Chapter
|
Topics
|
1
Media Ecologies
|
Genre of Participation:
Hanging Out – activities
include keeping in touch, listening to music, contacting friends, texting,
not productive
Messing Around – More
intense; looking for information, “fortuitous searching;” learning through
trial and error (no concern about mistakes); need access and time
Common activities to reading – making, adjusting and confirming predictions
also predictions about how to navigate
text on line
Geeking Out – Very
intense, often on one subject; require high level of specialized knowledge;
willingness to bend or break social and technological rules; requires time,
access, resources and ability to connect with community of experts
|
2
Friendship
|
New media is important to develop and maintain friends
Similar to the 1980s malls
1950s were start of the separate teen culture
With new media, teens can extend status negotiations as well as drama
when away from school
On-line and in-person considered the same
Usually do not connect with new people through new media – mostly
used to communicate with current friends.
One new aspect – forced and public announcements of social
connections
|
3
Intimacy
|
Dating is less formal than in the 1970s and 1980s
Pairs are in constant contact with each other
Status is public – both when become connected and when break-up
|
4
Families
|
Parental concerns:
One issue – location of media in home
Mom still mostly in charge
|
5
Gaming
|
There is little evidence that violent games cause aggression
Five genres of gaming:
|
6
Creative
Production
|
Learning
Development of skills
New forms of literacy
Peer feedback and evaluation
|
7
Work
|
Activities seen as serious and productive work
Preparation for future jobs and careers
Out-of-school media programs:
|
8
Conclusion
|
The authors concluded that “Kids’ participation in networked publics
suggests some new ways of thinking about the role of public education….what
would it mean to think of education as a process of guiding kids’
participation in public life more generally, a public life that includes
social, recreational, and civic engagement?”
(page 352-3)
|
NOTE: All page numbers are from
hardback edition.
1. How different is friendship with new
media than when you were in school?
Consider the following:
· Drama
·
Boyfriend/girlfriend connections
·
Breaking-up with significant other
·
Gossip
·
Bullying
2. Two questions the
study sought to answer were:
·
“How are new media being taken up by youth
practices and agendas?” (Page 339)
·
“How do these practices change the dynamics of
youth-adult negotiations over literacy, learning and authoritative
knowledge?” (Page 339)
What are the answers?
3. Why do you think the teens choose
the names they did when they did not want to use their own name? For example, AbsoluteDestiny, NubMuffin and
orangefizzy. What name would you choose
for yourself?
4. In chapter 6, Creative Production,
there were many positive activities that correspond to what many try to do in
and out of the classroom to enhance learning.
These include out-of-school learning, access to a wide range of experts,
collaboration, peer-based learning and peer evaluation. Can we use this interest and motivation in
the classroom?
5. Did the description of everything
involved in gaming (page 232) as well as the collaborative effort to kill
Tiamat (page 326) change your opinion of “gamers?”
6. Discuss your reading
experience. Did it give you any insights
into your students’ reading? How would
your experience have been different, or how was it different, reading the book
as an ebook?
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