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
Monday, September 28, 2009
Youth, adults & the social-media shift
Media shift on steroids
The Internet, Shirky said in his talk last June, does two revolutionary things, but I'd say three. Shirky's two are: 1) blends real-time two-way conversation and one-to-many mass media to create real-time, many-to-many media or conversations and 2) is the distribution platform or pipe for all other media as well. The third piece is implied in Shirky's first one, but I think it's so significant or even radical, especially where online youth are concerned, that it deserves to be highlighted: the "many" in realtime, many-to-many media are the producers, marketers, and distributors as well as the consumers of media now. Anyone can be any of the above now, and many active social-media users are often all the above simultaneously. What determines the size of "viewership" is not control of the distribution channels so much as viewers' attraction to the content and desire to help spread the word (these days, though, often it's a hybrid of both conventional and new-media conditions, e.g., singer Susan Boyle's success on both the "Britain's Got Talent" TV show and YouTube).
E.g., the new 'TV'
University of Southern California media professor Henry Jenkins zooms in on just one medium, television, in a fascinating piece at the Huffington Post about how it is not just something watched on TV sets anymore and how it's distributed as much by social networks (real-life social circles) as by broadcast networks. And he gives lots of examples of transmedia properties (TV shows' own videogames, comic books, podcasts, and Web series). As I read, I thought of Japan's cellphone novels: serial novels "written" via cellphone, one screen at a time, the best of which go from blogs to books and probably eventually old-style TV shows and movies.
Big adjustment for adults
But just as interesting about this media revolution is the way we adults are handling it vis. our kids. I think youth use digital social media more fluidly because they're experimenters, and digital media are experimental – they require active not passive use. To really make these media work for you, you don't just take delivery; you need to experiment, play, produce, and collaboratively mess around with music, text, video, blogs, sites, games, virtual environments, and all the devices they're on – which is really fun and compelling for youth. Maybe because "our" media are much less demanding, we grew up thinking of them as mere entertainment, and we project that view a lot onto our children's media experience. We're binary in our thinking: we somehow think they're either working or playing, and we trivialize or even fear and block their use of media.
Our one-way, top-down media also had relatively few companies producing them and controlling their distribution, with government regulating those companies. So at a recent meeting on Capitol Hill, I noted that some of us adults think that problems in today's media can simply be fixed by people in authority (parents, companies, regulators, etc.), and distribution of bad stuff, e.g. adult content (which is no longer produced and distributed only by companies or only by adults), on all these dispersed, multi-directional media can be controlled or blocked at the "source." But now the source – whether or good or bad content – is often a kid. As for professionally produced media, certainly government can still regulate some of it, but only media produced or mass-distributed by responsible companies, aka conventional media – not the media that parents are generally most concerned about.
Media companies ≠ media producers
Youth produce all kinds of media, most of it ok, neutral, or constructive, some nasty, less of it unethical, and even less illegal. It's complex, like their lives, not given to simple characterizations - see the New York Times's commentary on a New Jersey high school's "slut list," a case in which teen behavior around social status, gender, and sexuality deserves more consideration than the media through which those behaviors are acted out. What youth do communicate and produce in digital media largely mirrors their real-world social lives, though they often fictionalize and sometimes exaggerate parts of them (see "Fictionalizing their profiles").
That deep, rich, disturbing picture is, for many of us, harder to look at than the professionally produced, regulated images of our past. But in many ways it's good that this reflection, communication, and production are much more exposed than ever before – so people can conduct research, parent better, consider technical and other protections, and find ways to help young people respect and protect themselves. Two things are certain: Government can't regulate the producers of the new media environment, and 2) those producers' ears will tune out media-safety messages coming from the media environment of their parents.
Related links
Labels: Clay Shirky, conventional media, digital media, Henry Jenkins, media shift, social media, Susan Boyle
Friday, September 04, 2009
From 'digital disconnect' to mobile learning
And the disconnect is "alive and well ... and growing," was the finding of the latest Speak Up, which surveyed 281,500 students, 29,644 teachers, 3,114 administrators, 21,309 parents, and 4,379 schools in 868 districts in all 50 states and some in other English-speaking countries. "Students say they 'step back in time' when they enter the school building each morning - despite overwhelming agreement among parents, teachers and principals that the effective implementation of technology in schools is crucial to student success," Project Tomorrow says in its release of last fall's survey.
Cellphones everywhere
The Speak Up study found that about 77% of students in grades 9-12 have mobile phones (55% have access to laptops), indicating that leveraging that installed base by teaching with cellphones would be economical in terms of both time and money.
"Cell phones can be powerful computers. They can do just about everything laptops can do for a fraction of the price. And many students are bringing them to school anyway," says University of Michigan education professor Elliot Soloway.
