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Digital Technologies and Marginalized Youth
Conference Paper · June 2010
DOI: 10.1145/1810543.1810614 · Source: DBLP
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Digital Technologies and Marginalized Youth
Juan Pablo Hourcade, Natasha E. Bullock-Rest
Department of Computer Science
University of Iowa
Iowa City, IA 52242 USA
hourcade@cs.uiowa.edu, natasha-bullock-rest@uiowa.edu
Heidi Schelhowe
Computer Science Department
University of Bremen
PO Box 330440, D-28334 Bremen
Germany
schelhow@tzi.de
ABSTRACT
Marginalization threatens basic issues of fairness and equal
opportunity for a significant portion of children around the
world. In this extended abstract, we frame the problem of
marginalization in light of new economic forces and the
increasingly ubiquitous role of digital technologies. We
then summarize the contributions to the IDC 2010
workshop on Digital Technologies and Marginalized
Youth. We conclude by discussing research trends and
identifying challenges for future research.
Categories and Subject Descriptors
H.5.2 [Information Interfaces and Presentation]: User
Interfaces - Evaluation/Methodology, User-centered
design. K.4.2 [Computers and Society]: Social Issues.
K.3.1 [Computers and Education]: Computer Uses in
Education.
General Terms
Human Factors, Design.
Keywords
Children, marginalized youth, digital divide, developing
regions, remote regions.
INTRODUCTION AND BACKGROUND
Marginalization occurs when individuals or groups are
excluded or in the peripheries of dominant groups.
Marginalization has roots in geographic isolation, race,
gender, class, nationality, ethnicity, religion, sexual
orientation, learning disabilities, and so forth. It most often
brings about reduced opportunities to fully take part in
economic, political and social processes.
The new economy [5, 9, 10], with its increasing use of
digital technologies and knowledge goods brings about new
opportunities and challenges when addressing
marginalization. On the one hand, it could easily connect
marginalized groups to economic opportunities, from
micro-loans to accessing far-away markets. On the other
hand, it could deepen inequality for populations who are
not able to bridge the knowledge gap required to access,
understand, make use, and produce digital goods [2, 7, 12].
One possible path to address these challenges is through
education. In particular, educating young people so they
have the option to use digital technologies to actively
participate in the new economy, as well as in political
social processes. Warschauer [15] discusses the types of
skills necessary for the digital age in what he refers to as
21st
century skills. These include digital-age literacy,
inventive thinking, effective communication, and high
productivity.
There are many challenges in helping marginalized youth
develop these skills. In cases of geographic isolation, there
are often basic limitations in terms of digital infrastructure
and availability of qualified teachers or instructors to teach
these skills. In other situations, the challenges include
effectively engaging marginalized young people so they
can take interest in learning critical skills, and trust that
educational activities will result in positive outcomes in
their lives.
In this, the third workshop on Digital Technologies and
Marginalized Youth, held as part of the Interaction Design
and Children conference, we continue discussions on the
use of digital technologies to better the prospects of
marginalized youth, and on the impact of digital
technologies on this population.
Most position papers at the two previous workshops have
addressed reaching marginalized youth in developed
regions; using digital technologies primarily to increase
economic opportunities. There have also been a few papers
addressing the use of technologies in developing regions,
where children are often exposed to particular technologies
for the first time. This year’s workshop follows a similar
pattern.
CONTRIBUTIONS OF POSITION PAPERS
Below, we summarize the contributions of the position
papers presented in the workshop. We have organized the
contributions into three areas. The contributions in the first
area, technological approaches, discuss the technologies
being considered and being used with marginalized youth.
The second area, design issues, includes contributions
discussing design principles and philosophies, and how
these can have an impact on the use of technologies with
marginalized youth. The third area, evaluating results in
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isolated regions, includes contributions discussing methods
to evaluate the impact of technologies in remote
geographies. It also includes results of evaluations from
two such regions.
