exploring digital media & learning

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John D. and Catherine T. MacArthur Foundation March 2011 AT A GLANCE MacArthur launched the digital media and learning initiative in 2006 to explore how digital media are changing the way young people learn, socialize, communicate, and play. Since 2006, the Foundation has awarded grants totalling more than $85 million to organizations and individuals in support of digital media and learning. The grants have supported research, development of innovative new technologies, and new learning environments for youth, including a school based on game design principles. Groundbreaking research supported by MacArthur resulted in the first ethnographic study of how youth in the United States participate with digital media, which showed that their learning is peer based and occurring anywhere, anytime. The MacArthur Foundation’s digital media and learning initiative aims to determine how digital media are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to education and other social institutions that must meet the needs of this and future generations. EXPLORING DIGITAL MEDIA & LEARNING New York City’s Quest to Learn, the nation’s first public school based on principles of game design, allows students to construct their own learning environments.

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John D. and Catherine T. MacArthur Foundation March 2011

AT A GLANCE

• MacArthurlaunchedthedigitalmediaandlearninginitiativein2006toexplorehowdigitalmediaarechangingthewayyoungpeoplelearn,socialize,communicate,andplay.

• Since2006,theFoundationhasawardedgrantstotallingmorethan$85milliontoorganizationsandindividualsinsupportofdigitalmediaandlearning.Thegrantshavesupportedresearch,developmentofinnovativenewtechnologies,andnewlearningenvironmentsforyouth,includingaschoolbasedongamedesignprinciples.

• GroundbreakingresearchsupportedbyMacArthurresultedinthefirstethnographicstudyofhowyouthintheUnitedStatesparticipatewithdigitalmedia,whichshowedthattheirlearningispeerbasedandoccurringanywhere,anytime.

The MacArthur Foundation’s digital media and learning initiative aims to determine how digital media are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to education and other social institutions that must meet the needs of this and future generations.

ExpLoriNG DiGiTAL MEDiA & LEArNiNG

NewYorkCity’sQuesttoLearn,thenation’sfirstpublicschoolbasedonprinciplesofgamedesign,allowsstudentstoconstructtheirownlearningenvironments.

John D. and Catherine T. MacArthur Foundation page 2

BACkGrouND

After26yearsofsignificantinvestmentintraditionalschoolreformwithlessimpactthanhopedfor,theMacArthurFoundationchangeditsfocusfromeducationtolearning,specificallyhowyoungpeoplearelearningoutsideofschoolastheyparticipatewithdigitalmedia.In2006,thedigitalmediaandlearninginitiativewaslaunchedtotestthenotionthatpubliceducationwouldhavetotransformifitistoprepareyoungpeopleforthecomplexandconnectedsocial,economic,andpoliticaldemandsof21stcenturysociety.

ThreequestionsguidethecoreoftheFoundation’sdigitalmediaandlearninggrantmaking:

• Areyoungpeoplechangingasaresultofdigitalmediaandlearning?

• Howshouldyoungpeople’slearningenvironmentschange?

• Howshouldlearninginstitutionschange?

Grantsaremadetodesigners,researchersandpractitionersworkingtoanswerthesequestionsandadvancethefieldofdigitalmediaandlearning.

Are young people changing as a result of digital media and learning?

Researchhasincludedathree-yearethnographicstudyandprojectsexploringyoungpeople’sethicaldevelopment,civicengagement,andtheireffortstoassessthecredibilityofinformation.Inadditiontoaclearerpictureofyoungpeople’stimeonline,Foundation-supportedresearchsuggestsasetofskillsthatyoungpeoplewillneedtonavigateasocietythatprovidesanabundanceofinformationandconnectspeoplearoundtheworldthroughdigitalplatforms.

