What Happens in the Arcade Shouldn’t Stay in the Arcade: Lessons for Classroom Design What does a video game arcade have to do with language arts learning in schools? I recruit “one or more modalities . . . to communicate distinctive types of meanings” (p. 19), we experience the world in new ways, become part of specific social groups, and acquire the necessary tools, language, and resources for future learning in the domain. Gee proposes that we ask new questions of the learning that happens to children all the time and everywhere: t is early evening and the video game arcade is humming with activity. As buzzers and bells ring from various machines, learners dash to and fro across the floor space. Three gamers are deftly working multiple joysticks to race cars around a racetrack. In a corner, a father watches as his daughter plays a Star Wars game; then he tries to play while she coaches him. In another space, two adolescent boys dance side by side as buttons light up underneath their feet; a group of peers cheers them on from the sidelines. As closing time nears, two boys check their watches. Although time is short, they continue to play. Finally, as they make their way toward the door, one boy sighs, “I love this place. I don’t want to leave!” Just a few hours earlier, while waiting for the end-of-day announcements over the intercom, intermediate students in a midwestern classroom quietly complete seatwork. One student scratches his head over his math workbook and then approaches the teacher. They quietly converse before he returns to his desk and slides his workbook into his backpack. Another student raises her hand and asks to use the restroom. The teacher agrees and she exits. Many students, book bags packed, sit silently watching the clock. After announcements, the teacher reminds students of their homework assignments and asks them to clear their desks and straighten the rows. The students comply and the classroom empties. What does a video game arcade have to do with language arts learning in schools? After all, aren’t video game arcades just spaces for fun and games? Don’t they stand in opposition to the serious work of reading and writing? Gee (2003) challenges this notion of “serious school learning” by noting that whether we are located in a school building, a video game arcade, or in other spaces, “we always learn something.” As we participate in “semiotic domains,” or sets of practices that Video Arcade Implications for Language Arts Classrooms Kathryn F. Whitmore and Lindsay Laurich What semiotic domain is being entered through this learning? Is it a valuable domain or not? In what sense? Is the learner learning simply to understand (“read”) parts of the domain, or also to participate more fully in the domain by learning to produce (“write”) meanings in the domain? (p. 23) If we are interested in inviting students to both understand and design meaning fully, we would do well to look at spaces where such learning happens effortlessly. The video game arcade is such a space. THE SEEDS OF RESEARCH Research in the Video Game Arcade Language Arts ● Vol. 88 ● No. 1 ● September 2010 One day Lindsay went to the local mall to run a few errands and was stopped in her tracks by the sounds of children laughing. She found herself looking into a small video game arcade where several groups of children played games, talked with one another and with the arcade staff, and moved freely across the floor. In just those few moments, it became obvious that the space of the video arcade was vastly different from the space of the classroom. Lindsay shared this experience with Kathy, who has long been interested in the physical environment in classrooms. Though neither of us had previous experience in arcades, we share an abiding interest in spaces where children are actively engaged, so we couldn’t help but wonder what lessons could be learned from the video arcade. 21 Copyright © 2010 by the National Council of Teachers of English. All rights reserved. LA_Sept2010.indd 21 8/3/10 8:35 AM Video Arcade Implications for Language Arts Classrooms Vol. 88 ● No. 1 ● September 2010 From Arcade to Classroom Language Arts ● space. He joined us “in the field” of the arcade and in his classroom as a teacher-researcher. The analysis work in Jeff’s classroom began with mapping the existing arrangement of physical space. Loughlin & Suina (1982) identify elements of spatial organization—specific units of bounded space, surrounding space, and paths—that support children’s learning. As Photo 1 and the highlighted sections of the map in Figure 1 dramatically illustrate, Jeff “owned” the majority (approximately This article focuses on our analysis of physical space and participants’ positions in it. Our intent is to add to the research on spatial accounts of learning in all subjects, with emphasis on the language arts. A spatial account of interaction, Leander (2004) says, means “thinking about how classroom interactions produce and are produced by historical and spatial processes” (p. 116). Our findings also put a new spin on the traditional value of “student-centered learning” in language arts classrooms by exploring the importance of student-designed learning spaces. Elements of our qualitative design (Glesne, 2005) in the video arcades included mapping physical layouts, collecting field notes, taking photographs, and interviewing video gamers informally as they played a variety of games independently and in small groups. Given that adult employees hold a position comparable to “teacher,” we also interviewed managers and observed employees’ interactions with gamers. We used a constant comparative method (Charmaz, 2006) to discover patterns both within and across the video game arcades that we