Learning Media and Technology

Congregating to create for social change: Urban youth media production and sense of community
Charmaraman L
This case study explored how adolescents were empowered through after school media production activities and, in the process, re-imagined themselves as active and engaged citizens within their community. Through analyzing interviews, participant observations, and media artifacts of 14 participants (aged 15-19) over a period of 18 months, three main themes emerged from the triangulation of data: (1) sociocultural capital through group ownership; (2) safe space for creative expression; and (3) developing a sense of community with diverse voices. These young people exercised their collective voice toward pro-social actions by writing and producing their stories and showcasing their works at community screenings. They hoped that their videos would promote individual and community transformations. Building on youth development, community psychology, and media literacy frameworks, this article discusses educational implications like advocating for the power of youth media production to bridge participants' personal and private artistry to public and political statements.
How young children's play is shaped through common iPad applications: a study of 2 and 4-5 year-olds
Samuelsson R, Price S and Jewitt C
Digital devices such as iPads are prevalent in children's play from an early age. How this shapes young children's play is an area of considerable debate without any clear consensus on how different forms of play are brought into the iPad interaction. In this study, we examined 98 play activities of children in two preschool settings, featuring 2 and 4-5-year-olds, their play with iPads and non-digital artefacts. Three analytical approaches were used: an index built on a digital play framework [Bird, Jo, and Susan Edwards. 2015. "Children Learning to Use Technologies Through Play: A Digital Play Framework." 46 (6): 1149-1160. doi:10.1111/bjet.12191 ], a quantitative description of the index, and a qualitative interaction analysis of children's play. Results show how play with iPads is characterised as less ludic than play with other artefacts, and diverges from the age-typical norms of play. We discuss what these results might mean for children's play in contemporary early childhood settings and for children's learning.
Social classification and the changing boundaries of learning. A neopragmatic perspective on social sorting in digital education
Horvath K and Steinberg M
Allowing learners to move across learning contexts in novel ways, digital tools play an increasingly central role for the formation of learning trajectories and identities. They thus presumably also affect dynamics of social sorting in education. Against this background, this article introduces a conceptual framework for unravelling dynamics of social sorting in digital learning environments. Inspired by French pragmatic sociology, we propose as analytical anchor point for disentangling the intricate interplays between educational technologies, learning situations, and wider moral and social orders. We present a 'speculative inquiry' into current AIED to demonstrate the added value this analytical perspective. We identify a hiatus between 'inspired' and 'industrial' logics of classification in current digital learning tools and environments that are likely to yield unwanted social sorting effects. A classification lens helps foreground social dynamics underlying such patterns, thus furthering our understanding of persistent patterns of disadvantaging in (digital) education.