Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition

Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition

Author: Mizuko Ito

Publisher: MIT Press

Published: 2019-10-01

Total Pages: 465

ISBN-13: 0262354667

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The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups. Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young people live and learn with new media in varied settings—at home, in after-school programs, and in online spaces—it presents a flexible and useful framework for understanding the ways that young people engage with and through online platforms: hanging out, messing around, and geeking out, otherwise known as HOMAGO. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out combines in-depth descriptions of specific group dynamics with conceptual analysis. Since its original publication, digital learning labs in libraries and museums around the country have been designed around the HOMAGO mode and educators have created HOMAGO guidebooks and toolkits. This tenth-anniversary edition features a new introduction by Mizuko Ito and Heather Horst that discusses how digital youth culture evolved in the intervening decade, and looks at how HOMAGO has been put into practice. This book was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California.


Hanging Out, Messing Around, and Geeking Out

Hanging Out, Messing Around, and Geeking Out

Author: Mizuko Ito

Publisher: MIT Press

Published: 2009-10-30

Total Pages: 441

ISBN-13: 0262258269

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An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.


Living and Learning with New Media

Living and Learning with New Media

Author: Mizuko Ito

Publisher: MIT Press

Published: 2009-06-05

Total Pages: 121

ISBN-13: 0262258277

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This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning. In one of the largest qualitative and ethnographic studies of American youth culture, the authors view the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States. The book that this report summarizes was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California. John D. and Catherine T. MacArthur Reports on Digital Media and Learning


Engineering Play

Engineering Play

Author: Mizuko Ito

Publisher: MIT Press

Published: 2012-02-10

Total Pages: 247

ISBN-13: 026229155X

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How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning. Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In Engineering Play, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school-aged children. “Edutainment” software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as Number Munchers, Oregon Trail, KidPix, and Where in the World Is Carmen Sandiego?. The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations.


Routledge Handbook of Coaching Children in Sport

Routledge Handbook of Coaching Children in Sport

Author: Martin Toms

Publisher: Taylor & Francis

Published: 2022-12-23

Total Pages: 523

ISBN-13: 1000806480

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The Routledge Handbook of Coaching Children in Sport provides a comprehensive and extensive range of critical reflections of key areas impacting on children’s sport and coaching up to the age of 16. With coaching related chapters authored by academic across various disciplines, including nutrition, psychology, pedagogy, medicine, youth development and sociology, the text provides detailed reviews of the existing state of research and consideration of the implications of these particular factors upon parents, coaches, administrators and clearly the young people themselves as well as recommendations for future research. This new volume provides in-depth investigation to key topics of coaching topics such as Learning and Child Development, Protecting Young Athletes, Talent Identification and Development and Inclusive Coaching and finally introduce a broad array of contextual considerations for coaches from considering professional learning through to coaching in particular contexts. This book is more than simply an academic text and it offers insights that will further inform practice in children’s sport coaching. The handbook is relevant for students (UG, PG), researchers, academics, parents, coaches and administrators, as well as those interested in children’s sport coaching and the related topics therein. Martin Toms, PhD is a senior lecturer (associate professor) in the School of Sport, Exercise and Rehabilitation Sciences at the University of Birmingham, UK. A former professional sports coach with an MPhil and PhD exploring the sociological issues of young people in junior sport, Martin has been heavily involved in juniors sport all of his adult life. He has published widely and presented extensively around the world on youth sport, including working on international projects and for NBGs/Federations and National Governmental organisations. He has gained European and SCUK funding for youth and coaching related projects as well as being involved in international consultancy. He is a co-editor of the European Journal for Sport and Society as well as the current Editor in Chief of the International Journal of Golf Science. Ruth Jeanes, PhD is an associate professor in the Faculty of Education at Monash University, Australia. Ruth’s research examines inclusion and exclusion within youth sport, particularly examining how sport can be used to achieve broader social policy objectives targeted at young people. Within this, she is particularly interested in the role of coaches in facilitating broader social outcomes for young people. Ruth has published extensively in these areas with over 100 publications across journal articles, book chapters and books. She is widely cited and has been successful in securing extensive funding for her research including two highly competitive Australian Research Council grants.


Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition

Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition

Author: Mizuko Ito

Publisher: MIT Press

Published: 2019-09-24

Total Pages: 465

ISBN-13: 0262537516

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The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups. Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young people live and learn with new media in varied settings—at home, in after-school programs, and in online spaces—it presents a flexible and useful framework for understanding the ways that young people engage with and through online platforms: hanging out, messing around, and geeking out, otherwise known as HOMAGO. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out combines in-depth descriptions of specific group dynamics with conceptual analysis. Since its original publication, digital learning labs in libraries and museums around the country have been designed around the HOMAGO mode and educators have created HOMAGO guidebooks and toolkits. This tenth-anniversary edition features a new introduction by Mizuko Ito and Heather Horst that discusses how digital youth culture evolved in the intervening decade, and looks at how HOMAGO has been put into practice. This book was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California.


Fandom Unbound

Fandom Unbound

Author: Mizuko Ito

Publisher: Yale University Press

Published: 2012-02-28

Total Pages: 353

ISBN-13: 0300158645

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In recent years, otaku culture has emerged as one of Japan's major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan's identity at home and abroad. In the American context, the word otaku is best translated as “geek'—an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all, as this collection shows, is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. In this collection of essays, Japanese and American scholars offer richly detailed descriptions of how this once stigmatized Japanese youth culture created its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media. By exploring the rich variety of otaku culture from multiple perspectives, this groundbreaking collection provides fascinating insights into the present and future of cultural production and distribution in the digital age.


