Joint Media Engagement and Bi-Directional Television: “Nana, do you want to try?”
Transcript of Joint Media Engagement and Bi-Directional Television: “Nana, do you want to try?”
Joint Media Engagement and Bi-‐Directional Television: “Nana, do you want to try?”
Abstract: Bi-‐directional television, programs that engage viewers through physical responsiveness, provides a new medium for joint media engagement that incorporates in-‐room contexts. This could hold promise for younger learners, particularly as children’s media research has demonstrated how intergenerational screen time and instructive mediation can result in positive outcomes. This case study investigates the experiences of two children and their caregivers as they engage with an episode of Kinect Sesame Street Television. The findings demonstrate that meaningful interaction between a caregiver and child are supported by (though not a requirement for) physically interactive designs. In addition, the study shows that as young viewers gain expertise in this genre, instructive mediation may be initiated by the adult OR child.
Purpose of the Study The role of children’s educational television (TV) experienced a revolution in the 1970s through the production and growth of Sesame Street, with research indicating that the traditional Sesame Street television format produces learning gains (Ball & Bogatz, 1970; Bogatz & Ball, 1971; Fisch & Truglio, 1991). There are short and long term benefits of educational programming on both specific knowledge and general skills, including school readiness (Fisch, 2004). In the 1990s, shows like Dora the Explorer and Blues Clues further expanded the role of active participation in educational TV. In 2012, Microsoft Studios released Kinect Sesame Street TV (KSSTV), which marked another paradigm shift. KSSTV utilizes the Kinect (a motion capture Xbox peripheral device) to respond to a viewers physical interaction with the designed system, therefore enabling active participation, rather than simply encouraging it as would a standard TV show. The dialogic nature of media participation does not simply reside between the media and a single viewer. Media, particularly games and other interactive media, can serve as a dialogic catalyst for viewers in the room (Stevens, Satwicz, & McCarthy, 2008; Squire, 2011). There have been very few studies on the nature of joint media engagement (described in detail below) using newer forms of media, particularly between young children and caregivers. This study queries interactions around bi-‐directional TV, with its blends of traditional elements of TV viewing and game-‐like activities for learning. I will specifically dig into the nature of joint media engagement through bi-‐directional TV by asking, what kinds of mediation does the parent provide? How do children perform their knowledge of episode content? And how do participants engage with episode segments that call for varying amounts of physical interactivity? Theoretical Framework This study brings together work regarding the socio-‐cultural connections between media and learning. KSSTV attempts to build on Sesame Street’s strongly documented educational media format. Enabling physical interaction may impact the kinds of co-‐participation that take place, particularly between a young child and adult. Early research on Sesame Street looked at the role of coviewing as a means to increase educational outcomes (Reiser, Tessmer, & Phelps, 1984).
The positive outcomes from interacting with others while viewing educational TV has been well documented. However, particularly as media participation has evolved with new kinds of programs and delivery platforms (Squire, 2011; Steinkuehler, 2007; Jenkins, 2006; Gee, 2007), new questions about the nature of media participation emerge, particularly between adults and young children who stand to gain developmentally through the process. Stevens and Penuel (2010) refer to the broader social experiences in media participation as “joint media engagement” (JME), which refers to:
...spontaneous and designed experiences of people using media together. JME can happen anywhere and at any time when there are multiple people interacting together with media. Modes of JME include viewing, playing, searching, reading, contributing, and creating, with either digital or traditional media. JME can support learning by providing resources for making sense and making meaning in a particular situation, as well as for future situations.
