Tidiane, or Sunukaddu at T3

During the summer of 2010, I had the thrilling opportunity to work in Dakar, Senegal, with innovative non-governmental organization le Reseau Africain d’Education pour la Sante (RAES) program, Sunukaddu. To this teen workshop in multimedia health communication, I brought a pedagogical model and method that positioned new media literacies (NMLs) and SEL skills as fundamental to meaningful learning, and asset appreciation as key to sustainability. Collaboratively as a Sunukaddu team, local staff and I generated: a daily schedule that reflected a scaffolded methodology for optimizing participatory learning; a programmatic schedule that introduced key communication characteristics, strategies, and platforms, as well as useful theory; full lesson plans that respected our theoretical, temporal, and curricular goals; and a sense of togetherness, prompting us to declare the important Wolof phrase, “Nio far!”

My colleague Tidiane Thiang, 27, an audio/video specialist at RAES, ardently embraced the “Sunukaddu method.” His journey inspired this account (from Dura, Felt, & Singhal, 2012, What Counts? For Whom? Cultural Beacons as Grassroots Communication Measures):

“The Kitten Who Became a Lion” in Senegal

…Prior to joining the implementation team for a new youth development intervention, Tidiane always kept his speech to a minimum. At meetings, he listened attentively and took copious notes; periodically, he would send a long email to the director that articulated his perspectives on the various topics of discussion. Such communicative behavior might be considered Tidiane’s “baseline.”

During the summer of 2010, Tidiane and several co-workers piloted Sunukaddu 2.0, an intervention intended to empower youths by supporting their development of skills that enable exploration, collaboration, and meaningful communication (Felt & Rideau, forthcoming). Not only did the program significantly impact participants but its effects upon Tidiane were also profound. During brainstorming meetings and curriculum workshops, he voiced his own ideas. When the program opened its doors, he challenged participants with critical thinking questions and rich cultural commentary. During a lesson on message dissemination, he spontaneously sprang from a corner of the room and translated a lengthy explanation of Everett Rogers’s Diffusion of Innovations theory (1962/2003) from (imperfect) French into participants’ native Wolof. And when unanticipated transportation and scheduling issues left Tidiane as the sole instructor for an entire day, he independently delivered – and innovated! – the curriculum, then enthused about his experience afterwards. In Tidiane’s own words:

“You gave me self-confidence thanks to these skills” (personal communication, September 22, 2010).

“My favorite skills are negotiation, self-awareness, and social awareness because they represent values that are and must be the basis for an equitable and responsible society” (personal communication, September 27, 2010).

Tidiane did not revert to his quiet ways after the program bestowed certificates of completion upon its participants (an element suggested and designed by Tidiane). Rather, he declared his intention to realize his filmmaking dreams by proposing a short video that would explain how to take the skills presented in Sunukaddu 2.0 and adapt them to an African, specifically Senegalese, context (personal communication, October 7, 2010).

When anticipated funding streams fell through, he was undeterred: “I will make it with my own funds because it’s a good subject for a film” (personal communication, January 8, 2010). Tidiane’s colleagues playfully nicknamed him “the kitten who became a lion,” a moniker that he embraced. On August 18, 2010, Tidiane Photoshopped his Facebook thumbnail so that the image of a roaring lion overlaid his polo shirt (See Figure 9).


Figure 9. Tidiane publicizing his newfound leonine identity

Tidiane’s experience functions as a cultural beacon because its full understanding, its very recognition, requires cultural participation. Had outside evaluators visited RAES and observed Sunukaddu 2.0 in action, they would not have noticed anything remarkable – a young instructor was simply teaching a lesson. The phenomenal nature of Tidiane’s speech would have been invisible to these context-less recorders and so this rich data, bursting with implications, would have been lost.

