Category Archives: education

Learning Alchemy: Digitally Mediated Collaboration and Game Design

[The tl;dr stuff:] This is a long post. After the jump I detail how Chad Sansing and I have been collaborating on developing a card game  called Learning Alchemy. Amongst the screenshots of Google Docs and card examples, I try to explore how collaboration is mediated in 2013. The short story: Chad and I have only met in-person 3 times and after both participating in a webinar in July we decided to begin an epic collaboration. Moving from wanting to create … something and play around the with rapidly-shifting landscape of gaming due to crowdsourcing, the narrative below is one of free-flowing thought being honed into something tangible. As I explain below, we are currently playtesting our game, soliciting card-remixes, and looking to “bring to market”* a product for people to enjoy.

* Note: I use this phrase very loosely.

Continue reading

“You won’t believe how bad the district is now.”

That’s how a friend started his email to me on Saturday morning. He’s talking about LAUSD (obviously). And it’s not about Superintendent Deasy’s likely departure. Instead he’s talking about the dismal situation for English language learners as described in this article. In particular:

As a result of a settlement with the U.S. Department of Education, which had accused the district of doing poorly by its English learners, the district was required to submit an evidence-based plan for improvement, and that plan calls for sorting the students by English skills.

Here’s my friend’s full email update about the situation:

You won’t believe how bad the district is now. The district decided it needed to do something about the Long Term English Learners, so it through them all into classes together with huge class numbers 35 plus. The curriculum they gave us was a crappy old work book and then after two months they sent some really cool young adult novels- Book Thief, 13 Reasons Why, The Fault in Our Stars and some others. They sent the books with no plans, but wanted us to read the books and only teach the parts that are school appropriate and to ignore the rest of the book. Crazy stuff man.

Crazy stuff indeed.

Talking with Nicholas Mizer: Kickstarter, Roleplaying Games, and Dissertations

Nicholas Mizer is a doctoral student in the Anthropology Department at Texas A&M. His research has looked at storytelling, play and modernity in roleplaying games – topics I’ve also been looking at from a literacies and education perspective. I talked with Nicholas about his current research and about his Kickstarter to fund parts of his dissertation research. Called “The Greatest Unreality: Story, Play, and Imagination in D&D,” this Kickstarter allows gamers and a general audience a bit more of a behind-the-scenes look at how the dissertation-sausage is made: backers get a copy of his final dissertation, gaming materials, and regular updates from Nicholas. Please consider backing here.

Below, we discuss Nicholas’s Kickstarter, his research topic, and RPG gaming trends. Links to things we discuss follow.

Related & Discussed Links:

Book Announcement: Critical Foundations In Young Adult Literature

I am thrilled to announce the release of my first book, Critical Foundations in Young Adult Literature: Challenging Genres, from Sense Publishers.

Here is the book description:

Young Adult literature, from The Outsiders to Harry Potter, has helped shape the cultural landscape for adolescents perhaps more than any other form of consumable media in the twentieth and twenty-first century. With the rise of mega blockbuster films based on these books in recent years, the young adult genre is being co-opted by curious adult readers and by Hollywood producers. However, while the genre may be getting more readers than ever before, Young Adult literature remains exclusionary and problematic: few titles feature historically marginalized individuals, the books present heteronormative perspectives, and gender stereotypes continue to persist.

Taking a critical approach, Critical Foundations in Young Adult Literature: Challenging Genres offers educators, youth librarians, and students a set of strategies for unpacking, challenging, and transforming the assumptions of some of the genre’s most popular titles. Pushing the genre forward, Antero Garcia builds on his experiences as a former high school teacher to offer strategies for integrating Young Adult literature in a contemporary critical pedagogy through the use of participatory media.

Table of Contents

Preface. Young Adult Literature Comes of Age: The Blurring of Genre
in Popular Entertainment [Written by Paul Thomas]

Introduction. Reading Unease: Just Who, Exactly, Is Young Adult
Literature Made For?

