This chapter considers changes in children's and young people's opportunities for participation with digital media technologies and the implications for media education. In particular, it argues that the emergence of digital platforms over the past decade has promoted new entertainment forms that require ongoing revision of media education's content and form. The argument developed in the chapter mainly responds to the version of media education that has become formalized through school curricula produced for the Australian education system. The chapter presents case studies of how fans interact with social media entertainment content. It provides a thematic analysis of fan comments made on one StacyPlays video on YouTube. In addition, an a...
This article outlines the knowledge and skills students develop when they engage in digital media pr...
A range of recent academic, policy and practice-focused work in the UK and internationally has ident...
Considering the many digital culture products, the virtual communities generated around them, and th...
This paper re-visits the Media Arts curriculum 10 years after initial discussions within the Austral...
This paper re-visits the Media Arts curriculum 10 years after initial discussions within the Austral...
This paper re-visits the Media Arts curriculum 10 years after initial discussions within the Austral...
Popular culture and the digital world are an important part of many children’s lives. Computer games...
In this thesis I survey the terrain of digital interactions between youth, corporations and pop cult...
In this thesis I survey the terrain of digital interactions between youth, corporations and pop cult...
For the past few years I have been looking for learning in somewhat unexpected places— in young peop...
The concept of a digital generation has been dominating the public discourse on the role of digital ...
Many teens today who use the Internet are actively involved in participatory cultures—joining online...
This study examines the use of new technology by young people in the context of community media educ...
The concept of a digital generation has been dominating the public discourse on the role of digital ...
Engaging with the spoken and performed content of more than 600 YouTube videos, this dissertation ex...
This article outlines the knowledge and skills students develop when they engage in digital media pr...
A range of recent academic, policy and practice-focused work in the UK and internationally has ident...
Considering the many digital culture products, the virtual communities generated around them, and th...
This paper re-visits the Media Arts curriculum 10 years after initial discussions within the Austral...
This paper re-visits the Media Arts curriculum 10 years after initial discussions within the Austral...
This paper re-visits the Media Arts curriculum 10 years after initial discussions within the Austral...
Popular culture and the digital world are an important part of many children’s lives. Computer games...
In this thesis I survey the terrain of digital interactions between youth, corporations and pop cult...
In this thesis I survey the terrain of digital interactions between youth, corporations and pop cult...
For the past few years I have been looking for learning in somewhat unexpected places— in young peop...
The concept of a digital generation has been dominating the public discourse on the role of digital ...
Many teens today who use the Internet are actively involved in participatory cultures—joining online...
This study examines the use of new technology by young people in the context of community media educ...
The concept of a digital generation has been dominating the public discourse on the role of digital ...
Engaging with the spoken and performed content of more than 600 YouTube videos, this dissertation ex...
This article outlines the knowledge and skills students develop when they engage in digital media pr...
A range of recent academic, policy and practice-focused work in the UK and internationally has ident...
Considering the many digital culture products, the virtual communities generated around them, and th...