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Designing Digital Experiences for Positive Youth DevelopmentFrom Playpen to Playground$
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Marina Umaschi Bers

Print publication date: 2012

Print ISBN-13: 9780199757022

Published to Oxford Scholarship Online: May 2012

DOI: 10.1093/acprof:oso/9780199757022.001.0001

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Creating Digital Content to Promote Competence

Creating Digital Content to Promote Competence

Chapter:
(p.67) Chapter 4 Creating Digital Content to Promote Competence
Source:
Designing Digital Experiences for Positive Youth Development
Author(s):

Marina Umaschi Bers

Publisher:
Oxford University Press
DOI:10.1093/acprof:oso/9780199757022.003.0006

This chapter focuses on technologies as spaces to create content, and in the process, to promote the development of competence. Competence is defined as the possession of a skill, knowledge, or capacity. In this context, competence refers to the ability to use technology to create or design personally meaningful projects, to accomplish a goal, and to debug projects and problem-solve. When one uses technology to create content, one also learns how to organize the content domain and how to choose the core ideas. This set of new ideas will be referred in the book as powerful ideas from the content domain. This chapter highlights how children can create digital content, especially through computer programming. Aside from programming, children can engage in the participatory culture of the internet, creating content that is shared with millions. As children become competent by creating digital projects, they are prepared to enter a world in which technological fluency is key.

Keywords:   Content creation, competence, computer programming, programming language, interface, storytelling, participatory culture, digital literacies, powerful ideas

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