3. Mimi Ito: Bio
Cultural Anthropologist
Focus onYouth’s changing
relationships to media and
communication
International expert on Mobile
Technologies and new digital
media in everyday life
Professor In Residence,
Department of Anthropology
and Department of
Informatics at the University
of California, Irvine
4. Mimi Ito: Author
Collaborative Author:
Hanging out, Messing
Around, and Geeking Out:
Kids Living and Learning
with New Media
Co-editor: Personal,
Portable, Pedestrian: Mobile
Phones in Japanese Life
Author: Engineering Play: A
Cultural History of Children’s
Software
5. Mimi Ito: Project
Co-led the DigitalYouth
Project, a study of ways youth
use new media
How kids engage with and play
with new media in their
everyday lives
How digital technologies are
changing the way young people
learn, play, socialize and
participate in civic life
6. DigitalYouth Project
A 3-year ethnographic study of
what kids are doing with new
media
Focus on: Gaming, Online
Communication, Digital Media
Production
Goal: to understand the
online/digital world from a youth-
centered perspective
Based on Social and recreational
life of kids, not at school
7. 3 Main Categories of Engagement:
(In terms of every day activity)
Hanging Out
Messing Around
Geeking Out
8. Hanging Out
Friendship-driven activity
A lot of learning going on
Social behavior, getting along w/ friends,
learning lessons about popularity,
romance
Examples: Myspace, Facebook,Texting,
IM
9. Generation Gap Issues
Parents uncertain of value of it
Adults frightened about potential
trouble online
Peer group interaction is a major
motivator
Parents need to become fluent in
online communication
10. Messing Around
Peer-based, self-directed learning
online
Trying out new forms of media online
Developing technical and media
literacy through trial and error
Examples: creating videos or games,
customizing personal pages, sharing
and receiving feedback online
11. Generation Gap
Adults are uncertain of value
Parents don’t recognize the
learning
Concerns with legality of Copyright
issues: file sharing, remix, mash-
ups
Adult lack of knowledge hinders
creative support of learning
12. Geeking Out
Interest-driven activity
Specialized interests to pursue self-
directed learning around things they are
passionate about
Online resources offer communities of
interest and expertise
Collaborative relationships: writing,
video editing, gaming
13. Generation Gap
Adults have a more active role to play
Adults need to learn how to value and support
this kind of learning
There are little to no models for supporting
interests in such specialized programs like video
editing, music making, etc.
Need a shift in collaborative activities as a family
(e.g. family web pages, gaming interests)
14. Conclusions
Set social norms for kids to follow that are realistic with
technology
Technology in education is not just about transforming
school practice but understanding the needs of youth
Support productive learning through digital media by
understanding how kids are learning
New parent challenge: How to monitor and mentor in ways
that aren’t oppressive to kids
Kids need guidance in working through social development
in their world
15. References
BigThinkers: Mimi Ito on learning with new media, George
Lucas Educational Foundation, 2009.
Mizuko Ito and others, Hanging Out, Messing Around, and
Geeking Out: Living and Learning with New Media
(Cambridge, MA: MIT Press, 2009.
Living and Learning with New Media: Summary of
Findings from the DigitalYouth Project, Digital Media and
Learning, 2008
16. Technology InThe Classroom
Technology
in the
Classroom
Online
Textbooks
Netvibes
Wikis
Challenge
Based
Learning
Teacher
Blogs
Student
Blogs
Voice
Threads
Interactive
White
Boards
1:1
Personal
Devises