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Resources
- Discussion Papers
The
Book, The TV Series, The Web Site ...
Teaching and learning within the communicational webs
of popular media culture
Helen
Nixon, Centre for Studies in Literacy, Policy and Learning Cultures, School
of Education,
University of South Australia, Underdale
A keynote
address presented at the 2001 AATE/ALEA Joint National Conference

Helen Nixon
ABSTRACT
In
this paper I speculate about the implications for literacy educators of
the concept of communicational webs (Kress, 2000). I make specific reference
to the changing media, modes of communication and meaning-making practices
likely to be engaged in by children and adolescents as they operate within
the communicational webs of popular media culture structured by books,
magazines, film, television and web sites. Examples are drawn from Dawsons
Creek and Teletubbies.
KEY
WORDS
Education,
Literacy, Popular Culture, Media Education, English Curriculum.
INTRODUCTION
The
theme for my talk - "The book, the TV series and the Web site"
- arises from my interest in young peoples engagements with popular
media culture and information and communications technologies (ICTs).
In this talk I want to focus on the ways the book, popular media culture
and ICTs come together in the worlds of many children and adolescents.
I
have been thinking about childrens interest in and engagement with
the traditional and new media during Term 2 this year as I was observing
students in the middle years at work in their English classrooms. As part
of what we have called the electronic writing project, I was
observing what happened in a Year 8 class in a low socio-economic area
of Adelaide. Their English teacher was working with the assistance of
a resource person from our state education departments the Technology
School of the Future (http://www.tsof.edu.au/LT.SA/) to integrate ICTs
into the English curriculum. In that classroom students were working in
groups to make i-movie versions of poetry they had written. I-movie is
Macintosh compatible software that allows students to edit digital text,
images, sounds and music into professional looking movies. These can either
be played on a large screen from the computer through a projector or can
be downloaded into analogue form and played on VHS VCRs.
Its
too premature to talk in any detail about the literacy implications of
this project. However, I was struck by the tensions felt by the teacher
about what was and was not proper work for the English classroom.
She was, for example, feeling guilty that she was devoting less time teaching
the novel. I was also interested to note that some of the distinctions
the teacher wanted to maintain between books and other media seemed fairly
irrelevant to her students. On their classroom walls, writing from earlier
in the year routinely alluded to the television programs Buffy the
Vampire Slayer and South Park. In their discussion of how their
new poems might look when published in multimedia form, student suggestions
for imagery and effects made reference to Buffy the Vampire Slayer,
the music of Eminem and the soundtrack of the film Gladiator. Conversely,
in the computer room, as students waited for their turn to be shown some
of the resources they could use as sound or graphic designers for their
new multimedia text, one student ignored his computer screen completely
and turned his attention to the book he carried with him, the book of
the film Raiders of the Lost Ark. Meanwhile, at other computer
workstations, I saw copies of Oliver Twist and the Harry Potter
books lying idle for the moment. That is to say students used the media
most appropriate to their current purposes, switching effortlessly between
the book and the computer. It wasnt an either-or situation for them.
They did not regard one medium as superior than the other. This has also
been borne out in the discussions weve had with them so far.
These
observations may not surprise teachers of many 10 to 15 year-olds across
Australia. Today I want to explore some hypotheses about this phenomenon
and some of the teaching and learning implications that might follow from
it. In particular, I want to think about the complex interrelationships
that now exist between the range of meaning-making resources that young
people engage with inside and outside school.
THE
NEW COMMUNICATIVE ORDER AND COMMUNICATIONAL WEBS
Within
the fields of literacy and English education it is now commonplace to
argue that young people are experiencing changing literacy practices and
new forms of communication associated with computers and the new media.
As Brian Street (2001) has noted in a recent book called Powerful Literacies,
teachers are educating children for life in a new work order
as well as a new communicative order. Both the new work order
and the new communicative order are tied up with economic and cultural
globalisation and the convergence of old media with new information and
communication technologies (ICTs). Street writes that one of the consequences
of the new communicative order for literacy education is that children
are:
going
to have to learn how to handle
. the iconic systems evident in many
communicative practices. These include the kinds of icons and the signs
evident in computer displays like the Word for Windows package, with all
its combinations of signs, symbols, boundaries, pictures, words, texts,
images, etc (Street, 2001, p. 15).
