Abstract
During COVID-19, schools around the world rapidly went online. Examining youth technology use reveals sharp inequities within the United States’ education system and incongruencies between the technologies used in virtual schooling and those in the lives of students outside of school. In affluent communities, virtual schooling is supported by a distributed schooling infrastructure that coordinates students’ knowledge work. This home and school technology infrastructure features material, human, and structural capital that facilitates youth development as nascent knowledge workers. Technology use during virtual schooling keeps youth activity grounded within the “walls” of school; during virtual schooling, students have little voice in setting learning goals or contributing “content.” Technology use at home for learning or entertainment stems from their own goals and features them as active inquisitors seeking out information and extending their social networks, and crucially, using participatory learning technologies such as Discord for communications. An extended period of virtual schooling could enable a rethinking of the role of technology in schools, including an embrace of play, emotional design, participatory communications, place-based learning, embodied understandings, and creative construction.
Introduction
First identified in late 2019, COVID-19 emerged in public consciousness in January 2020. As the virus crossed continents, policy makers learned of its dangers, and by 25th February, the US Center for Disease Control warned American educators to prepare for school closings. Two days later, a school in Washington state closed for testing, and two weeks later, school closings were rampant; by 18th March, 107 countries closed school nationwide, and 1.2 billion children were out of school (Viner et al., 2020).
The challenges of moving entire educational institutions online within weeks is difficult to overstate, and the ways that post-industrialized countries handled the COVID-19 crisis laid bare the thin veneer masking existing educational inequities. For example, Los Angeles Unified School District (LAUSD) moved 700,000 students in 1400 schools online, including over 100,000 students lacking Internet access (Plachta, 2020). After 3 weeks, 33% of high school students did not log in regularly, and at least 15,000 had never logged in at all. Problems were not confined to urban districts; in many schools, fewer than half of students participated in online schooling. Rural schools which lack school, community, or home infrastructure (often including broadband access) were particularly affected (Goldstein et al., 2020). In early April 2020, Common Sense Media (2020) polled students and found that 41% of teenagers and 47% percent of public-school students had not attended a single online class.
Schools have done admirably to deliver educational services in this context. Los Angeles Unified School District responded by purchasing Chromebooks, securing a deal with Verizon to increase Internet access, and adopting the Schoology platform (Burke, 2020). In one rural Wisconsin district, 15% of students did not have reliable Internet access, so schools installed routers in the school parking lot for families to drive (up to 30 miles) so that they could connect (Kelly, 2020). Individual teachers did remarkable things as well. A local colleague, Sherry Skipper-Spurgeon, a teacher in the urban Santa Ana Unified District which serves students on free and reduced lunch, created the YouTube channel Skipper Kids (2020) to provide daily check-ins, lessons, health tips, and invitations to talk. Skipper-Spurgeon, like many teachers, was able to serve as a caring adult for youth often left alone. This is the context we should keep in mind when discussing schools’ use of technology during virtual schooling.
This article reflects on technological practices during COVID-19 to understand the state of contemporary schooling, virtual schooling, and the role of technology in each. The article argues that this rapid “forced” virtual schooling has revealed a latent family-school infrastructure in affluent developed countries that features
This article draws from my auto-ethnographic experience and participation as a parent and colleague to teachers, who work in suburban, rural, and urban districts (Ellis et al., 2010). These accounts are compared and contrasted with journalistic reports and firsthand accounts. As such, this article aims to capture experiences and practices as they unfold, which may be the basis for future study,
Technologies for schooling during quarantine
While rural or urban schools struggled to even get kids online or to attend activities, well-funded suburban school districts already had most of these systems in place, through what I call the
Affluent distributed schooling infrastructure
COVID-19 has highlighted a socio-technical infrastructure among parents, teachers, students and school data systems (see also Halverson, 2018) that supported traditional schooling and have been employed in virtual schooling, which include the following:
In addition to school resources, a Student daily planner during the early phases of COVID-19. While urban and rural schools struggled to get online, high performing districts expected youth to participate in a full day of activities and meetings each day.

This distributed system was established for traditional schooling and readily employed toward virtual schooling so that participants could expect schooling to continue during the pandemic with few interruptions. Virtual schooling, however, further shifts management burdens to families so that parents or caregivers are akin to tutors or middle managers who ensure that students are developing proper task lists, completing tasks, budgeting sufficient time, have the equipment they need, and keeping pace with long-term goals. Participation in virtual schooling stresses this home system; for example, if early in the morning, a student learns of an ad hoc 1 p.m. Zoom meeting, parent and sibling schedules may need to be juggled and resources set aside to accommodate. While virtual schooling during pandemic has stressed these systems beyond their original intent, they have largely been successfully employed during the pandemic to perpetuate schooling.