Technological Approaches
Mobile Phones, Video, and Learning
Unterfrauner et al. [14] are working on the ComeIn project,
which aims to take advantage of mobile phones to deliver
mobile learning platforms. The goal is to promote skills
related to obtaining and keeping jobs for teenagers and
young adults who are jobless and may have limited
education. In an ongoing pilot study, participants were
provided phones, which delivered assignments in the form
of challenge videos. For example, one challenge video
asked participants to document where and how to get
information about employers. Participants were encouraged
to respond to these videos with their own videos that
documented their experiences and shared their critical
thinking about the challenges. These were automatically
shared with other participants. Participants were also free to
upload other videos. Most of the videos uploaded by
participants so far have not been answers to challenges.
Participants instead seem to have found the system useful
as a way to meet and learn about other youth in similar
situations to theirs.
The results of the project so far highlight the possible
advantages of using mobile phones as a platform to reach
marginalized youth, given that all participants used the
system at some point. The challenge the project highlights
is the difficulty in engaging marginalized youth in activities
of interest to researchers and other institutions, in particular
when there is not a link to a regular meeting space and
time.
Technologies for Participation in the Creative Sector
Gaye et al. [4] are conducting research on promoting digital
inclusion through creative activities with digital
technologies leading to employment in the creative sector.
They are addressing the challenge of engaging
marginalized youth in these activities by partnering with
existing organizations that are already engaging
successfully with marginalized youth. One effort they are
currently pursuing is introducing technologies for music
composition and experimentation targeted at DJs and urban
music producers. Another part of the project involves
participatory design of technologies to help marginalized
youth to encourage them to work. This project directly
links expected outcomes and skills to those described in the
“new economy” literature. The partnership with existing
organizations that engage with marginalized youth points at
a useful approach, as it has been successful for this project
and for the one previously described.
Social Media to Increase Social Capital
Barn and Barn [1] discuss ideas for engaging young or
juvenile offenders to promote social inclusion and reduce
recidivism. The authors highlight the importance of
increasing the social capital of these young people, defined
as "the values that people hold and the resources that they
can access, which both result in and are the result of
collective and socially negotiated ties and relationships."
To address this need, the authors propose the use of social
media combined with customer relationship management to
better engage target populations. The authors also discuss
the use virtual worlds to learn social skills in a serious
games environment. These environments should be used
with care to ensure negative social behaviors are not
reinforced.
Multiplayer Videogames to Develop Collaboration Skills
Decortis et al. [3] discuss how online multiplayer video
games may be used to develop collaboration skills. This
may be an appealing approach to reach youth who do not
have these skills, but enjoy playing video games. How the
skills can be developed may be gleaned through the use of
collaboration models. The authors propose adapting
existing models to playing games such as Counterstrike,
commonly used in LAN parties. The dimensions of the
proposed model include interpersonal understanding,
teamwork, cooperation and team leadership. This paper
highlights the importance of developing models to better
understand how to apply technologies to specific needs of
marginalized youth, and how to evaluate these technologies
once they are deployed.
Design Issues
Designing for Children with ADHD
McKnight [6] discusses a different kind of marginalization
in the difficulties children diagnosed with Attention Deficit
Hyperactivity Disorder (ADHD) can face in school
settings. She argues that some children can be marginalized
if they learn in different ways from others and need
different school environments, yet have to attend the same
schools as typically developing children. Similar issues can
occur with educational software, if it is not designed while
taking into account the needs of children with special
educational needs.
To address this gap, this position paper provides a set of
principles for designing technologies for children
diagnosed with ADHD. These guidelines include: using
neat, organized, and uncluttered layouts, avoiding
unnecessarily decorations or distractions, providing
informative feedback, highlighting important information,
using large fonts, providing visual aids for reading, and
using brief and clear instructions.
Design Philosophies behind Education-Oriented Laptops
Payán [8] compares the designs and educational
philosophies behind Intel’s Classmate PC and the XO
laptops from the One Laptop Per Child (OLPC)
Foundation. The context of the discussion is centered on
issues of access to information and communication
technologies in developing regions, in particular Latin
America. The discussion also involves the role of new
skills or 21st
century skills, in this case from the viewpoint
of MIT's Henry Jenkins.
Classmate PC appears to better fit the approach used in
teaching in most of these countries, where the teacher is
given control of the classroom and of what children do with
their computers. OLPC follows a constructionist approach,
shifting power towards the children and self-empowered
learning, as opposed to teacher directed activities. OLPC’s
emphasis is on exploration and expression instead of
instruction. Control is distributed rather than centralized. In
discussing the differences between the two platforms, the
author points at how educational authorities embrace
constructivist and constructionist approaches, but practice
tends to follow an "information transfer" approach.
