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Living and Learning with New Media: Summary of Findings from the Digital Youth Project

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Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies barely existed. Today’s youth may be coming of age and struggling for autonomy and identity as did their predecessors, but they are doing so amid new worlds for communication, friendship, play, and self-expression.

This white paper summarizes the results of a three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, examining young people’s participation in the new media ecology. It represents a condensed version of a longer treatment of the project findings. The study was motivated by two primary research questions: How are new media being integrated into youth practices and agendas? How do these practices change the dynamics of youth-adult negotiations over literacy, learning, and authoritative knowledge?

Extending Friendships and Interests

Online spaces enable youth to connect with peers in new ways. Most youth use online networks to extend the friendships that they navigate in the familiar contexts of school, religious organizations, sports, and other local activities. They can be “always on,” in constant contact with their friends via texting, instant messaging, mobile phones, and Internet connections. This continuous presence requires ongoing maintenance and negotiation, through private communications like instant messaging or mobile phones, as well as in public ways through social network sites such as MySpace and Facebook. With these “friendship-driven” practices, youth are almost always associating with people they already know in their offline lives. The majority of youth use new media to “hang out” and extend existing friendships in these ways.

A smaller number of youth also use the online world to explore interests and find information that goes beyond what they have access to at school or in their local community. Online groups enable youth to connect to peers who share specialized and niche interests of various kinds, whether that is online gaming, creative writing, video editing, or other artistic endeavors. In these “interest-driven” networks, youth may find new peers outside the boundaries of their local community. They can also find opportunities to publicize and distribute their work to online audiences and to gain new forms of visibility and reputation.

Self-Directed, Peer-Based Learning

In both friendship-driven and interest-driven online activity, youth create and navigate new forms of expression and rules for social behavior. In the process, young people acquire various forms of technical and media literacy by exploring new interests, tinkering, and “messing around” with new forms of media. They may start with a Google search or “lurk” in chat rooms to learn more about their burgeoning interest. Through trial and error, youth add new media skills to their repertoire, such as how to create a video or customize games or their MySpace page. Teens then share their creations and receive feedback from others online. By its immediacy and breadth of information, the digital world lowers barriers to self-directed learning.

Others “geek out” and dive into a topic or talent. Contrary to popular images, geeking out is highly social and engaged, although usually not driven primarily by local friendships. Youth turn instead to specialized knowledge groups of both teens and adults from around the country or world, with the goal of improving their craft and gaining reputation among expert peers. What makes these groups unique is that while adults participate, they are not automatically the resident experts by virtue of their age. Geeking out in many respects erases the traditional markers of status and authority.

New media allow for a degree of freedom and autonomy for youth that is less apparent in a classroom setting. Youth respect one another’s authority online, and they are often more motivated to learn from peers than from adults. Their efforts are also largely self-directed, and the outcome emerges through exploration, in contrast to classroom learning that is oriented toward set, predefined goals.

Author
Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe and Laura Robinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, Katynka Martínez, Dan Perkel, Christo Sims and Lisa Tripp.- The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning | November 2008

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