The Multisensory Classroom (MLA 2013 Presentation)

 Technology, The Body  Comments Off on The Multisensory Classroom (MLA 2013 Presentation)
Jan 162013
 

I am here to talk about the Learner’s Body in the face-to-face classroom. Now, we have a lot of smart people developing creative online and hybrid pedagogies in ways that surpass anything we can accomplish in the classroom. But that’s only if we don’t change the classroom in this post-digital or new digital era. What we need is a new pedagogy of f2f.

One of the ways I’ve begun to think about f2f pedagogy is via interactive communication. I describe the face-to-face classroom as multisensory, because it’s one of the few features that are difficult to replicate online. The New London Group—comprised of 10 scholars–devised a set of five primary forms of communication in the mid 1990s that were already considering embodied space as a form of communication. They introduced the categories of Written, Visual, Audio, Gestural, and Spatial modes of communication. In 2008, two members of the group revised these categories to also include oral and tactile modes. What I want to focus on here today are gestural modes of communication, which they define not just as movements or expressions, but also demeanours and sequences.

My Background as a Coda (Child of Deaf Adults)

My purpose for focusing on gestural modes / nonverbal communication has to do with my personal history. I come out professionally today as a CODA: a Child of Deaf Adults. With 6 hearing children and 2 deaf parents, facial expressions and body language were our primary mode of communication prior to learning American Sign Language and English. For better or for worse, lighting, movement, tone, gesture, and space were my primary tools for communication.

Face to face? I had to be face to face more than I ever wanted to be. As soon as I could disappear into a virtual body, I did. If I could order a pizza, shop for clothes, and schedule my haircut without ever interacting with a single human being, those were the companies that earned my business.

Face to face? We get bad breath, smelly underarms. Temperatures to rooms we can’t control. Desks that cause distraction and discomfort. Difficulty seeing and hearing the speaker, especially when the lighting is bad, the air conditioner is too loud, and the person sitting nearby is watching LOL videos on Facebook.

In short, the physical classroom setting, for the easily distracted (or highly sensitive) student, can be nothing short of a nightmare.

(How I went from a silent, nonverbal child of deaf adults to become an English professor is a story for another day.)

Face-to-face pedagogy in a post-digital era

I fast-forward to the more recent present when my parents came to visit my classroom at Georgia Tech in spring 2011. I asked my students to remediate their group project into a nonverbal and deaf-friendly format. And I thought they were excellent. They put together fully captioned slide shows, performed mini action sequences, and even learned a few words in sign language.

To my surprise, my dad was utterly unimpressed. Indeed, my dad ended up giving ME a lesson in what nonverbal communication means. It does not include signed English, it does not include captions on a screen, it does not include visual aids. Rather, it is the story we tell with our bodies.

And my dad is a master. Prompted by my father’s disappointment in my students, I invited him up to the front of the classroom to perform one of his own skits in mime. He performed the one called, “The Teacher.”

“The Teacher” tells the story of a dim-witted professor leading a boring class, droning on and on about the textbook, turning around to scratch words from the textbook on the chalkboard. Every time the teacher turns his back to the class, he gets hit with a spitball. Of course, the grumpy old teacher gets mad and threatens the students with the archaic punishment of a ruler if they keep it up. Finally, he spins around just in time to catch the culprit in the act, while also taking a spitball right in the face. But no matter, he’s caught the student in the act and is delighted he gets to punish the student. But, to his surprise, the student stands up to a height of 8 feet. The teacher becomes speechless, frightened, and cowardly. Apologizing profusely, he hands the ruler to the student. The teacher turns around, bends over, and awaits punishment.

The skit itself is a parody of the classroom, in which the teacher thinks he knows best, but students try in their own nonverbal ways to say that what he’s doing isn’t working. Students don’t throw spitballs any more, and teachers don’t use rulers. Instead, we have mobile devices and teachers who give dirty looks and point deductions to students looking at their personal screens.

But why shouldn’t the student “play” on facebook or “play” with spitballs? If nothing happens when we ask students to put away their screens, we are ignoring the embodied interface of the classroom, the multisensory affordances of gathering in a room together.

I have since performed the skit for my own students as a way of teaching them nonverbal gestures and the language of space BEFORE I ask them to perform. I ask students to create and perform their skits based on my mini directions, and I do it in the space of one class period to reduce the stakes of the assignment and induce spontaneity. I also ask students to comment on well-played gestures or to replay a concept with different gestures.

While the skits themselves are priceless journeys into exploring spatial and gestural codes, it is what happens after the skits that surprises me. After spending 20 minutes decoding nonverbal skits with their eyes, a small transformation has occurred. I walk to the front of the classroom and see they are all sitting with their laptops open, as usual, but they’re not looking at the laptop screen, they’re not looking off into space, they’re looking straight at ME. All of their eyes are on me. The attention of their eyes has been recalibrated and retrained to look at me rather than just listen to me. Their eyes respond to me as an embodied classroom interface.

