No Such Thing: Education in the Digital Age

Marc Lesser

The show is about learning with technology, the realities and exciting potential. Enjoying the show? Please take a moment to rate us, and leave a review wherever you've accessed the podcast. Find our listener survey at facebook.com/nosuchthingpodcast drop a like on the page while you're there. The music in this podcast was produced by Leroy Tindy, a guest in episode zero. You can find him on SoundCloud at AirTindi Beats. The podcast is produced by Marc Lesser. Marc is a specialist in the fields of digital learning and youth development with broad experience designing programming and learning environments in local and national contexts. Marc recently served as Youth Studies Practitioner Fellow at City University of New York, and leads a team of researchers and technologists for NAF (National Academy Foundation). Marc is the co-founder of Emoti-Con NYC, New York's biggest youth digital media and technology festival, and in 2012 was named a National School Boards Association “20-to-Watch” among national leaders in education and technology. Connect with Marc on BlueSky @malesser, or LinkedIn. What's with the ice cream truck in the logo? In the 80's, Richard E. Clark at University of Southern California set off a pretty epic debate based on his statement that "media are mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in nutrition." * So, the ice cream truck, it's a nod to Richard Clark, who frequently rings in my ear when I'm tempted to take things at face value. "Is it the method, or the medium?" I wonder. The title, No Such Thing, has a few meanings. Mostly, it emphasizes the importance of hard questions as we develop and document the narrative of "education" in the US. For Richard E. Clark, the question is whether there's such a thing as learning from new technologies. For others, it might be whether there's a panacea for the challenges we face in this field. Whatever your question, I hope that it reminds you to keep asking--yourself, your learners, others--what's working and how so. * Clark, R. E. (1983) Reconsidering Research on Learning From Media. Review of Educational Research 53(4) 445-459. Hosted on Acast. See acast.com/privacy for more information.

  1. The Well-Read Game

    APR 29

    The Well-Read Game

    Tracy Fullerton, M.F.A. is an experimental game designer, professor and director emeritus of the USC Games program. Her research center, the Game Innovation Lab, has produced several influential independent games, including Cloud, flOw, Darfur is Dying, The Night Journey, with artist Bill Viola and Walden, a game, a simulation of Henry David Thoreau’s experiment at Walden Pond which was named “Game of the Year” at Games for Change 2017 and “Developer Choice” at IndieCade 2017. Tracy is the author of “Game Design Workshop: A Playcentric Approach to Creating Innovative Games,” a design textbook used at game programs worldwide, and holder of the Electronic Arts Endowed Chair in Interactive Entertainment. In addition to her teaching and design, she is a member of the Board of Directors for Square Enix Holdings, Co. and Games for Change. Prior to joining the USC faculty, she was president and founder of the interactive television game developer, Spiderdance, Inc. Spiderdance’s games included NBC’s Weakest Link, MTV’s webRIOT, The WB’s No Boundaries, History Channel’s History IQ, Sony Game Show Network’s Inquizition and TBS’s Cyber Bond. Before starting Spiderdance, Tracy was a founding member of the New York design firm R/GA Interactive. As a producer and creative director she created games and interactive products for clients including Sony, Intel, Microsoft, AdAge, Ticketmaster, Compaq, and Warner Bros. among many others. Notable projects include Sony’s Multiplayer Jeopardy! and Multiplayer Wheel of Fortune and MSN’s NetWits, the first multiplayer casual game. Additionally, Tracy was Creative Director at the interactive film studio Interfilm, where she wrote and co-directed the “cinematic game” Ride for Your Life, starring Adam West and Matthew Lillard. She began her career as a designer at Bob Abel’s company Synapse, where she worked on the interactive documentary Columbus: Encounter, Discovery and Beyond and other early interactive projects. Tracy’s work has received numerous industry honors including an Emmy nomination for interactive television, best Family/Board Game from the Academy of Interactive Arts & Sciences, most “sublime experience,” the “Impact” and “Trailblazer” awards from the Indiecade Festival, ID Magazine’s Interactive Design Review, Communication Arts Interactive Design Annual, several New Media Invision awards, iMix Best of Show, the Digital Coast Innovation Award, IBC’s Nombre D’Or, Time Magazine’s Best of the Web and the Hollywood Reporter’s Women in Entertainment Power 100. Matthew Farber, Ed.D. is Associate Professor of Educational Technology and Codirector of the Gaming SEL Lab at the University of Northern Colorado. He is a play theorist who studies how games can foster empathy, compassion, perspective-taking, and ethical decision-making. He was a contributing writer for Origin101, the official learning companion for Ava DuVernay’s critically acclaimed film Origin. Author of several books and articles, Dr. Farber writes for Edutopia, has been invited to the White House and to keynote for UNESCO, and has been interviewed by NPR, The Washington Post, APA Monitor on Psychology, EdSurge, The Denver Post, Fast Company, USA Today, and The Wall Street Journal. He has codeveloped game-based lessons with Tracy Fullerton for her award-winning Walden, a game EDU. In The Well-Read Game: On Playing Thoughtfully, Fullerton and Farber explore how personal and subjective meanings are evoked through a new theory of player response. Links:  https://matthewfarber.com/https://mitpress.mit.edu/9780262552233/the-well-read-game/https://www.tracyfullerton.com/https://www.gamesforchange.org/ Hosted on Acast. See acast.com/privacy for more information.

