Thursday, January 21, 2010
Major study on youth & media: Let's take a closer look
1. The data
As "one of the largest and most comprehensive publicly available sources of information on the amount and nature of media use among American youth," this is also Kaiser's third such study (the first two were done in 1999 and 2004), so it shows usage trends. "Generation M2" also zooms in on individual media and devices, behaviors such as multimedia multitasking, and gender and ethnicity differences in the data. Here are some highlights:
2. Removing the mass-media filter
So are we looking at all this data largely from the context of the media environment we grew up in, where media were consumed, professionally produced (much of it for entertainment), and government-regulated? As we read, are we worried that new media are just a waste of our kids' time, a distraction, or even a potential health problem (Kaiser's study appears in its "Media & Health" practice)? The Kaiser report is riddled with the words "consume" and "consumption," when really what youth do so much more with media now is blog, share, post, text, discuss, remix, and produce, often collaboratively, as mentioned above. As sweeping as this study's scope was, a study about their consumption is only a small part of today's youth-media equation.
The report refers to "screen media" vs. "print media," when what can appear on that Net-connected screen is virtually all traditional media as well as the new, user-generated kind – because the Internet increasingly mirrors all of human life, the behavioral parts (from bullying to mentoring) as well as the consumables (from great literature to research to frat party photos) and creative productions (photos, tunes, videos, podcasts) are there too. Yet, when referring specifically to young people reading text on the screen, the report cites "the latest advice column on a fashion website or a classmate’s posting on a social networking site," not peers' blog posts, videos or other creations.
This study wasn't about the informal learning going on in social media, but that needs consideration in the context of youth media use. [A question asked in the 1999 Kaiser study – about whether time spent using the computer was mainly entertaining, killing time, or learning something – was in fact dropped for the next two studies (see pp. 46 and 47).] It's important to keep in mind that extensive research into how youth use social media at home, in school, and in after-school programs shows that a lot of learning, not just entertainment, is going on in their media use. In its 2008 report, "Living and Learning with New Media," the Digital Youth Project found that, "by exploring new interests, tinkering, and 'messing around' with new forms of media, [youth] acquire various forms of technical and media literacy.... By its immediacy and breadth of information, the digital world lowers barriers to self-directed learning." In a paper on videogame-based learning, Digital Youth Project lead investigator, Dr. Mimi Ito, wrote last fall that "online groups mobilizing through games like World of Warcraft, [alternate-reality game] I Love Bees, or [virtual world] Whyville have demonstrated the possibilities of new forms of collaborative problem solving and collective action which exhibit properties of scientific inquiry."
Probably since the beginning of modern-day-style adolescence, parents have had to adjust to unnerving new kinds and uses of media, but today's media shift is an order of magnitude different: Not only is it mobile, multimedia, multidirectional, user-produced, one-to-many, many-to-many, and many-to-one; it's all mixed up with traditional, professionally produced media in the same "place" – the Internet, via proliferating devices – and it's social and behavioral (see "Youth, adults & the social-media shift"). It's asking a lot of us adults, so there's a strange need for both patience (with ourselves and each other as we adjust) and urgency (to hurry up and adjust!). There's also a need to be alert to mass-media biases in what we read about youth and social media and open to the positive as well as negative implications.
Related links
Labels: Digital Youth Project, Generation M2, Kaiser Family Foundation, media research, new media, social media, youth
Monday, October 05, 2009
Net safety: How social networks can be protective
Now add the online piece
A child's (anybody's) safety and wellbeing have a lot to do with his community offline and online, since the research shows that our online social networks are largely our offline ones.
Almost echoing Dr. Wolf, USATODAY reports that, "for the most part, being part of a social network is good for you.... For example, a study in this month's Scientific American Mind finds that social support and social networking offer benefits, from additional resilience to greater life satisfaction to reducing the risk of health problems. Other studies in the past two years have found that feeling like a part of a larger group helps in stroke recovery and memory retention and boosts overall well-being." And the co-authors of a new book, Connected: The Surprising Power of Our Social Networks and How They Shape Our Lives, report that so much of what we think of as individual, e.g., body shape, politics, happiness, are really "collective phenomena."
About peer groups, not technology
The USATODAY piece is balanced, pointing to author and Iowa State University prof. Michael Bugeja's concern that we're not looking at online social networks enough from a computer-science perspective. But what we're addressing in the field of youth online safety is much more about young people's interests, social groups, and home and school environments than about computer science – as pointed out in last year's Internet Safety Technical Task Force review of Net-safety research through last year.
The studies in the USATODAY article that look at community are more helpful to moving the youth-risk discussion forward, suggesting that we consider three things: the impact of an individual's community (online and offline) on his or her well-being; how the individual affects the community; and how the community functions and addresses problems for its members (as a group of people, not a site or technology).
The guild effect
On that third item, author and USC media professor Henry Jenkins made the point at our Online Safety & Technology Task Force meeting in Washington this month that online communities themselves tend to shape members' behavior to protective effect, e.g., through social norming or influencing, behavior modeling, and peer pressure or ostracism. Educators who play World of Warcraft tell me this community self-regulation certainly happens in the "guilds" of that massively multiplayer online game.