Understanding Human Information Behavior

Understanding Human Information Behavior

Author: Beth St. Jean

Publisher: Rowman & Littlefield

Published: 2021-03-25

Total Pages: 329

ISBN-13: 1538119145

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This introductory textbook aims to provide undergraduate students in information science and related disciplines with an applied grounding in information behavior. The book’s primary focus is to provide explicit links between information behavior and the careers that students will pursue within the information professions. With a deeper understanding of information behavior, students will be better equipped to address the many types of barriers that frequently prevent people from effectively and efficiently accessing, understanding, managing, and/or using the information they need in the “real world.” The first six chapters of the book provide students with the fundamental building blocks of information behavior, introduce them to important related concepts, and provide a deep dive into information literacy, digital literacy, the digital divide and digital inclusion. Chapters 7 through 12 introduce students to the scholarly communication system, providing guidance on how to find, read, and critically evaluate information behavior studies. Also explored in these chapters are the various methods used to investigate and understand people’s information behaviors. Topics covered include research design, research methods, research ethics, user needs assessment, and human-computer interaction and associated design methods. This part of the book also covers some of the major information behavior models and theories that have been developed to describe, predict, and/or explain people’s information behaviors. In chapters 13 through 16, the authors provide an in-depth look into their own information behavior research areas, including consumer health information behavior and health justice; youth information behavior; legal information behavior and access to justice; and information behavior in libraries. In the final chapter, students are first introduced to a wide range of careers within the information professions and then taken along on a deep dive into 10 specific jobs, with a special focus on the thread of information behavior that pervades the roles and responsibilities commonly associated with these positions. Each chapter begins with one or more scenarios illustrating concepts covered in the chapter and ends with discussion questions.


Algorithmic Rights and Protections for Children

Algorithmic Rights and Protections for Children

Author: Mizuko Ito

Publisher: MIT Press

Published: 2023-06-27

Total Pages: 293

ISBN-13: 0262545489

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Essays on the challenges and risks of designing algorithms and platforms for children, with an emphasis on algorithmic justice, learning, and equity. One in three Internet users worldwide is a child, and what children see and experience online is increasingly shaped by algorithms. Though children’s rights and protections are at the center of debates on digital privacy, safety, and Internet governance, the dominant online platforms have not been constructed with the needs and interests of children in mind. The editors of this volume, Mizuko Ito, Remy Cross, Karthik Dinakar, and Candice Odgers, focus on understanding diverse children’s evolving relationships with algorithms, digital data, and platforms and offer guidance on how stakeholders can shape these relationships in ways that support children’s agency and protect them from harm. This book includes essays reporting original research on educational programs in AI relational robots and Scratch programming, on children’s views on digital privacy and artificial intelligence, and on discourses around educational technologies. Shorter opinion pieces add the perspectives of an instructional designer, a social worker, and parents. The contributing social, behavioral, and computer scientists represent perspectives and contexts that span education, commercial tech platforms, and home settings. They analyze problems and offer solutions that elevate the voices and agency of parents and children. Their essays also build on recent research examining how social media, digital games, and learning technologies reflect and reinforce unequal childhoods. Contributors: Paulo Blikstein, Izidoro Blikstein, Marion Boulicault, Cynthia Breazeal, Michelle Ciccone, Sayamindu Dasgupta, Devin Dillon, Stefania Druga, Jacqueline M. Kory-Westlund, Aviv Y. Landau, Benjamin Mako Hill, Adriana Manago, Siva Mathiyazhagan, Maureen Mauk, Stephanie Nguyen, W. Ian O’Byrne, Kathleen A. Paciga, Milo Phillips-Brown, Michael Preston, Stephanie M. Reich, Nicholas D. Santer, Allison Stark, Elizabeth Stevens, Kristen Turner, Desmond Upton Patton, Veena Vasudevan, Jason Yip


Worried About the Wrong Things

Worried About the Wrong Things

Author: Jacqueline Ryan Vickery

Publisher: MIT Press

Published: 2017-08-11

Total Pages: 357

ISBN-13: 026233934X

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Why media panics about online dangers overlook another urgent concern: creating equitable online opportunities for marginalized youth. It's a familiar narrative in both real life and fiction, from news reports to television storylines: a young person is bullied online, or targeted by an online predator, or exposed to sexually explicit content. The consequences are bleak; the young person is shunned, suicidal, psychologically ruined. In this book, Jacqueline Ryan Vickery argues that there are other urgent concerns about young people's online experiences besides porn, predators, and peers. We need to turn our attention to inequitable opportunities for participation in a digital culture. Technical and material obstacles prevent low-income and other marginalized young people from the positive, community-building, and creative experiences that are possible online. Vickery explains that cautionary tales about online risk have shaped the way we think about technology and youth. She analyzes the discourses of risk in popular culture, journalism, and policy, and finds that harm-driven expectations, based on a privileged perception of risk, enact control over technology. Opportunity-driven expectations, on the other hand, based on evidence and lived experience, produce discourses that acknowledge the practices and agency of young people rather than seeing them as passive victims who need to be protected. Vickery first addresses how the discourses of risk regulate and control technology, then turns to the online practices of youth at a low-income, minority-majority Texas high school. She considers the participation gap and the need for schools to teach digital literacies, privacy, and different online learning ecologies. Finally, she shows that opportunity-driven expectations can guide young people's online experiences in ways that balance protection and agency.