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.

For she’s a jolly good Fellow?

The USC Annenberg Graduate Fellowship Program is seeking abstracts for the fourth Annual Research and Creative Project Symposium on April 11, 2012. Abstracts should describe a creative project or original work that investigates questions in communication and digital media research.

The Los Angeles Unified School District (LAUSD) is simultaneously committed to boosting students’ digital proficiency and challenged by these learners’ academic disengagement. In response, Participatory Learning and You! (PLAY!) designed a theoretical framework and methodology for introducing a pedagogy of participatory culture, and applied it in a pilot after-school program at LAUSD’s Robert F. Kennedy Community Schools. Dubbed “Explore Locally, Excel Digitally” (ELED), this program invited high school students to hone their digital citizenship. Ethnographic fieldnotes, video recordings, and student reflection from ELED’s 15 weeks illustrate this program’s culture of participatory learning, characterized by motivation and engagement, creativity, relevance, co-learning, and ecological learning. ELED also supported participants’ acquisition of digital literacy skills, new media literacies proficiencies, and social and emotional learning competencies. This experience suggests that relationship-building is integral and foundational to establishing citizenship, both online and offline.

  • Feeling our way through: Exploring the potential of Dojo, a biofeedback-enhanced video game for emotional regulation training = DENIED

How do we boost students’ test scores, improve school safety, cultivate creativity, and combat the spread of public health challenges such as HIV/AIDS? Complementary research from diverse fields suggests that the key is emotional regulation (Elias, Zins, Weissberg, Frey, Greenberg, Haynes, Kessler, Schwab-Stone, & Shriver, 1997; Clark, Miller, Nagy, Avery, Roth, Liddon, & Mukherjee, 2005; Immordino-Yang & Damasio, 2007). But despite this considerable body of evidence, emotional regulation is the least taught competency of all of the social and emotional learning (SEL) learning skills (Collaborative for Academic Social and Emotional Learning, 2003). Educators’ lack of pedagogy for addressing students’ emotional regulation contributes to its curricular absence; difficulties around unambiguous perception both of one’s own emotional state as well as that of others also embattles the development, uptake, and successful realization of such curricula. GameDesk’s state-of-the-art emotional regulation video game Dojo addresses this visibility issue via biofeedback. Fingertip sensors record skin conductance and heart rate as players negotiate game-related quests; in addition to displaying these levels on-screen, the game’s difficulty increases when players’ stress increases, thus compelling players to consciously apply emotional regulation mechanisms in order to prevail. The pedagogy issue, however, remains largely unaddressed. This presentation will offer a compendium of guiding principles and best practices to inform the development of a Dojo-related emotional regulation curriculum for students in grades 6-9. It will review results from similar SEL curricula, identify successful strategies for both teaching and coping, recommend analog assessment measures, articulate past and possible future relationships between technology and behavior change, and spotlight key areas for continued research, development, and intervention. Finally, attendees will have the opportunity to slip on a set of sensors and pilot Dojo themselves.

Play and negotiation are crucial tools as contemporary education stands at a crossroads: emphases on standardized testing and digital proficiency call into question what to teach and how to teach it; changes in social relationships and communication norms introduce promises and perils for students seeking support and self-expression; and anticipation of future shifts for both technology and job opportunities (Johnson, Smith, Willis, Levine, & Haywood, 2011; Thomas & Seely Brown, 2011) also challenge established theory and practice vis-à-vis education. In order to address this, educators should engage learners in play and negotiation. “Play” and “negotiation,” respectively defined as “the ability to experiment with one’s surroundings as a form of problem-solving” and “the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms” (Jenkins, Purushotma, Clinton, Weigel, & Robison, 2006, p. 4), provide opportunities for youthful collaborators to “…increase developmental assets such as competence, self-efficacy and sense of control by developing an awareness of and engaging with their environment” (Wong & Zimmerman, 2005, p. 105). A play- and negotiation-rich intervention with Los Angeles high school students functions as a case study. Implemented in the fall of 2011, non-profit organization Laughter for a Change established a weekly, after-school improvisational theater workshop for students at the Robert F. Kennedy Community Schools. Ethnographic fieldnotes, documentary photography and videography, as well as students’ end-of-semester reflections reveal participants’ learning outcomes that range from stronger performance skills to greater self-confidence to richer interpersonal relationships to increased willingness to take risks. Additionally, analysis of students’ process confirms their motivation and engagement, creativity, relevance-seeking, co-learning, and ecological learning, collectively suggesting that Laughter for a Change established a culture in which participatory learning flourished.

Abstracts

One day. Two abstracts. Pray to the guest editors of Learning, Media, & Technology

SPECIAL ISSUE: Digital Literacy and Informal Learning Environments

Vartabedian, V., Felt, L.J., Literat, I., & Mehta, R. Explore Locally, Excel Digitally: A participatory learning-oriented after-school program for enriching citizenship on- and offline.

