Special Topics ~ Teaching and Learning with New Media

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Not Quite Through the Looking Glass:

Reconciling the Virtual-Physical Dichotomy in the New Media Classroom

 

by Dougie Bicket and Diane Gromala

 

Click below for:
Introduction
Integrating Journalism and Visual Communications in the New Media Environment
Bringing Together Theory and Practice in the Lab
Understanding the Cultures of Calculation and Simulation
Computers as "Objects to Think With"
Making Greater Use of Literature and Film
Utilizing Cultural Theory to Understand the Web
Conclusion
References

 

Introduction

A great deal has been written in recent years about the shift in general cultural values from a modern to a postmodern paradigm, and all that that entails. Within this broader debate has been a more focused discussion about how academia should adapt to this perceived shift. This debate, which has touched on journalism and communications mostly through the academic fields of psychology, feminist theory, and cultural studies, has remained, for the most part, limited to a swathe of professorial and graduate research, and has not yet filtered down in significant fashion to the undergraduate new media classroom. Also, the nature of the debate, at all levels, has remained primarily rhetorical and theoretical. While much academic effort has been sustained in an attempt to understand and articulate what these changes mean, little has been done to apply the fruits of these efforts to the development of pedagogical procedures that properly articulate the form, as well as the content, of the change. While academics such as George Landow and Sherry Turkle have helped to clarify the tangible links between cultural studies' high theory and the development of graphics-oriented computing and the Internet, less has been achieved -- or at least written about -- relating this study to students' everyday classroom experiences. This is so even in areas of undergraduate education which cry out for a new approach, such as the new media and journalism tracks popping up in Communications and English departments across the country. While some positive steps undoubtedly have been taken at different institutions and in different ways, it is probably fair to say that much still needs to be done to fully reconcile the societal changes instigated by the new media with the way communications educators teach their classes. As this paper hopefully makes clear, we have much more to do than simply recount to our students the seismic changes in the world of digital communications while leaving them alone to play with the Internet; we need to integrate our teaching practices directly and visibly with the very changes we perceive, since it is necessary for undergraduates to fully understand the experiential aspect. In other words, we need to start practicing what we preach. In doing so, we should appreciate the full use to which the physical space of the computer classroom or lab can be put in our pursuit of this goal.

A brief review of the literature shows that a good deal has already been written about the developing role of new media in the classroom. In addition to what some see as the seminal work in this topic, Robert O. Blanchard and William G. Christ's Media Education and the Liberal Arts: A Blueprint for the New Professionalism (1993), the subject has been well covered in the pages of Journalism and Mass Communication Educator by authors such as Thompson (1995), Friedland and Webb (1996), Smith and Mendelson (1996), and Gunaratne and Lee (1996), as well as in the pages of The Chronicle of Higher Education. Combining some of the points made by the aforementioned authors with observations of my own, some general points can safely be made about the current position of the Internet and its impact on journalism and communications departments:

1. The once clear boundaries between newspaper and magazine, print and broadcast, television and radio, information as news and information as data have rapidly eroded in an emerging practice of multimedia journalism and communications that no longer respects such divisions.

2. Distinctions between sequence-based academic tracks in journalism, new media, and visual communications have become much less necessary or relevant, in part because the computer has effectively taken over the physical territory within which these sequences operated, such as the video editing studio, the darkroom, the graphics lab, and the news writing lab. Further, the very nature of the evolving new medium has caused the conceptual underpinnings of these tracks to converge also.

3. Experiential learning must be grounded in a foundation of conceptual thinking, and vice versa. Media students approaching multimedia communications have to learn both the principles of the new medium and a new way of thinking about and conceptualizing the topic. This is so whether the subject is journalism or visual communications. This provokes a potential dilemma -- the need to teach new skills used in the workplace at the same time as focusing on the meaning of such skills and their place in the industry.

4. The role of the instructor has changed drastically in the new media environment. Instructors now facilitate and collaborate with their students, who as often as not now work on projects in teams.