understood to be “learning principles” (Gee, 2007). In other words, we sought elements of the social and learning space operating in the arcades to apply to educational settings. Concurrently, we partnered with Jeff, a local fifth/sixth-grade teacher who discovered his students were highly engaged in technologies outside of school. This came to his attention when they posted a video of his teaching on the popular site YouTube. Jeff was well aware of the prominent role of video games in his students’ lives. He reported that at least half of his students played games weekly (or even more often), while a quarter of them played daily. He was a gamer himself, was piloting an after-school video game club, and wondered how to make gaming a “legitimate” part of student learning. Once we became familiar with Jeff’s desire to explore technology with his students, he accepted our invitation to use the lessons from our research in the arcades to engage his students in an in-depth analysis and redesign of their classroom Figure 1. Map of Jeff’s original space; highlighting indicates teacher owned areas. Photo 1. Prior to the study, Jeff’s personal work area encompassed an inordinate amount of classroom space. 22 LA_Sept2010.indd 22 8/3/10 8:35 AM Video Arcade Implications for Language Arts Classrooms call attention to provisioning for sustained lit70%) of the physical space in his 15" × 18" classeracy learning, decentralized access to an array room, leaving his 30 11- and 12-year-old students of interesting literacy tools, and an abundance with the remaining 30%. of functional print (see also Morrow, 1997, and We took a close look at the space in terms of its Wolfersberger, et al., 2004). The provisioning potential to support students’ language arts develin Jeff’s classroom was limited to a small plasopment by administering Loughlin and Martin’s tic box of broken writing and drawing utensils, (1987) Survey of Displayed Literacy Stimuli (SDLS) and Although the visual evidence of the as shown in Photo 2. It was quickly apparent that this box Wolfersberger, Reutzel, Sudclassroom supported the findings weeks, & Fawson’s (2004) of the CLEP and the SDLS, Jeff was was primarily a collection place for materials found on Classroom Literacy Environsurprised by the results. “I couldn’t the classroom floor at the end mental Profile (CLEP). Both believe that my classroom was of the day. In addition, withsurvey instruments are detailed ‘minimally focused on literacy.’” out computers for student use and designed to tabulate speand only plain notebook paper cific ways that language arts opportunities are available, students were not likely to be inspired made accessible in classrooms. They enabled us to write for multiple purposes. to zero in on specific categories of literacy prodAlthough Jeff had excellent intentions (for ucts, tools, and space, such as how much print example, he had an entire shelf of his own readis available, whether the print is at learners’ eye ing material in his space, which he intended as a level, and whether the print has distributed purpositive demonstration to his students that he is a poses. Jeff and Lindsay completed these assessreader), the reality of his decisions stole space and ments individually and compared findings. resources from his students. In addition to the probResults from both instruments were similar; lematic physical arrangement, findings from the Jeff’s classroom was considered “minimal” on literacy inventories confirmed that Jeff’s students both CLEP subscales. On Subscale One, Jeff’s had minimal access to environmental print, display classroom scored 3.1 out of 7 on provisioning space, and reading and writing tools and materithe classroom with literacy tools, meaning his als. Taken together, it was a rather gloomy picture classroom contained a “narrow range of literof Jeff’s classroom as a potentially ineffective space acy tools and products” and constituted a learnfor his students to increase their literacy knowledge. ing space where “literacy is not identified as a Although the visual evidence of the classvalued goal” (p. 272). On Subscale Two, arrangroom supported the findings of the CLEP and ing classroom space and literacy tools, gaining the SDLS, Jeff was surprised by the results. “I students’ interests in literacy events, and sustaincouldn’t believe that my classroom was ‘mining students’ interactions with literacy tools, the imally focused on literacy.’ What a complete classroom scored a 2.8, also low in the “minimal” range. Although these results were difficult to digest, they were supported by the visual evidence in the classroom. The “classroom library” was two small shelves tucked in a corner behind Jeff’s work area, making books difficult for children to access. The arrangement of desks kept students from being able to reach each other to collaborate. There were no soft or comfortable spaces for cozying up with a good book. The walls were primarily bare except for a few teacher-generated items. Loughlin and Suina (1982) write extensively about the “task of selecting, gathering, and making materials and equipment, and placing them in the environment for children’s direct access,” which they call proviPhoto 2. Before analyzing provisioning, all supplies for student use were housed in this box. sioning (p. 8). Loughlin and Martin (1987) 23 LA_Sept2010.indd 23 8/4/10 3:13 PM Video Arcade Implications for Language Arts Classrooms September 2010 No. 1 ● Vol. 88 ● Language Arts ● where one can move, what types of activities are valued, and so forth. During this study, we considered the familiar design of space in many classrooms: the positioning of bodies in seats, the location of the teacher’s desk, clear demarcations of what belongs to