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Dr.
Linda Wason-Ellam is a Professor of Curriculum Studies in the College
of Education, University of Saskatchewan. In 2002, she provided the
Foundations Learning from Practice Conference with insights
from her extensive research into literacy.
Socialization
in Virtual Realities
Literacy
as Social Practice
Commodification of Childhood
Lessons Learned
Rethinking Media Worlds
References
On the occasion
of the McDowell Foundations 2002 Learning from Practice Conference,
I was asked to share thoughts on my on-going research addressing
the social worlds of literacy learners. While working as a teacher-researcher
for over 37 years, there have been many children who have taught
me about their literacy worlds. Teaching in inner-city neighborhoods
within the USA; working with refugee children in Canada, multi-ethnic
schools in England; religiously integrated schools in Northern Ireland;
and community schools in Saskatoon gives my work a kaleidoscope
of perspectives. In Colors of the Wind, lyricist Stephen
Schwartz states that "if you walk in the footsteps of strangers,
you'll learn things you never knew you never knew." And that
is what I do. In research, I project myself into deeply textured
experiences and perspectives quite different from my own to create
a nuanced understanding of children. As I explored the multiple
literacies that exist in families and communities, I sharpened my
research focus to look at the whole child in many contexts
schools, homes, and communities. Understanding children's situated
histories within these landscapes has been a starting point for
raising critical issues about literacy practices. Critical literacy
as a form of social activism involves readings of situated lives
and commitment to creating possible practices that extend from those
readings.
Literacy
as Social Practice
Literacy is
often described as a set of social and cultural practices; it is
not simply a skill learned through formal schooling or detached
from other social activities. Such a view of literacy has a deep
research and theoretical base in socio-cultural studies (Heath,1983;
Street,1995) but also in family literacy studies (Taylor, 1983;
Taylor & Dorsey Gaines, 1986; Fishman, 1983, Wason-Ellam,2001)
and community literacy (Moll,1992; Barton & Hamilton, 1998;
Neuman & Celano, 2001). This social-cultural orientation speaks
to the role of context as increasingly important in educational
research and theory building. Like others, I believe that critical
to literacy research is an expanse of Alived time" or historicity
doing field work in urban neighborhoods so that I am are able to
understand, interpret, and respect the literacy lives of children
and families in determining social-cultural meaning in ethnographic
research.
Literacy practices
are as fluid, dynamic, and changing as the lives and societies of
which they are a part shift and change (Barton, Hamilton, &
Ivani
, 2000). That makes literacy not just an individual construct,
but a more complex concept that is embedded in the daily stream
of activities within families and their community networks. Literacy
practices across family, community and school settings are viewed
as complementary when the literacy practices that occur in these
spaces build on and easily inform each other, non-complementary
when these practices do not do so. Often children from the mosaic
of Canadian cultures are outsiders in the natural rhythm of classroom
cultures. Their everyday or vernacular literacies which exist in
their home lives are less visible, less influential, and less supported
(Barton & Hamilton, 1998, p. 10), or do not fit into the high
status of school literacy or the language codes of the dominant
culture.
What are the
everyday literacies that children share? Over many studies, I observed
that in the naturally occurring dialogical routines, children often
share chatter, news, and stories informally in the realm of the
daily collaborative work especially in activities such as writers
and readers workshop. Children follow the culture of media technology
as rapport-talk, a way of establishing classroom conversations or
negotiating relationships about things they have, things they want,
and things they see rather than things they do. To illustrate, I
draw upon my observations of children in homes, classrooms, and
communities.
I have become
increasingly aware that family and community literacy research may
not address the widening divide in what constitutes literacy learning
and who has access. In today's world, young readers and writers
are developing layers of literacy beyond the traditional tools of
family story book reading, exploring magnetic alphabets, or experimenting
with paper, crayons, and pencils which are the situated practices
and building blocks of learning that underpin and support the more
valued literacies that school teaches. Immersed within the layers
of these Achild networks" (Nespor, 1997) is an emerging digital
and media culture, a hybrid literacy often under the guise of being
educational, that is being propelled by a confluence of technological
and economic forces that has created a plethora of media products
and services marketed to children worldwide. These layers of literacy
are articulated through a variety of interactive linkages not only
in the dialogical spaces between adult and children but also in
the decontextualized spaces found in representations (books, games,
leisure activities) but most of all in the virtual spaces transmitted
through globalized technologies (television, films, computers, and
videos). As a researcher, I have been interested in the question
that asks: What is happening in child networks where young readers
and writers engage in social and cultural activities with electronic
texts that are spread across mass distributed images or representational
spaces?
