An important new study by the John D. and Catherine T. MacArthur Foundation has just been released based on the Foundation's Digital Youth Project. The full report is available online along with a 30-page white paper and a two-page summary.
From the research summary:
"Over three years, University of California, Irvine  
researcher Mizuko Ito and her team interviewed over 
800 youth and young adults and conducted over 5000 
hours of online observations as part of the most exten- 
sive U.S. study of youth media use. 
"They found that social network and video-sharing sites, 
online games, and gadgets such as iPods and mobile 
phones are now fixtures of youth culture. The research 
shows that today’s youth may be coming of age and 
struggling for autonomy and identity amid new worlds 
for communication, friendship, play, and self-expression. 
"Many adults worry that children are wasting time online, 
texting, or playing video games. The researchers explain 
why youth find these activities compelling and impor- 
tant. The digital world is creating new opportunities for 
youth to grapple with social norms, explore interests, 
develop technical skills, and experiment with new forms 
of self-expression. These activities have captured teens’ 
attention because they provide avenues for extending 
social worlds, self-directed learning, and independence."
For some provocative questions about implications for education, schools, and classrooms, read Will Richardson's weblogg-ed post: http://tinyurl.com/5gyapz.
Thursday, November 20, 2008
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