More often than not, those youth who have developed the most comfort with the onlineworld are the ones who dominate classroom use of computers, pushing aside less technicallyskilled classmates
I wish we had more statistics to combat this argument.
More often than not, those youth who have developed the most comfort with the onlineworld are the ones who dominate classroom use of computers, pushing aside less technicallyskilled classmates
I wish we had more statistics to combat this argument.
every child deserves the chance to express him- or herselfthrough words, sounds, and images, even if most will never write, perform, or draw profession-ally.
Everybody is open to their own opinion, no matter the individual.
Informal learning communities can evolve to respond to short-termneeds and temporary interests, whereas the institutions supporting public education haveremained little changed despite decades of school reform
Informal learning is ever changing that is why you don't see as many long term changes for informal learning.
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
It's insane to identify that there are so many different media outlets in today's day and age.
luing geek cred is a unique feature of geeking out as a genre of participation and is signifi cantly different from the ways in which information is assessed while messing around.
Geek cred is honestly the coolest term ever!
a fi fteen-year-old boy who chose the pseudonym 010101, discussed the way he keeps up with information about his interest in technology by creating a customized Google home page with various RSS (Really Simple Syndication) feeds so he can keep tabs on different sites of interest.
How is it that the youth nowadays has the ability to think of this stuff? It's honestly remarkable
he ability to mess around requires access to media, technology, and social resources that are not always available to youth. Just as in the case of hanging out, messing around is a genre of participation that is driven by young people’s own interests and motivations.
Everybody has their own interests when it comes to the media and how we interpret it.
However, after a song or a band piqued his interest, he turned to online sites, searching for a particular band on iTunes, doing a Google search to learn more about the band, or identifying Google images to download a picture for his binder.
This is an example of us being privileged as a generation because everything is given to us through technology.
s Eagleton and Dobler (2007), Hargittai (2004; 2007), Robinson (2007), and others have noted, the growing availability of information in online spaces has started to transform young people’s attitudes toward the availability and accessibility of information
In our generation we feel that everything is available for us online, whereas that has never been the case in the past.
Video downloads and sites such as YouTube mean that youth can view media at times and in locations that are convenient and social, provided they have access to high-speed Internet.
This is such a common thing that the youth use nowadays. YouTube has greatly effected my life and perspective on media as a whole.
As with earlier forms of music sharing, the digital music on iPods and MySpace profi les are still about the sharing of media and media tastes with friends and local peers.
Society is always focused on the sharing of media. Media is able to be shared from any website or social media platform in today's day and age.
Sites such as MySpace often extend this kind of music-driven sociability online,
Oh poor MySpace what ever happened to the great times from 20 years ago.
As we describe in this book’s introduction, contemporary teens generally see their peers at school as their primary reference point for socializing and identity construction. At the same time, they remain largely dependent on adults for providing space and new media and they possess limited opportunities to socialize with peers and romantic partners without the supervision of adults.
We rely way to much on our parents or adults at a young age when it comes to technology, which is not good.
t is clear that different youth at different times possess varying levels of technology- and media-related expertise, interest, and motivation.
Technology is interpreted differently depending on different age levels. This isn't as common in today's day and age though due to technology, especially iPhones, being so common at a young age.
shared culture
Having a shared culture is something we see today in the educational levels within the youth. You are able to gain any information from peers or classmates because everyone is living in a media heavy lifestyle nowadays.
GameCube
Had to state that this is an absolute classic gaming console!
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. The “kids’ computer” is a secondhand desktop computer that sits in the living room and the GameCube is dated. Moreover, Geo Gem’s parents decided not to buy cable in an effort to
This honestly shows that not all people are gifted the same opportunities as others. Some people don't receive or have the technology that others have to improve their knowledge about the world.
I n c l o s i n g , t h e c l u b h o u s e w a s c r i t i c a l i n h e l p i n g L u i s t o d e v e l o p t h e k i n d s o f t e c h -nological fl uencies that may position him for further learning and creative work
This is a great last say to the entire article. The whole point of the article was to show the importance of technological clubhouses in communities that don't have the same opportunities as other privileged communities.
Links between the clubhouse, home, and school were present but could have been stronger.
