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Series Foreword


In recent years, digital media and networks have become embedded in our everyday lives, and are part of broad-based changes to how we engage in knowledge production, communication, and creative expression. Unlike the early years in the development of computers and computer-based media, digital media are now commonplace and pervasive, having been taken up by a wide range of individuals and institutions in all walks of life. Digital media have escaped the boundaries of professional and formal practice, and the academic, governmental, and industry homes that initially fostered their development. Now, diverse populations and noninstitutionalized practices, including the peer activities of youths, have embraced them. Although specific forms of technology uptake are highly diverse, a generation is growing up in an era when digital media are part of the taken-for-granted social and cultural fabric of learning, play, and social communication.

This book series is founded on the working hypothesis that those immersed in new digital tools and networks are engaged in an unprecedented exploration of language, games, social interaction, problem solving, and self-directed activity that leads to diverse forms of learning. These diverse forms of learning are reflected in expressions of identity, how individuals express independence and creativity, and those individuals’ ability to learn, exercise judgment, and think systematically.

The defining frame for this series is not a particular theoretical or disciplinary approach, nor is it a fixed set of topics. Rather, the series revolves around a constellation of topics investigated from multiple disciplinary and practical frames. The series as a whole looks at the relation between youth, learning, and digital media, but each contribution might deal with only a subset of this constellation. Erecting strict topical boundaries would exclude some of the most important work in the field. For example, restricting the content of the series only to people of a certain age would mean artificially reifying an age boundary when the phenomenon demands otherwise. This would become especially problematic with new forms of online participation where one crucial outcome is the mixing of participants of different ages. The same goes for digital media, which are increasingly inseparable from analog and earlier media forms.

The series responds to certain changes in our media ecology that have important implications for learning. Specifically, these changes involve new forms of media literacy and developments in the modes of media participation. Digital media are part of a convergence between interactive media (most notably gaming), online networks, and existing media forms. Navigating this media ecology involves a palette of literacies that are being defined through practice yet require more scholarly scrutiny before they can be fully incorporated pervasively into educational initiatives. Media literacy involves not only ways of understanding, interpreting, and critiquing media but also the means for creative and social expression, online search and navigation, and a host of new technical skills. The potential gap in literacies and participation skills creates new challenges for educators who struggle to bridge media engagement inside and outside the classroom.

The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, published by the MIT Press, aims to close these gaps, and provide innovative ways of thinking about and using new forms of knowledge production, communication, and creative expression.




The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning


Civic Life Online: Learning How Digital Media Can Engage Youth, edited by W. Lance Bennett

Digital Media, Youth, and Credibility, edited by Miriam J. Metzger and Andrew J. Flanagin

Digital Youth, Innovation, and the Unexpected, edited by Tara McPherson

The Ecology of Games: Connecting Youth, Games, and Learning, edited by Katie Salen

Learning Race and Ethnicity: Youth and Digital Media, edited by Anna Everett

Youth, Identity, and Digital Media, edited by David Buckingham

Engineering Play: A Cultural History of Children’s Software by Mizuko Ito

Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media by Mizuko Ito et al.

The Civic Web: Young People, the Internet, and Civic Participation by Shakuntala Banaji and David Buckingham

Connected Play: Tweens in a Virtual World by Yasmin B. Kafai and Deborah A. Fields

The Digital Youth Network: Cultivating Digital Media Citizenship in Urban Communities edited by Brigid Barron, Kimberley Gomez, Nichole Pinkard, and Caitlin K. Martin

The Interconnections Collection developed by Kylie Peppler, Melissa Gresalfi, Katie Salen Tekinbaş, and Rafi Santo:

  • Gaming the System: Designing with Gamestar Mechanic by Katie Salen Tekinbaş, Melissa Gresalfi, Kylie Peppler, and Rafi Santo

  • Script Changers: Digital Storytelling with Scratch by Kylie Peppler, Rafi Santo, Melissa Gresalfi, and Katie Salen Tekinbaş

  • Short Circuits: Crafting E-Puppets with DIY Electronics by Kylie Peppler, Katie Salen Tekinbaş, Melissa Gresalfi, and Rafi Santo

  • Soft Circuits: Crafting E-Fashion with DIY Electronics by Kylie Peppler, Melissa Gresalfi, Katie Salen Tekinbaş, and Rafi Santo

Connected Code: Children as the Programmers, Designers, and Makers for the 21st Century by Yasmin B. Kafai and Quinn Burke

Disconnected: Youth, New Media, and the Ethics Gap by Carrie James

Education and Social Media: Toward a Digital Future edited by Christine Greenhow, Julia Sonnevend, and Colin Agur

Framing Internet Safety: The Governance of Youth Online by Nathan W. Fisk

Connected Gaming: What Making Video Games Can Teach Us About Learning and Literacy by Yasmin B. Kafai and Quinn Burke

Giving Voice: Mobile Communication, Disability, and Inequality by Meryl Alper

Worried About the Wrong Things: Youth, Risk, and Opportunity in the Digital World by Jacqueline Ryan Vickery

Good Reception: Teens, Teachers, and Mobile Media in a Los Angeles High School by Antero Garcia

Resonant Games: Design Principles for Learning Games that Connect Hearts, Minds, and the Everyday by Eric Klopfer, Jason Haas, Scot Osterweil, and Louisa Rosenheck

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