FORMULATIONS & FINDINGS Challenging Theories: Conceptual Learning in the Media Studies Classroom IJLM Anthony Partington Orton Longueville School Peterborough (UK) [email protected] David Buckingham Loughborough University [email protected] Keywords media studies conceptual learning narrative theory Abstract This article explores the nature and role of conceptual learning in the teaching of media studies. The article begins by reviewing previous research in the field and revisiting earlier debates, employing theories of concept formation drawn from Vygotsky, Bruner, and Engeström; it then presents an analysis of data drawn from a series of lessons with an eighth-year class, focusing on the concept of narrative and specifically on the issue of point of view. The article considers how the students use “spontaneous” and “scientific” concepts drawn from narrative theory to interpret media texts and to produce their own, and it outlines brief case studies of four students who adopt different stances in their use of academic theory and metalanguage. The article provides evidence of the productive ways in which theoretical concepts can be interrogated and problematized in the classroom, both through a process of shifting between abstractions and concrete examples and by combining critical analysis and creative media production. Visit IJLM.net doi:10.1162/IJLM_a_00079 ! c 2012 by the Massachusetts Institute of Technology Published under Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 Unported license Volume 3, Number 4 Partington and Buckingham / Challenging Theories 7 FORMULATIONS & FINDINGS Conceptualizing the Curriculum In principle, a curriculum subject can be defined in several broad ways. A subject might be defined in terms of a body of knowledge—a collection of facts or content to be learned. Alternatively, it might be defined in terms of a set of skills—a series of competencies to be performed and mastered. In recent years, however, curriculum subjects have increasingly been defined in terms of conceptual understandings (Erickson 2007). In principle, this approach has several clear advantages, which are particularly apparent at a time of growing uncertainty about the status of knowledge. A conceptual definition does not specify particular objects of study (a “canon” of prescribed texts or a body of facts, for example), and this should enable it to remain responsive to change and to the diversity of students’ experiences (Milligan and Wood 2010). A conceptual approach can provide a strong basis for sorting through large amounts of information in order to identify “what counts,” for integrating different types of knowledge, and for applying or transferring existing knowledge to new contexts or situations (Erickson 2007). However, the conceptual approach also raises some fundamental questions and challenges. Which concepts do we teach or prioritize, and how do we define them? How do students develop conceptual understanding, and how does this in turn relate to knowledge and skills? What counts as evidence of conceptual learning, and what pedagogic approaches might teachers employ in seeking to promote it? How do we avoid reifying concepts, teaching them as if they were a fixed body of facts or techniques? In this article, we explore these questions, drawing on our research into the teaching of media studies in UK secondary schools. In the United Kingdom, specialist courses in this field have existed for well over 30 years, and teaching about media is also a significant part of English courses. For much of its history, media studies has typically been defined in terms of a set of “key concepts.” Various versions of these concepts exist, and several are embodied in curriculum documents around the world (see, e.g., Bazalgette 1989; Ministry of Education 1989; Buckingham 2003; Burn and Durrant 2008). In practice, however, the different versions overlap to a considerable degree. Broadly speaking, most media studies curricula are defined in terms of four key concepts: media language, representation, institution, and audience. In principle, these 8 concepts provide a theoretical framework that can be applied to all contemporary media, including new digital media such as computer games and the Internet, as well as to “older” media such as books. Previous research in this field has drawn particularly on Vygotskyan theory in seeking to explain the development of conceptual understanding (Vygotsky 1962, 1978). Lev Vygotsky’s distinction between “spontaneous” and “scientific” concepts offers a useful means of explaining the relationship between students’ existing knowledge about the media and the new knowledge made available by teachers (Buckingham 1990). Spontaneous concepts are developed through the child’s own mental efforts, whereas scientific concepts are decisively influenced by adults and arise from the process of teaching. Scientific concepts—which include social scientific concepts (e.g., the kind used in media studies)—are distinct from spontaneous concepts in two major respects. First, they are characterized by a degree of distance from immediate experience: they involve an ability to generalize in systematic ways. Second, they involve self-reflection or metacognition; that is, attention not merely to the object to which the concept refers but also to the thought process itself. Thus, we might consider children’s existing understanding of media as a body of spontaneous concepts. Although these concepts will become more systematic and generalized as they mature, media education might be seen to provide a body of scientific concepts that will enable children to think and to use language (including “media language”) in a more conscious and deliberate way. The aim of media education, then, is not merely to enable children to “read”—or make sense of—media texts or to enable them to “write” or produce their own texts; it must also enable them to reflect systematically on the processes of reading and writing, to understand and to analyze their own experience as readers and writers. Through such reflection students will be able to make their implicit “spontaneous” knowledge about the media explicit and then, with the aid of teacher and peers, reformulate it in terms of broader “scientific” concepts. Vygotsky argues against the “direct teaching” of concepts. He suggests this will result in “nothing but empty verbalism, a parrotlike repetition of words by the child” (Vygotsky 1978, p. 83). Nevertheless, he does assert that children need to be introduced to the terminology of scientific concepts—in effect, to the academic discourse of the subject—and that International Journal of Learning and Media / Volume 3 / Number 4 FORMULATIONS & FINDINGS children will only gradually come to use this terminology as their own. Conceptual Problems Despite the suggestive value of Vygotsky’s approach, the conceptual model has some problems, both in general and specifically with the ways in which it has been employed in media education. Closer inspection reveals that the four “key concepts” are not of the same kind or status. Representation, for example, is a different kind of concept from institution. Studying representation involves exploring questions about how media portray or depict the world, and this can (and indeed should) lead into broader philosophical or epistemological debates—for example, about what we take to be “real” and how and why we do so. By contrast, in studying media institutions, the questions are typically more concrete. Classroom work in this area may be informed by relatively abstract concerns—for example, about media power or about ownership and control in the media industries—but institutions are nevertheless things that exist in the world, about which we can gather information (Buckingham 2003; McDougall 2006b). A second problem is that the concepts are often regarded as fixed and universally applicable—in effect, as “tablets of stone.” Vygotsky’s theory, as well as the empirical