


 


 


 




 


 


 


Just in Time Learning

With the progression of technology, concepts like ‘just in time’ and ‘just in case’ learning have become more important with regard to education.  The advent of the internet has changed the nature of learning.  No longer are people forced to know a lot of information just in case they need it one day.  In essence, the concept of education needs to be rethought.  Today when a problem is encountered that the answer is in doubt, people have the ability to head to their laptop or Smartphone to find an answer.  Often this same problem has been encountered by a multitude of people, who have posted advice about how they have solved their problem. In an instant we are able to access multiple possible answers each coming from their own perspective.  This ability to instantly have almost any information has made it possible for just in time learning to move to the forefront of learning.  For example, if I need to install a new electrical outlet I simply consult the internet by heading to youtube.com.  There I can find multiple ways of doing it, as well as read review from experts.  This just in time learning is by far more practical than learning about something on the off chance I will ever have to do it.


Throughout our creation of our stop animation artefact, it became clear that most of our problems were being solved using just in time learning.  For example, even before we started we used the internet to research some Tips and Tricks in order to expedite our learning.  Instead of making a multitude of mistakes and having to problem solve our ways out, we managed to gain some expertise in a just in time fashion.  This JIT learning is in stark contrast to the just in case learning that we do in schools.  School teaches all students the same thing.  These “nuggets” of information is all of the things that society says that “everyone needs to know.” (Gee, 2008)  However, more and more each day people are relying on technology to help them learn what they need to know, when they need to know it.  This is the essence of JITL.


The first pattern that we noticed in our data was with respect to the type of learning we were doing during our project.  We originally believed that we had instances of just in case, as well as just in time learning.  Many of the discourse around just in time learning come from the success and shear popularity of video games.  Gee and others argue that video games have created an atmosphere that fosters learning.  This learning is done through just in time learning (JITL).  There are many different applications of JITL, however, one that makes the most sense for us has to do with video game technology.  Video games use JITL by providing game play information to the player on a just in time basis.  Furthermore, this information gets entrenched in the player because it is given ” always in the context of the goal-driven activity that its actually useful for – and made meaningful by – and always at a time when it can be immediately put to use.” (Steinkuehler, 2004)  Players are given critical information and then use that information to progress throughout their game, thus solidifying their learning.  A just in case approach would be to make all players read the entire user manual in order to be prepared for things “if they happen to come up”.


However, with further analysis, we believed that all of the significant moments that extended our literacy of stop animation came through just in time learning.  We further categorized our just in time learning into three sub categories: JITL for Tips and Trick, Drawing on our JITL prior knowledge and JITL for Problem Solving.


Tips and Tricks

JITL for Tips and Tricks was used in order to immerse ourselves into the stop motion animation space.  We used some traditional sources (books, interviews) to gather some information that would give us a good starting point for our research.  Furthermore, we used Google to find some affinity spaces where we were able to get a really good sense of the stop animation community.  This was used as a starting point for our stop animation artefact.  While not all of this knowledge or learning would be put to use, it was nevertheless an integral part in the JITL process.


Drawing on previous JITL

 Instances of drawing on our JITL were also coded in our field notes.  There was several times where one of our group members would exclaim that they found something to be the case in their previous Tips and Trick research.  This was a huge time saver, as we already had some literacy in the subject based on our JITL.  We then actually used this knowledge, thus solidifying it.  This type of implementation is precisely what Gee refers to as one of the benefits of learning in video games.  In the most successful video game the “player is immersed in a world of action and learns through experience, though this experience is guided or scaffolded by information the player is given and the very design of the game itself.”  (Gee, 2005).  This is precisely how the JITL worked for us.




Problem Solving

            We faced numerous challenges on the path to publishing our artifact.  The many challenges were related to either encountering new concepts for creative needs or simply our ignorance (lack of expertise) with the technologies and/or programs used.  Some of the problems were solved by an individual in the group but most were of a collaborative nature where the learning was sought, achieved, and shared.

            Our problem solving techniques and processes for the purpose of this report will be confined to “online” and “technical” varieties.  We admit that problem solving occurred in many ways and over various platforms and for many different purposes but the majority of our learning was a result of our experience with these two categories.