whom, and so on. It can feel like déjà vu visiting some classrooms multiple days in a row. The same students are seated in the same ways doing what appear to be the same things at the same times. Behaviorist discourses clearly still populate classroom practices. Even in classrooms that tout “student-centered learning,” physical arrangements may be determined with one goal in mind: attention without distraction—straight rows of desks, teachers positioned for surveillance, misbehaving students closest to the teacher. Boldt (2001) says the maintenance of such expectations constructs power and provides “tremendously important truths” about the type of child one is and may become (p. 92). Descriptions of environments like these collide with our sociocultural perspective about the socially situated nature of language arts learning. Vygotsky (1978) writes that “human learning presupposes a specific social nature and a process by which children grow into the intellectual life of those around them” (p. 88). Dewey (1990) emphasizes that learning should be structured as a social endeavor, noting that academic content should be studied “not as isolated things by themselves, but in their reference to [a student’s] social environment” (p. 78). We argue that students without access to one another are missing out on language arts learning that is rich and memorable. Thus, designs of classroom spaces are entangled with sociohistorical discourses about the nature of learning and the purposes of school. Learning of any kind is always more than simply knowledge acquisition. In any interaction, learning about who one is in relation to others creates or forecloses possibilities for future learning. Toohey (2000) writes that “identity is unstable, constructed in particular local interactions, and entails relationships of power” (p. 8). Identities are not fixed, but emerge within specific contexts. The construction of the physical environment not only creates opportunities for interactions, but sends clear messages about possibilities for performances of identities in that particular space. bummer, you know? I was surprised and disappointed.” Jeff realized his language arts instruction and physical environment were mutually dependent, and he was more than happy to consider how to transform the physical space of his classroom to better support his students’ literacy learning. Before continuing with the story of how our learning in the video game arcade was appropriated into Jeff’s classroom, we review studies that address the importance of classroom physical space, particularly as it relates to student identity and language arts learning, and present learning principles from our analysis of the physical space of the video arcade. SPACE MATTERS We in the education profession are constantly deepening our understanding of the positive effects of video gaming on learning. Gee (2003) articulates the “good” learning that occurs as gamers play “good” games: experiencing the world from new perspectives (p. 151), taking up projective learning identities that situate and embody meanings (p. 86), and providing active and critical learning experiences that lead learners to become designers (p. 99). Similar research delves into how children author their identities through the creation of virtual texts, learn collaborative problem solving, and practice managing and exercising power in a variety of networks (Buckingham, 2008; Thomas, 2007). This body of research is convincing, as it shakes up stereotypes about who gamers are and how elements of video games inform learning. But it does not specifically address the semiotic domain of video game arcades and how learning, including language learning, occurs in them. Therefore, in this study we ask: What features of the physical environment in video game arcades lead kids to be so engaged? What do principles of a video arcade space look like in the language arts classroom? How can analysis of arcade space inform teacher decisions about language arts instruction? Arcade stakeholders understand that space matters. But they are not the only ones. Writing about space as a means of exerting power, Foucault (1977) says that “spaces provide fixed positions and permit circulation. . . . they mark places and indicate values” (p. 148). In other words, the arrangement of spaces denotes who one can be, 24 LA_Sept2010.indd 24 8/3/10 8:35 AM Video Arcade Implications for Language Arts Classrooms explicit in these descriptions, we attend to the Research about classroom spaces within a socioidentities enacted throughout the vignettes later in cultural theory of learning and teaching that is the article. grounded in inquiry, activity, and transaction provides evidence of the interdependence between learning, social interaction, identities, and environClustering and Collaborating mental design. Leander’s (2004) research in secTy and Marcus, two adolescent males, stand near ondary settings describes how the design of space one another as they play separate games. When shapes learning opportunities and identities during Marcus utters a frustrated, “Come on, man!” to his the school year. He demonstrates the complex cyclivideo screen, Ty looks over. “Try to hold right, then cal ways that physical spaces inform social spaces, hit the stick, then back right,” he coaches. Marcus thus leading to the creation or foreclosure of cernods his head and play continues for a minute more tain types of learning and relationships. He also before his game ends. As he reaches into his jeans finds that positive relationships between students of pocket for another token, Ty steps over. “What’s different races are foreclosed by the arrangement up?” he nods. “Want to team up?” Marcus invites of space at