studies of concept formation that he conducted with Alexander Luria, assumes that social scientific concepts represent inviolable truths—in Vygotsky’s case, the truths of Marxist historical materialism. Yet a concept like “exploitation” (to choose one of Vygotsky’s examples) is open to a variety of interpretations, uses, and applications that vary significantly among different historical and cultural contexts. Like Vygotsky’s social scientific concepts, the “key concepts” of media studies have emerged from a particular academic tradition and are embedded within a particular historically defined mode of academic discourse. Yet in a period of accelerating social, cultural, and technological transformation, these concepts are liable to change and contestation. For example, several theorists argue that the notion of audience may need to be fundamentally rethought in light of the emergence of interactive media (e.g., Livingstone 2004). And in the age of so-called participatory media (Jenkins 2006), the nature of institutions and of representation are significantly different. While we do not support the facile proposals for “media studies 2.0” that have emerged in recent years, the disputes that such ideas have generated do suggest that the “key concepts” of the media studies curriculum are by no means uncontested (for a critique of these debates, see Buckingham 2010). Concepts of this kind inevitably frame and define the world in particular ways. They are far from neutral, and they are bound to be subject to change. Further difficulties lie in how we identify conceptual understanding and how we might teach it. These difficulties relate particularly to the issue of performance, not least in the context of assessment. Can we (or should we) separate conceptual understanding from the ability to demonstrate such understanding in academically legitimate terms? When we explore how a curriculum based on conceptual understandings is actually implemented—for example, in syllabus specifications and assessment practices—the limitations become self-evident (McDougall 2006a). One danger is in narrowing down conceptual understanding to the ability to reproduce a prescriptive set of facts or demonstrate mastery of a prescribed academic terminology. This can lead to a kind of cynical instrumentalism that is common among teachers and that we have frequently witnessed in our research, at least with examination classes: “just use these terms and you’ll get a better grade on the exam.” Milligan and Wood (2010) provide a parallel example of this in their account of social studies teaching. They suggest that the emphasis on conceptual learning may be dramatically undermined by a testing regime that emphasizes uniform, outcome-based assessment. The reification of concepts means that a necessary sense of concepts as contestable, controversial, and subject to change over time may be lost. In this case, the inadequate definition of the concepts themselves means they effectively become interchangeable with facts or prescriptions. And rather than being challenged to rethink or extend their conceptual understandings, students become no more than passive consumers, vessels to be filled with predetermined content. The alternative, Milligan and Wood propose, entails regarding concepts as much more provisional—as contestable, as subject to context, and as points of transition or “nodes” within a network of ongoing enquiry rather than as fixed end points. Teaching for conceptual understanding should involve recognition of what Wood (2007) calls the “slippery stuff,” the contentious and conflict-ridden nature of knowledge. As these authors suggest, such Partington and Buckingham / Challenging Theories 9 FORMULATIONS & FINDINGS an approach would also represent a more apt response to the changing nature of knowledge in the contemporary world—a world that is itself riven with conflict and controversy and is arguably “changing at too fast a pace to focus on topics and facts” (Milligan and Wood 2010, p. 490). Looking for Progression The wider research from which this article is drawn focuses on the question of learning progression in media education. Most previous research in the field concentrates on older (upper secondary school) students. While the issue of media education has received some recognition within existing curriculum frameworks for younger children, the issue of progression has been almost entirely ignored. For example, in specifying national standards for media education within English, UK National Curriculum documents use the same wording for 11–14-year-olds as for 14–16-year-olds. Explorations of how even younger children might be capable of learning about media raise fundamental questions about how we might identify and teach for conceptual understanding. Despite the wider imperatives, we consciously avoid a developmental “ages and stages” approach— although such approaches have been adopted elsewhere, most notably in the British Film Institute’s model of “cineliteracy” (see Buckingham 2003 for a critique). Here again, our focus is broadly Vygotskyan: in exploring “progression” rather than “development,” we seek to understand how children might move forward in their “zones of proximal development” from what they can do in collaboration today to what they will be able to do independently tomorrow. Following Bruner (1960), our starting assumption is that complex concepts can be taught in some intellectually respectable manner to children at all stages of schooling. In terms of conceptual learning specifically, this leads us to address several key issues. We need to explore the relationships between the concrete and the abstract as learners move from broader generalizations to specific examples, applications, or experiences, and then back again. This move may go in both directions: teachers are frequently urged to “start with the learner’s experience,” but on some occasions an equal (or more) productive approach might be to start with abstract generalizations that are then developed and problematized through the discussion and analysis of concrete examples (Engeström 1999). In media education, this may also be manifested in the move between “theory” and “practice”— between critical media analysis and creative production. For example, students may begin by analyzing advertisements and then go on to produce their own, at least in a simulated context. Here, too, we do not see a linear process but a recursive one: practice is not simply a testing ground for theory or an opportunity to apply it but a means whereby new theories can potentially be generated. Although the debate on these issues in media education has been long running, emphasis on the need to integrate the “critical” and “creative” aspects of the field has been growing (Buckingham 2003; Burn and Durran 2006, 2007). Conceptualizing Narrative The classroom work we discuss in this article is just one of a much wider range of activities that covers all the media education “key concepts” at different ages. This unit of work—based around a sequence of eight 50-minute lessons—focuses on the concept of media language, specifically on the topic of narrative. The notion of media language involves an explicit focus on the signifying systems that media use to create meaning. These may entail verbal and written language as well as the “languages” of moving images and sound, all of which use particular codes and conventions in order to communicate. Media educators have historically used methods drawn from semiotics and structuralism as well as from more traditional forms of literary and art-historical criticism. In some instances, these are impressionistic and even haphazard, although in others (as was the case here) one finds a strong emphasis on formal, quasi-grammatical systems. Classroom activities in this area often involve the close analysis of images or film sequences and systematic comparisons across media genres. This approach involves “making the familiar