An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins,Director of ...
Text Previews (text result may be not accurate) An occasional paper on digital media and learning
Henry Jenkins,Director of the Comparative Media Studies Program
Building the new field of digital media and learning
The MacArthur Foundation launched its five-year,$50 million digital media and learning
An occasional paper on digital media and learning
Henry Jenkins,Director of the Comparative Media Studies Program
Table of Contents
Executive Summary3
The Needed Skills in the New Media Culture5
Enabling Participation7
Why We Should Teach Media Literacy:Three Core Problems12
Core Media Literacy Skills22
Who Should Respond? A Systemic Approach to Media Education56
The Challenge Ahead:Ensuring that All Benefit from the Expanding Media Landscape61
Sources
ÒIf it were possible to define generally the mission of education,it could be said that its fundamental pur-
pose is to ensure that all students benefit from learning in ways that allow them to participate fully in pub-
lic,community,[Creative] and economic life.Ó
Ñ New London Group (2000,p.9)
Ashley Richardson (Jenkins,2004b) was a middle-schooler when she ran for president of
Alphaville.She wanted to control a government that had more than 100 volunteer workers and
that made policies that affected thousands of people.She debated her opponent on National
Public Radio.She found herself in the center of a debate about the nature of citizenship,about
how to ensure honest elections,and about the future of democracy in a digital age.Alphaville is
the largest city in the popular multiplayer game,
Heather Lawver (H.Jenkins,2006a) was 14 years old.She wanted to help other young people
improve their reading and writing skills.She established an online publication with a staff of
more than 100 people across the world.Her project was embraced by teachers and integrated
into their curriculum.She emerged as an important spokesperson in a national debate about
intellectual property.The website Lawver created was a school newspaper for the fictional
Hogwarts,the location for the popular
Harry Potter
Blake Ross (McHugh,2005) was 14 years old when he was hired for a summer internship at
According to a 2005 study
conducted by the Pew
Participatory culture shifts
the focus of literacy from one
of individual expression to
community involvement.
user.The computer does not operate in a vacuum.Injecting digital technologies into the class-
room necessarily affects our relationship with every other communications technology,chang-
ing how we feel about what can or should be done with pencils and paper,chalk and black-
board,books,films,and recordings.
Through these various forms of participatory culture,young people are acquiring skills that
will serve them well in the future.Participatory culture is reworking the rules by which
school,cultural expression,civic life,and work operate.A growing body of work has focused
on the value of participatory culture and its long-term impact on childrenÕs understanding of
themselves and the world around them.
Many have argued that these new participatory cultures represent ideal learning environments.
Gee (2004) calls such informal learning cultures Òaffinity spaces,Óasking why people learn
more,participate more actively,engage more deeply with popular culture than they do with
the contents of their textbooks.Affinity spaces offer powerful opportunities for learning,Gee
argues,because they are sustained by common endeavors that bridge differences in age,class,
race,gender,and educational level,and because people can participate in various ways accord-
ing to their skills and interests,because they depend on peer-to-peer teaching with each partic-
ipant constantly motivated to acquire new knowledge or refine their existing skills,and because
they allow each participant to feel like an expert while tapping the expertise of others.For
BlauÕs report celebrates a world in which everyone has access to the means of creative expres-
We are moving away from a
world in which some produce
and many consume media,
toward one in which everyone
has a more active stake in the
culture that is produced.
and professional activities.Beck and Wade conclude that gamers were more open to taking
Why We Should Teach Media Literacy:
Some defenders of the new digital cultures have acted as though youth can simply acquire
these skills on their own without adult intervention or supervision.Children and youth do
know more about these new media environments than most parents and teachers.In fact,we
do not need to protect them so much as engage them in critical dialogues that help them to
articulate more fully their intuitive understandings of these experiences.To say that children are
not victims of media is not to say that they,any more than anyone else,have fully mastered
what are,after all,complex and still emerging social practices.
