Itinerary #5 Rewind - What do people say about our project on Twitter?

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Itinerary #5 Rewind - What do people say about our project on Twitter?
Itinerary #5      Rewind

                                                                       Competences

                                                                       2.1 Interacting       4.3 Protecting
                                                                           through digital       health and
                                                                           technologies          well-being

                                                                       2.4 Collaborating
                                                                           through digital
                                                                           technologies

                                                                       2.5 Netiquette

                                                     Tags                                    Time frame       Audience

                                                     •   Mistakes                            6 hours          Age: 16 and over
                                                     •   Hate speech
                                                     •   Bullying
                                                     •   Reparation
                                                     •   Problem solving
                                                     •   Photography

Copyright Dontnod Entertainment / Square Enix

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Itinerary #5 Rewind - What do people say about our project on Twitter?
Overview                                                                                         Objective                                          discovers she has the power to go back in
                                                                                                                                                    time. Thanks to this ability, Max saves her
In his book, ‘Grammatica della Fantasia’        at the heart of this pedagogical itinerary.      The objective of the activity is to                childhood friend Chloe, who was about
(The Grammar of Fantasy), Gianni Rodari         Max is an 18-year-old photography                encourage participants to reflect on their         to be killed by a boy who was threatening
wrote "In every error lies the potential        student. She discovers that she has the          online behaviour. Questioning oneself,             her. Reunited, together they will begin an
for a story". Error is a fundamental part       power to rewind time at will, so her choice      admitting one's mistakes and trying to             investigation in search of a missing girl,
of growth: life proceeds via making             leads to a different course of events. At the    remedy errors in behaviour are essential           Rachel Amber, Chloe's best friend, but
attempts, and if we never made a mistake,       beginning of the game Max foresees the           elements for developing the ability to             nothing is what it seems. At the end of the
we would not evolve. It is particularly         arrival of a terrible storm and will have to     communicate correctly online. Through              episode Max finds that the tornado she
important to acknowledge this idea during       use her ability to save the city.                the videogame ‘Life is Strange’, which             dreamed of will hit the city in 4 days' time.
adolescence, especially with regards                 The player's actions thus influence the     focuses on the possibility of going back               In the game, there are also puzzles and
to relational aspects. The process of           course of the story, which can be rewritten      in time and the use of the photographic            multiple choice dialogues, in which the
recognising one's mistakes, understanding       whenever they decide to rewind time. In          media, and via its narrative potential, the        player decides how Max must interact with
their scale and consequences, and trying        life this is impossible, but we can learn        participants analyse their way of being            the other characters. Very often these are
to remedy them, is fundamental to the           from our mistakes.                               online and at the same time investigate            "moral" choices: Max finds herself having
development of healthy interpersonal                 Like Max, the participants will also        how to learn from their mistakes and how           to decide whether to tell the truth or lie,
relationships.                                  look at reality through the medium               to try to fix them.                                make fun of someone who has bullied
    This pedagogical itinerary aims to          of photography, which will be the tool                                                              her or console them, take the blame for a
address the issue of error in relation to       through which they will reconstruct the                                                             friend or not.
hate speech online.                             history of their mistakes and identify           Requirements                                           Life Is Strange also deals with
    Especially among young people,              strategies to remedy them.                                                                          the concept known as the ‘Butterfly
online hate speech can often arise as an                                                             Life is Strange - episode 1 "Chrisalis".       effect’: when Max uses her powers to
emotional reaction to a given situation:                                                         Life is Strange is a multi-platform                modify even a small thing, it can cause
for example, during video games, it                                                              video game developed by DONTNOD                    macroscopic consequences. This effect
is common for players to vent their             Context                                          Entertainment and produced by Square               is highlighted in the game via a butterfly
frustration over a defeat with statements                                                        Enix. The game is downloadable from Play           that appears on screen when the player
that they normally would not otherwise          The activity can be carried out at school        Store and Apple Store and can also be              is making decisions that will then have
employ, underestimating their reach. Yet in     or in an informal space. It is necessary to      played on a tablet or mobile phone.                repercussions.
our online life, what we write or do takes on   be able to take photographs and move                 The first episode is free, while the
a "permanent" dimension: it is practically      around a large space (several classrooms,        following must be paid for.
impossible to remove content, even when         external areas...)
we regret it or change our minds. This                                                               The plot of the game
creates the perception that once you have           Cautions:                                    Max Caulfield has won a place at the
produced content that may have negative         •   Life is strange contains sensitive themes,   Blackwell Academy, a very prestigious
consequences, you cannot do anything                such as bullying, murder and drug use.       photography school, where she will be able
about it. Reflecting on the consequences            This should be taken into account when       to complete her final year of high school
of our words is important, along with               presenting the game to teenagers.            education and continue her studies. The
identifying strategies for remedying them.                                                       school is located in Arcadia Bay, the coastal
    Everyone makes mistakes and wishes                                                           village where she grew up, which she had
they could rewind reality, or have the                                                           left 5 years earlier. When classes start, in
chance to do it all over again. This is what                                                     the middle of autumn, Max has a terrible
happens to Maxine Caulfield, protagonist                                                         nightmare that heralds the arrival of a
of "Life is Strange", the episodic videogame                                                     tornado that will destroy the city. She also

