Monthly Archives: March 2013

Minecraft and Manners 2.0

So I’m at home working, and two of my sons are online playing Minecraft on computers in different rooms. Suddenly, one of them slams down his headphones, yells down the hall at his brother and stomps off into his own room slamming the door.  I go upstairs to find out what all the noise is about. Through the door, he tells me that his brother pushed him in the lava. I’m like, “Excuse me. Come again.”

“He pushed me in the lava!” he yells back.

I turn around and walk down the hall to confront his brother. “You want to explain to me what happened here?” I ask.

“No.”

“Did you push your brother in the lava?”

“Yes.”

“Well, you are not allowed to push your brother in the lava in this world or the virtual world! Do you understand?”

“Yes.”

At this point, I am trying so hard not to laugh. “Do NOT let it happen again. Seriously, I can not believe that we are having this conversation. Where are your manners?”

Virtual environments and other online sandboxes afford a player the opportunity to interact with others–sometimes in ways that they would never consider in the real world. (See example above.)  However, virtual worlds also allow players to experiment in different environments and scenarios. James Burling, a graduate student at UMW, used Minecraft to teach performing literacies during a summer reading program. Participants “utilize the video game Minecraft to recreate elements, activities and stories from the Summer Reading Program,” thus, becoming the character or inhabiting the world of their favorite books.

https://www.youtube.com/watch?v=5Z8UwXOPE8w

In another example of library-based gaming , Mr. Jarrett at NCS runs an after school program where he “creates a learner-centered, student-guided experience in which kids in grades 1-8 can play, collaborate, teach and inspire each other” using Minecraft and MinecraftEDU . Reflecting on his experiences, he wrote, “We spent a lot of time making sure kids were ‘playing nice’.”

Hey, manners matter in this world and the virtual world. No matter where you play– remember..No pushing!

Read More:

How Second Life Affects Real Life from Time magazine

Eastwick, P., Gardner, W..  Is it a game? Evidence for social influence in the virtual world . Social Influence. 2009;4(1):18-32.

Journal of Virtual Worlds Research

Pace, T., Bardzell, S., and Bardzell, J.. The rogue in the lovely black dress: intimacy in world of warcraft. Computer Human Interaction, 2010, 233-242.

Virtual Worlds for Girls

Virtual Worlds for Teens

Young, G., and Whitty, M.. How Should We Judge Deviant Behaviors on Virtual Worlds? A review of Transcending Taboos: A Moral and Psychological Examination of Cyberspace, New York, NY: Routledge/Taylor & Francis Group, 2012.

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Filed under Creating, Virtual Environments

Basketball Twitter Diaries

 

I work at a super cool high school library that is fortunate enough to have a 70″ flat screen in its space. This last Thursday and Friday, we aired the NCAA Basketball tournament from 11 am to 4:30 pm. Previously to turning on the games on Thursday, we had not promoted the viewing, and when I first turned the games on, I noticed a student texting his friends. Pretty soon, we had more, more spectators, phones in hands, arriving as the games got under way. We were at capacity both days, and on Friday at 4:30 pm, I had to literally force some of our male students to leave against their will.

During the games, the students were very engaged-yelling at the screen and reacting to the plays. They were also talking to each other and on the internet and their phones. Many were commenting on the Twitter feed on the sidebar-commenting on the comments and commentators. They were participating and connecting, in both the physical and virtual environments.

This level of engagement can be replicated in the classroom using Twitter and other chat tools. Students have something to say that can be said in 140 characters or less.

Read more:

Danah boyd, Scott Golder, and Gilad Lotan.“Tweet Tweet Retweet: Conversational Aspects of Retweeting on Twitter.” Proceedings of HICSS-42, Persistent Conversation Track. Kauai, HI: IEEE Computer Society January 5-8, 2010

New on the Shelf: Teens in the Library. Findings from the Evaluation of Public Libraries as Partners in Youth Development, An Initiative of the Wallace Foundation. Final Report.

Social media demographics 2012: 24 sites including Twitter, Facebook, and LinkedIn

Teaching Teens to Twitter: Supporting Engagement in the College Classroom, Rey Junco, Associate Professor and the Director of Disability Services in the Department of Academic Development and Counseling at Lock Haven University

The Trending 20: Teens On Twitter Share What They Like Least About High School

 

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Filed under Connecting, Sharing

Keeping Up with the Kids

My friend posted this on Facebook this week:

Now, I’m thinking to myself, “Great! I just figured out how Facebook works, gotten up to speed and am more engaged, and it’s already passé.” According to an article by Anne Flaherty at Huffington Post, “More than three-fourths of teenagers have a cellphone and use online social networking sites such as Facebook, according to the Pew Research Center’s Internet and American Life Project. But Facebook for teens has become a bit like a school-sanctioned prom – a rite of passage with plenty of adult chaperones – while newer apps such as Snapchat and Kik Messenger are the much cooler after-party.” These apps do not require a credit card or even a cellphone; all the child needs is an internet connection and a device-no parent permission, no supervision.

Teens use social media to engage their friends and participate in the digital community. While adults worry that children are communicating with strangers online, most say that social media strengthens their relationships, and many have used social media to make connections with friends of friends. In their book Hanging Out, Messing Around and Geeking Out, Ito and company make this statement:

The fact is that teens will go where their friends are, and their parents are not. It does not matter if it is the street corner, the mall or Google+.

Read more:

The Online Generation Gap: A Study by the Family Online Safety Institute

Online Reputation Guide for College-Bound Students from SafetyWeb.com

Social Media, Social Life: How Teens View Their Digital Lives from Common Sense Media

Teens and Technology 2013: A Pew Internet Study

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Filed under Connecting