Yes you can say this was the case, however, no environment is going to be perfect. There are always going to be imperfections when it comes to any place you work.
The clubhouse work motivated and made possible diversi fi cation of Luis’s learning opportunities.
The support and the environment around you can make or break the work you try to accomplish. If you have any sort of negative energy when trying to accomplish your goals then it will affect your learning opportunities.
The clubhouse was critical for the development of Luis ’ s skill and identity as a producer of stop-animation fi lms.
After reviewing the reading from the beginning to the end I actually agree with this statement. The Clubhouse gave Luis, "The keys to the car" you could say. The environment allowed for him to accomplish his lifetime goals.
he found ways to use opportunities at school to advance his own learning and production.
In today's day and age the youth doesn't really understand the importance of using school to your advantage whenever it comes to improving your common interests.
His parents attributed some of this to his spending too much time on his extracurricular computer projects, like the computer animation, and sought to limit his work.
Yes you may have specific goals and dreams in life, however, you still have other responsibilities at such a young age, such as school.
His mother and older brother were central fi gures in the development of his projects.
Once again it is noticed that Luis has an incredible support system to assist him in his movie-making dreams.
setting goals
I love that Luis is setting goals for himself. Setting goals allows for you to have a want and a will to accomplish something. Accomplishing your goals is one of the best feelings in the world.
Luis’s workspace at the clubhouse was frequently crowded with boys who were very much a part of the scene, laughing and giggling while making sound effects, and gesturing with the action fi gures that appear in the movies.
Knowing that you have a great support system such as the boys in the clubhouse is really important.
feedback
This is by far something that is commonly overlooked, feedback is the most important thing to learn from to improve on any sort of work.
Luis describes his process in a nutshell as, “think about it, get some supplies to make it, and then do it.”
It seems as if Luis has the don't give up mindset he will do anything in his power to accomplish his common goal.
h e c l u b h o u s e c o o r d i n a t o r s i n c l u d e d L u i s i n fi e l d t r i p s c o n n e c t e d t o h i s i n t e rests, including one to the game design company Electronic Arts.
Okay lets be real here, the idea that Luis is included in field trips to the game design company Electronic Arts is pretty cool.
The paper drawings evolved to claymation, from which Luis then developed his own style,
This is what needs to occur in the real world more often. That is finding a common interest in what you believe in, and adapting that interest to make it unique and your own.
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....”
Youth kids learn from the environment around them and they grow common likes and dislikes from that. It's cool to see that Luis is doing just that, and identifying something that may become a common interest.
Our representations of Luis’s activities in narrative form provide what might be called a wide-angle view of learning, losing direct observation of micro-interactional phenomena but offering a glimpse at the dynamics of learning and interest develop-ment over weeks, months, and years
Having a wide-angled view is one thing in life that is often overlooked. It's good to see that they are using this outlook on Luis and his activities.
Youth who lived in the community served by the Simmons Computer Clubhouse, on average, had much less access to computing tools at home than their Silicon Valley neighbors whose parents worked in the technology industry (Barron et al., 2009 ) . The goal of the clubhouse study was to better understand how this intention-ally designed space provided opportunities for learning and how it intersected with
This study is interesting and this is perfect to identify whether technology centers will improve the learning of the youth.
C o m m u n i t y t e c h n o l o g y c e n t e r s c a n p r o v i d e a n i m p o r t a n t s p a c e f o r y o u t h w i t h l e s s home access, offering multiple opportunities to learn through mentors and material resources
There are both pros and cons to this statement in my opinion. Yes, this opportunity gives the youth the option to gain knowledge through additional help. However, is it the right decision to push technology into the minds of the youth at such a young age?
Studies of school-based access to learning opportunities show that it is the more economically advantaged communities that offer electives focused on advanced topics such as computer science
This is the case according to Goode in 2007, however, I wonder is there is any more information that dives deeper into this research.
M o r e c o m m o n are socially motivated genres of participation such as social networking and texting.
In society it's crazy to think that these have become the norm. Whereas, 20 years ago this was not common what so ever. The world is ever evolving.
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. This familiar scene of after-school concentration can be found in any number of American community contexts, including a public library, a local school, or a family kitchen.
This gives us a sense of familiarity because we all have been through something similar to this in our lives.