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Itinerary #5 Rewind - What do people say about our project on Twitter?
Working Methods                                                                                    Working Methods

The central theme of the activity are            and end of each session, the activity             Segment 1
mistakes. We believe that having an              leader invites the participants to arrange
exclusively punitive stance towards              themselves in a circle and proposes an                Overview                                        once more.
those who make mistakes, perhaps                 introductory or final activity. The use of        Through movement activities, interviews
manifesting violent behaviour on the net,        physical techniques also contributes to           and the introduction to the game "Life is               First discussion: the rewind.
is counterproductive. We would like those        increasing the climate of trust among the         Strange", participants work on the theme            The activity leader asks the participants if
who participate in this activity to have         participants.                                     of the relationship between actions and             they have ever wished to go back in time
the opportunity to analyse and question              The use of photography allows                 their consequences.                                 and introduces the theme of the butterfly
their behaviours in a constructive way,          participants to focus on the effect their                                                             effect. The participants, divided into pairs,
investigating the consequences that              action has on those who see it, allowing              Time: 2 hours                                   discuss this issue.
their own misconduct may have on other           them to develop the ability to decentralise                                                               The activity leader may distribute a grid
people and identifying strategies to             their gaze.                                          Media                                            to facilitate the discussion:
remedy these.                                        Teamwork plays a central role in the          Video game Life is Strange ep. 1 Chrysalis          • Have you ever wished to go back in
    To work effectively on this issue,           activity. Playing the videogame in a group                                                                time?
participants must feel welcome and free          facilitates the improvement of dialectic              Equipment                                       • On what occasion?
to speak frankly about their mistakes            abilities and a metacognitive reflection on       •   a room where participants can move              • Do you think it would be a good thing to
in a relaxed and non-judgemental                 the themes introduced by the game.                    freely                                              have this power?
atmosphere.                                          Sharing responsibilities, and developing      •   photocopies with the outlines of the            • Which are the mistakes that you would
    To this end, it is necessary to pay          strategies and choices together in an                 pair discussion                                     avoid repeating?
close attention to the setting in which the      open and non-judgemental context                  •   cell phones with cameras. They can be
activities take place. Creating time for an      favours the creativity of the participants            those of the participants, or they can             At the end of this activity, the
initial welcome and a final moment to say        and the identification of more effective              be provided at the beginning of the             participants talk freely on the topic, while
goodbye helps to create the perception           strategies.                                           workshop                                        the activity leader notes the emerging
of a protected space, in which you are                                                             •   whiteboard or flipchart to record               ideas on the blackboard.
free to express yourself: at the beginning                                                             collective discussions
                                                                                                   •   tablets or mobile phones to play ‘Life is          Life is Strange, the game
                                                                                                       Strange’                                        Participants divide into groups of 4 and
                                                                                                   •   sheets of paper, pens                           play ‘Life is Strange’ for about 30 minutes.
                                                                                                                                                          Within the group, participants have
                                                                                                        Presentation                                   defined roles:
                                                                                                   Participants arrange themselves in a                • One is responsible for making the
                                                                                                   circle. The first person makes a gesture to            protagonist move
                                                                                                   the partner on his/her left, who receives           • One is the final decision maker, who
                                                                                                   the gesture and replicates it, modifying               intervenes if there is disagreement
                                                                                                   it slightly, towards the next companion,               among the other players
                                                                                                   until the circle is completed, with the             • One is responsible for time management
                                                                                                   first participant receiving the final               • One has the function of the group
                                                                                                   "transformed" gesture. At this point, this             memory, recording everything that
                                                                                                   participant will send the gesture back in              happens
                                                                                                   the other direction, producing a "rewind"              At the end of the 30 minutes, the
                                                                                                   effect, until they receive the initial gesture      activity leader asks the participants where
                                              Copyright Dontnod Entertainment / Square Enix

