Digital Media & Learning Research

Foundation-funded research is contributing to a growing body of evidence about how young people learn today especially with digital media

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The Promise of Game Design in Curriculum and Learning thumbnail

The Promise of Game Design in Curriculum and Learning

Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning Read More
How Kids Seek and Gauge Reliability of Online Information thumbnail

How Kids Seek and Gauge Reliability of Online Information

How well do children navigate the ocean of information that is available online? The enormous variety of Web-based resources represents both opportunities and challenges for Internet-savvy kids. Read More
What Peer Participation Can Teach Government thumbnail

What Peer Participation Can Teach Government

Firefox, a free Web browser developed by the Mozilla Foundation, is used by an estimated 270 million people worldwide. Read More
Rethinking Traditional Learning Institutions in the Digital Age thumbnail

Rethinking Traditional Learning Institutions in the Digital Age

Over the past two decades, the way we learn has changed dramatically. We have new sources of information and new ways to exchange and to interact with information Read More
Taking Digital Media and Learning to the Next Step thumbnail

Taking Digital Media and Learning to the Next Step

In New Digital Media and Learning as an Emerging Area and "Worked Examples" as One Way Forward, noted scholar James Paul Gee discusses the evolution of digital media and learning. Read More
How Kids Live and Learn with New Media thumbnail

How Kids Live and Learn with New Media

Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Read More
The Ethical Fault Lines of New Digital Media thumbnail

The Ethical Fault Lines of New Digital Media

Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young ... Read More
How Computers Became Linked to Children, Learning, and Play thumbnail

How Computers Became Linked to Children, Learning, and Play

Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children’s natural affinity for computers, the ease with which they click in and out of digital worlds. Read More
Video Games and the Civic Involvement of Youth thumbnail

Video Games and the Civic Involvement of Youth

The Civic Potential of Video Games, written by Joseph Kahne, Ellen Middaugh and Chris Evans, focuses on the civic aspects of video game play among youth. Read More
Living and Learning with New Media thumbnail

Living and Learning with New Media

This report summarizes the results of an ambitious three-year ethnographic study into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. Read More