Digital Equity

“Digital equity is the social-justice goal of ensuring that everyone in our society has equal access to technology tools, computers and the Internet. Even more, it is when all
individuals have the knowledge and skills to access and use technology tools, computers and the Internet”
(International Society for Technology in Education (ISTE) Digital Equity Toolkit – Working Draft, 2006).

Nora Fleming recently queried me on digital equity. After writing back an extremely long response (see Q’s and A’s), I decided to plunge deeper — and probably more responsibly — into Nora’s specific area of interest and the work that she previously has done to that end. I wish I had done this digging first — and I hope any/all readers will do as I say, not as I did; from this point forward, I will do my homework first and pontificate last. Lesson learned.

So today I searched for a definition of digital equity and, to my relief, it is as I had conjectured — a state in which both the digital divide and the participation gap are bridged. I wonder if the term digital equity has fallen out of favor, as the definition and other articles I found that used this verbiage were not current; indeed, the piece I cite above (a working draft at that!) is six years old, which is a lifetime in the digital realm. If this is indeed the case, then Nora might want to consider adopting a more relevant label.

I would argue for a different term in any case because I’m wary of limiting our scope to just digital. Do we really wish to focus exclusively on the digital, I wonder — just 1’s and 0’s, only what’s written on microchips? Is that the characteristic of interest? Or do we wish to consider media and communication more broadly? This would encompass beneath its wide umbrella all things digital, as well as information products and communication processes that qualify as analog. Rather than digital equity, then, perhaps we need to call for communication equity... That doesn’t sound as catchy but maybe it’ll catch on…

I read Nora’s 6 November 2012 article, Schools Are Using Social Networking to Involve Parents, and was struck by a number of things. First, Nora already knows a lot of what I spewed in last night’s email. In fact, she had a few things to teach me; all the way from Washington, DC, she discovered and reported that I have a colleague in my backyard: “Wendy Lazarus, the chief executive officer and co-founder of The Children’s Partnership, a Santa Monica, Calif.-based nonprofit that helped launch a school-based digital education initiative for parents in the Los Angeles area several years ago” (Fleming, 2012, para 28). Overall, I found this article extremely interesting and full of useful information.

If I were to offer any constructive critique, it would be to consider some of the (1) human, (2) professional, (3) commercial, and (4) environmental impacts of this pursuit of equity. Often, good-intentioned interventions fail to deliver unqualified benefits — or even any benefits at all — where these dimensions are concerned.

1. Human

In terms of human impacts, I would challenge us to consider the toll that unremitting digital access can exact. According to Michael Searson, the executive director for the School for Global Education and Innovation at Kean University in Union, N.J., and the president of the Society for Information Technology and Teacher Education, “It’s unethical to provide a robust digital learning program in school for kids who don’t have access in their bedrooms and family rooms. As schools begin to integrate mobile devices and social media into education, the out-of-school equity issues have to be considered. Education leaders need to understand equity is not only access to devices, but access to the networks that allow people to get information” (cited in Fleming, 2012, para 38).

I disagree with the first part of Searson’s argument. A robust digital learning program can certainly be utilized in classrooms, and skilled educators there can help their students to scaffold their development of digital/new media literacies. It’s unfair to expect students to work on digital projects at home if they don’t have digital access at home — I agree with that. But what are the ethical implications of working towards online access in kids’ bedrooms and family rooms? The body of research on televisions in children’s bedrooms demonstrates that the presence of this media fount is correlated with impaired sleep (e.g., see this most recent write-up of a study from the University of Alberta). Humans need sleep. Humans need respites from any given activity, and certainly from more passively-oriented, visually stimulating activities. I happen to find it unethical to introduce powerful technologies into sensitive contexts, such as children’s bedrooms and families’ spaces for togetherness, without thoughtful, deliberate processes for establishing boundaries, and without offering some sample guidelines for reference and remixing.

Without these conversations and limits, some (most?) folks will struggle to appropriately portion control and will inevitably overuse. They’ll send infinite messages, spend excessive amounts of time managing Inboxes, bury their noses in their smartphones whenever there’s a lull in the action, and keep their mobile device at their bedsides, to jar them from sleep when an email comes in and to consult with immediately upon waking. We all know people like that, don’t we? And we cannot dismiss them all as addicts run amok, slaves to frivolity.