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Itinerary #5 Rewind - What do people say about our project on Twitter?
they have got to and what has happened.        •   Have you ever encountered it? What            Working Methods
Those responsible for group memory take            did you do?
the floor.                                                                                       Segment 2
   Guideline for discussion:                         The activity leader asks the participants
• How far did you get in the game?             if, in their online life, situations have ever       Overview                                        the list of situations that emerged from the
• Was it easy to make decisions? How           arisen in which they would like to go back        through the use of photography as a                previous session along with the final photo
   many times did the final decision           and change the course of events. Sheets           narrative tool, participants explore the           and asks the participants if the breakdown
   maker intervene?                            are distributed to participants on which to       concept of error.                                  by themes is correct in their opinion. Any
• Within the game, there are also "ethical"    describe such events. Participants arrange        		                                                 adjustments deemed necessary are
   questions about how to behave with          themselves in a circle and the activity              Time: 2 hours                                   made.
   others, which phrases to choose. How        leader reads the above situations aloud.
   did you solve them? In your opinion,        Whenever a participant identifies with or           Media                                            The activity leader shows the participants
   which responses were the most               recognises one of the proposed situations         photography sites (see sitography)                 some photo galleries: there are many ways
   effective? Why?                             as familiar, they take a step forward within                                                         of telling stories through photography
• And in your online relationships, have       the circle.                                           Equipment                                      - a single shot may be sufficient, or an
   you ever behaved in a way that is                 In the end, the activity leader asks the    •   video projector and computer with              entire sequence may be required; a
   different from that which you consider      participants to observe how their position            Internet connection                            metaphorical style may be adopted, or a
   "right", or suffered or witnessed hateful   within the circle has changed and takes a         •   it may be useful to create a cloud             more descriptive one; the focus may be on
   comments? How did you behave? How           photo.                                                folder in which to store the materials         a detail, or a broader perspective...
   did you react? How did the person on the          The sheets recounting the situations            produced by the participants
   receiving end of such comments react?       are kept by the activity leader.                  •   cameras or cell phones with cameras                Stories of mistakes
• If you were in the wrong, did you realise                                                      •   possibility of going to places outside         Working groups are formed. The activity
   it right away? What made you realise                                                              the room where the activity is taking          leader asks the participants to form
   that you were making a mistake?                                                                   place in order to take photos                  groups based on the themes into which
                                                                                                 •   presentation with transcription of the         the stories of the different situations have
   The activity leader explains what hate                                                            situations from the previous meeting,          been organised. The participants freely
speech online consists of:                                                                           subdivided by theme by the activity            choose which theme to work on, but the
                                                                                                     leader. Some examples of themes can            groups must not be composed of too
                                                                                                     be:                                            great a number of people: if necessary,
                                                                                                     - racist insults                               various groups can work on the same
                                                                                                     - body shaming                                 topic.
                                                                                                     - homotransphobic comments                     Each group will work on the construction
                                                                                                     - sexist comments                              of a photographic narrative regarding
                                                                                                                                                    the chosen theme. They can decide
                                                                                                 The second session is introduced.                  whether to take inspiration from the topic
                                                                                                 Participants are arranged in a circle, for         in general, tell a story "from scratch", or
                                                                                                 the initial greeting.                              recount one of the episodes on the sheets.
                                                                                                 Like Max, the protagonist of the video             The members of each group choose what
                                                                                                 game, who makes regular use of selfies,            they will tell and divide up, each with their
                                                                                                 each of the participants poses as if they          own camera / mobile phone, to take shots
                                                                                                 were taking a selfie that represents their         that for them deal with the theme. After
                                                                                                 mood.                                              about 20 minutes, the groups come back
                                                                                                 The activity leader shows the participants         together and each member shows their