It
seems to me English/literacy educators are unable as yet to anticipate
all the complexities and implications of such shifts in communicative
and meaning-making practices and from verbal to visual modes of communication
(Kress, 1997, 2000; Kress & van Leeuwen, 1996) and I imagine that
these issues will continue to exercise our minds for some time to come.
Where
can we turn to help us think through the theoretical implications of the
new communicative order and associated changing meaning-making practices?
I find the work of Gunther Kress very helpful in this regard. In a paper
called "A curriculum for the future", Kress (2000) considers
the new practices of communication and meaning making that young people
now engage in. He argues that children today experience communication
in what he terms new communicational webs. He suggests that
these communicational webs have implications for how young people become
literate, and for how educators might need to design appropriate literacy
and English curriculum for the future. Kress illustrates his notion of
communicational webs using a description of the communication and literacy
practices of a 12-year-old boy and his 10-year-old sister. He writes:
The
12 year old boy who spends much of his leisure time either by himself
or with friends in front of a playstation, lives in a communicational
web structured by a variety of media of communication and of modes of
communication. In that, the screen may be becoming dominant,
whether that of the TV or of the PC, and may be coming to restructure
the page. The visual mode may be coming to have priority over
the written, while language-as-speech has newer functions in relation
to all of these. The media in this web would be TV, PC, playstation, magazine,
book, talk and Internet web sites. The modes of communication would be,
probably dominantly, image, then writing, then talk. In contrast, the
12 year olds 10 year old sister is likely to live in a quite differently
structured communicational web; yes TV and PC figure, but quite differently.
Instead of the books on science fiction (derived from playstation games)
or books on games themselves, there might be much more conventional narratives,
and the magazines might be absent. Talk would figure more prominently,
as would play of a self-initiated kind. (Kress, 2000, p. 143)
Kress
points out that it is possible that the communicational webs of school
and beyond school are differently structured, perhaps more so for the
12 year old boy than the 10 year old girl. He suggests that communicational
webs are likely to be different in different contexts and for different
children of different ages.
Thus
Kress alerts us to the possibility that there may be different manifestations
of age and gender inclusion and exclusion in electronically mediated learning
contexts than in traditional print-focused classrooms. As classroom based
studies have shown, even young people of the same age have a range of
different profiles as technology users. For example Upitis (1998) categorised
adolescents characteristics as computer users into seven types or
profiles that she labelled hackers, game players, game creators, reluctant
users, luddites, eager users and sporadic users. In another study, Vered
(1998) showed how girls and boys demonstrated quite different patterns
of social interaction and communications practice around computers even
when they self-selected what they did and who they engaged with. Girls
and boys took up and refused different opportunities, pursued different
goals, and operated differently as individuals and groups while engaged
in computer-based activity. Thus it seems likely that childrens
differing access to and dispositions towards the media and
ICT-related communication and culture may provide particular challenges
for the development of an inclusive curriculum for the future (Nixon,
2001).
Another
point to note from the Kress quotation cited above, is that although childrens
communicational webs may include the medium of the book, the screen may
be becoming dominant and may be restructuring the page. Similarly, the
visual mode of communication may be gaining priority over the written
mode. Using examples drawn from contemporary science textbooks, Kress
shows that visual images are used to convey central information. They
carry the meaning. Visual images are no longer merely illustrations that
serve to support or explain print as they have been in the past (Kress
& van Leeuwen, 1996). For Kress it follows that in order to develop
and teach an appropriate literacy/English curriculum for the future, educators
need to think differently about how children communicate and make meaning
in a world of communication no longer centred on the page and the printed
book. Moreover, he suggests it may be necessary for educators to explore
the communicational webs in which young people operate and investigate
the practices they engage in as they do so.
Kress
contends that research needs to be done into how some of the new media
forms and modes of communication are actually experienced by children
in their daily lives as they operate within communicational webs. However,
it is by no means obvious how this might be achieved, nor what curriculum
and pedagogical implications might follow from it. Certainly ethnographic
work with children inside and outside classrooms presents a range of challenges
and, judging from my present experience on the electronic writing project,
the difficulties of collecting useful data from observations of and interviews
with children are amplified when computers are involved. While acknowledging
the complexities of conducting the kind of ethnographic research Kress
suggests is needed, I want to go on in the next section of this paper
to suggest that the examination of television program web sites - and
changing media and modes of communication they illustrate may inform
our understanding of communicational webs.