I left Senegal in August of 2010, bidding adieu — but not goodbye — to my beloved colleagues. Here’s a final goofy photo of me, Tidiane, and Brock (a Master of Public Health student at UCLA and my roommate for one month of my stay):

In my absence, Tidiane and our colleague Idrissa, who we both affectionately referred to as our father, continued to share the Sunukaddu method. On February 1, 2011, Tidiane sent me nine huge photo files; each depicted an image of employees from Senegalese non-profit organizations as they used the Sunukaddu method in a training workshop that Tidiane and Idrissa led. Here are screenshots of two of these photographs:

On June 8, 2012, Tidiane sent the following via email:

“Je voulais t’envoyer les photos de la formation sunukaddu que nous sommes entrain de faire à Mbour…
“C’est super de faire sunukaddu à Mbour parce que c’est une zone touristique et c’est l’endroit ou le taux de prévalence est le plus élevé au Sénégal et aussi la pauvreté fait que les touristes on du pouvoir par rapport aux habitants locaux…”

“I’d like to send you the photos from the Sunukaddu training that we’re in the middle of doing in Mbour [a city in Senegal approximately 81 km south of Dakar, also along the Atlantic coast]…
“It’s great to do Sunukaddu in Mbour because it’s a tourist-y area and it’s the place where the tax rate is the highest in Senegal, and also the poverty is such that tourists have power over local residents…”

Here are the images that Tidiane appended:

I, too, kept pushing forward with Sunukaddu. I incorporated NMLs, SELs, and Idrissa’s competence clothesline into an after-school program, Explore Locally Excel Digitally, that I co-created with my colleagues at PLAY!

My work with Sunukaddu also indirectly influences all of the work I have done and will do since, including but not limited to such diverse projects as teaching young children in India to developing digital curriculum for the USC Shoah Foundation Institute.

On May 2, 2012, Tidiane informed me via email that a short film he made with his friends would be shown at an international forum on youth employment in Geneva, Switzerland. In a follow-up email on May 3, 2012, he wrote,

“Je pense que ce film une fois qu’il sera diffuser au forum international à Genève , peut être , changera quelque chose dans les politiques d’emploi pour les jeunes au Sénégal et en Afrique.”
“I think that this film, once it’s shown at the international forum in Geneva, maybe will change something with regards to employment policies for youths in Senegal and in Africa.”

I was impressed and, after I watched the film, even more so. I asked for another version of the film, one that included the credits so that everyone who watched would know Tidiane’s name, and requested permission to share his film on my blog. He agreed with pleasure.

Tearing a page from my mentor Henry Jenkins‘s playbook, I also emailed Tidiane a series of interview questions so that his responses could complement and contextualize his important artistic and political work. Here are the questions and answers, first in their original French, then in English and boldface for our reading ease (NOTE: This was translated by little ol’ (limited) me):


LAUREL: Comment est-ce que tu as pris l’idee a faire ce film?
TIDIANE: C’est Alex qui m’as envoyé le lien pour participer au concours et j’ai participer, j’ai beaucoup d’amis qui vivent cette situation donc s’était très facile pour moi d’écrire le scénario et surtout de pouvoir partager leurs préoccupations avec le reste du monde.
LAUREL: How did you get the idea to make this film?
TIDIANE: It was Alex [the director of RAES] who sent me the link to participate in the contest and I participated, lots of my friends experience this situation so it was very easy for me to write the script and especially to be able to share in their concern with the rest of the world.


LAUREL: Comment est-ce que tu as fait le film — trouver les joueurs, louer le transport en commun, faire de la recherche sur l’issu d’access a l’emploi des jeunes, ecrire le scenario, employer les assistants, payer tout le monde, prendre le camera et le logiciel de montage, etc?
TIDIANE: Tous les acteurs sont des bénovoles et ce sont mes amis. J’ai payé 5000 fcf environ 10 dollars au transport en commun et j’ai filmer dans le car rapide mais on n’avait au préalable fait une répétition chez moi puisque la voiture devait faire un seul tour du quartier avec nous alors  il failait faire 3 prises et que tous le monde devaient assurer. Le raes m’a prêter sa caméra et j’ai monter le film à la maison avec le logiciel Sony vegas 7 donc le film a gouté 10 dollars.
LAUREL: How did you make the film — find the actors, rent the bus, do research on the issue of youths’ access to employment, write the script, hire the crew, pay everyone, get the camera and editing software, etc?
TIDIANE: All of the actors were volunteers and my friends. I paid 5000 francs — around $10 USD — for the bus and I filmed inside the bus but we didn’t have any prior rehearsal at my house because the bus had to make one circuit around the neighborhood with us, so we had to do three takes to be sure that we got it. RAES lent me its camera and I edited the film at my house with the program Sony Vegas 7, so the fim cost around $10 USD.


