Building the capacity of youth to critique and create media in digital culture
The Investigate module includes a suite of easy-to-use web tools for beginners that introduce concepts of working with data. These simple tools make it easy to work with data in fun ways, so participants can learn how to find great stories to tell. The Databasic tools allow learners to compare texts of political speeches, news stories, press releases or any other relevant media texts. Learners will compare across texts, looking for similarities, differences, exploring word frequencies, and looking at the ways in which networks impact the spread of content online.
The Deliberate module encourages participants to actively use debate and mediation skills to achieve common goals. @Stake relies on rapid-fire ideation, discussions facilitated through role-playing, experimentation with ideas, and collaboration among a diversity of stakeholders. Participants take on the role of stakeholders with a private agenda on a public issue. Participants take turns proposing solutions to issues, and arguing their points of view to the table’s Decider. The participant with the most points at the end of the game wins.
The Express module teaches users how to use MediaBreaker/Studios, a free, online video remix teaching platform used to integrate media literacy and other 21st century learning skills. These activities are designed to spark participants’ imagination, and can be adapted to suit a range of subjects and skill levels. By breaking media messages, participants can: call out misrepresentations in commercials, question sources of information in news clips, annotate video lectures, and deconstruct the narrative of a music video.
Participants using the Advocate module encounter a suite of digital multi player games and digital literacy learning content that teach people of all ages how to critique and create civic media. Each game incorporates content that encourages participants to engage with culturally and politically relevant topics that affect their daily lives while focusing on a specific 21st century digital modality: Hashtags, Memes, and Hyperlinking. Through interactive play, learners engage in the act of creating, making and reflecting through connecting the set of digital games to real-world skill-sets and pressing cultural issues.