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Digital Media & Learning

About our grantmaking

The digital media and learning initiative aims to determine how digital media are changing the way young people learn, play, socialize and participate in civic life. Answers are critical to education and other social institutions that must meet the needs of this and future generations.

Latest news

Global Competition Selects 19 Innovative Digital Media & Learning Projects

April 16, 2009

In a $2 million competition funded by the Foundation, 19 projects from around the world were awarded funding today to explore digital media’s ability to help people learn. Read more »

Digital Media & Learning, Press Releases

Groundbreaking Online-Only Journal from MIT Press

March 30, 2009

MIT Press announces the publication of the first issue of The International Journal of Learning and Media (IJLM), which will examine the intersection of media and learning in multiple contexts. Read more »

Digital Media & Learning, Grantee News, Press Releases

Edutopia Announces the Digital Generation Project

May 27, 2009

The MacArthur-supported project aims to help educators and parents understand how digital media are changing today’s youth. Read more »

Digital Media & Learning, Grantee News, Press Releases

MacArthur Island Opens in Virtual World of Second Life

May 18, 2009

The MacArthur Foundation Island, a new laboratory for MacArthur’s two-year exploration of virtual worlds, opened in the virtual world of Second Life. Read more »

Digital Media & Learning, Press Releases

From the Field

  • New Survey Shatters Stereotypes About Teens and Video Games
  • September 16, 2008
  • A new national survey (PDF) finds that virtually all American teens play computer, console, or mobile phone games and that the gaming experience is rich and varied, with significant social interaction and potential for civic engagement. The MacArthur-supported survey was conducted by the Pew Internet & American Life Project. According to the poll, gaming is not just an entertaining diversion for many teens but can be tied to civic and political engagement. More than three-quarters of youth report helping others while gaming and 44% report playing games where they learn about a problem in society. Youth who have these kinds of civic gaming experiences are more likely to be civically engaged in the offline world. They are more likely than others to go online to get information about current events, try to persuade others how to vote in an election, say they are committed to civic participation, and raise money for charity. MacArthur's $50 million digital media and learning initiative seeks to help determine how digital media are changing how young people learn, play, socialize, and participate in civic life. Read the press release »

More from the field »

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