5. The importance of visual literacy, or the ability to create and understand visuals in the converging new media, is now recognized as being of utmost importance to all communications workers and teachers -- photographers, graphic designers, editors, and journalists. Students lacking visual communication knowledge and skills will have an incomplete understanding of how to communicate effectively. Any integrative approach to communications therefore must recognize the centrality of visual communication.

Another seminal source for understanding the role of technology in the classroom comes from the article "Implementing the Seven Principles: Technology as Lever," by Arthur W. Chickering and Stephen C. Ehrmann, which appeared in the March 1987 edition of the AAHE Bulletin. Chickering and Ehrmann included the following seven basic principles:

  1. Good Practice Encourages Contacts Between Students and Faculty
  2. Good Practice Develops Reciprocity and Cooperation Among Students 
  3. Good Practice Uses Active Learning Techniques
  4. Good Practice Gives Prompt Feedback
  5. Good Practice Emphasizes Time on Task
  6. Good Practice Communicates High Expectations
  7. Good Practice Respects Diverse Talents and Ways of Learning

Having recapped all these aforementioned points at the outset, the remainder of this paper will attempt to articulate a mode of teaching and learning that takes into account these points, while at the same time reconciling some of the pedagogical issues related to the teaching of new media and computer-mediated communications in the physical, real-world space of the new media laboratory or classroom. As David R. Thompson points out, digital, computer-mediated communications encourages and requires both students and professors to think in multiple dimensions: aural, visual, and tactile, i.e., with an interactive media interface (1995, p. 39). It is these multiple dimensions that we need to access and articulate in our quest to find a pedagogical style appropriate to the Internet.

The task before us, then, is to find a way to reconcile and integrate the most appropriate and best aspects of what Sherry Turkle refers to as the "culture of calculation" and the "culture of simulation" (see below). On a broader level, any study of this kind should lead to an appreciation of the concepts of modernism and post-modernism in the university classroom or lab -- itself, of course, a quite modernist construct. While virtual classes, in the form of distance learning, might well be the wave of the future (although this may not necessarily be a good thing), most of us remain grounded in the physical space of the classroom, in face-to-face contact with our students. The physical presence of both instructor and students in a classroom is still a strong advantage, however. How we use that advantage to articulate ideas and concepts that are often more at home "out there" in cyberspace than in "Real Life" will determine whether we succeed or fail. The goal is to produce graduates who are well-rounded and educated in both the practical aspects of new media, while maintaining an appreciation of the theoretical positions that help them to understand how the Internet is changing their lives. It is a delicate balance that we seek to maintain in this endeavor, and this paper outlines some suggestions for achieving it.

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Integrating Journalism and Visual Communications in the New Media Environment

The new media classroom or laboratory is the common physical space where the orientation of students to the computer-mediated realm will invariably take place. Rooted as it is in the modernist, tactile environment of the university department, it is nevertheless the most effective window, or looking glass, through which students can peer into the very different realm of cyberspace. Within this space, video, sound, graphics, and computer animation join traditional text in a multimedia panoply that provides students with the tools to work and research in the Internet. In the School of Communications' New Media Research Laboratory at the University of Washington, for example, the lab functions as a classroom, laboratory, production facility, and community for undergraduates and graduate students alike. It absorbs a tremendous amount of traffic from students in the New Media concentration, but its doors also remain open to students who study traditional journalism in the electronic environment. In fact, the emphasis in this department is moving toward greater integration of the traditional functions of a news editorial sequence with the more design/visual communication-oriented new media track. Already, the two tracks share a common computer type (the Power Macintosh) and a common local area network for communication purposes. Soon they will also share a common physical space when the new media lab moves to an area adjacent to the current News Writing Lab.

For its part, visual communication is an area which has a background in journalism photography and advertising tracks as well as design, and whose importance is expanding in communications departments with the increasing convergence of traditional and new media. Nevertheless, such classes are often under threat. Smith and Mendelson note that the expense involved in maintaining traditional visual communications programs meant that some programs were being eliminated because of departments' unwillingness to invest in the switch to digital technology (p. 66). Given the centrality of visual communications and designing our increasingly visual-oriented culture, it should be the goal of any new media environment to embrace these areas and merge them in turn with news editorial courses to create a strong, unified sequence.