1. Capitalism, Hollywood, and Adult Appropriation of Young
Adult Literature: The Harry Potter Effect

2. More than Mango Street: Race, Multiculturalism and YA

3. Outsiders?: Exclusion and Post-Colonial Theory

4. Gender and Sexuality and YA: Constructions of Identity and Gender

5. Pedagogy of the Demonically Possessed: Critical Pedagogy
and Popular Literature

6. Grassroots YA: Don’t Forget to Be Awesome

Conclusion. YA and the “Emerging Self”: Looking Ahead at the Genre
and Our Classrooms

When I started writing this book a year and a half ago, my goal was to help educators and librarians make sense of the shifting nature of young adult literature. I attempted to take a theoretical approach to this task while also making theory as accessible for readers as possible. My intention was for readers to be able to utilize feminism or critical race theory or post-colonialism as a means of inciting dialogue in classrooms with youth.

I will be sharing excerpts from the book in the future and would love to engage in constructive dialogue with any readers, YA classes, or preservice teacher educators. The book is part of Sense’s Critical Literacy Teaching Series edited by by Paul Thomas and builds on critical theory to illuminate for teachers, librarians, and preservice teacher educators the ways young adult literature is a genre in flux.

Note: The book details and critiques the capitalist history that created the YA genre. Fittingly, I would highly encourage you to buy as many copies of this book as you possibly can (or at least kindly ask your library to order a copy).

The Listserve, Bell’s Palsy, and Winning The Lottery

I recently “won the Listserve lottery.” The Listserve is a one-email-a-day, free subscription. Members are randomly selected to send a message of their choosing to the nearly 25k subscribers. When I won last week, I chose to write about having Bell’s Palsy. My email is below and – if you enjoy a single, random post each day – I encourage you to subscribe to the Listserve.

[The Listserve] Reflections on teaching with a broken face

In 2005 I stepped into my first classroom as an official high school English teacher. Having survived the usual trials and tribulations of student teaching, non-invasive background checks, and a lengthy Los Angeles commute (is there any other kind?), I was thrilled to get to teach students in my classroom a la the tradition set for me by Hollywood. I was going to be the next Jaime Escalante or that lady from Freedom Writers. Of course that’s not really how things went down.

My first day was, to say the least, challenging. I was 22 and had 21 year old students. My first period class had 43 students and I had a few tarnished tables and chairs to seat maybe a dozen kids. There was a hole in my floor that went to who-knows-where. And–oh yeah–I couldn’t move half of my face.

A day before I started teaching I found out I had Bell’s Palsy. Basically, the right side of my face was paralyzed. I couldn’t blink (I was a really good winker), raise my eyebrows, or move that side of my mouth. My speech was bordering on lispy/drunken belligerent as a result. When I smiled it looked Frankenstein-like grotesque (look in the mirror and try to smile with only half of your face).

Fortunately, Bell’s Palsy wore off after about a month and a half. But that first day was one where superficial moves like smiles and normal eye contact were thrown out the window. And yeah, the school I taught at had some dilapidated challenges too: the conditions my students were expected to learning (did I mention the mousetraps behind the bookshelves?) were not only less than ideal but downright unjust.

I made a lot of mistakes and learned a lot that first year. I learned that the tremendous love, resilience, and hunger for an equal education can make any space ignite with the possibilities of learning. Engaging with my students and being honest about my weird looking face meant my classroom began with a culture of openness and honesty.

The world of education in the United States has a lot of work to do. Nearly a decade after that first day of teaching I’m now helping prepare future teachers for classroom life. It’s a strange shift, sometimes. I build from my experiences looking out an unblinking right eye at a decimated classroom filled with eager students and strive for helping revolutionize the world of education.
Thanks for your time,

Antero
Fort Collins, CO

[BTW: After writing this, I got several commiserating tweets from other former BPers. I also was told that Antero is a common name in Finland. Who woulda thought?]

Talking Roleplaying Games with Chad Sansing (Part One)

Chad’s awesome map – credit: davesmapper.com

Over the summer I was thrilled to join an Educator Innovator webinar discussing some of my classroom work with Suzie Boss. In doing so, it was awesome to get to virtually hangout with NWP superstar Chad Sansing (I would highly recommend subscribing to Chad’s blog).We’ve since been discussing gameplay and exploring elements of game design in ways that will merit future posts. At one point Chad mentioned that he ran a D&D campaign for his middle school students. As I am currently looking at the learning principles and literacies enacted in tabletop roleplaying games, I asked Chad to describe his gaming experience with his students. This is the first of several posts that find Chad discussing his innovation as a gamer and educator.