Evaluating Results in Isolated Regions
Impact of Computers in Rural Chilean Schools
Sánchez [11] used a combination of quantitative data from
surveys sent to 102 rural schools and qualitative data from
interviews and classroom observations at 14 rural schools
to learn about the use of computers by children in remote
areas of Chile. The dual approach provides a useful
example of how similar research may be conducted, as the
impact of information and communication technologies is
likely to be most difficult to assess in these locations.
The author learned that even though parents often have
limited education, they are usually willing to help their
children with the use of computers. A somewhat surprising
result was that most children learned to use the Internet
from friends or others, about a third taught themselves,
only about one in ten learned to use the Internet from
teachers. In spite of this finding, school is the most
common place where children access the Internet and
computer technology. In these remote areas, teachers also
have access to computer technology primarily at school.
The author learned that the Internet is seen as a window
into the world. Teachers value it as a way to access
information, provide opportunities to relate to people from
other places, and provide greater equity.
This paper highlights the importance of learning how
computers are used in remote regions, and how they can
enhance the role of schools and teachers.
Impact of Computers in Isolated Regions of Greece
In a similar effort, Spiridonidou et al. [13] used cultural
probes to learn about the use of computers in remote areas
of Greece, many of them small islands. In this project,
fourteen remote schools received cultural probes from the
authors. The goal was to track the deployment and effect of
delivering new laptop computers to all students in
secondary education. The cultural probes included a
camera, office materials and a recordable CD. The authors
asked students to record experiences in their school. When
they received the materials from the schools, the authors
used affinity diagrams to understand the data. This enabled
them to learn about uses of the Internet and infrastructure
problems. While use of computers and the Internet was
perhaps less frequent than expected, through the probes, the
authors learned that all students owned mobile phones.
DISCUSSION
Reaching Marginalized Youth
One theme that emerges from the position papers is the
need to engage with existing organizations and institutions
to better reach marginalized youth. In developed regions, it
is often community-based organizations that are already
reaching out to young people that can provide useful links
and credibility when engaging with them. These
organizations can also provide a place to conduct
participatory design sessions to design technologies, which
can potentially increase the acceptance of the technology
by young people. In developing regions, schools are often a
useful institution to reach children and provide them with
access to technologies, as well as the environment to learn
how to use them.
When and How is Technology Used?
There were two main approaches to how and when
marginalized young people would use technologies. One
approach is distributed, where even if young people are
contacted through organizations or institutions, they use the
technologies in their own time, at a place of their choosing.
Examples include the ComeIn project using mobile phones
and the use of online multiplayer video games.
The other approach is to conduct activities with technology
at specific times and places. This is often the case if
technologies are deployed in schools or if they are used
primarily in community centers and similar organizations.
A hybrid approach is the one followed by OLPC. In this
case, the laptops are used in school, but continue being
used after school in ways selected by the children and
possibly family members or friends.
What is Missing?
A somewhat disturbing pattern in the position papers
presented in this and previous workshops on the same topic
is the relative lack of projects coming from institutions in
the United States. This is particularly obvious in
comparison with the greater proportion of research from the
United States presented in human-computer interaction
conferences, and in the Interaction Design and Children
conference itself. The reasons behind the difference are not
entirely clear. Perhaps some of it has to do with the lack of
funding vehicles in the United States specifically targeting
marginalized youth, in particular in comparison with
European Union funding of this line of research. Political
trends may also play a role.
Something else that is missing is direct participation from
members of marginalized communities in leading the
research, and designing the technologies to help young
people from the same communities. Most of the research
presented in this and previous workshops involves
technologies designed by people from dominant groups
(albeit with the best of intentions) to help young people
from marginalized groups. Future efforts should put an
emphasis first on using participatory design techniques to
incorporate the voices of the marginalized in the design
process. An additional future step should be to incorporate
people who originate from the targeted communities as
research leaders.
A third aspect that is missing is research on reducing the
causes of marginalization targeted at dominant groups.