Outcomes

On the surface, the nonverbal skits seem silly. What kind of academic development occurs in a room full of adults goofing around? But I’d like to demonstrate a small series of the payoffs.

In Cathy Davidson’s discussion of the future workplace, she focuses on the changing needs of the 21st century concept of work—which is no longer a place, but rather a mode of thinking. Consequently, the informal free time we spend with colleagues (or classmates) is lost. Davidson points to IBM’s Chuck Hamilton’s belief that “playfulness is part of creative, innovative, collaborative, productive work.” He creates a space in Second Life for his colleagues to informally and personally interact with one another.

If play is so valuable, why do we leave it to chance? Why do we leave it up to students and workers to decide what constitutes play in a face to face setting? With nonverbal skits, students are playing together in a planned interface.

Many of us ask students in the composition classroom to perform rhetorical analysis of an advertisement. I also ask students to re-create the advertisement in terms of their lived and embodied reality of a product. A student creates a parody of an old Tabasco ad from 1959. The student dramatizes the physical impact of Tabasco when it is consumed with the frequency the ad encourages.

Many of us ask students to reflect on their identities as X. To identify themselves as consumers, I ask them to conduct experiments with photo documentaries. This student documents the excess of owning TWO coffee mugs. In composing her essay, she physically enacts lessons in redundancy, both in objects and in rhetoric. If a second coffee mug does not add anything to her life except the burden of more weight (or more text), then it does more harm than good.

[Omitted from Live Presentation]

A student once presented this famous image[1] to my class as an object of study for visual rhetoric. The student pointed out the romance depicted in the setting, the embrace, the onlookers, the contrast. The student saw what others had seen for decades. But what he and others couldn’t see were the gestures. So we put ourselves in the position of the woman: her face squished, her arm limp—not in a passion, but in de-attachment. And then we become the sailor: the man, with his left arm locking the woman into his embrace, locking her head into a forceful kiss. Not so romantic. Only in the last year have we seen accounts that critique this once-acclaimed romantic photograph.[2]

We communicate relationships of power, aggression, insult, and fear via nonverbal gestures. In embodying the gestures we see in the media, we’re practicing empathy. We’re reading body language in a way that moves us to identify with others, with people who seem so different from ourselves.

With everything shocking in this world available on YouTube, it’s not enough to do these lessons via video messaging. What happens in the real life of the student? In the embodied life? In the live-stage life?

Consider how we are sitting. Face forward. Bent in the shape of a chair. Our main physical interaction is the traditional one from speaker to audience. So why are they even sitting here together when we could be home on our computers?

Let’s take a moment to reflect on all of the talks in this panel with a small interactive activity. Academic Speed Dating.

 

 

 

 



[1] From Wikipedia: “V-J Day in Times Square is a photograph by Alfred Eisenstaedt that portrays an American sailor kissing a woman in a white dress on Victory over Japan Day (V-J Day) in Times Square, New York City, on August 14, 1945.”

[2] On September 30, 2012, the anonymous feminist blogger named Leopard writes “The Kissing Sailor, or ‘The Selective Blindness of Rape Culture’”—and raises the support and fury of many.

Invention Mobs: The Event

 Social Media, Technology  Comments Off on Invention Mobs: The Event
Oct 052011
 


On Wednesday, October 5, 2011, my students gathered in the Neely Room at Georgia Tech to showcase their experimental and interactive creative projects.

Students developed and crowdsourced a variety of games, music videos, websites, fictional narratives, and much more, for the Georgia Tech community.

To learn more about the project, see my explanatory essay at: https://www.leeannhunter.com/2011/09/28/invention-mobs/. To preview some of the student activity on the projects, see the student blogs at: https://www.leeannhunter.com/invention/.

 

Invention Mobs: The Concept

 Social Media, Technology  Comments Off on Invention Mobs: The Concept
Sep 282011
 

My fall 2011 class was inspired in large part by Daniel Pink’s book A Whole New Mind: Why Right-Brainers Will Rule the Future. What I love about Daniel Pink’s book is that half of the book is also a handbook. He offers activities as suggestions for developing specific types of creativity. Thus far, the students have blogged about Symphony and Play (see, for example, “Cutting Out Excess” and “Playing with Comics”).

I have, in the past, recommended the book to my engineering students at Georgia Tech. It’s not enough to be good at math, science, and engineering. Creativity, innovation, and creative thinking are absolutely paramount to achieving any kind of great success in their fields. (Even the university’s Strategic Plan acknowledges this need.)