Theresearchsupportsthefindingsofearlierstudies:peoplelearnbestthroughdoingandlearningisbetterretainedandmoreeasilyappliedindifferentsettingswhenitconnectstootherthingsofinterest,involvesopportunitiesforfailureandsuccess,andtakesplacewithothers.Theuseofdigitalmediaoutsideofschoolsalignswiththeseprinciplesoflearning—itishighlysocial,encouragesexperimentationandtinkering,andmakesiteasiertoproduce,make,andsharethings.However,mostschoolshavenotintegrateddigitalmediaintothewaytheyteach.

How should learning environments change?

Theclassroom,textbooks,andthetransferofknowledgefromteachertostudentsrepresenttheclassiclearningenvironment.SeveralFoundation-supportedprojectshaveexploredhowsocialnetworks,videogames,virtualworlds,andmobilephonesmightbeused,eitherseparatelyortogether,toimprovethelearningexperiencesofyoungpeople.Asetofdesignprinciplesemergedfromtheseprojectsthatareinformingthecreationofnewlearningenvironments,includingtheinnovativeQuesttoLearnschoolinNewYorkCitybasedonprinciplesofgamedesign,soontobereplicatedinChicago.Otherprojectsareexploringalternateapproachestoassessment.

How should learning institutions change?

Foundation-fundedresearchshowsthatyoungpeopleliveinhighlyfragmentedworlds.Theirexperiencesinschools,libraries,museums,andafter-schoolprogramsarerarelyconnected.Theirmanyactivitiesonlinearesimilarlyfragmentedandrarelyconnecttotheirofflineinteractionswithadults.InNew

YorkCityandChicago,theFoundationissupportingnetworksofschoolsandcivicandculturalinstitutionsthatprovidecoordinatedlearningopportunitiesforyoungpeople.

BuiLDiNG A FiELD

TheFoundationhassupportedavarietyofprojectsandactivitiesdesignedtobuildaninterdisciplinaryfieldfocusedondigitalmediaandlearning,including:

• The International Journal of Learning and Media,anonlinejournalproducedbyMITPressthatprovidesaglobalandinterculturalforumforscholars,researchers,andpractitionerstoexaminethechangingrelationshipsbetweenlearningandmedia.

• TheSpotlightonDigitalMediaandLearning,awebsitethatshowcasestheprojectsandpeoplefundedbytheFoundation’sdigitalmediaandlearninginitiativeandcoverstheintersectionoftechnologyandlearning.

• TheDigitalMediaandLearningResearchHub,attheUniversityofCalifornia,Irvine,tocoordinateresearchandfield-buildingprojects.

• TheDigitalMediaandLearningCompetition,administeredthroughapartnershipwiththeHumanities,Arts,Science,andTechnologyAdvancedCollaboratory(HASTAC),distributes$2millionannuallytosupportnewapplicationsthatembodythedevelopmentofthefutureoflearning.

ExploringDigitalMedia&Learning

page 3 www.macfound.org

Onanaverageday,primaryschoolchildrenspendasmanyhoursengagedinmediaactivityastheyspendinschool.

John D. and Catherine T. MacArthur Foundation page 4

Digital media are changing the way young people learn, play, socialize, and participate in civic life.

• Videogameplayingisuniversal.97percentofAmericanteensages12–17playsomekindofvideogameandatleasthalfplayonanygivenday.

• Mobiledeviceownershipamongchildrenages4-14hasexperienceddouble-digitgrowthsince2005.

• AlmostallchildrenintheU.S.haveaccesstoamobiledevice,with93percentof6-9yearoldslivinginahomewithacellphone.

• Socialmediaactivitiesareassociatedwithseveralbeneficialsocialactivities,includingparticipationindiscussionnetworksthataremorelikelytocontainpeoplefromdifferentbackgrounds.

• Accordingtoasurveyofundergraduatesatalargepublicuniversity:99percent

havetheirowncomputers;95percentofthosewithcomputersusethemdaily;76percenthaveiPodsorequivalent;51percentuseonlinesocialinteractiontoolsdaily;93percentuseinstantmessaging;34percentusecellphonetextmessagingdaily;90percentsayinformationtechnology(IT)helpsthemlearn.93percentsayIThelpsthemcommunicatewiththeirinstructors.94percentsayIThelpsthemwithresearch.

