Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits.
Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In Engineering Play, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play.
The last explosive change in art education came nearly a century ago, when the German Bauhaus was formed. Today, dramatic changes in the art world—its increasing professionalization, the pervasive power of the art market, and fundamental shifts in art-making itself in our post-Duchampian era—combined with a revolution in information technology, raise fundamental questions about the education of today's artists.
Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan videomaking, fan fiction), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting).
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning.
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.
In this report, Cathy Davidson and David Theo Goldberg focus on the potential for shared and interactive learning made possible by the Internet. They argue that the single most important characteristic of the Internet is its capacity for world-wide community and the limitless exchange of ideas. The Internet brings about a way of learning that is not new or revolutionary but is now the norm for today’s graduating high school and college classes.
Much attention has been paid to the increasing proportion of non-tenure-track faculty—adjuncts, lecturers, and others—in American higher education. Critics charge that universities exploit "contingent faculty" and graduate students, engaging in a type of bait and switch to attract applicants (advertising institutional standing based on distinguished faculty who seldom teach undergraduates), and as a result provide undergraduates with an inadequate educational experience.
Public-private partnerships in education exist in various forms around the world, in both developed and developing countries. Despite this, and despite the importance of human capital for economic growth, systematic analysis has been limited and scattered, with most scholarly attention going to initiatives in the United States. This volume helps to fill the gap, bringing together recent studies on public-private partnerships in different parts of the world, including Asia, North and South America, and Europe.
Given the abundance of open education initiatives that aim to make educational assets freely available online, the time seems ripe to explore the potential of open education to transform the economics and ecology of education.