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October, 12, 2011 Alexandra Bal (Edge Lab, Ryerson University) Yukari Seko (Edge Lab, York and Ryerson Universities)  Jason Nolan (Edge Lab, Ryerson University) Digital Space as Semi-Permeable Membranes
   Digital technologies are part of this world and of our worldview; they are part of what shapes us materially and ontologically as embodied subjects… Rather than pointing up the difference between self and technology, [digital media] are designed to engage the technologized self” (Shinkle, 2005, 30)
Digital Natives? http://www.automation-drive.com/fla-animation
Voices of Digital Natives Project SSHRC-funded, a 3-year qualitative inquiry into epistemological and educational impacts of online environments on young media users (age 4-13) Informal learning (Silverstone, 1999) as overarching theoretical framework to; Define digital media practices by young media users Understand collaborative learning and play in network Articulate the shift from novice to expert based on peer-to-peer learning
Research Objectives How young media uses interface world through digital media and construct their own digital habitat How they make learning choices and co-construct knowledge with their peers How they adopt digital media to blend the online to offline interactions How their performance with/through/around digital media will change over time
Methodology Ethnographic, participatory and socio-economic approach, observe young users in situ, in order to; Observe how they use digital devices Explore their worldview Enter a friendly mode of communication and build trust   Engage in discussions with them 31 children in Greater Toronto Area; Interview each child at least 3 times over 12months-2years
Participant Demographics
Participant Demographics
Participant Demographics
Our participants use digital media for Gaming Searching information Communicating distanced family members and friends Making their own content  Gaming as socializing and informal learning practice  Digital media as social space
Learning through peer-produced content Internet as multi-directional educational tool and environment  Social networking (Facebook) for school work  Learn new skill from YouTube videos (how to dance cook, play guitar and violin etc) Video chats with teachers outside Canada  Challenge conventional notion of authorities in preferring lay experts to professionals
Constructing their LittleBigPlanet
Mash-up work by 10 yrs old Game&Music lover
Mobile Natives Widespread adoption of mobile devices (laptop, smartphones, tablets, mobile gaming consoles)  Increased mobility, traversing spaces
Mobile Natives Difference between children born before and after 2005  Shift from computer as “gaming device” to computer as “search engine,” “entry point to learning space Influence of parental use
Semi-permeable Membrane  Digital Media
Bibliography Livingstone, D.  (1999). Exploring the icebergs of adult learning: Findings of the first Canadian survey of informal learning practices. Canadian Journal for Studies of Adult Education. 13(2): 49-72. Shinkle, E. (2005). Corporeal Ergo Sum: Affective Response in Digital Games. In N. Garrelts (Ed.). Digital Gameplay: Essays on the nexus of game and gamer. North California: McFarland&Co. Pp.21-35. Spigel, L. (1992). Make Room for TV: Television and the family ideal in PostwarAmerica. Chicago: University of Chicago Press
Contact Info: Alex Bal: abal@ryerson.ca   Yukari Seko: yukaseko@yorku.ca @doggyjelly Jason Nolan: jnolan@ryerson.ca  Thank you!!

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AoIR2011 digital natives presentation

  • 1. October, 12, 2011 Alexandra Bal (Edge Lab, Ryerson University) Yukari Seko (Edge Lab, York and Ryerson Universities) Jason Nolan (Edge Lab, Ryerson University) Digital Space as Semi-Permeable Membranes
  • 2. Digital technologies are part of this world and of our worldview; they are part of what shapes us materially and ontologically as embodied subjects… Rather than pointing up the difference between self and technology, [digital media] are designed to engage the technologized self” (Shinkle, 2005, 30)
  • 4. Voices of Digital Natives Project SSHRC-funded, a 3-year qualitative inquiry into epistemological and educational impacts of online environments on young media users (age 4-13) Informal learning (Silverstone, 1999) as overarching theoretical framework to; Define digital media practices by young media users Understand collaborative learning and play in network Articulate the shift from novice to expert based on peer-to-peer learning
  • 5. Research Objectives How young media uses interface world through digital media and construct their own digital habitat How they make learning choices and co-construct knowledge with their peers How they adopt digital media to blend the online to offline interactions How their performance with/through/around digital media will change over time
  • 6. Methodology Ethnographic, participatory and socio-economic approach, observe young users in situ, in order to; Observe how they use digital devices Explore their worldview Enter a friendly mode of communication and build trust Engage in discussions with them 31 children in Greater Toronto Area; Interview each child at least 3 times over 12months-2years
  • 10. Our participants use digital media for Gaming Searching information Communicating distanced family members and friends Making their own content Gaming as socializing and informal learning practice Digital media as social space
  • 11. Learning through peer-produced content Internet as multi-directional educational tool and environment Social networking (Facebook) for school work Learn new skill from YouTube videos (how to dance cook, play guitar and violin etc) Video chats with teachers outside Canada Challenge conventional notion of authorities in preferring lay experts to professionals
  • 13. Mash-up work by 10 yrs old Game&Music lover
  • 14. Mobile Natives Widespread adoption of mobile devices (laptop, smartphones, tablets, mobile gaming consoles) Increased mobility, traversing spaces
  • 15. Mobile Natives Difference between children born before and after 2005 Shift from computer as “gaming device” to computer as “search engine,” “entry point to learning space Influence of parental use
  • 16. Semi-permeable Membrane Digital Media
  • 17. Bibliography Livingstone, D. (1999). Exploring the icebergs of adult learning: Findings of the first Canadian survey of informal learning practices. Canadian Journal for Studies of Adult Education. 13(2): 49-72. Shinkle, E. (2005). Corporeal Ergo Sum: Affective Response in Digital Games. In N. Garrelts (Ed.). Digital Gameplay: Essays on the nexus of game and gamer. North California: McFarland&Co. Pp.21-35. Spigel, L. (1992). Make Room for TV: Television and the family ideal in PostwarAmerica. Chicago: University of Chicago Press
  • 18. Contact Info: Alex Bal: abal@ryerson.ca Yukari Seko: yukaseko@yorku.ca @doggyjelly Jason Nolan: jnolan@ryerson.ca Thank you!!

Notas do Editor

  1.