Cyberspace is a transcultural space. With the plethora of subcultures, our society is transforming from “culture for everyone” to “culture through everyone” (Marotzki & Jörissen, 2005). The technical structure of cyberspace is open and decentralized. Therefore, multiple perspectives can interact with each other, making the Web a multicultural transformation space. Through this external networking of cultures, we can work on a global scale to address problems common to all. However, to address key problems, everyone needs to have web literacies that allow them to participate in the global exchange of information. Because technology is changing at an exponential rate, it is often difficult for formal learning institutions to stay current with the curriculum they use for media and technology coursework. Other types of institutions, non-profits and companies are filling the gap in technological education by creating their own educational programming. A pragmatic review of existing definitions of information, media and web literacies as well as of educational theories provides a foundation of web literate skills (or competencies) that are best transferred to Generation X. It is Generation X that most likely lead the formal and informal learning sessions, furthering the spread of these skills within their own learners. This thesis creates a framework for organizations working in the media education space to create pedagogically sound blended-learning programs that use gamification in their curricula.