Counting What Counts

lightbulbI am an eager learner, critical thinker, and sensitive communicator with a fervent desire to do work that matters. I believe in the value of inter-disciplinary collaboration for building, remixing, and extending theory, and constructing comprehensive, practical responses to multi-faceted, real world challenges. My methods are mixed, my style is collegial, and my aim is to support youths’ development.

How I got here is an easy story to tell. My loving parents, both caregivers by profession (dentist father, social worker-turned-housewife-turned-social worker mother), raised my two siblings and me in a town populated by “have’s.” While there were and still are richer folks financially, few have access to our community’s social capital – at least, that’s what both Reverend Jesse Jackson and then-President Bill Clinton said during their separate visits to my high school during my senior year. Later, as a college freshman enrolled in a sociology course entitled “Social Inequality: Race, Class, and Power,” I read Jonathan Kozol’s landmark book Savage Inequalities (1991), which pitted the privileges enjoyed by students in my town against the deprivations endured by students in East St. Louis, where schools couldn’t afford toilet paper. This made an impression. So too did my realization that, beyond creature comforts and access to power, I was given emotionally responsive contexts, both at home and at school, in which to grow safely and love freely. I became a Social Policy major because I knew such gifts were not my right, I was just born lucky; or perhaps such gifts are everyone’s right, and “luck” should be taken out of the equation.

For the past 10+ years, I have designed, delivered, and assessed curricula to support youths’ learning; importantly, these curricula facilitate not just cognitive development, but social and emotional development as well. With the support of my polymathic advisor, Dr. Henry Jenkins, and diverse university institutions — e.g., USC Joint Educational Project, USC Institute for Multimedia Literacy, USC Annenberg Innovation Lab, USC Shoah Foundation, and USC Impact Games — my interdisciplinary, community-focused work has been applied to educational settings in Los Angeles and around the world. My specific research interests include:

  • Empathy and social and emotional learning;
  • Interactive, inquiry-driven pedagogy and assessment (e.g., connected learning, participatory learning, experiential learning, participatory action research);
  • Productive problem-solving across no-tech, low-tech, and high-tech contexts (e.g., media literacy, new media literacies, digital citizenship); and
  • Powerful play (e.g., impact games, experimentation and improvisation for discovery).

Because I care about both maximizing the effectiveness of educational interventions and richly understanding program-related change, assessment is incredibly important to me. Twenty-first century skills, which I have identified in my publications as new media literacies (NMLs) plus social and emotional learning skills (SELs), are what I have sought to theorize, teach, and assess (see Felt & Rideau, 2012; Felt, Vartabedian, Literat, & Mehta, 2012; Vartabedian & Felt, 2012). Recently, I adapted the NMLs from a list of 12 discrete skills to a list of 6 paired skills, and then identified which NML pair plus two SELs collectively represent a characteristic of digital citizenship (see www.laurelfelt.org/skill-composites). The programs I have co-designed and evaluated (e.g., Sunukaddu 2.0, Explore Locally Excel Digitally, Summer Sandbox, PLAYing Outside the Box) outreach to educators and students via professional development and developmentally-appropriate curricula, respectively, and utilize both participatory learning strategies and media-making to enhance 21st century skill proficiency.
I always use mixed methods to study impacts, including pre-mid-post surveys, ethnographic field notes, interviews or focus groups, and analysis of participants’ works.

But for the past two years, I also have expanded my assessment toolkit in order to recognize traditionally overlooked data, which my co-authors and I have termed “cultural beacons” (CBs). CBs are culturally-embedded, user-defined measures for understanding communicative meaning(s), components, and sites of change; they illuminate (as beacons do) unique features of people and places (Felt, Dura, & Singhal, in press; Dura, Felt, & Singhal, 2012). Detecting CBs requires researchers’ sensitive listening and informed observation, made possible through respectful community partnerships and participatory methodologies. Accordingly, I embraced participatory action research with the PLAY! project, and am using this approach for conceptualizing my dissertation, “A Face is Worth a Thousand Words: Using Badges to Train Teachers in Non-verbal Sensitivity and Improvisation.” This dissertation investigates if/how training novice teachers in non-verbal sensitivity and improvisation impacts both the proliferation and management of “teachable moments” — critical points when students are poised to meaningfully learn because they perceive a connection between their studies and their lives. Crucially, this teacher training will be administered online via an original curriculum that uses digital badges to impact social and subjective norms, support community-building, and celebrate the journey.

In terms of my career, I am committed to keeping my mind and options open, for life (I hope!) is long and the world is ever changing. Because I love teaching and conducting research to enrich educational programs, I could remain in academia. I also could continue to provide consulting services for organizations domestic and foreign, based in the West, Far East, and Global South, who register as non-profit, for-profit, and governmental. To 20+ organizations over the years, I have delivered: curriculum and assessment development; training and professional development; program evaluation; media literacy for children and families; children’s media research; and impact game consulting. As long as we care to better support our children’s healthy development and expand their opportunities, there will be work for me to do, and I will want to do it.

Expertise

Child development:
I earned my Master’s degree in Child Development from the prestigious Eliot-Pearson Department of Child Development at Tufts University, specializing in children’s media.

Over the course of my career, I’ve worked with children of all ages in multiple contexts. I taught pre-school for 3.5 years, conducted research with 1st grade English Language Learners, taught summer enrichment programs to 5- to 9-year-olds in India, studied 6th and 7th grade girls’ instant messaging and social aggression, facilitated after-school programs in new literacies and improvisation for high school freshmen in Los Angeles (Felt, Vartabedian, Literat & Mehta, 2012), and designed a social and emotional learning + new media literacies curriculum for 15- to 21-year-olds in Senegal (Felt & Rideau, 2012).

