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

DOIhttps://doi.org/10.1108/ILS-07-2022-264
Published date15 August 2022
Date15 August 2022
Pages317-329
Subject MatterLibrary & information science,Librarianship/library management,Library & information services
AuthorKatie Davis,Mega Subramaniam
Guest editorial: Beyond digital
youth: understanding, supporting,
and designing for young peoples
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 peoples digital and nondigital experiences, and
pointed to impacts on youths relationships, learning and sense of self, among other
experiences (Ito et al., 2010; James et al., 2009; Jenkins, 2009). Examp les of such inuential
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 peoples
informal learning through online activities, and the progressively sophisticated and
involved forms of participation they move through (Ito et al., 2009,2010).
Henry JenkinsProject New Media Literacies, which dened 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 Nichole Pinkard, which has worked with a
variety of educational and community-based organizations to understand and
support Chicago youth in learning digital media skills and new media literacies
(Barron et al., 2014;Pinkard et al., 2008).
The Quest to Learn public middle and high school in New York City, which was
designed by a team led by Katie Salen Tekinbas and based on a pedagogical
approach to learning called game-like learning. Game-like learning places childrens
interests and expertise at the center of their learning experiences (Barab et al., 2005;
Squire, 2011;Tekinbas et al., 2010).
The GoodPlay Project, led by Howard Gardner and Carrie James, which explored
the moral and ethical dimensions of young peoples networked experiences in the
areas of identity, privacy, ownership and authorship, credibility and participation
(James et al., 2009).
The Connected Learning Research Network, led by Mizuko Ito, which introduced
the connected learning framework and highlighted the value of using networked
technologies to support meaningful connections across young peoples learning
ecologies, as well as the persistent inequities in how these networked opportunities
are distributed in society (Ito et al., 2013,2020).
The Youth and Participatory Politics Research Network, led by Joseph Kahne,
which identied and described the new forms of political and civic engagement
enabled by networked technologies (Cohen and Kahne, 2011;Kahne et al., 2015).
Guest editorial
317
Informationand Learning
Sciences
Vol.123 No. 7/8, 2022
pp. 317-329
© Emerald Publishing Limited
2398-5348
DOI 10.1108/ILS-07-2022-264

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