Below, we have outlined the topics and resources found in our course, LIS 60675: Youth Literature in the Digital Realm, that directly relate to our project.
Connections have been provided to demonstrate relation to course materials.
1. Digital Literacy and Purposeful Screen Engagement
Kamenetz, A. (2020). I was a screen-time expert. Then the coronavirus happened. The New York Times.
Additional Resource(s): Be Internet Awesome by Google - This program teaches internet safety and digital literacy through engaging, interactive games.
Connection: Kamenetz emphasizes the value of balanced screen time, which aligns with the Choose Your Own Adventure section where children actively shape Roz’s story. Paired with Be Internet Awesome, children are not only engaging in Roz’s journey but also developing foundational skills in digital safety, turning screen time into a purposeful learning experience.
2. Privacy and Safety in Digital Learning Spaces
Martens, M., Rankin, C., & Kolaric, A. (2023). Creating and maintaining a safer online world for children and young adults in libraries. IFLA Professional Report No. 138.
Additional Resource(s): Common Sense Media’s Digital Citizenship Curriculum - Offers age-appropriate lessons on digital citizenship, privacy, and safe online behavior.
Connection: The IFLA report supports creating secure online spaces for children, echoed in The Wild Robot project’s emphasis on privacy-conscious apps. The Educational Games & Literature Resources section, bolstered by Common Sense Media’s curriculum, provides children with a safe environment to explore digital literacy, ensuring their online interactions with Roz’s world are protected and responsible.
3. Evaluating Apps for Quality Educational Value
Papadakis, S. (2020). Tools for evaluating educational apps for young children: A systematic review of the literature. Interactive Technology and Smart Education, 18(1), 18-49.
Additional Resource(s): Earth Rangers and iNaturalist Kids - Apps that promote ecological exploration and nature conservation through interactive learning.
Connection: Papadakis’s call for high-quality educational tools informs the Educational Games & Literature Resources section. By including Earth Rangers and iNaturalist Kids, young readers engage with Roz’s themes of survival and ecology in real-world settings, making environmental science both accessible and engaging. These apps exemplify carefully evaluated tools that extend Roz’s story into hands-on learning experiences about conservation and biodiversity.
4. Guidance through Digital Media Mentorship
Mendoza, J. (2021). The media mentor’s guide: Working with families in a digital age. American Library Association.
Additional Resource(s): Storybird - A digital storytelling platform that helps young readers create their own illustrated stories, encouraging creative writing and literacy.
Connection: Mendoza highlights the importance of media mentorship, which is reflected in the Annotated Resources section’s focus on guiding families toward high-quality content. Storybird complements this by encouraging children to craft their own narratives, inspired by Roz’s adventures. This aligns with the project’s mentorship model, fostering both creativity and literacy skills through responsible media use.
5. Media Use Patterns Among Young Children
Rideout, V., & Robb, M. B. (2020). The Common Sense census: Media use by kids age zero to eight, 2020. Common Sense Media.
Additional Resource(s): Twine - An interactive storytelling tool that lets children create and navigate their own branching narratives.
Connection: Common Sense Media’s data on children’s screen time informs the Map & Guidebook and Choose Your Own Adventure sections, which transform screen time into an active, educational experience. Twine adds to this by empowering children to create their own interactive adventures, allowing them to deepen their engagement with Roz’s world while developing storytelling skills and a sense of agency.
6. Integrating Interactive Apps for Ecology and STEM Learning
Additional Resource(s): Scratch, ScratchJr and Tynker - These coding platforms introduce young learners to basic programming concepts through fun, accessible interfaces.
Connection: By incorporating ScratchJr and Tynker, the Educational Games & Literature Resources section encourages children to explore Roz’s technological background and environmental themes. Coding platforms provide a foundational understanding of robotics, sparking curiosity about STEM concepts in a way that reflects Roz’s own adaptability and problem-solving in the natural world.
7. Technology as a Literacy Support for Diverse Learners
Stone-MacDonald, A. (2015). Using iPad applications to increase literacy skills for children PreK to Grade 3 with disabilities. Young Exceptional Children, 18(3), 3-15.
Additional Resource(s): Breathe, Think, Do with Sesame - An app that helps children develop emotional regulation and problem-solving skills through interactive activities.
Connection: Stone-MacDonald’s research on assistive technology for literacy development complements Roz’s story by making it accessible for children with diverse needs. Breathe, Think, Do with Sesame is a natural fit, reinforcing emotional awareness and problem-solving, which align with Roz’s journey as she learns to navigate challenges with empathy and resilience.
8. User-Centered Gamification and Intrinsic Motivation
Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. Presented at Games+Learning+Society 8.0.
Connection: Nicholson’s gamification principles align with the Choose Your Own Adventure section, where children’s decisions shape Roz’s journey. This approach emphasizes intrinsic motivation, creating an environment where young readers stay engaged with the narrative on their terms, fostering a genuine connection to Roz’s world without relying on external rewards.
9. Adaptive Learning and STEM Engagement through Narrative
Pinkard, N., Erete, S., Martin, C. K., & McKinney de Royston, M. (2017). Digital Youth Divas: Exploring narrative-driven curriculum to spark middle school girls’ interest in computational activities. Journal of the Learning Sciences, 26(3), 477-516.
Connection: Pinkard’s research supports using narrative-driven media to encourage STEM interest among underrepresented groups. In The Wild Robot, Roz’s story introduces children to ecological and technological themes, complemented by coding apps like ScratchJr. This approach fosters early interest in STEM, making it accessible and engaging for a diverse audience.
10. Ethics and Privacy in Children’s Digital Media Consumption
Liao, S. M., & Ferreira, C. P. (2023). Kids deserve privacy online. They’re not getting it. The Atlantic.
Connection: Liao and Ferreira’s focus on digital privacy aligns with The Wild Robot project’s ethical approach to data security. The Annotated Resources section emphasizes privacy-conscious apps, ensuring children’s interactions are safe, respectful, and supportive of secure online practices.
Access the Complete Annotated Reference List for This Project Here.