dream classs introduction to digital media creativity, collaboration, and participatory culture creativity cultural production with new media copyrights the internets networked information economy cultures of everyday creativity. remix culture internet culture digital media and participatory culture patterns of information, knowledge, and cultural production are changing integrating media production into classroom theory and practice of digital media : creativity, collaboration, and participatory culture fandom and other forms of participatory culture. sharing >> modealities of share p2p production : common based freedom the open web free culture web 2.0 > collaborative platforms for sharing, publishing, producing creative commons, wikipedia, free sound, ccmixter, flicker, vimeo, scratch, wordpress the internetz :: digital networks creating culture in the digital age creating culture with digital media producing, distributing culture in the digital networked environment Peer-production of information and culture in the networked environment learning about wikis >>> Wikipedia: The concept of Open Content Common Wisdom: Peer Production of Educational Materials, Center for Open and Sustainable Learning,'' Cooperation and creativity :: collaboration ::: cultural production protecting ones "original" creative output versus opening up the collective's creative output imagined by some as freely accessible source material for active reconfiguration learning to hiperlink critiqui >>>Topic :: local As learning becomes more virtual, it also becomes more local. Explore, play and build with projects that mash up cyberspace w/ your neighborhood. learning through engagement >> practice >> situated Re-imagining video in the classroom - The web gives students and teachers access to the entire history of the moving image. What are the tools learners need to remix and contextualize this material for the 21st century? Over two days we'll brainstorm, wireframe and ultimately build a first draft of these tools. Audience: filmmakers, advanced web developers, teenagers. >>>internet as archive :: accessing images, videos, sounds, >>>>How can ideas like open learning and peer-to-peer assessment to transform traditional higher education and formal learning principles that are deeply rooted in a 19th and 20th century industrial age mentality? p2p assesment :: Storytelling Through New Media aesthetics and language -collage -cut ups -data base -remix trace its history through many other practices such as collage, combines, and Duchampian readymades (where he recontextualizes "found source material") case studies : examples *****METHOD lectures, screenings, discussions, laboratories multimedia class interdisciplinary perspective : media studies :: sociology, art, weekly small assignments, weekly readings big projects labs with tools online research >>> learning to hiperlink >>>>tehcnics learned: photo studio>> collages, effects audio stdutio>> remixes, editing video studio >>> editing >>>>practicing :: collective work class wiki tumblr group performance >>>>>>P2P learning critiques of each other work ********objectives developing practice as an artist, writer, teacher, theorist, historian, intermedia practitioner, performer, etc. publishing (i.e. "going public") your thoughts and theories. This is why they must be written in a clear and yet creative way. As a result the students will end with a portfolio of published digital content that is available online. >>Benkler changes in information production that the Internet has introduced new opportunities to enhance individual freedom, cultural diversity, political discourse, and justice emerging networked information environment. digitally networked environment social theory of the Internet and the networked information economy, ways people can create and express themselves. implications of commons-based production and exchange of information and culture Peer-production of information and culture in the networked environment >>>>>>>>>>>JENKINS sites like YouTube, Flickr, Second Life, and Wikipedia have made visible a set of cultural practices and logics that had been taking root within fandom over the past hundred-plus years, expanding their cultural influence by broadening and diversifying participation. In many ways, these practices have been encoded into the business models shaping so-called Web 2.0 companies, which have in turn made them far more mainstream, have increased their visibility, and have incorporated them into commercial production and marketing practices. The result has been a blurring between the grassroots practices I call participatory culture and the commercial practices being called Web 2.0. fandom refers to the social structures and cultural practices created by the most passionately engaged consumers of mass media properties; participatory culture refers more broadly to any kind of cultural production which starts at the grassroots level and which is open to broad participation; and Web 2.0 is a business model that sustains many web-based projects that rely on principles such as user-creation and moderation, social networking, and "crowdsourcing." questions about cultural change and the politics of everyday life. legal discussions around appropriation, transformative work, and remix culture Civic Media: any use of any technology