Great Thinkers

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Adrienne Linenberger Online Activity 1 TCI 537: Bridging Technology Gaps November 20, 2010

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Transcript of Great Thinkers

Page 1: Great Thinkers

Adrienne Linenberger

Online Activity 1TCI 537: Bridging Technology

GapsNovember 20, 2010

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Dr. Mizuko Ito

aka: Mimi Ito

Cultural Anthropologist of

Technology Use

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Mimi Ito: Bio

Cultural Anthropologist Focus on Youth’s

changing relationships to media and communication

International expert on Mobile Technologies and new digital media in everyday life

Professor In Residence, Department of Anthropology and Department of Informatics at the University of California, Irvine

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Mimi Ito: Author

Collaborative Author: Hanging out, Messing Around, and Geeking Out: Kids Living and Learning with New Media

Co-editor: Personal, Portable, Pedestrian: Mobile Phones in Japanese Life

Author: Engineering Play: A Cultural History of Children’s Software

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Mimi Ito: Project

Co-led the Digital Youth Project, a study of ways youth use new media

How kids engage with and play with new media in their everyday lives

How digital technologies are changing the way young people learn, play, socialize and participate in civic life

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Digital Youth Project

A 3-year ethnographic study of what kids are doing with new media

Focus on: Gaming, Online Communication, Digital Media Production

Goal: to understand the online/digital world from a youth-centered perspective

Based on Social and recreational life of kids, not at school

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3 Main Categories of Engagement:(In terms of every day activity)

Hanging Out

Messing Around

Geeking Out

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Hanging OutFriendship-driven activity

A lot of learning going on

Social behavior, getting along w/ friends, learning lessons about popularity, romance

Examples: Myspace, Facebook, Texting, IM

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Generation Gap Issues

Parents uncertain of value of it

Adults frightened about potential trouble online

Peer group interaction is a major motivator

Parents need to become fluent in online communication

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Messing Around

Peer-based, self-directed learning online

Trying out new forms of media online

Developing technical and media literacy through trial and error

Examples: creating videos or games, customizing personal pages, sharing and receiving feedback online

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Generation Gap

Adults are uncertain of value

Parents don’t recognize the learning

Concerns with legality of Copyright issues: file sharing, remix, mash-ups

Adult lack of knowledge hinders creative support of learning

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Geeking Out

Interest-driven activity

Specialized interests to pursue self-directed learning around things they are passionate about

Online resources offer communities of interest and expertise

Collaborative relationships: writing, video editing, gaming

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Generation Gap

Adults have a more active role to play

Adults need to learn how to value and support this kind of learning

There are little to no models for supporting interests in such specialized programs like video editing, music making, etc.

Need a shift in collaborative activities as a family (e.g. family web pages, gaming interests)

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Conclusions

Set social norms for kids to follow that are realistic with technology

Technology in education is not just about transforming school practice but understanding the needs of youth

Support productive learning through digital media by understanding how kids are learning

New parent challenge: How to monitor and mentor in ways that aren’t oppressive to kids

Kids need guidance in working through social development in their world

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References

Big Thinkers: Mimi Ito on learning with new media, George Lucas Educational Foundation, 2009.

Mizuko Ito and others, Hanging Out, Messing Around, and Geeking Out: Living and Learning with New Media (Cambridge, MA: MIT Press, 2009.

Living and Learning with New Media: Summary of Findings from the Digital Youth Project, Digital Media and Learning, 2008

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Technology In The Classroom