Worried About the Wrong Things

Author: Jacqueline Ryan Vickery
Publisher: MIT Press
ISBN: 9780262339346
Release Date: 2017-08-04
Genre: Social Science

It's a familiar narrative in both real life and fiction, from news reports to television storylines: a young person is bullied online, or targeted by an online predator, or exposed to sexually explicit content. The consequences are bleak; the young person is shunned, suicidal, psychologically ruined. In this book, Jacqueline Ryan Vickery argues that there are other urgent concerns about young people's online experiences besides porn, predators, and peers. We need to turn our attention to inequitable opportunities for participation in a digital culture. Technical and material obstacles prevent low-income and other marginalized young people from the positive, community-building, and creative experiences that are possible online. Vickery explains that cautionary tales about online risk have shaped the way we think about technology and youth. She analyzes the discourses of risk in popular culture, journalism, and policy, and finds that harm-driven expectations, based on a privileged perception of risk, enact control over technology. Opportunity-driven expectations, on the other hand, based on evidence and lived experience, produce discourses that acknowledge the practices and agency of young people rather than seeing them as passive victims who need to be protected. Vickery first addresses how the discourses of risk regulate and control technology, then turns to the online practices of youth at a low-income, minority-majority Texas high school. She considers the participation gap and the need for schools to teach digital literacies, privacy, and different online learning ecologies. Finally, she shows that opportunity-driven expectations can guide young people's online experiences in ways that balance protection and agency.

Families at Play

Author: Sinem Siyahhan
Publisher: MIT Press
ISBN: 9780262344586
Release Date: 2018-01-26
Genre: Education

Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.

Resonant Games

Author: Eric Klopfer
Publisher: MIT Press
ISBN: 9780262346085
Release Date: 2018-06-22
Genre: Games & Activities

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade.Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

Young Adults Deserve the Best

Author: Sarah Flowers
Publisher: American Library Association
ISBN: 9780838935873
Release Date: 2011
Genre: Language Arts & Disciplines

Explains how young adult librarians can utilize core competencies to improve teen services.

Digital Youth with Disabilities

Author: Meryl Alper
Publisher: MIT Press
ISBN: 9780262527156
Release Date: 2014-11-14
Genre: Computers

Most research on media use by young people with disabilities focuses on the therapeutic and rehabilitative uses of technology; less attention has been paid to their day-to-day encounters with media and technology -- the mundane, sometimes pleasurable and sometimes frustrating experiences of "hanging out, messing around, and geeking out." In this report, Meryl Alper attempts to repair this omission, examining how school-aged children with disabilities use media for social and recreational purposes, with a focus on media use at home. In doing so, she reframes common assumptions about the relationship between young people with disabilities and technology, and she points to areas for further study into the role of new media in the lives of these young people, their parents, and their caregivers.Alper considers the notion of "screen time" and its inapplicability in certain cases -- when, for example, an iPad is a child's primary mode of communication. She looks at how young people with various disabilities use media to socialize with caregivers, siblings, and friends, looking more closely at the stereotype of the socially isolated young person with disabilities. And she examines issues encountered by parents in selecting, purchasing, and managing media for youth with such specific disabilities as ADHD and autism. She considers not only children's individual preferences and needs but also external factors, including the limits of existing platforms, content, and age standards.

Digital Media Youth and Credibility

Author: Miriam J. Metzger
Publisher: MIT Press
ISBN: 9780262062732
Release Date: 2008
Genre: Education

The difficulties in determining the quality of information on the Internet--inparticular, the implications of wide access and questionable credibility for youth andlearning.