This paper takes one fundamental position that underpins everything else written here: that a student's full understanding of new media, as well as communications and journalism and their place in the world, can only be arrived at through a course of study that seamlessly integrates theory and practical applications. It's not enough for students simply to attend lectures two or three times a week and write a term paper about, say, cyberpunk and post-modernism; nor is it enough to learn how to program in HTML or Java, or know the working of a Macintosh G3 inside out. Any course or sequence that pursues only one of these options at the expense of the other will not turn out well-rounded, valuable, or particularly employable citizens or members of society. Furthermore, this paper posits that journalism and visual communications sequences should be converging in academia just as they are in industry since, to all intents and purposes, they now cover similar ground -- both conceptually and in terms of required skills. While significant differences of course remain, they can be easily accommodated in a combined curriculum that recognizes such differences while emphasizing many of commonalities. New media journalism and visual communication can work well together.

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Bringing Together Theory and Practice in the Lab

Having touched on the practical and material boundaries of new media education, the next step is to examine some of the pedagogical concerns contained within these boundaries. The need here is to recognize that students come into new media and communications programs with very different sets of priorities. These priorities might not, however, always be the most appropriate for them. As things stand now, many students of journalism, communications, and cultural studies -- both at graduate and senior undergraduate levels -- know a good deal about the writings of Barthes and Baudrillard, for example, or the concepts of structuralism and post-structuralism, yet have never built their own Web page or logged on to a chat room. Meanwhile, there are a huge number of people entering or desiring to enter higher education who still have never encountered a personal computer screen on more than a fleeting basis. To people in the first group, familiarity with, say, a Windows-based operating system often precludes a deeper understanding of how they are interfacing with the computer-mediated world through that system. To people in the second group, an education conducted primarily in a pre-Windows age might seem to preclude them from any understanding at all of how a graphics-user interface can enable them to function in our developing cyber-society in the first place. Perhaps the most fundamental task of any new media educator is to make the members of the first group realize that there is a great deal about what they do with their computers that they don't really understand, while at the same time reaching out to members of the second group to assure them that there is much to computer-mediated communications that they can quickly grasp and understand. For some, in other words, the task is to make them realize what they don't know about new media (and direct them toward rectifying that); while for others, it is to show them that they probably do know more than they think they know, and guide them toward filling in the blanks for themselves. This might seem an awkward, even contradictory task, but since we, as educators, are likely to find substantial numbers of both groups in any given new media class, it is one that we must accomplish with the minimum of fuss.

The dichotomy alluded to above can be expressed in another way: on the one hand, there are the computer "whiz-kids" who know (or think they know) all about HTML and the latest applications for creating Web animation, mounting streaming video on a Web site, and so on. However, the skills gained by these "practical" or utilitarian students have often been acquired in the absence of any deeper theoretical understanding of the cultural and societal changes that have underpinned the new media developments they see before them. On the other hand, there are plenty of theory-laden students out there who are positively technophobic. The types referred to above are of course extremes. In reality, the majority of courses would exhibit a range of abilities among their students, from practical-oriented to theory-oriented, with class members being oriented to some extent one way or the other.

What goes for the students can apply equally well to faculty, we should note. Most of the same traits found in students of varying levels of new technology competence can be found just as easily in professors and instructors. And in these cases the pedagogical tasks of the new technology instructor are essentially the same -- except we have to realize that professors, and especially older professors, are often more resistant to new ideas and methods than are students. That has been my experience over the past two years of instructing both students and professors in new media and new technology. Often, therefore, a gentler, "kid gloves" approach is necessary in such cases, so that professors and instructors can be eased into a better conceptual framework for using and instructing new technology.

In sum, the most important step in bringing together these two groups to a common purpose is making them understand both the limitations of their current knowledge in certain areas, while recognizing that the knowledge that they do already possess in other areas is extremely valuable and can aid them in filling in those blanks in knowledge, be it practical or theoretical or (as would most often be likely) some asymmetrical mix of the two.