The Process

I didn’t know it at first, but Ze Frank (multimedia, social media comedian), was also going to be inspiration for the course. At the last minute, on the first day of class, I decided to show my students Ze Frank’s Chillout song. While the resulting song is good, what makes it really good is listening to the song after reading through the process.

Ze shows us how the idea for the song was born: an audience member writes that she feels lonely and wishes he could write a song for her.  Ze then proceeds to create a chorus, which he sends out to a small group of people, and asks them to record themselves singing along.

The final result of all this multimodal collaboration: a chorus of strangers telling this one lonely woman, “hey, you’re okay, you’ll be fine, just breathe.” Over and over again. The power is ultimately in this idea that strangers want this woman to feel okay, and maybe these strangers want me to feel okay too. A sense of goodwill emanates from the song and the chorus of voices.

Major lesson achieved on day 1: the secret is in the process, not the product. I realized right away that this song project would serve as the foundation for what would become their “Invention Mobs.”

The Experiment

On the third day of class, the invention mobs began. I asked students to bring a handmade object to serve as inspiration for the activity. The activity was inspired by a technique mentioned in Cameron Herold’s TED Talk “Let’s Raise Kids to Be Entrepreneurs.” Herold suggests that instead of telling your kids stories, that you give them three objects and ask them to tell you a story.  I’ve tried this out with my own nieces and nephews with great success.

Why shouldn’t I try it in the college classroom? The power of play is gaining traction in the workplace and in the classroom.

Time was limited. Students had 25 minutes to group up and craft a creative work out of their objects. Most students, because of the example that I gave them, went with the story option. The last 25 minutes were spent presenting their stories to the class. I insisted at the last minute that they incorporate nonverbal actions into their storytelling. And they did.

The result: I watched students tell silly stories, acted out in silly ways in front of a class of peers, on the third day of their first year at college.

While I worried that the activity lacked substance or was too immature, I found that we had achieved a very clear objective: make something together and engage in spontaneous fun with your classmates. Rather than “show and tell,” they presented their own version of “make and show.”

The Project

This exercise was to serve as the foundation for what would eventually be called their “Invention Mobs.” I posed Ze Frank’s Chillout song and the experimental class activity as exemplars of multimodal, collaborative, creative projects. I challenged my students to use these examples as inspiration for organizing their own projects.

Perhaps the projects could have gone off without of hitch had I stopped there. But I insisted that their creative process include the contributions of strangers. It sounds simple enough, but many students have really struggled to get strangers to willingly (and preferably, joyfully) contribute to their projects (see, for example, “Stranger Danger”). Other student groups experienced some success (see “Creation Flows”). At the same time, I think this added challenge has made all the difference.

Students are nearing the final culmination of their projects, and I look forward to posting the results.

TechShares Symposium

 Economics, Social Commerce, Social Media, Technology  Comments Off on TechShares Symposium
Dec 072010
 

On December 8th, my students will showcase their capstone projects on collaborative consumption, a rising movement in consumer culture that promotes community, sustainability, and economy, defined by Rachel Botsman in What’s Mine Is Yours: The Rise of Collaborative Consumption.

I asked students to bring collaborative consumption to Georgia Tech’s campus. The college campus is fertile ground for collaborative consumption, and it is a market that has yet to be tapped. Here are a few of their ideas:

  • Nexus Connections: a campus transportation system consisting of solar-powered carts with zipcar-style access (don’t miss the video!)
  • Buzz2Buzz: a campus network for buying, selling, and trading goods
  • Buzz Bikes: a bike-sharing program built from a repository of pre-owned bikes
  • Food for the Forgotten: a volunteer program that redistributes leftover food from GT dining to the homeless population
  • Tech Hubs: collaborative work spaces designed to facilitate group projects (see especially the Google Sketch-Up rendition)

How to Annotate Digital Texts

 Technology  Comments Off on How to Annotate Digital Texts
Aug 092010
 

(Cross-posted on TECHStyle.)

In a recent discussion on “The Real Cost of College Textbooks” in the New York Times, Anya Kamenetz, author of the controversial book DYI U, proposes: “Get Rid of Print and Go Digital.” Kamenetz suggests that professors abandon print textbooks in favor of eBooks and online resources. She asks:

Why should we be content with static, rapidly outdated, heavy print textbooks that can cost community college students as much as their tuition, when professors and students can work together to create dynamic, rich-media learning environments instead using free and open source software tools?”

While her proposal inspired some readers to reflect on new ways of looking at reading material in the classroom, it also caught the attention of staunch traditionalists. Many critics who wrote in response to Kamenetz’s proposal suggest that reading on the computer is characterized by short attention spans and excessive distractions.

