82 Matching Annotations
  1. Feb 2020
    1. f practice. Each chapter represented work done at a grassroots level, not unified by a field, age level, job description, or methodological similarity.

      The uniqueness of the chapters and the way that still share a common theme is intriguing.

    2. MML Platforms - Projects showcasing software that enables regular people to act creatively in the name of MML

      The regular people part is important.

    1. mplement curricula aware of them and the interne

      Does forcung educators to use computers have a different effect than when they are implemented naturally?

    2. School has an inherent tendency to infantilize children by placing them in a position of having to do as they are told, to occupy themselves with work dictated by someone else and that, moreover, has no intrinsic value—schoolwork is done only because the designer of a curriculum decided that doing the work would shape the doer into a desirable form

      Discourages any learning that could possibly occur in a different form due to the constant presence of educators.

    3. had a lot to say about why until I read some of his work on my own. He championed software like Logo not to improve student performance in existing math classes, but as a way for students and teachers together to begin to explore a new kind of mathematical thinking that went far beyond math class and made explicit connections to non-mathematical parts of life.

      Learning one subject as it relates to another.

    4. Papert is well-known for his role in the creation and promotion of many technologies to support learning, especially Logo and its later variants and derivatives1,

      Whats Logo?

  2. www.macfound.org www.macfound.org
    1. For Wright, the player’s hunger for challenge and complexity motivates them to pick up thegame in the first place

      In order for learning to occur in this setting, there must be an interest in the content.

    2. Most of children’searliest learning comes through playing with the materials at hand.

      Since most children have access to a cellphone or other technology, how does this effect the way they play?

    3. The new literacies almost allinvolve social skills developedthrough collaboration andnetworking.These skills buildon the foundation of tradi-tional literacy, research skills,technical skills, and criticalanalysis skills taught in theclassroom

      In what ways do they build off of them? Is there a set pattern?

    4. Differentonline communities have their own norms about what information should remain within thegroup and what can be circulated more broadly, and many sites depend on self-disclosure topolice whether the participants are children or adults.Yet, many young people seem willing tolie to access those communities.

      What are some examples of how this is used and is it a positive or negatice effect?

    5. Their work was free of commercialconstraints and sheltered from outside exposure.The ethical norms and professional practicesthey were acquiring were well understood by the adults around them

      They were creating for a specific audience with specific guidance that then shaped all their skills.

    6. rent terms. In both cases, students were learning how to read information from and throughgames, but they were not yet learning how to read games as texts, constructed with their ownaesthetic norms, genre conventions, ideological biases, and codes of representation

      They were proficient but still lacked the proper means of communications.

    7. nvolved. On the one hand, those youth who are most advanced in media literacies are oftenstripped of their technologies and robbed of their best techniques for learning in an effort toensure a uniform experience for all in the classroom

      How has this effected those students? Would it be better to level the field in this manner or ensure that all students can have access?

    8. Philadelphia will allow low-income families, families that are on the cusp of their financialcapacity, to be able to be fully and completely connected.We believe that our public schoolchildren should be—their families have to be connected or else they will fall behind, and,in many ca

      The language in this statement is direct yet also passive. Its slightly confusing to me. How is it a fact that they have to be connected but not one that they should be?

    9. .We suspect that youngpeople who spend more time playing within these new media environments will feel greatercomfort interacting with one another via electronic channels, will have greater fluidity in navi-gating information landscapes, will be better able to multitask and make rapid decisions aboutthe quality of information they are receiving, and will be able to collaborate better with peoplefrom diverse cultural backgrounds.These claims a

      The media developments serve as a confidence boost for those using it.

    10. us tasks later.The challenge is how to connect decisions in the context of oureveryday lives with the decisions made at local, state, or national level

      How can this be done effectivley?

    11. articipation is a property of culture. Participatory culture is emerging as the culture absorbsand responds to the explosion of new media technologies that make it possible for averageconsumers to archive, annotate, appropriate, and recirculate media content in powerful newways

      It is not restricted to anyone with teh current technology which makes the culture more widespead.

    12. Participatory culture shiftsthe focus of literacy from oneof individual expression tocommunity involvemen

      Using individuality to futher a community.

    13. According to a 2005 studyconducted by the PewInternet and American Lifeproject, more than one-half ofall American teens—and 57percent of teens who use theInternet—could be consideredmedia creators

      The definition of a media creator is so broad that it is something nearly everyone can do. Are some people unaware that they are considered as such?

    14. ndeed, manyof these youth were frustrated with school; some dropped out and others chose to graduate

      There is no judgement in this parahraph. If anything, the tone is admiration. They were able to create their own world within the existing one to better suit their slills.

    15. — the capacity to experiment with one’s surroundings as a form of problem-solving

      This term is usually thought of in the context of kids. However, playing has developed with age to adapt a new meaning.