LAUREL: Combien de temps est-ce que tu as pris pour creer ce film?
TIDIANE: Le film m’a pris une journée de travail.
LAUREL: How much time did it take you to make this film?
TIDIANE: The film took me one day of work.


LAUREL: Expliquez plus sur le forum au Geneve. Donnez-moi le nom entier du forum et direz comment tu est arrive a ce point-ci d’y aller et présenter ton film.
TIDIANE: Même si j’ai pas gagner je suis content de voir que film a été projeter et que des décideurs de même que d’autre jeunes du monde entier l’on regarder.Et ça s’était mon objectif.
Voici l’e-mail que j’ai reçu sur forum…
[see below]
LAUREL: Explain more about the forum in Geneva. Give me the whole name of the forum and tell me how you got to this point to present your film there.
TIDIANE: Even though I didn’t win I’m happy to see that the film was screened and that the panel and youths from around the world saw it. And that was my objective.
Here’s the email that I received about the forum:

http://www.ilo.org/employment/areas/youth-employment/WCMS_175301/lang–fr/index.htm

Dear Tidiane,

Congratulations! Out of the 240 video submissions we have received your video has been chosen as the top 15! Unfortunately due to tough competition your video has not made it to the top 3. Nonetheless, the great news is that your video will be featured on the ILO website and the ILO Facebook page (What about young people?). Also your submission will play in a video montage in the Cinema room during the Forum.  In order to do this we ask you to send:

  • Your video file (not link)
  • For confirmation, provide your full name, age and nationality

In case you’re wondering, the winners of the ILO video contest will be kept as a surprise for the Youth Employment Forum 23-25! Once the three winners have had the chance to present their videos, the videos will be published on the ILO website and Facebook page (What About Young People?).

Thank you very much for participating in the ILO video contest! We look forward in sharing your video to youth around the world!

Kind regards,

The Youth Employment Programme


LAUREL: Tu as a choisi a donner le sagesse au personnage qui vient du paysage et qui porte les vêtements traditionnels. Partagez plus sur tes motivations pour cette choix. Est-ce que tu as voulu faire une déclaration sur les normes de genre aussi?
TIDIANE: Lui, c’est mon grand frère et il n’a pas de travail donc je savais qu’il était le mieux placé pour restituer tous  ces sentiment des jeunes sénégalais qui sont dans la même situation que lui.Le problème dans nos pays est que le secteur primaire qui devait porter notre développement est reléguer au second plan et les jeunes qui habitent  dans ces régions sont obligés de venir dans les villes à la recherche de travail, on appel cela l’exode rurale alors que si l’état avait mis l’accent sur l’agriculture, la pêche et l’élevage cela ne serai pas arrivée. J’ai donné plus la parole à cet homme parce que les dirigeants pensent que ces gens ne savent pas ce dont ils ont besoin parce que la plus part d’entre-eux ne sont jamais aller l’école donc ils doivent écouter et appliquer les politiques des intellectuels qui sont complétement déconnecter des réalités du terrain.Alors j’ai fais du sunukaddu, il faut que les principales concernés c’est à dire les jeunes puissent dire de quoi ils ont besoin.
LAUREL: You chose to give the wisdom to the person who comes from the countryside and wears traditional clothes. Share more on your motivations for that choice. Did you also want to make a statement on norms for this type of person?
TIDIANE: Him, he’s my big brother and he doesn’t have a job, so I knew that he was the best suited to voice all of the sentiments of young Senegalese who are in the same situation as he is. The problem in our country is that the sector that most needs development is relegated to the second tier, and the youths who live in these regions are obligated to leave their villages and look for work [in the big cities] — we call that the rural exodus. If the state focused on agriculture, fishing, and raising livestock, then this wouldn’t happen. I’ve given voice to this man because [the nation’s] leaders think that the [common] people don’t know what they need since the majority of [these common people] have never gone to school. So, [the leaders] think that they should listen to and apply the policies of intellectuals [instead of the hardworking Senegalese, even though the intellectuals are people] who are completely disconnected from realities on the ground. That’s why I do Sunukaddu, because its main principle is that youths [know and] can say what they need.


