19 research outputs found

    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 participationā€”hanging out, messing around, and geeking outā€”refl ect and are intertwined with young peopleā€™s practices, learning, and identity formation within these varied and dynamic media ecologies

    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

    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 settingsā€”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

    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 settingsā€”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

    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 settingsā€”at home, in after-school programs, and in online spacesā€”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 studiesā€”which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakupsā€”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

    Media ecologies

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    Young people in the United States today are growing up in a media ecology where digital and networked media are playing an increasingly central role. Even youth who do not possess computers and Internet access in the home are participants in a shared culture where new social media, digital media distribution, and digital media production are commonplace among their peers and in their everyday school contexts. As we outline in the introduction, we see technical change as intertwined with other forms of historically specific social and cultural change as well as resilient structural conditions, such as those defined by age, gender, and socioeconomic status. We emphasize that there are a diversity of ways in which U.S. youth inhabit a changing and variegated set of media ecologies. We also recognize that the ways in which U.S. youth participate in media ecologies are specific to contextual conditions and a particular historical moment. In line with our sociocultural perspective on learning and literacy, we see young peopleā€™s learning and participation with new media as situationally contingent, located in specific and varied media ecologies. Before we begin our description of youth practice, we need to map what those ecologies of media and participation look like. That is the goal of this chapter

    Digital Media and Technology in Afterschool Programs, Libraries, and Museums

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    An investigation of how three kinds of youth organizations have integrated digital practices into their programs.Digital media and technology have become culturally and economically powerful parts of contemporary middle-class American childhoods. Immersed in various forms of digital media as well as mobile and Web-based technologies, young people today appear to develop knowledge and skills through participation in media. This MacArthur Report examines the ways in which afterschool programs, libraries, and museums use digital media to support extracurricular learning. It investigates how these three varieties of youth-serving organizations have incorporated technological infrastructure and digital practices into their programs; what types of participation and learning digital practices support; and how research in digital media and learning can contribute to better integration of technology within and across these organizations. The authors review a range of programs (including the long-running Computer Clubhouse movement, established in 1993 in partnership with MIT's Media Lab), and then use the idea of ā€œmedia ecologiesā€ to investigate the role that digital media play (or could play) in these ā€œintermediary spaces for learning.ā€ They call for less anecdotal, more empirical and methodologically sound studies to help us understand the affordances of digital media for learning within and across these programs; for research focused on the relationship between digital media and the effectiveness of youth-serving organizations; and for further study of schools within childhood media ecologies

    Living and Learning with New Media: Summary of Findings from the Digital Youth Project

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    Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies barely existed. Todayā€™s youth may be coming of age and struggling for autonomy and identity as did their predecessors, but they are doing so amid new worlds for communication, friendship, play, and self-expression. This white paper summarizes the results of a three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, examining young peopleā€™s participation in the new media ecology. It represents a condensed version of a longer treatment of the project findings. The study was motivated by two primary research questions: How are new media being integrated into youth practices and agendas? How do these practices change the dynamics of youth-adult negotiations over literacy, learning, and authoritative knowledge
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