31 Matching Annotations
  1. Nov 2021
    1. One of the hallmarks of today's networked and participatory youth culture is the centrality of cultural production and sharing.

      Very true by promoting a political group, a car group etc, it is central to contrary belief that is a pillar of online sharing for example Indy 500 online groups etc.

    2. This view of civic learning as “connected” brings together peer culture, personal interests and identities, and opportunities for young people to be recognized in sites of power in the wider world (Ito et al., 2013Ito, M., Guitiérrez, K., Livingstone, S., Penuel, B., Rhodes, J., Salen, K., … Watkins, C. S. (2013). Connected learning: An agenda for research and design. Irvine, CA. Retrieved from http://dmlhub.net/publications/connected-learning-agenda-research-and-design [Google Scholar]).

      Kind of what the other article was talking about involving a online world where people are more free to make their opinions heard and promotes more discourse, etc.

    3. “Over a century of research on transfer has yielded little evidence that teaching can develop general cognitive competencies that are transferable to any new discipline, problem or context, in or out of school” (Pellegrino & Hilton, 2012Pellegrino, J. W., & Hilton, M. L. (2012). Education for life and work: Developing transferable knowledge and skills in the 21st century. Washington, D.C.: The National Academies Press. Retrieved from http://www.nap.edu/catalog.php?record_id=13398 [Google Scholar], p. 8).

      Thats crazy so technology can speed up the process of our general cognitive process because more information is at our fingertips compared to someone in 1950.

    1. We need to focus on what youth are doing when they engage with media and on the impact of different practices.

      By involving technology with youth more and more it prompts like the study and article says about promoting own opinions opinions but not only that a higher meaning for each person in the process.

    2. By the digital divide, we refer to unequal levels in access to technology. For example 95 percent of households with incomes over $100,000 had broadband in 2009 compared with 38 percent of those with incomes under $25,000.41

      The divide is important nonetheless this article is slightly outdated because when I was in middle school kids all got chromebooks and the same in high school to make it more equal. Is that happening everywhere? Gosh no.

    3. Perhaps more interesting was the finding that non-political, interest-driven participation was related to increased exposure to diverse perspectives on civic and political issues, even after controlling for their politically driven activities and for prior levels of reported exposure to diverse perspectives. It appears that these nonpolitical online interest-driven communities provide a setting for youth to engage with civic and political issues, affording a valuable form of social capital where diverse perspectives are considered.

      I never would have thought non political interest driven discourse could contribute so well towards politics as it is like a safe space for people with outlying or similar values on politics.

    4. Such statistics lead some to wonder if the vast engagement with virtual worlds distracts from real world issues. Often, we believe, the opposite is true.14 Participation in online communities often functions much like offline, extracurricular activities, which have been found to foster later civic engagement by teaching skills, by developing a sense of agency and productive group norms, and by fostering an appreciation of the potential of collective action. Moreover, in the context of a social group with shared interests, civic activity often takes place. Consider, for example, Gaia Interactive, an online site where fans of avatars and virtual worlds come together, not only to connect in Gaia’s virtual space – playing online games and

      Very good point the opposite happens when involved online I would have thought different but the study makes sense of that very quickly.

    5. The Internet is where funds are raised and individuals are mobilized. Just as online spaces provide a convenient way for young people to learn about global issues or disasters, they also allow concerned individuals to rally to a cause and contribute both opinions and financial assistance with great ease.

      Very interesting and true the internet plays a big part in youth and a quick seamless way students or youth can learn of big news very quickly and easily.

  2. Oct 2021
    1. All play means something: games, like other forms of media, are systems of meaningthat are read, interpreted, and performed by players

      Just like the core media literacies play is any form of media and can be compared too many different things.

    2. creasingly, we are bound by a failure to see that a game is not a commodity but a gift,a t hing not gotten by our own efforts, but something given and received freely

      Yes although the game is a gift our efforts and how we elicit emotion and learning is crucial to understanding new literacy practices.

    1. at is, about reading as a mental act takingpart in an individual’s head. These views strongly inform how reading istaught in school. And there is nothing wrong with this

      Good point the mental act is how it informs the brain by the ways in which it is taught systematically.

    1. Given how digital technologies enable participation in worlds beyondthe classroom walls, we see the student production and dissemination ofgames as a logical next step to pursue. Crucially, these games—designedaround contested local issues—are designed not just to facilitate the pro-duction of games to be played “by anyone,” but to enable democratic par-ticipation by students in civic life. As such, game play might naturally leadtoward active engagement in society, suggesting that educators might

      Exactly my point Im glad they came to the same conclusion on technology and the role it plays in the classroom.

    2. As students homed in on finally identifying the causes, they were visiblymore engaged.

      This is true with the introduction to new learning techniques involving video games or tech technologies in general the way in which technology is introduced usually leads the kids to be more engaged in whatever subject it is.

    3. Meanwhile, the number of studentsdropping out of high school is reaching an all-time high,

      Due to the massive tech shortage or kids being able to access tech is in shortage and the learning themes are staying consistent before tech and now with the tech boom the past 15 years.

