Interests-in-motion in an informal, media-rich learning setting

Much of the literature related to connected learning approaches youth interests as fixed on specific disciplines or activities (e.g. STEM, music production, or game design). As such, mentors design youth-focused programs to serve those interests. Through a micro-ethnographic analysis of two youth’s...

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Main Author: Ty Hollett
Format: Article
Language:English
Published: Digital Culture & Education (DCE) 2016-01-01
Series:Digital Culture & Education
Online Access:http://www.digitalcultureandeducation.com/uncategorized/hollett_html/
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author Ty Hollett
author_facet Ty Hollett
author_sort Ty Hollett
collection DOAJ
description Much of the literature related to connected learning approaches youth interests as fixed on specific disciplines or activities (e.g. STEM, music production, or game design). As such, mentors design youth-focused programs to serve those interests. Through a micro-ethnographic analysis of two youth’s Minecraft-centered gameplay in a public library, this article makes two primary contributions to research on learning within, and the design of, informal, media-rich settings. First, rather than approach youth interests as fixed on specific disciplines or activities (e.g. STEM, music production, or video games), this article traces youth interests as they spark and emerge among individuals and groups. Then, it follows those interests as they subsequently spread over time, becoming interests-in-motion. Second, recognition of these interests-in-motion can lead mentors to develop program designs that enable learners to work with artifacts (digital and physical) that learners can progressively configure and re-configure over time. Mentors, then, design-in-time as they harness the energy surrounding those emergent interests, creating extending learning opportunities in response.
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spelling doaj.art-366dbdd3d6e740718492be10f7f1feb92024-01-02T03:24:01ZengDigital Culture & Education (DCE)Digital Culture & Education1836-83011836-83012016-01-0181Interests-in-motion in an informal, media-rich learning settingTy HollettMuch of the literature related to connected learning approaches youth interests as fixed on specific disciplines or activities (e.g. STEM, music production, or game design). As such, mentors design youth-focused programs to serve those interests. Through a micro-ethnographic analysis of two youth’s Minecraft-centered gameplay in a public library, this article makes two primary contributions to research on learning within, and the design of, informal, media-rich settings. First, rather than approach youth interests as fixed on specific disciplines or activities (e.g. STEM, music production, or video games), this article traces youth interests as they spark and emerge among individuals and groups. Then, it follows those interests as they subsequently spread over time, becoming interests-in-motion. Second, recognition of these interests-in-motion can lead mentors to develop program designs that enable learners to work with artifacts (digital and physical) that learners can progressively configure and re-configure over time. Mentors, then, design-in-time as they harness the energy surrounding those emergent interests, creating extending learning opportunities in response.http://www.digitalcultureandeducation.com/uncategorized/hollett_html/
spellingShingle Ty Hollett
Interests-in-motion in an informal, media-rich learning setting
Digital Culture & Education
title Interests-in-motion in an informal, media-rich learning setting
title_full Interests-in-motion in an informal, media-rich learning setting
title_fullStr Interests-in-motion in an informal, media-rich learning setting
title_full_unstemmed Interests-in-motion in an informal, media-rich learning setting
title_short Interests-in-motion in an informal, media-rich learning setting
title_sort interests in motion in an informal media rich learning setting
url http://www.digitalcultureandeducation.com/uncategorized/hollett_html/
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