school. Roskos & Neuman’s (2001) in return. Ty agrees, both boys insert tokens, and the research in early childhood classrooms reveals that game begins. As the boys play, it becomes appar“the built literacy environment support[s] a reperent that Ty is more experienced. He assists Marcus toire of literacy performances that may not appear verbally, and even at one point reaches over for in other contexts” (p. 288). Various performances of control of Marcus’s side of the machine. After the literacy are important not only for their own sake, game ends, Marcus is elated that “they got to Status but create opportunities for “performers” to estab5 Red,” a level of the game he has never achieved lish identities that may lead to power and agency as before. When Lindsay asks him how often he plays well as heightened engagement. collaboratively with Ty, he looks surprised and reIn a profound study of school space and idenplies that he had never met him before, although he tity, Toohey (2000) documents how desk organisays he’s seen him around. “That was tight, man,” zation isolated English Language Learners and he says as he gets up to leave. contributed to their marginalization in a grade one This interaction is made possible in large part classroom. Classroom practices separated these through the intentional physical design of the students in terms of perceived ability and created arcade. Games, particularly challenging ones, classifications of students who needed “normalizare intentionally “clustered” side-by-side or in a ing.” These classifications foreclosed opportunities small ring so that players at one game may easily for the formation of social networks, a finding that collaborate with players at another game. These Toohey suggests will have long-term effects. groupings serve several purClearly, the physical environDesigns of space in video arcades poses. The close proximity of ment is a communicative tool may provide language arts teachers video game learners increases for the types of learning and with new ways to make decisions the likelihood that a gamer at learners that are possible. Deabout classroom spaces and one site will be “attracted” to signs of space in video arcades contribute to our knowledge of what another game and will attempt may provide language arts teach“student-designed learning” relevant play at the new game in the ers with new ways to make deto language arts and literacy might future. Stationing games close cisions about classroom spaces together also increases the likebe all about. and contribute to our knowledge lihood that players will scafof what “student-designed learnfold one another in attempts to win the game. ing” relevant to language arts and literacy might be It is not unusual to observe a less-experienced all about. player at the controls of one game, while a more experienced player coaches from a nearby unreVIVA VIDEO GAME ARCADES lated game. This “scaffolding” is a natural and expected part of video game play. In the vignette We now introduce each learning principle from above, Ty’s proximity to Marcus allows him to the video game arcade data with a vignette that offer some initial advice and then join Marcus in a reveals why the physical design of the video multi-player mode. As they play together, Lindsay arcade leads to engaged learning. Although not 25 LA_Sept2010.indd 25 8/3/10 8:35 AM Video Arcade Implications for Language Arts Classrooms September 2010 No. 1 ● Vol. 88 ● Language Arts ● the local arcade manager, says, “It’s a sacrifice of observes how Ty continues to scaffold Marcus’s floor space for sure, but you see what these kids learning by offering verbal advice and encouragedo when they can see other kids play. We actually ment as needed. make more money on the games where kids can Video games are designed to capitalize on watch the other kids and learn the games. Then social interactions as a means to learning and they’re more likely to return and play on their enjoyment. Most games allow play by an indiown or bring their friends.” vidual, in pairs, or in small groups, thereby creating opportunities to observe how learners such The physical design of the arcade is compleas Ty and Marcus support one another. It is evimented by the social expectations that guide how dent that Ty’s initial intervention and subsequent players relate with one another. The arcade is a play alongside Marcus leads to a more satisfyspace where learners talk freely, more experiing learning experience. We speculate that without enced players scaffold less experienced players in Ty, Marcus would have abandoned this game after a variety of games, and players are encouraged to his first attempt. Instead, he is amazed at the level learn from each other. of play he accomplished with Ty’s assistance and calls the game “tight” in his post-game interview. Inverting Traditional Will he play this game again with another player Structures of Power or by himself? We think so. “Hey, George! Come over here and help me win!” Although not readily apparent in the above a teenage girl calls from one of the popular racvignette, another important aspect of the physiing games across the room. As George, the sole cal design of the arcade is the appropriation of video game employee in sight heads across the viewing spaces. In the local arcade where much room, he turns to an adolescent boy. “Watch the of this research occurred, the popular game counter for me, man.” “Okay,” the teen responds Dance Dance Revolution (DDR) is positioned at as he makes his way towards the prize counter. the back of the arcade. With loud music pumping, players watch a large screen that indicates In our local video arcade, almost nothing is off where they should move their feet in time to the limits. We