COMMUNICATIONAL
WEBS AND POPULAR MEDIA CULTURE
But
first, let us consider what we already know about the forms of media and
modes of communication with which children and adolescents engage, and
why this information might be important. Recent studies conducted in the
UK and North America (Buckingham, 2000) and in Australia (ABS, 2001; A.C.
Nielsen, 2001; Burton, 1999) suggest that television remains central to
young peoples leisure time. This is not surprising in Australia
given that in 2000, 62% of homes had two or more television sets, 64%
had one VCR and 24% had two or more VCRs (AC Nielsen, 2001). Although
the time spent watching television has decreased marginally in the last
few decades for children aged 5-12 and teens aged 13-17, the extra time
is largely spent engaging with other newer media such as video games or
chat rooms on the Internet. Australian Bureau of Statistics (ABS, 2001)
figures for Childrens Participation in Cultural and Leisure Activities
in April 2000 show that the main leisure activities for young people aged
between 5 and 14 were watching TV or videos, playing electronic or computer
games and bike riding. Participation rates ranged from 31% participation
in art and craft activities to 97% for watching TV and videos. During
or outside school hours, 95% of children aged 5-14 used a computer and
47% had accessed the Internet within the previous 12 months. They had
been:
- using
email or chat rooms (51.5%)
- playing
games (39%)
- using
the web for school or educational (82%) purposes
- browsing
the internet for pleasure (49%)
- using
the internet for other (6.3%) purposes.
Similarly,
a recent national sample of students in 399 schools found that 85% of
all students used computers outside schools, more than half the students
(65%) knew how to connect to the web, and 38% could make a web site or
a home page (Meredyth et al. 1999). It seems the media engaged with by
most young Australians resemble those engaged with by the 12 and 10-year-old
children described by Kress.
What
do such statistics mean? As David Buckinghams (2000) research suggests,
figures like this, when combined with empirical research, tell us that
the electronic media play an increasingly significant role in defining
the cultural experiences of contemporary childhood. Buckinghams
research in the 1990s focused on children and television. However, in
his recent book After the Death of Childhood, he makes the case
that the new media such as video and computer games and other
forms of multimedia are likely to play no less significant a role in defining
childrens cultural experiences in the coming years. Alongside the
old media of television, the new digital media
now constitute powerful new sites of education and resources for meaning
making (cf. Morgan, 1995). Despite such research, school curriculum has
by and large failed to capitalise on childrens interests in and
knowledges about television and other newer media. Some researchers in
the field of literacy education argue that this neglect has been to the
detriment of many young people of school age (e.g. Bean, 1998, Dyson,
1997, Marsh, 2000, OBrien, 1998). It is argued that for some children
there is a large gap between home literacies and school literacies that
might be bridged by the integration of popular culture into the curriculum.
Other theorists point out that mobile technologies in particular "radically
destabilize the institutional contexts in which pedagogical and other
power relationships are achieved" (Holmes & Russell, 1999). According
to this argument, the home and the school are becoming less distinct from
each other as locations for the development of literacies
associated with new media.
Dysons
(1997) extensive longitudinal studies of the writing processes of third
and fourth grade students in the USA shows how children appropriate popular
media cultural forms such as sports broadcasts and rap music. She has
shown that there are at least five things which children appropriate from
the media. These are:
- content
- communications
forms
- graphic
conventions
- voiced
utterances
- ideologies.
Dyson
argues that there are benefits for students when teachers find ways to
take advantage of childrens appropriation and transformation of
media content and conventions in their writing. She advocates that teachers
allow children to play around with what they bring to the classroom from
the commercial world of the media and popular culture as an important
step towards the production of powerful writing. This might mean allowing
the acting out of stories before writing, allowing children to play with
voices, to present poetry as performance and so on. Thus she suggests
that teachers work with students obvious pleasures in popular media
culture while remaining aware that they may also be taking up particular
ideological positions in relation to race, class and gender that are on
offer. In Australia Ray Misson (1998) has argued the necessity - but also
the complexity of English curriculum that works with the principles
of both pleasure and ideology critique.
Jackie
Marshs research in the UK supports the view that the introduction
of popular culture into the curriculum has very positive benefits for
the literacy development of young working class children. With co-researcher
Elaine Millard, Marsh (2001) showed how classroom borrowing of comics
in Reception, Year 1 and Year 3 helped some children to read both print
and visual elements of texts, a requirement that was replicated in school
textbooks. It also provided opportunities for children who had been quiet
and shy to contribute to discussions about reading. Many of these were
girls. The interactive nature of the comics (e.g. as provided by puzzles
and pictures to colour in) was their most popular feature for students
in both Reception/Year 1 and Year 3 classes (Millard & Marsh, 2001,
p. 32).
