{"id":775,"date":"2005-06-01T01:11:00","date_gmt":"2005-06-01T01:11:00","guid":{"rendered":"http:\/\/localhost:8888\/cite\/2016\/02\/09\/beliefs-about-technology-and-the-preparation-of-english-teachers-beginning-the-conversation\/"},"modified":"2016-06-01T20:13:19","modified_gmt":"2016-06-01T20:13:19","slug":"beliefs-about-technology-and-the-preparation-of-english-teachers-beginning-the-conversation","status":"publish","type":"post","link":"https:\/\/citejournal.org\/volume-5\/issue-3-05\/english-language-arts\/beliefs-about-technology-and-the-preparation-of-english-teachers-beginning-the-conversation","title":{"rendered":"Beliefs About Technology and the Preparation of English Teachers: Beginning the Conversation"},"content":{"rendered":"

Preface<\/p>\n

The May 2005 National Council of Teachers of English (NCTE) Conference on English Education (CEE) Leadership and Policy Summit brought together over 75 past, present, and future leaders of CEE from across the United States to Georgia State University to rethink issues related to the preparation and continuing professional development of English language arts teachers and teacher educators (see the Leadership and Policy Summit home page<\/a>). [Editor’s note:<\/strong><\/em> URLs for hotlinks can be found at the end of this paper in the Resources<\/a> section.]<\/p>\n

The goal of the working meeting was to assemble a collective knowledge base and a series of written position papers to guide future policy efforts of English teacher preparation and development in this country. For more details on the summit itself, see \u201cReconstructing English Education for the 21st Century: A Report on the CEE Leadership and Policy Summit<\/a>,\u201d co-authored by Suzanne Miller, CEE Chair, and Dana Fox, CEE Leadership and Policy Summit Chair.<\/p>\n

As Miller and Fox (2005) explain,<\/p>\n

The CEE Summit was not merely an intellectual retreat but a working meeting<\/a> consisting of small group sessions for discussion and writing as well as plenary sessions for critical conversations on vital issues and reporting out to whole group. Collaborating in small thematic inquiry groups, invited participants<\/a> from various educational institutions across the United States worked together electronically for two months prior to the Summit and then face-to-face in Atlanta for three days to develop a framework of critical CEE issues and ideas and to begin to develop an action agenda.<\/p><\/blockquote>\n

The following article represents the initial draft of one of the position papers resulting from the work of participants in the \u201cWhat do we know and believe about multimodal literacies and digital technologies in English education?\u201d thematic strand group of the CEE summit. This initial beliefs statement is being co-published online by both the English section of Contemporary Issues in Technology and Teacher Education<\/em> (CITE Journal), and CEE. As such, the original version is also located on the NCTE CEE Web site<\/a>.<\/p>\n

As part of the rationale for this tentative beliefs document being published in the CITE Journal, the participants and authors in the CEE Summit multimodal literacies and digital technologies strand are inviting and encouraging short responses to this initial draft in the form of commentaries, which will be reviewed for publication in a commentary strand linked to the original article. The commentary feature takes advantage of an interactive medium to develop an ongoing, peer-reviewed dialog that, in this case, will be used to inform the revision of this tentative beliefs statement about technology and the preparation of English teachers.<\/p>\n

Commentaries for this call for submissions should be submitted for review by February 1, 2006, and they may be submitted online by clicking on the submissions link at the top of this page or by using the following direct link: http:\/\/site.aace.org\/newpubs\/index.cfm?fuseaction=Info.CITEEntrance<\/a>. Reviews for these commentaries will be expedited, and commentaries accepted for publication will appear in the March 2006 issue of the CITE Journal.<\/p>\n

 <\/p>\n

Introduction<\/p>\n

English educators are charged to prepare preservice and in-service teachers to consider not only the ways in which we engage in meaning-making by using a variety of representational, interpretive, and communicative systems, but also to consider the synergistic relationships that exist between readers, writers, texts, contexts, and the situations in which texts, in their many forms, are written and read. Pope and Golub (2000) and Young and Bush (2004) provide important insights into preparing current and future English language arts teachers to use technology effectively, including methods for evaluating technology applications for their classrooms. However, challenges continue to mount. Today, new technologies are changing the types of texts we and our students create and interpret even as they are influencing the social, political, and cultural contexts in which our texts are composed and shared. Since these technologies are influencing the development of individuals, institutions, and communities (and since individuals, institutions, and communities are shaping these technologies and their uses), it is essential for English educators to turn a critical eye toward the benefits and affordances; the limitations and liabilities of integrating these newer technologies into our teaching.<\/p>\n

