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1.
ABSTRACT

Young people’s engagement with digital health technologies is dominated by risk narratives. Yet, there are very limited understandings, from the perspectives of young people, about the health-related issues and opportunities generated by digital health technologies. This article presents new evidence on the types of health-related apps and devices young people find, select and use, and the reasons for their choices. Data were generated from a participatory mixed method design with 245 young people (age 13–18). The data were analysed using a content-led pedagogical framework. The data illustrate, vividly, young people’s agency in digital health contexts and the complexity and fluidity of young people’s decision-making. Schools, PE lessons and sport, as well as family members and peers, were powerful influencers on young people’s digital health-related knowledge and behaviours. It is argued that better understanding young people’s agency in digital health contexts offers important insights into developing effective health-related pedagogies.  相似文献   

2.
Despite the increasing use of portable tablets in learning, their impact has received little attention in research. In five different projects, this media-ethnographic and design-based analysis of the use of portable tablets as a learning resource in science museums investigates how young people’s learning with portable tablets matches the intentions of the museums. By applying media and information literacy (MIL) components as analytical dimensions, a pattern of discrepancies between young people’s expectations, their actual learning and the museums’ approaches to framing such learning is identified. It is argued that, paradoxically, museums’ decisions to innovate by introducing new technologies, such as portable tablets, and new pedagogies to support them conflict with many young people’s traditional ideas of museums and learning. The assessment of the implications of museums’ integration of portable tablets indicates that in making pedagogical transformations to accommodate new technologies, museums risk opposing didactic intention if pedagogies do not sufficiently attend to young learners’ systemic expectations to learning and to their expectations to the digital experience influenced by their leisure use.  相似文献   

3.
《理论付诸实践》2012,51(2):76-82
A lack of good information about what youth are doing with new media stimulates fears and hopes about the relationship between young people and digital technologies. This article focuses on new modes of inquiry into youth new media use, highlighting the challenges, complexities, and opportunities inherent in studying young people's digital cultures. It outlines methodological issues unique to studies of youth and new media, such as accessing populations of respondents, benefits and drawbacks to online qualitative research, and challenges in capturing a snapshot of young people's actual, not self-reported, media practices. This type of qualitative research on youth media cultures and practices can guide educators who are developing pedagogy and policy that integrate young people's mediated practices into the educational process.  相似文献   

4.
This article offers a critical overview of the cultural and educational benefits and dangers of digital media for young people. It argues that public debates on this issue have veered from utopian hype to moral panic. In contrast, the author argues for a more measured account of how young people appropriate such technologies in the context of their everyday lives. The article goes on to provide brief accounts of the author's previous research on children's engagement with computer games, and on their creative uses of multimedia in the home, which illustrate this approach. The article concludes with some broad principles which might guide future policy in this field.  相似文献   

5.
Youths’ learner-generated designs, instantiated in digital practices, spaces and artifacts, are underutilized in schools. Additionally, digital media tools are often taken up in reductive ways that serve to perpetuate deficit discourses for youth from nondominant communities, rather than reflect the creativity and innovation that youth practice within digital domains. To address these issues, this article shares a funds of knowledge approach to the use of new media in classrooms. Coupled with an emphasis on new literacies and multiliteracies, this approach was instantiated in partnership with Ms Smith and her high school writing classroom. The partnership engaged new media in order to appropriate and develop learner-generated designs in classroom spaces.  相似文献   

6.
In this article I bring artistic production into the learning sciences conversation by using the production of representations as a bridging concept between art making and the new literacies. Through case studies with 4 youth media arts organizations across the United States I ask how organizations structure the process of producing autobiographical digital art through a focus on representational tasks and how learning can be traced by examining youth artists' representations over time. Using a distributed cognition framework I analyze data on the process of making digital art in terms of the macro and micro tasks performed in order to identify occasions for external representation construction and use across organizations. I then examine how individual youth engage in these macro and micro tasks by producing representations that demonstrate their understanding. These analyses show that youth media arts organization production processes engage young artists in a representational trajectory that begins with developing a story about the self, moves toward a focus on how the tools of the medium afford representation of that story, and culminates in digital representations that reflect an understanding of the relationship between story and tools.  相似文献   

7.
Research on youth subjectivities and disappearing media is still in its infancy. Ephemeral technologies such as Snapchat, Frankly and Wickr offer young people opportunities for discursive agency, harnessing teenage discourses of social positioning. These media facilitate social mobility in teen peer contexts by providing a medium for dynamic and shifting relationships. The transmission of digital images can enable a social flexibility that has a significant impact on youth subjectivities where discursively constructed relational identities are brokered through cyber technologies. We tackle the question ‘what discourses are evoked and produced in the discussion of disappearing social media?’ by exploring two parents’ accounts of their children’s use of this media. We also examine a discourse of innocence that surrounds teens’ use of social media and, in particular, ephemeral applications, by sexting and cyberbullying. We engage in the debate on the use of ephemeral social media to consider the discourses influencing youth subjectivities and the nature of networked publics.  相似文献   

