Saturday, September 6, 2014

Reed's Digitized Lives Summary Part 2

Summary:

In Reed’s sixth chapter of Digitized Lives, he focuses on the impact of digital culture on politics. He opens by asking, really, whether people are more involved in politics because of digital spaces like the Internet. Reed discusses that the are positive and negative implications with the intersection of the Internet and politics, highlighting electronic voting and fraud, first and then digital campaigning. An interesting study he cited was that of Cass Sunstein’s, who “argues that most people using the Web to follow politics do not seek out a variety of perspectives, but instead seek out information and opinion sources that match their existing ideological biases” (123). Regardless of whether the web does or does not help citizens gain political awareness, Reed believes that “it is a dangerous disservice to democracy to fail to use the opportunities provided by the Web” (124). The dispute remains as to how much political information on the Internet impacts people. Reed then discusses that digital technology can affect the government in tremendous ways, discussing the bringing down of authoritarian regimes and using the Web to spy on and track down dissenters. He notes the Arab Spring Revolutions, the Occupy movement, and countries such as Iran, China, and Eastern Europe that have used the Web to their advantage (125-126). Reed then examines social movements affected by the Web.  He discusses Wiki-leaking, live streaming, and slacktivism that is made possible. “Digital social movement activity includes both new ways to accomplish older forms of organizing, and truly new forms only possible in the Internet era” (129). Reed cautions that despite the fact that positive possibilities gained from the Internet, it has also created space for “white supremacist, anti-immigrant, Islamo-phobic, sexist and homophobic groups” (131). He also discusses activist movements/platforms made possible such as OccupyWallStreet and HarassMap. Reed distinguishes between three terms (hactivism, wiki-leaking, and cyberterrorism), hactivism including electronic or digital civic disobedience. The Wall-The World was also
discussed at the end of the chapter, which seemed really interesting.
            In Chapter Seven, Reed explores the impact of digital games on culture. One interesting theory he discussed at the beginning of this chapter was assemblage theory, that “game characters are both pixels and bits of us, not people in little virtual worlds separated from us, but human creations that recreate us as we become in some sense absorbed, cyborg-like, into game worlds (142). He discusses different types of digital gaming and mentions that women actually represent a larger population within the demographic of gamers than do teenage boys. Reed discusses how games are teaching devices and then launches into whether games make people more violent, especially in light of the fact that sometimes the “real” world and the game world aren’t always super distinguishable. He says that there still isn’t enough evidence/correlation/research that gaming has a positive or negative effect on the brain. Reed discusses the links between the military and gaming and how both have affected each other.  He noted something that I noted when the war in Iraq began, that reporters were reporting in the trenches and literally “embedded,” giving the viewer an entirely different position, which renders the concept of war as playful (148). Interestingly, virtual reality and video war games are being sued to treat PTSD veterans and soldiers. Reed then discusses the racism, sexism, xenophobia and homophobia in games. He discusses health issues wrought from playing, the lack of female leads, misrepresentation, race and issues with Lara Croft. “[I]t is a reflection of political timidity that we have game ratings for violence and harsh language, but no ratings for racism, sexism or homophobia” (157). Reed discusses issues with new races really just perpetuating current issues with racism. He concludes his chapter by stating that there are a lot of possibilities for social transformation with games (160).
            In Chapter Eight, Reed discusses how technology affects our children and their learning. In the beginning he makes a good point that just because we can access information much quicker, it does not make that information knowledge and that knowledge, likewise, is not wisdom (164). I was impressed with the section on digital learning where Reed laid out the fact that over 90% of the time students are spending online is with their same friends/people they do offline. I was also impressed with the amount of time children spend online. He explains that computers allow teachers to spend more time in face-to-face and personal interaction with students. Computers can also make teaching to the test more engaging. Reed then discusses how digital technology can help us cater to different learning needs and modes of learning. One interesting thing Reed said was that “Standardization is taking place not because of computers, but computers facilitate or provide a rationale for this kind of unimaginative pedagogy” (171) and I think there is a lot of truth to this…it allows us to measure and graph in unimaginable ways…we get instant results. While Reed does say that online teaching has brought us to think more about pedagogy (172), I don’t necessarily agree. The rest of the chapter is dedicating to thinking about MOOCs, the “business” of education, and financial implications in digitizing education.
            Chapter Nine presented some fascinating statistics on access to the internet. As 70% of the world’s population have no engagement with digital culture, Reed says there are three broad lacks that shape this stat: lack of economic resources, lack of information relavant to cultural groups, and lack of computer literacy skills (180). Reed explains that the digital divide, focusing a lot on access, is not just one thing, but divides within its divide. That English still dominates the Net, Andrew Carver’s believe that the digital divide is the human rights issue of this century, and access dominate the first section of this chapter.  Warschauer’s chart is discussed, which shows four levels that are key to the digital inclusion project: physical resources (focus on getting required hardware and software), digital resources (content addressed particularly for that particular set of users), human resources (people who can provide proper training in techno literacies), and social resources (model users and support networks to break reticence) (185-187). Reed explains that sustained access, high-speed internet, funding, government support, and community members with vision are necessary for inclusion. Digital inclusion matters because “[d]igital technologies and the nearly instantaneous transnational communication links they enable have been almost universally cited as a key factor in the economic, political and cultural processes that make up contemporary ‘globalization’” (193). At the end of the book, Reed states that the benefits of digital media can only be realized when we take responsibility for digital divides.

