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—w...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
Many teens today who use the Internet are actively involved in participatory cultures—joining online...
An examination of young people\u27s everyday new media practices -- including video-game playing, te...
An examination of young people's everyday new media practices—including video-game playing, text-mes...
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John...
Conventional wisdom about young people’s use of digital technology often equates generational identi...
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John...
Educational researchers, practitioners, and policymakers face increasing pressure to determine the r...
This volume, Digital Young, Innovation, and the Unexpected, identifies core issues concerning how yo...
Presents an examination of the new digital media and technology practices of American youth, includi...
The first edition of this popular book explored new literacies, new kinds of knowledge and classroom...
Educational researchers, practitioners, and policymakers face increasing pressure to determine the r...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
This review explores the effects new literacy and digital learning has on our youth. It is empowerin...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
Many teens today who use the Internet are actively involved in participatory cultures—joining online...
An examination of young people\u27s everyday new media practices -- including video-game playing, te...
An examination of young people's everyday new media practices—including video-game playing, text-mes...
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John...
Conventional wisdom about young people’s use of digital technology often equates generational identi...
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John...
Educational researchers, practitioners, and policymakers face increasing pressure to determine the r...
This volume, Digital Young, Innovation, and the Unexpected, identifies core issues concerning how yo...
Presents an examination of the new digital media and technology practices of American youth, includi...
The first edition of this popular book explored new literacies, new kinds of knowledge and classroom...
Educational researchers, practitioners, and policymakers face increasing pressure to determine the r...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
This review explores the effects new literacy and digital learning has on our youth. It is empowerin...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
Many teens today who use the Internet are actively involved in participatory cultures—joining online...