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Youth Access:
Teaching & Learning in the 21st Century
A New Approach to 21st Century Skills

Nettrice R. Gaskins, Digital Media Ph.D. Candidate, Georgia Tech
What is 21st century learning?
These five competencies work
together in a spiral of
empowerment, supporting
people’s active participation
in lifelong learning through
the processes of both
consuming and creating
messages. This approach is
consistent with constructivist
education – i.e. learning
through play (Jean Piaget).
Essential Competencies of Digital and Media Literacy

1.    ACCESS
       Finding and using media and technology tools skillfully and
     sharing        appropriate and relevant information with others

2. ANALYZE & EVALUATE
        Comprehending messages and using critical
thinking to analyze           message quality, veracity, credibility, and point of
view, while         considering potential effects or consequences of messages

3. CREATE
        Composing or generating content using creativity and
con-fidence       in self-expression, with awareness of purpose, audience, and
         composition techniques

4. REFLECT
        Applying social responsibility and ethical principles to one’s
own      identity and lived experience, communication behavior and
         conduct

5. ACT
 Working individually and collaboratively to share knowledge and
        solve problems in the family, the workplace and the community, and
        participating as a member of a community at local, regional,
        national and international levels
Educators need new skills sets and master
new types of technology.
Facilitation

Flexibility

Comfort with Change

Commitment to Lifelong
Learning

Creating a Culture of
Inquiry

Resourcefulness
A new world (system) of artifacts.
Constructionism has 4 basic learning concepts

A. Learning by designing within a community: when projects are
   meaningful or useful to young people and their communities)

B. Technological tools for learning: when technology is integrated
   into sociocultural and technological manipulatives (artifacts)

C. Powerful ideas and wonderful ideas: when projects afford new
   ways of thinking and making personal and epistemological
   connections with other domains of knowledge (experimentation)
   technology can become incubators of powerful ideas

D. Learning about learning with technology: documenting and
   sharing successes and achievement

 Teachers will need to learn how to manage and facilitate projects
 that mediate directly between learners and both physical and
 virtual objects. This fits a constructionist model where technology is
 integrated with traditional learning activities and children create
 for themselves new experiences and ways of thinking
The 21st century learning space
Participatory

Research Driven

Promotes Active Learning

Locally and Globally
Networked

Youth-Centered

Integrated and
Interdisciplinary
Youth voice and engagement
Hanging Out, Messing
Around & Geeking Out

Setting realistic goals

Having access to media of
all types

Exploring their issues

Considering audience

Avoiding imitation &
duplication
Youth Access Toolkit
A collection of resources
that are based on radical
constructionist concepts

Learning by designing within
a community

Technological tools for
learning

Powerful ideas and
wonderful ideas

Learning about learning
with technology
References
Ito, Mizuko. (2010). Hanging out, messing around, and geeking out :
kids living and learning with new media. The John D. and Catherine T.
MacArthur Foundation Series in Digital Media and Learning.
http://mitpress.mit.edu/books/full_pdfs/hanging_out.pdf

The Knight Commission. The Heritage of Digital and Media Literacy.
http://www.knightcomm.org/digital-and-media-literacy/the-heritage-
of-digital-and-media-literacy

Tatham-Maye, K. (2009). Constructionism wiki.
http://sites.wiki.ubc.ca/etec510/Constructionism

Presenter info:
Nettrice R. Gaskins
nettrice@gmail.com

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Youth Access: A New Approach to 21st Century Learning