There are three core flaws with the laissez faire approach.The first is that it does not address
the fundamental inequalities in young peopleÕs access to new media technologies and the
opportunities for participation they represent (what we call the
participation gap
).The second is
that it assumes that children are actively reflecting on their media experiences and can thus
articulate what they learn from their participation (what we call the
transparency problem)
.The
third problem with the laissez faire approach is that it assumes children,on their own,can
However,simply passing out technology is not enough.Expanding access to computers will
In a 2005 report prepared for the MacArthur Foundation,Lyman finds that childrenÕs experi-
ences online are shaped by a range of social factors,including class,age,gender,race,nationality,
and point of access.He notes,for example,that middle-class youth are more likely to rely on
resources and assistance from peers and family within their own homes,and thus seem more
autonomous at school than working-class children,who must often rely more heavily on
teachers and peers to make up for a lack of experience at home.The middle-class children thus
seem ÒnaturallyÓsuperior in their use of technology,further amplifying their own self-confi-
dence in their knowledge.
Historically,those youth who had access to books or classical recordings in their homes,whose
parents took them to concerts or museums,or who engaged in dinner conversation developed,
almost without conscious consideration,skills that helped them perform well in school.Those
experiences,which were widespread among the middle class and rare among the working class,
became a kind of class distinction,which shaped how teachers perceived students.These new
forms of cultural participation may be playing a similar role.These activities shape what skills
teach players to think in an active way about complex phenomena
(some of them Ôreal life,Õsome of them not) as dynamic,evolving systems.But they also
(personal interview with Howard Gardner,2006) has found that issues of format and design are
Their writing is much more open to the public and can have more far-reaching consequences.
The young people are creating new modes of expression that are poorly understood by adults,
As we think about meaningful pedagogical intervention,we must keep in mind three core
concerns:
How do we ensure that every child has access to the skills and experiences needed
to become a full participant in the social,cultural,economic,and political future of
The new literacies almost all
involve social skills developed
through collaboration and
marshal evidence.If anything,these traditional skills assume even greater importance as students
venture beyond collections that have been screened by librarians and into the more open space
of the web.Some of these skills have traditionally been taught by librarians who,in the modern
era,are reconceptualizing their role less as curators of bounded collection and more as infor-
mation facilitators who can help users find what they need,online or off,and can cultivate
good strategies for searching material.
Students also need to develop technical skills.They need to know how to log on,to search,to
use various programs,to focus a camera,to edit footage,to do some basic programming and so
We must integrate these new knowledge cultures into our schools,not only through group
work but also through long-distance collaborations across different learning communities.
Students should discover what it is like to contribute their own expertise to a process that
involves many intelligences,a process they encounter readily in their participation in fan dis-
cussion lists or blogging.Indeed,this disparate collaboration may be the most radical element of
new literacies:they enable collaboration and knowledge-sharing with large-scale communities
that may never personally interact.Schools are currently still training autonomous problem-
solvers,whereas as students enter the workplace,they are increasingly being asked to work in
The new media literacies
skills,as ways of interacting
within a larger community,
and not simply an individu-
alized skill to be used for
personal expression.
Play: the capacity to experiment with oneÕs surroundings as a form of problem-
Play,as psychologists and anthropologists have long recognized,is key in shaping childrenÕs rela-
tionship to their bodies,tools,communities,surroundings,and knowledge.Most of childrenÕs
earliest learning comes through playing with the materials at hand.Through play,children try
on roles,experiment with culturally central processes,manipulate core resources,and explore
their immediate environments.As they grow older,play can motivate other forms of learning.
Pratt (1991) describes what her son and his friend learned through baseball card collecting:
Sam and Willie learned a lot about phonics that year by trying to decipher surnames on
baseball cards,and a lot about cities,states,heights,weights,places of birth,stages of life.É
And baseball cards opened the door to baseball books,shelves and shelves of encyclopedias,
magazines,histories,biographies,novels,books of jokes,anecdotes,cartoons,even poemsÉ.