Young People Ethics and the New Digital Media

Author: Carrie James
Publisher: MIT Press
ISBN: 9780262258289
Release Date: 2009-10-09
Genre: Technology & Engineering

Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits. The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of "good play" that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media.The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning

Mobile Interfaces in Public Spaces

Author: Adriana de Souza e Silva
Publisher: Routledge
ISBN: 9781136342561
Release Date: 2012-04-23
Genre: Social Science

Mobile phones are no longer what they used to be. Not only can users connect to the Internet anywhere and anytime, they can also use their devices to map their precise geographic coordinates – and access location-specific information like restaurant reviews, historical information, and locations of other people nearby. The proliferation of location-aware mobile technologies calls for a new understanding of how we define public spaces, how we deal with locational privacy, and how networks of power are developed today. In Mobile Interfaces in Public Spaces, Adriana de Souza E. Silva and Jordan Frith examine these social and spatial changes by framing the development of location-aware technology within the context of other mobile and portable technologies such as the book, the Walkman, the iPod, and the mobile phone. These technologies work as interfaces to public spaces – that is, as symbolic systems that not only filter information but also reshape communication relationships and the environment in which social interaction takes place. Yet rather than detaching people from their surroundings, the authors suggest that location-aware technologies may ultimately strengthen our connections to locations.

Kids and Credibility

Author: Andrew J. Flanagin
Publisher: MIT Press
ISBN: 9780262514750
Release Date: 2010
Genre: Education

Findings from a survey of youthful Internet users that was designed to assess kids' beliefs about the credibility of online information.

Transforming Young Adult Services

Author: Anthony Bernier
Publisher: Neal Schuman Pub
ISBN: 1555709079
Release Date: 2013
Genre: Language Arts & Disciplines

Library and information sciences scholarship on YA services has largely been overlooked, particularly with respect to how the profession defines or envisions its target population. These essays examine the growing influence of young people as partners, asks hard questions about what we have come to define as "best practice," and opens debate about how LIS constructs and conceives of YAs.

Hanging Out Messing Around and Geeking Out

Author: Mizuko Ito
Publisher: MIT Press
ISBN: 9780262258265
Release Date: 2009-10-30
Genre: Technology & Engineering

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.

The Civic Potential of Video Games

Author: Joseph Kahne
Publisher: MIT Press
ISBN: 9780262258319
Release Date: 2009-06-05
Genre: Education

This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement.Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.

Civic Life Online

Author: W. Lance Bennett
Publisher: MIT Press
ISBN: 9780262524827
Release Date: 2008
Genre: Computers

The relationship of participation in online communities to civic and political engagement.

Real World Teen Services

Author: Jennifer Velásquez
Publisher: American Library Association
ISBN: 9780838913420
Release Date: 2015
Genre: Language Arts & Disciplines

There are plenty of resources about teen services that focus on YA readers’ advisory and programming ideas. But the basics of day-to-day service to teens in the library setting, a discipline requiring specific skills, is all too often glossed over in professional literature. As a result many LIS grads begin serving teens armed with an incomplete understanding of why their job is both important and unique, and what they need to know from day one. This compromises their effectiveness as both young adult librarians and advocates for teen services. In this down-to-earth book, former Library Journal Mover & Shaker Velásquez explores real-world challenges and obstacles to teen service that often present themselves, offering solutions and guidance for both new YA librarians and those wanting to freshen up their approach. Presenting fresh ways of thinking about the role of the teen services librarian and how it fits into the organizational structure, Velásquez Combines field-tested approaches with current research to tackle common teen library service issues such as truancy, curfews, programming philosophy and mission, privacy, and organizational resistance, whether subtle or overtAddresses each topic from the perspective of working with teens, family members, fellow colleagues, and community stakeholdersPresents realistic strategies to help shift a library’s culture towards one that embraces teens and teen servicesShows how to get the most out of a library’s teen space, discussing factors like location, age restrictions, time of day restrictions, and staffing, plus suggestions for using the shelf-space of the YA collection as a starting pointThis book goes beyond the “what” and “how” of teen services to get to the “why,” ensuring that both new and experienced practitioners will understand the ways teens want to use public space, discover and create information, and interact with peers and adults.

Quest to Learn

Author: Katie Salen
Publisher: MIT Press
ISBN: 9780262515658
Release Date: 2011
Genre: Education

The design for Quest to Learn, an innovative school in New York City that offers a"game-like" approach to learning.