2.1.1 Success trajectories
3.2.1 ‘Hard’ and ‘soft’ models of learning programming languages
3.2.2 Competitions events and hacking
3.3.1 Integrating digital creativity across media
3.3.2 The metaphor of code (as language)
3.3.3 Critical, social and political dimensions of digital culture
Digital Making, Opportunities for Employment, Economic Growth, Changing nature of Work and workplace, Formal/ informal learning spaces, Progression for qualifications?, How does this sit within the changing nature of workplaces
How does DM, develop and support personal efficacy and expertise, it be important for self-expression and other kinds of personal development?, How does it support and develop other kinds of learning?
Digital Making, How does it support or enhance forms of civic and wider social participation, Through soical media et al how does this sit/ reflect/ contibute to Digital Making
3 key concepts that underpin analysis:, children, youth and the idea of age and life-course;, definitions of makers, making and creativity;, what difference does the digital make., These 3 Concepts lead to 3 concerns, 1) conventional institutional boundaries around age serve to hinder or help digital makers or making, how learning how to do relates to age and experience / "life-course", 2) How do trad more modern practices of making it with each other - different social contexts, 3) What is it - how do you define it - what is the landscape?