LAUREL: Quels roles ont-t-ils jouent tes experiences avec RAES (Sunukaddu, Clic Info Ado, etc) dans la realisation de ce projet?
TIDIANE: Beaucoup, j’ai fait preuve de conscience sociale pour pouvoir écrire le scénario, j’ai utiliser intelligence collective pour réaliser le film et je suis entrain de faire du réseautage pour que plus de monde puisse accéder au monde et le partager.
LAUREL: What roles did your experiences with RAES (such as youth programs Sunukaddu, Clic Info Ado, etc) play in the direction of this project?
TIDIANE: A lot. I showcased social awareness in being able to write the script, I used collective intelligence to direct the film, and I’m in the middle of networking so that more people in the world can have access to this film and share it.


LAUREL: Decrivez tes reves: 1) pour ce film; 2) pour la question d’acces a l’emploi; 3) pour les jeunes de Senegal; 4) pour ta carriere/vie.
TIDIANE: Il y a un grand penseur américain du nom de John Barth qui disait que : Ce n’est parce que tes rêves sont hors de porter que tu ne dois pas te donner les moyens de les atteindre.Mon rêve ce n’est pas de changer le monde, je sais que je ne pourrai pas mais je ferai de mon mieux pour aider le maximum de personne.Mon rêve est de voir ces jeunes se permettent d’avoir des rêves, de croire à l’Afrique .Mon rêve pour ce film est que les bailleurs qui aident nos pays puissent le voir et orienter les aides vers les populations surtout des zones rurales.Et cela les américains l’ont déjà fait avec le MCA (millenium challenge account) qui intervient dans les zones rurales.
Personnellement,  je rêve de faire de grands film, qui seront diffuser dans le monde entiers parce que je pense que nous avons beaucoup de chose à partager avec le reste du monde .
Et pour ma vie de raconter une femme qui partages les mêmes rêves que moi, les rêves d’un monde meilleur ou toutes les personnes auront des rêves.
LAUREL: Describe your dreams: 1) for this film; 2) for the question of access to employment; 3) for youths in Senegal; 4) for your career/life.
TIDIANE: There’s a great American thinker named John Barth who said that, Just because your dreams are beyond your grasp doesn’t mean that you don’t have the means to attain them. My dream isn’t to change the world, I know that I can’t, but I will do my best to help the most people possible. My dream is to see that youths can realize their dreams, can believe in Africa. My dream for this film is that the donors who help our country can see it and direct their aid towards certain populations, especially in rural zones. And that’s what the Americans already did with the MCA (Millennium Challenge Account) that goes to rural zones. Personally, I dream of making great films that will be distributed around the whole world because I believe that we have a lot to share with the rest of the world. And, for my life, [I want] to meet a woman who shares the same dreams as me, dreams of a better world where everyone will realize their dreams.


To say that I feel the utmost respect for Tidiane Thiang is a woeful understatement.

He is a great filmmaker…

a great teacher…

and a great human being.

It is my honor to have made Tidiane’s acquaintance and to follow his brilliant trailblazing from afar.

Tidiane, you are an inspiration. Thank you.

 

P.S. An email from Tidiane, dated February 6, 2012

Je pense que l’école dans laquelle vous avez expérimenté le projet [Robert F. Kennedy Community Schools in Los Angeles] à les
mêmes caractéristiques que la plus part des écoles aux Sénégal.Les jeunes
quittent l’école très tôt au Sénégal parce qu’ils n’aimes pas le cadre
formel dans lequel ils sont confiné, alors ils préfèrent allez dans le
secteur informel pour apprendre des métiers artisanaux ou devenir des
vendeurs à la sauvette dans les rues de Dakar.  Dans les salles
informatiques des écoles au Sénégal, ont interdit aux jeunes aussi d’aller
dans les réseaux sociaux comme Facebook est cela a entrainer une baisse de
la fréquentation les salles informatiques.Je pense qu’il faut réfléchir
sur comment adapter les nouveaux technologies à l’éducation formel.Les
jeunes sont de plus en plus exigent et adapter leurs besoins au secteur
formel sera le pari des années à venir.C’est dommage qu’avec le taux
échantillonnage faible que vous avez, une évaluation fiable n’a pas pu
être fait mais ça serai intéressant de tester cette approche novateur sur
beaucoup plus de jeunes et voir l’impact.
Je pense que nous allons intégrer dans nos prochaines sessions de
formation les 4c(connexion-création-collaboration-circulation) je trouve
que c’est très intéressant de renforcer la culture participative mais
surtout en se basant sur le ORID qui incite les jeunes à discuter .
C’est très gentil à toi de partager cette expérience parce qu’elle nous
ouvre d’autre perspective d’exploration local avec des jeunes de condition
sociale similaire mais de culture différente.

