Living and learning with new media : summary of findings from the digital youth project
By 伊藤 瑞子. 2009
490 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/13c794dac084727f0c924f9103674c4fc65ed3ab
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Citations in the corpus
- A Review of the “Digital Turn” in the New Literacy Studies (2010, methodology): “Drawing on sociocultural theories of learning, Quest Atlantis has hundreds of participants in elementary school classrooms and afterschool centers in the United States, Australia, Denmark, Singapore, and Malaysia.”
- New Conceptual Frameworks for Student Engagement Research, Policy, and Practice (2013, background): “For instance, research indicates that students’ engagement with technology and social media outside of school can lead to their disidentification with school practices and pedagogies when schools do not incorporate students’ preferred learning tools and learning modalities (Ito et al., 2008).”
- Children's Motivations for Video Game Play in the Context of Normal Development (2010, background): “A number of studies indicate that electronic games are now a routine part of normal childhood and adolescence (e.g., Greenberg, Sherry, Lachlan, Lucas, & Holmstrom, 2008; Ito et al., 2008; Lenhart et al., 2008; Olson et al., 2007; Roberts, Foehr, & Rideout, 2005).”
- Shrek Meets Vygotsky: Rethinking Adolescents' Multimodal Literacy Practices in Schools (2010, background): “For example, a white paper (Mizuko et al., 2008) has recently summarized the findings of a three-year, large-scale ethnographic investigation of youth media practices funded by the MacArthur Foundation as part of a broader initiative on digital media and learning.”
- Can we teach digital natives digital literacy? (2012, background): “Most of these digital literacy skills and knowledge would have been developed outside of formal education (Ito et al., 2008).”
- Foundations of Game-Based Learning (2015, background): “Clearly, an unintended consequence of playing the game was a friendship relationship that grew out of interest (e.g., Ito et al., 2008), but the game space surrounding the game itself, which included access to technology and communication technologies, allowed social connections that were motivated…”
- Student Voice in Elementary School Reform (2012, background): “Although some evidence shows that today’s youth are more disengaged and apathetic than decades ago (Putnam, 2000), other evidence indicates that they are indeed ready to take on civic issues in new ways (Ito et al., 2008).”
- Learning, Teaching, and Scholarship in a Digital Age (2009, background): “They argue that children’s passion and creativity with digital media have been nurtured more by peer group sociability and play than by academic learning (Ito et al., 2008).”
- The Digital Self: How Social Media Serves as a Setting that Shapes Youth’s Emotional Experiences (2015, background): “Benefits include the enhancement of social contact, independence, and communication (Ito et al. 2008) as well as a sense of emotional connection with others (Reich 2010).”
- Young people, new technologies and learning at home: taking context seriously (2012, background): “At the same time, we hope it will allow us to explore the concrete realities of learning in specific spaces and places (virtual and real) that young people inhabit, spaces that we know are increasingly socially constructed (Ito et al., 2008), that demand a range of different skills (Jenkins, 2006) a”
- New Technology and Digital Worlds: Analyzing Evidence of Equity in Access, Use, and Outcomes (2010, background): “Boys may also be engaged more frequently in certain types of “geeking out” activities described by Ito et al. (2008) such as media production, though girls appear to be more engaged in other types of geeking out, such as those involving creative writing (M. Ito, personal communication).”
- Social media and education: reconceptualizing the boundaries of formal and informal learning (2016, background): “Participation can be characterized as hanging out (maintaining social connections), messing around (playing with technology) and geeking out (intense, autonomous engagement) (Ito et al. 2008).”
- Fostering Learner Autonomy in English for Science: A Collaborative Digital Video Project in a Technological Learning Environment (2011, background): “Language Learning & Technology http://llt.msu.edu/issues/october2011/hafnermiller.pdf October 2011, Volume 15, Number 3 pp. 68–86 Copyright © 2011, ISSN 1094-3501 68 FOSTERING LEARNER AUTONOMY IN ENGLISH FOR SCIENCE: A COLLABORATIVE DIGITAL VIDEO PROJECT IN A TECHNOLOGICAL LEARNING ENVIRONMENT1”
- Young People, Social Media, Social Network Sites and Sexual Health Communication in Australia: "This is Funny, You Should Watch It" (2013, background): “…messages, and the power of broader cultural messages that shape expectations about sexual health in combination with the rest of their sexual culture (pleasure, stigma, behaviors, ethics) (Carmody, 2009; Ito et al., 2009; Lenhart & Madden, 2007; Livingstone, 2008; Pascoe, 2011; Pitts et al., 2003).”
- Cultural Citizenship and Cosmopolitan Practice: Global Youth Communicate Online (2010, background): “uptake and transformation of newly available digital means (Ito et al., 2008).”
- Flourishing on facebook: virtue friendship & new social media (2012, background): “(Wellman et al. 2001; Ellison et al. 2007; Rainie et al. 2006; Ito et al. 2008) One frequent interpretation of these results has been that new social media may be taking time away from less social activities such as television watching and reading rather than interfering with face-to-face…”