    16. Executive SummaryAccording to a recent study from the Pew Internet & American Life project (Lenhardt &Madden, 2005), more than one-half of all teens have created media content, and roughly one-third of teens who use the Internet have shared content they produced.

      How has this changed in recent years?

  3. Jan 2020
    1. Moreover, teachers and schools attempt to determine appropriate use of those resources.

      Whats the criteria for this decision? Is there any commonality on all the restricted sites?

    2. As Christo Sims notes in one of his fi eld notes from “Rural and Urban Youth,” “When I was in rural California, I saw a few boys playing a console game, another carrying on an ongoing text-message conversation, and another one making food,” all in the same room together.

      Its amazing how much has changed.

    3. “It just started with that, the freedom of being a boy.” Through this particular role play, Clarissa grapples with intense issues of adolescent identity work and imagines her way out of some of the gendered expectations faced by teenage girls.

      This deconstructs gender roles and reinforces individuality as influenced by the internet.

    4. Looking Around,” we focus on the ways in which kids use search engines and other online information sources to fi nd information, a practice we call “fortuitous searching.

      What is this?

    5. He explains to Christo Sims (Rural and Urban Youth) how he fi rst looked around online for this topic

      The plethora of information that is online can assist so many people with different tasks. Theres virtually no limit to how technology can help someone learn.

    6. In fact, much of contemporary gaming is built on the premise that players will engage in a great deal of experimentation on their own in a context of social support.

      Provides a sense of individualism and teamwork at the same time.

    7. I go to the most-viewed page.

      Staying up to date with current trends and information is much easier with modern technology. Even those that began in the past few years.

    8. ose helps Michelle with reading and doing homework to the extent that she can, but she speaks limited English and studied up to only the eighth grade in her native El Salvador.

      Its admirable that she does everything she can to help and protect her daughter even with limited means.

    9. First, teens frequently displayed their musical tastes and preferences on MySpace profi les and in other online venues by posting information and images related to favorite artists, clips and links to songs and videos, and song lyrics. Second, sharing and listening to music continues to be an important practice and something that teens do together when they are hanging out.

      Both of these are socially based and require a connection to other people plus a desire to share information tha is important to them.

    10. In most of the cases we have seen, youth rely to some extent on networked communication to facilitate arranging offl ine meetings, these networked sites and communication devices becoming an alternative hanging out site in its own right

      I'm a bit confused about this paragraph. How does a farther distance from friends effect the way plans are made online? Wouldn't it be a very similar process?

    11. We continue by discussing the ways in which new media content, such as music and online video, becomes a part of young people’s social communication.

      This is such an important aspect to consider because technology is essential to modern day communication.

    12. 45 percent in 2004 to 71 percent in 2007

      This is such a drastic increase in a small amount of time snd it makes me wonder how this will continue to evolve.

    13. While participation in online communities is on the rise, a majority of adults with children reported being uncomfortable having their children participate in online communities—65 percent reported feeling uncomfortable whereas only 15 percent felt comfortable. This last indicator suggests that spreading youth participation in online venues for interest-driven participation will likely require a change of attitude among adult populations

      This still occurs but I'm assuming that the discomfort is felt at by lower percent of adults?

    14. Melea circumvented economic costs associated with buying ringtones, costs that could have prohibited her from possessing her ringtone of choice. Despite the diffi culty of getting a high-quality recording in a noisy computer lab, by recording it from the playback of a MySpace page Melea creatively acquired the media she wanted in her desired format

      This demonstrates the ways technology can be limiting and the ways to work around it.

    15. In addition, it illustrates the value of informal learning, unscheduled time, and student-driven inquiry, even in a formal educational environment

      Learning occurs at all levels of technology and the effects of informal learning are frequently undermined in favor of traditional education. I believe that more emphasis should be placed on it.

    16. Building a reputation as one of the most knowledgeable voices in the online anime fandom requires this kind of commitment as well as an advanced media ecology that is fi nely tailored to his interests.

      How does an individual media ecology stem from a group media ecology?

    17. he notes that fans in specialized creative communities often avoid offi cial discussion forums

      The sense of creating your own community overrides participating in an already existing one.

    18. hat is interesting about the conversation between Christo and Derrick is Derrick’s friend’s comment. His act of calling Derrick “a computer freak” (even if meant as a joke between friends) indicates that he associates a particular and deviant identity with video fi le sharing,

      The levels of how people use technology vary by interests and are still stigmatized slightly.

    19. Hanging out tends to correspond with more friendship-driven practices and geeking out to the more interest-driven ones, although we have seen cases of kids geeking out on more friendship-driven practices, such as in the case of kids who are intensely into Facebook or MySpace, or when kids engage in video or photo production as part of their hanging out with friends.

      The interconnectedness of these is interesting because they are usually regarded as separate.

    20. lthough our discus-sion does not focus on issues of the digital divide or the participation gap, we have worked to illustrate the kinds of resources that need to be present in youth’s environments for them to participate in certain genres of practice.

