5 June 2008

MacArthur Foundation Series on Digital Media and Learning

Be the first to share

Digital Media and Learning
The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations.

They recently published a series of volumes with MIT Press that explore core issues facing young people in the digital world and are available online for free download or for purchase as hard copy.

There are six series topics, and they include:

Civic engagement
This book looks at politics and civic life from the standpoint new generations of young people who have grown up living substantial portions of their lives online: seeking entertainment, social relationships, and expression. Even as it is clear that participation in online communities is important for most young people, it is less clear how, or how often, this translates into public voice or political participation.
MIT Press downloads: Civic Life Online: Learning How Digital Media Can Engage Youth

Credibility
This volume addresses the of credibility—the objective and subjective components of the believability of a source or message—in the contemporary media environment, with a particular emphasis on youth audiences and experiences. While research on credibility and new media is burgeoning, extremely little of it focuses on any user groups younger than college students. Therefore, the goal of the volume is to fill this void by drawing out the research, policy, and educational implications of credibility for youth and learning as a way to set the agenda for future work in this area.
MIT Press downloads: Digital Media, Youth, and Credibility

Ecology of games
Although there has been a considerable amount written on games and young people’s use of them, there has been little work done to establish an overall “ecology” of gaming, game design, and play—in the sense of how all of the various elements, from code to social practices to aesthetics, cohabit and populate the game world. In this volume, we seek to explore the design and behavior of games as systems in which young people participate, as gamers, producers, and learners.
MIT Press downloads: The Ecology of Games: Connecting Youth, Games, and Learning

Innovative uses & unexpected outcomes
This volume identifies core issues for further study concerning how young people’s use of digital media may lead to various innovations and unexpected outcomes, including a range of unintended learning experiences and unanticipated social encounters. While such outcomes might typically be seen as ‘positive’ or ‘negative,’ this volume aims to push beyond simple accounts of digital media and learning as either utopian or dystopian in order to explore a complex variety of emergent practices and developments.
MIT Press downloads: Digital Young, Innovation, and the Unexpected

Race & ethnicity
This volume addresses themes that include but are not limited to: How race and ethnicity intersected with post 9-ll political economies, and today’s online hate-speech pratices (direct and indirect)? What is the significance of race and ethnicity in digital youth and music cultures? Where do we stand on matters of universal access (class matters) and the racial and ethnic digital divide in the 21st century, especially in terms of digital media learning (DML) and youth?
MIT Press downloads: Learning Race and Ethnicity: Youth and Digital Media

Identity
This volume addresses the consequences of digital media for young people’s sense of self and others, and for their involvement in familial, recreational, educational and civic activities. It explores how young people use these media to interact with each other and with unknown (and potentially global) audiences; and the implications of these interactions for the development of individual and social identities. It considers how young people are using digital media to share their ideas and creative productions, and to participate in networks that are small and large, local and global, intimate and anonymous. It looks at the emergence of new genres and forms of communication and self-expression, from SMS and instant messaging to home-pages, blogs and social networking sites.
MIT Press downloads: Youth, Identity, and Digital Media

Be the first to share
7 April 2015
Bosch uses UX approach to spark enthusiasm for electric driving
Bosch, the German multinational engineering and electronics company, is applying a UX approach to help spark enthusiasm for electric driving, and to develop a "fascinating" user interface for electric vehicles. The project website consists of three …
3 April 2015
Opportunities for UX innovation in wearables
Until developers of wearable devices get the user experience down pat, the technology will struggle to gain adoption, writes Steve McPhilliamy on Medical Device and Diagnostic Industry (MDDI). "Understanding user behaviors, attitudes, and lifestyles is the …
3 April 2015
Automotive sales could grow 24% if retail experience improved
New ethnographic and quantitative research from DrivingSales identifies how the growing gap between consumer expectations and the current automotive buying process is suppressing car sales volume. Automotive sales could grow up to 24% if the retail …
30 March 2015
MIT Technology Review special report on persuasive technology
The MIT Technology Review has just published a special business report on persuasive technology, i.e. how technologies from smartphones to social media are used to influence our tastes, behavior, and even habits. Free registration is …
26 March 2015
Gov.uk’s open policy making toolkit – practical guidance on ethnography and more
The Gov.uk open policy making toolkit is a practical guide to techniques that can help you make better policy. The toolkit, which brings together the latest techniques to improve making and delivering policy, is based on …
7 March 2015
Why most customer experience efforts fail
It is no secret among Customer Experience (CX) professionals that most CX efforts fall flat. Forrester found that only 25% of CX professionals say their companies’ CX programs actually improve customer experience, and Avaya recently …
2 March 2015
Human-centered design should be a CMO’s best friend
The average tenure of a CMO is just 45 months, according to a recent study released by executive recruiting firm Spencer Stuart. Fortunately, for CMOs in need of help, there's an elegant and simplistic process called …
1 March 2015
Italian bank offers user-friendly home security kit
The Smart Care unit of the insurance arm of the Italian bank Intesa Sanpaolo has just launched an innovative home security offering. Branded "ACasaConMe" [AtHomeWithMe], the service combines a personalized insurance package and a security kit …

We are an international experience design consultancy helping companies and organisations to innovate their products, services and processes by putting people and their experiences first.

16 March 2015
Better Health and Wellbeing: Giving the elderly in Singapore sparkling golden years

Invitation: sharing session, Singapore, 30 March 2015   What are the hopes and fears of the elderly in Singapore? How can designers offer solutions that support the elderly in managing their health and wellness? What can healthcare professionals do to help them keep active? What role can technology play in the elderly’s daily lives? Design consultants […]

1 January 2015
Happy Playful New Year
21 December 2014
Experientia’s Twitter feed live

Experientia has now its own Twitter feed. Four months of Putting People First posts and other links have already been uploaded. If you followed Experientia on Twitter through the feed of its CEO, Mark Vanderbeeken, make sure to now also follow the company (but don’t unfollow Mark, who will keep on tweeting away). And while […]

19 December 2014
Putting People First blog redesigned

Experientia’s Putting People First blog has been redesigned. It is now entirely responsive, allows for easier browsing, searching, and filtering, and features larger images on the posts. The entire history of posts remains accessible as before. We are still tweaking things and welcome any feedback.

27 November 2014
Why the world needs anthropologists – an update

Why the world needs anthropologists – Coming out of the ivory tower Location: Padua, Italy, Centro Culturale Altinate/San Gaetano Date and time: Friday, 5 December 2014, 13:00 – 18:00 Padua, Italy, 5 December 2014 – The second edition of the international symposium of applied anthropologists attempts to erase the boundary between ‘pure’ and ‘applied’ anthropology, […]

30 October 2014
The BancoSmart ATM by Experientia for UniCredit selected for ADI Design Index

Last year Experientia designed the interface of an ATM of UniCredit, a major Italian bank. The interface is now rolled out across the bank’s ATMs in Italy, to great satisfaction of the bank and the customers alike, since interaction speed is much faster and error rates went down dramatically. Last year UniCredit and Experientia also […]

See all articles