Main Argument:

The digital divide is multifaceted and complex, divides persisting even within the divide itself, and we must do our part to ensure those divides do not take a life of their own, as they perpetuate stigma, othering, and cultural norms that can be forever in/visible.

Three Quotes:

“Continuing elements of sexism, racism, homophobia and other socially destructive elements of contemporary games will not go away automatically, any more than they will go away automatically in the wider social world” (159).

“More generally, is militainment making it more difficult for the general citizenry to sort out justifications for war and blurring the line between civilian and military roles?” (150).

“Why does digital inclusion matter so much? Digital technoloiges and the nearly instantaneous transnational communication links they enable have been almost universally cited as a key factor in the economic, political and cultural processes that make up contemporary ‘globalization’” (193).

Two Compelling Arguments:

When Reed discusses education and computers I felt that he did make some interesting points.  He explains that computers allow teachers to spend more time face-to-face, to pay close attention to individual students, and to find new means of teaching to the test.  He also discusses how online teaching asks teachers to think “more carefully” about their pedagogy. I disagree with a lot of these points. Foremost, I think that in this section Reed focuses a lot on the term “computers” as opposed to the digital pedagogies that teachers utilize. He mentions multi-modal outcomes but doesn’t spend a great deal explaining what he means. It seemed like the idea of teachers spending more time face-to-face was to say that teachers use computers to keep other students busy while they focus on individual issues, which is fair, but I’ve seen a lot of instructors use computers to make their classrooms less interactive. And the idea of online teachers rethinking their pedagogy more carefully is a major issue. So many instructors, grad student or not, are thrown into teaching online without any training whatsoever. A lot of thought and care needs to go into designing a course like that, and actually, a lot more time than one would think.  But, all too often, instructors essentially create self-directed courses with little to no interaction that turn into a space for students to essentially memorize and regurgitate information by a particular date in order to pass.


When Reed stated that in the US children 8 to 18 spend on average nearly 8 hours online, I was shocked.  I remember this figure being quite high when I was beginning college but I had no idea that it had risen to nearly 8 hours. When I see children in elementary school with cell phones and laptops, and perhaps it is because of when and where I grew up, I feel a rock in my stomach. Whatever happened to physical play and to learning actually physically with others through conversation and interaction? I’m curious as to if others in class would agree that Reed doesn’t answer one of his initial questions at the start of Chapter 8: “[A]re [our students] a generation of informed, active learners with different, but, perhaps, better ways of gaining and making knowledge?” (163). I’m curious because the youth in my family are quite digitally apt. By the age of 2, all of my cousins’ children (and there are 5 of them), are quite proficient in operating an iPhone or iPad while having a conversation about something entirely unrelated to the game they are playing better. What makes their interaction and their learning better? Is it?


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