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Digital Space as Semi-Permeable
Membranes




                                 October, 12, 2011
      Alexandra Bal (Edge Lab, Ryerson University)
          Yukari Seko (Edge Lab, York and Ryerson
                                      Universities)
       Jason Nolan (Edge Lab, Ryerson University)
Digital technologies are part of this world
and of our worldview; they are part of what
shapes us materially and ontologically as
embodied subjects… Rather than pointing
up the difference between self and
technology, [digital media] are designed to
engage the technologized self”
(Shinkle, 2005, 30)
Digital Natives?




http://www.automation-drive.com/fla-animation
Voices of Digital Natives Project
   SSHRC-funded, a 3-year qualitative inquiry
    into epistemological and educational impacts
    of online environments on young media users
    (age 4-13)
   Informal learning (Silverstone, 1999) as
    overarching theoretical framework to;
     Define   digital media practices by young media
      users
     Understand collaborative learning and play in
      network
     Articulate the shift from novice to expert based on
Research Objectives
   How young media uses interface world
    through digital media and construct their own
    digital habitat
   How they make learning choices and co-
    construct knowledge with their peers
   How they adopt digital media to blend the
    online to offline interactions
   How their performance with/through/around
    digital media will change over time
Methodology
   Ethnographic, participatory and socio-
    economic approach, observe young users in
    situ, in order to;
     Observe   how they use digital devices
     Explore their worldview

     Enter a friendly mode of communication and build
      trust
     Engage in discussions with them

   31 children in Greater Toronto Area; Interview
    each child at least 3 times over 12months-
    2years
Participant Demographics
                     Age Distribution (total
10                   N=31)
 9
 8
 7
 6
 5
 4
 3
 2
 1
 0
     4   5   6   7     8   9   10   11   12   13+   age
Participant Demographics

  Gender Distribution


           16           15




                             Male
                             Female
Participant Demographics
                   Recruitment
                   Location
       8       7
                          Afterschool
                          program
   4                6     Early Years Centre
           6
                          Alternative school

                          Homeschool

                          Other
Digital media as social space
   Our participants use digital media for
     Gaming

     Searching information
     Communicating distanced family members and
      friends
     Making their own content

   Gaming as socializing and informal learning
    practice
Learning through peer-produced
content
    Internet as multi-directional educational tool
     and environment
      Socialnetworking (Facebook) for school work
      Learn new skill from YouTube videos (how to
       dance cook, play guitar and violin etc)
      Video chats with teachers outside Canada

    Challenge conventional notion of authorities in
     preferring lay experts to professionals
Mash-up work
by 10 yrs old
Game&Music
lover
Mobile Natives
   Widespread
    adoption of mobile
    devices
    (laptop, smartphone
    s, tablets, mobile
    gaming consoles)
   Increased
    mobility, traversing
    spaces
Mobile Natives
                Difference between
                 children born before and
                 after 2005
                Shift from computer as
                 “gaming device” to
                 computer as “search
                 engine,” “entry point to
                 learning space
                Influence of parental use
Semi-permeable Membrane


       family           peers

                Young
                media
                users
       Social
                        school
       world
Bibliography
   Livingstone, D. (1999). Exploring the icebergs of
    adult learning: Findings of the first Canadian
    survey of informal learning practices. Canadian
    Journal for Studies of Adult Education. 13(2): 49-
    72.
   Shinkle, E. (2005). Corporeal Ergo Sum: Affective
    Response in Digital Games. In N. Garrelts (Ed.).
    Digital Gameplay: Essays on the nexus of game
    and gamer. North California: McFarland&Co.
    Pp.21-35.
   Spigel, L. (1992). Make Room for TV: Television
    and the family ideal in PostwarAmerica. Chicago:
    University of Chicago Press
Thank you!!
Contact Info:
Alex Bal: abal@ryerson.ca
Yukari Seko: yukaseko@yorku.ca
@doggyjelly
Jason Nolan: jnolan@ryerson.ca

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Digital Space as Semi - Permeable Membranes

  • 1. Digital Space as Semi-Permeable Membranes October, 12, 2011 Alexandra Bal (Edge Lab, Ryerson University) Yukari Seko (Edge Lab, York and Ryerson Universities) Jason Nolan (Edge Lab, Ryerson University)
  • 2. Digital technologies are part of this world and of our worldview; they are part of what shapes us materially and ontologically as embodied subjects… Rather than pointing up the difference between self and technology, [digital media] are designed to engage the technologized self” (Shinkle, 2005, 30)
  • 4. Voices of Digital Natives Project  SSHRC-funded, a 3-year qualitative inquiry into epistemological and educational impacts of online environments on young media users (age 4-13)  Informal learning (Silverstone, 1999) as overarching theoretical framework to;  Define digital media practices by young media users  Understand collaborative learning and play in network  Articulate the shift from novice to expert based on
  • 5. Research Objectives  How young media uses interface world through digital media and construct their own digital habitat  How they make learning choices and co- construct knowledge with their peers  How they adopt digital media to blend the online to offline interactions  How their performance with/through/around digital media will change over time
  • 6. Methodology  Ethnographic, participatory and socio- economic approach, observe young users in situ, in order to;  Observe how they use digital devices  Explore their worldview  Enter a friendly mode of communication and build trust  Engage in discussions with them  31 children in Greater Toronto Area; Interview each child at least 3 times over 12months- 2years
  • 7. Participant Demographics Age Distribution (total 10 N=31) 9 8 7 6 5 4 3 2 1 0 4 5 6 7 8 9 10 11 12 13+ age
  • 8. Participant Demographics Gender Distribution 16 15 Male Female
  • 9. Participant Demographics Recruitment Location 8 7 Afterschool program 4 6 Early Years Centre 6 Alternative school Homeschool Other
  • 10. Digital media as social space  Our participants use digital media for  Gaming  Searching information  Communicating distanced family members and friends  Making their own content  Gaming as socializing and informal learning practice
  • 11. Learning through peer-produced content  Internet as multi-directional educational tool and environment  Socialnetworking (Facebook) for school work  Learn new skill from YouTube videos (how to dance cook, play guitar and violin etc)  Video chats with teachers outside Canada  Challenge conventional notion of authorities in preferring lay experts to professionals
  • 12.
  • 13. Mash-up work by 10 yrs old Game&Music lover
  • 14. Mobile Natives  Widespread adoption of mobile devices (laptop, smartphone s, tablets, mobile gaming consoles)  Increased mobility, traversing spaces
  • 15. Mobile Natives  Difference between children born before and after 2005  Shift from computer as “gaming device” to computer as “search engine,” “entry point to learning space  Influence of parental use
  • 16. Semi-permeable Membrane family peers Young media users Social school world
  • 17. Bibliography  Livingstone, D. (1999). Exploring the icebergs of adult learning: Findings of the first Canadian survey of informal learning practices. Canadian Journal for Studies of Adult Education. 13(2): 49- 72.  Shinkle, E. (2005). Corporeal Ergo Sum: Affective Response in Digital Games. In N. Garrelts (Ed.). Digital Gameplay: Essays on the nexus of game and gamer. North California: McFarland&Co. Pp.21-35.  Spigel, L. (1992). Make Room for TV: Television and the family ideal in PostwarAmerica. Chicago: University of Chicago Press
  • 18. Thank you!! Contact Info: Alex Bal: abal@ryerson.ca Yukari Seko: yukaseko@yorku.ca @doggyjelly Jason Nolan: jnolan@ryerson.ca

Notas del editor

  1.