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How emergent practices and developments in young people's digital media can result in technological innovation or lead to unintended learning experiences and unanticipated social encounters. Young people's use of digital media may result in various innovations and unexpected outcomes, from the use of videogame technologies to create films to the effect of home digital media on family life. This volume examines the core issues that arise when digital media use results in unintended learning experiences and unanticipated social encounters. The contributors examine the complex mix of emergent practices and developments online and elsewhere that empower young users to function as drivers of technological change, recognizing that these new technologies are embedded in larger social systems, school, family, friends. The chapters consider such topics as (un)equal access across economic, racial, and ethnic lines; media panics and social anxieties; policy and Internet protocols; media literacy; citizenship vs. consumption; creativity and collaboration; digital media and gender equity; shifting notions of temporality; and defining the public/private divide. Contributors Steve Anderson, Anne Balsamo, Justine Cassell, Meg Cramer, Robert A. Heverly, Paula K Hooper, Sonia Livingstone, Henry Lowood, Robert Samuels, Christian Sandvig, Ellen Seiter, Sarita Yardi
An ambitious project to help economically disadvantaged students develop technical, creative, and analytical skills across a learning ecology that spans school, community, home, and online. The popular image of the “digital native”—usually depicted as a technically savvy and digitally empowered teen—is based on the assumption that all young people are equally equipped to become innovators and entrepreneurs. Yet young people in low-income communities often lack access to the learning opportunities, tools, and collaborators (at school and elsewhere) that help digital natives develop the necessary expertise. This book describes one approach to address this disparity: the Digital Youth Network (DYN), an ambitious project to help economically disadvantaged middle-school students in Chicago develop technical, creative, and analytical skills across a learning ecology that spans school, community, home, and online. The book reports findings from a pioneering mixed-method three-year study of DYN and how it nurtured imaginative production, expertise with digital media tools, and the propensity to share these creative capacities with others. Through DYN, students, despite differing interests and identities—the gamer, the poet, the activist—were able to find some aspect of DYN that engaged them individually and connected them to one another. Finally, the authors offer generative suggestions for designers of similar informal learning spaces.
How popular debates about the so-called digital generation mediate anxieties about labor and life in twenty-first-century America “The children are our future” goes the adage, a proclamation that simultaneously declares both anxiety as well as hope about youth as the next generation. In The Digital Is Kid Stuff, Josef Nguyen interrogates this ambivalence within discussions about today’s “digital generation” and the future of creativity, an ambivalence that toggles between the techno-pessimism that warns against the harm to children of too much screen time and a techno-utopianism that foresees these “digital natives” leading the way to innovation, economic growth, increased democratization, and national prosperity. Nguyen engages cultural histories of childhood, youth, and creativity through chapters that are each anchored to a particular digital media object or practice. Nguyen narrates the developmental arc of a future creative laborer: from a young kid playing the island fictions of Minecraft, to an older child learning do-it-yourself skills while reading Make magazine, to a teenager posting selfies on Instagram, to a young adult creative laborer imagining technological innovations using design fiction. Focusing on the constructions and valorizations of creativity, entrepreneurialism, and technological savvy, Nguyen argues that contemporary culture operates to assuage profound anxieties about—and to defuse valid critiques of—both emerging digital technologies and the precarity of employment for “creative laborers” in twenty-first-century neoliberal America.
The new generation of internet technologies and web applications is seeing a growth in social software and networking, as well as other communications tools. This infrastructure of social interaction and collaboration has provided an increase in more dynamic user participation and expertise in knowledge of contents and facts traditionally only held by experts. Social Software and the Evolution of User Expertise: Future Trends in Knowledge Creation and Dissemination examines the vital role that social software applications play in regards to the cultural definitions of experts and challenges the reader to consider how recent changes in this area influence how we create and distribute knowledge. This collection brings together scholars and practitioners from various disciplines and professions to project a new kind of thinking about the understanding of the major changes in many professions.
How communication technologies meant to empower people with speech disorders—to give voice to the voiceless—are still subject to disempowering structural inequalities. Mobile technologies are often hailed as a way to “give voice to the voiceless.” Behind the praise, though, are beliefs about technology as a gateway to opportunity and voice as a metaphor for agency and self-representation. 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 (including autism and cerebral palsy) and their families. She finds that despite claims to empowerment, the hardware and software are still subject to disempowering structural inequalities. Views of technology as a great equalizer, she illustrates, rarely account for all the ways that culture, law, policy, and even technology itself can reinforce disparity, particularly for those with disabilities. Alper explores, among other things, alternative understandings of voice, the surprising sociotechnical importance of the iPad case, and convergences and divergences in the lives of parents across class. She shows that working-class and low-income parents understand the app and other communication technologies differently from upper- and middle-class parents, and that the institutional ecosystem reflects a bias toward those more privileged. Handing someone a talking tablet computer does not in itself give that person a voice. Alper finds that the ability to mobilize social, economic, and cultural capital shapes the extent to which individuals can not only speak but be heard.
How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.
"An excellent primer on what it means to live digitally. It should be required reading for adults trying to understand the next generation." -- Nicholas Negroponte, author of Being Digital The first generation of children who were born into and raised in the digital world are coming of age and reshaping the world in their image. Our economy, our politics, our culture, and even the shape of our family life are being transformed. But who are these wired young people? And what is the world they're creating going to look like? In this revised and updated edition, leading Internet and technology experts John Palfrey and Urs Gasser offer a cutting-edge sociological portrait of these young people, who can seem, even to those merely a generation older, both extraordinarily sophisticated and strangely narrow. Exploring a broad range of issues -- privacy concerns, the psychological effects of information overload, and larger ethical issues raised by the fact that young people's social interactions, friendships, and civic activities are now mediated by digital technologies -- Born Digital is essential reading for parents, teachers, and the myriad of confused adults who want to understand the digital present and shape the digital future.
This companion presents the newest research in this important area, showcasing the huge diversity in children’s relationships with digital media around the globe, and exploring the benefits, challenges, history, and emerging developments in the field. Children are finding novel ways to express their passions and priorities through innovative uses of digital communication tools. This collection investigates and critiques the dynamism of children's lives online with contributions fielding both global and hyper-local issues, and bridging the wide spectrum of connected media created for and by children. From education to children's rights to cyberbullying and youth in challenging circumstances, the interdisciplinary approach ensures a careful, nuanced, multi-dimensional exploration of children’s relationships with digital media. Featuring a highly international range of case studies, perspectives, and socio-cultural contexts, The Routledge Companion to Digital Media and Children is the perfect reference tool for students and researchers of media and communication, family and technology studies, psychology, education, anthropology, and sociology, as well as interested teachers, policy makers, and parents.
This book adopts a critical youth studies approach and theorizes the digital as a key feature of the everyday to analyse how ideas about youth and cyber-safety, digital inclusion and citizenship are mobilized. Despite a growing interest in the benefits and opportunities for young people online, both ‘young people’ and ‘the digital’ continue to be constructed primarily as sites of social and cultural anxiety requiring containment and control. Juxtaposing public policy, popular educational and parental framings of young people’s digital practices with the insights from fieldwork conducted with young Australians aged 12–25, the book highlights the generative possibilities of attending to intergenerational tensions. In doing so, the authors show how a shift beyond the paradigm of control opens up towards a deeper understanding of the capacities that are generated in and through digital life for young and old alike. Young People in Digital Society will be of interest to scholars and students in youth studies, cultural studies, sociology, education, and media and communications.
Creative teaching and learning is often used as a site for research and action research, and this volume is intended to act as a text book for this range of courses and initiatives.