Although there are often elements of self-marginalization,
dominant groups also play a role in marginalizing young
people. We have seen little research in engaging dominant
groups to change attitudes and actions toward marginalized
populations. It seems like an obvious and very useful
complement to the research that has been presented in these
workshops would be research that brings together children
from dominant and marginalized groups to learn about their
common humanity.
CONCLUSION
A fair, more just world can be possible if brilliant minds
and busy hands work on providing equal opportunities to
all the children of the world. In this extended abstract, we
have framed the issue of marginalization from the
perspective of changing economic forces and the
increasingly ubiquitous role of digital technologies. We
then summarized the contributions of the papers presented
in this year’s workshop on Digital Technologies and
Marginalized Youth. Finally, we discussed research trends
and highlighted challenges for future research.
ACKNOWLEDGMENTS
We thank our colleagues who organized similar workshops
at previous IDC conferences: Edith Ackermann, Françoise
Decortis and Franca Garzotto. Their work provided a
strong foundation for this year’s workshop. We would also
like to thank Daiana Beitler for her input on the new
economy and the role of technologies.
REFERENCES
1. Barn, B.S. and Barn, R. (2010). An exploration of
technologies for engagement and promotion of social
inclusion with young offenders. IDC 2010 Digital
Technologies and Marginalized Youth Workshop.
http://www.cs.uiowa.edu/~hourcade/idc2010-myw/
2. Castells, M. (1996) The Rise of the Network Society.
Malden, MA: Blackwell.
3. Decortis, F., Lentini, L and Meurice, D. (2010). Toward
a competency model of video games effective players.
IDC 2010 Digital Technologies and Marginalized Youth
Workshop.
http://www.cs.uiowa.edu/~hourcade/idc2010-myw/
4. Gaye, L., Tanaka, A., Richardson, R. and Kazuhiro, J.
(2010). Social Inclusion through the Digital Economy:
Digital Creative Engagement and Youth-Led
Innovation. IDC 2010 Digital Technologies and
Marginalized Youth Workshop.
http://www.cs.uiowa.edu/~hourcade/idc2010-myw/
5. Guttman, C. (2003) Education in and for the
Information Society, UNESCO Publications for the
World Summit on the Information Society. Paris:
UNESCO
6. McKnight, L. (2010). Designing for ADHD in search of
guidelines. IDC 2010 Digital Technologies and
Marginalized Youth Workshop.
http://www.cs.uiowa.edu/~hourcade/idc2010-myw/
7. McNamara, K. (2003) Information and Communication
Technologies, Poverty and Development: Learning
from Experience. Background Paper for the InfoDev
Annual Symposium, Washington D.C.: The World
Bank.
8. Payán, M.C. (2010). Classmate PC and OLPC
Education project vs. Laptop project. IDC 2010 Digital
Technologies and Marginalized Youth Workshop.
http://www.cs.uiowa.edu/~hourcade/idc2010-myw/
9. Perrons, D. (2004) Globalization and Social Change,
first edition, London: Routledge.
10.Quah, D. (1996) The Invisible Hand and The
Weightless Economy, Center for Economic
Performance, Occasional Paper, No. 12, London:
L.S.E.
11.Sánchez, J. (2010). Digital Inclusion in Chilean Rural
Schools. IDC 2010 Digital Technologies and
Marginalized Youth Workshop.
http://www.cs.uiowa.edu/~hourcade/idc2010-myw/
12.Sciadas, G. (2003) Monitoring the Digital Divide…and
Beyond. Montreal: Orbicom.
13.Spiridonidou, A., Kampi, I and Chorianopoulos, K.
(2010). Exploring everyday life in remote schools: A
large-scale study with cultural probes and affinity
diagrams. IDC 2010 Digital Technologies and
Marginalized Youth Workshop.
http://www.cs.uiowa.edu/~hourcade/idc2010-myw/
14.Unterfrauner, E., Marschalek, I. and Fabian, C.M.
(2010). Margianlised young people benefiting from an
online mobile learning community. IDC 2010 Digital
Technologies and Marginalized Youth Workshop.
http://www.cs.uiowa.edu/~hourcade/idc2010-myw/
15.Warschauer, M. (2006) Laptops and Literacy: Learning
in the wireless classroom, Teachers College, New York:
Columbia University Press.