saw players behind the prize counter, music. George, one of the arcade employees, is bouncing balls off the walls, and moving purposean expert at DDR and demonstrates his prowess fully from place to place. We came to realize that often. Each time that George plays DDR, a crowd the freedom to perform in certain ways as a gamer gathers. Often they shout encouragement or tips, in the arcade is representative of important inverjust as Ty did for Marcus. Sometimes the viewsions in power and, as with ers chant, “George, George, The arcade is a space where learners clustering multi-player games George” in time to the music. talk freely, more experienced players and viewing spaces, is made These viewing spaces provide possible by design. scaffold less experienced players in a visual and verbal scaffold In this vignette, George, for less-experienced players a variety of games, and players are encouraged to learn from each other. the arcade employee, is called (Vygotsky, 1978). As George upon to participate with a dismounts from the platform, gamer. This request demonstrates how authority one of the observers takes his place. Typically in the arcade is neutralized and George is seen as this process continues for quite some time with a fellow gamer rather than the person in charge. many different players. One time, George’s play However, not only does George’s identity shift was followed by five adolescent boys and girls from employee to fellow gamer, the identity of the who took turns. Because the game involves two teenage girl who causes this change is changed players, this group danced with and against one from gamer to one who is able to initiate collaboranother to the delight of many onlookers. ative partnerships and engage others in play. Beatrice, one of the adolescent DDR playAs George moves to play the game, he transfers his power to manage the prize counter to a non-employee. The boy called upon to manage the counter also participates in an exchange of power, and experiences an identity as “someone in ers, summarizes the importance of viewing spaces when she notes, “It’s better if you can watch someone do it and make a fool of themselves first. You don’t have to be the one. Then it’s easier to try it. You know what will happen and all.” Rod, 26 LA_Sept2010.indd 26 8/3/10 8:35 AM Video Arcade Implications for Language Arts Classrooms improvised by children. In this vignette, the teens charge.” We believe that this moment occurred in create a specific social space to gather and conpart because of the small nature of this arcade and trol their activities. As the group ebbs and flows familiarity among regular customers and staff; throughout the evening, they determine how they however, in all arcades we observed, power was are positioned within their space, what types of shared easily and identities were fluid. relationships are possible, and how time will be We identify two ways that video arcades invert organized. The teens become designers of their power: management of space and management of domain. The girls note that although the group at bodies. Management of space includes not only the table attends the same school, they only “see employee and management’s observations about each other” in the arcade space. This remark conwhere groups and individuals congregate, but veys the nature of the arcade as a place to reconalso gamers’ input through verbal recommendastitute access so that new perspectives and social tions and their own patterns of use. Even though networks are possible. gamers may not specifically dictate where games should be located, their preferences determine One of the most noticeable (and sometimes arrangement decisions. off-putting) aspects of a video arcade is loud volume. Games buzz, music blares, and sometimes Management of bodies refers to how young children shout back and forth as they move from gamers control the movements of their own bodies game to game. This noise stands in stark contrast and are less subject to surveillance. We observed not only to classrooms, but to children in the arcade making We argue that the tolerance for volume many other settings in our socichoices about movement from that exists in the arcade is another ety. The innumerable utterances game to game, deciding to play function of reconstituting access. From a made by teachers to quiet chilwith other children or indepenchild’s perspective, this ability to speak, dren, urging them to use “sixdently, and choosing to begin and end their play when it made get excited, talk with friends, and jump inch” or “inside” voices, often sense. Inversions of power from and cheer enables relationships with exhausts teachers, and can eas“typical” adult–child hierar- new people, connections to emotions, ily inhibit children’s access to other children and their own and access to learning. chies lead to more equalized emotions. Arcades, on the structures where children can other hand, often encourage volume. Cheering and perform agentic identities. As a result, we observed shouting attracts other gamers and sustains interest. that children were highly engaged. We argue that the tolerance for volume that exists in the arcade is another function of reconstituting Reconstituting Access and Ownership access. From a child’s perspective, this ability to It is a cold, snowy Saturday and many children speak, get excited, talk with friends, and jump and decide to spend time with friends at the arcade. cheer enables relationships with new people, conTwo adolescent girls approach Rod, the arcade nections to emotions, and access to learning. manager. After nodding his head briefly, he heads Last, video game arcades reconstitute access into the back room and emerges pushing a table on to knowledge