62,811 research outputs found

    Youth and Digital Media: From Credibility to Information Quality

    Get PDF
    Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure

    Living and Learning With New Media: Summary of Findings From the Digital Youth Project

    Get PDF
    Summarizes findings from a three-year study of how new media have been integrated into youth behaviors and have changed the dynamics of media literacy, learning, and authoritative knowledge. Outlines implications for educators, parents, and policy makers

    A Pedagogy for Original Synners

    Get PDF
    Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

    Get PDF
    Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media

    Toward an Ecology of Gaming

    Get PDF
    In her introduction to the Ecology of Games, Salen argues for the need for an increasingly complex and informed awareness of the meaning, significance, and practicalities of games in young people's lives. The language of the media is replete with references to the devil (and heavy metal) when it comes to the ill-found virtues of videogames, while a growing movement in K-12 education casts them as a Holy Grail in the uphill battle to keep kids learning. Her essay explores the different ways the volume's contributors add shades of grey to this often black-and-white mix, pointing toward a more sophisticated understanding of the myriad ways in which gaming could and should matter to those considering the future of learning

    Why Johnny Can't Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework

    Get PDF
    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningIn this chapter, I use anecdotes and case studies from both work and personal experience to make an argument for treating games as a form of youth media and explore what this means for after-school youth programs. I talk about my son. I talk about a hotdog stand. I talk about two after school programs in which youth make or use games to engage with serious global issues. I explore the creation of Ayiti, a game about poverty in rural Haiti, and what it meant four youth of color to take part in its creation. I explore a teen program in the virtual world of Teen Second Life that created a maze to educate their peers about child sex trafficking. I discuss James Paul Gee's Situated Learning Matrix, the digital literacy theories of Henry Jenkins and the perspectives of other key thinkers in this volume and in the field to explore their implications for media literacy and youth development programs. The chapter concludes by talking about 21st Century Skills as a context for situating games-based learning and references Carol Channing's voice as a source of hope

    New media practices in India: bridging past and future, markets and development

    Get PDF
    This article provides a review of the academic and popular literature on new media practices in India, focusing on the country’s youth's use of mobile phones and the Internet, as well as new media prosumption. One particular feature of the Indian case is the confluence of commercial exploitation of new media technologies and their application for development purposes in initiatives that aim to bring these technologies to marginalized segments of the Indian population. Technology usage in turn is shaped by the socioeconomic location of the user, especially in regards to gender and caste. The potential of new media technologies to subvert such social stratifications and associated norms has inspired much public debate, which is often carried out on the Internet, giving rise to an online public sphere. In all of the writings reviewed here, the tension surrounding new media technologies as a meeting place of the old and the new in India is paramount

    Digital Media & Learning

    Get PDF
    Highlights findings from MacArthur's digital media and learning initiative about changes in how youth learn, play, socialize, and engage in civic life; in learning environments and institutions; and in the guidance needed from parents and teachers

    Exploring Digital Media & Learning

    Get PDF
    Summarizes the foundation's grantmaking on digital media and learning. Highlights foundation-funded research on digital media's effects on youth as well as their potential to enhance learning experiences and enable collaborations among institutions
    corecore