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Understanding the Cultures of Calculation and Simulation

In any course that is intended as an introduction to social theories that underwrite technology and culture, as well as the ways that people interface with computers, the first step is to show students that all the aspects previously mentioned in this paper are, in fact, already closely integrated, both in form and content. This is a goal that can be achieved quite effectively in the environment of the computer classroom or lab. And the most effective way to make students' appreciation of the world of personal computing and cyberspace real is to focus their attention on their window to that world: the personal computer. By understanding more fully how they interact with that box in front of them, they take the first step in really understanding how they can interact with the virtual world beyond. This is the first major conceptual leap a student must overcome on the way to appreciating the world of new media and cyberspace. It calls for an appreciation of the relationship between the aesthetics of computing and the formal characteristics of computers, networks, and the Internet. An excellent source for getting into this subject is Sherry Turkle, whose Life on the Screen (1995) opens with an exploration of the different subcultures, or aesthetics, of computing. Turkle contrasts the "hacker" and "hobbyist" subcultures -- precursors, respectively, of the Macintosh and DOS operating systems -- and shows how, in recent years, the former has been gaining ground in the culture wars at the expense of the latter. This relates directly with a more general perceived shift in society, from a primarily modernist to a primarily post-modernist aesthetic. As Turkle sees it, objects like the Apple II, DOS, or UNIX "support a modernist interpretation of understanding, according to which understanding proceeds by reducing complex things to simpler elements." Her "stripped-down Apple II both embodied and symbolized a theory that it was possible to understand by discovering the hidden mechanisms that made things work." In other words, "Analyze and you shall know" (Turkle, 1995, p. 34). Macintoshes, on the other hand, encourage users to stay at a surface level of visual representation that gives no hint of inner mechanisms. Unlike DOS or UNIX, the Mac operates a graphic-user interface, complete with a simulated "desktop" and assorted icons, allowing the user to navigate around a simulated, surface environment that looks somewhat like (in fact, is a metaphor for) "the real thing." Although of course the Mac from the beginning worked the same way as other computers, its workings were kept well hidden, and "the tools of the modernist culture of calculation became layered underneath the experience of the [postmodern] culture of simulation" (Turkle, 1995, p. 34). In many ways, then, the experience of working on a (non-Windows) PC is very different from that of a Mac. The simulated desktop environment of the Macintosh points to "a new kind of experience in which people do not so much command machines as enter into conversations with them" (Turkle, 1995, p. 35).

Thus, by the late 1980s, the culture of personal computing found itself split between "IBM reductionism vs. Macintosh simulation and surface" -- one a modern aesthetic, the other post-modernist. Then, "With the introduction of Microsoft Windows in 1985, the modern and postmodern aesthetics of computing became curiously entwined" (Turkle, 1995, p. 37), and the culture of calculation (epitomized by UNIX and DOS) continued its now-irrevocable shift to a culture of simulation.

The importance of the shift among computer users from a text- to graphic-oriented interface, first with the Mac and then with Microsoft Windows, cannot be overemphasized. Turkle sees this battle for the hearts and minds of computer users as of central importance to the way our culture is developing. "Computers support different styles and cultures because they can be approached in different ways." Some philosophers of the mind have seen "the computer's hardware-software interplay as evocative of the irreducible relationship of brain and mind" (Turkle, 1995, p. 33).

Part of the educator's task of acclimation to new media is to make her students appreciate the resonance of these aforementioned points. Since most students in a new media class will probably be most comfortable working with a Mac/Windows environment, it would be illustrative of the concepts outlined above for the instructor to orient these students toward a UNIX, or command-line, system in addition to the more familiar graphic user interface (GUI) environment. The very obvious differences between these two aesthetics provide a wonderfully effective articulation of the sort of abstract theories that students of new media and journalism now need to be familiar with. This articulation can even be used as a sort of "ice breaker" to help orient students who are fresh to the new media experience.