Still, barriers to adoption remain, including adult biases against technology for "serious" use; a diversity of cellphone products in the marketplace; phones' physical features (screen size, battery life, etc.); and schools' fears about student distraction and lack of responsibility toward the equipment, according to the 2009 Joan Ganz Cooney Center study "Pockets of Potential" (here's my post on the report).
Responsible use the norm
About that last and crucial barrier, though, school districts that do incorporate cellphones and other handheld devices into classroom work find that student engagement and responsible use are actually the norm.
North Carolina math teacher Suzette Kliwer said her students are so eager to use phones in an educational setting that irresponsible use of them has not been a problem. She was one of several educators presenting their districts' experience in a recent Project Tomorrow Webinar on mobile learning. Jeff Billings, an Arizona school district's director of technology, echoed that: "When you engage students and put a pro who can guide them on the instruction piece, good things happen," he said.
How they're teaching with phones
"The mobile device is a case of digital tools at your disposal. It can provide an ultra-portable portfolio" of teacher's and students' work, said David Whyley of Learning2Go, the UK's four-year-old "largest collaborative mobile learning project," focusing on the British equivalent of grades K-6.
A recent story in USATODAY tells how Ohio students in grades 3-5 work with handheld devices. Using educational apps created by GoKnow!, a company co-founded by University of Michigan professor Elliot Soloway, they take and draw pictures, keep journals, write essays, work in spelling, and do math. "Students took the phones on a museum field trip where they took photos, uploaded them to a server where the teacher could view the assignment and wrote blurbs about what they saw," the article says.
Tech coordinator and middle school teacher Samantha Morra in New Jersey put together a program for classroom iPod Touches with which students store, produce, organize, share, and access media such as podcasts and videos, access sources on the Web, take quizzes, work with flashcards, and discuss and collaborate in different configurations of users: one on one with their teacher, in small groups, and as a class. "Students devour engaging, customized curricula when it’s delivered on the iPod. Phones are a familiar and essential part of their lives now, Morra emailed me.
How can ed add value to tech?
Which points to a question I think we all need to be asking: "It is not a question of whether these technologies add value somehow to education, but the reverse, can education add value to the communications and information technologies of our present day world, and its future?" That's from Ira Socol at Michigan State University, a comment he wrote in Saskatchewan tech educator Dean Shareski's blog, IdeasandThoughts.org. Think about how education has added value to the book! (See "School & social media: Uber big picture.")
Here's how students themselves told Project Tomorrow they want to use mobile devices to support learning: for communications (email teachers and classmates and access personal Web sites); collaborations (projects and calendars); creativity (create/share documents, videos, educational games); and productivity (research, downloads, and to get alerts and reminders).
Why mobile learning?
In its "Pockets of Potential" review of mobile learning projects in eight countries (schools in some countries are way ahead of this whole discussion), the Cooney Center lists "5 key opportunities in mobile learning." It...
1. Encourages “anywhere, anytime” learning - learning in a real-world context and bridging home, school and other environments.
2. Reaches underserved children - low-cost devices and tech many children already have, especially in disadvantaged communities & developing countries.
3. Improves 21st-century social interactions - fostering constructive and constructivist (collaborative) use
4. Fits with diverse learning environments - highly accessible communication and content-delivery devices
5. Enables personalized learning experiences for diverse student populations and learning styles.
Back in 2006, kicking off the multiyear, MacArthur Foundation-funded, $50 million Digital Youth Project, media professor Henry Jenkins wrote, "Educators must work together to ensure that every American young person has access to the skills and experiences needed to become a full participant, can articulate their understanding of how media shapes perceptions, and has been socialized into the emerging ethical standards that should shape their practices as media makers and participants in online communities." (my post on Jenkins's paper back then).
Related links
Labels: cellphones, digital disconnect, education technology, Elliot Soloway, Henry Jenkins, Ira Socol, Learning2Go, mobile learning, Pockets of Potential, Project Tomorrow, Samantha Morra, Speak Up
Thursday, July 16, 2009
Play, Part 2: Violence in videogames
Asked by a middle school teacher about violence in videogames at a recent media-literacy conference, Prof. Henry Jenkins said, "Every storytelling medium throughout the history of the world involves violence – the paintings in art museums, Shakespeare's plays, the Bible – have images of violence.... The question isn't 'Can we get rid of violence'" in art, civilization, or life? "We can't," said Jenkins, who has traveled around the US speaking at schools and talking with students, parents, and educators about the place of violence in the entertainment part of their lives, led research, held workshops for the videogame industry, and testified on Capitol Hill about videogame violence.