In
another project in two nursery schools in Northern England, Marsh (2000)
investigated the introduction of literacy activities related to the television
program Teletubbies. She found that the incorporation of these
popular cultural texts into the curriculum provided motivation and excitement
for many children, some of whom were not usually participants in talk
and writing activities. The activities introduced into the curriculum
included:
reading
Teletubby custard recipes, writing Tubby recipes for a range of food,
reading Teletubby comics, making Teletubby comics, writing letters to
the Teletubbies, writing Teletubby stories and designing advertisements
to place in the Teletubby comics. The activities were set up and children
were free to choose them. (Marsh, 2000, p. 122)
Marsh
found that "the Teletubbies had induced children who were normally
disengaged with literacy events in the nursery to read and write"
(p. 125). With a few exceptions, these were working class boys. Thus Marsh
found that the use of texts from popular culture in the curriculum and
the integration of home experiences with school literacy provided young
children with a means of locating new understandings within a familiar
discourse.
Research
shows that this can also be the case for many older children who stop
reading as much in the middle years of schooling - even if only temporarily
- to spend more time engaging with popular cultural forms and in social
interaction with peers (Bean, 1998; OBrien, 1998). These findings
are supported by recent research into young Australians reading
and other leisure pursuits that showed there was a marked gap in positive
attitudes to reading between primary and secondary aged students (Australian
Centre for Youth Literature (ACYL), 2001). As Bean (1998) and others have
noted, just at the age when young people are more inclined to respond
affectively to their surroundings, the school curriculum requires them
to engage in reading and writing for academic rather than affective purposes.
Popular culture, on the other hand, provides them with material against
which to test their identities and with which to connect socially with
liked-minded peers. Audience research into the reading and viewing patterns
of children and young adolescents suggests that young people use popular
culture as one way to learn about and identify with people
who are several years older than they are (Buckingham, 2000). Pre-teens
viewing choices are informed by a broad sense of a 'teen' lifestyle, to
which many of them aspire, even when they dont yet see themselves
as teenagers. It also seems important for certain children to demonstrate
that they are in the know and can get the joke,
innuendo and references in some programs enjoyed by older viewers. It
is important to them that they are regarded by peers and adults as grown
up and sophisticated (Davies et al., 2000, pp. 14-15).
The
importance of popular media culture to young people was acknowledged in
the report Young Australians Reading (ACYL, 2001). The report recommended
attempting to reach young people aged 10-18 with positive messages about
reading through cinema, TV and magazines, and by linking interactive Internet
sites about books to other popular sites. The rationale of this approach
is supported by ABS (2001) information about childrens leisure and
cultural pursuits gained from surveys of 9,700 households. During or outside
of school hours, 95% of 5-14 year olds use a computer. 49% of home computer
users aged 12-14 and 35.8% of those aged 9-11 spend time accessing the
Internet. Other surveys of media use suggest that young peoples
Internet use is primarily associated with popular media culture. Many
of the web sites and chat rooms visited by young people relate to their
interests in other media such as music, film, television and video and
computer games (Burton, 1999). Fan web sites of all kinds are particularly
popular with young web users.
It
is my argument today that the examination of such web sites can inform
us about some of the changing media, modes of communication and meaning
making resources that constitute the communicational webs in which children
and adolescents operate. My discussion is exploratory. It is not intended
as an uncritical promotion of commercially produced web sites. My aim
is limited to pointing out some of the features of communicational webs
that I believe bear closer critical examination by researchers, teachers
and students alike. In the final two sections of the paper Ill illustrate
my points with reference to the web sites of two television programs that
target two different demographics: Dawsons Creek and Teletubbies.
[1]
Inter-relationships
between the book/magazine, the TV series and the web site
I
have suggested that many of the communicative practices in which young
people engage in their leisure time are very different from the practices
on offer in most classrooms. This is despite the fact that popular cultural
forms constitute significant new sites for learning and resources for
meaning making. I find this a compelling reason for the purposeful introduction
of popular cultural material into the classroom, despite the potential
hazards of working with material that some young people may consider their
own domain, or that some adults may consider inappropriate. I realize
that many popular cultural texts raise value-laden issues of an aesthetic,
ethical and moral nature, but this is not my focus today (see Giroux,
1994; Misson, 1998; Nixon, in press).