strange” by looking in detail at how texts are composed and put together. For example, students might analyze television advertisements by looking at elements such as framing and composition, the use of color, typefaces, graphics, special effects, and so on, in order to explore how a particular product image is created. Media language is also frequently taught by enabling children to create their own media texts; for example, in the form of photographs, posters, magazine layouts, or 10 International Journal of Learning and Media / Volume 3 / Number 4 FORMULATIONS & FINDINGS short moving image sequences. Students might be encouraged to reflect on the choices they have made concerning, for example, the composition of the objects in a shot, framing and camera angles, lighting, focus, and so on, as well as the ways in which these visual elements are combined with written text or with sound. Narrative can be seen (as it was in our research) as one aspect of this broader field. Studying narrative in this context entails a focus on how aspects of these visual and verbal “languages” are combined in sequence in order to tell a story. All children experience narrative from an early age—and often do so initially through visual and moving image media rather than print. Educational theorists such as Bruner (1986) argue that narrative is a fundamental means of relating to the world or a mode of thought in its own right. However, our emphasis as media educators is not so much on the “reading” or “writing” of narrative as on enabling children to develop theoretical or conceptual understandings of narrative. The students in our research were expected not just to create or interpret narratives but to show an explicit understanding of how narratives work, how they are organized and structured, how they address and engage readers or viewers, and so on. This kind of aim is commonplace in undergraduate courses, perhaps especially in the field of film studies. While it might be less overtly stated in school curricula, an older tradition exists among teachers of English and language arts of using forms of narrative theory both in teaching creative writing and in literary analysis (e.g., Griffith 1987). This approach is perhaps no longer widely used, although the British government’s National Literacy Strategies does call for an explicit focus on teaching about the structure of “good” story writing—albeit in often-mechanistic terms. Meanwhile, in specialist media studies courses in upper secondary schools, theories of narrative are widely taught. As McDougall (2006b) notes and as we have observed, teaching about narrative in this context often derives from an outdated “canon” of structuralist theorists—including Claude Levi-Strauss, Tzvetan Todorov, and Vladimir Propp—who exerted a significant influence in the 1970s. Thus, students might be invited to compare particular examples of a given genre in terms of Levi-Straussian binary oppositions, Todorov’s model of narrative equilibrium and disequilibrium, or Propp’s analysis of character functions first developed in relation to the Russian folktale. (For a typical classroom text applying such approaches, see Lacey 2000.) The teaching discussed in this article, however, explored a theory of narrative that is rather different from these more rigidly structuralist approaches; namely, it explored the work of authors such as Gerard Genette (1980) and Seymour Chatman (1978, 1980). While arguably still formalist in their approach, these authors might be seen as moving toward a more “reader-oriented” theory of narrative, if not yet a fully poststructuralist one, and their concern is more with narration than with narrative structure. The focus of the class teacher (the first author of this article) was the issue of point of view, and the theory to which the students were introduced distinguished among three approaches to point of view in film and moving image narrative: perceptual (through the eyes of the character), interested (favoring one character), and neutral (favoring no particular character). For the teacher, this focus provides a fresh approach that avoids some of the mechanical ways in which earlier structuralist theories have sometimes been used in classroom work (McDougall 2006b) and also permits interesting comparisons across different media forms and genres. This and other classroom activities conducted in parallel with other age groups focused on what we term “scary stories.” We chose this focus partly because we believed it would appeal across the age range. We anticipated that for older children “scary stories” would primarily refer to the horror genre but believed the category was sufficiently broad to provide points of entry for children who were much younger, thus offering some basis for comparison among the age groups. Teaching about scary stories would also allow us to address points relating to other key concepts in media—especially audience (in relation to issues such as suspense and affective response) and, to some extent, representation. We also thought the scary story theme could provide a useful focus for students’ creative production and critical analysis. While horror might be seen as a risky choice, it is a familiar topic in media studies teaching, at least with older students, although previous research suggests that its potentially subversive aspects can be recuperated through a more traditional focus on the “canon” of horror films (Bragg 2002). The challenging dimensions of the genre did prove controversial for some of the primary school teachers with whom we worked; however, we do not have space to explore these issues here. (More Partington and Buckingham / Challenging Theories 11 FORMULATIONS & FINDINGS detail on the wider project can be found in Buckingham et al. forthcoming.) Teaching Narrative The teaching took place in a secondary school (student ages 11–16) located in a relatively affluent small city in the southeast of England. The school is generally considered to be highly successful and among other things was the first specialist media arts school in England. The majority of students are White British, although over a quarter are from minority ethnic groups, and most come from relatively privileged middle-class homes. The class was an eighthyear group comprising 18 girls and 13 boys ages 12–13. They had two 50-minute lessons per week specifically dedicated to media and in their first year at secondary school had studied media topics such as “film grammar” and representation through work on comic books and superheroes, webpages, and news in print and online. The first two weeks of the course focused on sharing students’ previous experiences of horror and scary stories in a variety of media. An online discussion board was established that students could access at any time, alone or in groups. Although the teacher did intervene at times, the aim at this point was to promote a relatively open discussion. The students were also invited to bring in their own artifacts relating to such narratives. They were also invited to draw out and discuss the commonalities between affective response and influence. Many of the students said they found the subject of horror a little too scary—a response that should caution us against easy generalizations about young people’s media preferences (see Burn et al. 2010). Nevertheless, many acknowledged that they sometimes watched such films with friends. In light of this, the focus broadened to include the kinds of scary texts and narratives with which they were more comfortable and familiar. Over the following three weeks, students were introduced to a range of scary stories from different media and genres. They were invited to engage in close analysis focusing on the use of perspective or point of view in the texts, which included an extract from Mary Shelley’s novel Frankenstein and Danny Boyle’s film 28 Days Later. In groups, students were invited to answer questions about the differences