      Connects with the previous text.

    21. Rather, those who engaged in high amounts of media reported spending more time on average with family, hobbies, and physical activity (Rideout, Roberts, and Foehr 2005)

      I would have assumed the opposite to be true.

    22. he everyday practices of youth, existing structural conditions, infrastructures of place, and tech-nologies are all dynamically interrelated; the meanings, uses, functions, fl ows, and interconnections in young people’s daily lives located in par-ticular settings are also situated within young people’s wider media ecolo-gies.

      I really love this point. Even the minor details of our lives are regulated by the media aspect.

    23. Even youth who do not possess computers and Internet access in the home are participants in a shared culture where new social media, digital media distribution, and digital media production are com-monplace among their peers and in their everyday school contexts.

      This is important because it recognizes the collective effects of technology that can reach those that do not have immediate access to it.

    24. Although it is unlikely that Geo Gem would describe her after-school activities with media as “learning” in the same way that she might describe school-work or piano lessons (see Seiter 2007), Geo Gem’s home environment, the institution of the family, rules, and a variety of other factors constitute her everyday media ecology and her social and cultural context for learning.

      Is this because the learning is socially based?

    25. Although Geo Gem’s family lives in a wealthy area of the San Francisco Bay Area, the media and technology she uses every day do not necessarily refl ect the family’s economic status.

      Why are some areas more technology heavy than others and how does this affect the residents?

    1. Had the boundaries between the school and the clubhouse been more permeable, mentor–teacher collaborations may have been possible that could have further ampli fi ed the pos-sibilities for learning.

      How so?

    2. . This pattern of a practice-linked identity, leading to a persistent pursuit of learning opportunities, is consistent with what we have observed in case studies from more af fl uent communities and speaks to its generality, at least when a minimum of resources are available (Barron, 2006

      Any amount of resources leads to this?

    3. he said he planned

      He's so young yet so determined to keep bettering his skills. He's an inspiration to the young boys he taught and hopefully they will continue the cycle of learning.

    4. : Well, his grades kept coming down and we had a conference and the teacher was concerned because Luis is like a super smart boy and that he was wasting his time on not doing what he’s supposed to do.

      The balance between hobbies and school is important to his parents but they still push him to pursue his passions. The way she refers to his hobbies as a waste of time is eye opening as it demonstrates the numerous perspectives of priorities and how the teacher does not value the educational benefits of his work.

    5. workspace at the clubhouse was frequently crowded with boys who were very much a part of the scene

      How many girls were there? Was it intentionally geared towards young boys?

    6. He also talked about watching and enjoying other stop-mo-tion fi lms including claymation.

      Learning through watching and practicing generates a genuine interest in the subject,

    7. Luis describes his process in a nutshell as, “think about it, get some supplies to make it, and then do it.”

      Theres no need for intense production values to create something that you can be proud of.

    8. “I just asked [the clubhouse coordinators] what it was and they old me and it was for taping and stuff, so I just started running around taping my friends, trying to do scenes and stuff....”

      He says it so nonchalantly. The stark contrast of how much skill is actually required to how he views his work is so interesting.

    9. . O u r m e t h o d s i n v o l v e o b s e r v ation, interviews, analysis of the artifacts learners create, and data collection through an occasional questionnaire.

      Self reporting data can be an issue in case studies. However, this seems to be one of the few ways this topic can be measured. It makes me question the ways they measured the data and how it can be generalized to a population.

    10. Observations of the creative work emerging from environ-ments like the clubhouse raise a host of questions about the learning activities that take place there, how they evolve over time and place, and who is involved.

      How will they find this information?

    11. While these skills are certainly important, there are still stark differences among children and adolescents in access to learning opportunities that will help position them to use computers in ways that can promote their own development (Goode, 2007; Warschauer & Matuchniak, 2010

      Reinforces the idea of privilege and how it effects people throughout their lives.

    12. Those that can use technology in more advanced ways have typically been deeply supported by parents, peers, or teachers that have expertise.

      How do these people differ from those that can't? Are they more well-versed, successful in school, or socially developed?

    13. Design activities, including information gathering, creative thinking, prototyping, improvisation, and tinkering, are thought to provide potential pathways to these crucial twenty- fi rst-century capacities (Balsamo, 2010 )

      How were past centuries defined by these same concepts?

    14. Online communities that re fl ect “cultures of participa-tion”

      Cultures of participation are not only online but it allows people to feel pride, unity, and success by participating.

    15. young people work with adult mentors to “explore their own ideas, develop skills, and build con fi dence in themselves through the use of technology.”

      There are no limits to who can learn from these methods and its always evolving.

    16. A teenage girl sits at a large green table with her head bent over a Venn diagram. A younger boy sits at a nearby computer searching for images on the Internet using Google.

      The ways learning is conducted has changed but "traditional" methods are still in practice.