8.
ABSTRACT

This article presents the critical digital literacy practices of Latinx bilingual youth in the United States enrolled in a secondary ethnic studies course. Despite the expansion of digital tools in classrooms, empirical studies on the pedagogical affordances of such tools, and how they enhance youth’s critical digital literacies and understandings of themselves remain scarce. The author relies on participant observation, interviews, and the analysis of writing within a unit that incorporated students’ twenty-first century language and literacy practices via Vine’s social media platform to explore issues of power and privilege within an exacerbated sociopolitical climate. Findings reveal the ways in which students drew on a range of fluid linguistic and literate practices to make meaning of themselves, problematize oppressive dominant discourses, and negotiate more desired identities and literacies. Attention to young people’s translanguaging and multimodal codemeshing practices on social media platforms can harvest critical insight about what constitutes twenty-first century critical digital literacies.  相似文献   

9.
ABSTRACT

Amplified by a global political climate of fear, oppression, and increased nationalism, this article examines how U.S. secondary students in a digital media elective course used multimodal composition, and video production in particular, as a nexus of ‘participatory politics.’ By partnering theories of multiliterate expression with youth civic engagement, it offers new understandings into how urban youth use digital media production to leverage school-based social action. Refracted through a mediated discourse analysis lens, and with a particular focus on sound as a modal resource for design, findings suggest that youth used media production and semiotic sense-making to simultaneously enliven community action as well as shield students from personal histories of trauma. By engaging in the process of digital media production, as this article suggests, students cultivated new core practices of civic interaction and local engagement by amplifying injustice.  相似文献   

10.
11.
Abstract

More than 20 years ago, literacy pedagogies informed by the emerging networked world defined by local diversity and global connectedness, new digital media and fast capitalism. Modern people now fully inhabit the world they described, but the contours of that world’s racial dynamics and growing inequality call for a refinement of pedagogies that embrace a more activist metaphor than that of design. Our pedagogies of multiliteracies must now embrace the ‘organizing of social futures’ in ways that apprentice young people to repertoires of collective action, in which literacy becomes more fully a means of supporting community efforts to promote and bring about more just futures.  相似文献   

12.
Over the last two decades online technology and digital media have provided space for students to participate and express their voices. This paper further explores how new digital technologies, such as humanoid robots and wearable electronics, can be used to offer additional spaces where students' voices are heard. In these spaces, young students are invited to shape the design of digital tools and artifacts through the inclusion of their unique perspectives. The authors argue that involving youth in the design and use of tools contributes not only to the creation of meaningful learning experiences but also to the future potential of youth as producers of digital learning technologies.  相似文献   

13.
This article explores the dissonance between the expansive discourses imagined by the advocates for youth media as helping foster ‘empowerment’ and ‘voice', versus the more circumscribed realities of participatory media production. I focus on a two-part case study – considering both a film-making project for ‘at risk’ young people in South London and the English national government funder that provided the resources for the young people to take part. This case study allows for an exploration of the political economy of youth media, and the relationship between youth media funding and how and why young people in my research often chose to make films about ‘gangs', a striking topic of concern across 11 youth media case study sites. I use this empirical example as a means to analyse how ‘empowerment’ in youth media projects, understood as both critical media literacy and youth voice, moves from abstract discourse to on-the-ground practice.  相似文献   

14.
Heather Knight 《Compare》2014,44(1):77-96
This paper reflects on a study that explores young people’s engagement with the Art: a Resource for Reconciliation Over the World (ARROW) programme. The programme utilises the arts to promote critical dialogue amongst young people growing up in divided communities around the world. Dialogue has been criticised for its inability to tackle structural inequalities and for failing to include multiple voices and perspectives due to dominant languages and agendas. However, dialogue has also been heralded for its potential to promote democracy and resist narratives of discrimination that contribute to intercultural conflict. This paper focuses on the voices of young people involved in the Plymouth UK ARROW youth group. It proposes that arts approaches can complement verbal dialogue through their ability to transcend verbal language barriers, allow previously silenced narratives to be articulated and encourage people to think critically about themselves, humanity and the world.  相似文献   

15.
Abstract

Children’s connection to nature (CTN) is declining with each generation, a concerning trend given that CTN is positively linked to wellbeing and environmentalism. A primary cause of this decline is that twenty-first-century youth engage with screens for several hours each day, which to a large extent replaces nature-based play. Researchers have proposed that this change represents a transition in human orientation, particularly in Westernized societies, from nature (biophilia) to digital media (videophilia). Interventions promoting nature-based play must acknowledge digital-media use as a competing leisure pursuit, but the literature presents little guidance for designing programs that will attract young people who are more oriented toward digital media than nature. Drawing on a wide breadth of research, we address this gap through (1) exploring the implications of videophilia for nature-based programming and (2) summarizing recommendations from a narrative literature review for designing interventions that appeal to digital-media-oriented youth.  相似文献   