Andrew Feenberg (2002) and Bob Yagelski (2005), among others, have warned educators not to conflate the adoption of newer technologies with progress. In other words, both men caution us not to view the integration of newer technologies into English language arts and literacy teaching as scaffolding innately and universally desirable outcomes\u2014or as determinist. The development of new technologies and the decision to integrate them into teaching and learning lives is neither a foregone conclusion nor following a predetermined trajectory. Teachers, individually and collectively, have the capacity and the responsibility to influence the development, modification, adoption, and\/or rejection of newer technologies. In order to make these critical decisions, they will need to understand not only how to use these technologies, but also the benefits and costs their adoption and integration into English language arts and literacy teaching have the potential to create for teachers, students, and the broader community. Since best practice in teaching requires that teaching be specific to individual students, classrooms, and communities, such decision-making will require additional research on the classroom at local as well as national levels.<\/p>\n

The impact of these new technologies has been sufficiently pervasive that a document of this length can only be suggestive of the issues that these technologies raise for educators. We will not, for instance, take up such serious issues as childhood obesity that often results, at least in part, from more hours spent at the computer terminal than in outdoor play, or the gender gap between the interest of young women and young men in computer tasks that go beyond word processing and surfing the Internet. Although we will touch on them, we can\u2019t do justice to such grave problems as the continuing digital and didactic divides that follow race and class lines, or the ability of the ruthless to use newer technologies to exploit others, particularly children and the elderly. We will, however, identify some of the major issues our profession will need to consider if we are to offer the best possible educational opportunities for our students and their students. In our discussion, we use a number of terms that warrant further explanation and, as such, we offer the following definitions:<\/p>\n

Focus Area:<\/strong> Defining terms, defining purposes, defining the outcomes of an exponentially increasing rate of innovation. We are struggling to develop a shared language for interrogating the ways in which newer technologies are influencing our conceptions and performances of best practice in English language arts\/literacy education.<\/p>\n

Implications:<\/strong> Multimodal, multiliteracies, newer technologies, new media, new literacies; on-line courses, virtual courses, hybrid courses; technology as tool, technology as literacy, technology as culture. The word \u201ctechnology\u201d encompasses so much that it carries little meaning. As we continue to parse it to make it more specific, our conversations about its benefits and liabilities will become more useful.<\/p>\n

Belief Statements:<\/strong> We have not yet reached consensus on what we are talking about when we talk about integrating \u201ctechnology\u201d into teacher preparation. In order to enhance our readers\u2019 ability to offer beneficial critique of our work, we offer in the annotations below, our definitions for specialized terminology we are using in this document.<\/p><\/blockquote>\n

\n

Annotations\u2014Wikipedia<\/a>:<\/p>\n<\/blockquote>\n

\n

Cybernetics:<\/strong> This discipline intersects neurology, electronic network theory, and logic and studies communication and control in living beings or machines.<\/p>\n

Digital Storytelling<\/strong>: Digital Storytelling reflects both a broad reference to the emergent new forms of digital narratives (Web-based stories, interactive stories, hypertexts, and narrative computer games), as well as the specific approach of creating short digital films developed by the Center for Digital Storytelling.<\/p>\n

Digital Technologies<\/strong>: A digital system is one that uses numbers, especially binary numbers, for input, processing, transmission, storage, or display, rather than a continuous spectrum of values (an analog system) or non-numeric symbols such as letters or icons. The distinction of “digital” versus “analog” or “symbolic” can refer to method of input, data storage and transfer, the internal working of an instrument, and the kind of display. The word comes from the same source as the word digit and digitus: the Latin word for finger (counting on the fingers) as these are used for discrete counting. The word digital<\/em> is most commonly used in computing and electronics, especially where real-world information is converted to binary numeric form as in digital audio and digital photography. Such data-carrying signals carry either one of two electronic or optical pulses, logic 1 (pulse present) or 0 (pulse absent). The term is often meant by the prefix “e-,” as in e-mail and ebook, even though not all electronics systems are digital.<\/p>\n