What games did you play? What edition?

Last year, during the 4th 9 Weeks, several kids at school asked for a D&D club during advisory time. Serving as nerd-in-residence, I agreed to host the club and run the campaign. One student began a self-directed learning project to become the DM – or dungeon master – a kind of show runner for the game’s campaign (or season, if you will). However, she ultimately decided to remain a PC, or player character, and spent language arts class reading the Mortal Engines series, so I couldn’t complain. I became the house DM, in much the same way that other teachers serve as permanent pitchers or quarter backs during games at recess.

We played a mutt version of the game. I signed up for the official online D&D resource and used it to help kids create characters. I also used Dave’s Mapper to create some of the larger maps used in our campaign. Other maps, I drew by hand on graph paper, the same way I began in 2nd grade while playing Gamma Riders at LatchKey in the morning. In fact, during our campaign, I found some of my maps from late elementary school or middle school in a box in my parents’ basement. Ah, life.

Since we were using the up-to-date online resource, our characters were created through menus and algorithms referencing the game’s 4th edition rules set. The last time I played, I used 2nd edition rules. At no time have I ever cared about movement or encumbrance. Essentially, we used a twenty-sided die (d20) rolled against our opponents’ defenses or the number we needed to roll to achieve a specific task. The time that praying-mantis ore-smuggler hijacked negotiations with the Dwarven navy and somehow rolled two natural 20s in a row to avert a disastrous strike on an Elven grain ship remains the stuff of legend. Natural 20s happen when a player rolls a 20 on a d20 without any modifiers buffing or debuffing her chances. Essentially, if you roll a d20, you can do anything. Conversely, if you roll a natural 1, no bonus can save you. The DM can do anything she wants to your character or party of adventurers.

Generally, we put story first, community second, d20 rolls third, logic fourth, common sense (a distant) fifth, and all the other rules last. (Having just played Pathfinder for the first time, it occurs to me we essentially played Pathfinder.)

I made it clear that any players wishing to split off of the main party could do so, but that I would finish the main story first before returning to their characters a few months of real time later. That kept everyone together nicely. Also, I discouraged evil characters and evil role-playing. An explicit and repeatedly stated purpose of the group was to be a community and to enjoy our time together as co-creators of an awesome story.

How did the students learn the rules? What things didn’t they get? Did anyone buy their own copies? Dice?

Many kids in the club had played some form of D&D before, usually with a parent or family friend as DM. Everyone seemed to quickly get the idea of using a d20 to roll against target numbers. It was difficult for some students to read all of thew abilities and items listed on their character sheets, so some students spent a lot of time repeating actions that they knew had been successful in the past. Other students and I tried to help by scanning their character sheets and suggesting things to try. The kids wanted their peers to do cool things and generally included everyone who wanted to play each day, though some players kind of wandered in and out of the game until they were sure of actions they could perform. Then they stuck with the game and began to bring in their own bits of humor and story-telling as their anxiety about the rules and playing “correctly” diminished. We had tons of running jokes by the time our campaign finished, and each player had a part in at least one of them.

Before the adventure began, most students wrote back stories – without much help from me – that brought them together on the map I showed them of the campaign world. I asked them to come up with explanations for how they could all wind up in one, particular nation at the same time. All kinds of writing and creativity ensued as we got characters built over the first three or four days of club.

Can you describe the campaign – what was it about, how long did you plan for it to go on, how many players?

I planned the game for 10-15 players and thought it would last for about a nine weeks, or for the entirety of a marking period. We played three or four morning per week (during advisory) for about eight weeks, forty-five minutes at a time. If you count the time we spent developing our characters, rolling new ones as needed, and dividing loot, we probably spent just over 20 hours playing the game, which gives us a total playing time roughly equal to that of the main quest in a typical AAA adventure video game.

How did the campaign change? How did players react?

As the kids came up with ideas I didn’t anticipate – as they decided to travel to places or to take on enemies I thought they would ignore – I had to revise some of my planning and adventure flow-charts so that the kids could attempt to meet their own goals and find entry points back into the rest of the main quest I had designed.

I changed the big bad about halfway through the campaign: I added a co-villain and revised the motivations of the first one. I also improvised the ending to help the players defeat their major antagonists before the end of the school year. I began the game thinking of political and economic struggle, but I ended the campaign thinking of belief and sacrifice thanks to the kids’ decisions.

