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Guest editorial: Beyond digital youth: understanding, supporting, and designing for young people’s digital experiences

Guest editorial: Beyond digital youth: understanding, supporting, and designing for young... Guest editorial Guest editorial: Beyond digital youth: understanding, supporting, and designing for young people’s digital experiences In 2006, the MacArthur Foundation launched a $50m initiative to help determine how digital media [1] are changing the way young people learn, play, socialize and participate in civic life. The research that resulted from this initiative provided foundational insight into the complex interweaving of young people’s digital and nondigital experiences, and pointed to impacts on youth’s relationships, learning and sense of self, among other experiences (Ito et al., 2010; James et al., 2009; Jenkins, 2009). Examples of such influential work include: The Digital Youth Project, led by Mizuko Ito, Peter Lyman, Michael Carter and Barrie Thorne, which introduced us to the concept of HOMAGO (hanging out, messing around and geeking out), a framework for understanding young people’s informal learning through online activities, and the progressively sophisticated and involved forms of participation they move through (Ito et al., 2009, 2010). Henry Jenkins’ Project New Media Literacies, which defined a set of cultural competencies and social skills, such as transmedia navigation, distributed cognition and appropriation, that young people need to navigate the new media landscape successfully (Jenkins, 2009). The Digital Youth Network, led by http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Information and Learning Science Emerald Publishing

Guest editorial: Beyond digital youth: understanding, supporting, and designing for young people’s digital experiences

Information and Learning Science , Volume 123 (7/8): 13 – Aug 15, 2022

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Publisher
Emerald Publishing
Copyright
© Emerald Publishing Limited
ISSN
2398-5348
DOI
10.1108/ils-07-2022-264
Publisher site
See Article on Publisher Site

Abstract

Guest editorial Guest editorial: Beyond digital youth: understanding, supporting, and designing for young people’s digital experiences In 2006, the MacArthur Foundation launched a $50m initiative to help determine how digital media [1] are changing the way young people learn, play, socialize and participate in civic life. The research that resulted from this initiative provided foundational insight into the complex interweaving of young people’s digital and nondigital experiences, and pointed to impacts on youth’s relationships, learning and sense of self, among other experiences (Ito et al., 2010; James et al., 2009; Jenkins, 2009). Examples of such influential work include: The Digital Youth Project, led by Mizuko Ito, Peter Lyman, Michael Carter and Barrie Thorne, which introduced us to the concept of HOMAGO (hanging out, messing around and geeking out), a framework for understanding young people’s informal learning through online activities, and the progressively sophisticated and involved forms of participation they move through (Ito et al., 2009, 2010). Henry Jenkins’ Project New Media Literacies, which defined a set of cultural competencies and social skills, such as transmedia navigation, distributed cognition and appropriation, that young people need to navigate the new media landscape successfully (Jenkins, 2009). The Digital Youth Network, led by

Journal

Information and Learning ScienceEmerald Publishing

Published: Aug 15, 2022

References