I
now want to use two web sites to explore some of the complex inter-relationships
that exist between the book or magazine, the TV series and the web site,
and make the argument that such web sites can provide a useful base for
research and teaching and learning about communicational webs.

The
communicational webs of adolescents
One
site that I have been visiting over the last few years is the official
web site of the teen television drama Dawsons
Creek. From creator and executive producer Kevin Williamson the
television series Dawsons Creek focuses on the everyday lives
and teenage angst of a group of young people (originally aged 15-16 years
of age) living in Capeside, a small fictional harbourside town in Massachusetts,
USA. For over three series now audiences have followed the main character
Dawson Leery (James Van Der Beek), along with his childhood friends Joey
Potter (Katie Holmes) and Pacey Witter (Joshua Jackson) and several other
regular senior high school characters as they find ways to establish and
maintain friendships, to establish autonomy from parents and peers, and
come to terms with sex and sexuality. In the current and fourth series
the characters are in their senior year of high school (and graduated
on Adelaide screens on July 5, 2001).
First
broadcast in the USA in 1998 and in Australia in 1999, Dawsons
Creek quickly established a high level of popularity among young audiences.
And this popularity has not been confined to the medium of television.
Official spin-off books in the young adult book category (Pocket Books)
began publication in 1998 and these have now been supplemented by the
Dawsons Creek Suspense Series. Nor has the popularity of the series
waned. AC Nielsen research shows that in the year 2000, Dawsons
Creek rated as the fourth highest television series among Australian
viewers aged 13-17 years (behind Friends, Popstars and Spin
City). The longevity and global appeal of the program is reflected
in the fact that several years after its launch, photographs of the main
characters continue to feature on the covers of media and teen magazines
the world over, including the Paris TV guide (September 23-30, 2000) and
the Canadian version of the new magazine title Teen Vogue (Spring,
Canada 2001).
The
program continues to receive extensive cross-media exposure and has created
multiple media spin-offs. There have now been two successful music CDs
of Songs From Dawson's Creek produced by Sony Tri-star, makers
of the TV series. Every one of the young actors from the central group
of characters has appeared in at least one feature film. Their cross-over
from television to film has been facilitated by creator Williamsons
career as a scriptwriter of high-grossing teen horror films
Scream (1996), Scream 2 (1997) and I Know What
You Did Last Summer (1997). In addition, Columbia Tri Star Interactive
(Sony), the company behind Dawsons Creek and its CDs, also
produces films that feature roles for the series characters (e.g.
the film Go in 1999 for Katie Holmes). Such cross-overs are indicative
of the opportunities for capital investment in the Dawsons Creek
brand.
But
lets turn now to some of the features of the Dawsons Creek
site that may help illustrate Kresss concept of communicational
webs. What media other than television are represented or referenced on
the site? What modes of communication and meaning making are on offer
to site visitors? What kinds of communicational webs are implied by what
is made available on this site and therefore likely to be the kind of
webs engaged in by young television fans?
The site
home page includes the headings:
- Episode
Guide
- Web Stuff
- Chats
- Music
- Stars
- Gallery
- Shop
the Creek.
Assumed
to be of general interest to visitors is not only information about program
episodes, music and stars, but also opportunities to engage
with other viewers in chat sessions. In addition, there are opportunities
to collect images of the stars and the series from the Gallery
and to buy Dawsons Creek merchandise such as T shirts, caps,
diaries and books.
*(Show
home page: note information about the program in clip of the week, episode
guide, character updates, news and notes, etc. Note also extension material
such as Capeside High Online Yearbook, summer diaries, poll, etc. Have
not captured design elements of movement, e.g top of page in which a boat
and oar are rocking on the water, and a banner moving from left to right
signals that the program is broadcast Wednesdays @ 8pm on the WB).
Lets
return to our inquiry into what media and modes of communication are being
represented, referenced and cross-referenced on sites like this. Some
of the older media assumed to be of interest to site users include film,
television and music CDRom. The Dawsons
Creek Music Guide
contains an archive of information about music from the four series. Links
on this page enable users to access information about titles, lyrics and
artists, as well as play sound clips and music video clips.