Commodification
of Childhood
Trade treaties
aside, I have become aware that the driving force behind much of
what we call globalization in Canada is the communications revolution;
the present ability to exchange ideas electronically (and often
instantaneously) around the globe is changing the way we live. Already,
the effects of new information technologies are being observed in
the children's culture especially within the health communities
the physical inactivity of children, inattentiveness, and
obesity and in education with the work of Patrick Shannon and Kenneth
Goodman who raise issues on the commodification of reading materials
and practices. Commodification means that reading instruction has
become pre-packaged to sell in the public spaces of schooling (Shannon
& Goodman, 1994, p. 215-216) and the private spaces of homes.
From leveled reading series to Jump to Start to Reading computer
games, Hooked on Phonics instructional materials, Between
the Lions videos or the battery operated Leap Pad Reading
Series, reading is packaged and tailored to markets as much
as any other product. So much so that Hooked on Phonics is
on the New York Stock Exchange as a publicly traded company. Publishers
rely heavily on research to produce their curricula products, but
it is market research that more often that carries the day on how
to sell more products, not basic research on how children learn
to read. Who is making decisions about how reading is taught? As
more of the teaching practices have been changed by leveled reading
programs, teachers are being deskilled as the responsibility on
what to teach, how to teach, and what materials to teach
have been co-opted by the publishers. In the same way, commercial
publishers are changing the way parents foster early literacy in
their homes. Leveled reading series are produced as computer games,
library resources, or as Disney teach-at-home-products which regulates
children thinking, level by level, to a guided mastery of controlled
information. This may be contrary to learning to read as a problem
solving process for in reading a book off a library shelf it is
the reader that displays the agency by sampling the text and predicting
the word that makes the sentence meaningful. Incidentally, the same
companies that produce leveled reading as home products and for
school instruction also produce the standardized texts that are
altering the way children learn to read. Why is this monopoly not
a conflict of interest?
So how are
young readers using electronic technologies in their leisure time?
There is a growing awareness that media technology has overtaken
children's playtime, so that they are becoming more sedentary and
robbing them of the carefree hours in which they could be enjoying
the creative forces of play (Wason-Ellam, 1997) such as climbing
trees, investigating a bird's nest, or walking along the riverbank.
Children are living within the geographical spaces of community
but most are engaged in structured play outside those parameters
in the battery-operated, electronic or digital spaces of the virtual
worlds (Wason-Ellam, 2002). The rapid infiltration of digital and
electronic literacies into homes in North America and beyond to
the globalized world has witnessed the production of children's
television programs in tandem with children's books and websites,
as well as multiple distribution Aplatforms" such as CD-ROMS
and video games. All of which is blurring the boundaries of the
retail line between mass marketed books, media, the spin-off toys
and the food industry, such as the fast food giant, MacDonalds,
the purveyor of Disney toys linked to Disney movies and books and
merchandised with unhealthy food. These commodities are resources
in Aa built kid's community" with layers of attached meanings
that are becoming essential for children to possess in order to
socially construct identities, selves, and relationships with peers.
Seiter (1993)
states that children depend upon commodity consumption Anot just
for survival but for participation, inclusion, in social networks
(p.3)." For most children every other child they meet will
know some of the same things, do some of the same things,
and perhaps have some of the same things, such as Winnie
the Pooh t-shirts. This possession about things gives children the
currency of being identified as Ahip" or belonging. Reflecting
over time, I have begun to realize that the extraordinary power
attained by commodity capitalism has altered the exchange process.
Trading in the cultural value of goods means that exploitation which
is at the heart of capitalist exchange process is Athe child as
consumer," (achieved through pester power) not the adult as
the purchaser. The appeal of the consumer industry is undiminished.
Accumulating, ordering, naming, trading, and assigning value to
media collectibles are all primary impulses of increased complexity
and commercialization. You can't get one Scooby Doo or Spiderman
video; you have to collect them all!
In playing
with media characters like Barbie a doll, a story character,
a video and movie star the opportunities for learning are
limited because of the association of Ahigh definition back stories"
for the imaginary situation already contains rules or behaviour.
That makes Barbie more than a teen-aged doll for she has a back-story
representing a pretend world beyond every-day childhood roles. For
every activity, Barbie has a wardrobe change, that is, she has accessories
that are sold separately for roller-blading, jogging, skiing or
dancing at the prom. Since Barbie is about collecting paraphanalia
rather than constructing fashions out of silk scarves or remnants
from mother's sewing basket, a child's ingenuity and creativity
may be crimped. If the child gets tired of the Barbie doll, then
with a flick of a switch, that child can connect to a Barbie Fashion
Play Corner on the Internet to spend time in the game-room, selecting
a fashion word search or a playing a game that allows her to dress
up a model the way she wants it to look!