2. Professional

My partner, for example, is one of these embattled individuals. He’s accountable to notices that beep their way into his iPhone (which he pays for himself) at all hours of the day and night. I plead with him to just turn it off, but it’s not that simple. If Mike doesn’t react to the communique, he’ll soon hear about it from his boss in three other mediated ways (e.g., text, phone call, skywriting). And it’s not as easy as sitting down with his boss and saying, “Ease up.” If they institute a company policy to ignore the late-night notices, then another company will scoop up the notices’ embedded opportunities. Then this other company’s clients will ultimately land the jobs that will help them feed their families — these other company’s clients, not his. And Mike’s clients have hungry families too.

So we have a systemic issue here, which requires an industry-wide solution, perhaps a multi-industry solution, to give adequate amounts of time during the workday for the execution of professional labor, and to recognize that a limited workday does exist — all time does not equal work time. As Jeff Goldblum’s character in Jurassic Park reminded us, Just because we can [in this case, work around the clock], doesn’t meant that we should. And arguably, we can’t — see my humanness argument above.

These rules and realizations extend to teachers and parents too. They deserve a manageable slate of tasks and expectations so that they aren’t consistently set up to fail, and/or internalize the sense that they’re always falling short. In her article, Nora explained “Mr. Vodicka [Superintendent of Vista, CA] started a Twitter account and began making the rounds to schools, with the goal of reaching every classroom in the district and tweeting his experiences at each to his Twitter followers. Other administrators in the district have followed Mr. Vodicka’s lead—now, 60 administrators have school-related Twitter and Facebook accounts, and around three-quarters of the schools now have some kind of social-media presence” (Fleming, 2012, para 18).

I applaud this administrator’s transparency and accessibility. But I worry about the implicit — or explicit — demands this introduces for his staff and the parents in his district. Avoiding Twitter could frame teachers and parents as less conscientious, less communicative, and/or less contemporary than they should be. This is unfair since attending to Twitter and other social media accounts doesn’t come from a vast wasteland of time — teachers and parents aren’t thumb-twiddling, they’re phenomenally busy. So how does introducing accountability to social media add more (unpaid) labor to already teeming job descriptions ? And how does this detract, if at all, from quality of life and family time?

3. Commercial

In terms of commercial impacts, I’m wary of private enterprises’ encroachment into public domains. I studied commercialism in schools when I was working towards my Master’s degree in Child Development, and I worry about the growing prevalence of commercial messages in taxpayer-funded spaces, especially those frequented by youths. Some people say that these partnerships are win-win; for example, when as a kid I participated in Book It!, I was encouraged to read and rewarded with free personal pan pizza. But was this less of a win for reading, which arguably should be intrinsically motivated in order to sustain lifelong engagement, and more of a win for Pizza Hut (since only my meal was comped, not my brother’s, sister’s, mom’s, or dad’s)?

Nora wrote, “With donations from the Microsoft Corp. as well as $25,000 from the local school endowment, the district created “parent super centers” on five school campuses” in Houston. I appreciate this, but I can’t help but notice the business opportunity in this “philanthropy” which brands it as much, if not more, of a PR endeavor and chance to establish a brand relationship with a new market of consumers. Computers for Youth facilitates the receipt of a refurbished, personal computer by parent enrollees of computer training workshops; they also guide parents in how to get broadband Internet in their homes, which they can typically access at highly discounted rates (Fleming, 2012). Again, I appreciate this assistance, especially in terms of negotiating the complicated processes of subscribing for services and obtaining low-income discounts. But which company’s computers are they distributing? Which internet service providers are they promoting? How, if at all, do non-profit and public institutions operate as middlemen for multinational corporations, and what is the net benefit for citizens?

4. Environmental

In terms of environmental impact, let me back up and say, I had the good fortune of studying political economy with Dr. Ellen Seiter. In her course, we read Vincent Mosco’s The Digital Sublime, an eye-opening look at how increased digital consumption via personal devices contributes to inhumane labor conditions, massive amounts of e-waste, and dangerous scavenging through these mountains of chemical-dripping refuse by folks desperate for income.