This affluent socio-technical system can be understood as having recruited
These forms of capital, accrued by families to advantage their children, work together to enculturate youth into knowledge work.
Preparing knowledge workers
This affluent distributed schooling infrastructure enculturates affluent students into knowledge work, and although it evolved to support traditional schooling, it has been adapted for virtual schooling successfully by many families. Students, armed with their planners, perhaps symbolizing the capital investments from their families, gradually take on the values of their organizations (the family and the school), learning to function as independent knowledge workers. In juggling their daily routines, goal-setting meetings, check-ins, and projects, they learn to weigh which tasks can be completed in which blocks of time, as well as how to manage attentional resources. Thus, the quick adaptation to virtual schooling as experienced in the affluent suburbs is feasible because the pre-pandemic distributed schooling infrastructure required students to have access to this physical equipment, human resources, and procedures.
Critiques of the affluent distributed schooling infrastructure
These realities raise deep questions for educational and learning technologists. How can technologists promote meaningful learning during COVID-19? How might we disrupt inequities? The inequities between educational experiences for affluent youth and those without access to such resources are painfully obvious. Whereas an affluent child has material capital (computer equipment and physical space), other youth share devices and bedrooms with siblings or extended family members. Whereas an affluent child may have full-time access to a formally educated, caring adult for guidance, support, or tutoring, less affluent may be at home with siblings (or, frequently alone). Finally, whereas affluent youth may have been enculturated into a variety of knowledge working processes (setting and managing goals, to-do lists, and check-in), these practices may be absent in homes not engaged in knowledge work.
Thus, whereas the equity issues during the pandemic have largely been framed as access to instruction, this analysis of the affluent distributed schooling infrastructure suggests that attendance, access to schooling materials, or even a broadband connected device is only the beginning. Affluent youth have access to an integrated system designed to support their knowledge work that is missing in many households. As a result, we might reasonably expect gross educational inequities to surface between 2021 and 2025 (and perhaps beyond).
Despite the benefits of this affluent schooling infrastructure, most learning supported with technology have been framed within traditional schooling patterns. Technologies during COVID-19 have largely been used to reify classroom structures, as one might predict (see Cuban, 1986). Technologies have been used, generally, to present materials, assign homework, and test students on required information, consistent with the pattern Lemke (1990) identified in science classrooms decades ago. Learning is, generally for most students, a process of receiving information from teachers or textbooks, manipulating that information on worksheets or other practice homework systems, and then presenting it back on tests or written assignments for feedback. Lemke observes that a defining characteristic of this system is a closed knowledge loop, whereby teachers or school-sanctioned texts present information and students repeat it back, with relatively little input or influence from the outside world, or desire to participate within or shape the outside world. Students’ work is rarely the content for other students, and very rarely does activity within the virtual classroom affect life beyond it. Such critiques are older than educational research itself, but with the walls of the classroom erased, these critiques of schools are especially salient (Dewey, 1938; Freiere, 1968).
Observing virtual schooling reminds us that technology integration is a
Out-of-school technology use during quarantine
Outside of the school context, during the pandemic, youth have embraced technologies that give them places to go, a sense of comfort, and opportunities to shape their own environments. Consistent with new literacy studies approach generally (see Gee et al., 2018), examining youth technology use beyond schools can reveal not just what technologies they value, but what affordances they provide and what practices have
Communication
Discord, “Your Place to Talk and Hang Out,” has become the de facto hangout for youth during COVID-19. Discord’s (free) capacity to create and manage multiple voice, text, and image channels helped it grow beyond gamers. In spring 2018, the streamer Ninja taught Drake to use Discord live on Twitch, and soon after, streamers and media influencers outside of games opened Discord servers to communicate with fans (Alexander, 2018; Lorenz, 2019). Now, with 100 million active users and billions of messages sent each month, Discord is a primary way that youth communicate at home and make up for the limitations of course management software.
A key facet of Discord for youth is that it enables them to host their own
Discord is not only a primary way that youth communicate to socialize but also a tool to address limitations in course management software. In traditional school, youth talk or share homework around class times, at lunch, or before and after school. Most school-sanctioned technologies do not promote direct student communication, particularly during class. Popping up a Discord window enables them to keep tabs with friends, compare notes on assignments, catch up on missed homework, or clarify any confusions.