*(Show
page: note competitions, awards, opportunities to suggest songs for particular
episodes, and have questions answered by composers. Connections are also
made to music from other teen TV programs, - e.g. Party of Five,
Felicity - and the page features clips of the program stars singing)
Some
of the newer media assumed to be of interest to users include web pages,
digital video and audio, the mobile phone and hand-held computer. These
are some of the new media structuring the communicational webs in which
todays teenagers operate.
*(Show
example: Web Stuff (www.dawsonscreek.com/web/index.html)
wallpaper, screensavers, e-cards that can be emailed to friends.)
*(Show
example: mobiles (www.dawsonscreek.com/mobile/
"Get the latest on Dawsons Creek from your cell phone or pda")
Users
clicking on the Mobile/PDA Channel link on the homepage are invited to
"Get the latest on Dawson's Creek from your cell phone or
pda". A hypertext then guides users through the steps required to
subscribe to and download the Dawson Channel on to personal digital assistants
(pdas) such as hand-held computers or wireless web-enabled mobile phones.
These
media also provide opportunities for engagement in newer modes of communication,
some of which are integrated into the site. These modes of communication
include:
- email
- internet
chat
- digital
movie-editing
- internet
gaming.
For
example, the Trivia Chat Challenge invites US viewers to tune in each
Thursday night to play a game in which they "go head-to-head with
other Dawson fanatics to see who really knows Capeside, and whos
pulling a Pacey".
WATCH
CAREFULLY, die-hard fans! All new Thursday Night Trivia questions will
be all about the episode that aired the night before. We'll be working
hard to stump you on the tiniest, most minute details from Wednesday night!
So pay close attention - and enjoy the New, even tougher Thursday Night
Trivia game!
The
characters desktop feature of the Dawsons Creek site
is also interesting in that it functions as a form of induction for young
fans into the whole gamut of activities now possible on desktop computers.
This is a fairly explicit example of the pedagogical function of such
web sites and the links between this function and commercial objectives.
What
are the desktops all about?
Ever
wish you could see inside someone's computer? Someone like one of your
favorite characters on Dawson's Creek? Well, here's your chance!
Each week one of four different desktops appears here-- Dawson's, Joey's,
Paceys or Jens! Between the episodes, you can delve into their
journals, emails, Instant Message chats -- even their trash cans! Just
click "Go" to enter. Once you're on the "desktop"
you can click on any of the icons, or just click "Begin". Like
on your own desktop, there are many ways to navigate. And since Dawson
and his friends are often online, there's something new every day!
*(Show
example: Dawsons desktop)
Similarly,
the Movie-Pro Mixer Shockwave software located on Dawsons
desktop allows users to edit and play pre-selected clips from the
series. The editing software allows users to combine music clips with
selected images and write their own text as closing credits. The films
that they produce on their own desktop can then be emailed to friends.
This facility offers the opportunity not only to try out movie editing
software, but also to try on the role of amateur filmmaker that the main
character Dawson Leery occupies in the TV program. Thus the web site continues
to offer users the kinds of subject positions that are offered in other
popular cultural forms such as magazines but also provides the tools by
which this identification can be taken to further levels of
involvement.
Elsewhere
on the web site can be found a personality test that informs
fans which character they most resemble. Teen magazines have offered similar
quizzes. Such features are attractive to pre and young teens in particular
because they enable the pleasures of trying on a range of
range of identities, attitudes and values. Although the web site includes
similar features (personality test, star and viewer diaries, private class
notes that the characters supposedly pass in class and web users
can email to friends, online year-book for signing, etc), the difference
between the magazine and the web site is that the latter makes integral
to this identity work the trying on of new media, and the
trying out of new forms of electronic communication.
*(Show
examples: Personality test on web site and quiz from Dolly (March
1999)).
(The
hugely popular web site of the television series Big
Brother would also have made an interesting study in this
regard. For example, the site contains opportunities for fining out intimate
details about participants and life in the Big Brother house. These include
diary entries for each day the house has been occupied and records of
the opinions and memories of evicted Big Brother participants.
In addition, the weekly updating of the site as well as invitations to
sample webcast streaming and participate in online polling, nominations
and voting, highlight the appeal for teenagers and youth of the very fluid,
interactive and mobile worlds associated with new media.)
The
Dawsons Creek site offers adolescents opportunities to experience
older forms of communication using reading and writing but also newer
multi-modal forms of communication that incorporate word, image and music.
