38 Matching Annotations
  1. Aug 2016
    1. how vastly my loneliness was deepened

      I ain't buying this as actually the young Billy Collins. These are not puerile thoughts. I guess I am projecting my own puerile self here, but this is the young would-be poet being channeled by the older poet. As seen in Yeats' "When You Are Old"

    2. into your head
    3. he notes are ferocious

    4. Marginalia

      Here is a Hackpad if anyone wants to go off book and add to the context of 'marginalia' in any way. The hackpad is editable as well as embeddable.

    5. As always if the page is too crowded just let me know and I will make my public notes private.

    1. My father loved books, and since I loved my father with an aching devotion, I decided to love books as well.

      This sentence speaks to me as I believe the reason I love to read and write is because of my love for my dad. Equally, this sentence show how students ultimately learn strong habits of reading from their parents.

    2. The words inside a paragraph worked together for a common purpose. They had some specific reason for being inside the same fence.

    1. it struck me as old-fashioned and dull, and I could get through only a tiny chunk of it.

      The description of the power of annotation resonates with me because I remember those experiences working through complex concepts within theoretical texts--Foucault's discussions of askesis and/or Deleuze and Guatarri's discussions of bodies without organs, for example--where I would read or try to read and just not get it or how they related. Then, maybe I'd just get a piece of it. Then, at some point, I can't exactly pin-point it, but I had read enough of the conversation to get "it." I think annotating was central to that!

    1. They are just given too few opportunities to do so.

      I find it hard to believe that today's youth have too few opportunities to be social and interact. Between the numerous social media platforms, texting, and the tried and true meeting in real life and talking, what other social opportunities are they needing. Do they need a reminder to be social? Do they really need permission?

    2. "It's Complicated: The Social Lives of Networked Teens."
    3. people streamed into the outdoors trying to capture Pokémons.

      Unfortunately there are cases of some adults being negligent when playing Pokemon Go - clearly not role models for today's youth. http://www.9news.com/news/local/share-this/sheriff-couple-abandons-child-to-play-pokemon-go/285844800

    4. start thinking about how we can create more opportunities for young people to be meaningfully connected in an augmented way

      Augmented fine but what about connecting in authentic ways? Does Pokemon Go allow authentic connections or does it stifle the genuine human desire for connections we all inherently have?


    5. “see something, say something” response in our security-obsessed world.

      Fear of strangers in public places seems to be diminishing when you see others with their phones open. I've also noticed that generational barriers drop as people begin interacting as they tell each other where the nearest Poke stop is.

    6. technology can bring them together in the real world.

      It is important to define what is mean by the "real world". Are we as a society saying that by playing a fictional game we are engaging in "real world" interactions? Again, what defines authentic communication and engagement with others?

    7. They want to socialize and they want to interact

      This is true! I want to tap into how Pokemon is bringing teens (people in general, right?) together, and somehow do this in my classroom as well. My red flag: is there still value in face-to-face interaction that is being lost here with the Pokemon Go universe of interaction??

    8. Rather than responding out of fear,

      But responding out of fear to new forms of entertainment is a grand old tradition, no?

    9. can bring them togethe

      Although this was a bit more embodied than I expected when someone playing Pokemon crashed into me as I was walking in the street the other day...

    10. rather than tearing people apart by keeping them indoors and encouraging disengagement, technology can bring them together in the real world.

      Major claim statement - yet relies on an interpretive binary construction. Perhaps Pokemon GO just captures an inherent potential suppressed by fears of "disengagement"?

    11. This weekend, another naïve assumption about how technology affects culture

      aren't most assumptions about tech and culture naive? Seriously

    12. it's also an in-app purchase game, which is the least social, most obnoxious way to kill the vibe

      lest we fergit--it's all about the money Lebowski! https://www.youtube.com/watch?v=nV59cxMsFnU

    13. Music industry experts

      Who? Straw man setup here.

    14. let’s step back and start thinking about how we can create more opportunities for young people to be meaningfully connected in an augmented way.