  • 1. Youth Access: Teaching & Learning in the 21st Century A New Approach to 21st Century Skills Nettrice R. Gaskins, Digital Media Ph.D. Candidate, Georgia Tech
  • 2. What is 21st century learning? These five competencies work together in a spiral of empowerment, supporting people’s active participation in lifelong learning through the processes of both consuming and creating messages. This approach is consistent with constructivist education – i.e. learning through play (Jean Piaget).
  • 3. Essential Competencies of Digital and Media Literacy 1. ACCESS
 Finding and using media and technology tools skillfully and sharing appropriate and relevant information with others 2. ANALYZE & EVALUATE
 Comprehending messages and using critical thinking to analyze message quality, veracity, credibility, and point of view, while considering potential effects or consequences of messages 3. CREATE
 Composing or generating content using creativity and con-fidence in self-expression, with awareness of purpose, audience, and composition techniques 4. REFLECT
 Applying social responsibility and ethical principles to one’s own identity and lived experience, communication behavior and conduct 5. ACT
 Working individually and collaboratively to share knowledge and solve problems in the family, the workplace and the community, and participating as a member of a community at local, regional, national and international levels
  • 4. Educators need new skills sets and master new types of technology. Facilitation Flexibility Comfort with Change Commitment to Lifelong Learning Creating a Culture of Inquiry Resourcefulness
  • 5. A new world (system) of artifacts.
  • 6. Constructionism has 4 basic learning concepts A. Learning by designing within a community: when projects are meaningful or useful to young people and their communities) B. Technological tools for learning: when technology is integrated into sociocultural and technological manipulatives (artifacts) C. Powerful ideas and wonderful ideas: when projects afford new ways of thinking and making personal and epistemological connections with other domains of knowledge (experimentation) technology can become incubators of powerful ideas D. Learning about learning with technology: documenting and sharing successes and achievement Teachers will need to learn how to manage and facilitate projects that mediate directly between learners and both physical and virtual objects. This fits a constructionist model where technology is integrated with traditional learning activities and children create for themselves new experiences and ways of thinking
  • 7. The 21st century learning space Participatory Research Driven Promotes Active Learning Locally and Globally Networked Youth-Centered Integrated and Interdisciplinary
  • 8.
  • 9. Youth voice and engagement Hanging Out, Messing Around & Geeking Out Setting realistic goals Having access to media of all types Exploring their issues Considering audience Avoiding imitation & duplication
  • 10. Youth Access Toolkit A collection of resources that are based on radical constructionist concepts Learning by designing within a community Technological tools for learning Powerful ideas and wonderful ideas Learning about learning with technology
  • 11. References Ito, Mizuko. (2010). Hanging out, messing around, and geeking out : kids living and learning with new media. The John D. and Catherine T. MacArthur Foundation Series in Digital Media and Learning. http://mitpress.mit.edu/books/full_pdfs/hanging_out.pdf The Knight Commission. The Heritage of Digital and Media Literacy. http://www.knightcomm.org/digital-and-media-literacy/the-heritage- of-digital-and-media-literacy Tatham-Maye, K. (2009). Constructionism wiki. http://sites.wiki.ubc.ca/etec510/Constructionism Presenter info: Nettrice R. Gaskins nettrice@gmail.com

Notas del editor

  1. Thesedigital and media literacy competencies represent a synthesis of the full complement of scholarship and thinking about “new literacies.” - http://www.knightcomm.org/digital-and-media-literacy/the-heritage-of-digital-and-media-literacy
  2. Constructionism is more of an educational method which is based on the constructivist learning theory. Constructionism, invented by Seymour Papert who was a student of Piaget's, says that learning occurs "most felicitously" when constructing a public artifact "whether a sand castle on the beach or a theory of the universe."
  3. “Teachers understand media’s influence on culture and people’s actions and communication; as a result, teachers use a variety of approaches for teaching students how to construct meaning from media and nonprint texts and how to compose and respond to film, video, graphic, photographic, audio, and multimedia texts” (NCATE Standards, 2007, p. 57).My research: Developments in the use of multimodal interaction – where users are provided with multiple modes of interaction in a system – promote social interaction among users located in the same physical space. This includes combining user input modes on digital platforms (mobile and computer-based games or motion-sensing devices) and overlaying virtual artifacts in physical space (augmented reality).
  4. In this space educators are facilitators and youth are seen as a knowledge resource with access to tools and artifacts to facilitate learning.
  5. What do you notice about the youth in this photos? Where is the educator/teacher?
  6. Youth voice refers to the distinct ideas, opinions, attitudes, knowledge, and actions of young people as a collective body; engaging youth voice is an essential element of effective organizational development among community and youth-serving organizations. The new media practices that researchers like Mimi Ito (and I'm proposing) examine are almost all situated in the social, cultural and recreational activities of youth rather than in contexts of explicit instruction. Ito and others' approach is in line with a growing body of work in sociocultural learning theory that looks to out-of-school settings for models of learning and engagement that differ from what is found in the classroom; the youth focus stems from patterns of adoption, the fi t with the particular social and communicative needs of youth, and how they take up these tools to produce their own “content” as well as traffic in commercial popular culture.
  7. What would a Youth Access Toolkit look like?