Pecha Kuchas at USC Annenberg Dean’s Forum

On October 14, 2010, USC Annenberg Innovation Lab‘s Project New Media Literacies and other USC entities/individuals presented a series of “blue sky” propositions at the USC Annenberg School for Communication & Journalism Dean’s Forum: Fostering Community for Robert F. Kennedy’s Legacy in Action. Attending representatives from the Los Angeles Unified School District (LAUSD), Robert F. Kennedy Community Schools, and non-profit RFK-Legacy in Action — including LAUSD School Board president Monica Garcia, several RFK Community Schools principals, and Robert F. Kennedy’s son and daughter-in law — pondered how we might spark new forms of teaching and learning while honoring the social justice philosophy that inspired these RFK institutions.

I speak Pecha Kucha-style from 1:04:30-1:08:30. That means that my 12 graphically-oriented slides advance every 20 seconds, whether I’m ready or not, for precisely four minutes. You can see me in the flesh at the beginning and the end — in the middle, you just see my slides. This is the event that paved the way for the next year and a half of PLAY! research. And the rest, as they say, is history…

MIT Tech TV

The Business of Impact Games

(from left) Laird Malamed, Laurel Felt, and George Rose grin post-panel discussion on the business of impact games

On Tuesday, February 28, 2012, I moderated a discussion with Activision executives Laird Malamed and George Rose that considered impact games in terms of business models and market prognostications (as opposed to pedagogy, assessment, design, etc). Co-hosted by USC Impact Games (a cross-campus group that I co-chair) and the USC Marshall Society & Business Lab, this event introduced undergraduate business majors to the field, as well as united like-minded scholars university-wide.

While the definition (as well as the terminology — impact game vs. serious game) is contested, one might characterize an impact game as a game that has been designed for a purpose beyond pure entertainment. While the game must entertain in order to effectively engage users’ attention, it aims to impact users’ knowledge, attitudes, and/or practices. Impact games have taught players about international conflicts (as in USC Impact Games co-chair Susana Ruiz’s Darfur is Dying), emotional regulation strategies (as in GameDesk‘s Dojo, the focus of my dissertation), and the pathways to and protocols for college access (as in USC Collegeology‘s Application Crunch and Mission: Admission). They have provided contexts for exercising (as in the Nintendo Wii and the Xbox Kinect), rehabilitating (as in the work of Marientina Gotsis with the USC Creative Media & Behavioral Health Center), accessing tailored health plans (as in My Fitness Coach 2), and building community (as in USC Annenberg Innovation Lab‘s ParTour).

A FEW TAKEAWAYS
According to Laird:
Funding — Sponsorship seems a more reliable source of funding than short-term and/or volatile grants. Find companies that support your goals, that want to support/celebrate these goals — principally for-profit businesses that would benefit from being associated with the project. If the outcome is social awareness/understanding, that’s a tougher sell…

Sustainability — Can’t think of a game in absence of a sustainability model, even going into the concept of it, even outlining/coming up with a design. It’s okay to say, in the case of an impact game, there is no business model for this, but what’s not okay is to add it in at the end (similar argument goes for assessment). When you’re evaluating design and deciding what to cut, you don’t cut the things that you’re selling/marketing/getting sponsored for. Another lens to look through that should be done in an iterative fashion. Take multiple passes to consider technology, art, and sustainability factors. No one lens is the right blanket way to do it.

Horizon — Are you making one per year or one every few years? Does it have to survive more than three years (that’s a long time for an interactive project to survive, it will look dated)? It’s more like you’re creating an event that will be online for a 1000 days vs. creating an enduring product. iPhone games being a good example to look at in terms of life-span synced with business plan and goals.)

According to George:
Product development and marketing — You’re creating a product that does something novel, or does better or more efficiently a legacy product. You must overcome built-in resistance from the idea that games and screentime are frivolous and unnecessary, reading books onscreen isn’t real reading, etc. In-fighting among entrenched, interested entities.

Future directions — Impact games are used robustly in Europe to inform citizens about corporate social responsibility. Stateside, we may see growth in this sector as well as in the areas of exergames and rehabilitation, among others.