Some research also identifies how increased demand for tin, tungsten, and tantalum — the elements that power our digital devices — has transformed them into “conflict minerals.” Like “conflict diamonds” (made famous by the 2006 film Blood Diamond), pursuit of these minerals has inspired brutal conflicts between rival militias in eastern Africa, resulting in widespread slaughter and rape (for a dramatized explanation of this situation, see Law & Order: SVU’s 2010 episode “Witness,” written by Dawn DeNoon; an analysis of this episode’s impact, written by Sheila Murphy, Heather J. Heather, Sandra de Castro Buffington, and myself will be published in a forthcoming edition of The American Journal of Media Psychology).

Mosco also challenges us to consider how, if at all, this increased access to information (some of it credible, some of it spurious, and few of us able to distinguish the difference), and increased access to communication (some of it useful, some of it banal, and few of us able to control our predominant engagement with the former), actually makes our lives better. It undoubtedly does sometimes, but not always. So should our goal be to increase round-the-clock access universally, or to identify the qualities of and conditions under which more information and communication delivers benefit?

My belief: the latter. Let’s identify the qualities of and conditions under which more information and communication delivers benefit. This will help us to recognize when it better serves us to disconnect from the screen and plug in to each other. And this will imply a less drastic product-fix: not a portal in every bedroom, necessarily, or always-on internet, but household access, peak hour availability.

As we struggle for equity, we must simultaneously fight for humanity.

Enriching Our Minds or Melting Our Brains?

On Monday, September 17, 2012, I proudly delivered a guest lecture to COMM 203: Mass Media & Communication at USC’s Annenberg School for Communication and Journalism. This opportunity to share ideas with 220 undergraduates was made possible by my mentor and cherished friend, Dr. Stacy Smith, the course’s long-time and much lauded instructor.

Today the students completed their first mid-term; I hope that some of the material we explored together helped them to emerge triumphant. Thank you, Stacy. Thank you, Marc. Thank you, Jim. Thank you, Alex. Thank you, Mike. And last but not least, thank you, students of COMM 203!

Enriching Our Minds or Melting Our Brains? Mass Media & Measuring Exposure from Laurel Felt on Vimeo.

CORRECTIONS:

1. Computer-mediated communication: I incorrectly identified talking on an iPhone as computer-mediated communication (CMC). If partners had been emailing, instant messaging, or SMS texting on their iPhones, then this would have qualified as CMC. I’m not sure whether using video conferencing applications (e.g., video Skype, FaceTime) qualifies as CMC… It’s an interesting question since one is limited to the camera’s frame and interlocutors are geographically separate, but messages are sent/received nearly synchronously and aural and visual cues — notably, vocal tone and facial expressions — are available.

But traditionally, talking on the telephone has not been considered CMC. Perhaps this is because, although visual cues are absent, communication is spoken (not typed), synchronous (not asynchronous), and delivered via analog device (not a computer (except, of course, when it is, as in the case of a smartphone)).

2. Arousal setpoint: I misspoke when I asserted that people prefer a certain arousal setpoint; they don’t. This setpoint is basically fixed and related to temperament; in other words, it’s part of our hard-wiring. Thus, they prefer a certain amount of arousal that helps them to return to their arousal setpoint. For example, if your arousal setpoint is high, then you would seek out excitatory stimuli (e.g., Transformers 3) in order to get to that comfortable place of very aroused (which does not mean sexually “turned on,” it means stimulated/engaged, and probably has a positive relationship with adrenaline). Accordingly, if your arousal setpoint is low, then you would seek out relaxing stimuli (e.g., Bob Ross painting landscapes) to get to that comfortable place of barely aroused.

Those are the errors I noticed. If anything else seemed wrong to you, please let me know!

Play and problem-solving

A workshop for City Year Los Angeles, presented February 9, 2012

  • Why play? What is it?

-new media literacies (NML) definition of play: “the capacity to experiment with one’s surroundings as a form of problem-solving” (Jenkins, Purushotma, Clinton, Weigel, & Robison, 2006, p. 4)

-“Play is a very serious matter… It is an expression of our creativity; and creativity is at the very root of our ability to learn, to cope, and to become whatever we may be” (Rogers & Sharapan, 1994, p. 13).

