How “modern” is the Modern Family? I started thinking about this question after we viewed one of the episodes in class. Something really stood out to me in the episode: None of the “mothers,” Claire, Gloria or Cam, actually have jobs outside of the home. This is really annoying to me because it does not represent reality, and for a show that is supposed to be “pushing the envelope;” it completely fails to convey the reality of the “modern” woman. After sharing this thought with a classmate, he pointed out that while the show represent “modern” forms of families: gay couple and an older divorced man with a younger woman, it still portrays stereotypes and the more “acceptable” form of alternative families. What if Gloria was an older woman and Jay was a younger man with a son? How would that change the series and would the show be as popular? I think shows like Modern Family are trying to being “modern,” but unfortunately are continuing to perpetuate stereotypes, albeit the modern versions of the stereotype.
A place where we ask the hard questions about the role of film and media in our present and future classrooms.
Friday, July 22, 2011
Thursday, July 21, 2011
Music in the Classroom
I wanted to take some time to discuss using music in the classroom. I don't feel like we talked about this at all in class, but Emily's Wiki-page made me think, so I figured I'd share some ways that I've found effective.
My purpose in using music in the classroom is that students automatically connect to music and lyrics more than they connect to poetry. I've used the comparison in my Brit Lit class when we do a lot of Romantic poetry. Students have a hard time working through ALL of the poetry that we have to work through at the end of the semester, but I always tell them that poems are just songs without the background music. For some reason, it works to refresh their point of view.
I also have something in my class called "Lyrics as Lit". On Thursdays, my students bring in a song and lyrics (of course, it must be appropriate). I usually ask them to bring in a song that is specifically important to them. Then, we deconstruct and analyze the song. We talk about what the song is saying, who the audience is, and finally why they feel a specific connection to the song. I always ask students to hand in a paper explaining all of these things with the song, as well (only about a page). Students really get into this, as well.
Finally, I have used songs like "Lovers on a Hotel Bed" by Death Cab for Cutie to discuss tone/mood. Students have trouble identifying this in a text, but really enjoy dissecting songs that they already know.
Has anyone else used music effectively in their classes?
Video Games in the classroom
We talked for quite a bit about a lot of different things, but one thing that we discussed was video games in the classroom. I'll back-track (if I may) and explain that I feel like for the majority of the class, I re-evaluated how to approach using media in the classroom with the major concept of looking at the overall purpose for using the film/tv show/technology/etc. I've decided that many of the things that we talked about regarding video games were about looking at literary elements, in particular looking at plot, theme, conflict, setting, etc. All of these things can be achieved by using a film, so what is the ultimate purpose for using a video game? If one would use a video game in the classroom, would it be like using technology for technology's sake? If the same objective can be achieved and achieved as well by NOT using technology, then what is the purpose for using it? There is such a thing as using too much technology. Another thing that I discovered while thinking about it more in depth was that using the opening story for a video game can be useful, but I don't think that using the actual video game is appropriate. Any thoughts?
Thursday, July 14, 2011
Emmy Nominated Commercials
You may not be aware of this, but the Academy of Television Arts and Sciences actually has an Emmy category for Outstanding Commercial. This year’s nominees are:
Outstanding Commercial
Baby, TBWA\Chiat\Day New York, Ad Agency; MJZ, Production Company
Baby Driver, Carmichael Lynch, Ad Agency; RSA Films, Production Company
Born Of Fire, Wieden+Kennedy, Ad Agency; Serial Pictures, Production Company
Conan, Ogilvy New York, Ad Agency; Hungry Man, Production Company
Polar Bear, TBWA\Chiat\Day, Ad Agency; Epoch Films, Production Company
Questions,Wieden+Kennedy, Ad Agency; MJZ, Production Company
All six are compiled in the following website for your viewing pleasure:
My question, fellow bloggers, is which, if any, of these commercials qualifies as art in your opinion?
