ABSTRACT

This anthology shares educational practices to engage young people in critical digital media consumption and production. Comprehensive frameworks and teaching guidance enable educators to empower students to use digital technologies to respond to the social, political, economic, and other critical issues in their real-life and online communities.

Section I of the book explores philosophical and conceptual approaches to teaching civic participation via digital media and technologies in various educational settings, Section II focuses on the participatory civic approaches in K-16 art education classrooms, and Section III outlines these approaches for arts-based community settings (after school programs, camps, online sites). Throughout, authors reference different technologies – video, digital collage, glitch, game design, mobile applications, virtual reality, and social media – and offer in-depth discussions of pedagogical processes and exemplary curriculum projects. Building on National (NAEA) and State Media Arts Standards, the educational practices outlined facilitate students’ media literacy skills and digital citizenship awareness in the art classroom and provide a solid foundation for teaching civic-minded media making.

Ideal for art and media educators within preservice and higher education spaces, this book equips readers to prepare their students to be thoughtful and critical producers of their own media that can effectively advocate for social change.

chapter |8 pages

Introduction

Engaging Youth Civic Participation Through Digital Media

part Section I|62 pages

Conceptual Approaches to Digital Media Pedagogies of Civic Participation

chapter 101|13 pages

Critical Play as Civic Participation

chapter 2|16 pages

Youth Civic Participation

Activating Feminist/Critical Race/LGBTQ+/Crip Justice Theories

chapter 3|16 pages

Socially Engaged Art Practices, Tactical Media, and Games

Methods for Civic Participation in Digital Art Education

part Section II|64 pages

Engaging Media-Based Civic Participation in University Classrooms and Through University-Community Partnerships

part Section III|46 pages

Community-Based Approaches to Fostering Civic Participation with Digital Media

chapter 1369|14 pages

TakeBreakMake

A Pedagogical Reflection on Learning How to Teach Glitch

chapter 10|14 pages

We Are VR Girls

Becoming Engaged Citizens through STEAM-Integrated Projects