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Computers as "Objects to Think With"

Abstract concepts such as modernism and post-modernism can help us to understand concrete concepts such as computer-mediated communications, and vice versa; the Mac-UNIX dichotomy referred to above is only the first important example of this two-way process. Its application can help open the way to a whole new way of thinking about the computing machines we use every day, their place in the world, and their collective impact on our minds, and on our culture. Such an understanding is essential for journalists, designers, and visual communicators alike.

Fredric Jameson's Postmodernism, or, The Cultural Logic of Late Capitalism (1991) characterizes post-modernism as follows: the precedence of surface over depth, of simulation over the 'real,' of play over seriousness, many of the same qualities that now characterize the new computer aesthetic. At that time, Jameson noted that the postmodern era lacked objects that could represent it. The turbine, smokestack, pipes, and conveyor belts of the late 19th and early 20th centuries had been powerful things-to-think-with for imaging the nature of industrial modernity. Jameson suggests that the new postmodern era required a new "aesthetic of cognitive mapping." Well, according to Turkle, post-modernity seems to have found its object-to-think-with: the computer. "Prefigured by Neuromancer's matrix of informational space, post-modernism's objects now exist outside science fiction. They exist in the information and connections of the Internet and the World Wide Web, and in the windows, icons, and layers of personal computing" (Turkle, 1995, p. 45). And it is this interplay of computerized icons, windows, and environments that needs to be emphasized so that students can feel intimately associated with computer and the Internet on a personal, even phatic, level. From this stage, students can then be introduced to more advanced concepts that are directly relevant to their work on the Web, such as those of prosthesis and telepresence (which involve the extension of the self into cyberspace). Understanding how these concepts relate to and alter the self, and how they can be articulated through practical applications such as e-mail, chat lines, and ftp, allows for a far more rounded and richer appreciation of the importance of these latter artifacts in the functioning of the Internet.

However, alongside this examination of the virtual, hyperlinked side of the Net (the software-oriented side of things, if you like), there needs to be a thorough accounting of the hardware aspects of the Internet: computers, networks, servers, nodes, and so on. This comes under the rubric of "Knowing Where Things Live in Cyberspace," and is the element that can best be explored in the physical space of the new media lab. For example, when a student first experiments with creating an HTML document on her local computer, then sends it via ftp (file transfer protocol) to an external server, she needs to be able to conceive of where her document "lives" at each stage of the process. The physical space of the new media laboratory is an excellent real-word environment to show students that, while in some sense cyberspace is "out there" and all around them, in another sense its components "live" in computers and servers just like the ones they directly deal with every day.

Perhaps the most important pedagogical point we can abstract from Turkle's work in this area is that computers not only provide us with the tools to interact in a cyber-environment; they can also serve as excellent metaphorical devices which we can use to illuminate the perceived changes in society, culture, arts, and sciences from a primarily modern to an essentially postmodern paradigm. Command-line-based machines are linear, analytical, serious, hierarchical -- much like society used to be, argues Turkle -- but they could be understood by dedicated users, or "experts", who could get in "under the surface", break the machine down to its basics, and rebuild it like a kit car. Macintosh-type GUIs, on the other hand, are playful, surface-oriented, and don't allow the user to get in under the surface to alter the basic OS code; but they are more accessible and user-friendly, and their use can be extended over a greater variety of tasks beyond computing. They allow users to ignore the workings of the computer and concentrate instead on interacting with the machine (or networks of machines) through the visual interface. Instead of the "deep structure" world of DOS and UNIX they can now enter the surface world of simulation -- simulated files, folders, tools, paintings, whatever -- that characterizes not only the Mac, but also many other aspects of the world around us. Once students understand this essential distinction they can see in front of them in the lab, they can gain new insight to the wider changes which the machine in front of them has in some ways instigated and in other ways reflected.