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Digital_Technologies_and_Marginalized_Youth.pdf

  • 1. See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/221238345 Digital Technologies and Marginalized Youth Conference Paper · June 2010 DOI: 10.1145/1810543.1810614 · Source: DBLP CITATIONS 8 READS 871 3 authors: Some of the authors of this publication are also working on these related projects: Fablabs and their value for education View project HCI for Peace View project Juan Pablo Hourcade University of Iowa 106 PUBLICATIONS 3,149 CITATIONS SEE PROFILE Natasha E. Bullock-Rest Rush University Medical Center 13 PUBLICATIONS 342 CITATIONS SEE PROFILE Heidi Schelhowe Universität Bremen 172 PUBLICATIONS 855 CITATIONS SEE PROFILE All content following this page was uploaded by Natasha E. Bullock-Rest on 31 May 2014. The user has requested enhancement of the downloaded file.
  • 2. Digital Technologies and Marginalized Youth Juan Pablo Hourcade, Natasha E. Bullock-Rest Department of Computer Science University of Iowa Iowa City, IA 52242 USA hourcade@cs.uiowa.edu, natasha-bullock-rest@uiowa.edu Heidi Schelhowe Computer Science Department University of Bremen PO Box 330440, D-28334 Bremen Germany schelhow@tzi.de ABSTRACT Marginalization threatens basic issues of fairness and equal opportunity for a significant portion of children around the world. In this extended abstract, we frame the problem of marginalization in light of new economic forces and the increasingly ubiquitous role of digital technologies. We then summarize the contributions to the IDC 2010 workshop on Digital Technologies and Marginalized Youth. We conclude by discussing research trends and identifying challenges for future research. Categories and Subject Descriptors H.5.2 [Information Interfaces and Presentation]: User Interfaces - Evaluation/Methodology, User-centered design. K.4.2 [Computers and Society]: Social Issues. K.3.1 [Computers and Education]: Computer Uses in Education. General Terms Human Factors, Design. Keywords Children, marginalized youth, digital divide, developing regions, remote regions. INTRODUCTION AND BACKGROUND Marginalization occurs when individuals or groups are excluded or in the peripheries of dominant groups. Marginalization has roots in geographic isolation, race, gender, class, nationality, ethnicity, religion, sexual orientation, learning disabilities, and so forth. It most often brings about reduced opportunities to fully take part in economic, political and social processes. The new economy [5, 9, 10], with its increasing use of digital technologies and knowledge goods brings about new opportunities and challenges when addressing marginalization. On the one hand, it could easily connect marginalized groups to economic opportunities, from micro-loans to accessing far-away markets. On the other hand, it could deepen inequality for populations who are not able to bridge the knowledge gap required to access, understand, make use, and produce digital goods [2, 7, 12]. One possible path to address these challenges is through education. In particular, educating young people so they have the option to use digital technologies to actively participate in the new economy, as well as in political social processes. Warschauer [15] discusses the types of skills necessary for the digital age in what he refers to as 21st century skills. These include digital-age literacy, inventive thinking, effective communication, and high productivity. There are many challenges in helping marginalized youth develop these skills. In cases of geographic isolation, there are often basic limitations in terms of digital infrastructure and availability of qualified teachers or instructors to teach these skills. In other situations, the challenges include effectively engaging marginalized young people so they can take interest in learning critical skills, and trust that educational activities will result in positive outcomes in their lives. In this, the third workshop on Digital Technologies and Marginalized Youth, held as part of the Interaction Design and Children conference, we continue discussions on the use of digital technologies to better the prospects of marginalized youth, and on the impact of digital technologies on this population. Most position papers at the two previous workshops have addressed reaching marginalized youth in developed regions; using digital technologies primarily to increase economic opportunities. There have also been a few papers addressing the use of technologies in developing regions, where children are often exposed to particular technologies for the first time. This year’s workshop follows a similar pattern. CONTRIBUTIONS OF POSITION PAPERS Below, we summarize the contributions of the position papers presented in the workshop. We have organized the contributions into three areas. The contributions in the first area, technological approaches, discuss the technologies being considered and being used with marginalized youth. The second area, design issues, includes contributions discussing design principles and philosophies, and how these can have an impact on the use of technologies with marginalized youth. The third area, evaluating results in Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. IDC 2010, June 9–12, 2010, Barcelona, Spain. Copyright 2010 ACM 978-1-60558-951-0/10/06…$10.00.