between the texts and the effects each text produced. After discussions in groups, students were asked to post on the POINT OF VIEW Neutral point of view • When the camera distances us from the characters so that we can see a wider picture • Objective • He/she • Third person Perceptual point of view • When the camera looks through the character’s eyes • Subjective • You • Second person Interest point of view • When the camera shows us something that allows us to share the character’s emotions, thoughts, and situation and identify with him/her even though he/she is in the shot • Subjective • I • First person Fig. 1 Point of view. Derived from Chatman (1978) and Genette (1980). discussion board their thoughts about why the author had chosen the medium in which he or she had presented the story. Students were also asked about which character they felt closest to and how the author had achieved that effect. This led to a more explicit focus on “point of view.” Students were introduced to provisional definitions of three narrative points of view based on Genette’s theory of focalization and Chatman’s account of narrative discourse (see fig. 1, which was the basis of a PowerPoint slide presented to the class). This analysis was further developed through a comparison of Harry Potter and the Chamber of Secrets (Rowling 1998) as a written text, film, and computer game. The class looked specifically at the moment when Harry and Ron are attacked by Aragog and how this is presented in the three media (Burn 2006), using the point-of-view classification system based on Genette’s and Chatman’s writings. The students’ findings were then posted on the discussion board. In the final four weeks, the students were invited to create their own scary texts, and they were explicitly encouraged to explore and exploit point of view as a feature of the narrative. Initially, each group was to 12 International Journal of Learning and Media / Volume 3 / Number 4 FORMULATIONS & FINDINGS produce a narrative in the medium (text, film, or computer game) that most suited the story, using the most appropriate point of view, but as the weeks progressed they were invited to move the narrative from one medium to the other two, noting how and why the point of view was altered. Ultimately, students were asked to consider whether all points of view could be reproduced in all media, as well as the suitability of such an endeavor. While evaluating their own productions, they commented on the use of theories of point of view in their own learning about narratives. Although the first author was both teacher and researcher throughout this process, data were also gathered by other researchers working on the wider project. Video and audio recordings were made of the classroom activities, and some of the students were subsequently interviewed by the researchers without the teachers being present. Our analysis also makes use of the students’ online postings and the work they produced in three media—written narratives, film, and computer games. Although the teaching focused explicitly on theories of narrative, it did so in a spirit of investigative dialogue. The aim of the analysis and subsequently of the production work was not merely to illustrate the different categories that emerged from the theory but also to interrogate the categorization process and by extension the validity of the theory itself. This process of interrogation was made more possible because the process entailed both critical analysis and creative production and because it explicitly invited the students to compare and work across three different media (which in turn allowed them to build upon their own cultural preferences). This enabled us to seek evidence of conceptual learning across a variety of different “modes”; that is, not merely in the students’ explicit use of an analytical metalanguage but in the texts they themselves created. The students’ ways of engaging with theory—and indeed with the process of theorization or conceptualization—varied significantly. This reflects some of our earlier questions about the relations between the concrete and the abstract and between theory and practice in media education. Starting Reflections The aim of the discussion board was to enable the students to share their reflections on the phenomenon of “scary stories.” The board was intended to be student-led and to provide a forum for the class to display and debate their existing tastes and cultural identities. However, we also hoped that as the project progressed we would observe the students “scaffolding” their ideas by using the conceptual frameworks we introduced—although whether they chose to do that would provide a useful indication of whether they found the concepts useful or relevant in the first place. The following sample comes from an early discussion on the thread “Horror and Me,” where students were asked to answer the question, “Do you enjoy horror or scary stories? Why?” Sandra: I would much rather watch horror films than the “lazy chick flicks.” I prefer the mysteries in the book or film. I personally think that the best time to watch one is on a Saturday night, with a pizza, a big double duvet and a midnight feast (: There is a film in the cinema I really want to see which is “THE LOVELY BONES” Jasmine: I find movies scary because i always feel that the characters always disturb me. Nadia: I agree with Sandra:L Izzy: The lovely bones is realli good!!! Fred: I saw the lovely bones its not a Horror its more a sad drama Jasmine: I agree with Sandra. Alfie: i love horror movies when watching with my friends Abe: i like horror movies cuz i like the thrill and its fun watching them with friends:P Sandra: yeah . . . you should. what age group is the lovely bones This exchange took place in a classroom, but with students working at individual computers rather than speaking. The discussion differs from the conventional pattern of teacher-dominated classroom talk (Sinclair and Coulthard 1975). While the groupings and preferences may be partly motivated by friendships—“I agree with Sandra”—the plurality of views expressed in this short exchange is rare in classroom discussion, where one idea quickly dominates and other students fall in behind it. In Vygotskyan terms, the students’ discussion of whether they enjoy horror movies is a fairly informal Partington and Buckingham / Challenging Theories 13 FORMULATIONS & FINDINGS instance of the use of spontaneous concepts within a zone of proximal development. During the discussion, the “more capable peers” extend the ideas of students who express a simple preference, adding details about “characters,” “drama,” and “age groups” that reflect a broader conceptual understanding, not least in relation to narrative. Their brief exchange touches on the contextualization of media use (e.g., the communal viewing of horror); the impact on the audience (the “thrill” of horror); genre (Fred’s distinction between “horror” and “sad drama”); and, when Sandra asks, “what age group is the lovely bones?,” notions of regulation. These are examples of Engeström’s (1999) “germ cell” abstractions that a media teacher might want to develop into a more formal consideration of textuality, audience behavior, and institutional context. Online discussion thus provides a kind of “third space” for the sharing of cultural resources and the joint construction of new ideas (Burn et al. 2010). Positioning, Pronouns, and Narrative Persons As the unit progressed, the students were able to use the online discussion to engage more formally with the theoretical ideas being introduced in the classroom. One example of this arose in the discussion of how readers are “positioned” by the use of pronouns within written texts and the possible equivalents of this in other media. Within Genette’s theory, this process of signaling to the reader where they are in relation to the characters and the action is called “focalization” (Genette 1980). In line with the schema