Empowering Children in Digital Education
Empowering Children in Digital Education
[Link]
Abstract
Purpose – Digital technology education of children needs to be reconsidered. The purpose of this paper is to
focus on empowering the young generation as regards digital technology. Digital technology education should
reap the benefits of recent developments brought in by extensive, ongoing digitalization and prepare the young
generation to manage and master in their technology rich future. The recent COVID 19 pandemic has made this
particularly relevant and visible in the society. The young generation should adopt a proactive and critical
stance toward digital technology and consider how design and technology can be used for making the world a
better place.
Design/methodology/approach – This commentary reviews literature on the complex concept of
empowerment and suggests a model on the aspects to be considered when aiming at empowering the young
generation as regards digital technology in the context of digital technology education.
Findings – A model is proposed that comprehensively addresses empowerment of children as regards digital
technology both at individual and collective levels and in mainstream sense as a relational and motivational
construct as well as in critical sense in terms of collective empowerment, social responsibility and liberation of
the oppressed.
Research limitations/implications – Radical renewal in the children’s education is needed in the digital
age. This model outlines aspects to be considered in such a transformation. The insights should be valuable for
research communities addressing the topic of children’s education in the digital age in general or the topic of
children’s digital technology education in particular.
Practical implications – The model should also be of help for practitioners, i.e. teachers and facilitators
working in informal learning spaces for developing children’s digital education in practice.
Social implications – The commentary addresses significant societal issues. It is actually not only children
who should be empowered to engage in making and shaping our digital futures, but people in general. The
model provides novel and valuable insights on what aspects to consider in such a significant endeavor.
Originality/value – The model proposed is novel and clearly needed in the research addressing this topic.
Keywords Schools, Empowerment, Education, Children, Digital technology design
Paper type Viewpoint
1. Introduction
The extensive and continuous digitalization of our everyday life poses numerous challenges
for the society, including education of the young generation. Indeed, digitalization in basic
education is currently a hot topic among a number of disciplines and research communities.
This commentary focuses particularly on the young generation and their basic education in
the digital age. Children of today will for sure be living their adult life full of digital
technology. Alarming is that even if today’s children have been surrounded by digital
© Netta Iivari. Published by Emerald Publishing Limited. This article is published under the Creative
The International Journal of
Commons Attribution (CC BY 4.0) licence. Anyone may reproduce, distribute, translate and create Information and Learning
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Vol. 37 No. 5, 2020
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2056-4880
This study was funded by Academy of Finland (Grant #324685, Make-a-Difference project). DOI 10.1108/IJILT-03-2020-0023
IJILT technology from their birth, they have severe limitations in technology comprehension.
37,5 Schools should prepare the young generation for the needs of the digital future; however,
schools struggle in offering children up to date and high quality digital technology or STEM
education: schools and teachers may lack, e.g. resources, skills, competencies or interest (e.g.
Godhe et al., 2019; Kinnula et al., 2015; OECD, 2018; Smith et al., 2018; Vainionp€a€a et al., 2019).
Even if there is an extensive interest to improve digital technology or STEM education of
children around the globe, accomplished for instance through integrating programming or
280 digital fabrication into the basic education curricula (e.g. Balanskat and Engelhardt, 2014;
Blikstein, 2013; Dindler et al., 2020; Godhe et al., 2019; NCBE, 2016) and even if children’s
digital technology and STEM education is increasingly offered also in nonformal learning
settings such as in computer, programming, robotics or Maker clubs, museums or science
centers (e.g. Tisza et al., 2019), many countries and children are staying badly behind these
recent developments. One problem is that nonformal learning settings do not
comprehensively reach the young generation, but rather reproduce various kinds of digital
divides, e.g. around gender or the socioeconomic status of the participants (e.g. OECD, 2018;
Tisza et al., 2019).
This commentary concentrates on the digital technology education of children,
maintaining that the young generation needs to be empowered as regards digital
technology. Such education should adapt to and take advantage of recent developments
brought in by extensive and ongoing digitalization and prepare the young generation to
manage and master in their technology rich future life. The recent COVID 19 pandemic has
made this particularly relevant and visible in the society: in a flash, basic education of the
young generation was transformed from a classroom practice to an online mode, requiring
significant adjustments from teachers, children and their families. Entire generation of
children had to start managing with digital means and tools to take part in their basic
education. Parents had to support their children in many respects to make this happen.