  • 3. isolated regions, includes contributions discussing methods to evaluate the impact of technologies in remote geographies. It also includes results of evaluations from two such regions. Technological Approaches Mobile Phones, Video, and Learning Unterfrauner et al. [14] are working on the ComeIn project, which aims to take advantage of mobile phones to deliver mobile learning platforms. The goal is to promote skills related to obtaining and keeping jobs for teenagers and young adults who are jobless and may have limited education. In an ongoing pilot study, participants were provided phones, which delivered assignments in the form of challenge videos. For example, one challenge video asked participants to document where and how to get information about employers. Participants were encouraged to respond to these videos with their own videos that documented their experiences and shared their critical thinking about the challenges. These were automatically shared with other participants. Participants were also free to upload other videos. Most of the videos uploaded by participants so far have not been answers to challenges. Participants instead seem to have found the system useful as a way to meet and learn about other youth in similar situations to theirs. The results of the project so far highlight the possible advantages of using mobile phones as a platform to reach marginalized youth, given that all participants used the system at some point. The challenge the project highlights is the difficulty in engaging marginalized youth in activities of interest to researchers and other institutions, in particular when there is not a link to a regular meeting space and time. Technologies for Participation in the Creative Sector Gaye et al. [4] are conducting research on promoting digital inclusion through creative activities with digital technologies leading to employment in the creative sector. They are addressing the challenge of engaging marginalized youth in these activities by partnering with existing organizations that are already engaging successfully with marginalized youth. One effort they are currently pursuing is introducing technologies for music composition and experimentation targeted at DJs and urban music producers. Another part of the project involves participatory design of technologies to help marginalized youth to encourage them to work. This project directly links expected outcomes and skills to those described in the “new economy” literature. The partnership with existing organizations that engage with marginalized youth points at a useful approach, as it has been successful for this project and for the one previously described. Social Media to Increase Social Capital Barn and Barn [1] discuss ideas for engaging young or juvenile offenders to promote social inclusion and reduce recidivism. The authors highlight the importance of increasing the social capital of these young people, defined as "the values that people hold and the resources that they can access, which both result in and are the result of collective and socially negotiated ties and relationships." To address this need, the authors propose the use of social media combined with customer relationship management to better engage target populations. The authors also discuss the use virtual worlds to learn social skills in a serious games environment. These environments should be used with care to ensure negative social behaviors are not reinforced. Multiplayer Videogames to Develop Collaboration Skills Decortis et al. [3] discuss how online multiplayer video games may be used to develop collaboration skills. This may be an appealing approach to reach youth who do not have these skills, but enjoy playing video games. How the skills can be developed may be gleaned through the use of collaboration models. The authors propose adapting existing models to playing games such as Counterstrike, commonly used in LAN parties. The dimensions of the proposed model include interpersonal understanding, teamwork, cooperation and team leadership. This paper highlights the importance of developing models to better understand how to apply technologies to specific needs of marginalized youth, and how to evaluate these technologies once they are deployed. Design Issues Designing for Children with ADHD McKnight [6] discusses a different kind of marginalization in the difficulties children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD) can face in school settings. She argues that some children can be marginalized if they learn in different ways from others and need different school environments, yet have to attend the same schools as typically developing children. Similar issues can occur with educational software, if it is not designed while taking into account the needs of children with special educational needs. To address this gap, this position paper provides a set of principles for designing technologies for children diagnosed with ADHD. These guidelines include: using neat, organized, and uncluttered layouts, avoiding unnecessarily decorations or distractions, providing informative feedback, highlighting important information, using large fonts, providing visual aids for reading, and using brief and clear instructions. Design Philosophies behind Education-Oriented Laptops Payán [8] compares the designs and educational philosophies behind Intel’s Classmate PC and the XO laptops from the One Laptop Per Child (OLPC) Foundation. The context of the discussion is centered on issues of access to information and communication technologies in developing regions, in particular Latin America. The discussion also involves the role of new skills or 21st century skills, in this case from the viewpoint of MIT's Henry Jenkins.