outlined in fig. 1, the students were presented with various possibilities and asked to apply these to the various versions of Harry Potter and the Chamber of Secrets: I—first person singular; we—first person plural; him—third person singular object; us—first person plural object; Harry—third person singular; and you—second person singular or plural object. Online postings suggest that although students could identify point of view in this way in literary texts, doing so was more problematic in other media. For example, they recognized that in a literary text the pronoun we might help to create both a sense of “companionship” in a shared endeavor and a sense of immediacy. But in a film, simply “showing people together” does not convey quite the same form of identification between viewer and characters. On the other hand, the use of we in fiction does not necessarily have the same effect as in nonfiction; for example, persuasive writing. The first-person plural pronoun is not always inclusive of the reader in quite the same way. The complexity of these cross-media comparisons generated considerable debate. For example, in one group, Abe, a keen computer gamer, offered an alternative interpretation of first person. In a computer game, the player typically either sees through the eyes of the character he or she is playing, or the avatar, representing the character being played, is positioned just in front of the player’s view. Harry Potter and the Chamber of Secrets is such a game. Abe felt that the point of view of the game was therefore first person and that the equivalent in writing would be I. However, when the group shared these ideas with the class, a girl from another group, Sophie (whose own interests lay in reading more than in games), argued that the game uses the second person: it involves the player, but the player does not “become” Harry Potter. She said the actions of the player might be described as, “You run. You turn to the left. You pick something up. You see. You cast a spell.” The concept of narrative person thus raised difficult questions for the students about how they positioned themselves within and in relation to the text, especially when considering visual media. The students were unsure whether the text included them or not. In the absence of the teacher providing them with a definitive “answer,” they supported one another within the zone of proximal development, attempting to work within the confines of the concept but struggling to describe what they saw as they moved from one medium to another. Some students accepted the legitimacy of the concept, while others like Sophie kept questioning the application of terms by other group members. At one point in a class discussion Sophie suggested that terms be combined, that one could have “a first person, second person” narrative. In this way she continued to push not only her own conceptual development but that of others. In effect, the students were actively engaging in a process of theory building. Far from simply applying a pregiven theory, they were challenging it and reworking it as they moved back and forth between abstract generalizations and concrete examples. Harry Potter and Point-of-View After this stage, the teacher introduced the more “conceptual” terms for defining point of view drawn from 14 International Journal of Learning and Media / Volume 3 / Number 4 FORMULATIONS & FINDINGS Chatman (1978): neutral, perceptual, and interest (see fig. 1). These distinctions formed the basis both for further analysis of the Harry Potter texts and for the students’ productions. Students’ engagement with this work varied, depending partly on their familiarity with the texts and media forms under discussion and partly on their ability to engage with the written form of the discussion board. Nevertheless, analysis of the online data reveals little deviation in the use of these more “conceptual” terms among the students. For example, Sophie, writing as the “scribe” for her group and accommodating the ideas of others as well as her own, used the terms to describe the moment when Harry Potter and Ron Weasley meet the giant spider Aragog in the written text (see Rowling 1998, p. 238) and game versions of Harry Potter and the Chamber of Secrets: On the novel: the Main POV is neutral because it uses names and not i or you. There is a little bit of interest POV because its like the book is following harry around. Neutral is the main POV because it nearly always refers to the characters by their names and it gives the feeling your looking down on the characters together. Perceptual is the POV that is used the least because your not seeing it through the characters eyes you are looking down on them. The effect is like you are there but they cant see you almost like your just witnessing the scene. For the audience we think we can trust the car most because it seems like quite a strong character who always helps when needed. For the first bit you don’t know about the car because it only comes just at the last minute so we trust harry the most because he’s the main character and you expect him to resolve the problem. The students not only accommodate the terms but suggest that more than one point of view may be possible within a text. They give evidence to support the application of a particular term, and a system for identifying relevant textual features allows them to determine the narrative point of view. They are also able to consider why certain decisions have been made and the likely effects of those decisions on the reader or player. The students seem to have adapted to the apparently more “conceptual” terms more readily than they did to the idea of narrative person, and they show here a greater consistency in their application of the terms. The use of pronouns in the students’ postings is interesting. Mostly the students refer to a universal you, perhaps suggesting that they expected the text to address them and by extension the reader or player. This usage occurred when they were certain of their opinions and presented them as facts: “your [sic] looking down”; “your [sic] seeing”; “your [sic] witnessing.” When they were less certain—for example, when talking about which character the reader trusts—they tended to use we. This might suggest that Sophie wants to ensure that the reader of the post (and perhaps especially the teacher) knows this was a collective decision. However, this also says something about the precarious or provisional nature of that trust. Compared with this hesitancy or uncertainty, her use of you appears to endow the Harry Potter novel with a greater degree of agency to position the reader. Here, the students seem confident and familiar with this mode of storytelling and its potential effects—suggesting that their own cultural experiences are more easily aligned with the conceptual framework than was the case with their discussion of narrative persons. Even so, the online discussion also provides evidence of a constructive tension between the students’ reflections and the conceptual framework they were offered. Most students applied the terms in the same way they were discussed in class, but others came close to asserting that the three points of view were inadequate to describe what they saw and attempted to adapt them to fit their understanding. In Engeström’s terms, the students moved from simple abstract ideas to more complex concrete examples, and the plurality of examples cited during the class suggests the students might have been developing richer, more subtle, and more distinctive concepts. The shot-by-shot analysis Anna’s group produced of the film version of the scene where Harry and Ron meet Aragog points to further complexities in the three points of view (see fig. 2). Where are the three points of view in this text? NEUTRAL THROUGH THE FOREST AT BEGINNING PERCEPTUAL WHEN LOOKING AT SPIDERS PERCEPTUAL WHEN SPIDER TALKING INTEREST WHEN THEY ARE IN THE CAR Partington and Buckingham / Challenging Theories 15 FORMULATIONS & FINDINGS theory offered them a set of tools, but those tools were adapted and in some cases rejected as the students sought to accomplish the task of explanation that was at hand. Their approach thus went well beyond merely applying a pre-given theory. They interrogated the theory, opening it to change in light of concrete examples and experiences. Theory and Practice: Four Modes of Engagement To what extent, and in what ways, were the students able to transfer the conceptual understandings developed through these critical or analytical activities to their own creative productions? And did the activity of creative production raise further theoretical insights or enable the students to question or challenge the theories to which they had been introduced? Did students merely apply the theories or imitate the texts they had analyzed, or were they able to innovate as well? We consider these questions by exploring four case studies of students who engaged with the work in very different ways. Our analysis is primarily based on individual interviews conducted either by the class teacher or the project researchers after the production work was complete. Denial Fig. 2 Screen shots from Harry Potter and the Chamber of Secrets They use the category of perceptual point of view to describe two different shots in the sequence. Other groups saw the second shot identified as perceptual by Anna’s group as a “reaction shot” (of Harry and Ron looking at the spider) and hence as reflecting the “interest” point of view. Close reading of the original text (Rowling 1998) supports either reading. These differences among the groups suggest that the students were moving beyond a single, rehearsed reading of the text and that the flexible and provisional use of a conceptual framework might enable them to articulate and reflect upon the broader significance of such differences. Yet as they moved beyond single, rehearsed readings, they also questioned the terms of the theory they had been taught. The Lynne: Well the fact that I don’t remember it [the names given to the three points of view]. . . . I think that it’s useful knowing those perspectives because you already know they exist . . . it’s just finding a name for them. . . . You would know what to call the views. At first glance, this comment might appear disheartening. But things are not quite as clear as they seem. The student, Lynne, suggests “knowing those perspectives” is “useful,” even though her reason for this is “because you already know that they exist.” Her assertion would seem to be undermined, however, by the fact that she cannot remember the “conceptual” terminology. Her objection seems to be to the act of naming the points of view rather than to the understanding that such points of view exist. Yet, this very naming allowed her to consider point of view in her own story: “I suppose it’s from her point of view as a ghost. It starts as neutral and then it goes into perceptual.” 16 International Journal of Learning and Media / Volume 3 / Number 4 FORMULATIONS & FINDINGS In our experience, resistance to “conceptual” terminology or metalanguage is particularly apparent in some students’ engagement with creative production. For some, knowing “technical” or “conceptual” terms makes the work all the more exciting, but for others it is tantamount to having the magician explain how the trick is done. Lynne’s discussion of her short film suggests she is drawing on a rich cultural experience: Lynne: Have you ever heard the story about the doll that kills the little girl? We took the basis of that and added more depth [. . . .] Do you know how in Jaws they don’t show the shark until half-way through the film? I think that’s a great tension builder. I think that it would be great to not see the doll . . . see Sally playing with her, but not the face . . . but when she opens her closet door to find Sally you would just see the face for the first time and I think that would be great—interesting. Lynne’s comments imply that she already had a repertoire of techniques she could draw upon to involve her audience and that she was thinking selfconsciously about the effects of those techniques. Her writing also shows that she was able to apply the points of view discussed in class, moving from the neutral to the perceptual view and from the third to the first person. Although she was not able to realize her ideas for a film version, her discussions show that she saw how these views could be used in other media: “in the game, I think you would be Sally.” Lynne’s comments suggest a clear understanding not only of the conventional use of points of view in different media but of their potential effects. Her remarks about the film version show she understood that the perceptual view is subjective and that the viewer cannot see the whole picture—which then allows for a dramatic revelation. Yet while she was capable of using the concept of point of view, she seemed to resist the academic terminology. She said she knows the three types of point of view exist and knows what she might call them were she to call them anything, but she did not reveal her own terms, instead using those that were provided. As we argue elsewhere (Buckingham et al. 1995), scholars and educators need to take care not to confuse conceptual understanding with the ability to mobilize academic terminology for the purpose of assessment. This example raises (again) the question of why such academic terminology might be necessary or relevant for learning. Order and Orthodoxy Giorgio is an academically able child and in class discussions showed he could easily apply narrative theory to the texts that were examined. In online postings, his group applied terms clearly and without ambiguity and in this way differed from the other groups. For Giorgio, “[before], it was confusing, now there are three solid views.” His use of the word solid suggests a clear division between the three points of view, a position the other groups, which did not see the distinctions so clearly or were inclined to challenge them, did not share. Giorgio was certain that “This module [the unit of work] has taught me actually the proper points of view for each type of [camera] shot.” On one level, this suggests that Giorgio was able (in Vygotskyan terms) to move from spontaneous to scientific concepts: using “conceptual” terminology to label the points of view and the attendant camera shots in film and then extending this terminology to other areas, such as novels or games, provided him with a way of articulating and systematizing his existing knowledge (cf. Buckingham and Sefton-Green 1994). However, Giorgio’s position could be described as orthodox because he shows no indication of wanting to question the concepts. The clarity of this group’s understanding is evident in their creative work, a computer game sequence produced using the game authoring software MissionMaker (Immersive). Because they had studied computer games, the students were aware of the need for a “ludic” (or playable) dimension to their game, as well as a strong narrative (cf. Carr et al. 2006). Giorgio was critical of the lack of ludic features in their game (“you did not really have to do anything”), but he was certain it used point of view like other games: “In everyday life we always see things from a perceptual point of view . . . but in a game, such as ours, you see through the character . . . like a first person story.” Yet while contrasting reality and his group’s game, he seemed to move away from his orthodox position on point of view. The group’s game is actually largely achieved through the perceptual point of view. Giorgio’s comment thus suggests either that in his opinion perceptual point of view is different Partington and Buckingham / Challenging Theories 17 FORMULATIONS & FINDINGS in games than in reality or that how the perceptual point of view is used in a game differs from its use in other texts such as