-Besides being tied to creativity, play is also science – it is the vehicle through which one asks questions, constructs hypotheses, runs trials, analyzes results, and comes to conclusions. Particularly today, as forward-thinkers exhort innovation and policy-makers (solely, and thus myopically) extol the virtues of science, technology, engineering, and mathematics (STEM), the seriousness and practicality of this should be obvious.

-“In almost every example of what he describes as “the sacred,” play is the defining feature of our most valued cultural rites and rituals. As such, for Huizinga, play is not something we do; it is who we are” (Thomas & Seely Brown, 2011, p. 97).

  • What is play good for?

A1. Tinkering (agenda-less play) → innovation
-A 10-year-old’s unbounded experimentation led to her discovery of a new molecule

00:00-01:30
A2. Tinkering → discovery

-Junior Toy Inventors in Mumbai’s Expanding Minds Program learned about balance by working with sundry materials.

A3. Tinkering → personal and social enrichment
-This culturally-inspired innovation in Senegal contributed to Sunukaddu staff member/inventor Idrissa’s sense of pride and self-efficacy, as well as the benefit of learners near and far.

NOTE: This final photo is from the RFKLab, a space for innovation and community-building at the RFK Community Schools in downtown Los Angeles. Laughter for a Change uses the NMLs in its Tuesday after-school program with high school students. Improvisation is an excellent context and tool for getting at play and other key NMLs.

B1. Gaming (purposeful play) → innovation

“This is the first instance that we are aware of in which online gamers solved a longstanding scientific problem,” writes Khatib. “These results indi­cate the potential for integrating video games into the real-world scientific process: the ingenuity of game players is a formidable force that, if properly directed, can be used to solve a wide range of scientific problems” (Young, 2011).

B2. Gaming → discovery

“… certain games afford their players the opportunity to step virtually into the shoes of a specific profession and, through game play, become familiar with its domains of knowledge, skill base, values, identities, and ways of thinking about the world” (Joseph, 2008, p. 263).

For more about Barry’s incredible global learning and youth development program, check out Global Kids!

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B3. Gaming → personal and social enrichment

-Becoming a better critical thinker, friend, teammate, person as a result of play

Can you think of an example to illustrate this?

  • Why? How does that work? Why does play produce such incredible results?

1. Flow: “the satisfying, exhilarating feeling of creative accomplishment and heightened functioning” (Csikszentmihalyi, 1975, p. xiii).

2. Self-efficacy: belief in one’s capacity to produce effects (Bandura, 1977)

Acting in a game demonstrates to players that they can exert power over something, that their efforts make a difference. “Fiero is what we feel after we triumph over adversity” (McGonigal, 2011, p. 33).

3. Capacity-building

Playing enriches perseverance, emotional stamina, mental toughness, and divergent thinking.

4. Community

Game-related talk (processing experience, comparing performance, exchanging feedback, pursuing mastery) builds relationships and community. “Good games… support social cooperation and civic participation at very big scales. And they help us lead more sustainable lives and become a more resilient species” (McGonigal, 2011, p. 350).

  • Play and the NMLs

New media literacies (NMLs) are “a set of cultural competencies and social skills young people need” in a culture that “shifts the focus of literacy from one of individual expression to community involvement” (Jenkins et al., 2006, p. 4).

Despite their name, NMLs are neither “new” nor exclusively about “media”; rather, they are time-honored practices that support critical thinking and problem-solving.

-Why? Because NMLs are tools for problem-solving. New and old media alike pose “problems,” such as understanding new gadgets, working with dissimilar collaborators, and interpreting data. NMLs – in these examples, play, negotiation, and visualization, respectively — offer tools to solve those problems.

Other key NMLs include collective intelligence, “the ability to pool knowledge and compare notes with others towards a common goal”; and negotiation, “the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms” (p. 4)

For more information on NMLs, see newmedialiteracies.org and playnml.wikispaces.com, as well as my publications!

  • Problem-solving

-Problems have an emotional piece to them — they elicit emotional/physical responses in our bodies. Certain strategies can help you to defuse or limit the emotional intensity of a problem. (You can practice these strategies via innovative video game Dojo from GameDesk!)

-Problems also have a practical piece to them — they present real barriers to maximally productive workflow. Which strategies can you invoke for managing conflict and solving problems?