Teachers had to decide on the suitable means and tools and fit those with the pedagogical
practice in meaningful ways. During this trajectory, it became visible that different kinds of
digital divides prevail in the society: definitely not all children were in equal position to take
advantage of their basic education online (see, e.g. Hilpp€o et al., 2020; Horowitz, 2020; Iivari
et al., 2020; Larkins, 2020). Along these lines, it is pivotal to provide the young generation with
equal opportunities to access, use and gain benefit from digital technology. Even access
might be an issue for some children and families as well as ability to use different kinds of
digital technologies (see, e.g. Hilpp€o et al., 2020; Iivari et al., 2020; Larkins, 2020). Furthermore,
digital divide is not merely about access or use but about being able to integrate digital
technology into meaningful social practices (Livingstone and Helsper, 2007; Mari€en and
Prodnik, 2014; Warschauer, 2002). In the case of COVID 19, for example, ability to
meaningfully integrate digital means and tools into one’s learning practices may be limited
among some children and their families (e.g. Iivari et al., 2020; Larkins, 2020).
More generally, it is important that the young generation adopts a proactive stance
toward digital technology. They should acknowledge that current digital technology has
been created by adults for children, while children should be more proactively engaged and
consider how technology could and should be, not merely accept how it is. Moreover, they
should be prepared to make and shape the trajectories of digital technology in their adult life.
Currently, quite a limited group of technology experts have specified the technology we use
(see, e.g. Vainionp€a€a et al., 2019), while in the future today’s children should bring more
diversity into digital technology development, looking at digital technology critically and
considering how it could be better and taking action. For this to happen, they need to gain
skills and competences to innovate, design, program and build digital technology (Blikstein,
2013; Godhe et al., 2019; Iivari et al., 2018; Heeley and Damodaran, 2009; Mari€en and Prodnik,
2014). Hence, the focus is not only on programming or making of digital technology but also in
creative design and innovation of it (Blikstein et al., 2013; Iivari and Kinnula, 2018; Iversen Empowering
et al., 2017). The existing research has argued children are the experts in “being kids,” and this children to make
expertise needs to be available for the development of digital technology aimed at them (e.g.
Druin et al., 1997; Ruland et al., 2007). The literature has already shown children are capable of
and shape our
ideating, designing as well as making interesting and valuable (digital) solutions for their digital futures
own use as well as for the use of others, which should be better acknowledged by adults as
well as supported further (see, e.g. Druin et al., 1997; Horelli and Kaaja, 2002; Kratzer and Lettl,
2008; Ruland et al., 2007; Weibert et al., 2015). 281
The need to empower the young generation as regards digital technology has been
already acknowledged by several research communities. Children have for long been
considered not only as learners and users of digital technology but as testers, informants and
equal design participants to adults (Druin, 2002), while currently there is arousing interest
toward even more influential role for children as regards digital technology. The inspiration
for this is derived from various sources: from educational philosophies such as critical
pedagogy and constructionism (Freire, 2000; Papert, 1993), from Scandinavian participatory
design tradition and movements, philosophies and approaches aiming at democratizing of
innovations, such as from the open source software and hardware, Do-It-Yourself and Maker
movements, end user development and meta design (see, e.g. Bj€orgvinsson et al., 2010; Ehn,
2008; Fischer, 2002; Fischer, 2013; Greenbaum and Kyng, 1991; Simonsen and Robertson,
2013; von Hippel, 2005) and as well as from research on children’s empowerment and genuine
participation produced within a variety of disciplines (e.g. Chawla and Heft, 2002; Hart, 1992).
The literature argues for empowerment of children as regards digital technology and for
inviting children to adopt a role of protagonist, in which one is critically reflecting on digital
technology and its trajectories as part of one’s everyday life as well as taking lead in making
and shaping it (Dindler et al., 2020; Iivari et al., 2018; Iivari and Kuutti, 2018; Iversen et al.,
2017; Kinnula et al., 2017). The literature maintains that a Maker and designer mindset or
identity among children should be nurtured (Chu et al., 2015, 2017; Fischer, 2002; Iivari and
Kinnula, 2018). As for the digital technology education of the children, this implies a radical
renewal: we should consider educating and raising future protagonists and activists, who try
to make the world a better place through design and technology – i.e. acting as transformers
of culture rather than mere passive consumers of digital technology (cf. Fischer, 2013). Along
these lines, Fischer et al. (2020) argue that in the digital age learners should be invited to start
acting as active contributors, rather than passive consumers and engage in solving
contemporary ill-defined problems, acting as designers. Such a change in the mindset and
practices of learners definitely needs support and facilitation. Fischer et al. (2020) argue that
important is to equip the young generation with skills to alter, design and choose between
possible futures, being also aware of and capable to reflect on ethical implications and power
laden issues involved. As regards such education, we should also critically reflect on the
schools’ role in society and appreciate the potential of nonformal learning settings in making
this change – offering settings in which the participants want to learn, rather than have to
learn (Fischer et al., 2020).
