Where in the world is...Cyberspace?
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Lesson Plan: rationale for this lesson plan.
1. Tuning in To arouse students curiosity or interest in a problem or issue and to present them with a challenge; the activities encourage students to relate the problem, issue or challenge to their current situation and past experiences. 1.1 First viewing and response View Identity Crisis, ep 2 vol 1, The Crash Zone, ACTF In small groups (3-4), students discuss their immediate responses to this episode by answering these questions:
1.2 Speculations: how does Virgil do it?
Download the clip descriptions and accompanying questions and print them out on separate sheets. Give each group a copy of one description. Tell students that you want them to carefully examine the clips and to look for clues as to who or what Virgil is, how he does what he is seen doing, and how plausible a creation students believe him to be. This will provide students with an opportunity to share their collective understandings of artificial intelligence and cyberspace. (There is no need to introduce these terms yet wait to see if students come up with these concepts themselves.) Replay the clips for all students before each group discusses its allotted questions. Ask each group to report its answers to the above questions to the whole class. It might be helpful if time permits, to replay each of the clips once more as each group reports back. You may find it useful to build up a whiteboard/chalkboard summary where you list Virgilskey characteristics according to whether students think they are plausible, impossible, or are uncertain about. For example:
In
this activity students share their understandings of the popular mythologies
of artificial intelligence, virtual reality and cyberspace as well as
what they understand to be the reality of these concepts at
the present time.
Encourage
students to examine how terms used in the episode, eg ether, are used
in the context of the episode, and how they use them themselves. Some
students will bring understandings of these concepts from other TV series
such as Sliders or Star Trek or other movies, comics and books.Encourage
them to exchange anecdotes and stories from these sources.
1.3 Cyberspace and You Now that students have shared what they already know about cyberspace, and they have considered how Virgil (a virtual person) works within it, encourage them to start thinking about mapping their own personal presence in cyberspace in a world of information. Explain to students that in Identity Crisis we see Virgil who lives and moves around in a virtual world called cyberspace. Unlike us, Virgil doesnt have a body outside cyberspace, but we do some of the same things that Virgil does. We too move around in a world of information. Write this statement on a chalkboard or whiteboard and ask students to think about this for a moment:
Is Pi in cyberspace? The Crash Zone Another writer says, 'the telephone is only a medium through which we communicate with each other, we do not enter cyberspace by talking on the phone. If, however, we use the phone to send a text message our message is in cyberspace and hopefully will reach its destination!' Discuss with students how we are now used to the idea of money moving around through telephone lines and computer systems. Money was one of the first things to move into cyberspace. In fact, we can have money and never see it or touch it as a real material thing. It can exist for us, and we can earn it and use it, while it exists only as bits and bytes in a database. Give students an example like this using local place names:
Discuss the scenario with students, encouraging them to think of their own examples. So, in effect, we enter cyberspace every time we send a fax or an e-mail message, log on to the Internet, make a credit card or EFTPOS purchase, use an ATM, make an airline booking, pay a gas or electricity bill online or by telephone. We also enter cyberspace as our cyberselves when we visit web sites such as art galleries and museums. Ask the students where in the world they have been as their cyberselves. 2. Finding out/trying out .2.1 Using maps to track our cyberselves Display the street map. Each student marks their home on the map using different coloured map pins. They also mark on the map the route they usually take getting to and from school. Display wall maps of your state/territory, Australia, and the world. You might also want to extend this exercise by asking students to show places they have physically visited within a particular time frame (for example, if you do this by reference to the previous summer holiday period, you could ask students to interpret the results by identifying and describing any similarities between the places different students have visited e.g. it may become apparent that many students have visited a beachside location). An option for older students: In linking the work in this unit to studies of political and legal systems, you could also ask students to describe (or find out) how the different levels of government (local, state and federal) affect the travels they have recorded here. For example, which, if any, of their travels are explicitly subject to government monitoring or permission? 2.2. How do we keep track of our cyberselves? In this activity, students monitor the activities of their cyberselves for specified period of time, say a week, keep accurate records of where they go and chart these on relevant maps. This includes e-mails, chat rooms, and visits to web sites. Extension Students extend the monitoring to their immediate family this would require students to use a wider variety of data-gathering techniques than self-reporting, but would result in richer data (many students might be surprised at how far their cyber family travels). Encourage students to try to find out as much as possible about the geographical location of their cyberselves. This activity provides a good opportunity to give students some exposure to the Internet at school (for example, they might be able to download some of the maps they need from the many map sites that are available) and some of the questions about the geographical location of any sites they visit can then be shared with you and the class. As far as possible, students should be self-directed as they monitor their information transactions, record details of them in an appropriate way, and map/chart their travels. With older students, you might also encourage them to find out if their information transactions are subject to government regulation or tracking of any kind.