Alternatively,
when a child uses open-ended toys such as erector sets, building
blocks, tinker-toys or Lego, it challenges his/her manual dexterity
in building a myriad of forms. To transform a plan into a construction
project requires higher order thinking skills, such as analysing,
problem solving, estimation, weighing alternatives, creative thinking,
and stretching imaginative thinking; skills that are not needed
when a child is staring at a television screen, pointing and clicking
a computer mouse, or pushing a joystick.
Mega-corporations
such as Disney and AOL Time Warner with arms into children's publishing
houses have made media books lucrative as possible to attract would
be investors. As a consequence, media literacy is replacing book
reading. Book lines based on the electronic game Spiderman, Monsters
Inc. or the latest Star Wars movies are hot sellers which are sold
in supermarkets, pharmacies, corner or discount stores, and even
gas stations. Successful book licences are distributed in Canada
and globally by foreign-owned multinationals. Favorites like the
television-linked Blues Clues books relating glib struggles are
written and illustrated with formula plots and cartoon caricatures
making them illustrated stories rather than children's but they
rank at the top in the New York Times best sellers list and
somebody is making a profit. While less popular but high-quality
Canadian picture storybooks reflecting the cultural mosaic such
as the Objiwa tale, Morning on the Lake (Waboose, 1993),
conveys to readers a morning glide through still lake waters in
a canoe, amid haze and reeds. More valuable than reaching a particular
destination, readers experience an ecological journey.
Why use children's
literature? Picture storybooks use illustrations to extend, clarify,
complement, or take the place of the words. Pictures are consistent
with the text to help tell the story. Picture storybooks also have
in-depth plots which lead to critical and thoughtful reading as
they feature roundly developed characters who make moral decisions
and contemplate the reasons for their decisions. Huck et al (1987)
argue, AIn a literary story the author has time to develop the characters
into fully rounded human beings. The reader knows the nature and
pressures of each individual and can understand and empathizes with
the character (p.467)." As children experience story, they
may begin to filter out some meaning for their own lives. This allows
children to organize and shape their own thinking about life as
they follow through story, the lives of others. More importantly,
literature provides a lens through which children can examine their
own lives, their own experiences, their own cultural realities and
viewpoints (Eeds & Hudelson, 1995). Literature also allows them
to enter into realities that are different from their own. When
they do this, they broaden their own perspectives and extend their
humanity by considering ways of thinking and making sense of lives
other than their own. Canadian educators are vexed that traditional
book-based publishing models based on serving libraries and schools
is being replaced by the media-market model that sells entertainment
to the masses readily available at global ventures, i.e., Wal-Mart,
Superstore or Shopper's Drug Mart, and some are finding their way
to the shelves of the Saskatoon libraries. Companies that sell Ahigh
end" picture story books may find themselves not able to justify
their existence for libraries are finding it difficult to stretch
their dollars to meet the demands of both books and the computer
technology and school libraries, too, see that these books are not
in demand. It becomes clear that in the global world, Disney, one
of most powerful media conglomerates, promotes cultural homogeneity
with a stranglehold on consumers (Giroux, 1999, p.157) including
shaping the landscapes of young readers.
You may ask
are media activities really teaching reading? When children play
computer games or view children's TV programs where there is text
on the screen, parents may feel relieved that they are reading,
or at least doing something that can be called "edutainment"
(Crawford, 1994). Edutainment is the fusion of education and entertainment
offerings that invoke a pretense of education functions to please
parents who think their children are engaged in literacy learning.
Invoking education serves as a means of legitimizing many media
pursuits that might otherwise be regarded as overly indulgent fun.
In many of the interactive computer reading games, the player hears
a recorded child's voice reading, such as "We went to the
beach, just Grandpa and me." Then there is an animated
sequence where the player gets to use the mouse, clicking on objects
all over the screen like a treasure hunt to see what will make noise
and what will move. It's very appealing and hip as the player looks
for hypermedia links on the screen that follows a new pathway in
the story plot. Children often spend a good 10 minutes trying out
the one screen before moving on to the next.
The next what?
Surely not the next page in an unfolding story. If you wanted to
a read the story you wouldn't be messing around with the screen
in the game for 10 minutes you'd move from one screen to
the next to keep the plot moving rather than fragmenting the threads.