Overall, even if there seems to be consensus on the importance of the topic of
empowerment of children to start making and shaping digital technology in the literature,
there are also many complexities involved. There are many practical challenges involved (see,
e.g. Kinnula et al., 2017), but problematic is also that there is no shared understanding what is
meant by the concept: it has been addressed within a multitude of disciplines with a number
of meanings associated with it (e.g. Conger and Kanungo, 1988; Hardy and Leiba-O’Sullivan,
1998; Spreitzer, 1995; Thomas and Velthouse, 1990). As regards the topic of children and
digital technology, one can find a number of studies mentioning empowerment of children,
but very different meanings being attached to it, if defined at all (Iivari and Kuutti, 2018;
Kinnula et al., 2017). Only one study can be found that offers a detailed discussion of the
IJILT different meanings and forms of empowerment in the literature on children and digital
37,5 technology (Kinnula et al., 2017); however, also this study can be criticized as lacking certain
perspectives of empowerment, for example a motivational one discussed extensively in the
literature on worker empowerment within different disciplines (see, e.g. Rajanen and Iivari,
2019). Hence, this commentary builds upon a recent review on the concept of empowerment
addressing adults (Rajanen and Iivari, 2019), while refines it to fit the context of
empowerment of children as regards digital technology, inspired by the existing literature
282 on the topic (for a review, see Kinnula et al., 2017) and offers a discussion of the meanings that
should be associated with the concept of empowerment in the context of children and their
digital technology education. In this commentary, digital technology education is considered
as taking place both in formal and nonformal settings (cf. Eshach, 2007), with both having
particular strengths but also particular weaknesses in supporting empowerment of children.
The commentary is structured as follows. The next section reviews the literature on the
concept of empowerment, clarifying different meanings and forms that can be considered in
the context of children and their digital technology education. The following section
summarizes the findings in a model, aiming at comprehensively capturing significant aspects
to be considered in digital technology education, aiming at empowering children to make and
shape digital technology. The last section discusses the implications of the model on research
and practice, its limitations and interesting paths for future work implied by it.
Meaning (see Thomas and Velthouse, 1990; Rajanen and Such education should be personally meaningful for children: it should address personally meaningful topics
Iivari, 2019) and tools and contribute to solving personally meaningful problems (for examples as well as challenges, see,
e.g. Chawla and Heft, 2002; Iivari and Kinnula, 2016; Iivari et al., 2015; Iivari et al., 2017). For instance, in the
case of COVID 19 such education could invite children to develop new tools to facilitate socializing with
classmates during online education period – isolation and loneliness of children have been reported as
problems amplified by the COVID 19 pandemic (see, e.g. Cuevas-Parra and Stephano, 2020; Fox et al., 2020)
Self-determination (see Thomas and Velthouse, 1990; Such education should be offered in a way that children can decide on how and when to engage in digital
Rajanen and Iivari, 2019) technology making and shaping (for examples as well as challenges, see, e.g. Chawla and Heft, 2002; Iivari and
Kinnula, 2016; Iivari et al., 2015; Kinnula et al., 2017). This happens more naturally in nonformal than in formal
context, while recruitment and advertisement are then critical to prevent the digital divides widening. In the
case of COVID 19, for example, children could be invited into voluntary, yet exciting seeming activities and
supported with interesting, yet easy use means and tools for addressing a topic of their interest, for example
digitally augmenting their socializing with friends during the lock-down, in order to reduce isolation and
loneliness in their lives (cf. Cuevas-Parra and Stephano, 2020; Fox et al., 2020)
Impact (see Thomas and Velthouse, 1990; Rajanen and Such education should be arranged so that children have a significant influence in and through digital
Iivari, 2019) technology making and shaping. Children should have decision-making power as regards the design process
and outcomes, and the outcomes should be tangible and their impact visible for children. (for examples as well
as challenges, see, e.g. Chawla and Heft, 2002; Iivari and Kinnula, 2016; Iivari et al., 2015; Kinnula et al., 2017) In
the case of COVID 19, for example, children could be invited to act as decision-makers as regards what the
greatest challenges caused by it are in their lives, which one of them should be addressed and what will be
developed, how and when (cf. Cuevas-Parra and Stephano, 2020 on children taking action against COVID 19).
