Remove Digital Remove Life Remove Participatory Remove Teen
article thumbnail

Henry Jenkins discusses participatory media in Second Life

Beth's Blog: How Nonprofits Can Use Social Media

I just received my copy of Henry Jenkin's Convergence Culture which has been on my list ever since I heard him speak at the launch of the MacArthur Foundation's Digital Learning and Media Initiative. So, I asked, "There has been a lot of criticism about Second Life lately, do you think we're wasting our time and money?

article thumbnail

The Participatory Nonprofit?

Beth's Blog: How Nonprofits Can Use Social Media

Another point of intersection here for me is Henry Jenkins recently published 72-page white paper " Confronting the Challenges of Participatory Culture: Media Education for the 21st Century." Some notes from the white paper, I'm still digesting it (not being a digital native, I had to print it out). vlogging, and podcasting).

professionals

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Teenagers and Social Participation

Museum 2.0

Last week, I gave a talk about participatory museum practice for a group of university students at UCSC. Teenagers are often the target for participatory endeavors, and they definitely have high interest in creative expression, personalizing museum experiences, and using interactive or technological tools as part of their visit.

Teen 49
article thumbnail

Quick Hits: Funding, Facts, and Futurecasting

Museum 2.0

Now, onto the links: If you have a great idea for a participatory learning project that uses digital tools, the MacArthur Foundation wants to give you money. They are accepting submissions for this Digital Media and Learning Competition through October 15. Please help make this a great resource for everyone.

Fund 20
article thumbnail

Six Steps to Making Risky Projects Possible

Museum 2.0

Last month, I gave the closing keynote at the National Digital Forum in New Zealand. I worked on one project in which the client institution thought they wanted unfettered teen expression. In the end, this generated a substandard product for the client, and disappointment for the teens.

Project 22