Literacy began for Sam with the newly pronounceable names on the picture cards and
brought him what has been easily the broadest,most varied,most rewarding,and most
integrated experience of his 13-year life.(pp.33-34)
PrattÕs account suggests this playful activity motivated three very different kinds of learning.
First,the activity itself demanded certain skills and practices,which had clear payoffs for aca-
demic subjects.For example,working out batting averages gave
Sam an occasion to rehearse his math skills;arranging his cards
introduced him to the process of classification;and discussing
the cards gave him reason to work on his communication skills.
On another level,the cards provided a scaffold,which motivated
and shaped his acquisition of other forms of school knowledge.
The cards inspired Sam to think about the cities where the
teams were located and acquire map-reading skills.The history
of baseball provided a context through which to understand
Schools are currently still
training autonomous prob-
lem-solvers,whereas as stu-
dents enter the workplace,
they are increasingly being
asked to work in teams,
play,if you asked them afterwards,they will say that they were having fun.So,the fun of
game play is not non-stop mirth but rather the fun of engaging of attention that demands
a lot of you and rewards that effort.I think most good teachers believe that in the best
moments,classroom learning can be the same kind of fun.But a game is a moment when
Children often feel locked out
of the worlds described in
their textbooks through the
depersonalized and abstract
prose used to describe them.
Games construct compelling
worlds players move through.
Players feel a part of those
worlds and have some stake
in the events unfolding.
¥ Art and design students are turned loose with a diverse array of everyday materials and
encouraged to use them to solve a specified design problem.Such activities encourage
students to revisit familiar materials and everyday objects with fresh perspectives,to think
through common problems from multiple directions,and to respect alternative responses
to the same challenge.This approach is closely associated with the innovative design work
of Ideo,a Palo Alto consultancy,but can also be seen in various reality television pro-
grams,such as Project Runway or The Iron Chef,which require contestants to adopt dis-
tinctive and multiple approaches to shared problems.
¥ Games offer the potential to learn through a new form of direct experience.Physics
teachers use the game
Supercharged
,which was developed as part of the MIT Games to
Colin said:ÔI donÕt want to study Rome in high school.Hell,I build Rome every day in
my on-line gameÕ...Of course,we could dismiss this narrative construction as not really
being a meaningful learning experience,but a bit later he and his dad were engaged in a
able and as the toolkits needed to construct such models are simplified,students have the
opportunity to construct their own simulations.Bogost (2005) argues that computer games fos-
ter what he calls procedural literacy,a capacity to restructure and reconfigure knowledge to
look at problems from multiple vantage points,and through this process to develop a greater
systemic understanding of the rules and procedures that shape our everyday experience.Bogost
writes,ÒEngendering true procedural literacy means creating multiple opportunities for learn-
ersÑchildren and adultsÑto understand and experiment with reconfigurations of basic build-
ing blocks of all kindsÓ(p.36).Young people are learning how to work with simulations
through their game play,and schools should build on such knowledge to help them become
critical readers and effective designers of simulation and modeling tools.They need to be given
a critical vocabulary for understanding the kind of thought experiments performed in simula-
tions and the way these new digital resources inform research across a range of disciplines.
¥ Students in New Mexico facing a summer of raging forest fires throughout their home
state used simulations to understand how flames spread.Manipulating factors such as den-
sity of trees,wind,and rain,they saw how even minute changes to the environmental
conditions could have profound effects on fire growth.This helped them understand the
efficacy of common techniques such as forest thinning and controlled burns.