—–

Here is our PR blurb, a better-than-nothing video of the event, our agenda, and a few pix snapped during the discussion and immediately afterwards:

PUBLICITY
The Business of Impact Games: A moderated discussion with gaming executives

From Darfur is Dying to Sim City, the field of “impact” or “serious” games is on the rise. Panelists will discuss what it takes to build up a market for these games and offer strategies for developing and selling commercial products. They will also explore these games’ tremendous potential for inspiring global change and bringing awareness to various issues, from education to public health.

Panelists:
Laird Malamed, Adjunct Faculty, USC School of Cinematic Arts and President, Creative Learning Technologies;
George Rose, former Chief Legal Officer and Chief Public Policy Officer and current Senior Consultant to Chief Executive Officer of Activision Blizzard

Moderator:
Laurel Felt, Doctoral Candidate at USC Annenberg School for Communication & Journalism

AGENDA

1. Introductions: (5:05-5:10 pm)
Tell me more about your background and experience. Chronologically, please share your titles, affiliations, and years spent in each position.

2. Definitions: (5:10-5:20 pm)
What are “serious” or “impact” games? Why the vernacular distinction? What are the potential problems as well as potential benefits of each term? Considering the interdisciplinary nature of this field, how should we move forward regarding a shared (if not, common) language? Issues of “perception” (i.e. games, in the general public’s mind, are not to be taken seriously).

3. Personal Connections: (5:20-5:35 pm)
Why do YOU care about serious or impact games? What brought you from a more purely commercial origin to working in this philanthropically-influenced domain? Was there a key moment or insight, a seminal piece of literature or game, that changed your way of thinking and/or inspired a new agenda? Why should the commercial game industry take this field seriously? How is productive collaboration fostered in a space typically (and perhaps, necessarily) inhabited by multiple cultures?

4. Business Considerations: (5:35-5:50 pm)
Let’s talk about practical strategies for developing, disseminating and selling these products/experiences commercially. How do we assemble productive diverse teams, monetize ethically and significantly, and get these games out there? How can teams and businesses plan in a sustainable way?

How can academic game programs and business programs educate students to co-experiment and innovate around new business models for projects/services that seek to make a profit as well as advance social justice and education? For example, past one grant-funded project, how can a studio/developer continue to create high-quality products and keep a roof over her head while competing (or, at least, existing in parallel with) with richly funded commercial entities?

5. Personal Insights/Advice/Lessons Learned + Future Forecasting: (5:50-6 pm)
What have you discovered as a result of your experience? What would you advise our audience members in terms of what TO do and what NOT to do? Five, 10, and 20 years down the pike: What do you see in terms of this field? Paint that picture (in terms of the culture, the technology, and the creative aspects).

6. Q&A: (6-6:20)
Let’s hear what the people have to say!


Marshall's Vertical Lead for Social Impact Careers Nicole Butler chats with USC Impact Games co-chairs Kristy Norindr and Susana Ruiz

That’s MR. Roboto…

Putting together my post-DML 2012 thoughts for a guest essay on 21st Century Scholar , the blog for USC’s Pullias Center for Higher Education.

TITLE: Digital devotees are made of people! : Leveraging our humanity to enrich digital media and learning
THEMES/CONCEPTS:

Walking the talk, Being the change we (earnestly) recommend
The most engaging, productive moments of the conference occurred when we applied our own best practice by: allowing DML attendees to pool their collective intelligence and creativity; inviting their interactivity, play, relationship-building, and reflection; offering students the opportunity to present their own work in their own words.

Enough of singing to and talking at the (albeit brilliant) choir. We need to connect, think, and make together. And that “we” needs to get blown even wider.

Tangibility
In the digital shuffle, we can’t lose the face-to-face and tactile. There’s intimacy in looking another person in the eye. There’s comfort in snuggling with a grandparent and beloved book. While time and distance may sometimes prevent corporeal communion, I think it should be the preferred option, with virtual meetings a better-than-nothing back-up. Breakthroughs in presence and haptics are exciting but there ain’t nothin like the real thing.

Portion size and frequency
A yearly grand reunion is also inadequate for making and sustaining change. So too, perhaps, are our smaller, monthly meetings. How can we harness the tech tools we love(/hate) so well in order to expand opportunities for contributions and micro- (hopefully leading to macro-) changes? Do we pipe every Impact Games member’s Tweets into a homepage feed? Do we post a daily poll to our FB site? Do we create a quick, casual game application that allows for simple service (e.g., Google Image Tagger)? And, at the same time, how do we avoid irrelevance by appearing like so much noise? In a bursting Inbox, information overload world, how much is too much and how much is just right?

