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Originally posted on the Connected Learning Research Network blog, 4.26.13:

Those interested in learning more about fashion can look no further than YouTube for countless online guides and other resources. For example, thousands of YouTube videos provide instructions for fashion styling and make-up as well as how-to’s to learn sewingsketching, and step-by-step guides to create various garments.

YouTube video that provides a step-by-step guide to design a high waisted skirt.

Some researchers, however, argue that new media users are subject to a phenomenon called attention scarcity due to information abundance1. Attention scarcity results in two related outcomes of importance to connected learning. On the one hand, online resources are incredibly numerous and offer seemingly unlimited potential for skill-building across a variety of subjects. On the other, the vast amount of information available may be a hindrance to identifying key materials most useful for tasks at hand. To address attention scarcity, participants at Fashion Camp, where I conduct my fieldwork, believe that online materials are most helpful to youth when they have other supports and mentors to guide them through online resources. Opportunities for skill-building need to be sharpened and guided by purpose and interests in order for it to be productive for learning.

For example, Jimmy2 is a 4th grader who has a passion for fashion and has attended many of the Fashion Camp courses on sketching, sewing, and design. While an avid technology user and video game player (his father noted that he picks up computers, iPads, and video games very quickly), he did not know how to integrate online media into his own design practices before receiving instruction at the camps:

“I didn’t really know that many websites before Fashion Camp, and Polyvore was one of them. I’ve just been looking up pictures of different fashion garments to get inspired to sketch new ones. I just sketch them to work on my drawing.”

Although Jimmy is a skilled technology user with great passion for fashion design, he did not know which websites to use to improve his skills. The Fashion Camp teachers recognized that students, like Jimmy, may not have been exposed to digital literacies around fashion, so they provided technical resources and integrated Polyvore, a fashion media platform. While the camps direct students to online resources, they also construct the websites in particular ways that render them useful for skill building. Fashion Camp teachers integrate Polyvore, an online social forum for fashion garments, into many of their design lessons. Anne, the camp owner and manager, teaches students how to use the website to refine their fashion skills:

“[With Polyvore] you create an inspiration board around an outfit, including mood and style. So for a styling class it gives them the ability to do that. I can’t take them to a store and say ‘style this look,’ but with Polyvore they can create an entire mood, the way, say maybe a magazine stylist would have to create a mood for a photo shoot.”

By itself, Polyvore stands as an interesting website that allows users to identify and purchase fashion garments. However, with Anne’s support and mentorship, the website is transformed into a tool for learning that students like Jimmy use both in the classroom and at home to refine their design skills. Anne believes that new media can be a great support for fashion design learning, but learning through these tools without mentors is difficult – “no matter how many YouTube videos you want to watch.”

Parents also provide their children with support so that they may best identify and take advantage of online resources for fashion design. Lily, a 4th grader, was trying to learn how to use a sewing machine at home after receiving lessons on sewing machines at the camp. However, their sewing machine at home was a different model than what Lily used at the camp. Her mother, Daria, explained that she and her daughter explored different media and search engines together to figure it out:

“We used the CD package, the manual online…and we put them on to learn the basics. And what we still couldn’t get we looked up on Google and YouTube. [On YouTube] people have instructions for the videos. I look through it and make sure it relates.”

Daria also believes that investigating online resources together with her daughter allows her to filter suitable content:

“She can’t go on the computer by herself. I have to because I have to make sure it’s kind of appropriate. You look something up and you never know what’s going to pop up.”

Parents, together with their children, can explore online resources together to identify useful and age-appropriate material for student learning. As with Lily and Daria, student and parent can focus their engagement with media on interests and expertise development while the child’s interest is driving the shared inquiry and evaluation of online resources. Fashion camp participants, including students, teachers, and parents, provide examples of how interest-driven learning can occur in an openly networked setting through strong intergenerational ties and mentorship. While youth may find useful online resources on their own given the opportunity, teachers and parents can be important guides for new media-supported learning.

(1) See Hargittai, E. 2000. “Open Portals and Closed Gates? Channeling Content on the World Wide Web.” Poetics 27(4):233-256 and DiMaggio, P., and Hargittai, E. 2004. “From unequal access to differentiated use: A literature review and agenda for research on digital inequality.” Pp. 355-400 in Social inequality, edited by K. Neckerman. New York: Russell Sage Foundation.