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Itinerary #5 Rewind - What do people say about our project on Twitter?
shots to the others. These are the photos       Back in a circle, the participants take turns     Working Methods
from which the group will create their          posing for a new selfie that illustrates their
photographic story.                             mood at the end of the activity                   Segment 3
Once back in the groups, the participants
work on developing their idea:                                                                        Overview                                         participants the stories of the mistakes.
• What "style" do they decide to adopt?                                                           In real life, it is true - there is no going back    Divided into the same groups as in the
• Do they want to tell a story through                                                            to change our actions or the course of               previous meeting, the participants look
   metaphors? Or in a more realistic way?                                                         events. However, it is important to learn            at the photos taken by the others on their
• Will they use a single shot or a                                                                from our mistakes and look for a way to fix          own mobile phones and try to reconstruct
   sequence?                                                                                      things                                               the story they tell.
                                                                                                                                                           A moment of discussion follows in
The groups, together this time, create their                                                          TIme: 2 hours                                    plenary where each photo is analysed and
photographic stories recounting a mistake.                                                                                                             the subgroups provide their interpretations
The participants give their story a title.                                                            Equipment                                        of the stories.
At the end of the activity, the groups send                                                       •   A3 sheet of paper                                    The activity leader asks the participants
their photographs to the activity leader or                                                       •   as many marker pens of one single                how they could act to try to remedy the
upload them to the shared folder.                                                                     colour as there are participants.                errors recounted, since it is not possible to
Photographs are shown in plenary to all                                                           •   Space to work in groups                          go back in time.
participants.                                                                                     •   Cameras or cell phones with cameras                  Each group works on its story and,
                                                                                                  •   Projector connected to computer with             trying to draw inspiration from the
                                                                                                      Internet access                                  "readings" proposed during the plenary,
                                                                                                                                                       brainstorms reparation strategies, which
                                                                                                  Initial greeting: the participants arrange           will be told through new photos.
                                                                                                  themselves in a circle, this time sitting                Groups upload photos to the cloud
                                                                                                  cross-legged on the floor. The activity              folder.
                                                                                                  leader distributes to each a marker                      There follows a final moment of sharing
                                                                                                  of the same colour and places an A3                  in plenary in which all the photographic
                                                                                                  sheet in front of the first participant.             stories, with their conclusions, are
                                                                                                  This participant draws a pen-stroke on               projected and commented upon by the
                                                                                                  the sheet and passes it to the person to             whole group.
                                                                                                  their right, who adds a new pen-stroke               The participants sit in a circle and, passing
                                                                                                  to the previous one. The sheet passes                around the initial sheet with the collective
                                                                                                  around all the participants, who each                drawing, each write a word or phrase on it
                                                                                                  add a new element, to create a collective            that summarizes the activity for them.
                                                                                                  drawing, in which the pen-stroke of each
                                                                                                  participant merges into that of the next.
                                                                                                  Participants give it a title. Short de-
                                                                                                  briefing on the transformative power of
                                                                                                  the collective effort.

Copyright Dontnod Entertainment / Square Enix

                                                                                                      The activity leader shows the

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In a nutshell                                   Sources/Links

Everyone makes mistakes and adopts the          •   ‘Life is strange’ www.youtube.
wrong attitude on occasion, especially in           com/watch?v=AURVxvIZrmU&ab_
online interactions: indeed, in this context,       channel=GameSpot
it is difficult to immediately realise the
consequences of our behaviour toward                Ideas to show participants the different
other people. However, it is necessary to           ways of telling through photography:
learn from our mistakes, analyze them and       •   Daguerre en.wikipedia.org/wiki/Louis_
find strategies to remedy them.                     Daguerre
                                                •   Cartier Bresson www.
                                                    henricartierbresson.org/en/
Additional options / Variations                 •   Duane Michals www.dcmooregallery.
                                                    com/artists/duane-michals/series/
During the second segment, it may be                sequences
suggested to participants that they             •   Gillian Wearing www.artnet.com/artists/
attribute a title to the photographic               gillian-wearing
stories in plenary. This makes it possible      •   Diane Arbus www.artnet.com/artists/
to focus on the intercultural value of the          diane-arbuS
artistic proposals. An image that has one       •   Elliot Erwitt www.magnumphotos.com/
meaning for one person can have a totally           photographer/elliott-erwitt
different one for another, and both are         •   Anna Boyiazis www.annaboyiazis.com         Copyright Dontnod Entertainment / Square Enix
legitimate. Attributing legitimacy to others'
perceptions is a very important element in
counteracting online hate speech.

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