PerformanceÑthe ability to adopt alternative identities for the purpose of
We have thus far focused on game play as a mode of problem-solving that involves modeling
experiences in playing Hannah,a house slave (an explanation that reaches well beyond any-
thing explicitly present in the games and she even invents actions for the nonplayer characters
in order to help her make sense of her place in the social order being depicted):
You donÕt really have as much support as you would like because being a house slave they
call you names,just because most of the time youÕre lighter skinÑyouÕre the masterÕs kid
I have been really interested in Japanese culture since I was in sixth grade.When I was in
the seventh grade,I started studying Japanese on my own.When I got into high school,I
started taking Japanese courses at Smith College.I got into costuming through anime,
which is actually how I got interested in Japanese.And I taught myself how to sew.ÉIÕm a
Educators have for too long treated role play as a means to an endÑa fun way to introduce
Appropriation Ñ the ability to meaningfully sample and remix
Journalists have frequently used the term,ÒNapster generation,Óto describe the young people
who have come of age in this era of participatory culture,reducing their complex forms of
appropriation and transformation into the simple,arguably illegal,action of ripping and burn-
ing someone elseÕs music and sharing the files.Recall that the Pew study (Lenhardt & Madden,
2005) found that almost one-quarter of American teens had sampled and remixed existing
one closely associated with the kinds of new creative works that youth are generating by
manipulating images with the software,Photoshop.Despite the pervasiveness of these cultural
practices,school arts and creative writing programs remain hostile to overt signs of repurposed
commentary of existing songs to explore a common theme or topic.They have found
that this process of sampling and remixing music motivates youth to think more deeply
about the sounds they hear around them and motivates them to approach school-related
topics from a fresh perspective.
¥ Artist and filmmaker Juan Devis (Jenkins,2006b) has been working with the University
of Southern California Film School,the Institute for Media Literacy,and the Los Angeles
Leadership Academy on a project with minority youth.The youth will develop an online
game based on Mark TwainÕs
Huckleberry Finn.
Devis drew a number of strong parallels
cognitive ability.All information to be processed by our brains is temporarily held in short-
term memory,and the capacity of our short-term memory is sharply limited (Baddeley,1999).
Attention is critical.Learners must filter out extraneous information and sharpen their focus on
fused with distraction,but as
understood here,multi-task-
Challenging the traditional view that intelligence is an attribute of individuals,the distributed
cognition perspective holds that intelligence is distributed across Òbrain,body,and worldÓ
(Clark,1997),looping through an extended technological and sociocultural environment
(Clark,2003).Explaining this idea,Pea (1997) notes,ÒWhen I say that intelligence is distrib-
uted,I mean that the resources that shape and enable activity are distributed in configurations
across people,environments,and situations.In other words,intelligence is accomplished rather
than possessedÓ(p.50).Work in distributed cognition focuses on forms of reasoning that would
not be possible without the presence of artifacts or information appliances and that expand and
augment humanÕs cognitive capacities.These devices might be forms that externalize memory,
such as a database,or they can be devices that externalize processes (Shaffer & Kaput,1999),
such as the widely used spell checker.The more we rely on the capacities of technologies as a
part of our work,the more it may seem that cognition is distributed.
Teachers have long encouraged students to bring scratch paper with them into math examina-
tions,realizing that the ability to construct representations and record processes was vital in
solving complex problems.If,as Clark (2003) notes,technologies are inextricably interwoven
with thinking,it makes no sense to Òfactor outÓwhat the human brain is doing as the ÒrealÓ
part of thinking,and to view what the technology is doing as a ÒcheatÓor Òcrutch.ÓRather,we
can understand cognitive activity as shared among a number of people and artifacts,and cogni-
tive acts as learning to think with other people and artifacts.Following this theory,students
need to know how to think with and through their tools as much as they need to record
information in their heads.
Gamers may be acquiring some of these distributed cognition skills through their participation
in squadron-based video games.Gee (2003) suggests that in playing such games,one must form
a mental map of what player and nonplayer characters are doing (nonplayer characters are char-
acters controlled by the A.I of the game).To plan appropriately,players may not need to know
what other participants know,but they do need to know what it is those participants are likely
to do.Moreover,in playing the games,one may need to flip through a range of different repre-
sentations of the state of the game world and of the actions that are occurring within it.