Generation Minecraft: Giving youth a place to be
Games are where youth
Games, but
With classic third places not available (parks, libraries, and bowling alleys), people are turning to virtual worlds for socializing (Steinkuehler and Williams, 2006). Youth, where they have been empowered to do so, have used Blockeley. UC Berkeley’s Campus constructed by students in Minecraft.
Technologies for learning during quarantine
Youth use both Discord and
The simultaneous pull of
Virtual field trips
Kids’ complaints about not being able to go anywhere—combined with the Internet’s ability to let students visit anywhere virtually—would suggest the virtual field trip as a natural first technology-enhanced pedagogy to pursue. If nothing else, the inability to congregate as a group in classes would suggest virtual field trips as a popular educational experience during the pandemic, but there are few indicators that educators have pursued them.
Historical games
Virtual field trips in the form of games are now a relatively established games-for-learning pedagogy (see Klopfer, 2008; McCall, 2011). There are a variety of academic and commercial software packages that enable students to explore historical cities or eras, so as to have a situated experience that prepares students for future learning. Ubisoft has created tours for Virtual Egypt and Virtual Rome based on the (a) Colonial Boston in Assassin’s Creed (Ubisoft). (b) Screen capture from MIT’s Revolution game, based on Colonial Williamsburg. Players adopted one of several roles based on actual characters from historical Williamsburg.
Good virtual tours attempt to do more than providing a change of scenery and, instead, attempt to
Augmented reality field trips
Although youth are not permitted in regular classrooms during quarantine, youth can still explore their neighborhoods and local surroundings. Augmented reality field trips layer information on to the world through mobile devices and position learners as problem solvers or designers (Klopfer, 2008). Schrier (2014) built on the Boston-based
Local learning experiences
In many ways, an augmented reality game is also simply a reimagination of place-based pedagogies, enhanced them with technology. Local games are turning students’ attention away from standardized curricula and toward the world around them, outside of their windows. With local games, designers can provide a guided exploration of those worlds.
Local games exist for cities across the world, including
These cases leverage technology while reminding us that place-based learning can happen anywhere, any place. As is explored in the following section, local histories, photography projects, or neighborhood design are all pedagogies that can be supported by mobile technologies.
Critical place-based technologies for virtual learning
Suggesting that students use the world as a classroom reminds us how rare field trips are to begin with; most school-based learning is severed from the world outside (Freiere, 1968; Gruenewald, 2003). Standard American curricula do not look at the world and ask “What is happening? Why?”, so not surprisingly, our learning systems have not evolved to leverage the affordances of mobile devices; we have sought to use technology to
Citizen science
Citizen journalism
Seemingly every week, an Internet-connected mobile phone streams an event that disrupts society. During this writing, a mobile phone captured the brutal shooting of Jacob Blake by Kenosha Wisconsin police, and The Black Lives Matter movement has been driven by citizen cellphone footage (Lubin, 2016). Citizen journalists have played a key role in every election cycle since the advent of the mobile phone, but schools have rarely adopted citizen journalism as a model for social studies, government, media, or Language Arts Education. Participation in citizen journalism can bolster self-efficacy and invite discussions of ethics in journalism, as evidenced by a study of Access Dorset, a decade-long citizen journalism program in the United Kingdom (Luce et al., 2017). Increasing affiliation with institutions such as journalism is critical at a time when faith in such institutions struggle (Ireton and Posetti, 2018). K-12 educators have developed citizen journalism lesson plans, blogs, and tools for integrating citizen journalism into English language arts and social studies, but such approaches are sparsely implemented or researched. Although K-12 teachers such as Waters (2015) or Carl Anderson (2015) have developed lesson plans, blogs, and online tools to support citizen journalism, most enactments appear to lack the spirit of authentic citizen journalism, which arises through a mix of serendipity and existing social commitments. Writing as a journalist who also teaches these skills to citizens, Douglas McGill (2007) concludes that citizen journalism could transform the field for the better: “Journalists need to learn citizenship skills, as much as citizens need to learn journalism.” Pandemic quarantine, which coincides with global racial, ethnic, environmental, and political unrest, provides an excellent context for exploring journalism.
