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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
Why Make?
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
Why Gaming?
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
Hidi & Renninger’s Four Phases of
Interest Development
Ito et al.’s Genres of Participation
Place-Centered Lens
Figured Worlds
Theoretical Framework
PersonalContext
PhysicalContext
Socio-CulturalContext
4 Phases of interest dev.
Genres of Participation
Place Centered
LensFigured Worlds
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
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
In what ways did participating in this program contribute to youths’ understanding about technology and technology careers?
PMM artifacts and interviews Weekly observations
In what ways did participating in this program contribute to youths’ understanding about technology and technology careers?
PMM artifacts and interviews Weekly observations
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
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
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
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
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
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