Download - ExpLoriNG DiGiTAL MEDiA & LEArNiNG
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.
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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
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Onanaverageday,primaryschoolchildrenspendasmanyhoursengagedinmediaactivityastheyspendinschool.
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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.
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• 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
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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.
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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