Monday 14th April 2008 8:00 am

Two Projects, One Mission: Harvard and MIT join forces to prepare youth for the digital age

Harvard researcher John Francis describes a unique collaboration between Project New Media Literacies, lead by Henry Jenkins, and the GoodPlay Project led by Howard Gardner. This begins a five-part series of posts about how to teach core media skills alongside the roles and responsibilities of good cyber citizenry.


Meeting of the H’s
In 2006, Henry Jenkins (Comparative Media Studies, MIT) and Howard Gardner (Harvard Graduate School of Education) met to discuss their mutual interest in ethical issues around digital media and possible opportunities for collaboration-and why not, being situated only two subway stops apart in Cambridge? More important than geography, though, were emergent complementary themes and research questions of Gardner’s and Jenkins’ work, which made a collaborative effort seem promising.

How has this meeting of the H’s faired, and what has come out of the combined effort of Henry and Howard’s teams? This week, we hope to give you an inside look at our collaboration through a series of blog posts highlighting our present accomplishments and future plans. Today, we’ll start with a bit of background about our teams and the goals of our collaboration.

Two Projects, One Mission
As youth grow up in an increasingly connected environment, they are presented with a diversity of challenges. Many of these challenges arise in the context of new technologies of communication and creativity. How does digital copying relate to legacy notions of property? What do I need to know in order to collaborate with my online peers? How do I present myself online? What do I do when I encounter new communities with unfamiliar norms or ideas? In many cases, there are helpful analogies in “age old” practices. Nevertheless, the conventional wisdom of the analog world can seem like an ill fit. A more appropriate approach might frame the core skills and ethical issues within already established structures, but recognize the complications and opportunities of the contemporary media environment.

Project New Media Literacies (NML) headed by Jenkins at MIT’s Comparative Media Studies program is guided by two questions:
1. What do young people need to know in order to become full, active, creative, critical, and ethically responsible participants in a media-rich environment?
2. What steps do we need to take to make sure that these skills are available to all?

NML uses digital media and new network technologies to help young people think about the role of media in their lives as consumers, producers, and participants.

Gardner’s GoodPlay Project, part of Project Zero at the Harvard Graduate School of Education, is similarly concerned with the roles that youth assume online. More specifically, the GoodPlay Project seeks to understand the ethical issues that youth face in the virtual frontier of new digital media. How models of ethics transfer from the offline to the online world-especially in the five areas of identity, privacy, authorship and ownership, credibility and participation-and how young people understand their roles and responsibilities in digital contexts are key concerns.

Together, it was decided that NML and GoodPlay would produce learning tools that help youth understand the connections between the digital media skills they learn and their roles and responsibilities as “good” cyber citizens. By integrating the GoodPlay ethical framework with the new media skill set defined by NML, the collaboration would develop activities that encourage reflection about ethical issues raised in various forms of media participation. These activities would draw on media from the NML Learning Library and on data collected by the GoodPlay research team.

Join the discussion. Our collaboration will host four more posts this week on Spotlight (check back here for links):

  • Tune in tomorrow to learn more about our efforts to design these learning tools.
  • Wednesday, Stephen Schultze will describe a specific activity designed to help students explore norms of ownership, authorship, and copyright titled the Inspired Highlighter.
  • Thursday, Andrea Flores will detail another activity around authorship and copyright titled Mad Men.
  • Sam Gilbert concludes our series on Friday with discussion of how we can help young people think through issues of privacy online.


Category: Civic-Engagement, Credibility, Ecology-of-Games, Identity, Race-Ethnicity, Unexpected

Tags:

Like this post?

  • Email this page using tell-a-friend, or
  • Save it with one of these social bookmarking tools: , or
  • View author profile for John Francis.

Comments

Submit Thoughts

We would love to have you add in the discussion. Please submit your content to our editorial review board:

Name (public):

Email (required but private, only used if our editors need to contact you):

Upload your photo (recommended: this helps bridge online/offline worlds)

Affiliation (public):

URL of your website or institution (public):

Comments:
(We will automatically remove html codes.)

Remember my personal information

Notify me of follow-up comments?

Please enter the word you see in the image:


(Warning: You will NOT be warned if our spam filters delete your comment. Cutting and pasting tends to confuse our spam filters, so always keep a copy. If your comment passes the spam test, you will be shown a brief "Thank You" message after hitting the Submit button, otherwise you will be returned to this page with your comment gone and no warning. Only comments that pass the spam test will be emailed to our editors for approval and posting. Contact our editors using the link in the footer if you have a problem.)

Produced by Games for Change. | TOP