Print books, the critics argue, force students to shut off the technology and focus, enabling them to more fully engage in the material object of the book, complete with highlighting, annotating, and tagging the pages directly. One respondent writes:

Paper texts are easier to make notes in and to reference, both critical processes for students. If you want to read throw-away novels, go for the e-text. If you want a tool to use for passing a class and for ongoing use in your educational or professional life, use the traditional technology.”

I agree that what is most important in the college classroom is how students interact and respond to reading material.

However, for the many critics who lamented the loss of the ability to annotate print textbooks, I have a mini-guide to several tools now available, for mostly free, that not only facilitate student-text interaction, but improve upon it. Continue reading “How to Annotate Digital Texts” »

Jun 072007
 

According to this New York Times article, social interactive web sites ala MySpace are cropping up that are targeted at young girls with their simple communication tools. More specifically, most have in common the real-life obsession girls have with “dress-up.”

Sites like Cartoon Doll Emporium feature a selection of dolls kids can personalize. “Belle of the Ball,” the doll I personalized below, is the only doll which had the selection features we’re used to in Avatar designs, such as Zwinky. But most, oddly, were basically online versions of paperdolls, in which we drag cutouts of clothing onto the body of the model. (Perhaps these dolls are targeted at a younger age set, who might delight in simply dragging and dropping the doll clothes. I think it’s a poor use of technology.)

What surprises me most is how much I loved personalizing my “Belle of the Ball,” as I do all the avatars I create for myself. Am I creating a technological image of the person I perceive myself to be? fantasize myself to be? I never know. And yet there always seems to be “rightness” in each color or style of clothing I select. It’s an amazing power to be able to fashion oneself without limits, without consequences.

May 012007
 

As I was taking a walk around the block in (what has been for days) the smoky and stifling air of North Central Florida, I realized two important things about my previous post.

(1) In my catalogue of “vital stats” one might wish to know about another person passing in the streets, I thought only of superficial mostly virtual details and nought of what might concern us in encounters of the flesh. On the streets, would we not also be tempted to want to detect in our hand-held monitors anything and everything from the common cold to STDs to genetic diseases, if we could? That is, if technology and society fostered such a practice? I say this as I imagine, my eyes still sore from the stinging atmosphere, that disease will soon consume us.

And so my rose-colored invention darkens.

Even more so in my second realization: (2) Environmental pollution and disease have not yet consumed us, which suggested to me the idea that it will consume us, and therefore this rosy world I live in is an environmental equivalent of the pre-9/11 world. The Floridian atmosphere struck me as so unhealthy as to not want to be out in it. My absence of concerns about disease, pollution, or any other condition of the fleshy world, in addition to my fixation on the rainbow-colored MySpace visions of the virtual world, suggest to me that life remains uncomplicated as far as public health in the U.S. goes. Yet that smoke-laden polluted air dropped a heavy veil over my lungs, rendering my previous post suddenly bittersweet.

Virtual Living

 Social Media, Technology  Comments Off on Virtual Living
May 012007
 

I previously wrote on the idea of my life as a character, i.e. what if I had an author hovering above me, narrating my every thought, sensation, memory, or basically any quality not visibly or audibly expressed. I think of the novel as a technology for reconfiguring the presentation of the individual, and as such, the novel enables me to conceive of additional categories for understanding my life.

Computer technology takes this reconfiguration of life to a new plateau. In our experience of other people on the Internet, we almost always have access to all sorts of vital stats for other people–we can see a name, a photo (or many, representing multiple times and situations), birth date, location, interests, habits, videos, blogs, etc. In other words, I’m provided with a predictable frame for beginning to know someone, without ever having to enter their physical space, or even introduce myself.

Aaahhh, so I think, what if, out on the street, someone could do the equivalent of hovering their mouse over my image to access all this information about me, before even waving at me? More practically, what if I simply had a chip embedded under my skin and as others pass me, they could scan me with their palm-sized computer and retrieve any number of stats–am I single? what’s my occupation? how old am I? where am I from, where do I live? do I have anything in common with you? It would make the introductions between strangers much more efficient, no?

Sound crazy? Not really, it’s simply a more real-time version of what we get on the Internet. The reason I’m thinking of this now is that on today’s Rocketboom I was introduced to project WoW, created by Aram Bartholl of Denmark. His concept for the project stemmed from his experience of gaming technology in Multiplayer Online Role-Playing Games, such as World of Warcraft, that feature characters’ names hovering above their heads. (I wonder, of course, why names are so significant in this game and whether or not if I click on the character I get access to additional information.) In any case, I am fascinated by Aram Bartholl’s decision to carry out a performance of this concept of names hovering over heads into the streets.

The result, while clumsy at times, is rather startling. As I watch the videos, my impulse is to hover my mouse over the person to find out more information. Which led me to the subject of this post, and my invention for replicating virtual life on the streets… It’ll happen.