  • ABCDE Exercise

NOTE: My dear friend and mentor, brilliant Garden Nursery School director Jenn Guptill, co-presented this exercise with me back in 2004, when we taught workshops in supporting young children’s conflict resolution for fellow early childhood educators. A-D might be a product of the Safe and Caring Classrooms study group in which we participated, and then we added the E…

-Ask for volunteers to roleplay two characters in a contextually relevant problematic scenario

-These volunteers will play out an encounter in which they address the scenario

-Then they will see what happens when they try out steps A-E

A. Ask neutrally if there is a problem

-Do not assign blame, characterize someone as bad, or assume malicious intent; speak about how things look to you: ”I notice that when I do X, it seems like you do Y.”

-Use “I statements,” explaining how behaviors (NOT the person, just certain acts) they make you feel: “When you do X, it makes me feel like Y.”

-Invite other person to share his/her perspective: ”What do you think is happening?” “What do you think about that?” “What have you noticed?”

B. Brainstorm possible solutions to the conflict

-Both parties ideally should contribute to the brainstorming session

-Ideas should be heard and, ideally, not criticized

-The point is to establish trust and step away from putting people on the defensive

C. Choose which solution you will employ and how you will follow up to assess

-Both parties should agree to the action plan

-The assessment part is key — how will you know if things are working? When will you check in again to ensure that there’s satisfaction and open dialogue?

D. Do it!

-Get ‘er done

E. Evaluate

-This part is often left out but it allows for minor adjustments, guards against strained relations and icy silence/alienation post-confrontation, and renews awareness of/commitment to the solution (because it can be easy to fall back into old habits)

  • Play for Problem-solving Activity

-Break into small groups of 5-6, work through a problematic scenario by using a mode of play

Modes of play:

1. examples from nature — think about plants, animals, etc and see if that helps you to model and problem-solve

2. roleplaying — think about the characters involved in a problem and step into their shoes, act like them and try to think like them in order to problem-solve

3. manipulatives — use assorted objects to model systems and relationships

4. art — express problem, using as few words as possible, via paper, markers, Post-Its, and other art supplies

5. narrative — turn the problem into a simple story, as if you were explaining to a young child or an alien from another planet in order to boil it down to its most essential elements and make new discoveries

6. free play — find another playful mode of exploring your group’s problem!

Possible thematic outcomes:

1. innovation: new solutions

2. discovery: new skills or knowledge

3. personal and/or social enrichment: new relationships and/or intrapersonal understandings

4. other

Possible deliverables:

1. a way to communicate the problem so that the organization (and/or multiple stakeholders) better understand it

2. multiple possible solutions, a long brainstorm session

3. one processual solution and a set of action steps and recommendations for implementation and evaluation

4. an organizational restructuring involving new working groups or work flows or communication processes, etc.

5. other

  • Shareout

What did you come up with?
How did your group members work together (e.g., strategies, roles, conflicts, solutions, etc)?

-Reflections can be enriched by use of ORID (Stanfield, 2000), a protocol for facilitating group discussions that is based on four lines of inquiry: Objective (e.g., “What happened?”); Reflective (e.g., “How did it make you feel?”); Interpretive (e.g., “What is this all about?”); and Decisional (e.g., “What is our response?”).
O: What happened? Which words/phrases/moments do you most vividly remember?
R: How did it feel? Where were you surprised/delighted/frustrated?
I: What is all this about? What does all this mean for us? How will this affect our work? What are we learning from this? What is the insight?
D: What is our response? What action is called for? What are our next steps?

  • Epilogue: City Year L.A. Plays to Problem-solve!

This incredible group of open-hearted, fun-loving, forward-thinking folks enthusiastically embraced the challenge to approach organizational issues from a playful perspective. They harnessed modeling clay, blocks, animal figurines, toothpicks, gumdrops, a Barrel of Monkeys, and narrative form in order to think innovatively and develop viable solutions. Thanks to Shira Weiner for dreaming up and bringing in all of these creative materials, and for inviting me to City Year in the first place! C.Y.L.A., let’s play, hook!

Listen to this recording of the group members’ fantastic solutions!

Thank you for this opportunity and please keep in touch!