            According to Jenkins (2009) people involved in participatory culture engage in as many as 11 new skills as they collaborate and network (p. 4).  The first one, “Play” ties in with our group culture and our main choice to “experiment with one’s surroundings as a form of problem-solving”. We chose the “messing about” route to problem solve. The “messing about” was a form of “play”. There was a sense of “fun” with the ability to achieve success and learning through our own exploration.

            Technical problem solving is how we labeled the journey to get answers (digitally and manually) by using the tools already in front of us ie. Windows Movie Maker, hi-def video, digital cameras etc. (digital) and the clay, tripod, and figurines (manually).  Digital problem solving included but was not limited to searching for optimal frame speed, matching digital camera zoom, transferring video field notes to shareable format, and emailing WMML project files.  To gain ‘digital literacy’ Lankshear (As cited in Gilster, 1997) indicates that we must be able “to understand and use information in multiple formats from a wide variety of sources when it is presented via computers’ and, particularly, through the medium of the internet.  Manual problem solving included but was not limited to experimentation with various action figures, using clay pieces to disguise other items and for figure stability and more.

            We ventured into fan fiction sites to also assist with problems and to seek advice from the experts.  These “Affinity Spaces” (Gee, 2004) allowed us to view exemplars of great work on our subject but also to get very specific items needed for our artifact. We used several fan fiction sites to find and recreate the actual crawl and to search for better alternatives for our sound clips.

            Hagel, Brown and Davison (2010) have described three levels of ‘pull learning’: access, attract, and achieve. The problem solving pulls we were faced with made us access expertise when we needed them. We also tried to attract others who are relevant to our work through the displaying and publishing on YouTube. Finally, we had to pull from within our own individual abilities to collaborate to solve the problems.

            Problem solving was required in many steps along the way to get answers and expand on our knowledge of stop-motion animation.  The finished product came to fruition by the above problem solving methods. Our choices to problem solve as we did allowed us to gain ‘digital literacy’ and learning to use tripod for consistency.

            Online problem solving was our label for utilizing the internet to our advantage.  Our friends Google and YouTube were mostly prominent.  We used numerous searches using both sites to gain information and access the already distributed expertise.  We used these databases to problem solve difficulties with grabbing videos from YouTube, getting sound bites in appropriate format, getting best lighting practices and more.

            We ventured into fan fiction sites to also assist with problems and to seek advice from the experts.  These “Affinity Spaces” (Gee, 2004) allowed us to view exemplars of great work on our subject but also to get very specific items needed for our artifact. We used several fan fiction sites to find and recreate the actual crawl and to search for better alternatives for our sound clips.

            Hagel, Brown and Davison (2010) have described three levels of ‘pull learning’: access, attract, and achieve. The problem solving pulls we were faced with made us access expertise when we needed them. We also tried to attract others who are relevant to our work through the displaying and publishing on YouTube. Finally, we had to pull from within our own individual abilities to collaborate to solve the problems.

            Problem solving was required in many steps along the way to get answers and expand on our knowledge of stop-motion animation.  The finished product came to fruition by the above problem solving methods. Our choices to problem solve as we did allowed us to gain ‘digital literacy’.

 


Trial and Error

As participants, exploring the stop motion animation practice, one area that seems to occur many times was a trial and error method when we tried different aspects of the digital technology.  American philosopher John Dewey suggested that directed thinking proceeds by implicit trial-and-error.  We seemed to follow this idea, the question became why did we continue this pattern? Trial and error is usually not the best strategy to solve a problem; there are a number of problems with it. For example, trial and error is time consuming and not always recommended by a teacher to begin with.  In math class, teachers will suggest the strategy but we quickly try to show why it is not efficient.  What is it about this, beyond the project, that had our group exploring stop animation with a trial and error pattern?


To make sure one understands what we see as trial and error we are defining it as a general method of problem solving by analyzing what went wrong and making a change before trying again.  One area that we can look at is the prior knowledge of computer programs that our group members bring to the producing and interacting with the software that we decided to use but juxtapose that with the fact that we had not made a stop motion animation before.  David Shaffer’s book, How Computer Games Help Children Learn, says “Over the years , this process of learning by making mistakes and figuring out how to correct them—and doing that over and over—has been documented in a wide range of computer tools in a variety of subjects….  They[Programs] make it safe to make mistakes , and thus people can learn by making mistakes and fixing them rather than having to always get everything right” (p.68). In Live Movie Maker we are not afraid to make mistakes while attempting to create a movie.  “Computers give children access to new worlds: to parts of the real world that are too expensive, complicated, …and to worlds of imagination where they can play with social and physical reality in new ways” (p.11).