They should also be able to experience the actual impact of their activities, for example by being able to
experiment with the new digital tools they have developed in practice
(continued )
285
education aiming at
Empowering
futures
generation to make and
children to make
digital technology
37,5
286
IJILT
Table 1.
Implications for digital technology education aiming at empowering children to make and shape our digital
Aspect of empowerment futures
Competence (see Thomas and Velthouse, 1990; Rajanen Such education should build children’s confidence in their skills and competences in digital technology
and Iivari, 2019) making and shaping (for examples, see, e.g. Chawla and Heft, 2002; Iivari and Kinnula, 2016; Iivari et al., 2015;
Iivari and Kinnula, 2018; Iivari et al., 2018; Kinnula et al., 2017). The education should take into account the
individual learners’ skills and competences and offer them experiences of success, gently guiding the learners
toward more advanced and demanding forms of digital technology making and shaping as well as make
visible alternative, yet valuable, skills and competences to programming and computational ones, such as
design and innovation related ones (see, e.g. Vainionp€a€a et al., 2019). In the case of COVID 19, children could be
informed of the variety of expertise needed in projects aiming at digitally augmenting learning, making visible
that innovation, design, social, pedagogical and artistic expertise is needed in addition to technology,
programming and engineering. Afterward, children could be invited, based on their existing interests and
expertise, to adopt, learn and contribute in different roles in their projects
Social responsibility (see Jennings et al., 2006; Rajanen Such education should make visible for children that when they engage in digital technology making and
and Iivari, 2019) shaping, they have a social responsibility to consider not only their own needs but more broadly families’,
organizations’ and communities’ needs and to try to ensure that the activities contribute to these broader
collectives gaining control and mastery in their lives and to improvements in equity and quality of their life (for
examples, see, e.g. Iversen et al., 2017; Jennings et al., 2006). In the case of COVID 19, for example, children could
be sensitized to the different digital divides still prevalent in the society and encouraged to consider, in
addition to their own needs, the needs of children and families marginalized in different ways and how design
and technology could be utilized to improve equity and quality of their life (cf. Cuevas-Parra and Stephano,
2020 on children having strong sense of social justice and an interest to serving those who are vulnerable or
marginalized during COVID 19). An example topic could be digital divides regarding digital technology access
among children during COVID 19 (reported in Hilpp€o et al., 2020; Iivari et al., 2020; Larkins, 2020): the children
could be invited to consider what kinds of divides around access exist, how those affect children’s learning and
well-being in the middle of a pandemic and how design and technology could make a difference in their lives
Critical reflection (see Jennings et al., 2006; Rajanen and Such education should invite children to engage in critical reflection on the oppressing conditions of the status
Iivari, 2019) quo, on associated sociopolitical processes and on the problematic structures, processes, values and practices
involved (for examples, see, e.g. Chawla and Heft, 2002; Iversen et al., 2017; Jennings et al., 2006). In the case of
COVID 19, for example, children could be invited to critically reflect on the sociopolitical processes, structures,
practices and values that are contributing to the creation, maintenance or widening of the different kinds of
digital divides in the society and in children’s lives during COVID 19, e.g. around access to digital technology
(continued )
Implications for digital technology education aiming at empowering children to make and shape our digital
Aspect of empowerment futures
Critical action taking (see Jennings et al., 2006; Rajanen Such education should entail actual, collaborative action taking aiming at liberating the oppressed (for
and Iivari, 2019) examples, see, e.g. Jennings et al., 2006). In the case of COVID 19, for example, children could be invited to
actually collaborate with a particular marginalized group or community, for example with children with
limited access to digital technology and to utilize design and technology for improving equality and their
quality of life (cf. Cuevas-Parra and Stephano, 2020 on children taking action against COVID 19). They should
also be able to see and reflect on the consequences of their action taking
Participation and engagement (see Jennings et al., 2006; Such education should sensitize children to their responsibility to work toward participation and engagement
Rajanen and Iivari, 2019) of the broader community by developing a welcoming and safe environment with meaningful activities that
contribute to the competence building of all participants (for examples, see, e.g. Jennings et al., 2006). In the
case of COVID 19, for example, children could be guided to invite a specific group of marginalized children to
action taking with design and technology (cf. Cuevas-Parra and Stephano, 2020 on children taking action
against COVID 19 with a strong sense of social justice and interest in serving those marginalized). This would
entail them tailoring the activities to suit the specific group, for instance considering the age and the expertise
of the target group, for example existing expertise on digital technology. This would also entail the children
