Monday, March 12, 2012

mimi ito

interview with Steve

her books:
1) engineering play
2) hanging out, messing around, and geeking out
3) fandom unbound

control vs agency of youth

funds support new tech or program but no strategy for when it goes out into the broader world..

when kids have choice.. quality of learning is different

otaku culture - great example of a form of geek culture
young people self-organizing to do this totally back-breaking work

seeing glimmers on the edges, highly successful young people, completely independent of formal ed system
do they attract along small lines of privilege?
we have an incredible role to play with this equity gap

connectedlearning.tv
http://clrn.dmlhub.net/
people from cu:
http://clrn.dmlhub.net/content/adam-york
http://clrn.dmlhub.net/content/lisa-schwartz
http://clrn.dmlhub.net/content/elizabeth-mendoza
http://clrn.dmlhub.net/content/michelle-drummond
http://clrn.dmlhub.net/content/nathan-dadey
http://clrn.dmlhub.net/content/edilberto-cano
http://clrn.dmlhub.net/content/andrea-bien
http://clrn.dmlhub.net/content/rebecca-beucher

http://clrn.dmlhub.net/content/bill-penuel
http://clrn.dmlhub.net/content/kris-gutiƩrrez
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Mizuko Ito is a cultural anthropologist of technology use, examining children and youth's changing relationships to media and communications and is Professor in Residence and John D. and Catherine T. MacArthur Foundation Chair in Digital Media and Learning at the University of California, Irvine, with appointments in the University of California Humanities Research Institute, the Department of Anthropology, and the Department of Informatics. Her work on educational software appears in Engineering Play: A Cultural History of Children's Software. In Japan, her research has focused on mobile and -portable technologies, and she co-edited a book on that topic with Daisuke Okabe and Misa Matsuda, Personal, Portable, Pedestrian: Mobile Phones in Japanese Life. She has led a three-year collaborative ethnographic study, funded by the MacArthur Foundation, examining youth new media practices in the US, and focusing on gaming, digital media production, and Internet use. The findings of this project are reported in Hanging Out, Messing Around, and Geeking Out: Youth Living and Learning with New Media. She is co-editor and contributor to a book on fan culture, Fandom Unbound: Otaku Culture in a Connected World.

Continuing this work on informal learning with new media with the support of the MacArthur Foundation, she is Research Director of the Digital Media and Learning Hub at UC Irvine and Chair of a MacArthur Research Network on Connected Learning. In addition to her current work funded by the MacArthur Foundation, she has been awarded grants by the National Science Foundation, the Spencer Foundation, the Mellon Foundation, Intel Research, the Abe Fellowship Program, and the Japan Society for the Promotion of Science, and is the recipient of the Jan Hawkins Award for Early Career Contributions to Humanistic Research and Scholarship in Learning Technologies from the American Educational Research Association. Her web site is at http://www.itofisher.com/mito.