Grammars:<\/strong> Grammar is the discovery, enunciation, and study of rules governing the use of language. The set of rules governing a particular language is also called the grammar of the language; thus, each language can be said to have its own distinct grammar. Grammars evolve through usage and human population separations. With the advent of written representations, formal rules about language usage tend to appear also. Formal grammars are codifications of usage that are developed by observation. As the rules become established and developed, the prescriptive concept of grammatical correctness can arise. This often creates a gulf between contemporary usage and that which is accepted as correct.<\/p>\n

Instant Messenger (IM): <\/strong>Instant messaging requires the use of a client program that hooks up an instant messaging service and differs from e-mail in that conversations are then able to happen in realtime. Most services offer a \u201cpresence awareness\u201d feature, indicating whether people on one\u2019s list of contacts are currently online and available to chat. This may be called a \u201cBuddy List.\u201d In early instant messaging programs, each letter appeared as it was typed, and when letters were deleted to correct typos this was also seen in real time. This made it more like a telephone conversation than exchanging letters. In modern instant messaging programs, the other party in the conversation generally only sees each line of text right after a new line is started. Most instant messaging applications also include the ability to set a status message, roughly analogous to the message on a telephone answering machine.<\/p>\n

Internet:<\/strong> The Internet, or simply the Net, is the publicly accessible worldwide system of interconnected computer networks that transmit data by packet switching using a standardized Internet Protocol (IP) and many other protocols. It is made up of thousands of smaller commercial, academic, domestic and government networks. It carries various information and services, such as electronic mail, online chat, and the interlinked web pages and other documents of the World Wide Web.<\/p>\n

LCD Projector:<\/strong> An LCD projector is a device utilized for displaying video images or data. They are the modern equivalent to the slide projector and overhead projector used in the past.<\/p>\n

Massively Multi-player On-line Game: <\/strong>A massively multiplayer online game (MMOG) is a type of computer game that enables hundreds or thousands of players to simultaneously interact in a game world they are connected to via the Internet. Typically this kind of game is played in an online, multiplayer-only persistent world. Some MMOGs are played on a mobile device (usually a phone) and are thus Mobile MMOG or MMMOG or 3MOG.<\/p>\n

Media Studies:<\/strong> Media studies is a social science that studies the nature and effects of mass media upon individuals and society, as well as analyzing actual media content and representations. A cross-disciplinary field, media studies uses techniques and theorists from sociology, cultural studies, psychology, art theory, information theory, and economics.<\/p>\n

Modes:<\/strong> In linguistics, mode is the channel of communication such as spoken, written or signed.<\/p>\n

MOOs \/ MUDs:<\/strong> In computer gaming, a MUD (multi-user dungeon, dimension, or sometimes domain) is a multi-player computer game that combines elements of role-playing games, hack and slash style computer games, and social chat rooms. Typically running on a bulletin board system or Internet server, the game is usually text driven, where players read descriptions of rooms, objects, events, other characters, and computer-controlled creatures or non-player characters (NPCs) in a virtual world. They may interact with each other and the surroundings by typing commands that resemble a natural language, usually English.<\/p>\n

Traditional MUDs implement a fantasy world populated by elves, goblins, and other mythical beings with players being able to take on any number of classes, including warriors, mages, priests, thieves, druids, etc. The object of the game is to slay monsters, explore a world rich in fantasy and with adventure, and to complete quests. MUDs are typically fashioned around the dice rolling rules of the Dungeons & Dragons (D&D) series of games.<\/p>\n

MUDs typically have a fantasy setting, while others are set in science fiction-based universe. Still others, especially those which are based on MOOs, are used in distance education or to allow for virtual conferences. MUDs have also attracted the interest of academic scholars from many fields, including communications, sociology, law, and synthetic economies.<\/p>\n