(2) All group and individual names have been changed to protect the identity of respondents.

Originally posted on the Connected Learning Research Network blog, 1.11.13:

There was a lot to take in on my first day at Fashion Camp. Although the formal lessons weren’t scheduled for another few minutes, I had apparently arrived late for the first lesson: the teacher was talking with five youth about the latest trends. One young woman, about 13 years of age, said that she was into “ombre.” The teacher expressed that ombre is “very in right now,” and that they happened to have ombre polka dot fabric at the camp. She told the girls that they might consider incorporating ombre into their drawing lessons for today after they had learned how to draw croquis (or mannequins, as I later discovered). I leaned over to the teacher and asked her what ombre print is. I noticed the girls started to giggle. She left the table, grabbed a large bolt of fabric on the other end of the room, and brought it over to show me. “Ombre print fades,” she said. “See how the polka dots are saturated on one end of the fabric but then fade to a lighter shade of pink on the other end?”

In the lessons that followed, I began developing my fashion vocabulary and learned how it describes not only academic-relevant techniques (requiring skills in math, design, and an understanding of cultural history) but also a broader relationship to the fashion industry and production. The fashion camps provide important settings for researchers interested in new media and learning across diverse educational contexts. During my ethnographic participation in these camps for the past four months, I have learned that the camp leaders do not see their work as strictly new media technology-driven. In fact, they believe that some skills needed in fashion design (including sketching, creating and using cutting templates, and competency with sewing machines) are often best learned through a mixture of mentorship during in-class activities as well as augmented learning through new media. In this way, the camps provide interest-driven, girl-centered learning contexts that are supported by new media in ways specific to the learning objectives at hand. By augmenting learning with new media, teachers are able to expand the range of their lessons and provide learning opportunities tuned to the skill level of the student. Like the hundreds of students from Southern California who attend the camps to pursue their interest in fashion, I, too, was starting from the ground up by learning fashion sketching in a room with people at different levels of expertise.

A couple of hours into our drawing lesson, the teacher explained that sketching is not just about drawing something pretty but it is also a blueprint for you and for others, as well:

“Say, for example, you need to send the design to a company that produces garments. One way to do this is by creating dotted lines called stitching lines. They tell the company where to sew the fabric.”

Figure 1: My attempt at sketching a t-shirt that includes stitching lines (- – -), or marks that indicate where to sew the fabric.

Students learn how to sketch in ways that are inherently tied to collective understandings of design and production. In the above example, stitching lines are composed of small darts, or dashes, that indicate where to sew. We also learned how to draw symbols for types of fabric, such as wool or leopard prints, using combinations of markings and labeling. Additionally, most sketches must be constructed with mind to their three-dimensional final product. For example, we learned how to draw ruffles on skirts to indicate how they would look and fit when produced and inverted.

Figure 2: An example of how sketching must be done with mind to three-dimensional final products. Stitching lines on the corner of a folded fabric (drawing on right) results in fitted pleats when sewed and inverted (drawing on left).

As shown in Figure 2, stitching lines on a folded piece of fabric will result in pleats once the fabric has been sewn and flipped inside-out. While students are sketching on a two-dimensional pad of paper, their designs are inherently social: they are learning to convey to others how garments are constructed in three dimensions and how others are involved in different steps of the production process.

Teachers at the camp also use new media as a way to augment their lessons, providing new challenges and opportunities to learn for students at different skill levels. One way the camp engaged in augmented learning practice was through their lesson on designing themed collections. As a designer for a fashion company, the teacher expressed that her drawing process is a lot like her process in the industry:

“I need to run my designs by my boss, and to convince your boss that your drawing is worth producing it helps to create a story around it so it’s easier to understand your outfits. This story can take the form of a theme.”

The teacher instructed students on how to build garments around themes at their own pace while using fashion magazines and websites like Polyvore. Polyvore is a new media-centered web community that allows users (both fashion companies and everyday people) to share images of fashion designs they enjoy. One way the teacher suggested students could use Polyvore was to find a picture of a piece of jewelry they like and then draw a whole collection around that specific garment or piece of jewelry. Another way, she suggested, was to find outfits on Polyvore and then redraw them, over and over, using different colors and patterns. In this way, new media is used to augment the learning process. Students at different skill levels are able to learn a complex set of skills and fashion vocabularies using resources, both online and offline, to enhance their learning.