An element to remember is that programs have evolved to allow unseasoned users to mess about without actually reading the ‘manual’ (if it even comes with one) or going into the help menu. After shooting our pictures and downloading into the Live Movie Maker program we began right away with trial and error.  For example, we experimented to find the optimal length between pictures in WMM beginning with 5 seconds between photos and then playing the footage.  We adjusted to fractions of seconds like 0.4 and 0.3 down to 0.2 until we finally agreed what looked like the best transition for fluid movement of the poses.


Some trial and error came before the download as we were setting up the scene and taking shots of the figures.  We started the first scene and shot a dozen photos then we decided to see what the lighting was like and if each movement of the action figure was small enough to create the motion.  When we went to view the photos on the digital camera, we realized that the zoom changed.  Without knowing exactly where the zoom was, we started again but before the shoots continued we messed with the zoom to get it at a point that we could always find; as well, we marked the floor for the tripod to make sure we were consistent with our next attempt. 


 


Conclusion

 


Through our analysis of the creation of our stop animation artefact, we went through a process of becoming literate with this new medium.  We used 21st century skills to do this.  That being said, we also had a lot of technological prior knowledge that we brought to the table, and our practice further entrenched this knowledge through our creation.


The literacy in what we did became evident through our reading of websites, viewing of animations, through group discussions (both on and offline), writing our scripts, and the creation of a new expository piece.


We engaged in a new literacy practice when we did just in time learning to gain the skills we needed to produce our artefact.  Through the process of producing our video, we concluded that there were four different levels of just in time learning; Tips and Tricks, Drawing on JITL, Problem Solving and Trial and Error.  Furthermore, we did these types of just in time learning through affinity spaces, and underwent, a very specific evolution through affinity.  These “new school” literacies are learned almost exclusively online, and furthermore, attempting to learn these new literacies through traditional sources of learning is very limited.  


It is clear that through our own just-in-time learning that we became literate and fluent in the area of stop animation.  Furthermore, the implications of this type of new literacy can have a huge impact on our life as teachers.  It is now our job to take this new type of learning and connect it with our 21st century classrooms.


 


References

Black, R. (2008). Adolescents and Online Fan Fiction. New York: Peter Lang.


Brown, J.S. and Adler, R. (2008). Minds on fire: Open Education, the long tail and Learn 2.).  Educause Review January/February. 17-32.


 Gee, J. P. (2004). Situated Language and Learning: A Critique of Traditional Schooling. New York:  Routledge.


 Gee, J. P. (2005). Pleasure, learning, video games, and life; the projective stance. E-Learning, 2(3), 211-223.


Gee, J. P. (2007). Good Video Games +Good Learning:  Collected Essays on Video Games.  New York:  Peter Lang.


 Gee, James Paul. (2008). New literacies: a professional development wiki for educators [Web log message]. Retrieved from http://newlits.wikispaces.com/Lucidly+Functional+Language




Hagel, J. Brown, J. Davison, L. (2010). The power of pull: How small moves, smartly made, can set big things in motion. New York: Basic Books.



Jenkins, H. (2009). Confronting the challenges of participatory culture: media education for the 21st century. Massachusetts Institute of Technology.



Jenkins, H., with R. Purushotma, K. Clinton, M. Weigel, and A. Robinson (2006). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. Chicago: The MacArthur Foundation. Retrieved July 10, 2007 from http://www.newmedialiteracies.org/files/working/NMLWhitePaper.pdf

Lankshear, C., & Knobel, M.  (2007). Researching New Literacies: Web 2.0 Practices and Insider Perspectives, E–Learning and Digital Media. doi:  10.2304/elea.2007.4.3.224.




Lankshear, C. Knobel, M. (2006) New literacies: Everyday practices & classroom learning. Berkshire: Open University Press.

Shaffer, D. W. . (2006). How computer games help children learn. New York: Pulgrave Macmillan.


Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. Proceedings of the Proceedings of the 6th international conference on learning sciences (pp. 521-528). Santa Monica, California: International Society of the Learning Sciences.


Tapscott, D.  (1998)  Growing Up Digital:  The Rise of the Net Generation. New York, NY:  McGraw-Hill.