Technology, pedagogy and digital production: a case study of children learning new media skills
R. Willett. Learning, Media and Technology, 32 (2):
167-181(2007)
Abstract
This article presents an analysis of data from a project which investigated children and
young people‟s learning of digital cultures in informal settings in Britain. The project
aimed to build links between young peoples‟ leisure and learning experiences, by
engaging with the content and styles of learning connected with digital cultures in homes
and community centres. The focus of this article is on a computer games making course
for young people age 9 – 13. The article looks specifically at issues around technology
and pedagogy. Questions are raised about types of software used with this age range, and
the article includes a discussion of the models of learning which describe young people‟s
interactions with digital cultures.
%0 Journal Article
%1 willett2007technology
%A Willett, Rebekah
%D 2007
%I Taylor & Francis
%J Learning, Media and Technology
%K education gamemaking games learning pedagogy technology
%N 2
%P 167-181
%T Technology, pedagogy and digital production: a case study of children learning new media skills
%U http://eprints.ioe.ac.uk/227/1/Willett2007Technology167_(2).pdf
%V 32
%X This article presents an analysis of data from a project which investigated children and
young people‟s learning of digital cultures in informal settings in Britain. The project
aimed to build links between young peoples‟ leisure and learning experiences, by
engaging with the content and styles of learning connected with digital cultures in homes
and community centres. The focus of this article is on a computer games making course
for young people age 9 – 13. The article looks specifically at issues around technology
and pedagogy. Questions are raised about types of software used with this age range, and
the article includes a discussion of the models of learning which describe young people‟s
interactions with digital cultures.
@article{willett2007technology,
abstract = {This article presents an analysis of data from a project which investigated children and
young people‟s learning of digital cultures in informal settings in Britain. The project
aimed to build links between young peoples‟ leisure and learning experiences, by
engaging with the content and styles of learning connected with digital cultures in homes
and community centres. The focus of this article is on a computer games making course
for young people age 9 – 13. The article looks specifically at issues around technology
and pedagogy. Questions are raised about types of software used with this age range, and
the article includes a discussion of the models of learning which describe young people‟s
interactions with digital cultures.
},
added-at = {2014-08-13T12:02:47.000+0200},
author = {Willett, Rebekah},
biburl = {https://www.bibsonomy.org/bibtex/2ed1f92c70ee0d74d25f93ebb065dc4ed/yish},
interhash = {17fe7d40ee4cbce000823d66e9ea7414},
intrahash = {ed1f92c70ee0d74d25f93ebb065dc4ed},
journal = {Learning, Media and Technology},
keywords = {education gamemaking games learning pedagogy technology},
number = 2,
pages = {167-181},
publisher = {Taylor & Francis},
timestamp = {2014-08-13T12:02:47.000+0200},
title = {Technology, pedagogy and digital production: a case study of children learning new media skills},
url = {http://eprints.ioe.ac.uk/227/1/Willett2007Technology167_(2).pdf},
volume = 32,
year = 2007
}