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Making Greater Use of Literature and Film

Another way of integrating theory and practice is to look at the fiction, both in literature and film forms, that envelopes and in many ways defines the concept of cyberspace. As the aesthetic of simulation has become increasingly dominant in the culture at large, one of its strongest literary manifestations has been through the subgenre of science fiction called cyberpunk, which began in the early 1980s. Cyberpunk displays an aggressive, iconoclastic punk idiom, rooted in urban street culture, alongside an excessively technological future where distinctions between technology and humanity are fading away, and all that is left is the cyborg, part-human and part-machine. According to Claudia Springer,

cyberpunk revolves around a cartesian separation of mind from body. When console cowboys jack into cyberspace in William Gibson's Neuromancer, Count Zero, and Mona Lisa Overdrive, they leave their bodies behind to soar mentally through a "consensual hallucination" of three-dimensional data inside the computer matrix. They refer disparagingly to the bodies they have left behind as meat" (Springer, 1996, p. 31).

Neuromancer itself became a cultural landmark when first published in 1984. Its futuristic hacker hero, Case, moved easily through a matrix -- a type of Internet -- that represented connections among social, commercial, and political institutions of the novel's cyber-world. "Neuromancer's hero yearned to fully inhabit, indeed be one with, the digital forms of life. He was a virtuoso, a cowboy of information space, and thus for many a postmodern Everyman" (Turkle, 1995, p. 42). Gibson also coined the term "cyberspace," meaning the space that exists within a computer or matrix of computers. Cyberspace is not reducible to lines of code, bits of data, or electrical signals, but is instead virtual and "out there." Although we need to make clear to students the concept of "where things live," as mentioned earlier, me must not forget to impress upon them that cyberspace is more than the sum of parts of all its constituent hardware. There are rapidly evolving concepts of community, art, and power out in the virtual realm, all of which students need to be aware of. An examination of the relevant cyberpunk and other science-fiction literature of that ilk (as well as closely related movies which clearly display a post-modern aesthetic, such as Ridley Scott's Blade Runner) might be an effective means of making them understand that. Questions can be raised and examined, such as: Is cyberpunk a plausible portrayal of the future, or even the present? What does Gibson's portrayal of cyberspace have in common with the Internet we work in today? What does the genre's resonance in present-day culture say about the nature of this culture? and so on. Discussions of this sort often come alive in the classroom. Cyberpunk, like the cyborg, prosthesis, and artificial intelligence, is a concept that can find elaboration and articulation in real-world experience, academic theory, and science fiction, as well as within both the physical and the virtual (classroom news groups, listserves, etc.) spaces of the classroom.

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Utilizing Cultural Theory to Understand the Web

It should be apparent by now that a knowledge of HTML alone, without an understanding of hypertext and its wider impact in and across the Internet, is insufficient for any student. A theoretical approach must accompany the students' development of Web skills. An examination of literature might enable the student to gain a different perspective -- or deeper "feel" -- for what's going on around her, but at some point she needs to delve into some of the academic writing that is relevant to the Web and cyberspace. In this context, the impact of the Web on more traditional narratives can be understood more completely through the reading of those writers, such as Barthes and Derrida, who first theorized Web-related concepts. For example, Barthes argues that the modernist conception of the author is dead, or at least dying, because the standardizing, linear narrative structure of the modernist author is being undermined by new, hyperlinked, multiple narratives. In S/Z, Barthes distinguishes between what he calls "readerly" and "writerly" texts. This is an important distinction for students of new media, since it helps to form part of the theoretical framework for hypertext. Why? Because readerly texts, where the reader passively consumed information in a linear manner, can be viewed as the norm for print technology (e.g., in reading a book). Writerly texts are closer to the norm in an electronic environment, when the reader can choose how to relate to the text by negotiating a path through it using different links, nodes, and networks in a web of information. (This is a gross oversimplification, but it gets the idea across.) This conception of text in terms of networks and links is also shared by Michel Foucault and Jacques Derrida, among others. "In this ideal text," says Barthes, "the networks are many and interact . . . this text is a galaxy of signifiers, not a structure of signifieds; it has no beginning; it is reversible; we gain access to it by several entrances" (Barthes, S/Z, 5). While Barthes was writing years before the Internet evolved into a new type of medium, his writing succinctly encapsulates the environment and the mechanism of the World Wide Web. In this new milieu of non-sequential reading (and, effectively, non-sequential writing) the reader is no longer just a consumer of text and images, but a producer also. (See also Landow, 3, 5).

