22,376 research outputs found

    Web 2.0, new literacies, and the idea of learning through participation

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    In this paper I identify some current elaborations on the theme of participation and digital literacy in order to open further debate on the relationship between interaction, collaboration, and learning in online environments. Motivated by an interest in using new technologies in the context of formal learning (Merchant, 2009), I draw on in-school and out-of-school work in Web 2.0 spaces. This work is inflected by the new literacies approach (Lankshear and Knobel, 2006a), and here I provide an overview of the ways in which learning through participation is characterised by those adopting this and other related perspectives. I include a critical examination of the idea of ‘participatory’ culture as articulated in the field of media studies, focusing particularly on the influential work of Jenkins (2006a; 2006b). In order to draw these threads together around conceptualizations of learning, I summarise ways in which participation is described in the literature on socially-situated cognition. This is used to generate some tentative suggestions about how learning and literacy in Web 2.0 spaces might be envisioned and how ideas about participation might inform curriculum planning and design

    Differences in Information and Computer Technology by Socioeconomic Status, Gender, and Age

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    This literature review will evaluate how information and computer technology (ICT) use differs by socio-economic status, gender, and age in social science research. After an introductory section, each of the three independent variables will be introduced and the findings within the literature pertaining to each variable will be discussed. As part of that discussion, I will also compare results cross-nationally to determine if significant relationships related to use are consistent across nations. Since a majority of the articles reviewed are quantitative in nature, most of my review will discuss each variable\u27s statistical significance and whether it has a positive or negative relationship with ICT use. However, qualitative research is also represented in the literature, particularly in the area of gender, thus the quality of information and computer technology use will also be discussed. This review concludes with a summary of the findings, its limitations, and suggestions for future research

    Why Youth (heart) Social Network Sites: The Role of Networked Publics in Teenage Social Life

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    Part of the Volume on Youth, Identity, and Digital Media Social network sites like MySpace and Facebook serve as "networked publics." As with unmediated publics like parks and malls, youth use networked publics to gather, socialize with their peers, and make sense of and help build the culture around them. This article examines American youth engagement in networked publics and considers how properties unique to such mediated environments (e.g., persistence, searchability, replicability, and invisible audiences) affect the ways in which youth interact with one another. Ethnographic data is used to analyze how youth recognize these structural properties and find innovative ways of making these systems serve their purposes. Issues like privacy and impression management are explored through the practices of teens and youth participation in social network sites is situated in a historical discussion of youth's freedom and mobility in the United States

    Marketing y materialidad en la música popular transmedia de Gorillaz Plastic Beach

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    The entertainment complexes of narrative transmedia contain few instances based in popular music. However, those that exist provide intriguing case studies, highly distinct from those based in film and television. The most fully realized of these, Gorillaz’ Plastic Beach (2010), is rich in visual media typical of popular music culture, including sleeve art, animated music videos. The tangible materiality foregrounded in these visuals stems from the main ecological theme of the album: the disposability of plastic waste. Using methods of analysis of the original texts, and a survey of the networked fan practices that respond to them, the essay theorizes that the material and haptic invitation in these visuals is at odds with the diminishing presence of physical consumables within popular music culture. It then argues that fans enter into this gap with their own creative practices, making and playing with hand-made or customized objects inspired by Plastic Beach, activating unexploited, marketing potential within the album. Although current applications of this research are limited due to the low frequency of popular music transmedia case studies, it points the way forward to theoretically more successful marketing strategies in the future.El entramado de entretenimiento hilado por las diversas narrativas de material transmedia contiene pocos ejemplos basados en la música popular. Sin embargo, los que existen proporcionan una interesante oportunidad para profundizar en las diferencias que éstos presentan frente a sus equivalentes en formato visual (cine, TV). Un ejemplo particularmente interesante es el de la banda Gorillaz y el álbum Plastic Beach (2010), rico en medios visuales típicos de la cultura de la música popular como son los dibujos y los videos musicales animados. La materialidad tangible de este ejemplo surge del principal tema de índole ecológica del álbum: el desecho de residuos plásticos. Utilizando métodos de análisis de los textos originales, y una encuesta de las prácticas de los aficionados, este ensayo teoriza sobre la posibilidad de una relación material y háptica con estos visuales; posibilidad que de algún modo se contradice con la actual tendencia de disminución de consumibles/formatos físicos en la música popular. Además, concluye que los seguidores de la banda interactúan con sus propias prácticas creativas, creando y jugando con objetos hechos a mano o personalizados inspirados en Plastic Beach, activando el potencial de comercialización que existe inexplotado en Plastic Beach. Aunque las aplicaciones actuales de esta investigación son limitadas debido a la baja frecuencia de ejemplos en la música popular transmedia, esto indica un posible camino a seguir, al menos teóricamente, en la elaboración de estrategias de marketing específicas para esta forma de creatividad

    Creative Ways to Solicit Youth Input: A Hands-On Guide for Youth Practitioners

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    To understand how our programs are doing, improve the quality of those programs and report to funders and other stakeholders, we collect information from a variety of sources: staff, parents, and the youth themselves.We often ask youth for input or feedback through surveys. Other common methods to get information on how our programs are doing include observations (such as teacher observations in a classroom) or assessments (such as standardized tests).This manual provides ideas for other, creative ways to get input from youth

    A hermeneutic inquiry into user-created personas in different Namibian locales

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    Persona is a tool broadly used in technology design to support communicational interactions between designers and users. Different Persona types and methods have evolved mostly in the Global North, and been partially deployed in the Global South every so often in its original User-Centred Design methodology. We postulate persona conceptualizations are expected to differ across cultures. We demonstrate this with an exploratory-case study on user-created persona co-designed with four Namibian ethnic groups: ovaHerero, Ovambo, ovaHimba and Khoisan. We follow a hermeneutic inquiry approach to discern cultural nuances from diverse human conducts. Findings reveal diverse self-representations whereby for each ethnic group results emerge in unalike fashions, viewpoints, recounts and storylines. This paper ultimately argues User-Created Persona as a potentially valid approach for pursuing cross-cultural depictions of personas that communicate cultural features and user experiences paramount to designing acceptable and gratifying technologies in dissimilar locales

    Material Speculation: Actual Artifacts for Critical Inquiry

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    Speculative and fictional approaches have long been implemented in human-computer interaction and design techniques through scenarios, prototypes, forecasting, and envisionments. Recently, speculative and critical design approaches have reflectively explored and questioned possible, and preferable futures in HCI research. We propose a complementary concept – material speculation – that utilizes actual and situated design artifacts in the everyday as a site of critical inquiry. We see the literary theory of possible worlds and the related concept of the counterfactual as informative to this work. We present five examples of interaction design artifacts that can be viewed as material speculations. We conclude with a discussion of characteristics of material speculations and their implications for future design-oriented research.&nbsp

    The Architecture of Innovation

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