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How online affinity networks expand learning and opportunity for young people Boyband One Direction fanfiction writers, gamers who solve math problems together, Harry Potter fans who knit for a cause. Across subcultures and geographies, young fans have found each other and formed community online, learning from one another along the way. From these and other in-depth case studies of online affinity networks, Affinity Online considers how young people have found new opportunities for expanded learning in the digital age. These cases reveal the shared characteristics and unique cultures and practices of different online affinity networks, and how they support “connected learning”—learnin...
An optimistic and nuanced portrait of a generation that has much to teach us about how to live and collaborate in our digital world. Born since the mid-1990s, members of Generation Z comprise the first generation never to know the world without the internet, and the most diverse generation yet. As Gen Z starts to emerge into adulthood and enter the workforce, what do we really know about them? And what can we learn from them? Gen Z, Explained is the authoritative portrait of this significant generation. It draws on extensive interviews that display this generation’s candor, surveys that explore their views and attitudes, and a vast database of their astonishingly inventive lexicon to build...
A Science “Reading List for Uncertain Times” Selection “A must-read for anyone with even a passing interest in the present and future of higher education.” —Tressie McMillan Cottom, author of Lower Ed “A must-read for the education-invested as well as the education-interested.” —Forbes Proponents of massive online learning have promised that technology will radically accelerate learning and democratize education. Much-publicized experiments, often underwritten by Silicon Valley entrepreneurs, have been launched at elite universities and elementary schools in the poorest neighborhoods. But a decade after the “year of the MOOC,” the promise of disruption seems premature. In...
"There is a widespread perception that the foundations of American democracy are dysfunctional and little is likely to emerge from traditional politics that will shift those conditions. Youth are often seen as emblematic of this crisis--frequently represented as uninterested in political life and ill-informed about current-affairs. By Any Media Necessary offers a profoundly different picture of contemporary American youth. Young men and women are tapping into the potential of new forms of communication, such as social media platforms and spreadable videos and memes, seeking to bring about political change--by any media necessary. In a series of case studies covering a diverse range of organi...
"Until we understand the powerful learning, collaborating, and producing that teenagers do with their cell phones, mp3 players, laptops, and the Internet, we won′t understand how we can best utilize those technologies in our classrooms. Whether you′re a digital native new to the classroom or a veteran teacher struggling to learn your students′ Internet lingo, this book is your guide to 21st-century teenagers, literacy, and learning. After 17 years teaching middle school English, I know that I can′t teach literacy today without this book." —Laura Maslin Bradley, English Teacher Kenilworth Junior High School, Petaluma, CA Students are plugged in, powered up, and connected. Are you? D...
Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.
Makeology introduces the emerging landscape of the Maker Movement and its connection to interest-driven learning. While the movement is fueled in part by new tools, technologies, and online communities available to today’s makers, its simultaneous emphasis on engaging the world through design and sharing with others harkens back to early educational predecessors including Froebel, Dewey, Montessori, and Papert. Makerspaces as Learning Environments (Volume 1) focuses on making in a variety of educational ecosystems, spanning nursery schools, K-12 environments, higher education, museums, and after-school spaces. Each chapter closes with a set of practical takeaways for educators, researchers, and parents.
How a popular entertainment genre on YouTube--Let's Play videos created by Minecraft players--offers opportunities for children to learn from their peers. Every day millions of children around the world watch video gameplay on YouTube in the form of a popular entertainment genre known as Let's Play videos. These videos, which present a player's gameplay and commentary, offer children opportunities for interaction and learning not available in traditional television viewing or solo video gameplay. In this book, Michael Dezuanni examines why Let's Play videos are so appealing to children, looking in particular at videos of Minecraft gameplay. He finds that a significant aspect of the popularity of these videos is the opportunity for knowledge and skill exchange.
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 kn...
Since 2006, Henry Jenkins's Confessions of an Aca-Fan blog has hosted interviews in which academics, activists, and artists have shared their views on the changing media landscape. For the first time, Jenkins – often called “the Marshall McLuhan for the twenty-first century” – compiles some of these interviews to highlight his recurring interests in popular culture and social change. Structured around three core concepts – culture, learning, politics – and designed as a companion to Participatory Culture in a Networked Era, this book broadens the conversation to incorporate diverse thinkers such as David Gauntlett, Ethan Zuckerman, Sonia Livingstone, S. Craig Watkins, James Paul ...