I understand how children’s cognitive, physical, social, and emotional development occurs over time, and appreciate how this development informs youths’ capacities and preferences in terms of play, study, and communication.

Games and learning:
I work with Henry Jenkins, one of the nation’s foremost experts in participatory culture and learning. Our research group, PLAY! (Participatory Learning And You!), has implemented several professional development initiatives oriented towards supporting students’ rich learning (Vartabedian & Felt, 2012; Reilly, Jenkins, Felt, & Vartabedian, 2012; Reilly, Vartabedian, Felt & Jenkins, 2012).

I am a co-founder of USC Impact Games, a cross-campus working group that unifies theorists, designers, engineers, and investigators from sundry disciplines. I also consult with Laughter for a Change, a non-profit organization that uses theater games in order to teach members of its workshops about “Playing agreement. Risk taking. Spontaneity. Changing perspectives. Opening up to moments of discovery and surprise. Making active, not passive, choices,” among other things (cited in McFarren, 2011).

I understand how games teach, and how good games can make a profound impact.

Social and emotional learning:
I’ve studied social and emotional learning theoretically and practically in multiple ways, such as by writing a 25-page analysis of empathy (Felt, 2011) and creating curricula that seek to scaffold interpersonal and intrapersonal competence.

I understand the components of social and emotional learning and am passionate about incorporating them as both means and ends of educational experiences.

Overall:
I am uniquely qualified to function as a bridge-builder and translator, helping members of multiple specializations to leverage other fields’ findings and best practices, with the goal of constructing the highest-quality, most impactful product possible.

Play Ideas

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Playing with ideas about play!

Proposed reasons why play is rarely used in formal educational settings (not exhaustive):
-trained incapacities (Burke, 1954, p. 7) — play is not even considered when evaluating viable modes of learning because it’s beyond educators’ heuristics of recency, frequency, and normativity;
-rustiness — play as a mode of doing and learning is in disuse (while it is used robustly by young children and early childhood educators, that engagement is negatively related to time (i.e., play decreases as children’s age increases));
-fear — of interacting with the foreign that is play in formal educational settings, of suffering negative consequences from this engagement with play (e.g., punishment for such unconventional practice, discomfort from confusion/lack of expertise therein, loss of face from failure/clunky performance)
-perceived lack of credibility — image of play as less competitive/worthwhile than dour drilling

Proposed benefits of practicing silliness for intrapersonal and interpersonal quality of life:
-stress relief
-endorphin release
-thought loop or “work mode” escape
-social bonding
-creative thinking
-pattern recognition

Proposed characterizations of various terms:
-Agenda-less play = tinkering
-Purposeful play = gaming
-Purposeful play beyond pure entertainment = impact gaming
-Unbounded playfulness = substantive silliness

Proposed characterizations of various practices:
Idle play with ideas = daydreaming
Purposeful play with ideas SHOULD = gaming; but usually…
Purposeful play with ideas = working

How do we make purposeful play with ideas more like gaming?

Digital Kids 2012

Excited to volunteer tomorrow for 6th annual Digital Kids Conference!

Now in our 6th year, Digital Kids Conference 2012 takes place April 25-26, 2012 in Los Angeles, CA. at the Pasadena Convention Center. Digital Kids provides companies the critical information they need to build successful online and mobile products and services for kids. The show features 95 speakers in 5 conference tracks, including:

SafetyContentOperationsBusiness and Market Research.

Speakers include industry leaders such as DisneyWizard101/KingsIsleActivisionLEGO Group,Rovio/Angry Birds, Spin MasterNational Football LeagueCartoon NetworkUbisoftCookie Jar,Sony OnlineKIDZBOPMind CandyPeanutsGoogleYahoo! KidsThe NPD GroupFederal Trade CommissionCalifornia Atty General and many more.

These experts will share their insight on building, managing and monetizing services, products and interactive content for digital kids and connected youth. This is your opportunity to gain the latest insight on mobile and iPad apps, social games, social media, virtual worlds, and more – all targeting kids and youth.

I combed through the schedule and am particularly interested in these panels…

Wednesday:
***1. National Geographic, Smart Bomb & Microsoft: Gaming for Good (this relates directly to my research)

I’m sure that any/all assignments I receive will provide rich opportunities for edification and networking. What fun!

Annenberg Innovation Lab Summit

On Friday, March 31, 2012, I participated in the USC Annenberg Innovation Lab‘s 1st Annual Innovation Summit.

The event gathered folks from multiple industries to explore such cutting-edge projects as rethinking urban spaces, experimenting with participatory cultures, nurturing industry-academic-government collaborations, remixing environmental data, designing innovative technologies, and imagining 700+ solutions to complex future challenges. Here is the agenda for the Summit’s day-long plunge into theoretical and practical innovation.

In the Henry Jenkins-led session “Experimenting with Participatory Cultures,” I presented/demo-ed the PLAYground, our online platform for the curation, creation, and circulation of user-generated learning. Here is the session, which runs roughly one hour and 20 minutes. I speak from 1:06:50-1:17:15, and my presentation showcases the playful spirit one must bring to working (and presenting!) in the real world.

It was a privilege to learn, play, network, and help myself to sumptuous food! I am a lucky scholar indeed.