In my subsequent posts on this case, I plan to discuss how fashion camps operate as an interest-drivenpeer-supported, and production-centered learning community focused on academically oriented skills such as math, design, and history. Additionally, through interviews with not only teachers but also the youth and their parents, I hope to examine how connected learning principles may occur across different levels of the learning ecology: these camps operate as one of many locations where youth learn about fashion. However, the fashion camps are a key nexus in the learning process to build specific skills, design garments, work with peers, and provide mentorship.

And they usually leave with a cool new skirt, too.

Originally posted on the Connected Learning Research Network blog, 7.20.12.

When I first started playing LittleBigPlanet2, a Playstation 3 game created by the company Media Molecule, I was both excited and frustrated. I was excited because the graphics, characters, and story of the side-scrolling platform were stunning and engaging. I controlled a character named Sackboy, an adorable humanoid creature made of fabric, as he navigated puzzles and dispelled baddies on the way to saving his home planet, Craftworld, from an evil inter-dimensional vacuum cleaner. But I became frustrated as I discovered some of the more creative and challenging features of the game, including the level design editor. I tried to design the simplest elements of a level — such as creating fireworks — and failed miserably. My fireworks didn’t look like fireworks at all, and I felt as though I was a disappointment to my Sackboy and the Craftworld universe.

After spending more time in Craftworld, I discovered that many other players just like me were creating levels and sharing them with other players. Players were creating all sorts of levels, including similar side-scrolling games, remakes or remixes of old games like Tetris or The Legend of Zelda, and creating music videos or producing their own movies.  To my surprise, I found a level created by a user who had not only figured out how to do fireworks, but assembled an entire recreation of the Disney fireworks display. I was in awe. Reinvigorated by not only the potential of the game but also of my peers, I desperately Googled to find out whether other players had shared information or guides, so that I could learn more about how to use the editor. It was then that I discovered Sackboy Planet, and both my appreciation of the LittleBigPlanet2 and engagement with the level editor have never been the same (1).

The over 1,000 active members of Sackboy Planet (23,000 have registered since its launch several years ago) collectively produce and curate in-depth tutorials and informational YouTube videos for new learners.  Moreover, sections of the website are devoted for “feedback to feedback,” or users reciprocally providing assistance to others as they work through issues with their designs. The editor provides a low barrier to entry by making basic level creation as simple as dragging a paintbrush across a canvas. However, it also allows for incredibly complex creations using logic, math, spatial relations, sophisticated camera control, and musical composition, resulting in a very high ceiling for achievement. In this way, LittleBigPlanet2 provides an academically-oriented context for players.  Moving back and forth between the game and Sackboy Planet, players engage in production-centered level design and share their creations both in the game and in forums on the Internet, such as Sackboy Planet. They can earn publicly visible badges for creating popular levels.

My research interests in peer-supported contexts make LittleBigPlanet2 and Sackboy Planet ideal environments through which to study learning. For the past 9 months I’ve been conducting ethnographic fieldwork on LBP2 creator communities, centered on Sackboy Planet. After just a few short weeks of hanging out on Sackboy Planet, I became acquainted with a major community ritual: contests. The first time I visited the contest section of Sackboy Planet I was stunned by its level of activity. There are routinely hundreds and sometimes over a thousand responses to contest threads soon after they are posted. The most popular contests provide opportunities for community members to submit original level designs created through the game’s level editor. Contest judges select a theme that must be used in the submissions, such as recreating an old video game or developing a unique movie production. As the contest continues, submitted levels are played by not only the judges but also the entire community. Peers provide supports through comments that say “Great job!” or “Try to improve this part of the level”; contestants often revise their levels as they receive feedback from community members before they are evaluated by judges and the winner is announced.  Rewards for winning also vary, and have included badges and small gift cards. However, a primary motivation behind the contests is the opportunity to share creations with an engaged community which supports players’ hard work at improving their craft.

Sackboy Planet embodies an interest-powered learning community, and provides a number of exciting mechanisms, such as contests, for learning and improvement through a shared purpose.  Together, LittleBigPlanet2 and Sackboy Planet provide the tools, contexts, and supports needed to develop a shared culture and purpose through peer interaction.

(1) All group and individual names have been changed to protect the identity of respondents.