and who gets to be considered an wheels, which he rolls into the middle of some open “expert.” When it comes to video arcade games, floor space. The girls smile and thank him. They sit children learn by doing, particularly by taking risks at the table and pull papers and books from their and by observing other children. In the arcade, the bags. For the next hour, they complete schoolwork, role of teacher is shared among gamers. A video draw, text, and chat with other teens who join them game expert at one particular game becomes a at the table. At times, up to 10 adolescents are novice at another, and beginning players can find seated together talking and laughing. When asked themselves demonstrating the game for others. The what this social space means to them, one girl hierarchies of knowledge that exist in schools as replies, “This is just a chance for us to be together. leveled books and ability groups are nonexistent in Even though we go to school together, we never get arcades. Rather, access to knowledge that encourto see each other. But we see each other here.” ages children to experiment, to make mistakes, and to “operate at the edge of their regime of compeThe structure of the arcade allows children to tence” (Gee, 2003, p. 70) with new learning, helps create and reconstitute access to social opportunichildren build confident learning identities. ties as they arise. Flexible patterns of access are 27 LA_Sept2010.indd 27 8/3/10 8:35 AM As we described earlier, the initial analysis of Jeff’s classroom surprised him. It indicated that he “owned” the majority of the space. To his great credit, Jeff enthusiastically dove into an exploration of the physical classroom space based on the learning principles in the arcade. In fact, his participation much exceeded our plan, particularly when he asked the children to engage in a largegroup brainstorming about how they could make a better learning environment, followed by drawing individual and small-group maps of their ideal classroom space. An analysis of the children’s ideas showed they wanted more comfortable space, including such reasonable ideas as adjusting desks to appropriate heights for the varied sizes of their bodies, more accessible materials “in different parts of the room,” and decorative additions, like plants and posters. There were also impossible but creative wishes, like building a paintball area. Phoebe’s map included both of these elements. Figure Language Arts ● Vol. 88 ● No. 1 ● September 2010 Video Arcade Implications for Language Arts Classrooms 2 is her more realistic image; on the flip side of her paper, she imagined a second floor that included a pony and a bowling alley. Notice Phoebe’s thoughtful requests for a bank of 11 computers, color, pillows, pets, and small groups of desks attractively placed in diagonal relationships to one another. She has unwittingly accomplished many of the objectives recommended by environment experts Loughlin and Suina (1982) in her design. With the SDLS and CLEP analyses complete and insights from the arcade study and children’s input gathered, Jeff made fundamental changes to the physical arrangement and provisioning of the classroom. The first order of business was redistribution of space; Jeff needed to significantly downsize his personal property and open spaces that had previously been off-limits to students (see Photo 3). In the process, he consulted the children’s maps to assure that he valued their designs. Lindsay and Jeff worked to create spaces where students had ready access to one another’s voices in pods of eight to ten desks. Jeff also considered patterns of student movement; to accommodate the frequent need for access to the hanging hooks where children kept their book bags and coats and to the water fountain, he allowed more generous space between furniture groups. Wide aisles in well-traveled areas meant students could walk next to each other or work in small groups. When the adjustments had been made, Jeff again asked for student critique. The response was overwhelmingly positive, though he continued to WHAT DO PRINCIPLES OF VIDEO ARCADE SPACE LOOK LIKE IN THE LANGUAGE ARTS CLASSROOM? Photo 3. After consulting his students and thinking about arcade spaces, Jeff made informed changes to the classroom environment. Figure 2. Phoebe’s map of wishes for the new classroom space 28 LA_Sept2010.indd 28 8/3/10 8:35 AM Figure 3. Map of Jeff’s new space; highlighting indicates teacher owned space. adjust based on ongoing student feedback and his own observations of how students used the space. (We were reminded that video arcade managers also adjust their physical space decisions in accordance with the opinions and needs of their clientele.) Figure 3 is a map of the dramatic changes made in spatial organization. JEFF’S DECISIONS IN THE NEW SPACE The changes to the physical arrangement were essential and important in the classroom. In hindsight, however, we recognize that they initiated a chain of critical shifts in Jeff’s decisions, many of which align strongly with the learning principles of space in video arcades. • Implementation of a Literacy Hour. Jeff redesigned his language arts curriculum so that for an hour each day, students could elect to read, compose, or illustrate independently or with peers; use technology, like Garage Band, to create song lyrics and music; write poetry; play board games; and so on. Students were now allowed in previously restricted physical spaces. A classroom “graffiti board” and a student-created bulletin board where children wrote book recommendations to one another took over Jeff’s large chalkboard. Students were also encouraged to construct new spaces Video Arcade Implications for Language Arts Classrooms for their