ExploringDigitalMedia&Learning

MorethanhalfofonlineteenshavecreatedcontentfortheInternet,suchasblogsandpersonalwebpages,orsharedartwork,photos,storiesorvideos.

SELECTED FiNDiNGS

page 5 www.macfound.org

• Morethan75percentofteenshavegamingexperiencesthatparallelaspectsofciviclife,suchashelpingothersandthinkingaboutmoralandethicalissues.

• Teenswhohavevideogameexperiencesthatparallelciviclifearemuchmorelikelytofollowcurrentevents,raisemoneyforcharity,andbecommittedtocivicparticipation.

There is an ongoing shift in the way young people learn. Digital media allow a style of learning that is less about consuming knowledge and more about interaction and participation.

• Fifty-onepercentofstudentssaidgamingtechnologiesmakeiteasierforthemtounderstanddifficultconcepts.

• Youtharegrowingupinanageofincreasingaccessibilityoftoolsfordigitalproduction.Youtharemaking,remaking,andadaptingdigitalcontentandtechnologyinaculturethatishighlysocialandparticipatory.

• MorethanhalfofonlineteenshavecreatedcontentfortheInternetsuchaspostingtoablogorpersonalwebsiteorsharingartwork,photos,storiesandvideos.

• RoughlyonethirdofallteenswhousetheInternethavesharedthecontenttheyproduced.

• Middleschoolandhighschoolstudentssaytheysharephotos,videosormusic(38percent);createnewvideos,music,audiooranimation(32percent);orevenrepackagedifferentpiecestocreatesomethingentirelydifferent(23percent).Studentsareincreasinglycontributingtoblogs(18percent)orwikis(11percent).

• Youngerstudents(3rd–5thgrade)alsoaretakingadvantageofthetoolsavailabletothem.Theysharevideos,

podcastsorphotosviatheInternet(32percent)andalsocontributetoblogs,quiteoftenassociatedwiththevirtualrealityenvironments(13percent).

Learning looks different today — digital media are transforming learning environments into a networked world that can be accessed anywhere and at anytime.

• Youngpeoplearelearninginpeer-drivengroups.

• TheInternetprovidesnewkindsofpublicspacesforyouthtointeractandreceivefeedbackfromoneanother.Youngpeoplerespecteachother’sauthorityonlineandaremoremotivatedtolearnfromeachotherthanfromadults.

• Onanaverageday,primary-schoolchildrenspendasmanyhoursengagedinmediaactivityastheyspendinschool.

parents, teachers and others with a stake in a young person’s education need to participate in the new digital world to understand it and to provide guidance for young people’s learning.

• Youtharenavigatingcomplexsocialandtechnicalworldsonline,learningbasicskillsthattheyneedtofullyparticipateincontemporarysociety.Thesocialworldsthatyoutharenegotiatinghavenewkindsofdynamics,asonlinesocializingispermanent,public,involvesmanagingelaboratenetworksoffriendsandacquaintances,andisalwayson.

• Thereisagenerationgapinhowyouthandadultsviewthevalueofonlineactivity.Adultstendtobeinthedarkaboutwhatyoutharedoingonline,andoftenviewonlineactivityasriskyoranunproductivedistraction.Youngpeople,however,seethesocialvalue

ofonlineactivityandaregenerallyhighlymotivatedtoparticipate.

• Threeoutoffouradministratorssaymobilelearningdevicesarebeneficialforincreasingstudentengagementinschoolandlearning,andone-halfofthosesurveyedsaymobiledevicescanbeusedtoextendlearningbeyondtheschoolday.

SourCES1. Lenhart,Amanda,JosephKahne,Ellen

Middaugh,AlexandraRankinMacgill,ChrisEvans,andJessicaVitak.2008.Teens, Video Games and Civics: Teens’ gaming experiences are diverse and include significant social interaction and civic engagement.ThePewInternet&AmericanLifeProject.