for the purposes of increasing civic engagement and public participation, enabling the exchange of meaningful information, fostering social connectivity, constructing critical perspectives, insuring transparency and accountability, or strengthening citizen agency. Before we can decide where we are going, though, we need to know where we have been -- we will consider everything from broadsides and ballads to wax museums, "living newspapers," underground comics, photo-shopped collages, circus parades, town pageants, scrapbooks, and toy printing presses, in search of historical models of civic media. Just as newspapers are one form of journalism, journalism is one set of practices that help us to perform these functions. >>>>>>>>>>>> mix of readings, screenings, web-surfings, and in-class visitors throughout the semester. learn by doing progressive education active learning constructionism ************************* Creative Commons Review Objective: Creative Commons provides licenses that allows individuals to make their creative works open to others, but with certain specific (creator chosen) restrictions. Students will review the 6 creative commons licenses, investigating each aspect, and discussing the pros/cons and impact these licenses are having. exploring the database : learning how to use cc materials. learning to share and to use the cc licences. new licencing framework huge also the archive. org using the commons open educational recources education in digital media production, distribution, (http://creativecommons.org/find/). Select either Google or Yahoo as the desired search engine, enter keyword terms, and optionally click one or both of the following check boxes: * Find me works I can use even for commercial purposes. * Find me works I can modify, adapt, or build upon *********************** OLPC Free sound samples at the OLPC http://wiki.laptop.org/go/Free_sound_samples ***** open sounds/ open music : samples, remixes, etc ccmixer http://ccmixter.org/view/media/samples freesound ************ photography Flickr Creative Commons search page (www.flickr.com/creativecommons/) Flickr users can search by license, depending on their planned use of located images. OpenPhoto (http://openphoto.net) ******************* copy pasting text grabing text ********************** The Internet and digital technologies have transformed how people learn. Educational resources are no longer static and scarce, but adaptable and widely available, allowing educational institutions, teachers, and learners to actively participate in a global exchange of knowledge via Open Educational Resources (OER). Creative Commons provides the legal and technical infrastructure essential to the long-term success of OER, making it possible for educational resources to be widely accessible, adaptable, interoperable, and discoverable. ***************** It is collaborative and thus allows individuals to build upon the work of others. ********************* democratizing teaching and learning ******************** digital literacy digital pedagogy transformation of education within a digital culture voice, music, images, photos, text database sharing commons networks, connections database model :: select and combine, remix, write with images, video, animation, text ********** encourage the free and open culture. *********** free technology aims for self-dependence and taking away the boundaries to learning, creating and sharing with peers. Our future depends on our ability to make use of these technologies and implement these values in our educational system. open education movement combines the established tradition of sharing good ideas with fellow educators and the collaborative culture of the Internet and free software communities. It is built on the belief that everyone should have the freedom to use, customize, improve and redistribute educational resources without constraint. Educators, learners and others who share this belief are gathering together as part of a worldwide effort to make education both more accessible and more effective. ************************ 1. Freely accessible Available to stream, or download without a fee. 2. Freely available Permanently available without DRM. The end user able to share the work without restriction. 3. Freely viewable Available in multiple formats, and to be converted freely. 4. Giving source files Source media, such as rushes and raw graphics files should be archived and available for other creators to work with. 5. Allowing remixing Materials should be licensed explicitly to allow derivative work for at least non-commercial/artistic purposes. 6. Reveal the process Allowing access to not only the final source media, but work-in-progress material and software files, adding another layer of transparency and documentation. 7. Open contribution Adding ways to influence and participate in the creation of the original work through various types of community/audience involvement. ******************* freedoms enabled by open licenses ******************************** exercises in audio, image, collage, animation share the files with the other members of the class remix use other productions collaborate creating a repository, a multimedia commons ***************** digital storytelling -provide examples -develop a ds to highligh skills -review of the basics -way to asses