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Bill Brydon

Girl game designers | Carolyn Cunningham NMS - 0 views

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    "Educational programs designed to bridge the digital divide for girls often aim to increase girls' technological literacy. However, little research has examined what aspects of technological literacy are highlighted in these programs. In this article, I provide a case study of a video game design workshop hosted by a girls' advocacy organization. Through observations, interviews, and analysis of program materials, I look at how the organization conceptualizes technological literacy as contributing to gender equality. I compare this conceptualization to how technological literacy was taught in the classroom. Finally, I draw on situated learning theory to help explain how girls responded to the class. In the end, both the organization's limited notion of how technological literacy could increase gender equality as well as gender and race differences between the teachers and the girls influenced girls' participation in the workshop."
Bill Brydon

Radical Teacher - Critical Gaming Pedagogy - 0 views

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    "Meet Benjamin, an aspiring Game Designer. If he works hard to accumulate the required skills in the game design industry, his career path will move steadily and predictably from Beta Tester to Hacker and finally to Game Designer. If he is not satisfied with that achievement, Benjamin can keep working and move up to Venture Capitalist, opening his own company, or ultimately to Information Overlord, entirely monopolizing the regional media. No glass ceiling will bar his ascent; no workload increases will tax his resolve; no layoffs will frustrate the steady pace of his advance. Regardless of age, race, class, or gender, with a little hard work and ingenuity, Benjamin can achieve any career he wants. If this career vector seems too good to be true, it is because it is not true. Benjamin is a simulated character-a sim-inhabiting the virtual space of the popular video game The Sims. McKenzie Wark, author of the book Gamer Theory, created Benjamin as an example of how games are not so much simulations of reality, but ideal models that embody hegemonic ideology (20-22). In this case, Benjamin's easy prosperity reveals how the algorithm governing economic life in The Sims is based on an "American Dream" in which an ideal combination of meritocracy, full employment, equal opportunity, and upward mobility is perceived to be the norm. Wark purposely contrasts his virtual Benjamin, who lives in this free-market ideal of capitalism, to the real Benjamin, a game designer struggling to survive in today's harsh economic landscape. After losing his job at a small game-design firm that went belly-up, the real Benjamin moved to a larger firm-Electronic Arts, owners of The Sims. In an online forum, Benjamin's wife exposed how"
Bill Brydon

You Had Me at Foucault: Living Pedagogically in the Digital Age - Text and Performance ... - 0 views

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    This essay examines the role of technology and social media in the performance of decentered heteronormative bodily and pedagogical power. Today's teaching spaces occupy traditional, physical outlets but also imaginary, online gathering places such as blogs, Twitter, and Facebook that have become extensions of our pedagogical bodies. I argue that feminism and queer theory-united by Foucault's upheaval of norms-provide critical sites to engage this discussion. Where feminism has become accessible inside and outside the classroom, resistance to queer theory persists. I share some of my own experiences with bodily ambiguity via teaching and living with social media that I hope can bridge the accessibility gap to move toward an emancipatory theory of pedagogical bodies in the digital age.
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