2. NPDGroup.2008a.Kids and consumer electronics IV.NPDGroup.

3. SesameWorkshop.2007.The media utilization study.SesameWorkshop.

4. Hampton,KeithN.,LaurenF.Sessions,EunJaHer,LeeRainie.2009.Social Isolation and New Technology: How the Internet and mobile phones impact Americans’ social networks.PewInternet&AmericanLifeProject.

5. Hargittai,Eszter.2007.AFrameworkforStudyingDifferencesinPeople’sDigitalMediaUses.InCyberworld Unlimited.EditedbyNadiaKutscherandHans-UweOttoVSVerlagfürSozialwissenschaften/GWVFachverlageGmbH.Pp.121-137.

6. Speak Up 2007 for Students, Parents, and School Leaders. Selected National Findings.April8,2008.ProjectTomorrow.

7. Ito,Mizuko,HeatherA.Horst,MatteoBittanti,danahboyd,BeckyHerr-Stephenson,PatriciaG.Lange,C.J.Pascoe,andLauraRobinson(withSonjaBaumer,RachelCody,DilanMahendran,KatynkaMartinez,DanPerkel,ChristoSims,andLisaTripp.)2008.Living and Learning with New Media: Summary of Findings from the Digital Youth Project.TheJohnD.andCatherineT.MacArthurFoundationReportsonDigitalMediaandLearning.

8. Lenhart,AmandaandMaryMadden.2005.Teen Content Creators and Consumers.PewInternet&AmericanLifeProject.

9. Speak Up 2008 for Students, Teachers, Parents and Administrators.SelectedNationalFindings.March24,2009.ProjectTomorrow.

10. Thai,AnnMy,DavidLowenstein,DixieChing,DavidRejeski.June2009.Game Changer: Investing in digital play to advance children’s learning and health. TheJoanGanzCooneyCenteratSesameWorkshop.

ExploringDigitalMedia&Learning

John D. and Catherine T. MacArthur Foundation page 6

Are young people changing as a result of digital media and learning?

UNIVERSITYOFSOUTHERNCALIFORNIA,ANNENBERGCENTERFORCOMMUNICATIONLos Angeles, CA Twograntstotaling$1,426,580inpartialsupportofamulti-siteethnographicstudyofhowandtowhateffectyoungpeopleusedigitalmedia.

HARVARDUNIVERSITY,GRADUATESCHOOLOFEDUCATIONCambridge, MA$900,000insupportofastudyoftheeffectofdigitalmediaonyoungpeople’sethicaldevelopmentandthecreationofcurriculaforparentsandteachers.

MILLSCOLLEGEOakland, CA$4,500,000insupportoftheMacArthurResearchNetworkonYouthandParticipatoryPolitics.

NORTHWESTERNUNIVERSITY,DEPARTMENTOFCOMMUNICATIONSTUDIESEvanston, IL$309,000insupportofaquantitativestudyofhowyoungpeopleusetheInternettosearch,sort,anduseinformation,andtheimplementationandassessmentofaninterventiontargetingimprovedInternetuse,participation,andskills.

UNIVERSITYOFCALIFORNIA,IRVINEIrvine, CA$4,500,000insupportoftheMacArthurResearchNetworkonConnectedLearning.

UNIVERSITYOFCALIFORNIA,IRVINEIrvine, CA$2,970,000toestablishtheDigitalMediaandLearningResearchHub.

How should learning environments change?

INDIANAUNIVERSITYBloomington, IN$500,000insupportoftheQuestAtlantisenvironmentforyoungpeopletoimprovetheirscienceknowledgeandmedialiteracyskills.

UNIVERSITYOFCALIFORNIAIRVINEIrvine, CA$5,632,000tooperate,publicize,andsupportthewinnersofanopen-callcompetitionatHASTACtobuildthefieldofDigitalMediaandLearning.

