Literacy 2.0 research and practices around the world
Children and youth Literacy 2.0 research and literature. From across the world, thinking and doing by children, youth and grownups who care about their future in the 21st century.
- The woods would be very silent if no birds sang there except those that sang best.Henry Van Dyke
- From Jackie Marsh@jackiemarsh SheffieldAcademic researching young children's digital literacy practices
Childhood, culture and creativity: A literature review - Explore research and policy - Research & Policy - Creativity Culture & EducationSheffield University Marsh, J. (2010) Childhood, culture and creativity: A literature review. Newcastle: Creativity, Culture and Education In this review, Jackie Marsh offers an overview of the literature surrounding the culture of childhood, looking at the debates surrounding how young children (defined here up to age 8) now grow up in complex, commercialised and media-saturated social worlds. The review looks at developments in the sociology of childhood over the last twenty years, and exp...
About PlaytimesThe Playtimes website is part of a wider AHRC funded project entitled ‘Children’s Games and Songs in the New Media Age’. Find out more about the project.
Batman and Batwoman go to School: popular culture in the literacy curriculum - International Journal of Early Years EducationThis case study is an investigation into the effects of the introduction of a theme from popular culture into a socio-dramatic role play area, focusing on the effects on children's literacy activities. A Batman and Batwoman HQ was set up in a base containing two classes of 6- and 7-year-olds and a range of literacy materials was placed within...
Beyond TextBeyond Text in Legal Education Interdisciplinary Perspectives on Indigeneity and Performance Experimental workshops comparing the musical performance of vernacular poetry in medieval Wales, Ireland and Scotland Follow-on funding: Future Memory in Place The performance of disability histories: remembrance and transmission The Sounds of Early Cinema in Britain The New Media Art Network on Authenticity and Performativity Music and Dance: Beyond Copyright Text? Exploring Festival performance as ...
Parents who shun fairytales 'miss chance to teach children morality' from wrong | National Literacy TrustChild development expert claims that fairy tales such as Rapunzel and Cinderella are crucial to children’s development.
What is Media Literacy?What is Media Literacy?Media literacy is the ability to sift through and analyze the messages that inform, entertain and sell to us every day. It's the ability to bring critical thinking skills to bear on all media- from music videos and Web environments to product placement in films and virtual displays on NHL hockey boards.Digital beginnings: Young children's use of popular culture, media and new technologies
Authors: Jackie Marsh, Greg Brooks, Jane Hughes, Louise Ritchie, Samuel Roberts and Katy Wright
Report of the "Young Children"s Use of Popular Culture, Media and New Technologies" Study, funded by BBC Worldwide and the Esmée Fairbairn FoundationLiteracy Research Centre University of Sheffield 2005- Towards a new literacy, as children and youth remake and hack gaming into new forms of collaborative media.
Gamine Expedition: Putting Games on the Reading List, © 2006 Sony Computer Entertainment Inc. A colleague of mine has added to the reading list of one of his grad seminar courses this year, which is oh-so-awesome. It's a wonderful game, with mind-blowing gameplay mechanics and a deep and multilayered story that has a surprisingly lot to say (given the game's short length and puzzle-solving focus) about surveillance, corporate control, institutions, gender relations, paranoia, human behavior, and human-technology relations. Coincidently, thi...- From MIT Press (available also a a free eBook from MIT):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 networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's 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.By focusing on media practices in the everyday contexts of family and peer interaction, the book views 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.
Hanging Out, Messing Around, and Geeking Out - The MIT PressAn examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use.- melaniemcbride.net » Masters of their universe: Engaging convergence curriculumKnow your Meme: Leeroy Jenkins (if you don’t know this meme, read on :) “By convergence, I mean the flow of content across multiple media platforms, the cooperation of multiple media industries, and the migratory behaviour of media audiences who will go almost anywhere in search of the kinds of entertainment experiences they want.” — Henry Jenkins, Convergence Culture A while ago, in a galaxy far far away, I had an interesting conversation with a student (henceforth “Paul”) who had been aske...