If you wanted the story, one would assume that you'd read the book,
in fact. What the children really want to do is to play the game,
see what moves and makes noise, and go to the next screen to see
what moves and makes noise there. What is really happening in many
of the reading games is that children are playing a captioned video
game, a story in fragments and not having an experience with reading.
In this way children are immersed in associative thinking rather
than sequential learning of an unfolding story.
On the other
hand, it is more useful for a child to hear a story read-aloud than
listen to a computer voice or as TV character. The greatest part
of the learning experience lies not in hearing the words of the
story but in the interaction with the reader. As educators, we need
to sound the alarm and draw attention to the results of TV's quick-cut,
fast-action format on young children which appears in TV, videos
and computer games which may lead to a decrease in imaginative play,
non-involvement in play materials, low frustration tolerance, poor
persistence, and a confusion about reality and fantasy. Even programs
like Sesame Street or Barney where the context moves so quickly,
leaves no time for the response or reflection that are an important
part of a child's learning experience. Does prolonged experiences
with these kind of programs lead instead to a shortened attention
span, a lack of reflectiveness, and an expectation of rapid change
in the broader environment. Why?
Animation (as
in Disney videos) is a denaturalized fiction which does not deal
authentically with real social life or interactions B usually it
is a parade of flashes. Instead of developing paths to the understanding
of personal experiences and modern social life, the disconnected
images and messages dig deeper channels to fantasy. On the other
hand, narrative in children's literature is a means of negotiating
the broad patterns of thought and feeling; it is through early experience
with stories that young children gain an intellectual framework
within which they can integrate experience and perception. In children's
animation, narrative works the other way as it is a sequence of
scenes strung together like a storyboard. Various encounters might
cause confusion for young viewers as the camera may cut back and
forth or what is called panning between different aspects or perspectives
of an event rather than involving an interweaving of character,
plot, and theme holistically.
Neil Postman
(1992) warns that media viewers may have great difficulty with objectivity,
with abstract and imaginative thinking. The reason is that TV or
videos are not a real-life linguistic experience. There is a difference
between an activity that requires nothing from the child mesmerized
in front of a screen and one in which the child is able to involve
her/himself actively. No matter what the content, staring into a
TV screen is an activity involving nonverbal cognition; it does
not encourage the sort of mental effort that forming one's own thoughts
or feelings and moulding them into sentences requires. Today's society
is constructed on the basis of convenience as demanded by an ever
increasing lifestyle where TV, videos, and computers are rapidly
becoming Achild sitters" or the other parent!
Lessons
Learned
If we look
at the scope of children's popular culture not at the adult romanticized
version of what children's culture is or should be, then we can
begin to see that children spend a lot of their waking hours with
Amedia friends" in virtual worlds rather than socially interacting
with others. Children are viewing animated characters from TV and
the video/computer games, comic books, videos, and toys spin-offs
from cultural-communication ventures. From early childhood, young
readers become hooked into the world of consumerism through media
texts that link their TV shows to what they read, eat, wear, play,
and view. This saturation with media entertainment may be presenting
children with a distorted view of the world by exposing them to
concepts totally unsuitable for and in opposition to their stage
of development. Do real activities, such as reading books, playing
sports and engaging in social relationships, get displaced by computer
or video gaming?
Unfortunately
they do. Many children feel close to the video characters, have
a strong sense of their reality, and feel akin to them in spirit
as between real friends. When queried by his teacher about what
makes a friend Tony wrote in his writing journal:
Leonardo
is my best and only friend because I like the way his stick punches
his enemy and kills them better than any one else. That's why
I want to write about his adventures. I think about him all the
time. We are buddies.
What is Tony
telling his teacher? It opens some questions about writing conversations.
Do we deal with the problem of video game content by excluding them
from classroom conversations or do we engage in dialogue? Do we
teach children to question the prevailing social practices of the
video games in a sustained critical manner or do we preserve the
hegemony of the consumer market video violence happens outside
of school life? How about a reality check on video stories? Fairytales
are potent because they do say something about real life, although
perhaps in fantastical ways. Do video tales say something about
reality, too?
When asked
to read aloud her story about a friend, Miranda who was born in
Guatemala, showed her affinity for Britney Spears in a poem:
Britney
Sings, Dances
Pretty, Actress
Nice, Beautiful
Blonde, 19
Cool, Celebrity
Friend
What is Miranda's
reality? The fusing of entertainment and education blurs the boundaries
between public culture and commercial interests finding expression
in films, radio stations, television networks, and publishing which
provide the Disney company with sites from which to promote its
cultural pedagogy, the production of knowledge and values. What
is less transparent for parents is that it commodifies culture and
constructs children's identities within the ideology of consumerism.