Also, is it surprising that an ad that so clearly promotes a specific ideal of masculinity (Old Spice) is nominated for such a prestigious award? Doesn’t this mean that the Emmy folks are, in effect, valuing the perpetuation of gender stereotypes?
Ads that Poke Fun
http://news.yahoo.com/blogs/upshot/got-controversy-milk-campaign-helps-men-deal-pms-214103675.html
According to this Yahoo! article, some people are up in arms about the new milk campaign. The campaign suggests that milk helps men “deal with PMS.” That is, the calcium in milk helps reduce the symptoms of PMS, so if men get their women to drink it, they reap benefits such as not being blamed for everything when their women are premenstrual.
I don’t know about you all, but as a milk drinker, I don’t want to think about menstruation when I’m enjoying one of my favorite beverages. Regardless of the fact that some people, particularly women, will take offense to this ad campaign—and rightfully so—it just doesn’t strike me as an effective strategy in the least.
I’d love to know your thoughts on this particular campaign. Also, if you can recall any ads that you found offensive (current or old) please share them. I’m sure they’ll generate some excellent conversation. (Maybe that’s all advertisers ultimately care about: if people talk about their ads, they talk about their products and more people probably then buy the products!) Uh oh, is my post giving advertisers what they want?!
CopyRIGHT?
I do agree with Dr. Shea that this would be the perfect time to get creative with lesson planning, perhaps using parts of a book, rotating usage, or using other materials (like films!) to teach the story. We now know that we have the tools to do lessons like these and they are possible.
But, on the flip side, this too can be difficult. To me this almost seems like another case of in theory vs. reality... Just like our video games that we'd love to somehow include into curriculum, in reality there are so many constraints upon teachers that make their doing job much harder than it needs to be.
Wednesday, July 13, 2011
Commercials and Tough Guise
Beef Rescinded
Also, I mentioned that I have already used online games in small ways in my classroom. Here are some links to the ones my students have liked the best - they may not be very sophisticated or in-depth, but they do get the students engaged and using their English skills in a fun way.
Grammar of Doom! http://www.english-online.org.uk/games/grofdoom/advisory.htm
Grammar Ninja http://www.kwarp.com/portfolio/grammarninja.html
Also, this website has links to over 20 English-based games:
http://www.english-online.org.uk/games/gamezone2.htm
Enjoy! I like Grammar Ninja :)
Monday, July 11, 2011
My "Beef" With Video Games in the Classroom
I was a little disappointed with the shortness of our Socratic seminar on video games - I feel as though not everyone got the chance to share their opinions and we didn't really get to tap into this idea or issue very much at all. To be honest I left it feeling disappointed and taken aback.
That being said, I know I was one of the people to say "no way" to using video games in the classroom, and I am here to tell you that I have not changed my mind. I wanted to explain some of my viewpoints a little more. My two big issues are TIME and RESOURCES.
Yes, video games develop complex, rich narratives and characters. Yes, they can tell us a lot about plot development, character development, setting, and multiple genres. I don't dispute that at all. I also don't dispute that it would be fantastic to be able to have students create their own video games in order to develop these literary elements. HOWEVER, realistically, whose school can provide that in an English classroom, let alone at all?! My school has a Game Design elective where students interested in developing video games can spend a whole semester doing so - and it takes that long to introduce students to those concepts, if not longer. How on earth is something like that supposed to fit in the context of a regular classroom? The reason we might feel more comfortable having students write a story to show literary elements, or even create a short film to do the same thing, is because those activities take MUCH less time than creating a video game. Not to mention that I haven't the first idea where to start, and would bet that only %2 of my students would even know how to use that type of software. Even if I was offered training on it, I have to be honest and say that I am way too busy in my classroom and extracurriculars to take on something that huge. Maybe that makes me the "bad guy" but I just frankly don't have the time.
