This research field focuses on interactions between the school and other arenas where children and adolescents participate.
Much of the research is based upon analyses of how children and adolescents learn and create knowledge within and across different contexts such as in school, at home, and between physical and virtual peer relationships. This involves analyses of children and adolescents educational trajectories in the light of issues such as, ethnicity, change in family patterns, and values, norms and conceptions of reality that peer relational networks represent. The research within this field contributes with important knowledge about how children and adolescents with different backgrounds connect knowledge that they have from various communities of participation, and how this influence their future choices. Also of importance are studies of digital childhood and adolescence, and how upbringing is closely interconnected to the media-culture in which young peole live. In today’s culture it is important to shed more light (up)on children and adolescents’ roles as content-creators, and not just consumers of contents in the media, that is . Two central themes are:
Children and adolescents educational trajectories
It is important to gain more understanding about how children and adolescents orient themselves in relation to educational trajectories. What impact does education have on modern childhood? Considering the high dropout rate in upper secondary education and many students’ lack of motivation for school, it is important to understand the different students choices and thoughts about education. What we need are studies that can document longitudinal trajectories that can be linked to education and learning.
Identity processes and learning
Just as important as studying knowledge development among students, is theunderstanding how learning in different contexts influence who they are and how children and adolescents develop over time. Also, how identities that children and adolescents have in different contexts lay the groundwork for what, and in what ways they learn, for example differences and similarities between playing a computer game and that of being a student in a classroom.