literacy learning. They worked together to establish a semi-enclosed classroom library space with a comfortable chair, pillows, and two large bookcases teeming with inviting contemporary literature. Jeff set up several laptops at a newly created writing table where students clustered to read articles online, write collaboratively, or teach each other technology tools for research. • Opportunities for students to manage their bodies. Jeff began by simply allowing students to use the restroom and take care of other personal needs as needed rather than asking him for permission. Also, students were able to move throughout the room freely as they engaged in literacy activities. • New class rules and committees. Although the year was well underway, Jeff took the opportunity to rebuild community expectations, as suggested by children during the initial brainstorming session. After students discussed what types of rules were needed, the class voted, and the new rules were prominently displayed. Class committees formed to oversee specific parts of the classroom and keep things functioning. • Tolerance of higher volume levels. As a result of new collaborative social spaces, the volume in the classroom increased. Jeff became more aware of how his need for a quiet atmosphere could constrain student learning. Instead of viewing talking as misbehavior, he began to see it as a signal that children were engaged and learning together. At the students’ request, Jeff often played background music and joined groups of children talking excitedly in order to participate in their learning. • Provisioning. Jeff filled bookshelves with containers of glue, scissors, paper, markers, etc., and brought in a rolling supply cart that could be moved to student work stations. Students managed these supplies, including replacing empty bins, sharpening pencils and colored pencils, and returning supplies when finished. • Deliberate inversions of power and control. Jeff reconsidered how children could be teachers. It was not uncommon for Jeff to invite students to teach the class about an area in which they were knowledgeable, ask for student input in 29 LA_Sept2010.indd 29 8/3/10 8:35 AM Video Arcade Implications for Language Arts Classrooms September 2010 No. 1 ● Vol. 88 ● Language Arts ● disconnects between video gaming and arcades on the one hand and standards and formal assessments required by his district on the other. Although not the focus of this analysis, tensions included understanding that some days did not go as expected, that “good” changes lead to Neither of us expected Jeff’s alterations in the new challenges, and that incorporating literacies physical classroom space to ignite changes in so from students’ lives into school brings complimany other aspects of teaching and learning, parcations. Over the next year, we observed Jeff’s ticularly critical features of his previously basalidentities shift again as he realized that while the dominated literacy curriculum. Neither did we physical space should support engaged student expect the ways these changes opened opportunilearning, he must also be actively engaged as a ties and tensions for new student and teacher idenmediator (Moll & Whitmore, 1993; Vygotsky, tities in the classroom. 1978) in his students’ learning without abdicating his “pedagogical responsibilities” (Knobel, EXPANDING IDENTITIES 1999, p. 225). For instance, Jeff worked toward a teacher identity in which he now actively faciliYoung gamers have identities of importance in tates literature study groups and regularly schedarcades. They move freely, take risks with challengules reading conferences with individual students, ing games and new relationships, make noise, and rather than loosely monitoring hours of students’ experience independence away from the adults who independent, self-selected reading. typically monitor them. The (re)design of Jeff’s classroom space according to the learning prinThe lessons of the video arcade advance ciples of the arcade created new opportunities for one set of possibilities for teachers who want to children’s identities at school. In many ways, chilexplore student-designed learning spaces. The dren exchanged identities from common teacher– specific choices Jeff made may or may not be student binaries to children who appropriate in every setting. The (re)design of Jeff’s classroom are teachers for other children or We encourage teachers to take space according to the learning their teacher. They established risks in redesigning their classprinciples of the arcade created identities of competence and room environments and to ask new opportunities for children’s control as they made choices students to participate in the identities at school. during Literacy Hour and govchanges. We believe there is erned their community. Stugreat potential in this process. dents became managers of their own movements Children see the video arcade simply as a and of resources. In all of these design elements, the place of fun and games. Adults, however, tend exchange of learning identities from incapable and to enter unwillingly, clutching their wallets, and passive to capable and active underwrote the agency barely tolerating the noise and activity. To them, that students displayed. Clearly, the design of the it may seem irrelevant to, or even disruptive of, physical space was not just about space. learning. This study goes a long way toward disAt this point in the narrative, however, it is necpelling that perception; through careful observaessary to reveal the complexity of these changes tion and study, we have learned that arcades are on Jeff’s teacher identities, as well. Jeff’s newsemiotic domains offering principles of design found appreciation for the