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Poststructuralist Analysis of Reading and Writing Through/with Technology
Poststructuralist Analysis of Reading and Writing Through/with Technology
Poststructuralist Analysis of Reading and Writing Through/with Technology
Judy M. Iseke-Barnes
To cite this article: Judy M. Iseke-Barnes (1997) Poststructuralist analysis of reading and writing
through/with technology, Curriculum Studies, 5:2, 195-211, DOI: 10.1080/14681369700200008
A Poststructuralist Stance
A poststructuralist stance takes meaning to be produced through
discourse. ‘Discourse’ is the way in which we organise and explain lived
experience through language. Discursive fields (or groups of related
discourses) “consist of competing ways of giving meaning to the world and
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Readers and writers can move between texts and thus engage in
intertextual weaving of paths between texts. Rosen (1984) suggests that, in
telling a story to others, we create new meanings. This idea is elaborated
by Hanssen, Harste & Short in their statement that “[w]hen a story is
shared, that text becomes a source of further dialogue and storying by
both the writer and the reader” (in Bogdan & Straw, 1990, p. 263). This is
important because this process can enrich our understanding of texts and
the world and help us make new connections. Joyce (1995, p. 64) suggests
that in hypertext there is a “balance [of] the energy and immediacy of
interaction with thoughtful contemplation”. Producing hypertext becomes
writing or storying in a computer context.
Cixous (1991) suggests that through writing we come to read/write
ourselves in this intertextual weaving. Our lived experiences, through the
stories we tell, are negotiated, organised, structured, interpreted. This
sense-making is within the context of broader social and cultural
narratives. As Peter McLaren asserts “[n]arratives form a cultural contract
between individuals, groups and our social universe” (1993, p. 203). Goals
and intentions of individuals, groups and communities are comprehensible
as wholes through narratives. We can consider effects of actions and alter
our directions through narratives (Richardson, 199, p. 117). The process
of weaving texts into narratives can contribute to “rescue[ing of] the
specificities of our lives from the burden of everydayness to show how
they reverberate within grander schemes of things” (Smith, 1991, p. 200).
Computer document production can create new spaces for such
everyday stories to be told and contemplated. Users of computer writing
environments can generate expression though text (word process), link
expressive accounts together in a non-linear presentation of text
(hypertext), and incorporate graphics, sound animated sequences, and
other information media (hypermedia). I have chosen to call products of
students’ generated stories multimedia stories. In these stories students
do more than generate text as in word processing and more than linking of
other peoples’ text and media. These students generate and incorporate
text, graphics, sound, animation, and movies into a story of their own
creation. The teacher of these students referred to these projects as ‘living
essays’. As an example of what she meant by this term she described a
possible living essay which would present data from the Olympics, images
of athletes in their sports, and written descriptions of the events and
athletes. In the following descriptions of high-school students’ perceptions
of themselves as generators of multimedia stories you will see reference to
living essays.
Method
The paper is based upon a broader research programme composed of a
series of other studies in which the nature of students’ multimedia
productions were explored. The implications for education and research
were discussed based upon data collected through observation and
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Participants
Thirty-two grade 11 students (16 or 17 years of age) in a large urban high
school in an urban centre in western Canada participated in the study.
Five students’ data are reported here in some detail. Two of these
students were identified by the teacher as being very articulate and these
two were studied intensively by videotaping their activities while
interacting with AP and through a series of interviews about their work.
The other three students were those with whom I had worked in the class
and who had reached a point in their work where interviews were
appropriate.
All students in the class had completed a previous computer
processing course which emphasised applications during their 10th year
of schooling. This previous computer course had used IBM [2] computers
so this course was the first introduction to the Macintosh [3] computer for
these students. The computer processing course outlined students’
introduction to a word processor, a graphic drawing package, and then
Authorware Professional. During the first two weeks of class (meeting
three times per week, one-hour each class) students were introduced to
the Macintosh and used a word processor to complete a typing
assignment. Following these activities students were introduced to
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computer graphics generation and then used AP for several months (time
was dependent upon the students).
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JUDY M. ISEKE-BARNES
Results
Five cases are reported below introducing data from five students. The
first two, Anne and Carson, were studied in more detail by videotaping
their computer interactions while generating their multimedia stories and
through a series of interviews. Data from 3 other students are then
reported. Students self-selected topics of their multimedia stories and
generated ‘texts’ of these stories. Discussions of students’ generation of
these ‘texts’ is presented.
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that. …What I tell them I’m doing is …animating things …. It’s sort of like a
video game in a way I guess.”
“For you as the creator it’s like a video game or for someone else
using your stuff it’s like a video game?”
“Oh both! Because I like to go back and do it myself. But for other
people that go into it it would be like a video game.”
“How is it like a video game?”
“Well in the aspect that I [emphatically] am able to choose what I
want to do and I can take things and put them wherever I want to put
them. In a video game you can move your man just the same as I can move
the fish or the bear [in my story]. Things like that.”