    1h 3m
  2. The Cross‑Cultural Parenting Playbook

    MAR 25

    The Cross‑Cultural Parenting Playbook

    Sangita Shresthova, PhD is a multilingual scholar specializing in civic participation, popular culture, and the intersections of digital media and intercultural communication. She leads a range of projects examining civic engagement in both digital and physical spaces. Shresthova’s expertise in designing and executing complex qualitative research is exemplified by her leadership in a multi-year study of youth activism in the digital age, which culminated in the publication of By Any Media Necessary: The New Youth Activism. Shresthova’s published works include Practicing Futures: The Civic Imagination Action Handbook and Popular Culture and the Civic Imagination: Case Studies of Creative Social Change, which explore how imaginative practices and popular culture can foster creative social transformation. She is also a co-creator of the Digital Civics Toolkit, a widely recognized resource designed to support educators and community leaders in guiding youth learning in digital environments. The toolkit was named one of the “Best Edtech of 2018” and continues to be a vital resource for fostering digital literacy and civic engagement. Her two recent books,  We Are Civic Media (Northwestern University Press) and Connected Cultures: How to Parent Across Borders (Channel View Publications) further expand her contributions to civic media studies and cross-cultural communication. Links: www.sangitashresthova.comWe are Civic MediaTransformative Media PedagogiesPracticing Futures: A Civic Imagination Action HandbookPopular Culture and the Civic Imagination: Case Studies of Creative Social Changehttps://www.multilingual-matters.com/page/detail/the-cross-cultural-parenting-playbook/?SF1=work_id&ST1=CVIEW-684985269b12f Hosted on Acast. See acast.com/privacy for more information.

    57 min
  3. Decoding Language of Grief and Joy in Digital Life

    FEB 6

    Decoding Language of Grief and Joy in Digital Life

    Desmond Patton is the 31st PIK University Professor at the University of Pennsylvania, with joint appointments in the School of Social Policy & Practice and the Annenberg School for Communication, where he is the Waldo E Johnson Jr. Professor of Communication. He also holds secondary appointments in the Department of Psychiatry at Children’s Hospital of Philadelphia & Perelman School of Medicine. He is founding director of SAFElab, founding faculty director of the Penn Center for Inclusive Innovation & Technology, and Chief Strategy Officer for the School of Social Policy & Practice. Professor Patton’s groundbreaking research examines the relationship between social media and gun violence, grief, and loss, focusing on how online communities influence offline behavior. His work has made him the most cited and widely recognized scholar in this critical area of social science. Early research focused on detecting trauma and preventing violence on social media has evolved into broader investigations of language analysis and algorithmic bias in artificial intelligence. He currently serves as a member of Spotify’s Safety Advisory Council, the Ethics and Equity Advisory Council (EEAC) at Axon, TikTok’s U.S. Content Advisory Council, and is a trusted advisor to several AI startups. As a social work scientist, Patton identified that traditional data science methods often fail to capture the cultural and linguistic nuances of predominantly Black and Hispanic youth. In response, he developed the Contextual Analysis of Social Media (CASM) framework, which integrates culture, context, and inclusion into machine learning and computer vision analysis. He is also pioneering a new research agenda on joy, developing a practical and theoretical framework for integrating joy into AI model development as a tool for equity, imagination, and human connection. Dr. Patton is a member of the National Academy of Medicine, an Obama Foundation USA Leader, a Mozilla Rise 25 Change Agent, a Presidential Leadership Scholar, and one of RockHealth’s Top 50 in Digital Health. Links: https://sp2.upenn.edu/person/desmond-upton-patton/ https://bsky.app/profile/did:plc:dxheqqkccc6z5kqgw34shta7 https://www.linkedin.com/in/desmond-patton-49a7b59/ Hosted on Acast. See acast.com/privacy for more information.

    56 min
5
out of 5
46 Ratings

About

The show is about learning with technology, the realities and exciting potential. Enjoying the show? Please take a moment to rate us, and leave a review wherever you've accessed the podcast. Find our listener survey at facebook.com/nosuchthingpodcast drop a like on the page while you're there. The music in this podcast was produced by Leroy Tindy, a guest in episode zero. You can find him on SoundCloud at AirTindi Beats. The podcast is produced by Marc Lesser. Marc is a specialist in the fields of digital learning and youth development with broad experience designing programming and learning environments in local and national contexts. Marc recently served as Youth Studies Practitioner Fellow at City University of New York, and leads a team of researchers and technologists for NAF (National Academy Foundation). Marc is the co-founder of Emoti-Con NYC, New York's biggest youth digital media and technology festival, and in 2012 was named a National School Boards Association “20-to-Watch” among national leaders in education and technology. Connect with Marc on BlueSky @malesser, or LinkedIn. What's with the ice cream truck in the logo? In the 80's, Richard E. Clark at University of Southern California set off a pretty epic debate based on his statement that "media are mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in nutrition." * So, the ice cream truck, it's a nod to Richard Clark, who frequently rings in my ear when I'm tempted to take things at face value. "Is it the method, or the medium?" I wonder. The title, No Such Thing, has a few meanings. Mostly, it emphasizes the importance of hard questions as we develop and document the narrative of "education" in the US. For Richard E. Clark, the question is whether there's such a thing as learning from new technologies. For others, it might be whether there's a panacea for the challenges we face in this field. Whatever your question, I hope that it reminds you to keep asking--yourself, your learners, others--what's working and how so. * Clark, R. E. (1983) Reconsidering Research on Learning From Media. Review of Educational Research 53(4) 445-459. Hosted on Acast. See acast.com/privacy for more information.