  • 4. Classmate PC appears to better fit the approach used in teaching in most of these countries, where the teacher is given control of the classroom and of what children do with their computers. OLPC follows a constructionist approach, shifting power towards the children and self-empowered learning, as opposed to teacher directed activities. OLPC’s emphasis is on exploration and expression instead of instruction. Control is distributed rather than centralized. In discussing the differences between the two platforms, the author points at how educational authorities embrace constructivist and constructionist approaches, but practice tends to follow an "information transfer" approach. Evaluating Results in Isolated Regions Impact of Computers in Rural Chilean Schools Sánchez [11] used a combination of quantitative data from surveys sent to 102 rural schools and qualitative data from interviews and classroom observations at 14 rural schools to learn about the use of computers by children in remote areas of Chile. The dual approach provides a useful example of how similar research may be conducted, as the impact of information and communication technologies is likely to be most difficult to assess in these locations. The author learned that even though parents often have limited education, they are usually willing to help their children with the use of computers. A somewhat surprising result was that most children learned to use the Internet from friends or others, about a third taught themselves, only about one in ten learned to use the Internet from teachers. In spite of this finding, school is the most common place where children access the Internet and computer technology. In these remote areas, teachers also have access to computer technology primarily at school. The author learned that the Internet is seen as a window into the world. Teachers value it as a way to access information, provide opportunities to relate to people from other places, and provide greater equity. This paper highlights the importance of learning how computers are used in remote regions, and how they can enhance the role of schools and teachers. Impact of Computers in Isolated Regions of Greece In a similar effort, Spiridonidou et al. [13] used cultural probes to learn about the use of computers in remote areas of Greece, many of them small islands. In this project, fourteen remote schools received cultural probes from the authors. The goal was to track the deployment and effect of delivering new laptop computers to all students in secondary education. The cultural probes included a camera, office materials and a recordable CD. The authors asked students to record experiences in their school. When they received the materials from the schools, the authors used affinity diagrams to understand the data. This enabled them to learn about uses of the Internet and infrastructure problems. While use of computers and the Internet was perhaps less frequent than expected, through the probes, the authors learned that all students owned mobile phones. DISCUSSION Reaching Marginalized Youth One theme that emerges from the position papers is the need to engage with existing organizations and institutions to better reach marginalized youth. In developed regions, it is often community-based organizations that are already reaching out to young people that can provide useful links and credibility when engaging with them. These organizations can also provide a place to conduct participatory design sessions to design technologies, which can potentially increase the acceptance of the technology by young people. In developing regions, schools are often a useful institution to reach children and provide them with access to technologies, as well as the environment to learn how to use them. When and How is Technology Used? There were two main approaches to how and when marginalized young people would use technologies. One approach is distributed, where even if young people are contacted through organizations or institutions, they use the technologies in their own time, at a place of their choosing. Examples include the ComeIn project using mobile phones and the use of online multiplayer video games. The other approach is to conduct activities with technology at specific times and places. This is often the case if technologies are deployed in schools or if they are used primarily in community centers and similar organizations. A hybrid approach is the one followed by OLPC. In this case, the laptops are used in school, but continue being used after school in ways selected by the children and possibly family members or friends. What is Missing? A somewhat disturbing pattern in the position papers presented in this and previous workshops on the same topic is the relative lack of projects coming from institutions in the United States. This is particularly obvious in comparison with the greater proportion of research from the United States presented in human-computer interaction conferences, and in the Interaction Design and Children conference itself. The reasons behind the difference are not entirely clear. Perhaps