An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces. 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 is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.
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The book concludes with a set of concrete suggestions for how the positive learning opportunities offered by online communities could be made available to more young people, at school and at home.
" Digital tools are now part of most communities' habitats. This book develops a new literacy and language to describe the practice of stewarding technology for communities.
This volume addresses the issue of credibility--the objective and subjective components that make information believable--in the contemporary media environment.
SimCity 2000 includes some of the more complicated and dense layerings between narrative, interface, and functionality that were possible in what was state of the art at the time it was released. SimCity 2000 in the 5thD SimCity 2000 ...
Schwartz, D. L., Bransford, J. D., & Sears, D. (2005). Efficiency and innovation in transfer. In J. P. Mestre (Ed.), Transfer of learning from a modern multidisciplinary perspective (pp. 1–51). Greenwich, CT: Information Age.
8 Challenges and Opportunities of Developing Digital Media Citizens -- III Looking Ahead: Implications for Design and Research -- 9 Creative Learning Ecologies by Design: Insights from the Digital Youth Network -- 10 Advancing Research on ...
This volume looks at games as systems in which young users participate, as gamers, producers, and learners.
Technical Identities and Digital Literacies Patricia G Lange. McRobbie, Angela 1981 Just like a Jackie Story. In Feminism for Girls: An Adventure Story. Angela McRobbie and Trisha McCabe, eds., pp. 113–128.
In Giving Voice, Meryl Alper explores these assumptions by looking closely at one such case—the use of the Apple iPad and mobile app Proloquo2Go, which converts icons and text into synthetic speech, by children with disabilities ...