Learning to play involves learning to navigate this information environment,understanding the
value of each representational technology,knowing when to consult each and how to deploy
this knowledge to reshape what is occurring.Instead of thinking as an autonomous problem-
solver,the player becomes part of a social and technological system that is generating and
deploying information at a rapid pace.Humans are able to play much more complex games
(and to solve much more complex problems) in a world in which keeping track of key data
and enacting well-understood computational processes can be trusted to the processing power
of the computer,and they can thus focus more attention on strategic decision making.
Distributed cognition is not simply about technologies;it is also about tapping social institu-
tions and practices or remote experts whose knowledge may be useful in solving a particular
problem.According to this understanding,expertise comes in many shapes and sizes (both
human and non-human).Experts can be expert practitioners,who can be consulted through
such technologies as video conferencing,instant messaging,or email;some knowledge can
providing a space for the body of the story,the byline,and the lead,this Òsmart toolÓscaf-
folds studentsÕprocesses of learning to write a journalistic story.By cueing students on
what to write,where to write it,and even into such journalistic values as the need to
catch the readerÕs attention,this specially designed program helps students to learn the
conventions and values of journalism.
¥ A classroom designed to foster distributed cognition encourages students to participate
with a range of people,artifacts,and devices.The various forms of participation compos-
ing such cognitive activity might be understood more generally as the skill of
how to act within distributed knowledge systems
.Interested in designing learning environ-
ments that would foster such a skill,Bell and Winn (2000) describe a classroom not only
in which participation requires active collaborations with people and tools that are physi-
cally present,but also with people and tools that are virtually present through,for exam-
ple,video conferencing with a science practitioner,using the web to connect to a data-
ÒCollective intelligenceÓÉ
In such a world,everyone
a group,to solve the challenges we are presented with.The solution,however,does not lie
in the story.We are the solution.
The 7500+ people in this group ...we are all one.We have made manifest the idea of an
unbelievably intricate intelligence.We are one mind,one voice ...made of 7500+ neu-
ronsÉ We are not one person secluded from the rest of the world...We have become a
Leadership within a knowledge community requires the ability to identify specific functions
for each member of the team based on his or her expertise and to interact with the team
members in an appropriate fashion.Teamwork involves a high degree of interdisciplineÑthe
ability to reconfigure knowledge across traditional categories of expertise.In early February
2004,Eric Klopfer (Atwood,2004),an MIT professor of urban studies and planning,along
with a team of researchers from the Education Arcade,conducted Òa Hi-Tech Who Done ItÓ
for middle-school youth and their parents inside the Boston Museum of Science.Teams of
three adult-child pairs were given handhelds to search for clues of the whereabouts and identi-
ty of the notorious Pink Flamingo Gang,who had stolen an artifact and substituted a fake in
¥ Sites such as
ning.com
offers nonprogrammers tools for rapidly creating social web appli-
cations that allow users to interact with and share information with one another.For
example,a Mandarin teacher could easily create an online travel guide in which students
(potentially nationwide) would each contribute write-ups of interesting sites in their local
areas that would be of interest to visitors from China.
¥ Students taking civic classes might be encouraged to map their local governments using a
a wiki are produced by participating in their construction,and then actively reflecting on the
different possibilities for inaccuracies.
In truth,schools should always teach students critical thinking skills for Òsussing outÓthe quali-
The new mediated landscape
of mainstream news sources,
collaborative blog projects,
unsourced news sites,and
increasingly sophisticated
species.Rather,the child assembles information from various media,with the result that each
images,as some advocates of visual literacy have suggested.Rather,it develops a more complex
vocabulary for communicating ideas that requires students to be equally adept at reading and
writing through images,texts,sounds,and simulations.The filmmaker George Lucas (Daly,
2004,online source/no page number) offers an equally expansive understanding of what litera-
cy might mean today:
We must teach communication comprehensively in all its forms.Today we work with the
written or spoken word as the primary form of communication.But we also need to
understand the importance of graphics,music,and cinema,which are just as powerful and
in some ways more deeply intertwined with young peopleÕs culture.We live and work in a
visually sophisticated world,so we must be sophisticated in using all the forms of commu-
nication,not just the written word.
