Skip navigation

The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning

This book series is founded upon the working hypothesis that those immersed in new digital tools and networks are engaged in an unprecedented exploration of language, games, social interaction, problem solving, and self-directed activity that leads to diverse forms of learning. This is reflected in expressions of identity, in how individuals express independence and creativity, and in their ability to learn, exercise judgment, and think systematically.

Crafting e-Puppets with DIY Electronics

Tools and methods for creating electronic puppets.

Youth, New Media, and the Ethics Gap

How young people think about the moral and ethical dilemmas they encounter when they share and use online content and participate in online communities.

Designing with Gamestar Mechanic

Understanding games as systems, with complex interactions of game elements and rules.

Crafting e-Fashion with DIY Electronics

Introducing students to the world of wearable technology.

Digital Storytelling with Scratch

Helping students create interactive and animated stories about positive change in their communities.

Why Children Need to Learn Programming

Why every child needs to learn to code: the shift from “computational thinking” to computational participation.

Cultivating Digital Media Citizenship in Urban Communities

An ambitious project to help economically disadvantaged students develop technical, creative, and analytical skills across a learning ecology that spans school, community, home, and online.

Young People, the Internet, and Civic Participation

An investigation of how governments, organizations, and groups use the Internet to promote civic and political engagement among young people.

Tweens in a Virtual World

How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.

Kids Living and Learning with New Media

An examination of young people’s everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use.

A Cultural History of Children's Software

How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.

Learning How Digital Media Can Engage Youth

The relationship of participation in online communities to civic and political engagement.

Youth and Digital Media
Edited by Anna Everett

An exploration of how issues of race and ethnicity play out in a digital media landscape that includes MySpace, post-9/11 politics, MMOGs, Internet music distribution, and the digital divide.

The difficulties in determining the quality of information on the Internet--in particular, the implications of wide access and questionable credibility for youth and learning.

Edited by Tara McPherson

How emergent practices and developments in young people’s digital media can result in technological innovation or lead to unintended learning experiences and unanticipated social encounters.

Contributors discuss how growing up in a world saturated with digital media affects the development of young people’s individual and social identities.

Connecting Youth, Games, and Learning
Edited by Katie Salen

An exploration of games as systems in which young people participate as gamers, producers, and learners