A research question emerged from this early conversation with Anne.
Anne views her multimedia story like a video game. What is this program
like to the student? Who is the student as the creator? I reflected upon the
conversation with Anne and decided that these questions should be
pursued.
In a later conversation with Anne she indicated that she had shown
her program to fellow classmates. She said that she enjoyed getting the
reactions of these students since their responses told her “if her
expectations were where they should be.” She stated that “I found out
whether I should change it or what I should do”. From Anne’s preliminary
investigations (perhaps even formative evaluations) of her living essay
with other students she learned that sometimes animations have to “move
quicker because you don’t really want people to lose interest in it,
especially when there’s more”.
Anne’s living essay created a story of a bear living in Yellowstone
Park which endured many trials and tribulations of bear life. In one of her
sequences Bob, portrayed as a cruel hunter, shot at the bear.
Anne described her program, “It was just like watching a show on TV
except there were no words or sounds. I could have done that but I didn’t
have enough time.”
I asked her “So when you were creating this living essay was it like
making a story [the teacher called it a living essay] or a show on TV?”
“Yeah and I was the director.” When asked to elaborate on being a
director she described her activities by stating that “I’m creating the
ideas. If there was a person helping me we might not have agreed on
certain things and in that way it might not have turned out. I mean if
there’s two people you have to please both of them but this way it’s just
me – that way if I get reaction from other people then I can change it
myself to what way it should be .... With two people, like me and Susan she
might have had some different ideas .…Suppose we used the bear and she
wanted it to go to Yellowstone Park, maybe she wanted him [the bear]
chained up somewhere. That way I wouldn’t have been able to add those
things in like feeding the fish and bringing in all the other characters that I
did ... If I would have done something on the Olympics [as originally
outlined in the teacher’s description of the assignment], …I would just be
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repeating news but I wanted to be creative and doing this bear, that was
original.”
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could be a game he responded that the object of this game was: “To save
the princess and kill the dragon”. Since Carson had not yet created this
part of the program he was asked to describe it: “Dragging the prince out
of nowhere and then the princess tells the guy [prince] that the dragon’s
weakness is the neck or something so then I’ll get the guy to throw …[I’ll]
get [the] user to drag the sword to the neck of the dragon and he dies.”
Carson was asked what he would tell his family about his school project.
He stated “I would say making stories, drawing pictures, and stuff. I will
probably print out hard copies so I can show them what it looks like”.
Where did the ideas for this living essay come from? “From games I
played and from stories I read. Fantasy novels. There is always a hero
saving a country, saving a princess, fighting off evil, and all that stuff.”
From where did the idea of the dragon emerge? “Well I think it’s from a
game I played. Well my whole story is based on that game I think.” He
described the game he had seen as one of pure commands and no action
on the part of the user. He said that he “liked the story”. But is Carson’s
story like this professional video-game? “No. …The style is totally different.
…My story is pretty straightforward I think. You just have them drag the
person up the mountain and drag the sword into the dragon’s mouth. I
think even a child could do it.” He describes his story as suitable for use
by children “if there were more things to do. Mine just has two things to
do and the rest are just like reading the screen for what’s going on. …If I
am to do a new one I would put, make it look more animated like those
games I have … [incorporating] smoother animations instead of just
zooming in and zooming out, zooming in. I want to make it look like it
actually moves. Like first I move my left foot and then right foot, left foot,
right foot. If it [the character in the story] attacks when it approaches
instead of just dragging the sword into the mouth [of the villain].
Something like that.”
Carson referred to his productive efforts as a story. Carson was
asked if he was himself an author in writing this story?
“No.”
“You weren’t being an author when you were writing this story?”
“I didn’t feel like being an author when I was doing it.”
“What would you call it? It wasn’t like being an author. What was it
like?”
“I feel like a programmer.”
“A programmer. So what you are really creating then …. ”
“Was a program. … That’s why I like Authorware [Professional]. I
don’t mind spreadsheets and stuff in 20a [computer class]. I just like
Authorware [Professional] because I find it’s like the closest thing to being
a program [and] Pascal. Spreadsheets are totally different from
programming . It’s just doing assignments.”
“Well you were just doing assignments in Authorware [Professional]
weren’t you?”
“But you feel like being a programmer.”
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JUDY M. ISEKE-BARNES
“So it’s the way you feel when doing Authorware [Professional] that’s
different than when you are doing a spreadsheet?”
“Uh huh.”
“So the feeling when you are doing a spreadsheet is?”
“I just want to complete this assignment, get good marks on it so I
can get good marks on the report card.”
“And that’s it.”
“Yeah.”
“But in Authorware [Professional] it’s different?”
“Yeah it’s different.”
“How is it different? If it’s not just that what is it?”
