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How online affinity networks expand learning and opportunity for
young people Boyband One Direction fanfiction writers, gamers who
solve math problems together, Harry Potter fans who knit for a
cause. Across subcultures and geographies, young fans have found
each other and formed community online, learning from one another
along the way. From these and other in-depth case studies of online
affinity networks, Affinity Online considers how young people have
found new opportunities for expanded learning in the digital age.
These cases reveal the shared characteristics and unique cultures
and practices of different online affinity networks, and how they
support "connected learning"-learning that brings together youth
interests, social activity, and accomplishment in civic, academic,
and career relevant arenas. Although involvement in online
communities is an established fixture of growing up in the
networked age, participation in these spaces show how young people
are actively taking up new media for their own engaged learning and
social development. While providing a wealth of positive examples
for how the online world provides new opportunities for learning,
the book also examines the ways in which these communities still
reproduce inequalities based on gender, race, and socioeconomic
status. The book concludes with a set of concrete suggestions for
how the positive learning opportunities offered by online
communities could be made available to more young people, at school
and at home. Affinity Online explores how online practices and
networks bridge the divide between in-school and out-of-school
learning, finding that online affinity networks are creating new
spaces of opportunity for realizing the ideals of connected
learning.
How online affinity networks expand learning and opportunity for
young people Boyband One Direction fanfiction writers, gamers who
solve math problems together, Harry Potter fans who knit for a
cause. Across subcultures and geographies, young fans have found
each other and formed community online, learning from one another
along the way. From these and other in-depth case studies of online
affinity networks, Affinity Online considers how young people have
found new opportunities for expanded learning in the digital age.
These cases reveal the shared characteristics and unique cultures
and practices of different online affinity networks, and how they
support "connected learning"-learning that brings together youth
interests, social activity, and accomplishment in civic, academic,
and career relevant arenas. Although involvement in online
communities is an established fixture of growing up in the
networked age, participation in these spaces show how young people
are actively taking up new media for their own engaged learning and
social development. While providing a wealth of positive examples
for how the online world provides new opportunities for learning,
the book also examines the ways in which these communities still
reproduce inequalities based on gender, race, and socioeconomic
status. The book concludes with a set of concrete suggestions for
how the positive learning opportunities offered by online
communities could be made available to more young people, at school
and at home. Affinity Online explores how online practices and
networks bridge the divide between in-school and out-of-school
learning, finding that online affinity networks are creating new
spaces of opportunity for realizing the ideals of connected
learning.
The tenth-anniversary edition of a foundational text in digital
media and learning, examining new media practices that range from
podcasting to online romantic breakups. Hanging Out, Messing
Around, and Geeking Out, first published in 2009, has become a
foundational text in the field of digital media and learning.
Reporting on an ambitious three-year ethnographic investigation
into how young people live and learn with new media in varied
settings-at home, in after-school programs, and in online spaces-it
presents a flexible and useful framework for understanding the ways
that young people engage with and through online platforms: hanging
out, messing around, and geeking out, otherwise known as HOMAGO.
Integrating twenty-three case studies-which include Harry Potter
podcasting, video-game playing, music sharing, and online romantic
breakups-in a unique collaborative authorship style, Hanging Out,
Messing Around, and Geeking Out combines in-depth descriptions of
specific group dynamics with conceptual analysis. Since its
original publication, digital learning labs in libraries and
museums around the country have been designed around the HOMAGO
mode and educators have created HOMAGO guidebooks and toolkits.
This tenth-anniversary edition features a new introduction by
Mizuko Ito and Heather Horst that discusses how digital youth
culture evolved in the intervening decade, and looks at how HOMAGO
has been put into practice. This book was written as a
collaborative effort by members of the Digital Youth Project, a
three-year research effort funded by the John D. and Catherine T.
MacArthur Foundation and conducted at the University of California,
Berkeley, and the University of Southern California.
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