creating a welcoming and safe environment for the target group, so that the target group participants feel
respected, their contribution valued and their opinions heard when they engage in the joint activities. The
children should also be guided to consider competence building of the target group participants: what would
be valuable competences for these participants and how they could be supported in gaining those competences
during the collaboration
Power sharing (see Jennings et al., 2006; Rajanen and Such education should explicitly address power aspects always intermingled with this type of endeavors:
Iivari, 2019) between adults and children as well as among children. The children should be encouraged to work toward
equal power sharing among all participants. (for examples as well as challenges, see, e.g. Chawla and Heft,
2002; Iivari and Kinnula, 2016; Iivari et al., 2015; Jennings et al., 2006) In the case of COVID 19, for example,
children could be encouraged to explicitly address the power aspects intimately intermingled with their
relationship with their teachers as well as with the target group they are working with and for. The children
should be encouraged to treat everyone as equal and aim at sharing decision-making power among all
involved
287
Empowering
and shape our
children to make
Table 1.
digital futures
IJILT prejudice or lack of pre-interest or information (cf. Iivari and Kinnula, 2016). With the model,
37,5 educators in both contexts can make conscious choices on which aspects of empowerment
they wish to address with children and to which extent. They can take the very important
motivational aspects of empowerment into account: they should design the activities and
topics so that children experience them as meaningful and interesting, that children have as
much decision-making power as possible regarding their participation as well as regarding
the activities and topics, that they get opportunities to see and experience the impact of their
288 work and that they can develop self-efficacy building on their own interests and expertise
when engaging in the activities. Moreover, with the model the educators can consider how
they could address the highly significant critical aspects of empowerment with children.
They can reflect on how to make visible for children that design and technology offer
opportunities beyond the individual: design and technology can be used for making the world
a better place and for improving equality and quality of life of those marginalized, oppressed
or dominated. The critical aspects emphasize that among children social responsibility
should be underscored, critical reflection on the current status quo aroused and action taking
with design and technology initiated. Overall, with this model, educators can start practically
planning their projects with children, considering if and how these different aspects of
empowerment can and should be included and the extent it is possible to include them in
practice.
There are many limitations and challenges to be considered. For example, in formal
education the activities may not be voluntary for children to attend and full power sharing
among teachers and pupils may be unrealistic. The activities need to fit with the
curriculum, and the teachers need to exercise their authority and duty of care to decide upon
many issues in children’s digital technology education without consulting the children.
There may be occasions in which the teacher decides to allow children to engage in decision-
making to an unusual extent, but in many cases these aspects may limit in practice what
kind of empowerment can be aimed at. However, this should not prevent from aiming at
addressing other aspects of empowerment. Moreover, nonformal settings are not without
limitations and challenges either. In both contexts there likely are situations in which self-
determination and full decision-making power cannot and should not be allowed for
children alone, but many issues remain adults’ responsibility or are determined within
collaboration with peers or by contextual affordances and restrictions. The educators may
also deem certain topics so important to address with children that the perceived
meaningfulness or self-determination among children are not top priorities. There are also
many problems in the world related to solving of which the children’s contribution can only
be marginal. However, this should not be used as an excuse of not trying at all. The same
goes for the challenging tasks of arousing social responsibility among children, inviting
children to reflect on the problematic conditions of the status quo, inviting them on taking
action to make the world a better place and supporting the participation and engagement of
other participants. These definitely are not easy tasks to accomplish by children. One
challenge is also that the educators need to feel confident and competent when addressing
these topics with children. In addition, they need to be able to tailor their approach to
address these topics in an age appropriate manner. Depending on the age of the children,
the educators may need to simplify these tasks a lot. However, valuable projects can be
ideated even with kindergarten children, addressing for example the digital divides,
bullying or gender equality. Finally, one may even criticize that by inviting children into
this type of adult led and specified way to question and combat the status quo, we are
taking away one of their last resources for revolt, critique and change. Definitely this is not
the aim. Instead, the hope is that through sensitizing children to this type of critical
approach toward design and technology enables them to start acting as future
protagonists, activists and agents of change.
