Digital Culture & Digital Learning

Rethinking how today’s kids that grow up digital learn, think, work, communicate and socialize. Understanding today’s digital kids is of growing importance, not only to educators, but also to human resource departments, strategists, and marketing folks. Understanding the social practices and constructivist ecologies being created around open source and massively multiplayer games will provide a glimpse into new kinds of innovation ecologies and some of the ways that meaning is created for these kids — ages 10 to 40. Perhaps our generation focused on information, but these kids focus on meaning — how does information take on meaning?

– Growing Up Digital: How the Web Changes Work, Education, and the Ways People Learn, by John Seely Brown 

– Screen Language: The New Currency for LearningHBS Working Knowledge

– Learning, Working & Playing in the Digital Age, by John Seely Brown

– The University in the Digital Age by John Seely Brown and Paul Duguid

– look_closely_right_now, by John Seely Brown

– Learning in the Digital Age, by John Seely Brown

– Introduction, by John Seely Brown (from Creating a Learning Culture: Strategy, Practice, and Technology)

– Warcraft & The Fundamentals of Leadership and the abstract for “Extending the Reach of Games”- a GLS Symposium proposal

– presentation: The Social Life of Information in the Digital Age and Kids that Grow Up Digital New Media Conference; see paper and video (Quicktime)

– Situated Cognition and the Culture of Learning with Paul Duguid

– The Social Life of Learning: How can Continuing Education be Reconfigured in the Future?

See also: The Social Life of Information, John Seely Brown and Paul Duguid, Harvard Business School Press, February 2000 (translated into nine languages).