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Thursday, January 21, 2010

Major study on youth & media: Let's take a closer look

With its fresh, sweeping look at the media lives of US 8-to-18-year-olds, the Kaiser Family Foundation's just-released "Generation M2" is a tremendous service to parents and educators – but also a subtle disservice. The latter, because it looks at kids' and teens' experiences with today's media through the lens of yesterday's, the mass-media culture we adults grew up in. "The story of media in young people’s lives today is primarily a story of technology facilitating increased consumption," the authors write, even while a growing body of research shows that the youth-media story is actually more about sharing, playing with, and producing media, individually and collectively, than consuming it. But more on that in a moment. First, the findings....

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:

  • Nothing but more (almost): Youth media consumption has grown from 6:21 hours/day five years ago to 7:38 today, and they now "pack a total of 10 hours and 45 minutes of media content into those 7.5 hours a day." The breakdown: Movies and print, 0 growth; 47 more min./day for music/audio; 38 more min./day for "TV content"; 24 more min./day with videogames; and 27 more min./day on computers (though I'm not sure why computers are called media, when they're more delivery devices). Age-wise, the biggest media-use growth spurt is "when children hit the 11-to-14-year-old age group," when total media use goes up a whopping 4 hours a day (from 7:51 for kids 8-10 to 11:53 for those 11-14).

  • Much more mobile: All that growth in media use was "driven in large part by ready access to mobile devices like cell phones and iPods," according to the study's press release – cellphone ownership for 8-to-18-year-olds went from 39% to 66% and iPods and other music players from 18% to 76% for iPods and other MP3 players. Of course parents know that kids spend more time doing everything besides talking on their cellphones (games, music, photo-sharing, video-viewing, etc.: 49 min./day; talking 33 min./day). This study did not consider texting a form of media use, it says, but it did find that people in grades 7-12 spend an average of 1:35/day texting.

  • "Parental control": About 30% of youth "say they have rules about how much time they can spend" with various media. But children who do have rules at their house spend almost 3 hours less time with media a day than those with no rules.

  • TV leads in more ways than 1: "TV remains the dominant type of media content consumed, at 4:29 a day," and 64% of 8-to-18-year-olds "say the TV is usually on during meals; 45% say it's on "most of the time"; 71% have a TV in their bedroom; 50% have a videogame console in their room. The authors did say that this latest study found for the first time that TV-viewing on *TV sets* went down 25 min./day between 2004 and '09, but TV-viewing on other devices more than offset that decline: 24 min./day online; 16 a day on MP3 players; 15 a day on cellphones. "All told, 59% (2:39) of young people’s TV-viewing consists of live TV on a TV set, and 41% (1:50) is time-shifted, on DVDs, online, or mobile.]

  • Media use & grades: With the caveat that the study "cannot establish a cause and effect relationship between media use and grades," the authors write that 47% of heavy media users ("the 21% of young people who consume more than 16 hours of media a day") say they usually get "mostly Cs or lower," compared to 23% of light users. ["Light users" are the 17% who consume less than 3 hours/day.] Book reading held steady over the past five years at about 25 min./day, but magazine and newspaper reading are both down ("from :14 to :09 for magazines and from :06 to :03 for newspapers").

  • Favorite Net uses: In terms of time, social networking unsurprising topped the list (74% of people in grades 7-12 have profiles), but – surprising to me – they spent only 22 min./day at it, followed by gaming (17 min.) and checking out video sites (15 min.).

  • Girls & boys: Girls spend more time than boys in social sites (:25 vs. :19), listening to music (2:33 vs. 2:06), and reading (:43 vs. :33), but not by all that much. The real gap shows up in game playing and video use: console games (:56 boys vs. :14 girls), computer games (:25 vs. :08), and sites like YouTube (:17 vs. :12).

    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

  • "Kids pack in nearly 11 hours of media use daily," by my ConnectSafely co-director, Larry Magid, at CNET and his audio interview with the study's director Kaiser Family Foundation vice president Victoria Rideout, where she makes 2 interesting points: 1) how hard it is to categorize kids' media use when it's so fluid (it would be a lot easier if the study were youth-centric, not media- or tech-centric), and 2) how most of kids' media use right now is what might be called passive and non-productive (which is no surprise when we block social media from school and leave them on their own in new media – see "School & social media: Uber big picture").
  • "If Your Kids Are Awake, They're Probably Online" in the New York Times, or did that headline writer mean watching TV, as the study actually suggests? The Times reports that "the study’s findings shocked its authors," then cites the view of Boston pediatrician Michael Rich that it's "time to stop arguing over whether it was good or bad and accept it as part of children’s environment."
  • "Living and Learning with New Media: Summary of Findings from the Digital Youth Project"
  • "Generation M2: Media in the Lives of 8- to 18-Year-olds"
  • "Youth, adults & the social-media shift" here at NetFamilyNews