  3. Sep 2021
    1. If anything, these traditional skills assume even greater importance as studentsventure beyond collections that have been screened by librarians and into the more open spaceof the web.

      Traditional skills are useful but I feel that kids nowadays figure the internet out themselves.

    2. In Making Good, Fischman and coauthors (2004) found that high school journalists felt con-strained by the strong social ties in their high school, unwilling to publish some articles theybelieved would be received negatively by their peers

      I feel this by not expressing what you want or publishing your thoughts and beliefs the world cannot become more rounded which I think is sad. Ethics should be expressed but not muzzle the students thoughts.

    3. Participants in the beta-reading process learn both byreceiving feedback on their own work and by giving feedback to others, creating an ideal peer-to-peer learning community.

      I can relate that when in a "affinity space" people are more comfortable with the subject by actively discussing and building on each others ideas however I see my generation failing in this aspect of conversation.

    4. Some have argued that children and youth acquire these key skills and competencies on theirown by interacting with popular culture.

      Children do indeed use important key skills to interact in a participatory culture. In fact this is super useful to correlate examples of what the younger generation interacts with as it is important for big corporations to hit key demographic groups.

  4. Aug 2021
    1. acob, a seventeen-year-old African-American high-school student in Oakland, is enrolled in a program where he can stay after school to work with computers.

      I think this is also key because Jacob is going to get out of his SES by learning to fix computers and program them therefore getting him out of his SES and prompting a career and a contributing career to build the internet.

    2. As Clarissa illustrates, teens can do public-identity work by setting up sites defi ning “who they are”; they can maintain and deepen romantic relationships; and they can make new friends, play, be creative, and be treated as competent artistic producers

      As I was talking about earlier how peoples identities in social media as per example of Clarissa with her girlfriend sharing photos, having their own page, writing their diaries together, etc makes social media an identifiable trait. As social media is into the foundations of teens as a pillar of their character.

    3. When young people want to get together and hang out (for both online and offl ine meetings), they typically go online fi rst, since that is where they are most likely to be able to connect.

      This is also a very good point geographic changes and the evolution of technology has amassed that kids structure their own time or play dates or call them whatever you'd like. Because kids from the 50s to the 10s can not have to go through their parents but communicate independently.

    4. First, it enables us to move away from the assumption that individuals have stable media identities that are inde-pendent of contexts and situations. I

      This is key because without noting this data may become skewed and it not being brought to life but media identities is important to note because some kids identify differently on media rather than how they identify on the street or in school, etc.

    5. The Kaiser Family Foundation study found that young Americans spend on average 6.5 hours with media per day: almost 4 hours a day with TV programming or recorded videos, approxi-mately 1.75 hours per day listening to music or the radio, roughly one hour a day using the computer for nonschool purposes, and about 50 minutes a day playing video games

      This is a crazy stat because it really shows how much we are on there for non school purposes of course. Further, why also we need to realize out intake and realize the youth intake of media is staggering and astounding, nonetheless.

    1. He also drew on Internet-based resources, professional movies, and storyboarding examples within videogames as inspirations and sources of learning.

      Lastly, this sentence also draws me away from the text as it utters many truths. 1 using his resources when some weren't available and the sources there for him to use was scarce. But he prevailed did not make excuses and made leaps and bounds towards being a computer programmer but also a huge contributer to the digtal space.

    2. His pattern of sustained activity resulted in more stable interests, depth of expertise, and an identity as a stop-motion animator (Hidi & Renninger, 2006 )

      I know this sentence here is key to note on the summary basis because it shows that through Luis's sustained activity at animation and filmmaking. That he can build towards the next centuries skills on the topic.

    3. That same year, he brought a CD of work created at the clubhouse to school and showed many of his teachers there.

      This is also a key part to the story of Luis because he is starting to invest in his future and not only that but to prove to his parents and the clubhouse what at the age of 13 what he could really do.

    4. Luis’s older brother had moved out of the family home, but was close enough to have a signi fi cant impact on Luis’s learning

      With the older brother still being a figure of motivation and leadership for Luis I think that bringing him over to play video games and letting him use his computers expelled Luis's motivation and showed him what the future was bringing him which ignited his passion for it that much more.

    5. I also think it is cool that the clubhouse coordinators really poured their time into Luis, but also pushing him to strengthen his skills in animation and filmmaking as I have never been pushed like that before.

    6. “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....”

      This shows an overall want a yearning for him to learn about animations in the very early stages when he was finding out what it was. But the clubhouse really through this quote exemplifies Luis's passion towards a common goal.

    1. He started off with a pair of chopsticks that snap onto the bottom of Apple Airpods.

      Probably started the craze with all of the ear drip or what the attach to air-pods. Guy is a genius in a way lol.

    2. Benedetto’s inventions are partly a critique of modern capitalism.

      This is a good point because anything that you are good at or find worthwhile people might be interested etc.