13. References
Davidson, C. and Goldberg, D. (2012) The Future of Learning: Institutions in a Digital Age. Macarthur
Foundation Report.
Ito, M. et al (2012) Living and Learning with New Media: Summary of Findings from the Digital Youth Project.
Macarthur Foundation Report.
Jenkins, H. (2012) Confronting the Challenges of Participatory Culture: Media Education for the 21st Century.
Macarthur Foundation Occasional Paper.
Sacks, M. and Graves, N. (2012) How Many “Friends” Do You Need? Teaching Students How to Network Using
Social Media. Business Communication Quarterly 75(1) pp.80–88
Editor's Notes
Posting a question and receiving useful Tweets back makes it easy to survey a field, find hard-to-locate information, or even find new possibilities for collaboration. In addition, the network effects mean the connectivity of the most followed make it possible for anyone to produce content that becomes widely disseminated very quickly.
Twitter is really been helpful for me as a researcher as a key way of keeping up with recent research and announcements in the field. Finding the right people to follow is key however and takes a little bit of trial and error. I am following a range of individuals who I have identified as ‘experts’ in the field and organisations.“Why am I doing this?” “Who cares about it apart from me?” The responses I have received to my sharing links to my own and others’ research work, and to my academic conferences live-tweeting has been incredibly helpful for me to keep the faith that what I do matters to others. I also established contact with many of the authors and publishers whose work I was writing about, and hundreds of them replied to my online surveys in a question of minutes. An internship, presentations in conferences and invitations to write and co-author articles took place solely over Twitter.
Friendship-driven genres of participation, we refer to the dominant and main- stream practices of youth as they go about their day-to-day negotiations with friends and peers. These friendship-driven practices center on peers whom youth encounter in the age-segregated contexts of school but might also include friends and peers whom they meet through religious groups, school sports, and other local activity groups.interest-driven genres of participation put specialized activities, interests, or niche and marginalized identities first. Interest-driven practices are what youth describe as the domain of the geeks, freaks, musicians, artists, and dorks, who are identified as smart, different, or creative, and who generally exist at the margins of teen social worlds. time and energy in creating and finding opportunities to “hang out” – backchannelsMessing around - with new forms of media (profile creation). Friendship-driven.Geeking out - an intense commitment to or engagement with media or technology, often one particular media property, genre, or type of technology. Diffusion - how quickly or widely a message spreads through a network.Complexity - the message itself. Typically, simpler messages have faster and wider diffusion rates, while more complex messages score lower on both dimensions.Distance - second- or third-order connections are more often unknown than known and how LinkedIn makes visible what is usually invisible in our daily lives
Affiliations — memberships, formal and informal, in online communities centered around various forms of media, such as Friendster, Facebook, message boards, metagaming, game clans, or MySpace).Expressions — producing new creative forms, such as digital sampling, skinning and modding, fan videomaking, fan fiction writing, zines, mash-ups).Collaborative Problem-solving — working together in teams, formal and informal, to complete tasks and develop new knowledge (such as through Wikipedia, alternative reality gaming, spoiling).Circulations — Shaping the flow of media (such as podcasting, blogging).Appropriation — the ability to meaningfully sample and remix media contentCollective Intelligence — the ability to pool knowledge and compare notes with others toward a common goal