An examination of young people's everyday new media practices―including video-game playing, text-messaging, digital media production, and social media use.Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings―at home, in after-school programs, and in online spaces.Integrating twenty-three case studies―which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups―in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.
The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups.Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young people live and learn with new media in varied settings―at home, in after-school programs, and in online spaces―it presents a flexible and useful framework for understanding the ways that young people engage with and through online platforms: hanging out, messing around, and geeking out, otherwise known as HOMAGO. Integrating twenty-three case studies―which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups―in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out combines in-depth descriptions of specific group dynamics with conceptual analysis. Since its original publication, digital learning labs in libraries and museums around the country have been designed around the HOMAGO mode and educators have created HOMAGO guidebooks and toolkits. This tenth-anniversary edition features a new introduction by Mizuko ...
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Looking for a programming guide for computer tablet use in the library setting? This book provides detailed plans and instructions with specific literacy goals for child, teen, and adult audiences―exactly what librarians seeking to integrate iPad and other tablet use into their programs need.• Supplies technology programs for young children targeting early literacy skills, and for grade school and middle school-aged children, with a special focus on STEM skills• Includes programs for adult groups including non-English speakers, job-seekers, and genealogy enthusiasts• Covers 100 essential apps for library programming in an annotated list• Provides an annotated list of app review resources for selection• Blends digital content and delivery with traditional, analogue library services in the versatile supplied plans