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adolescents at the upper secondary level provided evidence of their widespread use of
the online encyclopedia Wikipedia in completing their work. Although the students
in the study indicated that they trusted Wikipedia the least as far as credibility was
concerned, they nonetheless reported using it most often. The anonymous authorship
of Wikipedia was not a deterrent, especially if it gave them quick and easily obtained
information that, in their judgment, was good enough for finishing the task at hand
(e.g., everyday school assignments, except when studying for a test).
Digital spaces that support young people’s interests in comics, gaming, and media
fandom—which in turn have the potential to connect complex patterns of learning
required for living in a technologically driven culture—are vital to developing literacy
practices valued both in and out of school. A growing body of research (Hagood, 2008;
Guzzetti & Lesley, 2016) attempts to explain how adolescents thrive individually as pro-
ducers and consumers of digital media while simultaneously sharing their work in the
larger world community. Young people want to have choice in their adventures and the
freedom to fail. They need to tinker and play, design and create in order to make sense of
the world around them. They want to grab hold and see where the moment takes them.
Bringing forms of popular culture such as fandom, comics, and gaming into the
classroom is an invitation to adolescents to make important connections between
formal learning spaces and their personal lives (Sanders, 2016). This invitation comes
with a call for interactivity and moment-to-moment media relationships that students
crave in present-day society. Young people are eager to engage with digital literacy
practices in spaces that afford what they view as authentic learning opportunities.
Rather than replace or remove required instructional content, pop culture becomes
the vehicle through which they explore that content both critically and in light of their
own lived experiences.
With the Internet, communication happens in a matter of seconds and across
numerous platforms. Information no longer flows in a linear direction from one point
to the next; rather, communication is diffused throughout numerous points that make
multiple connections simultaneously. This enables adolescents who have adequate
access to technology, tools, and media texts to exercise their interest in making
connections across social networks in seemingly endless ways—in effect affording
them the opportunity to be in more than one place at a time.
At the same time, a lack of access to high-speed Internet creates a digital divide that
largely thwarts efforts aimed at encouraging adolescents to become part of the partici-
patory digital culture that defines 21st-century learning. This divide also defeats expec-
tations among young people that the necessary technology and related resources will be
available for accomplishing the kinds of content they are interested in producing. While
limited access in the past has mainly been attributed to socioeconomic factors, Hargit-
tai’s (2003) research would suggest that inequalities in Internet use are also dependent
on the “quality of equipment, autonomy of use, the presence of social support net-
works, experience, and online skill” (p. 823). Hargittai’s more nuanced approach to the
digital divide calls for developing an awareness, among school administrators and pol-
icymakers, of the potential for investing in professional growth opportunities aimed at
improving teachers’ online skills—the assumption being that their students will benefit
in the end.
4 A D O L E S CE N T L I T E R A CY IN A D I G I TA L W O R L D
In addition to those logistical concerns, there are issues of access that stem from
inadequate exposure to what Lankshear and Knobel (2011) termed the right “ethos
stuff”—or the set of conditions known to foster participatory and collaborative online
learning. When school- or district-wide policies restrict what teachers (who perhaps are
themselves high-end users of technoliteracies) can provide in the way of digital learn-
ing opportunities, then students with limited Internet access at home fall even further
behind their more advantaged peers.
The literacies of today are not the literacies of tomorrow; nor are they the literacies of
yesterday. Constant change that somewhat ironically preserves the status quo—in keep-
ing with the old adage that the more things change the more they stay the same—cannot
be ignored. In the face of contradictions that stem from political and socioeconomic
maneuverings, the need for questioning, dissecting, and critically assessing all digi-
tal media formats—whether linguistic, visual, aural, or performative—has never been
greater. A parallel need is research that makes use of specially designed methods for
studying adolescents’ use of digital literacies and the changes wrought by such use.
Deep inquiries are needed into how multiliteracies, multimodal texts, and game-based
literacy instruction have the potential to change what counts as adolescent literacy in
a 21st-century digital world. Such inquiries might also uncover anomalies or misfits
within the existing literacy instruction paradigm that are indicative of the conditions
necessary for a full-blown paradigm shift.
Meanwhile, adolescents’ present level of engagement with digital media resources
suggests a range of literacy aptitudes and skills that are fast becoming the cultural
and symbolic capital necessary for harnessing the high-tech world in which they live
(Guzzetti & Lesley, 2016). From selfies on Instagram to cryptic messages on Twitter to
videos on YouTube, teens are discovering online spaces in which to belong and feel
connected. Their engagement in these spaces could be thought of as ongoing efforts to
try on social identities that are creatively compatible with the digitally resourced world
around them.
Rather than view such spaces as trivializing or corrupting influences on young
people’s lives, literacy scholars from around the world are increasingly advocating for
classrooms in which digitally produced popular media and games work alongside
age-old methods for supporting adolescents’ active identity construction (Dezuanni,
2016). Encouraging youths’ engagement in an open-ended approach to learning is as
essential in the classroom as it is in the everyday world outside of school. In a nutshell,
to ignore the potential of 21st-century digital literacy practices and popular media
texts is to sabotage young people’s motivation for learning.
SEE ALSO: Connected Learning; Digital Literacy; Game Media Literacy; Media and
Adolescent Identity Development; Media Literacy Education and 21st Century Teacher
Education; Social Media as Media Literacy
References
Alvermann, D.E. (2012). Is there a place for popular culture in curriculum and classroom instruc-
tion? In A.J. Eakle (Ed.), Curriculum and instruction (Vol. 2, pp. 214–220, 227–228). Thousand
A D O L E S CE N T L I T E R A CY IN A D I G I TA L W O R L D 5
Further reading
Albers, P., Holbrook, T., & Flint, A.S. (2014). New methods of literacy research. New York, NY:
Routledge.
Brandt, D. (2015). The rise of writing: Redefining mass literacy. Cambridge, England: Cambridge
University Press.
Cope, B., & Kalantzis, M. (2000). Multiliteracies: Literacy learning and the design of social futures.
New York, NY: Routledge.
Hobbs, R. (Ed.). (2016). Exploring the roots of digital and media literacy through personal narra-
tive. Philadelphia, PA: Temple University Press.
Mills, K.A. (2016). Literacy theories for the digital age: Social, critical, multimodal, spatial, material
and sensory lenses. Buffalo, NY: Multilingual Matters.
6 A D O L E S CE N T L I T E R A CY IN A D I G I TA L W O R L D
Turner, K.H., & Hicks, T. (2015). Connected reading: Teaching adolescent readers in a digital world.
Urbana, IL: National Council of Teachers of English.
Rachel Kaminski Sanders received her doctoral degree from the Language and Liter-
acy Education Department at the University of Georgia. Her research interests include
adolescent as well as digital literacies, specifically in pop culture, and multigenre.
Rachel teaches undergraduate courses focusing on adolescent reading and writing. She
is teacher consultant for the Upstate Writing Project and has provided professional
development to school districts throughout South Carolina. Previously, Rachel served
as teacher in residence for the College Ready Writers Program, involving a grant with
the National Writing Project. Before that, Rachel taught writing to seventh graders at a
public school.