novels or films. Games such as the Harry Potter game that was explored in class have an avatar between the player and the action, which might be closer to interest point of view or, as Giorgio says, “through the character.” This ambiguity again highlights the difference between what students said they had learned and what they were actually thinking in relation to specific instances. Giorgio accepted the three points of view to the extent that he regarded them as “proper.” Yet in his examination of texts and in the texts he created, he was able to see shades of the points of view and to make subtle distinctions. For example, when speaking about the written narrative that the students produced, he returned exclusively to using narrative person to describe point of view, though in terms that make third person synonymous with the neutral view: “The story was in third person, because we wanted to use the three different points of view in the three different media. . . . It wouldn’t really have worked in the first person, probably, because very often in the first person, you can’t see everything . . . the third person in stories knows everything.” His analysis shows not just an acceptance of the conceptual framework but a reasoning behind the choices that were made. The students wanted to use all of the points of view, but the medium dictated the most appropriate. His statement that “the third person in stories knows everything” might mean that Giorgio realizes the written text must appeal to the senses in a way that visual texts do not have to, because in visual texts information will be picked up by the player or viewer through their observations. Despite his “orthodox” position, Giorgio’s application of the terms and concepts in his production was not blindly adherent to the conceptual framework. He made genuine decisions about the effect on the reader and the conventions of the medium in which he is working. Ultimately, the concept worked for him, and so he was happy to support it. Asking Questions Although Giorgio was generally happy to accept the concepts as “proper,” other students were more questioning or challenging. Unlike Lynne, though, they were not seeking to resist theory per se but rather to clarify it. Sophie: I know I asked really long and confusing questions . . . not perceptual, because that is a fine line between interest, but I still don’t really understand neutral. Does it have to be a couple? I don’t know how distant you have to be? Neutral you can read people’s thoughts and feelings and maybe even more so because you can see their whole bodies and read their body language. So I am not sure how we would do neutral with one character, maybe put the character further away . . . that would give the audience privilege because they may see a shadow behind the girl . . . with neutral you would have to sacrifice some of your tension. Although Sophie accepted the terms to the extent she used them—and she did so more consistently than either Giorgio or Lynne—she also posed questions and tried to draw greater distinctions. She was particularly concerned with the neutral point of view and did not feel that it could be achieved in a shot with just one person. The task of trying to include all the points of view in all the media may have distorted her focus. Or Sophie might be correct. Her question about whether one can read people’s thoughts and feelings suggests a reading that goes beyond what she was taught. She drew on her own experiences to test out her hypotheses and ultimately to challenge the theory itself. Sophie’s group said they were inspired by the film Paranormal Activity (dir. Oren Peli, 2007), in which a young couple buys a house and becomes disturbed by a presence in the night. The film is shot as though the man and woman are filming themselves in the house in order to capture evidence of the disturbing activity. Some of the shots use the perceptual point of view, as if one of the characters in the film is behind the camera, and some shots use the neutral point of view, as if the camera is recording what it sees in the night. Although Sophie’s group never made their narrative into a film, she says they would have used the perceptual point of view: “it is much easier to do perceptual with visual [media].” She cites the influence of the film as an effective use of point of view and explains why her group was not able to replicate the effect with its own written text: Sophie: We were inspired by Paranormal Activity. We know that that kind of thing works more . . . with tension and horror. . . . We had 18 International Journal of Learning and Media / Volume 3 / Number 4 FORMULATIONS & FINDINGS a kind of goal of making you experience it with the character . . . that’s why we chose first person, because it’s really easy to do, because it is so hard to do perceptual in text and if we said “you” it would not get across the kind of thing that we were aiming to get across . . . it would be more like instruction. Like other students in the class, Sophie proffered the idea that different media offer different affordances in presenting the narrative to the audience or reader. These students were aware that in visual media the text can directly address the reader, but they could not conceive of a written text addressing the reader in the same way—with the exception of instructional writing, which Sophie knew was not the effect she wanted to create. Sophie demonstrated a clear, explicit understanding of the use of point of view. She knew, for example, that “choices are affected by genre and impact on the audience.” She further suggested that the horror genre might have been the stumbling block preventing her team from using the neutral point of view: “You can use neutral [in other stories], but it was the genre. . . . If he [the teacher] had given us a comedy or romance to work on, then . . .” Sophie appeared to be trying out the concepts against examples she knew. Rather than simply accepting them, she wanted to test them out and see how they might fit in other situations. When asked directly about this, she said that introducing theory to students was a good idea but that it should be presented tentatively and as an option: “it is not just bang on the nail and this is it.” In Engeström’s terms, she began with “a new theoretical idea or concept . . . in the form of an abstract[ion],” and by asking questions and testing the idea against what she knew, she ensured that this abstraction was “step-by-step enriched and transformed into a concrete system of multiple, constantly developing manifestations” (Engeström 1999. p. 151). This also has implications for Sophie’s identity as a learner: she became an active participant in a process of theory building. Like Stephen, a student analyzed by Buckingham and Sefton-Green (1994), Sophie used theory as a way of asserting herself and validating her own understandings as intellectually pertinent. On occasion, this required her to challenge theory. When she did, the relation between the abstract and the concrete developed more of the “richness and multiplicity” Engeström envisages. The Gameboy Almost all of the groups wrote their story before attempting to make a film or a game. Sophie even made a convincing case that all texts are, in the first place, written. Aside from the occasional improvisatory film, most fictional films and games are scripted and storyboarded before they are actually produced. The students in our study were not provided with much technical support, and thus the choice of a written story was the least risky. Nonetheless, one group did start with a game. Although Giorgio was in this group and did most of the work in the actual construction of the game, much of the inspiration came from Abe, a committed and passionate gamer. For the other students, who tended to come from more bookish backgrounds, Abe’s cultural tastes presented something of a challenge. Yet because of this, Abe can be seen as an example of one of