218 research outputs found

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

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    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

    Media Ecologies

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    In this chapter, we frame the media ecologies that contextualize the youth practices we describe in later chapters. By drawing from case studies that are delimited by locality, institutions, networked sites, and interest groups (see appendices), we have been able to map the contours of the varied social, technical, and cultural contexts that structure youth media engagement. This chapter introduces three genres of participation with new media that have emerged as overarching descriptive frameworks for understanding how youth new media practices are defi ned in relation and in opposition to one another. The genres of participation—hanging out, messing around, and geeking out—refl ect and are intertwined with young people’s practices, learning, and identity formation within these varied and dynamic media ecologies

    Living and Learning with New Media

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    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 Learnin

    A Review of the "Digital Turn" in the New Literacy Studies

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    Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century

    Hanging Out, Messing Around, and Geeking Out

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    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

    Permainan Elektronik: Satu Kajian Awal Amalan Penyertaan Genre Dan Amalan Motivasi Dalam Permainan Media

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    Matlamat kajian adalah untuk menggapai diskripsi penggunaan media baru yang diamalkan oleh remaja berhubung amalan permainan media dan genre peryertaan. Perbuatan melepak (hanging out), sikap meneroka (messing out) dan pakar (geeking out) adalah tiga bentuk penyertaan genre yang menggambarkan bentuk komitmen yang berbeza terhadap penglibatan media dan ianya memberikan kesan berbeza dari segi sosial, amalan dan juga pembelajaran dinamik. Kajian ini adalah penting dan signifikan untuk melihat corak budaya sosial pemain bermain di media baru. Kajian ini juga boleh mengkategorikan para pemain berasaskan genre penyertaan iaitu mengikut cara mereka berhubung dan bermain permainan. Berasaskancorak pendekatan bermain yang berbeza mengikut genre penyertaan, pemain juga dapat dianalisakan menerusi amalan motivasi permainan . Ianya boleh dilihat secara terperinci penganalisaan terhadap tahap amalan motivasi dalam permainan

    Fandubbing across time and space. From dubbing ‘by fans for fans’ to cyberdubbing

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    This chapter investigates a phenomenon that has received scant academic attention so far: fandubbing. To understand the extent and impact of this participatory practice in the current landscape, the chapter examines fandubbing origins and reflects on the needs met by fandubs at different times and contexts. The plethora of uses and motivations behind this phenomenon question the suitability of the term fandubbing. Against this backdrop, and drawing on Díaz-Cintas’s (2018) conception of “cybersubtitles”, the chapter advocates using the term cyberdubbing to reflect the wide range of non-traditional online dubbing practices so prevalent nowadays, including parodic and serious dubbings undertaken by fans, Internet users and digital influencers, be them professionals or amateurs

    ChatGPT Isn't Magic: The Hype and Hypocrisy of Generative Artificial Intelligence (AI) Rhetoric

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    Author Arthur C. Clarke famously argued that in science fiction literature “any sufficiently advanced technology is indistinguishable from magic” (Clarke). On 30 November 2022, technology company OpenAI publicly released their Large Language Model (LLM)-based chatbot ChatGPT (Chat Generative Pre-Trained Transformer), and instantly it was hailed as world-changing. Initial media stories about ChatGPT highlighted the speed with which it generated new material as evidence that this tool might be both genuinely creative and actually intelligent, in both exciting and disturbing ways. Indeed, ChatGPT is part of a larger pool of Generative Artificial Intelligence (AI) tools that can very quickly generate seemingly novel outputs in a variety of media formats based on text prompts written by users. Yet, claims that AI has become sentient, or has even reached a recognisable level of general intelligence, remain in the realm of science fiction, for now at least (Leaver). That has not stopped technology companies, scientists, and others from suggesting that super-smart AI is just around the corner. Exemplifying this, the same people creating generative AI are also vocal signatories of public letters that ostensibly call for a temporary halt in AI development, but these letters are simultaneously feeding the myth that these tools are so powerful that they are the early form of imminent super-intelligent machines. For many people, the combination of AI technologies and media hype means generative AIs are basically magical insomuch as their workings seem impenetrable, and their existence could ostensibly change the world. This article explores how the hype around ChatGPT and generative AI was deployed across the first six months of 2023, and how these technologies were positioned as either utopian or dystopian, always seemingly magical, but never banal. We look at some initial responses to generative AI, ranging from schools in Australia to picket lines in Hollywood. We offer a critique of the utopian/dystopian binary positioning of generative AI, aligning with critics who rightly argue that focussing on these extremes displaces the more grounded and immediate challenges generative AI bring that need urgent answers. Finally, we loop back to the role of schools and educators in repositioning generative AI as something to be tested, examined, scrutinised, and played with both to ground understandings of generative AI, while also preparing today’s students for a future where these tools will be part of their work and cultural landscapes

    Breaking Up Is Hard To Do: Media Switching and Media Ideologies

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    When U.S. college students tell breakup stories, they often indicate what medium was used for each exchange. In this article, I explore what this practice reveals about people’s media ideologies. By extending previous scholarship on language ideologies to media, I trace how switching media or refusing to switch media contributes to the labor of disconnecting the relationship, determining whether phrases such as “it’s over” are effective or not
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