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“Identity in the Making” in an adolescent new media Maker experience: The role of interest, figured worlds and use of authentic tools and practices Jennifer Wyld 2 June 2015

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“Identity in the Making” in an adolescent new media Maker

experience: The role of interest, figured worlds and use of authentic

tools and practicesJennifer Wyld2 June 2015

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Why Make?

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STEM Interests Over Time

1

2

3

4

5

5th grade 6th grade 7th grade 8th grade

Earth/space science

Human biology

Technology/engineering

Like a lot

Dislike a lot

Neither

Like a little

Dislike a little

Source: SYNERGIES data

Make may play a role in the development of STEM interests, identity development and in the case of new media, transform youths’ relationships to and with technology

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Why Gaming?

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Physical access to technology is becoming less of an issue

New technology gap for youth and families in under-resourced communities is around opportunities to build technological literacy and computational thinking

As well as help youth become empowered producers of technology

New Media Literacy

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Hidi & Renninger’s Four Phases of

Interest Development

Ito et al.’s Genres of Participation

Place-Centered Lens

Figured Worlds

Theoretical Framework

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PersonalContext

PhysicalContext

Socio-CulturalContext

4 Phases of interest dev.

Genres of Participation

Place Centered

LensFigured Worlds

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Overall question: Is there evidence that a 9-

week Make program for youth in an under-

resourced community contributed to their

STEM interest development, STEM identity

exploration, and understanding of technology

and technology careers?

Research Questions

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In what ways did participating in the program contribute to youths’ interest in STEM, particularly technology?

STEM interest questionnaire PMM artifacts and interviews Observations

Findings

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In what ways did participating in this program contribute to youths’ understanding about technology and technology careers?

PMM artifacts and interviews Weekly observations

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In what ways did participating in this program contribute to youths’ understanding about technology and technology careers?

PMM artifacts and interviews Weekly observations

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Focused on observing the social and active qualities of individual engagement with media

Emphasizes participation, as opposed to consumption or internalization; presupposing an active role for the youth

Considers whether participation is friendship-driven or interest-driven

Describes different modes of participation, rather than categories of individuals

Creating a setting in which youth could try on identities and ‘Figure out” their relationship to and with technology

Genres of Participation & Figured Worlds

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Strand 1: Experience excitement, interest, and motivation to learn about phenomena in the natural and physical world

Strand 3: Manipulate, test, explore, predict, question, observe, and make sense of the natural and physical world

Implications

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Strand 5: Participate in scientific activities and learning practices with others, using scientific language and tools

Strand 6: Think about themselves as science learners and develop an identity as someone who knows about, uses, and sometimes contributes to science

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Identity in the Making & Interest exploration

Authentic practices & tools

Figured Worlds& Increased social capital around

technology

A Space for Identity in the Making

Youth Maker

s

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The Pixel Arts new media Maker

experience, a space that provided

authentic tools and practices for game

design, was a place for making more

than just games- it was a space for

identity in the Making.

Conclusion

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Hidi, S., & Renninger, K. A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2), 111-127.

Hutchins, E. (1995). Cognition in the wild. Cambridge, Mass.: MIT Press. Ito, M., Horst, H., Bittani, M., boyd, d., Herr-Stephenson, B. , Lange, P., … Tripp,

L. (2008). Living and Learning with New Media: Summary of Findings from the Digital Youth Project. Chicago: John D. and Catherine T. MacArthur Foundation.

Ito, M., Baumer, S., Bittanti, M., boyd, d., Cody, R., Herr-Stephenson, B., … Yardi, S. (2013). Hanging out, messing around, and geeking out: Kids living and learning with new media. Cambridge, MA: MIT Press.

National Research Council. (2009). Learning science in informal environments: People, places, and pursuits. Washington, DC: National Academies Press.

Thomas, D., & Seely Brown, J. (2011). A new culture of learning: Cultivating the imagination for a world of constant change. Lexington, KY: CreateSpace.

Worsley, M. & Blikstein, P. (2012). A framework for characterizing changes in student identity during constructionist learning activities. Paper presented at Constructionism 2012, Athens, Greece.

References