Multimedia:<\/strong> Multimedia literacy is a new aspect of literacy that is being recognized as technology expands the way people communicate. \u2018Multimedia\u2019 is the use of several different media to convey information (text, audio, graphics, animation, video, and interactivity). As personal computers and their software become more powerful they have the capacity to record and edit sound, still images and video and manage interactivity. This places multimedia creation in the hands of any computer. As multimedia becomes a more prevalent form of communication it becomes important to understand the literacies of \u201creading\u201d and \u201cwriting\u201d using multimedia, and for these skills to be taught in schools and other education institutions.<\/p>\n

Multimodal:<\/strong> A multimodal user interface provides the user with more than a single mode of interaction. The most common such interface combines a visual modality (e.g., a display, keyboard, and mouse) with a voice modality (speech recognition for input, speech synthesis and recorded audio for output). However other modalities, such as pen-based input or haptic input\/output, may be used. Multimodal user interfaces are a research area in human-computer interaction. The advantage of multiple modalities is increased usability: the weaknesses of one modality are offset by the strengths of another. On a mobile device with a small visual interface and keypad, a word may be quite difficult to type but very easy to say (e.g., Poughkeepsie).<\/p>\n

New Literacies<\/strong>: For the contemporary world, literacy now comes to mean more than just the ability to read, write and be numerate. It involves, at all levels, the ability to use and communicate in a diverse range of technologies. Since the computer became mainstream in the early 1990s, its importance and centrality in communication has become unassailable. We should now, properly, speak of \u201cliteracies\u201d. These literacies always involve technology and the ability to use technology to negotiate the myriad of discourses that face us in the modern world. These literacies concern using information skillfully and appropriately, and are multi-faceted and involve a range of technologies and media. One such group of literacies that is growing in significance as personal computers become more powerful is multimedia literacy.<\/p>\n

In sum, today\u2019s students need to cope with a complex mix of visual, oral, and interactive media as well as traditional text. People of lesser education or older people may see themselves falling behind as the informational gap between them and the people literate in the new media and technologies widens.<\/p>\n

New Media:<\/strong> New media usually refers to a group of relatively recent mass media based on new information technology. It is based on computing technology and not reducible to communication in a traditional sense. Most frequently the label would be understood to include the Internet and World Wide Web, video games and interactive media, CD-ROM and other forms of multimedia popular from the 1990s on. The phrase came to prominence in the 1990s, and is often used by technology writers like those at Wired magazine and by scholars in media studies. The term has garnered negative connotations due to techno-utopian claims by new-media proponents about the revolutionary social and personal benefits of new media; the claims of revolutionary transformation of people\u2019s lives were widely seen as unjustified. All the same, new media have only grown in popularity, and their current ubiquity is slowly causing social changes; their initial proponents\u2019 error may have been in the speed with which they claimed media would transform society, rather than the prediction itself.<\/p>\n

Personal Digital Accessory (PDA)<\/strong>: Personal digital assistants (PDAs or palmtops) are handheld devices that were originally designed as personal organizers, but became much more versatile over the years. A basic PDA usually includes a clock, date book, address book, task list, memo pad, and a simple calculator. Many PDAs can access the Internet via wireless or mobile \u2018phone technology. One major advantage of using PDAs is their ability to synchronize data with a PC or home computer.<\/p>\n

Podcast:<\/strong> Podcasting is a method of publishing audio and video programs via the Internet that lets users subscribe to a feed of new files (usually MP3s). It became popular in late 2004, largely due to automatic downloading of audio onto portable players or personal computers. \u201cPodcasting\u201d in its strictest sense is distinct from other types of online media delivery because of its subscription model, which uses a feed (such as RSS or Atom) to deliver an enclosed file. Podcasting enables independent producers to create self-published, syndicated \u201cradio shows,\u201d and gives broadcast radio programs a new distribution method. Listeners may subscribe to feeds using \u201cpodcatching\u201d software (a type of aggregator), which periodically checks for and downloads new content automatically.<\/p>\n

Semiotics<\/strong>: Semiotics\u2014also known as semiology\u2014is the study of signs, both individually and grouped in sign systems, and includes the study of how meaning is transmitted and understood.<\/p>\n