KEYWORDS: participatory learning, digital, citizenship, after-school, pedagogy

Following Jenkins and colleagues’ elucidation of participatory culture and new media literacies-enriched education[1], this article argues that facilitating a culture of participatory learning stimulates the development of 21st century social skills and cultural competencies. To support this argument, we examine the components of a new pedagogical framework designed for participatory learning and explore a case study in which this framework was implemented — an after-school program in digital citizenship for Los Angeles public high school students.

A culture of participatory learning (often found in informal learning environments[2]) respects and nurtures: heightened motivation and new forms of engagement through meaningful play and experimentation; learning scenarios relevant to students’ realities and interests; creativity with a variety of media, tools, and practices; a community designed for co-learning; and contexts that are situated within a larger learning eco-system. Such a culture empowers learners to practice new media literacies (NMLs) and social and emotional learning skills (SELs)[3] because it allows for the expression of all voices and multiple ways of knowing.

How one negotiates digital tools and norms impacts citizenship on- and offline. As such, the after-school program “Explore Locally, Excel Digitally” (ELED) used hardware (iPod Touches, desktop computers), software (mobile apps, Twitter, GoogleMaps, Prezi), and team-building activities to investigate ethics, mapping, and their intersections. Students examined the characteristics of their own communities and the nature of their participation within these networks, looking at ELED, their friendship circles, their schools, and the neighborhood surrounding Robert F. Kennedy Community Schools. Using ethnographic fieldnotes, video footage, student-generated multimedia content, and baseline and endline survey measures, we found that this pedagogical framework supported a participatory learning culture in which students practiced NMLs and SELs. Importantly, it also facilitated students’ development of self- and collective efficacy.


[1] (Jenkins, Purushotma, Clinton, Weigel, & Robison, 2006)

[2] Recent studies have established a relationship between out-of-school spaces and learning outcomes (Bell, Lewenstein, Shouse & Feder, 2009), as well as urged schools’ integration of Web 2.0 participation (Schuck & Aubusson, 2010). What facilitates learning in these informal, physical and virtual sites?

[3] (Zins, Weissberg, Wang, & Walberg, 2004)

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SPECIAL ISSUE: City Youth and the Pedagogy of Participatory Media

Felt, L.J. & Rideau, A. Pedagogy for appropriation: How Sunukaddu supports youths’, instructors’, and communities’ development by amplifying voices in Senegal.

KEYWORDS: Dakar, youth, pedagogy, media, voice, sustainability, skills

While the world’s urban population is expected to skyrocket 41% between 1950 and 2050, Senegal’s rate of urbanization has outstripped the average and is projected to ascend even more sharply, growing by 48% over that span[1]. Therefore, as global citizens consider how best to manage youths’ education within the volatile contexts of rapid urbanization, economic uncertainty, public health challenges, and technological shifts, a case study from Senegal can offer potentially useful insights. This article examines Sunukaddu[2], an instructional program in producing civic-oriented multimedia for Dakar youths.

Non-profit organization Réseau Africain d’Education pour la Santé created Sunukaddu in 2008 to support youths’ creation of digital HIV/AIDS messaging[3]. During the summer of 2010, staff redesigned Sunukaddu to facilitate its ease of appropriation. First, they established a collaborative curriculum design process that boosted instructors’ teamwork and ownership. Second, they increased participants’ hands-on exploration and access to local role models. Third, they adopted smartphones and encouraged sharing content online. Fourth, they addressed participants’ communicative capacities by harnessing new media literacies[4] and social and emotional learning skills[5].

Analysis of ethnographic photographs, participant-generated multimedia content, baseline and endline survey measures, participant focus groups, and instructor interviews suggests that Sunukaddu participation supported instructors’ professional development and facilitated youths’ holistic growth. This article argues that Sunukaddu’s design explains its success. Asking instructors and participants to personalize content and raise their voices[6] enriches the learning experience and helps to bridge the “second digital divide”[7] or the “participation gap”[8].  Nurturing fundamental skills[9] prepares individuals for productive negotiation of varied contexts. Finally, leaving open-ended specific activities and technology requirements respects the unpredictability and/or modesty of funding streams as well as the swiftness of social and/or technological change. Thus, Sunukaddu’s adaptable format should ensure its long-term viability — both an important ethical consideration and key development imperative.


[1](WORLD: 1950: 29% urban, 2050: 70% urban; SENEGAL: 1950: 17% urban, 2050: 65% urban; (United Nations Population Division, 2009)

[2](“Our Voice” in the indigenous language of Wolof)

[3](For a review, see Massey, Morawski, Glik, & Rideau, 2009; also Massey, Glik, Prelip, & Rideau, 2011; also Felt & Rideau, in press)

[4](Jenkins, Purushotma, Clinton, Weigel, & Robison, 2006)

[5](Zins, Weissberg, Wang, & Walberg, 2004)

[6]via writing curriculum and producing documentaries, graphic novels, posters, songs, news reports, etc

[7](Somekh, 2007)

[8]which Jenkins et al (2006) define as “the unequal access to the opportunities, experiences, skills, and knowledge that will prepare youth for full participation in the world of tomorrow” (p. 3)

[9]e.g., NMLs and SELs