What did you learn?

Kids want to cooperate and learn with, through, and from people and stories that involve them in personal inquiry, trusting relationships, and opportunities for exploring identity at school. A well designed lesson, unit, curriculum, class, or year is one in which kids feel like adventurers, in which they feel like heroes, and in which they can apprehend the heroism of their peers, some of whom fight awful battles just to be present and to risk being seen and heard.

What did they learn?

I wish I had asked in a semi-formal way. I can only speculate. Natural 1s are bad, but failure is sometimes funny and always safe in our classroom. Natural 20s are good, but sometimes being great at something right off the bat changes what comes next or what’s expected of us. Everyone has something to say, but some of us take more time to find our voices than others. Everyone wants to belong, and we can include them when we decide to be patient, inviting, and kind. Everyone has a sense of humor. Stories are best created together. Community sometimes requires sacrifice, even when sacrifice is just a willingness to be silly in front of others.

I’ll ask around some more.

Did you always DM?

I always ran the game, though the kids really owned and shaped it. I tried to set up interesting constraints and to perform the NPCs well, which required me to run a functioning map of the world, its people, and their interests in the back of my mind. I tried to stress co-creation of the story throughout the campaign. Playing D&D with my kids was like teaching them in a participatory learning environment – without them it would have fallen flat; with too much control on my part, the game would have sucked.

What kinds of players did people play? Any assumed gender stereotypes?

The kids largely played themselves, though a few of my older students attempted more serious role-play, taking into account how their characters would have approached battle, diplomacy, and the other characters. I didn’t hear a lot of gender stereotyping, but the player with the pixie character nearly never hit a target with her miniature cross-bow, which led to frequent, but good-natured, jokes at the expense of her dice rolls. And no one wanted the bug-man to speak, but he often had the highest diplomacy rolls leading to situations where he would say ludicrous things (to the elves: “the dwarves? They LOVE you guys!”) that the NPCs had to believe.

Most players began as friends, but by the end, I think everyone who chose to play felt welcome in the group and spoke and played.

Sadly, we had a few near-total-party-kills and some ill-advised walking across a narrow bridge over an endless pit, so there were many new characters along the way, as well was a lot of fodder for running jokes. As the game went on, kids also opened up and brought humor to their characters. The dwarven beast master who woke up after 700 years of sleep, for example, demanded that the group help him recover his familiar, Cookie the Cat (or bunny?), from the lowest level of the under-city before he would help the group fight the big bad. He figured if Cookie had died, he could have a spirt familiar.

As it turns out, he found Cookie, made her into a spirit familiar, and then sacrificed her soul to open and close a mystical barrier trapping a rainbow dragon the group needed to free. So, yeah. He ultimately went mad and lived out the rest of his life as a bear in the woods.

Middle schoolers are great story-tellers when given the chance over time to find themselves and the multitudes in them.

How did you find time for this and planning and everything else (I’m thinking about just how much time preparing for running a gaming session can take)?

I spent some time on developing a small world map and back story for its nations. Maybe two or three hours. Hand-drawn maps took about 30-45 minutes each. Encounters often took two or three sessions to resolve, so I tried to sketch out loose flow-charts and NPC details for about five encounters at a time. I’d order each set of upcoming encounters in a flow chart and allow for branching paths between the initiating and terminating events in the sequence. I probably spent 20-30 minutes planning per day during the campaign. It felt like planning participatory learning experiences, which I love, and involved a lot of performance and improv, which might be the parts of my teaching that I enjoy (but downplay) the most. Planning for the game also seemed very manageable because of the schedule I had last year, which left me time for writing and supporting other classrooms after I finished my teaching for the day before lunch. I have a much more traditional and full schedule this year, but I would still leap at the chance to plan nearly any kind of participatory learning club, regardless.

Thanks, Chad! In the next post, Chad will address some of the specifics of his campaign, its storyline, and the ways students interacted. Stay tuned!

New DML Post: Critiquing iPads in LAUSD

I have a new co-authored blogpost over at DMLCentral called “iFiasco in LA’s Schools: Why Technology Alone Is Never the Answer.” Written with Thomas Philip, this post takes issue with the recent “hacking” of LAUSD devices by students and builds off of recent research Thomas and I have done together.