Second - RESOURCES. Many of my colleagues find it hard to get into a computer lab just to have students TYPE A PAPER or LOOK SOMETHING UP, much less use software to play and/or create a video game. I am lucky enough to have a smartboard and laptop cart in my classroom, but I am of a small population. It doesn't seem fair at all to ask teachers to do things like this when they have to schedule a computer lab months in advance for even the smallest of tasks. There is enough pressure put on teachers to incorporate technology without throwing something completely new into the mix. And if we try to ask students to use video games at home as part of their assignments, this is really excluding a lot of students, especially in lower socioeconomic districts. I feel guilty enough sometimes when I ask them to type something at home knowing that many of them don't have access to a computer.
And, my final point, or I guess concern, is this. Yes, a lot of students play video games. Yes, they can identify with them. But it is my personal opinion that some things should be kept purely for entertainment. Bringing video games into the classroom might engage some students, but it would also lose a lot of them. Let them play video games for fun, let them learn skills at home without having to think about it in a school context. I think that allowing kids to keep some things personal and social ONLY is important for their intellectual development.
I like video games. I think they're fun and they can really help develop critical thinking, no doubt. But, I have to say that using them in a classroom in anyway is so pie-in-the-sky that realistically, I doubt I will ever see it happen in my teaching career.
Sorry, game lovers!! :(
Copyright Clarity
More on Video Games
Sunday, July 10, 2011
Music in the classroom
We touched briefly on music, rap lyrics, etc. in class. I am beginning my unit plan for this class regarding how authors of lyrics convey meaning about a socially constructed experience and how this form influences student worldviews and how they understand themselves. As I proceed, I am running into a lot of research based on poetry and rap lyrics... How else can we incorporate them into an English Unit plan?
Also, as I go to youtube and look up songs, I am obviously going to watch the videos as well and I'm thinking to myself, "Wow my 17 year old brother watches this stuff?! Is allowed to watch this!? Look at that girl, what is she wearing!?!?" I am ultimately deciding if I should scratch the whole unit plan on lyrics and do a paper on how music videos portray gender roles and how we can use them in the classroom. What is your take on music videos? They are so widely viewed by our student population, believe me, my brother and his friends could watch MTV Jams all day if they were allowed.
WAHOO!!!!!!!!!
1 - I surprised myself that I was so anti video game usage in the classroom, though Sally brought up some very good points that have continued to bounce around my brain.
2 - Saw a great documentary about how some Christians misinterpret the Bible to persecute homosexuals. It's called For the Bible Tells Me So. It is VERY good. Although I suppose that would depend upon whether or not you are overly political about one side of the issue. It is about 90% one-sided, but still manages to raise a valid point.... or two
That is all for now. See you all soon!
Saturday, July 9, 2011
More thoughts on video games...
(I started to respond to Dr. Shea’s post in a comment, but this ended up much longer than what I initially planned so I am making it a separate post. Sorry for the novel!)
I wouldn’t say that I’m opposed to using video games for educational purposes, but I do have hang-ups and I can understand why a lot of current teachers in our classroom expressed skepticism yesterday.
First of all, video games are not ready resources (at least for me) to integrate into my lessons, whereas films, tv shows, magazines and commercials are. I have a personal stash of movies and magazines, a Netflix account, access to Youtube and Hulu, and a dvd player in my classroom, as well as the ability to pull up websites on a large screen presenter. However, I do not have a gaming system nor am I an avid gamer. (For the first time I have been playing Mario Brothers on Wii in the past couple weeks, 5 years after everyone else! J ) It would take a lot of extra work for me to get to a point of comfortableness introducing something like video games into my classroom, whereas integrating film, television and advertisements would come much more naturally for me. I consume that type of media in my free time and have figured out lots of creative ways to use it in my teaching through taking this class. I also think that these other types of media have more universal appeal to my students. I can’t say the same for video games, but it’s not that I dislike them or don’t think they have a place. Plus, I am excited that some of my students who are gamers can gain literacy skills outside of my classroom. For me, that was the takeaway from reading these articles.