BIO:
Laurel Felt is a Ph.D. candidate, researcher, and curriculum designer focused on nurturing youths’ social and emotional competence, critical thinking, and communicative capacities. She is currently investigating participatory learning with the Annenberg Innovation Lab’s PLAY! Project, and emotional regulation with GameDesk via biofeedback-enhanced impact game Dojo.

EMBEDDED LINKS:
Laurelfelt.org
http://annenberg.usc.edu/Faculty/Doctoral%20Students/Felt%20Laurel.aspx
Annenberglab.com
Playnml.wikispaces.com
Gamedesk.org
Gamedesk.org/projects/dojo

MY TWEETS:
https://twitter.com/#!/laurelfelt

Cooperation

Cooperation is neither the province of women nor an artifact of maturity; cooperation fuels all peoples and emerges from our earliest days.

Kohlberg’s stages of moral development (1958) position obedience as preceding negotiation; thus, cooperation cannot emerge until the capacity for a certain amount of cognitive complexity has been achieved. While Gilligan’s In a Different Voice (1982) illuminated several deficiencies in Kohlberg’s vision, it did so on the basis of gender bias. According to Gilligan, “They [women] developed in a way that focused on connections among people (rather than separation) and with an ethic of care for those people (rather than an ethic of justice)” (Huff, 2001).

Designating empathy and cooperativeness as expressions of subgroups rather than universal human traits, though, is incredibly problematic. First, just who or what are men and women anyway? I wonder how, if at all, Gilligan’s paradigm accommodates for socially-constructed gender vs. biologically-tied sex. What happens when these superficial distinctions break down, as in the case of butch females, drag queens, transsexuals, intersex individuals, etc? Second, how do the historical record and contemporary social structures support this theory of opposing, partisan priorities? While I tend to distrust biological determinism, human evolution and culture, broadly defined, suggest that all peoples value collaboration and connection. Similarly (and sadly), abuse can induce individuals from all walks of life to commit atrocities that tear those institutions asunder.

Dacher Keltner’s Born to Be Good: The Science of a Meaningful Life (2009) argues that we are hard-wired to reach out and love someone:

“Jen science is based on its own microscopic observations of things not closely examined before. Most centrally, it is founded on the study of emotions such as compassion, gratitude, awe, embarrassment, and amusement, emotions that transpire between people, bringing the good in each other to completion. Jen science has examined new human languages under its microscope—movements of muscles in the face that signal devotion, patterns of touch that signal appreciation, playful tones of the voice that transform conflicts. It brings into focus new substances that we are made of, neurotransmitters as well as regions of our nervous system that promote trust, caring, devotion, forgiveness, and play. It reveals a new way of thinking about the evolution of human goodness, which requires revision of longstanding assumptions that we are solely wired to maximize desire, to compete, and to be vigilant to what is bad” (Keltner, 2009, para 3).

Along a similar vein, Richard Sennett’s Together: The Rituals, Pleasures and Politics of Cooperation (2012) conceptualizes cooperation as a homegrown, human craft. Excitingly, he draws on developmentalist Erik Erikson and children’s gaming to strengthen his argument:

“Reflexive, self-critical thinking doesn’t imply withdrawal from other kids; children can be reflexive together. One piece of evidence Erikson provides for this process is game-playing. At the age of five to six, children begin to negotiate the rules for games, rather than, as at the age of two to three, take the rules as givens; the more negotiation occurs, the more strongly do children become bonded to one another in game-playing…

“Erikson’s sweeping point about this passage is that cooperation precedes individuation: cooperation is the foundation of human development, in that we learn how to be together before we learn how to stand apart. Erikson may seem to declare the obvious: we could not develop as individuals in isolation. Which means, though, that the very misunderstandings, separations, transitional objects and self-criticism which appear in the course of development are tests of how to relate to other people rather than how to hibernate; if the social bond is primary, its terms change up to the time children enter formal schooling” (Sennett, 2012)

Our mission, therefore, is to support the skills and spaces that facilitate development of the ties that bind. I’ll stop short of calling for hand-holding and Kumbayah-singing — but if you start the song, you know I’ll chime right in.