Activism: Neighborhood design
Neighborhood civic activism—specifically interdisciplinary units on neighborhood design—empowers youth to see neighborhoods as designed artifacts to shape. A fourth and fifth grade teacher Mark Wagler taught a year-long integrated curriculum around his school’s neighborhood (
Mathews (2010) extended this model to position youth as augmented reality game designers. Students visited their city hall to interview civic leaders about issues. Youth then fanned across neighborhoods to count cars, observe “contested spaces”—occasions where multiple stakeholders had different uses for community resources—and interview business leaders. After presenting a report to the city council, they developed a game for their community around the redesign of a local nature trail.
Embracing the psychology of play
Play is an important way that humans respond to crisis; we use play to manage anxiety, contingencies, and imagine better futures (Malaby, 2007). Perhaps because as a way to play through anxieties about COVID-19, millions of players have revisited
Comfort, creativity, control, and collaboration
We do not often think of games as a model for how make learning spaces comforting or reassuring in times of stress. However, games can provide a sense of comfort, as suggested by the millions of players who turned to (a) Representative Alexandria Ocasio-Cortez (D-NY) in Animal Crossing. (b) An Animal Crossing letter written by Rep Ocasio-Cortez to another player.
Coziness
Chief among
Creativity and constructionism
Like
Esports: Progress, achievement, drama, and community
Finally, people turn to games for an illusion of progress, achievement, drama, and community. Games, with their challenge-driven curricula, constant presentation of goals, and clear reward structures, are an alternative to the day-to-day mundanity of life in pandemic. Quest and level-driven games provide an allure of regular, orderly progression. These mechanics were popularized by massively multiplayer online worlds like
Conclusions: How can technology support learning during quarantine?
A substantial portion of schooling will be online for the foreseeable future. COVID-19 is not the first, nor likely the last pandemic. Much as companies embrace work-at-home policies, we might consider how schools can experiment during COVID-19 and examine how new patterns could improve schooling. We should first acknowledge the distributed schooling socio-technical infrastructure that advantages affluent students in and out of COVID-19. This article has framed these inequities as from an
Unsequestering learning and fostering participation
Learning management systems are remarkably placeless. Learning management systems offer little embodied, social, or co-presence. A Canvas user does not know who else is online, who is working on what assignment, or who to go to for help. There is no real role for students in most courses to shape experiences for other students. Students are meant to
A simple approach for educators is to establish class Discord servers to create a sense of shared presence. Designed to facilitate “being together,” Discord enables multiple roles in which students can post content, open channels, or even moderate one another. In a spring 2020 game development course, students asked to use Discord, we agreed, and immediately students reported that they felt better supported, less isolated, and increased course satisfaction. Students could see who was online, negotiate class assignments, post requests for help, share resources (and memes), and hang out in ad hoc voice conferences. The degree of control Discord gave them, and the cultural model it evoked, created a context for informal socialization uncommon to most courses. Using Discord does not ensure a participatory model of education, but it bends interactions in that direction.
From rote to embodied understandings
Learning management systems are defined by a “content broadcast” model, whereby the primary pedagogical act is to present information to students so that they process it and repeat it back (ideally in a machine-readable format). Educators have long criticized this pattern, observing how it neglects how we make meaning, promotes inert knowledge, and ensures passive learners (Lemke, 1990; Whitehead, 1929). Educational technologies particularly value
Games, simulations, and virtual reality (VR) offer opportunities for embodied understandings. Academic games for learning now exist across most every academic domain, and games have generally proved to be effective curricular anchors (see Clark et al., 2016). The physics game Fuzzy Chronicles, a free, online game developed with support from the National Science Foundation for developing knowledge in physics.
One might expect a renaissance for games during COVID-19, but thus far there is little evidence for it. Games for learning face many obstacles before curricular enactment, including teachers in crisis mode. The technologies that have been readily adopted COVID-19 follow a familiar pattern: They address current content standards, are easily slotted into existing lesson plans, and ease teachers’ burdens for tracking student work, recording grades, and reporting assessments. Today’s learning games track and report user data, but few report student progress to the extent that traditional tools such as ST Math do.
Meaningful education through constructionism
One can easily become sympathetic toward constructionist pedagogies after watching virtual schooling up close. Students are socially isolated (outside of Discord), in front of computers, not really making anything with life beyond the classroom, while compelling constructionist curricula from NetLogo to E-textiles exist across academic domains. Curricula could be created without technology, using constructionist principles (e.g., Shaw et al., 2020): (1) engagement by promoting interest-driven designs; (2) expression by putting aesthetics first; (3) depth by developing challenging content within constraints; (4) multiple experiences for providing opportunities for practice; (5) audience by sharing designs; (6) collaboration by having students help other students; (7) reflection by including design notebooks and portfolios; (8) failure by having students and teachers model and celebrate mistakes; (9) practicalities that transform classrooms into maker studios; and (10) iterations, iterations, iterations.
