Saturday, October 10, 2009

Wk 2 Response to Classmate

EDM613 WK02 – PODCASTING: resources for teaching digital photography

image to come

Podcasting has become a great way to learn about almost anything you would want to. I have just learned a new term this past week. This term is called time shifting. The way I interoperate this term is that you can shift learning to meet your schedule, not your learning to someone’s schedule.

As a media teacher, I love to teach classes on digital photography. Consequently, I am always looking for any resources to supplement my teaching materials. The following are some of my sources for podcasting:

01. http://www.lightroomkillertips.com
This site has great lessons in the form of podcasts. This site by Matt Kloskowski is a great learning portal resource for learning Adobe Photoshop Lightroom.


02. http://www.mulita.com/blog/
This podcasting site is hosted by George Jardine. The site’s host, George Jardine, was the pro-photography evangelist for Adobe Systems. In this site, he podcasts about Adobe Photoshop & Adobe Photoshop Lightroom. My favorite podcast was an interview with Pete Turner, the father of modern color photography.


03. http://www.apple.com/itunes/
I know, this is a slam-dunk list for podcasts. The reason I chose to include this link is because I don’t think people really understand the breadth & depth of the Apple iTunes store. In the 1960’s Arlo Guthrie had a song called Alice’s Restaurant. It was at this restaurant that you could get anything you want. If Arlo sang this song today, it would be about the Apple iTunes store.


04. http://odeo.com/episodes/24123110-Photography-Basics
Everyone wants to take great photographs. In this series of podcasts, photography beginners can use podcasts to improve their photography.


05. http://hubblesite.org/explore_astronomy/hubbles_universe/
Let’s go intergalactic with our photography. What better way to see back into the future than to see what the Hubble Space Telescope sees.


One Response to “EDM613 WK02 – PODCASTING: resources for teaching digital photography”

  1. Diane Wright Says:

    Response to Classmate–Graham

    Graham, this is an excellent resource for teaching photography using podcasts. Do you have a favorite textbook for teaching photography? What camera do you recommend for beginners?


Wk 2 Reading: The Struggle Between Fans and Media


There appears to be no boundaries between folk culture and commercial culture.  The commercial culture will take the stories, images, and sounds that often begin a part of the folk culture and will share it with the public.  Technology has allowed people to share what they have created.  As Jenkins (2006) stated the Web provides an infrastructure for sharing.  Once you have a reliable system of distribution, folk culture production begins to flourish again overnight (p.140).

A good example of how technology helps change our culture is how the Japanese companies worked with fan clubs to distribute anime.  "Interested in exposing their members to the full range of content available in Japan, the fan clubs often took risks that no commercial distributor would have confronted, testing the market for new genres, producers, and series with commercial companies (p. 163).  The Japanese media companies worked with the fan clubs to expand the market.

On the other hand, in the United States Lucas and Lucas Arts wanted to control what fans produced and circulated.  Some of the ways that Lucas has tried to promote Star Wars without losing control are stated below:
     1.  Offered fans free Web space but under the condition that the creation became the studios'           intellectual property.
     2.  Set up AtomFilms.com as the official host for Star Wars fan films.  Films must parody the           existing Star Wars universe or be a documentary of the Star Wars fan experience.

There will continue to be a struggle between fans and corporate media.  They both need each other but how will they find a way to compromise?


Jenkins, H. (2006). Convergence Culture. New York:  New York University Press.
Star Wars image Retrieved October 10, 2009 from http://www.bayoustatesportscards.com/Chucks/694px-star_wars_logosvg.png

Sunday, October 4, 2009

Wk 1 Reading: Pokemon is an Example of Transmedia Storytelling


Transmedia storytelling is defined by Henry Jenkins as stories that unfold across multiple media platforms, with each medium making distinctive contributions to our understanding of the world, a more integrated approach to franchise development than models based on urtext and ancillary products (p. 334).  

For years I've watched my 9 year old grandson collect Pokemon characters, trading cards, apparel, books, watch Pokemon cartoons, and play the game on his Nintendo.  He and his cousin share what they learn with each other to be able to move to various levels.  He reads manuals and searches the internet for clues on how to play the game.  They are learning and sharing information to reach a destination.  

Yet when they go to school they are not allowed to work together to solve problems, to explore ways to gather information, to have fun learning.  How can we as educators start integrating transmedia storytelling in our classrooms?

Jenkins, H. (2006) Convergence Culture. New York:  New York University Press.

Google Image Retrieved October 4, 2009 from http://images.google.com/images?hl=EN&source=hp&q=pokemon&gbv=2&aq=f&oq=&aqi=g10

Wk 1 Reading: How Can We Apply the American Idol Marketing Concept to Education?


     As I read Chapter 2 in Convergence Culture, I kept asking myself how could I apply the marketing concepts used in American Idol to get students and parents excited about education.

    We live in an environment where what gets measured is what counts the most--test scores, for example.  How can we get our stakeholders to share information, to discuss their passion for education, to post messages on the internet about the benefit of what we do every day?

    How can we as educators move more toward branding with "lovemarks" than brand loyalty?
The definition of lovemarks:  Term coined by Kevin Robers, CEO Worldwide of Saatchi & Saatchi, to refer to companies that have induced such a strong emotional investment from consumers that they command "loyalty beyond all reason."  The definition of brand loyalty:  Brand loyalty is the holy grail of affective economics because of what economists call the 80/20 rule:  for most consumer products, 80 percent of purchases are made by 20 percent of their consumer base. (p. 72)

   How can we as educators bring our stakeholders together to make a difference in the lives of our students who are our future?

Jenkins, H. (2006). Convergence Culture. New York:  New York University Press.
Image by Diane Wright

Saturday, October 3, 2009

Wk 1 Reading: What Does Old Media Mean by Convergence?


Henry Jenkins outlines in his book Convergence Culture that convergence is an old concept taking on new meaning.  Convergence refers to a process.  It happens when we take media into our own hands; when mobile and film companies work together to decide when a new film will be released; when entertainment, memories, and relationships all flow across media channels.  

The convergence culture represents a shift in the ways we think about our relations to media, that we are making that shift first through our relations with popular culture, but that the skills we acquire through play may have implications for how we learn, work, participate in the political process, and connect with other people around the world. (p. 23)

We are already living in a convergence culture.  As Pierre Levy quoted:  None of us can know everything; each of us knows something; and we can put the pieces together if we pool our resources and combine our skills. (p.4).

Jenkins, H. (2006) Convergence culture. New York: New York University Press.

Technology Image Retrieved from Google Images October 3, 2009.

Wk 1 Reading Chapter 1--Why Spoil Survivor?

  
Jenkins (2006) refers to "Survivor Spoiling" as knowledge communities forming around mutual interests; members working together to find new knowledge where information is communal and adversarial.  He describes survivor spoiling as collective intelligence in practice.  He offered this perspective:  Only certain things are known by all--the things the community needs to sustain its existence and fulfll its goals.  Everything else is known by individuals who are on call to share what they know when the occasion arises. (p.28)

Spoiling and gaming have similar characteristics.  
     1.   target audience
     2.  characters
     3.  setting
     4.  plot
     5.  goal

Since I am one who doesn't like to know how the movie or book will end, I appreciate that "Spoilers" identify in the blog that they plan to share what will happen next in the series.  Please click on the link below to see an example of a Survivor episode.

Jenkins, H. (2006). Convergence culture. New York: New York University Press.

Episode Three Reward Challenge Retreived October 3, 2009 from http://www.youtube.com/watch?v=K6_CTghaie8 

Wk 1 Show Me What You Know