UNIVERSITYOFWISCONSIN-MADISON,SCHOOLOFEDUCATIONMadison, WI$1,200,000insupportofthedesignanddevelopmentofinnovativegamemodules,curriculum,andtoolstosupportyoungpeople’smedialiteracy.

ICIVICSWashington, DC$780,000insupportofthedesignanddevelopmentofiCivics,andinnovativelearningenvironmenttoteachsocialstudies,civicengagement,an21stcenturyskills.

SOCIALSCIENCERESEARCHCOUNCILNew York, NY$1,000,000todevelopSTARTL,afundtosupportthedevelopmentoflearningapplications.

INSTITUTEOFPLAYNew York, NY$1,100,000todevelopQuesttoLearnpublicschoolinNewYorkCity.

How should social institutions change?

INSTITUTEOFMUSEUMANDLIBRARYSERVICESWashington, DC$1,250,000insupportofthescale-upofYouMediateenlearningspace.

NEWYORKCOMMUNITYTRUSTNew York, NY$1,500,000insupportoftheNewYouthCityLearningNetworkofschools,libraries,museums,after-schoolprograms,onlinecommunities,andthehomeinNewYorkCity.

STANFORDUNIVERSITY,SCHOOLOFEDUCATIONStanford, CA$750,000insupportofthelongitudinaldocumentationandevaluationoftheUniversityofChicago’sAfterschoolDigitalMediaProgram.

rEprESENTATivE GrANTS

page 7 www.macfound.org

CHICAGOINTERNATIONALCHARTERSCHOOLFOUNDATIONChicago, IL$700,000insupportofthefirstofthreecampusesofChicagoQuestcharterschool.

CHICAGOPUBLICLIBRARYFOUNDATIONChicago, IL$1,200,000insupportofYouMediateenlearningspaceintheChicagoPublicLibrary.

HARVARDLAWSCHOOL,BERKMANCENTERFORINTERNETANDSOCIETYCambridge, MA$450,000todevelopayouthmediapolicyworkinggroup.

THECHICAGOCOMMUNITYTRUSTChicago, IL$1,300,000insupportoftheChicagoLearningNetworkofschools,libraries,museums,after-schoolprograms,onlinecommunitiesandthehome.

AtYouMedia,aninnovativelearningspaceforteensattheChicagoPublicLibrary,youngpeoplecanhangoutwithfriends,remixtheirownvideos,tapintothelibrary’slargecollectionofyouthliterature,andusetheInternettoexploreissuesofinterest.

John D. and Catherine T. MacArthur Foundation March 2011

ExploringDigitalMedia&Learning

About The MacArthur FoundationTheJohnD.andCatherineT.MacArthurFoundationsupportscreativepeopleandeffectiveinstitutionscommittedtobuildingamorejust,verdant,andpeacefulworld.InadditiontoselectingtheMacArthurFellows,theFoundationworkstodefendhumanrights,advanceglobalconservationandsecurity,makecitiesbetterplaces,andunderstandhowtechnologyisaffectingchildrenandsociety.For more information or to sign-up for our free electronic newsletter, please visit www.macfound.org.

JohnD.andCatherineT.MacArthurFoundation140SouthDearbornSt.,Suite1200,Chicago,Illinois60603-5285Telephone:(312)726-8000Fax:(312)920-6258www.macfound.orgTDD:(312)920-6285

For More informationaboutMacArthur’sdigitalmedia&learninginitiative

Connie Yowell [email protected]

An-Me Chung [email protected]

websitewww.macfound.org/education

ADDiTioNAL rESourCES

Digital Media and Learning research Hub: dmlcentral.net

The Digital Media and Learning Competition:dmlcompetition.net

The International Journal of Learning and Media:ijlm.net

The Goodplay project:goodworkproject.org/research/digital.htm

Digital Youth Network:iremix.org

YouMedia:youmediachicago.org

institute of play:instituteofplay.com

iCivics: icivic.org

Quest Atlantis:questatlantis.org

Spotlight on Digital Media and Learning:spotlight.macfound.org