SLJ Leadership Summit Keynote video and follow-up

The video from my keynote at the School Library Journal Leadership Summit in Austin, TX can be viewed below. In addition, I wrote a blog post that adds links and background context to some of the main ideas in my talk. That post can be found here. Again, I want to thank the organizers of the SLJ Leadership Summit for the opportunity to share ideas I have been refining over the past few years.

 

Antero Garcia keynote | SLJ summit 2013 from School Library Journal on Vimeo.

School Library Journal Leadership Summit Keynote

 

This Sunday I will be the closing keynote speaker at the School Library Journal Leadership Summit in Austin, TX. My talk is called “Participation and Collaboration as Critical Transformation.” Here is the program description for me talk:

A former high school teacher in South Central Los Angeles and an English education professor, Antero Garcia will discuss and share examples of how collaboration can build toward transformative identities for youth and communities. Exploring the possibilities of games, young adult literature, and technology, we will look toward ways to foster partnership for sustainable participation at school, community, and global levels.

Though some of this will be familiar to readers, I’m also excited about some recent research I am highlighting in this talk. I will be sharing notes and links to work next week.

I am excited about getting to engage with leaders in the school library field and humbled to be able to share my work with them.

Adolescents’ Literature, Fall 2013

This year’s Adolescents’ Literature course is structured differently than in the past. In order to make the class feel a bit smaller and to help highlight a larger breadth of texts, I’ve divided the class into three cohorts of students that will read thematically linked books each week. For instance, next week is “John Green Week” and we’ll read Looking For Alaska, Paper Towns, and The Fault in Our Stars (so that a third of the class gets in a good cry before the semester is too far along). As there is a mix of English education students, creative writing students, and this-class-sounded-fun-so-I-signed-up-and-now-I’m-in-a-class-with-thousands-of-pages-of-required-reading-oh-well students, this approach will help meet the more specific needs of the class. I may regret this as the instructor as I effectively tripled the reading I’ll be doing for the class (any teachers that run book circles probably knows what I’m going through).

As always, I’m encouraging anyone to follow along and join us. If you’re interested in participating in our online conversations, please join this Figment group (things are quiet for now, but we’ll be using the site starting next week). The full reading list is here. And for those that are feeling a little lazy, you can see the entire list of authors below.

  • Absolutely True Diary of a Part-Time Indian, Sherman Alexie
  • Wintergirls, Laurie Halse Anderson
  • Feed, MT Anderson
  • Go Ask Alice, Anonymous(-ish)
  • Thirteen Reasons Why, Jay Asher
  • Year of the Beasts, Cecil Castellucci and Nate Powell
  • The Perks of Being a Wallflower, Stephen Chbosky
  • City of Bones, Cassandra Clare
  • The Chocolate War, Robert Cormier
  • Little Brother, Cory Doctorow
  • For The Win, Cory Doctorow
  • Pirate Cinema, Cory Doctorow
  • Romiette and Julio, Sharon Draper
  • Fat Kid Rules the World, K.L. Going
  • Looking For Alaska, John Green
  • Paper Towns, John Green
  • The Fault In Our Stars, John Green
  • The Outsiders, S.E. Hinton
  • Crank, Ellen Hopkins
  • The Name of the Star, Maureen Johnson
  • Two Boys Kissing, David Levithan
  • I Am Number Four, Pittacus Lore
  • Sloppy Firsts, Megan McCafferty
  • Monster, Walter Dean Myer
  • TTYL, Lauren Myracle
  • Wonder, R.J. Palacio
  • Luna, Julie Anne Peters
  • Eleanor and Park, Rainbow Rowell
  • Rainbow Boys, Alex Sanchez
  • Buried Onions, Gary Soto
  • Between Shades of Gray, Ruta Sepetys
  • Daughter of Smoke and Bone, Laini Taylor
  • Runaways, Brian K. Vaughan
  • Saga, Brian K. Vaughan
  • Y: The Last Man, Brian K. Vaughan
  • Code Name Verity, Elizabeth Wein
  • Gossip Girl, Cecily von Ziegesar
  • The Pigman, Paul Zindel
  • The Book Thief, Markus, Zusak