Living and Learning with New Media

Living and Learning with New Media PDF Author: Mizuko Ito
Publisher: MIT Press
ISBN: 0262258277
Category : Technology & Engineering
Languages : en
Pages : 121

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Book Description
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning. In one of the largest qualitative and ethnographic studies of American youth culture, the authors view the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States. The book that this report summarizes was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California. John D. and Catherine T. MacArthur Reports on Digital Media and Learning

Living and Learning with New Media

Living and Learning with New Media PDF Author: Mizuko Ito
Publisher: MIT Press
ISBN: 0262258277
Category : Technology & Engineering
Languages : en
Pages : 121

Get Book Here

Book Description
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning. In one of the largest qualitative and ethnographic studies of American youth culture, the authors view the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States. The book that this report summarizes was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California. John D. and Catherine T. MacArthur Reports on Digital Media and Learning

Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition

Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition PDF Author: Mizuko Ito
Publisher: MIT Press
ISBN: 0262537516
Category : Technology & Engineering
Languages : en
Pages : 465

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Book Description
The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups. Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young people live and learn with new media in varied settings—at home, in after-school programs, and in online spaces—it presents a flexible and useful framework for understanding the ways that young people engage with and through online platforms: hanging out, messing around, and geeking out, otherwise known as HOMAGO. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out combines in-depth descriptions of specific group dynamics with conceptual analysis. Since its original publication, digital learning labs in libraries and museums around the country have been designed around the HOMAGO mode and educators have created HOMAGO guidebooks and toolkits. This tenth-anniversary edition features a new introduction by Mizuko Ito and Heather Horst that discusses how digital youth culture evolved in the intervening decade, and looks at how HOMAGO has been put into practice. This book was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California.

Confronting the Challenges of Participatory Culture

Confronting the Challenges of Participatory Culture PDF Author: Henry Jenkins
Publisher: MIT Press
ISBN: 0262513625
Category : Technology & Engineering
Languages : en
Pages : 146

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Book Description
Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan videomaking, fan fiction), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting). A growing body of scholarship suggests potential benefits of these activities, including opportunities for peer-to-peer learning, development of skills useful in the modern workplace, and a more empowered conception of citizenship. Some argue that young people pick up these key skills and competencies on their own by interacting with popular culture; but the problems of unequal access, lack of media transparency, and the breakdown of traditional forms of socialization and professional training suggest a role for policy and pedagogical intervention. This report aims to shift the conversation about the "digital divide" from questions about access to technology to questions about access to opportunities for involvement in participatory culture and how to provide all young people with the chance to develop the cultural competencies and social skills needed. Fostering these skills, the authors argue, requires a systemic approach to media education; schools, afterschool programs, and parents all have distinctive roles to play. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning

Kids on YouTube

Kids on YouTube PDF Author: Patricia G Lange
Publisher: Left Coast Press
ISBN: 1611329361
Category : Computers
Languages : en
Pages : 273

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Book Description
Kids on YouTube goes beyond the hype about "digital youth", using fine-grained ethnographic studies to describe the collaborative social networks kids use to negotiate identities and develop digital literacy.

It's Complicated

It's Complicated PDF Author: Danah Boyd
Publisher: Yale University Press
ISBN: 0300166311
Category : Social Science
Languages : en
Pages : 296

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Book Description
Surveys the online social habits of American teens and analyzes the role technology and social media plays in their lives, examining common misconceptions about such topics as identity, privacy, danger, and bullying.

The Handbook of Media Education Research

The Handbook of Media Education Research PDF Author: Divina Frau-Meigs
Publisher: John Wiley & Sons
ISBN: 1119166926
Category : Social Science
Languages : en
Pages : 528