attributes of arcade spaces that advance opportunities for students’ and teachinspired him to relinquish the routines and teacher ers’ literacy learning and identities. decisions with which he was most comfortable. He References shifted gears enthusiastically in favor of student authority and incorporation of literacies from stuBoldt, G. (2001). Failing bodies: Discipline and power in elementary classrooms. Journal of Curriculum Theorizing, dents’ lives outside of school. Suddenly, however, 17(4), 91–104. deep questions reappeared for him about the purpose Buckingham, D. (Ed.). (2008). Youth, identity, and digital of school and the role of “official” or “academic” media. Cambridge, MA: The MIT Press. literacies in a space driven by arcade principles. Charmaz, K. (2006). Constructing grounded theory: A practical guide through qualitative analysis. Thousand Oaks, He worried about how his decisions compared to CA: Sage. other teachers’ in his building and recognized the planning lessons, or admit when he was unsure about a topic and engage in a class inquiry in order to discover the answer. Students in the classroom saw themselves as both learners and teachers, as did Jeff. 30 LA_Sept2010.indd 30 8/3/10 8:35 AM children’s development (pp. 19–42). Oxford, UK: Oxford University Press. Foucault, M. (1977). Discipline and punish: The birth of the prison. New York: Pantheon. Morrow, L. M. (1997). The literacy center: Contexts for reading and writing. York, ME: Stenhouse. Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave McMillan. Roskos, K., & Neuman, S. B. (2001). Environment and its influences for early literacy teaching and learning. In S. B. Neuman & D. K. Dickenson (Eds.), Handbook of early literacy research (pp. 281–292). New York: Guilford. Gee, J. P. (2007). Good video games and good learning: Collected essays on video games, learning, and literacy. New York: Peter Lang. Thomas, A. (2007). Youth online: Identity and literacy in the digital age. New York: Peter Lang. Glesne, C. (2005). Becoming qualitative researchers: An introduction (3rd ed.) New York: Allyn & Bacon. Toohey, K. (2000). Learning English at school: Identity, social relations, and classroom practice. Bristol, UK: Multilingual Matters. Knobel, M. (1999). Everyday literacies: Students, discourse, and social practice. New York: Lang. Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes (M. Cole, V. John-Steiner, S. Scribner, & E. Souberman, Eds.). Cambridge, MA: Harvard University Press. Leander, K. M. (2004). Reading the spatial histories of positioning in a classroom literacy event. In K. M. Leander & M. Sheehy (Eds.), Spatializing literacy research and practice: New literacies and digital epistemologies (pp. 115–142). New York: Peter Lang. Wolfersberger, M. W., Reutzel, D. R., Sudweeks, R., & Fawson, P. C. (2004). Developing and validating the Classroom Literacy Environmental Profile (CLEP): A tool for examining the “print richness” of early childhood and elementary classrooms. Journal of Literacy Research, 36, 211–272. Loughlin, C. E., & Martin, M. D. (1987). Supporting literacy: Developing effective learning environments. New York: Teachers College Press. Loughlin, C. E., & Suina, J. H. (1982). The learning environment: An instructional strategy. New York: Teachers College Press. Moll, L. C., & Whitmore, K. F. (1993). Vygotsky in classroom practice: Moving from individual transmission to social transaction. In Forman, E. A., Minick, N., & Stone, C. A. (Eds.), Contexts for learning: Sociocultural dynamics in Video Arcade Implications for Language Arts Classrooms Dewey, J. (1990). The school and society and The child and the curriculum. Chicago, IL: The University of Chicago Press. Kathryn F. Whitmore is a professor and Lindsay Laurich is a doctoral candidate in the Language, Literacy, and Culture Program at The University of Iowa in Iowa City. JOAN KAYWELL—2010 CEL EXEMPLARY LEADER AWARD RECIPIENT Joan F. Kaywell is Professor of English Education at the University of South Florida where she has won several teaching awards. She is passionate about assisting preservice and practicing teachers in discovering ways to improve literacy. She donates her time extensively to the National Council of Teachers of English (NCTE) and its Florida affiliate (FCTE): she is Past President of NCTE’s Assembly on Literature for Adolescents (ALAN) and is currently serving as its Membership Secretary; she is a Past President of FCTE twice and is still on its Board of Directors. Dr. Kaywell is published in several journals; regularly reviews young adult novels for The ALAN Review, The Journal of Adult and Adolescent Literacy, and Signal; and has edited two series of textbooks— five volumes of Adolescent Literature as a Complement to the Classics (1993, 1995, 1997, 2000, 2010) and six volumes of Using Literature to Help Troubled Teenagers Cope with [Various] Issues (Family, 1999; Societal, 1999; Identity, 1999; Health, 2000; End-of-Life, 2000; Abuse, 2004); and she is the author of Adolescents at Risk: A Guide to Fiction and Nonfiction for Young Adults, Parents, and Professionals (1993). Her first trade book, Dear Author: Letters of Hope (Philomel, 2007), is intended to get students to choose reading as a healthy escape from their life’s negative circumstances. Kaywell fervently believes that teachers and authors are often the unsung heroes of children on the brink of self-destruction. By offering books to children to help them momentarily escape the pain of growing up, teachers offer teenagers a constructive way to survive the crisis, find hope, and know that they are not alone. 31 LA_Sept2010.indd 31 8/3/10 8:35 AM Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
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