One could imagine such projects driving learning in virtual schooling, if for no other reason than test-driven units are difficult to administer in virtual schooling. Projects that recruit collaboration among students might address social isolationism. Constructionist groupings have led to positive effects among females in science, for example, suggesting that embrace of constructionist pedagogy could ameliorate loneliness and alienation that appear during quarantine (Davey et al., 2018).
New directions for technology during virtual schooling learning
Digital games, simulations, and constructionist tools are decades-old approaches worth considering during COVID-19, but what
Creating presence with VR
Achieving co-presence is common with VR systems, and cellphone-based technologies make VR increasingly cost competitive (Roth, et al., 2016). Educational applications are now reaching the market, and VR applications designed to foster social cohesion, teamwork, or co-presence could reduce isolation in virtual schooling. Youth could design VR field trips of their lives or neighborhoods, similar to neighborhood design games, which might address issues around fractures in social cohesion, given urban–rural divides that have driven a politics of resentment across multiple countries (see Cramer, 2016). A similar curriculum used interactive television to connect urban and rural students in Indiana and Ireland led to greater cultural understanding across locations (see Squire and Johnson, 2003).
Tutoring and mentoring with mobile phones
In contrast to the affluent distributed schooling infrastructure, working class youth often face limited work space, mentors, or desktop computers. Could we use mobile phones to connect poorly served youth with mentors? Specifically, in a time of such anxiety and uncertainty, could mobile phone technologies support distributed mentorship? Systems to connect those students not advantaged with the affluent socio-technical support system could help connect working class youth with teachers and provide just-in-time tutoring. News reports suggest that youth need not just cognitive help but emotional supports from caring adults (like Skipper’s Kids), which could be facilitated via phones.
Digital manipulatives through augmented reality
Virtual schooling has forced teachers to abandon many learning activities with manipulatives. Unity and Google Poly, when combined with cameras, enable users to visualize or manipulate 3D models in space. VisMe is an augmented reality tool for users to create and display 3D information on mobile devices (Collins and Craig, 2017). Students can use smartphones (and other digital devices such as computers or tablets) to visualize and manipulate 3D information (such as animated molecular animations) which supports a wider range of manipulations and visual perspectives than worksheets alone. Digital manipulatives for students to think and communicate can facilitate embodied communication.
Critical computational literacy
Algorithms determine what information we receive, what voices are amplified on social media, and how meanings are negotiated in an online environment, suggesting a need for critical computational literacy social sciences (Lee and Garcia, 2014). While digital and information literacy programs focus on “reputable and non-reputable news sources,” nefarious actors manipulate Twitter, YouTube, Instagram, and Facebook to spread misinformation (Tufekci, 2018). Using artificial intelligence to address these issues can overlook local knowledge and reify exploitive power structures (O’Neill, 2016). For nondominant communities, these approaches can exacerbate existing inequities, and the “solutions” do not fit their interests or reality. Participatory design methods might help us understand how underrepresented youth process and consume information, teach how algorithms work through a critical lens, and collaboratively create tools for youth to dissect information and promote their views (Anderson-Coto, inpress).
Conclusions
Virtual schooling has revealed fault lines in our educational systems. The affluent distributed schooling system is a virtual schooling infrastructure that eased the transition to virtual schooling for high performing districts. Technologies that schools have adopted during COVID-19 have largely fit within this existing framework. Tools have retained similar learning goals learning technologies (such as Canvas and Khan Academy) and made little use of educational games, simulations, or innovative pedagogies such as place-based learning or constructionist pedagogy. Universities which still privilege Advanced Placement Courses, Standardized Test Scores, and Grade Point Averages over portfolios of students’ work are among the most culpable actors in this system.
Participatory learning paradigms in which learners pursue questions of interest, shape learning activities, and contribute to the intellectual life beyond the classroom appear, if anything less common during virtual schooling than before it. Paradoxically, youth are learning at home but still trapped within the institutional confines of schools. Technologically, they are limited to the lowest common denominator of tools, even while they use
Footnotes
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: National Science Foundation (Grant No. 1828801).