One of the results of Barthes' and others' work in post-structuralism has therefore been to undermine the supposedly strict distinction between literary and non-literary texts, and to look at discourse not as a transparent glass through which we glimpse reality but as the vehicle and creator of what he calls the reality effect. This is something which can be seen -- and experienced -- quite easily by students surfing the Web. Combined with an appreciation of the non-linear nature of the Web, it is an aspect that should be understood by all students of new media.

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Conclusion

Friedland and Webb's evaluation of the traditional divisions within their School of Journalism made them realize that "while we continued to teach along divisional lines, the media that we are teaching are in fact converging" (1996, p. 59). Today this issue of convergence has only accelerated. All of the traditional media with which we are traditionally familiar -- photography, television, writing, editing, advertising, design, and so on -- are converging and compressing. Because of the convergence of these areas -- many of which were themselves equipment-intensive -- into one medium, it is essential to maintain adequate resources for the computing hardware necessary to support that convergence to the digital realm. Since, in total terms, the convergent nature of this new media environment makes its use more cost-effective, per student, than the traditional media, it only makes more sense to fund it fully. After all, this is where all the action is.

The steady convergence of academic and industry orientations toward the use and role of new media forms the background to the developing struggle to develop these issues more fully in the classroom. The physical space of the new media lab is still the best place to pursue these goals. The outline presented here might help to reconcile some of the pedagogical issues related to the teaching of new media and computer-mediated communications in the physical, real-world space of the new media laboratory or classroom. The aim of this paper has been not only to review and collate some of the more practical ways to achieve this reconciliation of physical and virtual, but also to show how the practical aspects of new media education can only work effectively when synchronously combined with a close study of the theoretical and literary underpinnings of the Internet. It is this aspect which all too often gets ignored in the technophilic rush by educators to adopt the latest, fastest, all-bells-and-whistles computers and applications. Yet any news editorial or new media sequence which pursues only technical goals in the absence of a full and clear elucidation of these theoretical underpinnings inevitably becomes a structure built on sand. In an era when the hardware and physical environment of new media is subject to constant, sometimes dizzying, change, the underlying theoretical premises touched on in this paper are perhaps the most constant element in this heady mix. Theories change much less frequently than hardware and software, while retaining their symbiotic relevance to each new upgrade and faster microchip that comes along. A strong theoretical program can provide the common foundation and structure that all new media-related courses desperately need. Theory and application can still work well together, even in the new media age.

 

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References

 

Barthes, Roland. S/Z. New York: Hill and Wang, 1974.

 

Blanchard, Robert O. and William G. Christ. Media Education and the Liberal Arts: A Blueprint for the New Professionalism. Hillsdale, NJ: Lawrence Erlbaum, 1993.

 

Friedland, Lewis A. and Sheila Webb, "Incorporating Online Publishing into the Curriculum," Journalism and Mass Communication Educator, Autumn, 1996.

 

Gunaratne, Shelton A. and Byung S. Lee "Integration of Internet Resources into Curriculum abd Instruction," Journalism and Mass Communication Educator, Autumn, 1996.

 

Jameson, Fredric. Postmodernism, or, The Cultural Logic of Late Capitalism. Durham: Duke University Press, 1991.

 

Jacobson, G. (1996). For Journalism Graduates, Opportunities in New Media. New York Times. New York: C7.

 

Landow, George P. Hypertext 2.0: The Convergence of Contemporary Critical Theory and Technology. Baltimore; London: Johns Hopkins Press, 1997.

 

Smith, C. Zoe and Andrew Mendelson, "Visual Communication Education: Cause for Concern or Bright Future," Journalism and Mass Communication Educator, Autumn, 1996.

 

Springer, Claudia. Electronic Eros: Bodies and Desires in the Postindustrial Age. Austin: University of Texas Press, 1996

 

Thompson, David R. "Digital Communications: A Modular Approach to Curriculum," Journalism and Mass Communication Educator, Autumn 1995.

 

Turkle, Sherry. Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster, 1995.

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