Monday, July 23, 2018


V-Learning: How Gaming and Avatars are Engaged Online Students

Maria Michelle Baldazo

July 23, 2018

Annetta, L., Klesath, M., & Holmes, S. (2008). V-learning: How gaming and avatars are engaging online students. Innovate: Journal of Online Education, 4(3).

Summary:

In this article, university students were studies into two groups. One group had the opportunity to choose from 100 different types of avatars (human to abstract objects) and the other group was only provided two choices either female or male. The study was to investigate the social interaction and social presence within the virtual learning environment. Throughout the semester the students, “personality type does not align with avatar choice in any singular or schematic fashion”. (Annatta, Klesath,& Holmes, 2008). The study did suggest an attitude connection to the virtual learning environment, students feedback shared the change in their avatar was based on “daily basic mood”.

Respond:

In response to the article, I feel the avatars would be benefited in an educational setting specifically in younger students who sometimes have a challenging time expressing themselves. The benefits of changing and choosing the avatar would give the instructor a better insight to the student’s daily moods and feelings. I would have liked to see the study have taken place in a low income primary school level or embedded in a counseling/therapy session for adolescence.  

5 comments:

  1. I love your quote under the summary: "students. . . change their avatar based on 'daily basic mood'." I think that is so true, and it's great to know that students get to choose an avatar and choose their digital identity based on their mood. I wonder if there could be sort of draw back to this? Maybe some students feel too entitled? What kind of effect could this have on students in the actual classroom? I guess these are some questions and thoughts I have had through reading some of these blogs.

    ReplyDelete
  2. Maria, I think that when students get to experience in choosing their avatar, they get the sense of experiencing being someone else. I agree with your comment that it would help the students to express some of the feelings and daily moods.

    ReplyDelete
  3. As I read this, I couldn't help think of Ralph Cintron's chapter on identity in Angel's Town (I also mention this book in another post). This young boy who is labeled LD at school and called 'tapado' at home counters his given identity by posting things on his bedroom walls that he'd like to be. So he wants to be strong, seen as a capable man, successful, etc. The images he posts are of army men, fast cars, and other expensive and strong objects. In the same way, I think what this kid did with his walls is what we do with our avatars when gaming. For me, I always chose the biggest and strongest characters because if you see me in real life, I am skinny and small. On the inside, I felt very strong but in reality, not at all. So my gaming avatars always reflected the person I thought I should be or how I felt my personality was--someone strong mentally.

    In the study that was done in this article, I think much of the same ideas apply. We don't really care to be who we are when it comes to gaming because we want to be who we've always wanted to be. It's our chance to move beyond our identities and create another self where we have more control.

    ReplyDelete
  4. Sex(t)ing Revolution, Femen-izing the Public Square: Aliaa Magda Elmahdy, Nude Protest, and Transnational Feminist Body Politics
    Maria Michelle Cantu
    August 11, 2018
    Eileraas, K. (2014). Sex (t) ing revolution, femen-izing the public square: Aliaa Magda Elmahdy, nude protest, and transnational feminist body politics. Signs: Journal of Women in Culture and Society, 40(1), 40-52.
    Summary:
    In this article the author, Eileraas examines the activism of Alia Magda Elmahdy and Egyption female who was referred to as the “nude Egyptian blogger”. She posed nude in order to protest for transnational feminist politics. The manner in which she posed is what raved a lot of attention. It was a self-portrait, full-frontal naked, in stockings wearing red flats, looking straightforward that she published online with a narrative stirring up the right for free expression. She received a lot of praise even joining the FEMAN group (feminist organization) but also received backlash from Muslim females stating they do not need “saving”. Elmahdy continued to protest various political messages, and went from the cyberspace into the streets protesting in Cairo and Stockholm.
    Responds:
    I feel that this was an insightful article, I had kind of hear about it in the media but never looked deeply into it. I did feel the quote of, “damned if you do, damned If you don’t” due to the fact that even though Elmahdy had a purpose for posing nude and allowing it to circulate throught the internet she still managed to get backlash. Its like the various semi-nude celebrities posting on the different social media outlets who have photoshopped themselves with an amazing body will still get criticized.

    ReplyDelete
  5. Erasing Race? A Critical Race Feminist View of Internet Identity Shifting
    Maria Michelle Baldazo
    August 11, 2018
    Chon, M. (1999). Erasing race: A critical race feminist view of internet identity-shifting. J. Gender Race & Just., 3, 439.

    Summary:
    In this article the author outlines the two topics of race and gender in a digital age of identity. The perspective of what she called as “virtual race” and how it is coded at White, Chon (1999) states, “Virtual race is also coded as White because Internet users respond to the technological constraints of this technological historical period, constraints that currently allow identities to be presented in textual form far more easily than in graphic representational form.” She also focused on the gender of the user coming semi-nonexistent in the internet environment. She outlined how it is important to understand the under-identified online existence of race and gender related issues.
    Response:
    When it came to the race aspect I completely understood how it can easily be dismissed within the digital identity or not closely examined. This has many times happened to me with the race being one of the last aspects of the user’s digital identity. The gender was what I had a little difficulty wrapping my mind around until the author connected the gender to the Disney movie of Mulan. I was able to develop a better understanding though the connection of how America’s gender boundaries (Chon,1999) “is something that is yet to be high on the list of America’s favorite television sitcom plots”.
    This article is from 1999 and a little outdated with now the various transgender types of series, POSE being an HBO show about the transgender community. All in all, it was an interesting article specially explaining the digital age of race and gender.

    ReplyDelete

Narrative Digital Identity

Narrative Digital Identity Introduction        One of the most ancient aspects of a culture is storytelling - sharing pivotal moments, exp...