Streaming media<\/strong>: Media that is consumed (read, heard, viewed) while it is being delivered. Although it is generally used in the context of certain content types (\u201cstreaming audio,\u201d \u201cstreaming video,\u201d etc.), streaming is more a property of the delivery systems employed to distribute that content. The distinction is usually applied to media that are distributed over computer networks; most other delivery systems are either inherently streaming (radio, television) or inherently non-streaming (books, video cassettes, audio CDs).<\/p>\n

Text Messaging:<\/strong> Short message service (SMS) is a service available on most digital mobile phones that permits the sending of short messages (also known as text messages, messages, or more colloquially SMSes, texts or even txts) between mobile phones, other handheld devices and even landline telephones.<\/p>\n

Visual Literacy:<\/strong> Visual literacy is the set of skills involved in the interpretation and criticism of images. It is a field of study in academia, drawing on art history and criticism, information design and graphic design, and computer interface usability. It is also a goal of education paralleling linguistic literacy. The basic skills of visual literacy include the vocabulary of concepts necessary for understanding and discussing images.<\/p>\n

Web log (Blog):<\/strong> A weblog or blog (derived from web + log) is a web-based publication consisting primarily of periodic articles (normally, but not always, in reverse chronological order). Although most early blogs were manually updated, tools to automate the maintenance of such sites made them accessible to a much larger population, and the use of some sort of browser-based software is now a typical aspect of \u201cblogging.\u201d<\/p>\n

W iFi: <\/strong>Wi-Fi (sometimes written Wi-fi, WiFi, Wifi, wifi) is a trademark for sets of product compatibility standards for wireless local area networks (WLANs). Wi-Fi, short for \u201cWireless Fidelity,\u201d was intended to allow mobile devices, such as laptop computers and personal digital assistants (PDAs) to connect to local area networks, but is now often used for Internet access and wireless VoIP phones. Desktop computers can use Wi-Fi too, allowing offices and homes to be networked without expensive wiring.<\/p>\n

Wiki: <\/strong>A wiki is sometimes interpreted as the abbreviation for \u201cwhat I know, is,\u201d which describes the knowledge contribution, storage, and exchange up to some point. A wiki is a Web application that allows users to add content, as on an Internet forum, but also allows others (often completely unrestricted) to edit the content. The term wiki also refers to the collaborative software (wiki engine) used to create such a website (see wiki software). In essence, the wiki is a vast simplification of the process of creating HTML pages, and thus is a very effective way to exchange information through collaborative effort.<\/p>\n

World Wide Web:<\/strong> \u201cWWW,\u201d \u201cW3,\u201d or simply \u201cWeb\u201d is an information space in which the items of interest, referred to as resources, are identified by global identifiers called Uniform Resource Identifiers (URIs). The term is often mistakenly used as a synonym for the Internet, but the Web is actually a service that operates over the Internet.<\/p>\n

Zine:<\/strong> A zine\u2014a contraction of the word fanzine\u2014is most commonly a small circulation, non-commercial publication of original or appropriated texts and images. Zines are written in a variety of formats, from computer-printed text to comics to handwritten text. Zines are seldom copyrighted and there is a strong belief among many zine creators that the material within should be freely distributed.<\/p><\/blockquote>\n<\/blockquote>\n

Building on the categories above and for the purposes of this paper, we have decided to organize our beliefs about technology and teacher preparation in relation to four major foci:<\/p>\n

    \n
  1. Newer technologies v. newer literacies.<\/li>\n
  2. The influence of newer technologies on theories informing our thinking about text, language, and literacy.<\/li>\n
  3. Composing with multimodal and multimedia technological tools.<\/li>\n
  4. The political, economic, and socio-cultural influences operating under the practice of new literacies with new technologies.<\/li>\n<\/ol>\n

    Each focus section will include some, if not all, of the following: a description of the focus, implications, belief statements, annotations, a consideration of what these beliefs might mean for teaching and for teachers.<\/p>\n

    Focus 1: Newer Technologies v. Newer Literacies<\/p>\n

    Focusing on teaching new technologies rather than English language arts\/literacy learning is shortsighted, since many newer technologies have relatively short lifespans. On the other hand, many new literacies and modes of inquiry require direct instruction on the use of hardware, peripherals, software, and interfaces.<\/p>\n

    Belief Statements:<\/p>\n