You will also need to negotiate time limits for these activities and their
distribution between school work and homework. 3. Reflecting on inquiries/actions
3.1 Where in cyberspace has everybody been? Display
students' maps in the class room. Discuss wider problems and issues of government and corporate control of travel in cyberspace. Who should say where and when your cyberself can travel? For example, with older students, you may want to broach the subject of net nannies, programs used by adults to restrict or prevent childrens access to pornographic web sites. An option for older students: If you made the link to political and legal systems in 3.1 above, you could also raise any issues about how different levels of government (local, state and federal) affect the travels of their cyberselves eg they would need a passport for their real self to enter and leave Australia. Why doesnt the same apply to their cyberselves? Students debate these propositions from Steven Levys book, Hackers: Heroes of the Computer Revolution 1984 Dell, New York:
View The Outsider, ep 13 vol 3 The Crash Zone, ACTF Discuss students' immediate responses to this episode in small groups. Ask students if this episode raises any further issues about travels in cyberspace. The previous activities should have alerted students to some of the implausibilities of this particular episode, but if they dont bring these up themselves, you may wish to prompt them with these questions:
Some other questions which might be used to generate discussion about the implications of this episode include:
An option for older students: Dr Rudy Rucker, a professor of mathematics and author of science fiction, has written: I want to have my lifes work on a CD with an access system that can call up any part of it, key on it with a cursor, and then go into my journals, see what was happening, or get into my essays, see what I was doing then or find other stories that used a particular item and have it all be totally seamless. thats what I call Transrealism. Im trying to merge my life with my fiction and essentially create a word model of my consciousness. That is the basic concept of my novel Software. If your brain software is on the disc, the computer can simulate you, and you will be, in some sense, alive inside the computer " What do you think of Ruckers idea of transrealism? Do you think that if a word model of your consciousness was loaded onto a CD that you would in some sense, [be] alive inside the computer? Finally, ask students to reflect on this question: Why do you think the whole idea of cyberspace, virtual reality and worlds of information is so interesting to writers of fiction and makers of movies and television programs? The increasing extent to which our day-to-day activities involve global communications technologies suggests that we may eventually live in a virtual world of information which is so rich and accessible that conventional understandings of geography or the geography of the real world territories, boundaries and borders will become much less meaningful. The World Wide Web now allows many people (especially young people) to have ready access to a complex global cyberspace a world constructed entirely from information that invites us to think about the possibility of a new type of geography curriculum. For example, there are cybernetic equivalents of physical geography we need to learn how to map cyberspace and its features and develop the skills of navigating in it. There is also a political geography of cyberspace maps of how power over information is distributed and we may need to consider how the geographies of cyberspace and the real world are interrelated and how they may inform one another. The following activities explore some of the everyday concepts we use for investigating and communicating our ideas about place and space, and natural and social systems, by comparing the geographies of real and virtual places, spaces and systems. In making these comparisons, it is not assumed that students will necessarily have sophisticated understandings of virtual reality (VR) systems the conceptions of (and speculative fictions about) VR and cyberspace that circulate in much popular media are sufficient. The activities are devised for students in years 5-8, but they are open-ended, flexible and can be modified for use with younger or older students. As an option for older students: The work in this unit could also be linked to studies of political and legal systems and this is indicated where relevant.
A note about sequence Like all ACTF productions, episodes of The Crash Zone are rich and generative texts in their own right, and the following inquiry sequence assumes that students should initially be given the opportunity to just watch the videos, rather than approaching them with preconceptions shaped by their teachers understanding of their relevance to the school curriculum. You can of course, just tell students that you are showing the video episodes to introduce a unit on geography and cyberspace, and in most cases that should be sufficient preparation for viewing. quoted in Rucker, Rudy, Sirius, R.U. and Mu, Queen (eds) Mondo 2000: A User's Guide to the New Edge Thames and Hudson, London, p. 250
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