A Born-Again Teacher

Getting It Right in the 21st Century

As I read a paragraph from an on-line magazine about the way video game companies use “modders” (gamers who modify the games they buy from the companies) to improve them, it was so like my past teaching career that I felt I could be born again.

© 2003 Bill H. Ritchie

To be a born-again teacher in the 21st Century, you must reinvent whatever kind of teacher you thought you were, or that other people thought, in your first teaching life. No matter if other people thought you were bad, or good, or just so-so, you have to start over.

To start over, you need to look around at what has changed in the past generation, or two (that is, of course, if you're old enough to know). I know what I'm talking about, because I'm old enough (61 this year, 2003) to know how things used to be about two generations ago when I was starting my teaching career.

I'm grateful for some to the things I learned even before I started my teaching job; that is to say, I learned when I was a student some basics I'm still able to use. The most important thing I learned is how to keep learning. Long, long after I graduated, I'm still learning.

For example, I'm learning how to be a born again teacher! This is something they definitely don't teach in school.

How does a teacher from the nineteen-sixties start over, or think like one who's been "born again"? I think if I write and publish my opinion on  this on the Web then maybe I'll find there are others who, like me, would like to leapfrog and get over themselves and morph into a more interesting position with an outlook that's different than the one they now face.

I can't speak for others about starting over in teaching, of course. I have many friends and a few former students who are deep into their present teaching career. The idea of starting over is not as attractive as, perhaps, retiring and doing things they've been waiting to do until after they are free of their teaching jobs.

On the other hand, for me the prospect of teaching for my entire lifetime is and always was appealing; the thought of retiring doesn't appeal to me. You might think I tried retirement in 1985, taking "retirement" early (43) as one way to get out of an impossible, dead-end job at the UW art school (without giving up everything I'd worked for and accomplished).

Now, after about seventeen years of continued learning, doing some teaching, plus research and practice, I feel ready to be "born again" as a teacher. To me this is not just a cute expression or a pipe dream. I mean it--to seriously take the "reinvented self" and apply this new self to a new school of thinking and action.

I action--acting on my principles (which haven't changed from the fundamentals of education I got in my early years) but in a new world, a world that's been changed dramatically by new technologies, economics and societal events.

One of the ways I'm learning to "change myself" is to read a great deal about new technologies and then to purchase the tools and software I need to try out what I've read about. Sometimes I'm buying and applying almost simultaneously. Then I apply these to my field--the arts.

This is a good technique because what can happen with the combination of new tools and old, fundamental ideas (in, for example, arts and education mixtures) is that they "loop back" into themselves and create new or hybrid ideas. Take, for example, the paragraph at the top of the column on the right, which I took from an online magazine called salon.com.

When I encountered this paragraph (in a book titled What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee), I was deeply impressed with the way it sounded like the way I taught when I was at the art school. I felt like I was reading someone else' description of my teaching philosophy.

Furthermore, I felt like I could cut and paste a few words--cut out words like "game companies" and paste in words like "new schools"--and it would describe what I was doing when I was a professor. The following paragraph is my result of doing this:

Many of the newest art schools now count on former students to show them the way creatively. To ensure their own survival in the savagely competitive higher education world, they make it easy for their graduates to share their progress with former teachers and students who are still in school. This stands in marked contrast to the old schools' practices in the last century, which vindictively discouraged students (and independent-minded faculty) from tinkering with art courses and the canon of art. Old schools still cling to outdated interpretations of creativity and careerism. By fostering the creativity of their students--current and graduated--who some faculty consider as more agile peers--the new-style educational enterprise will not only survive but prosper.

There was a time, between 1970 and 1980, when I tried out several of these basics.

First, I tinkered with the curriculum. I started by changing time-honored premises of my specialty, which was printmaking. Instead of treating the topic as an extension of painting and drawing, I treated it as a base or root of communications technologies. Hand printmaking, in my new definition, is merely the artifact or ancestral forms of, for example, photography, cinema, TV and computer graphics.

I sidestepped the question of whether I was leaving the fine arts and joining industrial design or communications, taking my lead from art history. When artists in the past adopted new technologies, they seldom became known in technology. Rather, the results of their experiments and practices are in art museums today, not history and industry museums.

Then I polled students for ideas as to what they thought they should b doing; many of them thought they should be learning what are often called "professional practices," which mean showing and selling their art. They also wanted to know how to set up a studio practice and manage a business. Each of these interests served to show me how to modify the curriculum slightly from what it had been when I started teaching.

I used the students' creativity, in other words, to help me survive and maintain a sense of creativity when, all around me in my particular school, the trend was toward a conservative, safe and narrow definition of printmaking. Indeed, my practice of cooperating with students saved me a number of times from fiscal shortcomings, support cutbacks, and outright burnout.

It didn't stop there.

Having taught 19 years (until I resigned at 43) I was able to see former students from the first decade succeed on their terms and sustain their practices. I was even invited to join them in a kind of artist's cooperative called Triangle Studios. My campus job and my off-campus practice actually began to cross-fertilize - generating new ideas. Former students came back to campus and visited with my new students, and there were professional exchanges.

The comparison with video game companies, that I read in the paragraph by James Gee, is clear. What's more interesting is the signpost this is in how a teacher can, today, be born again if--having a generation of first-hand experience like mine--he or she can think like a game company.

Maybe this means creating a game that students--presently enrolled or from the alumni, or both--can play and become "modders," too.

"Many of the best game companies now count on modders to show them the way creatively and to ensure their own survival in a savagely competitive market. This stands in marked contrast to the music and film industry, which vindictively discourages fans from tinkering with their content and clings to an outdated interpretation of copyright. By fostering the creativity of their fans, their more agile peers in the game industry have not only survived but prospered." - April 2002, salon.com on-line magazine, quoted by James Paul Gee in What Video Games Have to Teach Us About Learning and Literacy.

About the Author: Bill H. Ritchie is an Itinerate Professor based in Seattle. He taught college (UW) and after promotion to full professor of printmaking and media arts, he resigned at 43. He then launched several teaching, research and practice companies. In 1992 he discovered Emeralda, a fantasy region accessible only by computer. He invented the rules-of-play and created an operating system for online interactivity for himself.

He writes for the benefit of discipline, using a PDA when he's wandering around and a desktop PC to organize his essays. He has a thousand or more saved, which you can see listed on the ten "islands" on the Web. An example is www.seanet.com/~ritchie/spzine.html, on the island of RIISMA in the Emeralda Region.

Contact Bill H Ritchie via e-mail at ritchie@seanet.com. His professional Web site is at www.seanet.com/~ritchie. The company name is Emeralda Works, 500 Aloha, Seattle, WA 98109. Statistics: 1389 Words. 6699 Characters. 3 Pages. isp30730 A Born Again Teacher. ©2003 Bill H Ritchie