- The first objective is to describe kids as active innovators using digital media, rather than as passive consumers of popular culture or academic knowledge.
- The second objective is to think about the implications of kids innovative cultures for schools and higher education, and engage in a dialogue with educational planners.
- The third objective is to advise software designers about how to use kids innovative approaches to knowledge and learning in building better software.
This gap between in-school and out-of-school experience represents a gap in children's engagement in learning, a gap in our research and understandings, and a missed opportunity to reenergize public education.
This project works to address this gap with a targeted set of ethnographic investigations into three emergent modes of informal learning that young people are practicing using new media technologies: communication, learning, and play. (via)