“Like in spreadsheets and stuff you are more restricted. Like it they
should give you this assignment, like this inventory and stuff you are
supposed to type this into a spreadsheet. Like that’s very restricted. You
can’t do much … with it. … In Authorware [Professional] you can do
whatever you want.”
“Even though the assignments are set for you?”
“See like the living essay is not very set. You can do anything you
want.”
“What type of things can you create in Authorware [Professional]?”
“A living essay … a movie if you have the time to do it ... and a
non-fiction story. … I think it’s just something of your own creation.
Something you made all by yourself.”
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Discussion
What is a Living Essay?
The term ‘living essay’, it seems, was used by the teachers to imply a
visual, dynamic, and interactive multimedia product. But how was this
essay living? It was continually enacted by the person using it and by the
students-as-producer recalling it or changing it. Students were encouraged
to explore and be creative as they produced their essays. The teacher
initially described a project about the Olympics in which students would
present results, describe events, and display images of athletes. But
students chose to explore ideas of what the project might be and the
meaning of the projects for the teacher emerged post-structurally.
These projects ‘play’ with the traditional conception of the essay and
its structure as taught in English classrooms. Layers of meaning are added
including elements of narrative and interaction not traditionally important
in essays. They may be more in keeping with the definition of essay from
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JUDY M. ISEKE-BARNES
the French, meaning “to try”. The traditional school essay is more like “I
tried”. These projects offered these students ways of moving beyond this
traditional form by adding layers and enriching the form.
The projects, ever-changing, had new meaning continually. In Anne’s
initial description it was “like a video game”. Later it was like “a show on
TV”. The ever-changing cycle of activity through the codetermination of
subject and environment is evident through the discussion of students’
perceptions of their productive efforts. Students looked back upon where
they had been. This act was “not a passive mapping of external features
but a creative form of enacting significance on the basis of the …
[student’s] embodied history” (Varela et al, 1991, p. 175). In this looking
back they were not telling what had happened but describing their
perceptions now of what they understood to have occurred. They
described who they were in the moment of the interview through the story
of where they had been. They told their current interpretations of what
had taken place.
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How does one acquire a story? The culture in which one is born
already has an image of time, of the self, of heroism, or ambition,
of fulfilment. It burns its heroes and archetypes deeply into one’s
psyche. The tendencies and fears of one’s parents, the figures one
hears described in church, the living force of teachers and uncles
and grandparents and neighbours, the example of companions
along the way, the tales read in books or visualized in legend,
cinema, the arts: all such influences impress one’s imagination
with possible courses of action, possible styles of life. (Novak,
1978, p. 49)
Consider the stories that each of these students told from the perspective
of where stories come from. Anne’s living essay created a story of a bear
living in a park in which a cruel hunter shot at the bear. The popularity of
parks, sympathy toward wild animals, and discussion of hunting as cruel
are all popular themes on television and in other media. Anne described
her story as “just like watching a show on TV”. Perhaps television has
played a role in her making of this story. Carson’s story is of a prince
saving a princess from a dragon. He indicated that he got his ideas from a
game he had played, from books he had read, from “Fantasy novels. There
is always a hero saving a country, saving a princess, fighting off evil, and
all that stuff”. He also indicated though that mainly the story was his own
idea. In generating and responding to texts, students draw upon a
repertoire of stories they know from their own lives, the re-told stories of
others, from film, television, books, and other media. They make sense of
one text in terms of others and in so doing they express their intertextual
knowledge.
Poststructuralist Perspective
Meaning, from a poststructuralist perspective, is seen as intersubjective
and is created through competing discourses. Engagement with texts of
various kinds plays a central role in this process. Anne and Carson
express ideas that are evident in scenarios on television and in video
games, as well as in texts in fantasy novels. They reflect these media in
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Conclusions
Gordon Wells has suggested that the roles of stories in schools needs to
be expanded:
What I found was that, beyond the primary years, stories received
little official recognition except in the literature class. School is for
learning about the ‘real’ world, and stories are perceived by most
teachers as frivolous and pupils’ personal anecdotes as annoying
and irrelevant interruptions of the official matters of the curriculum
...
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Acknowledgements
Research reported in the paper was supported in part by the Social
Sciences and Humanities Research Council of Canada grant 752-91-0350.
Special thanks are extended to Elizabeth Yeoman whose work has inspired
me to write and whose interactions have deepened my thinking. Mary
Kooy’s thoughtful comments and editorial assistance were also greatly
appreciated.
Correspondence
Judy M. Iseke-Barnes, Ontario Institute for Studies in Education, University
of Toronto, 252 Bloor Street West, Toronto, Ontario M5S 1V6, Canada.
Notes
[1] Authorware Professional is produced and distributed by Macromedia Inc.,
San Francisco.
[2] The IBM is a product of International Business Machines.
[3] The Macintosh is a product of Apple Canada.
[4] Genesis is a video game system produced and distributed by Sega Systems,
Irwin Toys, Inc., Toronto.
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JUDY M. ISEKE-BARNES
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