Girls want to look like Britney Spears and boys want to be like
Action Men. Globally, Disney markets its spin-offs on toys, sports
gear or videos or everything else connected to childhood as evidenced
in the definitive document on childhood -The Sears Wish Book,
Christmas 2002.
Rethinking
Media Worlds
In a global
society, the children's culture is in flux. As a researcher, it
has been my intention to engage in dialogue, reflection, and interpretation
to seek to make what is implicit and tacit about the children's
culture explicit to others. Culture is essential to any understanding
of this body of work, a critical ethnography, for it describes the
particular ways in which children as a social group live and make
sense of their Agiven circumstances" and conditions of life.
Besides defining culture as a set of practices, ideologies, and
values from which children draw upon to make sense of the world,
I recognize that cultural questions help me to understand who has
power and how it is reproduced and manifested in the social relations
that link childhood to the wider social order. Culture, i.e., the
children's electronic network, is being analysed not simply as a
way of life, but as a form of production through which monopolistic
media conglomerates dominate and define Agrowing up" as a life
script. From getting-a-child-ready-for-school literacy, getting-a-child-through-school
literacy, and manoeuvring-a-child-to-join-the-consumer culture,
childhood is commodified and exploited by the hegemonic practices
of capitalist production, namely, the media companies. In so doing,
hegemony is an active structuring of the experiences and cultural
norms of children by Disney and others, who dominate the child markets
with their goods, often with the intent to promote literacy learning
with their spin-off Aedutainment books and games." Moreover,
the pursuit of lucrative profits generate activities that often
work against the deeply held cultural values of schools, families
and communities as well as ignore sound theories on how children
learn literacy. Frequently the materials are drill and answer-recall
activities rather than require the learner to think thoughtfully
or critically.
What is essential
to make explicit is that these markets supply a term of reference,
i.e., images, visions, stories, ideals against which children, locally
and globally, are expected to live their lives whether they live
in Saskatchewan, Nova Scotia or Brazil. As children move in and
out of virtual communities organized by representations and cultural
forms from a narrow world--television, video and computer games,
and children's books, they are being saturated with commercial interests.
Although it is often not recognized, children depend upon commodity
consumption not just for survival but for participation, identification,
and inclusion in social networks. In this way, children often jockey
their social standing by their talk about what they know about media
icons and characters rather than talk about what they do themselves.
Kline (1993)
cautions about market goods that substitute for and displace the
traditional patterns of family relations when he states:
Something
is missing from childhood,...when we give a child a musical tape
of children's songs because we don't have time to sing to or with
them;....when we let them watch fantasies on TV, without reading
to them or exposing them to the intimacy of personal storytelling;
when we give a child Nintendo, but fail to teach them the finger
games or craft skills (knitting, carpentry, gardening) that have
been traditions within our families (p. 13).
Yet, the academic
commentaries about childhood seldom query the consumer markets as
part of a matrix of contemporary socialization or take into consideration
how children learn these roles, attitudes, and attachments that
reinforce the consumer culture. It may be less insightful to explain
what children are not reading or why children are not participating
in peer conversations, or not engaging in physical activities as
a problem with the child rather than recognizing the precipitating
role of the media culture.
What are the
possibilities? Perhaps the most pressing problem for both parents
and the educational community is the determination of the place
and importance of reading in the spectrum of leisure time activities,
especially in light of all the emerging options in electronic media.
It is clear that young readers will be spending more time in front
of electronic screens in the future than they do now, but what will
be the outcomes of this change? One avenue of inquiry that is suggested
by the preceding discussion is the area of intervention.
The media cannot
be ignored by schooling but must be treated seriously as social
practice and a social text (Luke, 1997, p.20). Hilton, (1996) and
Dyson (1997) all argue that schools need to foster ways to listen
and to value the many literacies and texts which help to construct
children's identities in and outside of school. Will reading texts
from an electronic screen, complete with multimedia accompaniments,
continue to provide the same kinds of mental imagery associated
with free reading in a quiet place? If not, how can computer use
and game playing facilitate reading to provide for some "text
time" in the leisure spectrum? There is a current wave of research
activity regarding computers in the classroom, but few investigations
have begun to examine the implications of new media on the child's
relationship with print asking questions such as: Do global technologies
influence the local literacies in Saskatchewan? Are global literacies
colonizing and cultural stripping?
The citizens
of the future will need to be print literate, knowledgeable about
math and science, and media and computer literate as well. There
is every reason to believe that all of these activities can be synergistic,
with traditional and new media presenting a cornucopia of child-enriching
possibilities. It is time to open a dialogue.
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