I also have hang-ups from a practical standpoint. My school district would never provide me with video game equipment or even software to create video games on the laptops I have in my classroom. I have enough trouble getting the textbooks I need. Then there is the issue of how I would use video games in a lesson or unit. One of the articles mentioned that video games can be used for educational purposes, in the sense of playing a game that introduces or deals with school-related content. (This is what I guess Oregon Trail would qualify as.) So, would I then introduce my students to a game that relates to English content or skills, have them each play on their own during class, and sit back grading tests? I just can’t conceive of this being the best way to use such limited class time. The article then presented the case study of an 8th grade class that made their own video game, which helped them learn narrative structures. I am certainly not opposed to this type of activity, but I would be hard-pressed to find time to fit a unit like that in the school year. None of this would matter anyway unless I had ready-access to the software for designing the game to begin with. So I guess my attitude towards video games is: not for my classroom, at least for right now.
If other teachers responded passionately about this it is because we have to draw the line somewhere, and this might mean that we have to draw the line at something that could be great, but isn’t for us right now. I don’t know if I speak for everyone when I say this, but as English teachers, we are the go-to people for any new program, fad, or idea. In the 6 years I have taught, my department has been on the receiving end of every new mandate that comes down the pike. This isn’t to say that other departments don’t get mandates, too, but everyone assumes that English teachers are the natural choice for everything new because we teach the most important skills: reading and writing. Nearly everything can be tied to reading and writing somehow, whereas connections to other disciplines can’t be made as easily. So, my department has been the first in line to integrate technology (Classrooms for the Future), integrate career standards, integrate character education, include a separate PSSA unit that reinforces the skills we struggle with on the PSSA, create common assessments, create lessons that use the Smartboard etc., etc., etc. This is not to say these aren’t great things, but this definitely detracts from a unified English experience where we focus exclusively on teaching the skills students really need. The more things that get added, the more things (and usually the most basic things) get taken away. I would have trouble using something new like video games just for the sake of using them. I have no problem trying out new ideas (I would be a bad teacher otherwise), but I resent novelty for the sake of novelty alone. Show me that video games are the best way to accomplish teaching specific skills to the largest amount of students, and I will be the first one to sign up. As teachers, we have to make choices about how to use our very precious and limited time with our students while also maintaining our professional responsibilities. For some of us, this might mean saying “no” to video games.
If someone offered me free software for my classroom and training on how to use it, I would have no trouble giving video games a try. In the meantime, I could see a great benefit to using or creating video games in a different subject area, like technology education or computer class. In my mind, it would actually seem more appropriate in those classes. If reading and writing skills are so important and video games could help students attain literacy, then English teachers shouldn’t be the only targeted audience for pleas on integrating them.
Friday, July 8, 2011
Video Games as a Literacy Tool
What surprised me was how your arguments against its use echo those others have raised against using film (passive, not suitable for the class, full of violence, doesn't seem to fit with curriculum). Yet, you have developed clear and convincing rationales for utilizing film in effective and meaningful ways. So, why do you find it difficult to do the same for video games which are really another visual storytelling device? Is it too difficult to look outside the school box to see its potential? Have you been convinced by the negative bashing of video games as a cause of violence in our society? In short, what's your hangup and what would it take to change your mind?
Thursday, July 7, 2011
More on Supersize Me
Wednesday, July 6, 2011
Psychology in Advertising: What Makes You Want to Buy?
I haven’t taken many psychology courses and I really haven't studied advertisements until this course; however, I am an avid watcher of Mad Men. While the show is fiction, its depiction of the ad industry in the 1960s is thoroughly researched. It really delves into the psychology behind advertising. In the show, the execs who write copy don’t have degrees in psychology (although the agency does consult psychologists), but by drawing from life experiences, they create ads that appeal to the psyche of consumers.
Watch these clips and tell me what you think. Could they be useful in the classroom?
Belle Jolie lipstick:
http://www.youtube.com/watch?v=5y4b-DEkIps
Kodak Carousel:
http://www.youtube.com/watch?v=suRDUFpsHus