They also provide opportunities for users to learn about new media forms
and to engage in various kinds of interactivity using several modes of
communication, some of which like wireless web casting - are probably
new to many of us. My point is that many of the communicational webs in
which todays adolescents operate outside school are likely to be
structured by media and modes of communication similar to those we find
represented here. And, as Kress has suggested, there are obviously implications
for how children who operate in such communicational webs become literate
and how these literacies might be incorporated into the curriculum.

The
communicational webs of young children
For
my second example of the complex inter-relationships between the book/magazine,
the TV series and the web site I have chosen the television program Teletubbies.
Co-produced by BBC Childrens Programming, BBC Education and BBC
Worldwide, Teletubbies is, like Dawsons Creek, situated
within global networks of multimedia marketing, even though its target
audience is aged between 18 months and 5 years. With the childrens
a market worth 2.5 billion pounds a year in the UK alone (Buckingham,
1998, p. 15), a program like Teletubbies means big business. Pre-school
television programs have long generated toys and other tie-in products
but are now also a major market for sell-through video, and for educational
books and magazines like those associated with programs such as Teletubbies.
My colleague Rosie Kerin, who owned an Angus and Robertson bookshop franchise
in Adelaide when they launched the Teletubbies merchandise, tells me that
the merchandise included small stuffed teletubbies, expensive ($60) talking
teletubbies, mugs, key rings, T shirts, CDs, book and tape sets, stamps,
stickers, plates, cutlery, child-size costumes, and books. She remembers
well-educated parents buying for their young children all four of the
expensive talking dolls. We can get a sense of the BBCs investment
in and profit from Teletubbies if we consider that 260 of the 25-minute
programs were commissioned for production at a total cost of 8.5 million
pounds sterling. Earning one third of BBC Worldwides revenue in
1997-8, Teletubbies must have brought in at least 250 million pounds
sterling for BBC Worldwide for that original 8.5 million pound investment
(Buckingham, 1998, p. 15).
What
can we learn about the communicational webs being constructed for young
children by examining the Teletubbies
web site? The first thing to notice is that some of its structural features
are very similar to the Dawsons Creek site. The site is divided
into four sections. The first three sections titled Playground, Activities
and Gallery, provide information about the program and possibilities for
interaction such as submission of coloured pictures and drawings to be
displayed in the Gallery. The third section, Goodies, provides information
about and opportunities to purchase Teletubbies merchandise. The
site includes additional links to a Newsletter and a separate section
for parents.
*(Show
home page)
The
site also functions as an archive about the program that includes press
releases and news stories that have appeared since the program was first
broadcast on March 31st, 1997. The creators Anne Woods and
Andy Davenport explain their inspiration for the program:
The
Teletubby characters were inspired by the idea of a soft toy which a child
clings to as emotional support and this was joined to the idea of technology.
"We did this by taking a television - the most magical piece of technology
for a child - and it put on the tummy of a soft toy. We developed the
characters from that, creating technological babies - the Teletubbies."
Unlike
the Dawsons Creek site which is likely to be visited mainly
by teenagers and young adults, the Teletubbies site makes specific
reference to the supposed educational value of the program
and therefore targets parents as well as children. Frequently Asked Questions
(FAQs) listed and answered on the site that address the educational nature
of the program include:
- What sort
of research was there?
- What was
the reason for the babyish voices?
- Why are
the inserts repeated?
- How important
is the sound in Teletubbies?
- Is the
audience being exploited?
- Should
young children be watching television?
I
find particularly interesting the creators defense of the program
on educational grounds. Some of their comments reproduced on the site
include:
"I
believe television and video are the most underestimated force in educating
our children in the technological age," comments Anne.
. Those
who say, I never let my child watch TV, are denying their
children an opportunity to learn."
Teletubbies
are extremely good role models: theyre active; theyre social;
they love each other; they support each other; they approach everything
with enthusiasm and with curiosity; and they are extremely positive. Whats
more, all the evidence is that when children watch television they are
not vegetating: they are dancing with the Teletubbies; they are singing
with the Teletubbies; they are answering back and telling the Teletubbies
what to do.
Teletubbies
is specifically designed to aid children's speech development. "Children
will find the Teletubbies attempts to speak funny and so they will
feel confident about joining in," explains Anne. "Like children
coming into the world, the Teletubbies know nothing. Children watching
know this: they see the Teletubbies as beings who know less than they
do."