- 1) Digital citizenship (publics & participation v. consumers & audiences)This defines a participation focus for the public sphere -- information and social spaces for the purposes of active citizenship and civic, public and social purposes (publics, commons, communities, participants). This is as distinct from the dominant frames of entertainment and consumerism (consumers, audiences, fans/followers). An example of the participation focus is present in our current Ontario civics curriculum and the digital ethnographies of Michael Wesch and his students.2) Digital character (purposeful social intelligences)This defines much needed social dispositions such as empathy, compassion and respect for difference and diversity (culture, race, class, gender, sexual identity, belief and cognitive styles). Examples of digital character and disposition include Roots of Empathyand other "character" building programs exemplify some current approaches to this priority.3) Mindfulness and attention literacies (time/attention management v. impulsivity)This defines an orientation towards more contemplative behaviours and approaches to technology use that are self reflexive rather than impulsive. At the heart of the attention literacy movement is Howard Rheingold who has examined these issues for many years within the context of virtual citizenship and online social communities and more recently within his classrooms at Berkeley and Stanford. Rheingold refers to these things, collectively, as "attention literacies." I would defer anyone to his and Linda Stone"s writing and observations.The absence of explicit exemplars for the above priorities, what I would collectively term "purposeful social engagement", has led many schools, school boards and government programs to (finally) address a fundamental gap that has always impeded learning. Understandings, insights and orientations that were never, ever a given among learners. The ideological and institutional foundations of this absence are often defined as "the hidden curriculum" -- namely, something that is presumed but not explicitly stated.Critical pedagogy and the hidden curriculumAt the heart of social justice education (critical pedagogy) is an understanding that education is mediated by a set of unspoken yet experienced power relations, ideological forces and social conditions that contribute far more to "student success" than the mastery of skills or curriculum. These unspoken yet very real conditions are referred to as "the hidden curriculum":"Hidden curriculum is said to reinforce existing social inequalities by educating students in various matters and behaviors according to their class and social status. In the same way that there is an unequal distribution of cultural capital in this society, there is a corresponding distribution of knowledge amongst its students.[4] The hidden curriculum can also refer to the transmission of norms, values, and beliefs conveyed in both the formal educational content and the social interactions within these schools."
- melaniemcbride.net » The hidden curriculum of 21st century learningI was recently solicited for my thoughts on the key priorities for 21st Century learning and surprised myself – and my client – with the answer. Prior to this query, I might have rhymed off the usual classroom2.0 mantra: blogging, social media, virtual worlds, mobile technology and, of course, multi-tasking. But the more I reflected on my teaching and client experiences these past few years, the more I realised these priorities aren’t especially technical at all. This led me to the conclusio...
- From LittleBig literacy:"Such literacy produces more discerning players and more possibilities for progressive design ideas. It fosters an audience more receptive to both homage and experimentation. If you want to hear a creator reflect on the value of studying design from a player's perspective, ask Daisuke Amaya (aka "Pixel," creator of Cave Story) where he "went to school" as a game designer.Maybe it's unreasonable to hope that "the Eisenstein of video game designers" will emerge from the LBP community, but as I've made my way through dozens of original levels recently, it's become clear that some of these designers are producing work of exceptional quality and refinement. Despite what you may have heard, not every LBPdesigner is working on a Super Mario Bros. level 1-1 clone."
Brainy Gamer: LittleBig literacy
Everyone who has had in his hands a piece of film to be edited knows by experience how neutral it remains, even though a part of a planned sequence, until it is joined with another piece, when it suddenly acquires and conveys a sharper and quite different meaning than that planned for it at the time of filming. --Sergei Eisenstein Shortly after its release in 1916, D.W. Griffith's Intolerance was brought to Russia, but exhibitors rejected it. After the Revolution, the Bolshevik government ar...- Participatory culture and passion drives the creation and growth of user-contributed content. For example, the World of Warcraft wiki WoWWiki is now the second largest English-language wiki in the world behind Wikipedia. At 3 million unique users per month, a full half of English-speaking WoW players visit WoWWiki every month.
SXSW08: How gamers are adopting the wiki wayby Barb Dybwad on Mar 8th 2008 7:00PM World of Warcraft, Culture, Events, real-world, Tabula Rasa, Massively Event Coverage Posted on Sep 4th 2011 10:00AM Posted on Sep 4th 2011 8:00AM Posted on Sep 3rd 2011 2:00PM
When Youth Own the Public Education AgendaImagine what it would mean to think of public education as a mission shouldered not only by schools, but also by a wide range of public institutions committed to knowledge and learning?
You MediaIDENTITY + PURPOSE + METHOD = TEAM YouMedia @ Chicago Public Library. Congratulations to YOU, and all the amazing teen poets who speak louder than a bomb, and write sharper than a sword. #inspired From WBEZ: Louder Than A Bomb provides friendly competition that emphasizes self-expression and community through poetry, oral story-telling, and hip-hop spoken word. The festival is an Olympic-style poetry competition, featuring 70 teams and 650 students in 2011. And for the first time in its whol...- The ongoing discussion between the merits of learning cursive writing and when it should be introduced as a developmental milestone in literacy, versus the ways children adapt to literacy skills through a variety of "keyboard" user-interfaces (traditionally a computer keyboard but these days, their first exposure is also as likely to be a touchscreen interface or a phone keypad.)
- Anne Trubek makes some excellent observations in her examination of handwriting over human history's 6000 years from early Sumerian origins to today."...One might consider handwriting as a technology -- a way to make letters -- and conclude that the way of making them is of little moment. But handwriting is bound up with a host of associations and connotations that propel it beyond simply a fine-motor skill. We connect it to personal identity (handwriting signals something unique about each of us), intelligence (good handwriting reflects good thinking) and virtue (a civilized culture requires handwriting).
Most of us know, but often forget, that handwriting is not natural. We are not born to do it. There is no genetic basis for writing. Writing is not like seeing or talking, which are innate. Writing must be taught."
Full article follows in "Handwriting is History".