So when we work in the field of youth online safety, it might be helpful to think about young people, its intended beneficiaries, in context – as participants in their online/offline communities rather than potential victims, as we have so much in the past. As for those communities: there may be times when outside intervention (from, say, friends, parents, or Customer Service) is necessary but other times when a little time is needed to allow the community itself to sort out how to deal with antisocial behavior. The other piece that needs more consideration is how to encourage youth to develop a "guild effect" in their online environments, so they're invested in the wellbeing of the community and fellow members, as well as themselves.
From interest-driven to friendship-driven
Not that they aren't already doing this. "Kids play socially.... We're growing a bunch of people who see what they do as social and collaborative and as part of joining communities," said author and Arizona State University literacy studies professor James Paul Gee in an interview with PBS Frontline for "Digital Nation." He talks about how young people quite naturally function in "teams," where "everybody is an expert in something but they know how to integrate their expertise with everybody else's; they know how to understand the other person's expertise so they can pull off an action together in a complicated world."
What this suggests to me is that "the guild effect" (safe, civil behavior as a social norm) kicks in quite naturally in "interest-driven" social networking, one of the two forms of social networking described in last year's study from the Digital Youth Project (see "*Serious* informal learning"). The question is, how can the guild effect be just as effective in "friendship-driven" social networking and across the entire social Web, fixed and mobile? I think this may be the central question for online safety going forward.
Labels: Digital Nation, Digital Youth Project, Henry Jenkins, ISTTF, James Paul Gee, Malcolm Gladwell, online safety, social networking, Stewart Wolf
Tuesday, August 25, 2009
Social-networking-style problem solving (& policymaking)
Labels: Digital Youth Project, online safety, Online Safety 3.0, social networking, Tom Friedman
Wednesday, May 20, 2009
School & social media: Uber big picture
Books and literature were made so meaningful to me in AP English - in school - way back before social media. Now social media, e.g., Teen Second Life, can help schools help make literature more meaningful to students. I watched a presentation by New York educator Peggy Sheehy at NECC (the National Educational Computing Conference) last summer, showing how the courtroom scene in Steinbeck's Of Mice and Men was acted out by students (playing judge, jury members, DA, court reporter, etc.) in a virtual world. She said they mined that book, read every word, so they could play their roles intelligently. Here's what an educator in Connecticut writes about what's happening at Peggy's school. Other prime examples are what Global Kids is doing for students in and after school in New York City and what Digitales' digital storytelling workshops are doing for students in schools around the country (e.g., this one). The work of these educators and the visionary administrators and superintendents behind them is key to school's relevance to students as well as to American education's competitiveness in the developed world (see Appendix B of the New York-based Joan Ganz Cooney Center's study "Pockets of Potential" for classroom mobile social-media projects in 7 other countries).
But that's not all. These educators know how to increase the value of social media for youth by making new media as meaningful and enriching for them as my AP English teachers made books for me. That's a lifelong gift to students as well as to a society that can't afford to lose the engagement of its youth. Renewed relevance is also a gift to schools, of course.
Team of Rivals author Doris Kearns Goodwin tells us Abraham Lincoln was desperate to get his hands on books - any book. Today's youth probably have a comparable level of interest in all forms of social media: virtual worlds, social sites and technologies, online games, vertical-interest online communities, and all of the above on phones as well as on the Web. That presents schools with an opportunity as much as a challenge. Maybe parents, law enforcement, and policymakers can help schools shift the focus more toward the opportunity side so that school can seem less like the "prison house" referred to by British educator John Gibson (see the BBC). New media are a little scary to anyone who doesn't understand them. But then there's the promise they hold. In a way, we're back at the beginning of the Renaissance.
Labels: Digital Youth Project, Digitales, education technology, MacArthur Foundation, Peggy Sheehy, social media
Thursday, November 20, 2008
*Serious* informal learning: Key online youth study
This is actually what's happening on the social Web - in MySpace, YouTube, Bebo, Facebook, and so many specialty sites and services on the Web, as well as with mobile phones and other connected devices. It's called "self-directed, peer-based learning," and it's part of what's being described in "Living and Learning with New Media," a three-year study by the MacArthur Foundation-funded Digital Youth Project.
Parents may appreciate insights from the report into the two approaches youth have to using the social Web: friendship-driven and interest-driven (neither approach necessarily ruling out the other in any one person's online experience, however). Friendship-driven, the more generalized form of teen social networking, focuses on socializing with their friends in Real Life (adults not particularly welcome and - if not invited - largely ignored). Interest-driven social-Web users are more focused in their socializing or collaboration. They may have moved on from "messing around" to "geeking out": "Messing around is an open-ended activity that involves tinkering and exploration that is only loosely goal-directed. Often this can transition to more 'serious' engagement in which a young person is trying to perfect a creative work or become a knowledge expert in the genre of geeking out. It is important to recognize, however, that this more exploratory mode of messing around is an important space of experimental forms of learning that open up new possibilities." Learning that's informal, experimental, yes, but also substantive, focused, authentic.
Tech educators I know will find support in this finding: "Participation in the digital age means more than being able to access 'serious' online information and culture. Youth could benefit from educators being more open to forms of experimentation and social exploration that are generally not characteristic of educational institutions" more intent on filtering the Web at school. [Educators will not want to miss what the report says about "the growing divide between in-school and out-of-school learning" by today's highly skilled information hunter-gatherers," as MIT professor Henry Jenkins describes young Internet users in his book Convergence Culture.]
Related links
Labels: Digital Youth Project, Facebook, MacArthur Foundation, MySpace, social media research, teen social networking
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