Learning, civic engagement, and digital media : a case study of young adolescents making games and animations about civic issues
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The purpose of this study is to examine how young adolescents use digital technologies including games, animation and storytelling for learning and participation in civic engagement. Specifically, this study examines youth participation in civic engagement through a case study of 11- and 12-year old adolescents in an after-school program. Through analyzing a series of discussions and informal interviews from the three-month period of September to December 2011 organized around categories of learning, civic engagement, and digital media, the study assesses factors contributing to success in making multimedia projects about civic issues. Participants who successfully completed final projects had personal connections to topics including bullying and homelessness. Successful participants were also able to resolve conflicts with peers, adapt to changing learning environments and use digital tools creatively, despite limitations of the available tools. Establishing a learning environment with a balance of order and self-direction was key to helping participants complete successful projects; self-direction allowed participants to explore their interests while order provided motivating constraints and a safe learning environment.
Digital media--Social aspects.
Internet and children.