4. Conclusions Empowering
This commentary concentrated on digital technology education of children, maintaining that children to make
the young generation needs to be empowered as regards digital technology. Such education
should reap the benefits of recent developments brought in by extensive and on-going
and shape our
digitalization and prepare the young generation to manage and master in their technology digital futures
rich future life. The recent COVID 19 pandemic has made this particularly relevant and
visible in the society. This commentary pointed out that it is important that the young
generation adopts a proactive stance toward digital technology. Children should start looking 289
at digital technology critically and consider how it could be made better. However,
empowerment is a complex concept with a variety of meanings attached to it. This
commentary, inspired by recent reviews on the concept, offers a refined model of what
empowerment may entail in the context of children’s digital technology education. The model
addresses empowerment comprehensively: both at individual and collective levels and in
mainstream sense as a relational and motivational construct as well as in critical sense in
terms of a collective empowerment, social responsibility and liberation of the oppressed.
Overall, radical renewal in the children’s education is needed in the digital age. This
commentary addresses some aspects to be considered in such a transformation. The insights
discussed in this commentary should be valuable for research communities addressing the
topic of children’s education in the digital age in general as well as the topic of children’s
digital technology education in particular. The model presented in this commentary should
be of help for researchers as well as for practitioners, i.e. teachers and facilitators working in
formal and nonformal learning settings, for developing the education in practice. This model
aims at providing food for thought and a tool for reflection. This model can be considered as
meta-design; it aims at enabling those previously marginalized and excluded to take part in
digital technology development as well as proposes a design for design after design, rather
than merely advocating design before use (see, e.g. Bj€orgvinaaon et al., 2010; Ehn, 2008;
Fischer, 2002; Fischer, 2013). Such a meta design actually considers not only children to be in
need for empowerment to engage in making and shaping our digital futures but people in
general. Currently, our digital futures are specified by quite a limited group of technology
experts (see, e.g. Vainionp€a€a et al., 2019), while this model provides novel and valuable
insights on what aspects to consider when empowering people as regards digital technology,
particularly addressing children, but applicable with adults as well.
It is acknowledged that there are many challenges involved in this kind of transformation
of education. There are many fundamental tensions between the model and the formal
schooling culture, some of which have been touched upon by Godhe et al. (2019) in the context
of making in education. For sure the model does not directly fit with formal schooling, but
instead a lot of support for teachers and schools and modification of the approach to
empowerment will be needed (see also Godhe et al., 2019; Fischer et al., 2020). Nonformal
learning settings may encounter relatively similar problems, even if they tend to be more
flexible and participation tends to be voluntary. In both settings, however, in terms of self-
direction, impact, meaningfulness, power sharing and critical reflection and action taking,
there are several social, cultural, political as well as technical consideration and hurdles to be
overcome.
The model is based on insights gained during over ten years work on the topic of
empowerment of children in and through digital technology design and making, while the
model has not been empirically evaluated as such. This is future work to be done. However,
related work on genuine or effective participation of children has empirically examined and
shown the relevance of many of the aspects in the model: the model by Chawla and Heft (2002)
on effective participation of children builds on empirical research carried out by an entire
research community. Their conditions of genuine participation of children have been
empirically explored in several studies in the context of children and digital technology (e.g.
IJILT Iivari and Kinnula, 2016; Iivari et al., 2015; Sharma et al., 2020). One study has already
37,5 empirically examined relational aspects of empowerment as regards children and digital
technology as well as pointed out the value of critical aspects of empowerment in this context
(Kinnula et al., 2017). Hence, even if lacking empirical evidence in this particular commentary,
the model has strong grounding in empirical work with children.
This commentary ends up arguing that children of today should be empowered in and
through their digital technology education to switch from mere users of digital technologies
290 created by adults to makers and shapers of such technologies and, along these lines, to
transformers of culture. Hence, the commentary extends the focus from creation of digital
tools – by adults or children – to the transformation of our digital futures, into which children
should be invited as active agents early on.
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