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Book Description
Over the past forty years, media education research has emerged as a historical, epistemological and practical field of study. Shifts in the field—along with radical transformations in media technologies, aesthetic forms, ownership models, and audience participation practices—have driven the application of new concepts and theories across a range of both school and non-school settings. The Handbook on Media Education Research is a unique exploration of the complex set of practices, theories, and tools of media research. Featuring contributions from a diverse range of internationally recognized experts and practitioners, this timely volume discusses recent developments in the field in the context of related scholarship, public policy, formal and non-formal teaching and learning, and DIY and community practice. Offering a truly global perspective, the Handbook focuses on empirical work from Media and Information Literacy (MIL) practitioners from around the world. The book’s five parts explore global youth cultures and the media, trans-media learning, media literacy and scientific controversies, varying national approaches to media research, media education policies, and much more. A ground breaking resource on the concepts and theories of media research, this important book: Provides a diversity of views and experiences relevant to media literacy education research Features contributions from experts from a wide-range of countries including South Africa, Finland, India, Italy, Brazil, and many more Examines the history and future of media education in various international contexts Discusses the development and current state of media literacy education institutions and policies Addresses important contemporary issues such as social media use; datafication; digital privacy, rights, and divides; and global cultural practices. The Handbook of Media Education Research is an invaluable guide for researchers in the field, undergraduate and graduate students in media studies, policy makers, and MIL practitioners.

Living in Information

Living in Information PDF Author: Jorge Arango
Publisher: Rosenfeld Media
ISBN: 1933820942
Category : Computers
Languages : en
Pages : 209

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Book Description
Websites and apps are places where critical parts of our lives happen. We shop, bank, learn, gossip, and select our leaders there. But many of these places weren’t intended to support these activities. Instead, they're designed to capture your attention and sell it to the highest bidder. Living in Information draws upon architecture as a way to design information environments that serve our humanity.

Teaching Tech-Savvy Kids

Teaching Tech-Savvy Kids PDF Author: Jessica K. Parker
Publisher: Corwin Press
ISBN: 1412971500
Category : Computers
Languages : en
Pages : 217

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Book Description
Written for secondary school teachers, this resource expands educators' understanding of the relationship between their students and digital media and shows how to design learning opportunities that make the most of that relationship. Based on the findings of a three-year study on youth and their use of digital media for informal learning, this book gives teachers a deeper awareness of the characteristics of "iGeneration culture" and the dynamic potential for student learning through digital media, such as fostering collaboration, creativity, feedback, and critiques. Presented in a teacher-friendly format, each of the chapters include: - A description of each digital medium - A vignette about a young person using the medium - Advice about navigating digital media for both novice and expert teachers, plus activities and sidebars - A section addressing myths related to each medium - A section on pedagogical implications and practices, including activities Teaching Tech Savvy Kids provides examples of how to integrate digital media into secondary classrooms, explains how key characteristics of digital media can help to revitalize pedagogical practices, and increases teachers' options for offering more engaged, student-centered learning opportunities.

DIY Media

DIY Media PDF Author: Michele Knobel
Publisher: Peter Lang
ISBN: 9781433106354
Category : Education
Languages : en
Pages : 284

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Book Description
Schools remain notorious for co-opting digital technologies to «business as usual» approaches to teaching new literacies. DIY Media addresses this issue head-on, and describes expansive and creative practices of digital literacy that are increasingly influential and popular in contexts beyond the school, and whose educational potential is not yet being tapped to any significant degree in classrooms. This book is very much concerned with engaging students in do-it-yourself digitally mediated meaning-making practices. As such, it is organized around three broad areas of digital media: moving media, still media, and audio media. Specific DIY media practices addressed in the chapters include machinima, anime music videos, digital photography, podcasting, and music remixing. Each chapter opens with an overview of a specific DIY media practice, includes a practical how-to tutorial section, and closes with suggested applications for classroom settings. This collection will appeal not only to educators, but to anyone invested in better understanding - and perhaps participating in - the significant shift towards everyday people producing their own digital media.

The Informal Media Economy

The Informal Media Economy PDF Author: Ramon Lobato
Publisher: John Wiley & Sons
ISBN: 0745694853
Category : Social Science
Languages : en
Pages : 224

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Book Description
How are “grey market” imports changing media industries? What is the role of piracy in developing new markets for movies and TV shows? How do jailbroken iPhones drive innovation? The Informal Media Economy provides a vivid, original, and genuinely transnational account of contemporary media, by showing how the interactions between formal and informal media systems are a feature of all nations – rich and poor, large and small. Shifting the focus away from the formal businesses and public enterprises that have long occupied media researchers, this book charts a parallel world of cultural intermediaries driving global media production and circulation. It shows how unlicensed, untaxed, or unregulated networks, which operate across the boundaries of established media markets, have been a driving force of media industry transformation. The book opens up new insights on a range of topical issues in media studies, from the creative disruptions of digitisation to amateur production, piracy and cybercrime.