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  • Monday, October 05, 2009

    Net safety: How social networks can be protective

    Hmm. It's arresting to think about what Stewart Wolf, M.D. – discovered and presented at medical conferences, as told by Malcolm Gladwell in Outliers – in the context of social media and online safety today. Back in the 1950s, he found a community in Pennsylvania statistically very free of the No. 1 medical concern of the time, heart disease, and looked into what was going on there. When Wolf presented his research, he found that his skeptical colleagues "weren't thinking about health in terms of community [emphasis Gladwell's]." Now sub in (online) "safety" for "health": "Wolf and [his co-researcher, sociologist John] Bruhn had to convince the medical establishment to think about health and heart attacks in an entirely new way: they had to get them to realize that they wouldn't be able to understand why someone was healthy if all they did was think about an individual's personal choices or actions in isolation. They had to look beyond the individual. They had to understand the culture he or she was a part of, and who their friends and families were...."

    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.

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    Tuesday, August 25, 2009

    Social-networking-style problem solving (& policymaking)

    I think, or at least hope, online safety (the whole world, actually) is going in the direction of what New York Times columnist Tom Friedman prescribes for solving most global problems: toward using the social-networking model. "Huh?" you might ask. Right, Friedman didn't call it that. But I see a lot of similarity between his prescription for solution development to the collective way young people increasingly do everything from socializing to producing to problem solving. And their collaborative, inclusive approach as well as participation are definitely needed in the Net-safety mix (see "Online Safety 3.0" for more on this). Think "social producing," "creative networking," or interest-driven, social civic engagement (see also the report of the Digital Youth Project). Friedman wrote: "We’re trying to deal with a whole array of integrated problems – climate change, energy, biodiversity loss, poverty alleviation and the need to grow enough food to feed the planet – separately. The poverty fighters resent the climate-change folks; climate folks hold summits without reference to biodiversity; the food advocates resist the biodiversity protectors. They all need to go on safari together," he said, writing from Botswana's Okavango Delta. "We need to make sure that our policy solutions are as integrated as nature itself." Exactly. In other words, not just integration of skill sets within a field by "experts," but collaboration among fields and disciplines, incorporating all skill sets, including the participants or beneficiaries of policymaking and education.

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    Wednesday, May 20, 2009

    School & social media: Uber big picture

    When I think about how the book, enabled by Gutenberg's press, was pretty controversial back in the day (15th c.) and probably didn't make it into "school" for a while (though it fueled the Renaissance and the Reformation), maybe I understand why there's resistance to using today's media - called social media - in school. But things are moving a little faster these days, and students are actively using social media anyway outside of school (books were less accessible to students in the 15th and 16th centuries than the participatory Web is today). Social media researchers tell us some amazing informal learning is going on in this out-of-school use (see the MacArthur Foundation-funded Digital Youth research findings), but what about the formal learning part - the potential for student engagement in school (and community, government, etc.) if media so compelling to students could be used in schools nationwide - not to mention the potential for schools themselves, and for the advancement of American education as a whole in this shrinking world, where the US ranks 15th in terms of per capita broadband penetration, as the Financial Times reports?

    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.

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    Thursday, November 20, 2008

    *Serious* informal learning: Key online youth study

    Just picture it: Young people sharing their ideas and productions (videos, poems, commentaries, tunes, podcasts), getting nearly immediate feedback from friends near and far. With quick, always available feedback, they can continuously tweak their compositions and thinking. Doing this authentic, literally peer-reviewed, kind of learning is not only exciting and inspiring to a student, artist, and/or thinker, it can also accelerate the development of a person's body of work at a very young age, preparing that person for a profession in a concentrated, enriching way that's unprecedented for youth.

    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

  • "Teenagers’ Internet Socializing Not a Bad Thing" in the New York Times
  • "Online time is good for teens" in the BBC
  • "Teenagers learn important social, technical skills online: study" from Agence France-Presse
  • "Internet socialising is good for teens" in India-based IT Examiner
  • "Kids gain valuable skills from time online" in the San Francisco Chronicle
  • ...and more than 100 other news reports around the world.

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