some of it has to do with the lack of funding vehicles in the United States specifically targeting marginalized youth, in particular in comparison with European Union funding of this line of research. Political trends may also play a role. Something else that is missing is direct participation from members of marginalized communities in leading the research, and designing the technologies to help young people from the same communities. Most of the research presented in this and previous workshops involves technologies designed by people from dominant groups (albeit with the best of intentions) to help young people from marginalized groups. Future efforts should put an emphasis first on using participatory design techniques to incorporate the voices of the marginalized in the design process. An additional future step should be to incorporate
  • 5. people who originate from the targeted communities as research leaders. A third aspect that is missing is research on reducing the causes of marginalization targeted at dominant groups. Although there are often elements of self-marginalization, dominant groups also play a role in marginalizing young people. We have seen little research in engaging dominant groups to change attitudes and actions toward marginalized populations. It seems like an obvious and very useful complement to the research that has been presented in these workshops would be research that brings together children from dominant and marginalized groups to learn about their common humanity. CONCLUSION A fair, more just world can be possible if brilliant minds and busy hands work on providing equal opportunities to all the children of the world. In this extended abstract, we have framed the issue of marginalization from the perspective of changing economic forces and the increasingly ubiquitous role of digital technologies. We then summarized the contributions of the papers presented in this year’s workshop on Digital Technologies and Marginalized Youth. Finally, we discussed research trends and highlighted challenges for future research. ACKNOWLEDGMENTS We thank our colleagues who organized similar workshops at previous IDC conferences: Edith Ackermann, Françoise Decortis and Franca Garzotto. Their work provided a strong foundation for this year’s workshop. We would also like to thank Daiana Beitler for her input on the new economy and the role of technologies. REFERENCES 1. Barn, B.S. and Barn, R. (2010). An exploration of technologies for engagement and promotion of social inclusion with young offenders. IDC 2010 Digital Technologies and Marginalized Youth Workshop. http://www.cs.uiowa.edu/~hourcade/idc2010-myw/ 2. Castells, M. (1996) The Rise of the Network Society. Malden, MA: Blackwell. 3. Decortis, F., Lentini, L and Meurice, D. (2010). Toward a competency model of video games effective players. IDC 2010 Digital Technologies and Marginalized Youth Workshop. http://www.cs.uiowa.edu/~hourcade/idc2010-myw/ 4. Gaye, L., Tanaka, A., Richardson, R. and Kazuhiro, J. (2010). Social Inclusion through the Digital Economy: Digital Creative Engagement and Youth-Led Innovation. IDC 2010 Digital Technologies and Marginalized Youth Workshop. http://www.cs.uiowa.edu/~hourcade/idc2010-myw/ 5. Guttman, C. (2003) Education in and for the Information Society, UNESCO Publications for the World Summit on the Information Society. Paris: UNESCO 6. McKnight, L. (2010). Designing for ADHD in search of guidelines. IDC 2010 Digital Technologies and Marginalized Youth Workshop. http://www.cs.uiowa.edu/~hourcade/idc2010-myw/ 7. McNamara, K. (2003) Information and Communication Technologies, Poverty and Development: Learning from Experience. Background Paper for the InfoDev Annual Symposium, Washington D.C.: The World Bank. 8. Payán, M.C. (2010). Classmate PC and OLPC Education project vs. Laptop project. IDC 2010 Digital Technologies and Marginalized Youth Workshop. http://www.cs.uiowa.edu/~hourcade/idc2010-myw/ 9. Perrons, D. (2004) Globalization and Social Change, first edition, London: Routledge. 10.Quah, D. (1996) The Invisible Hand and The Weightless Economy, Center for Economic Performance, Occasional Paper, No. 12, London: L.S.E. 11.Sánchez, J. (2010). Digital Inclusion in Chilean Rural Schools. IDC 2010 Digital Technologies and Marginalized Youth Workshop. http://www.cs.uiowa.edu/~hourcade/idc2010-myw/ 12.Sciadas, G. (2003) Monitoring the Digital Divide…and Beyond. Montreal: Orbicom. 13.Spiridonidou, A., Kampi, I and Chorianopoulos, K. (2010). Exploring everyday life in remote schools: A large-scale study with cultural probes and affinity diagrams. IDC 2010 Digital Technologies and Marginalized Youth Workshop. http://www.cs.uiowa.edu/~hourcade/idc2010-myw/ 14.Unterfrauner, E., Marschalek, I. and Fabian, C.M. (2010). Margianlised young people benefiting from an online mobile learning community. IDC 2010 Digital Technologies and Marginalized Youth Workshop. http://www.cs.uiowa.edu/~hourcade/idc2010-myw/ 15.Warschauer, M. (2006) Laptops and Literacy: Learning in the wireless classroom, Teachers College, New York: Columbia University Press. View publication stats