Vygotsky’s “capable peers”: His knowledge of games offered his group different possibilities for applying the concepts in concrete instances. The game-making software MissionMaker gave this group the opportunity to experiment with ideas about point of view that Abe was familiar with from gaming. Other students—including those in Sophie’s group—said they found the software limiting when compared with the creativity and originality that was possible in writing. MissionMaker does not provide the blank page that writing does: Users must select predetermined characters, locations, and props, and creative decisions have largely to do with choosing and combining these details (for a discussion of work using this software, see Buckingham and Burn 2007). Yet the process is arguably not so different from the generic and intertextual nature of story writing. Abe justified his group’s choice of medium as follows: Abe: I think it’s what you are into. I don’t like reading much . . . which isn’t good, I know. . . . I prefer games a lot, I play them a lot, you can control them a lot . . . it’s almost easier that . . . well, they are like your avatar . . . they are almost part of you, so you can relate to it more. . . . Obviously, you have more freedom with pen and paper, but it’s almost like you have not much to show for it. You write stuff down and a game is more entertaining, because you play at being the person. Partington and Buckingham / Challenging Theories 19 FORMULATIONS & FINDINGS Although Abe knew a lot about games and felt comfortable when talking about them, he also felt like he should not. His comment about not liking reading was presumably for the benefit of the interviewer and the teacher, but it also reveals that he saw his culture as separate from the culture of school. However, his observations about “control” and “being the person” have significant implications for thinking about point of view. Abe’s experience and understanding of games meant his group was the only one that was able to produce a genuinely perceptual point of view in any medium—although many of the other groups discussed and tried to achieve it too. Abe’s group was also the only group to converge the media forms and therefore adapt the task it had been given. Using backgrounds from the game, the group attempted to “green-screen” live action into the game world in order to create a computer-generated film world. Although they encountered technical problems with this, they did manage to preserve some of the features of the narrative as they moved between media. Technical limitations prevented other groups from creating anything other than simple stories using familiar techniques. For example, for a film version of its story Lynne’s group wanted to create an animated doll that would be seen from the perceptual point of view of the girl, but they could not create the doll in reality and were forced to revert to using (or rather talking about using) the doll’s perceptual point of view, losing the effect of the viewer “seeing” through the eyes of the girl. Abe’s gaming expertise seems to have scaffolded the other students, enabling them to move easily from game authoring to creating a film that was more fantastical and therefore did not need to possess the realism that some of the other groups sought. Conclusion All the students examined in this study engaged with the concept of point of view in narrative, but the nature and extent of their learning varied in several key respects. Lynne resisted not so much the process of conceptualization itself as the use of an academic metalanguage that would formalize this conceptualization. She acknowledged that such a language existed, but she found it irrelevant to her purposes because it did not add anything to her understanding and creation of texts. Giorgio accepted the conceptual discourse and used it to explain his thoughts and ideas even when it did not exactly match what he was attempting to say. His approach was comparatively orthodox: the concepts provided a strong position from which he could articulate his understanding, and he seemed to perceive little reason to question them further. While neither embracing nor rejecting the conceptual framework, Sophie was able to use the language it provided to frame her ideas. She was the most inclined to challenge and extend the concepts, but without them she would have had nothing to question or develop. Abe, meanwhile, was able to draw on different cultural experiences that gave him a “handle” on some of the more elusive and complex aspects of the concepts, even if the terminology itself was not particularly significant for him. The concepts therefore had different kinds of validity and usefulness, depending on the students’ prior cultural experiences and on their willingness to “play the game” of academic theory. However, the point of the teaching was not to produce the kind of orthodoxy Giorgio represents—although that in itself can be seen as a perfectly valid outcome. Rather, the classroom activities (both the critical analysis and the creative production) offered opportunities for theory building—for applying existing theories, assessing their usefulness and their limitations, and generating new ones. In principle, both the teacher and the students were able to engage in collaborative enquiry. The teacher was relatively new to the theory and did not necessarily believe the students’ questions had a “right answer.” The students were encouraged to draw on their cultural experience of novels, films, and games—and thereby to move between the concrete and the abstract—in ways that could not have been predicted in advance. The students’ engagement with this collaborative enquiry thus depended partly on how they perceived its relevance to their own everyday experiences and cultural preferences—although for some, like Sophie, the conceptual investigation appears to have had a dynamic and pleasure in its own right. No one single pattern in the development of conceptual understanding was observed across the group. The process was not linear, and the students and teacher returned to ideas again and again in order to reexamine and reconsider aspects of the larger theory. Concepts or theories can provide a scaffold to move students on to the next stage, and the teacher’s role is to provide this scaffold, because students might not make the move by themselves. Even so, the process of 20 International Journal of Learning and Media / Volume 3 / Number 4 FORMULATIONS & FINDINGS scaffolding should entail a genuinely open dialogue, both between teachers and students and between different pedagogic approaches. As we have argued elsewhere, this dialogue entails a “shifting back and forth between different forms of learning—between action and reflection, between practice and theory and between passionate engagement and distanced analysis” (Buckingham 2003, p. 154). As was the case with Abe, students’ cultural preferences may give them access to other ways of conceptualizing or may lead them to challenge and extend theory in ways that teachers might not be able to foresee. That students’ cultural preferences should be shared and actively put to work in the classroom is thus imperative. The approach to conceptual learning we propose here is more flexible but also potentially more challenging than the linear account that sometimes emerges from neo-Vygotskyan theory. Rather than seeking a steady progression from spontaneous to scientific concepts, we emphasize the value of a more dynamic or dialectical relationship between them. Scientific concepts should not be prescribed or reified but should be seen as flexible tools that are historically and institutionally located and hence subject to change. Such an approach does not imply a relativistic approach to knowledge. Rather, it suggests that theory should be regarded as always open for interrogation and challenge—not least by learners themselves. 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