16.
Many accounts explaining teachers' lack of engagement with new technologies in their classrooms engage with discourses that blame their lack of time, expertise, or enthusiasm. In this paper I offer an alternative reading that provides a more agentic explanation. A rhizotextual analysis is undertaken that reveals the connections between teachers' talk and the institutional and societal discourses that ascribe value and worth to particular approaches to using new technologies and their associated digital texts in literacy classrooms. These approaches involve a focus on the technical or operational skills required to use new technologies and the over-emphasis of production work when engaging with digital texts. Taking up these discourses (im)plausibly constitutes teachers as experts and professionals, rather than the more common deficit construction of them as lacking in the skills, knowledge or even creativity required to engage in more meaningful and challenging ways with the literacy resources that young people require in the twenty-first century.  相似文献   

17.
Many young people in the youth justice system in England and Wales are educationally marginalised and systemic barriers to their engagement with education persist. This article presents an analytical framework for understanding how education and youth justice practices shape young people's educational pathways during their time in the youth justice system with the aim of understanding the systemic dynamics that encourage or impede young people's engagement with education. It draws on data from a case study of 32 young people who were serving either a community or a custodial sentence under the supervision of one youth offending team in England and Wales. Using as analytical starting points Bourdieu's and Wacquant's conceptualisations of competing dynamics within the ‘bureaucratic field’ of state governance and Hodkinson's careership theory, this article discusses the interplay between exclusionary and inclusionary interests operating within and between the agencies of education and youth justice and the extent to which they play a role in sustaining young people's involvement in education or compounding their educational and social marginalisation.  相似文献   

18.
This article outlines the knowledge and skills students develop when they engage in digital media production and analysis in school settings. The metaphor of ‘digital building blocks’ is used to describe the material practices, conceptual understandings and production of knowledge that lead to the development of digital media literacy. The article argues that the two established approaches to media literacy education, critical reading and media production, do not adequately explain how students develop media knowledge. It suggests there has been too little focus on material practices and how these relate to the development of conceptual understanding in media learning. The article explores empirical evidence from a four-year investigation in a primary school in Queensland, Australia using actor–network theory to explore ‘moments of translation’ as students deploy technologies and concepts to materially participate in digital culture. A generative model of media learning is presented with four categories of building blocks that isolate the specific skills and knowledge that can be taught and learnt to promote participation in digital media contexts: digital materials, conceptual understandings, media production and media analysis. The final section of the article makes initial comments on how the model might become the basis for curriculum development in schools and argues that further empirical research needs to occur to confirm the model’s utility.  相似文献   

19.
信息技术和媒体技术的快速发展催生了多样化的数字阅读方式。学习者的阅读策略选择、过程管理与控制等关系到阅读成效的元认知要素日益受到教育与心理领域研究者的关注。然而,面对自然的阅读过程,尚缺乏伴随式、无涉性的元认知监测与分析方法支持。研究依据学习投入理论,从学习投入的方式、力度和调控三个维度构建数字阅读元认知投入分析框架;结合数字足迹研究方法,挖掘数字标记隐含的注意力保持和控制、阅读速度与策略等特质,提出基于标记足迹的元认知投入分析方法。大学生数字文献阅读活动研究发现,在开放的学习情境下,自主阅读是学习者元认知投入的主要方式,注意力保持时间和干扰控制反映出学习者不同的元认知投入力度,阅读速度和时间管理是学习者元认知投入调控的直接体现。最后,讨论了基于数字足迹的元认知投入分析对阅读实践和相关研究的启示和局限。  相似文献   

20.
This paper presents findings from a focus group study conducted to evaluate The Source, an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered to 133 predominantly African-American and Latino US youth. Ten focus groups were conducted with 43 young people aged 13–18 who played The Source to understand feasibility and acceptability issues and the impact of the game on young people’s attitudes, knowledge, and behaviours. Data were transcribed and analysed for common themes by two independent coders. Four primary themes were identified: (1) the feasibility and acceptability of using an ARG for sexual education; (2) the acceptability of The Source’s specific sexual health content; (3) the game’s influence on sexual health-related knowledge, attitudes, and behaviours; and (4) the impact of the game on young people’s thoughts and responses to sexual orientation and homophobia. Study findings indicate that an ARG is an exciting and interactive way to educate young people on sensitive topics in sexuality education, but that attention to narrative authenticity and effective messaging are important issues to address.  相似文献   

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