camera;they might illustrate it by drawing pictures.As they do so,they are encouraged to
think about what each new tool contributes to their overall experience of the story as
well as what needs to remain the same for viewers to recognize the same characters and
situations across these various media.
describes the conditions needed to receive the maximum benefit from collective intelligence:
There are four key qualities that make a crowd smart.It needs to be diverse,so that people
are bringing different pieces of information to the table.It needs to be decentralized,so
that no one at the top is dictating the crowdÕs answer.It needs a way of summarizing peo-
pleÕs opinions into one collective verdict.And the people in the crowd need to be inde-
pendent,so that they pay attention mostly to their own information,and not worrying
about what everyone around them thinks.
Noel Jenkins (2006),a British junior high teacher,created a geography unit in which
The massively multiplayer game
World of Warcraft
It becomes increasingly criti-
cal to help students acquire
skills in understanding mul-
tiple perspectives,respecting
and even embracing diversity
of views,understanding a
¥ Researchers at Stanford UniversityÕs Center for Deliberative Democracy (Fishkin &
Lushkin,2004) have been experimenting with new forms of civic engagement that
¥ Schools historically have used the adversarial process of formal debate to encourage stu-
Literacy skills for the twenty-
first century are skills that
enable participation in the
new communities emerging
We have identified three core problems that should concern all of us who care about the
development and well-being of AmericanÕs young people:
How do we ensure that every child has access to the skills and experiences needed to
Afterschool programs may encourage students to examine more directly their relationship to
popular media and participatory culture.Afterschool programs may introduce core technical
skills that students need to advance as media makers.In these more informal learning contexts,
students may explore rich examples of existing media practice and develop a vocabulary for
critically assessing work in these emerging fields.Students may also have more time to produce
their own media and to reflect on their own production activities.The approach proposed here
takes the best of several contemporary approaches to media education,fusing the critical skills
and inquiry associated with media literacy with the production skills associated with the
Computer Clubhouses,and adding to both a greater awareness of the politics and practice of
participatory culture.
The media literacy movement emerged in response to the rise of mass media.Here,for exam-
ple,is a classic definition of media literacy created by the Ontario Association for Media
Literacy in 1989 (As quoted by Duncan,2005,online source/no page numbers):
Media literacy is concerned with developing an informed and critical understanding of the
nature of the mass media,the techniques used by them,and the impact of those techniques.It
is education that aims to increase studentsÕunderstanding and enjoyment of how the media
work,how they produce meaning,how they are organized,and how they construct reality.
Media literacy also aims to provide students with the ability to create media products.
Although some media literacy educators have instituted groundbreaking work on digital
media,the bulk of presentations at national conferences are still focused on more traditional
media Ñ print,broadcast,cinema,popular music,advertising Ñ which are assumed to exert
the greatest influence on young peopleÕs lives.
Media literacy educators are not wrong to be concerned by the concentrated power of the
media industry,but they must also realize that this is only part of a more complex picture.We
¥ What lifestyles,values,and points of view are represented in Ð or omitted from Ð this
¥ Why is this message being sent?
There is much to praise in these questions:they understand media as operating within a social
and cultural context;they recognize that what we take from a message is different from what
lic libraries,churches,and social organizations (such as the YWCA or the Boy Scouts) can play
important roles,each drawing on its core strengths to expand beyond what can be done during
the official school day.
We also see an active role for parents to play in shaping childrenÕs earliest relationship to media
Writing in the
Chronicle of Higher Education
(May 19,2006),Bill Ivey,the former chairman of
the National Endowment for the Arts,and Steven J.Tepper,a professor of Sociology at
Vanderbilt University,described what they see as the long term consequences of this participa-
Increasingly,those who have the education,skills,financial resources,and time required to navi-
gate the sea of cultural choice will gain access to new cultural opportunities....They will be the
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An occasional paper on digital media and learning
Henry Jenkins,Director of the Comparative Media Studies Program
An occasional paper on digital media and learning
Henry Jenkins,Director of the Comparative Media Studies Program