Joint attention and meaning making is not a new concept, and arises from a swath of disciplines (Bruner, 1990; Fiske, 1989; Witehurst, Falco, Lonigan, Fischer, DeBaryshe, Valdez-‐Menchaca, & Caulfield, 1988). For a young child, parental mediation can impact attention placement, and thus, impact learning. Styles of parental mediation were originally introduced by Valkenburg and her team (Valkenburg, Krcmar, Peeters, & Marseille, 1999), and included “instructive mediation,” “restrictive mediation,” and “social coviewing.” This scale has been used and adapted to demonstrate rules of content and frequency (restrictive), sharing the same space but not engaging in talk/activity about the media (social coviewing), or watching and talking about the media together as it is viewed (instructive). For this study, I focus on the natures of social coviewing and instructive mediation as part of joint media engagement. Methods I designed the original study to provide an experimental data set through which I could explore emerging themes through various lenses of inquiry. A group of forty-‐two three and four year-‐olds contained a mix of girls and boys from the Seattle area. Participants were required have access to an Xbox 360 and, have never viewed KSSTV episodes, and be proficient in English. Data was collected at the Microsoft User Research Labs, and consisted of video footage, observation notes, pretests and posttests, and parent surveys (including demographic data). Before the episode, caregivers were encouraged to engage with the child during the episode in any way that felt natural or comfortable for them. The participants came to the lab for a first viewing, returned home with a disc of the episode specific to their group to be played over the next two weeks, then returned to the lab for a final viewing. Preliminary observational analysis of the original dataset indicated participants interacted with the media in diverse ways, which warrants deeper investigations not only in the child’s engagement and participatory practice, but also in the ways the experience shaped their demonstration of content knowledge (Rothschild, Internal White Paper, Microsoft, 2013). In considering their engagement with the media, individual participation cannot be easily separated from the larger system in at work in the study environment, which included the child, the media (KSSTV episode), the caregiver in the room, and the researcher in the room (Stevens, Satwicz, & McCarthy, 2008). I am now using an instrumental case study (Stake, 1995) to investigate the different kinds of parent-‐child interactions that emerged during an episode of KSSTV in order to better understand the nature of caregiver-‐child joint media engagement with bi-‐directional TV. Each
case is bound by what took place in the user labs during both viewing sessions. In addition, I selected specific segments from the episode to more closely investigate, to maximize what can be learned from different kinds of interactions and interaction designs. The two cases for this study are a purposive sample based on observations of the interactions, selecting one case for high parent-‐child interaction, and one case with limited interaction both between parent and child, and child and media. Segments from the KSSTV episode include a highly physical interaction design (“Rainforest”, throwing activity about relational concepts with Elmo), and an element with no physical interaction design (“H”, video of words that begin with the letter H). This study is limited by the fact that the study took place in a lab study rather than in the child’s natural home/family environment. However, I have tried to mitigate this in the selection of cases that show a variety of interaction. The cases selected will still be able to demonstrate a range of engagement activities between parent, child, and media. Data Sources and Evidence I transcribed video data of the playing episode synced against video footage of the room. An observational protocol helped guide the transcription of activity, including questions related to utterances, gestures and physical interaction, and posture. Interpretations are based on the observations of parent-‐child exchanges, and participant-‐media interactions. Results “The Dance” Ty is a three-‐year-‐old who came to the studio for the first visit with his mother, and with his grandmother for the second viewing. The interactions with his mother and grandmother were very different, in part because of the difference in relationships, but in part by his demonstration of expertise for his grandmother. During the first viewing, he and his mother interacted frequently, with his mother initiating with direction and cues, and Ty initiating with laughs and “I did it!” statements. Physically Ty and his mother demonstrated meaningful exchanges, with his mother participating with him in the throwing activities (though standing off center so Ty was still the central agent to the Kinect), or moving back to the chair in the rear of the room to offer him a chance to demonstrate independent competence. Ty, on the other hand, would jump with excitement when he was threw Paul Ball successfully, and would laugh and turn to his mother. At times her praise entailed her walking up and touching his arm, then moving back to the seat. It felt like a dance, back and forth, between the two of them. With his grandmother, his demeanor was more authoritative, telling her to try, and explaining what was going on for her. “We’re playing catch. See those two trees with Elmo?” he’d say. Or “Now it’s your turn. You’ve gotta stand up, like me (See Figure 1 on the next page).” He demonstrated not only content knowledge for her during the throwing activity, but also his knowledge of the structure and expectations of the segment design (Crawley, Anderson, Santomero, Wilder, & Williams, 2002). Ty was the initiator of most interactions with “Nana”, and she would try anything he asked her to do. In this dance of exchanges, Ty was very much in the lead.