"When
they see children in the filmed inserts in the Teletubbies' tummies having
experiences that reflect their own, they recognise their experience and
the experience of relating to even younger children. They will know what's
going to happen, so their joy when it does is part of helping to learn
how to make predictions - the critical part of learning." For that
reason the insert is shown twice during the episode, a simple televisual
equivalent to the repetition of favourite songs and books that every parent
knows delights children.
Teletubbies
is designed to develop thinking skills so that children will be ready
for more formal learning.
Because
such justifications sit well with common understandings of early childhood
development, they are likely to appeal to parents who want access to quality
television programming and quality educational material for their children.
However, the placement of such comments in the context of a BBC Online
website also lends support to BBC Educations recent incursion into
the online education provision of school curriculum (see http://www.bbc.co.uk/education/schools/).
In a small way the Teletubbies website does what BBC Schools Online
aims to do - support education provision in the home through media other
than books.
But
lets return to other features of the Teletubbies website
that can inform us about how the communicational webs of young children
are being structured by changing media and modes of communication. The
Activities section resembles closely the Teletubbies magazine.
(The educational magazine is what the industry calls a brand
extension of the television program (Buckingham, 1998).) The only
difference is that some activities on the website have to be printed before
they can be completed. Other activities, however, use the capabilities
of multimedia software to introduce sound clips.
*(Show
examples of magazine page and web page activities and print
and make.)
The
Goodies and Playground sections of the site, however, work much like the
Desktop and Web pages of the Dawsons Creek site in that they
induct users into the capabilities and use of the desktop computer and
online multimedia. In this context, the childs playground
is very clearly the space of the computer screen. The fun games and activities
to be played there are electronic and multi-modal in nature and introduce
the manipulation of graphics, sound and movement on the screen. At the
same time, the games listed software and hardware requirements induct
parents into the capabilities and requirements of computer systems.
*(Show
examples from Playground page).
The
games on the Playground page of the Teletubbies site include:
We
all fall down
Click on the Teletubbies to make them giggle and fall over! (Flash
100KB)
Who
spilled the Tubby Custard?
Help Tinky Winky solve the mystery after he discovers a trail of Tubby
Custard footprints and follows them all around Tellytubbyland. An interactive
story that you can control, which uses plain HTML- no plug-ins required!
(HTML 20K per page)
Magic
Colouring
Colour
in the Teletubbies without making a mess! (Java 100K)
The
Goodies page of the website supplements this kind of pedagogy about computers,
as do the Tips at the top right hand side of many of the web pages. For
example, the Goodies page asserts that it "has lots of cool things
for your computer". These include desktop patterns, sound clips,
Teletubby postcards and quicktime panoramas of the Tubbytronic Superdome
where the Teletubbies live. The Tip on this page explains to users how
web pages work, including how to get back to the front page
of the site.
*(Show
examples from the Goodies page).

CONCLUSION
In
this paper I have singled out for examination the web sites of two television
series popular with different audiences as the basis for exploring Kresss
(2000) concept of communicational webs. Both web sites suggest that the
communicational webs in which many young people operate are being structured
by changing media and modes of communication including wireless mobile
phones, web sites, email, Internet chat and internet gaming as well as
more traditional media such as books, television and film. This may reflect
changing models of mass communication in which web sites are being developed
as complements, supplements or substitutes for broadcast TV programming
that are in turn supplemented by videos, CDRoms, magazines and books (Sefton-Green,
in press). However, I would argue that this also supports Kresss
contention that emergent literacies are increasingly organised and realised
in mixed-mode, multimedia forms and contexts. This is likely to have significant
implications for the development of appropriate literacy/English curriculum
for the future.
Clearly
more socially situated empirical research needs to be done into how young
people actually engage with this range of media and modes of communication.
However, the examples I have discussed are indicative of the dense webs
of media inter-textuality and global capital investment in which young
consumers of popular culture operate today. It is important that these
young consumers interests are taken seriously by educators and that
opportunities are provided for them to explore the nature and political
implications of the changing forms of media and communication in which
their lives are embedded. Children and adolescents deserve to have some
meta level understanding of the phenomenon in which text, viewer and producer
are meeting in more diverse, intimate and interactive ways than ever before
(Sefton-Green, in press). For me this makes the analysis of communicational
webs relevant to literacy and English curriculum because that is the space
where the study of communication and meaning making practices by young
people can be taken seriously. There we can no longer focus on the book
alone. Rather, we must rise to the challenge of thinking together the
book, the TV series and the web site.
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