Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan...
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This is an archive of resources related to connected learning that was developed as part of the MacArthur Foundation’s Digital Media and Learning Initiative and the Connected Learning Alliance between 2012 and 2025. For more recent resources, visit our home page, the Connected Learning Summit, or the Connected Learning Lab.
Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan...
The growth of online communication, media, and gaming is driving dramatic changes in how we learn. Responding to these shifts, new forms of technology-enhanced learning and instruction, such as personalized...
This case report describes one of a number of case studies from the Leveling Up project of the Connected Learning Research Network that explore the learning ecology of interest-centered youth...
Over the course of six months in 2015, the author of this paper conducted a qualitative study of high school students who participate in Beyond the Bell’s CyberPatriot program, and...
Open learning has emerged within the public imagination as a potentially disruptive force in higher education. It has attracted the attention of policy makers, venture capitalists and the technology sector,...
This analysis of Cali Design and Hive Fashion allows us to examine connected learning practices among youth in two environments that cater to an interest in fashion. It pushes us...
This case report presents and discusses how the Hogwarts at Ravelry community functions as a connected learning environment. It lays out the background of the case by situating it in...
StarCraft, a real-time strategy game developed by Blizzard Entertainment, has been labeled by many of its participants as the chess of the twenty-first century. Combining strategic problem-solving with fast reflexes...
This study presented here is one of several case studies from the Connected Learning Research Network (CLRN) that highlights interest-based digitally mediated spaces for learning and affinity formation. Like other...
This case study reveals how complex and multifaceted the professional wrestling fandom is through the exploration of one fairly typical fan community, the Wrestling Boards. Interest in professional wrestling brings...
Open digital badges are simple tools that have the potential to change our current system of credentialing, creating ways to recognize more diverse learning pathways and opportunities for both learners...
There is a widespread perception that the foundations of American democracy are dysfunctional, public trust in core institutions is eroding, and little is likely to emerge from traditional politics that...
Based upon fieldwork at an ordinary London school, The Class examines young people’s experiences of growing up and learning in a digital world. In this original and engaging study, Sonia...
By Kiley Larson, Mizuko Ito, Eric Brown, Mike Hawkins, Nichole Pinkard, Penny Sebring This report documents an ongoing design experiment that addresses issues of digital literacy, connected learning, and equity...
This volume highlights compelling firsthand counter-narratives from educators engaged in solving an array of challenges in today’s classrooms. It draws together narratives from an inspiring group of educators within the...