“Creativity of the young” and the digital divide in working student play with technology into learning

I recently saw a Letter to the Editor in the Chicago Tribune that highlighted the savvy use of technology by a seven year old:

Kids can access their parents multiple ways today and vice versa. This letter suggests the observer was “captivated” by this technology use, hinting at the resourcefulness of the boy.

This response is interesting to compare to the findings of a sociology book I recently browsed. In Digital Divisions: How Schools Create Inequality in the Tech Era, Matthew Rafalow found that schools differed less on their access to or use of technology in learning but in how they treated the student’s creative use of that technology. From the conclusion:

The students that I profiled in the previous chapter suggest that kids’ potential as budding technologists gets bifurcated as they pass through middle school. Despite the fact that digital play with peers led to the development of digital skills with online communication, media editing and production, and even the basics of programming logic, these eighth-graders reported different conceptions of whether online play was acceptable or even welcome in schools. While students at a school for mostly White and wealthy youth came to see digital play, including social media and video games, as fun and even necessary for achievement, students at schools serving less privileged and mostly students of color were taught that play at school was either irrelevant or threatening to schooling. Schools differently disciplined digital play, and in doing so, they different shaped how young people came to evaluate their own digital self-worth in these settings. (135)

Restating the argument a few pages later:

My takeaway from this project is that cultural resources are not like a currency you can hand to anyone in exchange for rewards. The students in this study varied by race-ethnticity and social class, and each developed a set of digital skills in online communication, collaboration, and digital production from play with friends online. Despite each student’s access to this knowledge, only students at the school serving wealthy and predominantly White children were given the right to treat their digital knowledge as currency to be exchanged for achievement. The school organizational context determines not only what ideal cultural resources are but also who the buyer can be to facilitate the exchange. Working- and middle-class Latinx and Asian American youth at Chávez and Sheldon had the same resources but were not permitted to exchange them for a reward. (154)

As Rafalow notes, this is what class reproduction – intersecting with race and ethnicity – looks like in today’s world. Just as Bourdieu suggested with art and music, digital technology is widely available but who it is for and how it is supposed to be used differs by group. Is digital creativity lauded and celebrated for a kid who people think might be headed for success and a creative class career or is it discouraged or punished because it is distracting from acquiring necessary skills?

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