Figure 1. Ty throwing Paul Ball to Elmo in the Rainforest segment of the episode. “The Fidget” Sophia is a playful three-‐year-‐old dual language learner. A youngster with a lot of energy, she spent significant time moving from the floor by the researcher, then to sit with her father or drink juice, then to the center of the room to spin and swing her arms. She was not disruptive, but she spent considerable time in both viewings with her eyes not on screen. The Kinect had a difficult time following her movements—sometimes untargeted motions became triggers for action in the narrative because the Kinect registered them as responsive “throwing”. For much of the time, there was limited conversation between Sophia and her father, save for the occasional “good job” or “I saw you throw it,” or “don’t you want to throw to Elmo?”. During the second viewing of the letter H segment (showing two children playing in an outdoor playhouse and highlighting words that began with the letter H, like hook, hat, hose, helping, etc.), Sophia initiated a conversation with her father that maintained for the entire segment, continually built on screen content, and connected her life to the context of the narrative (See Figure 2). Turn # Speaker Utterance/Activity 1 Sophia I want to buy that house 2 Dad You want to buy that house? 3 Sophia Yeah. 4 Dad That’s amazing. I like that house too.... It’s a tree house. Do you know what’s a tree
house? 5 Sophia Yeah. Can we buy the tree house? 6 Dad We can get some tree house for you to play, Sophia. 7 Sophia Because, can we buy that-‐, can we buy that home? 8 Dad I don’t think so. 9 Sophia But I love that home. 10 Dad You love that home? But we can get someplace for you to play in a tree house. 11 Sophia But I want to take my friends there to play with me. 12 Dad You want to take your friends to play with you there? Alright, we take them. (Sophia
sits quietly watching the rest of the clip and Dad repeats from show) H is for home.... Figure 2. Conversation between Sophia and her father regarding episode content. Sophia connected the media content to her own life, experiences, and desires. The exchange with her father moved from largely “social coviewing” to include “instructive mediation” (Valkenburg et al, 1999). Her father asked clarifying questions, connected to potential new knowledge (“tree house”), validated her desires the importance of her social relationships as
she wanted to bring friends to play, and reinforced media content with repeating the key concept, “H is for home...”. Scholarly Significance Bruner (1990) described the need to investigate both doing and saying, paying specific attention to situated action – “action situated in a cultural setting, and in the mutually interacting intentional states of the participants.” The actions and intentions of caregivers and children played out through joint media engagement at the Microsoft Studios while watching an episode of KSSTV. I do not intend to make causative claims about the nature of joint media interactions in bi-‐directional TV, but the case studies represented in this study allow me to make assertions about participant experiences when engaging with a system that includes the media and individuals in the room (Stake, 1995). Ty’s case demonstrated how the interactivity can elicit joint physical engagement, but that the “instructive mediation” can take place with the parent or child as mediator, particularly as the child has the chance to develop their own viewing expertise. The physically interactive components of both cases elicited more physical engagement between the child and the media, however, one of the more in-‐depth conversations that connected media content to personal meaning took place between Sophia and her father during the more passive video about the letter H. These findings present challenges for educators and media designers. Designed environments that bridge intergenerational participatory experiences can benefit the development of new meanings, particularly for young children. Designing for bi-‐directional TV presents a new opportunity for experience that goes beyond the interface and elicits meaningful interaction in the viewing space. References Ball S., & Bogatz, G.A., (1970).The first year of Sesame Street: an evaluation. Princeton, N.J.: Educational Testing Service. Bogatz, G.A., & Ball, S., (1971). The second year of Sesame Street: a continuing evaluation. Princeton, N.J.: Educational Testing Service. Bruner, J. (1990). Acts of Meaning. Cambridge, MA: Harvard University Press Crawley, A. , Anderson, D. , Santomero, A. , Wilder, A. , Williams, M. (2002). Do children learn how to watch television? The impact of extensive experience with blue’s clues on preschool children’s television viewing behavior. Journal of Communication, 52(2), 264. Fisch,S.M. (2004). Children’s learning from educational television: Sesame Street and beyond. Mahwah, N.J.: Erlbaum. Fisch, S. M., & Truglio, R. T. (2001). "G" is for growing : thirty years of research on children and Sesame Street. Mahwah, N.J.: Erlbaum. Fiske, J. (1989). Moments of television: neither the text nor the audience. Remote control: television, audiences, and cultural power. New York, NY: Routledge (56-‐78) Gee, J.P. (2007). Good Video Games and Good Learning. New York, NY: Peter Lang.
Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide. New York, NY: New York University Press. Reiser, R.A., Tessmer, M.A., & Phelps, P.C. (1984). Adult-‐child interaction in children’s learning from Sesame Street. Educational Technology Research & Development, 32(4), 217-‐223. Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. New York, NY: Teachers College Press. Stake, R. (1995). The art of case research. Newbury Park, CA: Sage Publications. Steinkuehler, C. (2007). Massively multiplayer online gaming as a constellation of literacy practices. E-‐Learning 4(3), 297-‐318. Stevens, R. & Penuel, W.R. (2010). Studying and fostering learning through joint media engagement. Paper presented at the Principal Investigators Meeting of the National Science Foundation’s Science of Learning Centers, Arlington, VA. Stevens, R., Satwicz, T., & McCarthy, L. (2008). In-‐game, in-‐room, in-‐world: Reconnecting video game play to the rest of kids’ lives. The ecology of games: Connecting youth, games, and learning (pp. 41-‐66): MIT Press. Valkenburg, P.M., Krcmar, M., Peeters, A.L., & Marseille, N.M. (1999). Developing a scale to assess three styles of television mediation: “Instructive mediation,” “restrictive mediation,” and “social coviewing”. Journal of Broadcasting and Electronic Media, 43(I), 52-‐66. Whitehurst, G.J., Falco, F.L., Lonigan, C.J., Fischer, J.E., DeBaryshe, B.D., Valdez-‐Menchaca, M.C., & Caulfield, M. (1988). Accelerating language development through picture book reading. Developmental Psychology, 24, 552-‐559. Cite as: Rothschild, M. (2014, April). Joint media engagement and bidirectional television: “Nana, do you want to try?” Roundtable paper presented at the 2014 American Educational Research Association Annual Meeting and Exhibition. Philadelphia, PA.