      I think we need to do the opposite, back off. Maybe the only opportunities we need to give them are ones that invite them to make their own....opportunities.

    15. They are just given too few opportunities to do so.

      Assumption here is that unless we "give them opportunities" to socialize, they won't. Exactly the same assumption many in education have: if we don't teach them they won't learn. Rubbish. I am confused here. Surely someone who has spent so much of her research life being in on teen zeitgeist would not ever take teen agency away. I see teen agency all the time, just not in my adult spaces.

      Reminds me of this cultural appropriation:

    16. see their surroundings in a new way

      Do they really see something, though? It's neat that the game is sending people to parks and landmarks, but how much are they actually taking in of that real world?

    1. suggested that there was such a thing as too much screen time, particularly for children.

      A serious point that should be at the forefront of our discussions. How does screen time affect human interaction and neurological functions? An interesting message here...


    2. Reality is fragile

      Such an extremely hundreds of thousands of years old fragility.

    3. life as it is lived

      If Pokemon Go and apps like it proliferate, won't "life as it is lived" -- "the real" -- include these technologies? Especially if "the people we live it with" are also playing? In which case, won't this just be another example of older generations worrying aloud about how technology is ruining kids/childhood/life?

    4. don’t exist

      What if Pokeman Go had a love child with Geocaching so "children" could actually find something tangible?

    5. And Pokémon Go undermines

      Turkle argues the our definition of screen time has been made moot by Pokemon Go because you take the screen into the world. When I take a picture or shoot a video am I taking the screen into the world? I am suggesting that Turkle is the one with the naive approach. I suggest that any tool is marked as such by its ability to "take you into the world" . I take a picture of my tractor brakes before I take them apart. I guess if I wore a pair of WR goggles I could be like the Honda mechanic who wears a pair of Google Glasses in order to find parts in the inventory and videos with repair suggestions, but I am not at all sure that the reality there is substantively different than looking in a parts book to do the same thing. Is virtual real? Yes, considering that reality is all constructed in the mind anyway including what comes from our sensorium. It is real. Not exactly news, is it?

    6. the consistency and consequences of the physical world are so central to our relationships

      Huh? An example here?

    7. Addressing real problems

      As opposed to addressing virtual problems. See above: real and virtual problems are both...problems. distinction without a difference? Well, I suppose a real knife in PokemonGo would be quite different than a virtual one, but both are problems, yes?

    8. real

      There are a black hole's worth of assumptions in this world and its binary virtual-real.

    9. real problems

      Fair enough. But Turkle is ignoring some real problems that Pokemon does address. According to the CDC, 74% of children ages 5-10 don't get enough exercise, and 80% of adults don't get enough exercise (Jaslow). Yet fitness tracker data shows that Pokemon players "were found to be walking 62.5 percent more than usual" (Baig).

      Another real problem is that 14.8 million American adults are depressed and 40 million American adults suffer from anxiety (Anxiety and Depression Association of America). But believe it or not, Pokemon can help. Playing Pokemon improves peoples' moods, which in turn promotes social interaction. Plus, reward pathways and the hippocampus are stimulated during game play, both of which can atrophy with depression.

      Professor Daniel Freeman from the department of psychiatry at Oxford University notes: “It [Pokémon Go] could be used to refocus your attention away from threat by getting you immersed in engaging activity, or it could be used to present the things you fear for long enough to help your anxiety naturally decline. Combine the right psychological science and augmented reality and you’ll have a really powerful treatment tool” (qtd. in Baig).

      Boom. Mic drop.

    1. It strikes me that web annotation is a kind of "augmented reading" that might be compared to augmented reality programs like Pokemon Go and interrogated/celebrated in similar ways.

      Do we lose focus on our surroundings while social reading--distracted from the realities around us by the virtual? Or does social reading help us make connections, help us to see the world around us better?

      Personally speaking, I've both discovered a piece of public art that I've never known about before and nearly walked into oncoming traffic as a result of playing around with the new Pokemon Go game.