"What we need is for this storytelling medium to make sense of our aggression, trauma, loss, and violence in the way that art does this. We have to create a climate where the images of violence are not trivialized, where violence has an impact." Because the teacher was asking specifically about violence in World of Warcraft, which is set in medieval times, Jenkins mentioned a friend who's a medievalist, who told him that people "hacked and slashed all the way through medieval culture, but periodically medieval tribes would gather their dead and mourn them. That sense of mourning and loss gives awareness of the consequence of violence. We need to be asking, 'How do we build mourning into the games we play, how do we put ethics into them?... The deepest research suggests that media are least powerful when they seek to change our beliefs and behavior and most powerful when they reinforce them - those are the criteria we need to look at."
So I've been looking for signs of videogames becoming more compelling and sophisticated in that way - moving beyond random violence and shooting sprees for their own sake to story lines, character development, scenarios and conditions that powerfully convey the impact of violence. I saw one sign last year while reading a thoughtful review in Slate of Grand Theft Auto IV. He wrote, "I get the sense that freewheeling killing sprees will no longer be the main draw. This is partly because the central missions and story are so well-conceived and well-written compared with previous iterations of the game and partly because the violence is far more disturbing.... What makes Grand Theft Auto IV so compelling is that, unlike so many video games, it made me reflect on all of the disturbing things I had done" (see this for more).
The key consideration, Jenkins said, is whether the violence in a game, film, or any art is meaningful (again, does not trivialize the violence but rather gets the player or viewer thinking about its meaning and impact) or just a "media effect" (which has no educational value). "A focus on meaning rather than effects has helped us to identify some pedagogical interventions which can help our students develop the skills and vocabulary needed to think more deeply about the violence they encounter in the culture around them," Jenkins wrote in his essay, "The War Between Effects and Meaning."
Related links
Labels: Grand Theft Auto, Henry Jenkins, media effects, videogame violence, World of Warcraft
Thursday, June 18, 2009
Important new book on youth online
Labels: Byron Review, Children and the Internet, Digital Manifesto, digizen, EU Kids Online, Henry Jenkins, Sonia Livingstone
Sunday, May 17, 2009
Digital risk, digital citizenship
Helping one another is one vital aspect of digital citizenship. Researchers such as Harvard education professor Howard Gardner (second link below) are now turning up important findings on how youth function in digital communities. Their work is the kernel of the digital citizenship instruction and practice that will increase safety and trust in an environment that increasingly mirrors the "real" world (for youth, the fixed and mobile social Web is not something separate from "real life"). How will digital citizenship increase online safety? It includes the ethics, civility, empathy, social norms, and community awareness that can mitigate aggression and other results of online disinhibition. We know from the work of the Crimes Against Children Research Center at UNH, for example, that "youth who engage in online aggressive behavior by making rude or nasty comments or frequently embarrassing others are more than twice as likely to report online interpersonal victimization" (see their analysis in Archives of Pediatrics and Adolescent Medicine). In any case, digital citizenship by definition teaches the community awareness that protects individuals, enables collaboration, and promotes civic engagement.
Both of these features illustrate the clearer definition of "online safety" that has emerged since the end of last year, with the help of the Internet Safety Technical Task Force. The ISTTF's report, which summarized all online-safety research to date, showed that 1) not all youth are equally at risk online, 2) the youth most at risk offline - of sexual exploitation, self-harm, suicide, eating disorders, etc. - are those most at risk online, and 3) young people's psychosocial makeup and family and school environments are greater predictors of real-life risk than the technologies they use. Now we're finding that the use of those social technologies is not only not the best predictor of risk, it can be 1) an avenue to help both immediate and enduring and 2) a means for learning and practicing good citizenship.
In other words, yes, dysfunctional, anti-social behavior is acted out online as well as offline but so is the exact opposite behavior - and the latter can be reinforced for the well-being of individuals and society (see "Geeking out for democracy" at media scholar Henry Jenkins's blog.
The two features:
Labels: digital citizenship, Henry Jenkins, Howard Gardner, National Suicide Prevention Lifeline, risk prevention
Wednesday, March 04, 2009
Young practitioners of social media literacy!
Labels: Henry Jenkins, Knowclue Kidd, Marianne Malmstrom, media literacy, new media literacy, Peggy Sheehy, social media literacy, Suffern Middle School
Friday, February 27, 2009
*Social* media literacy: The new Internet safety
Now it's time for a remix. Old media literacy is about what we consume, read, or download. We still need that - more than we ever have in this fast-paced age of information overload. But on the participatory Web of social producing and creative networking we also need social media literacy. I have spent some time in and been influenced by NewMediaLiteracies.org, the work of MIT media professor Henry Jenkins, colleagues and students, building on Jenkins's foundational 2006 white paper, "Confronting the Challenges of Participatory Culture" (see also my coverage of it in '06).
If you watch the video on NewMediaLiteracies.org's home page or look at the basic skills of new media literacy, I think you too will see that digital citizenship is there - perhaps partly under "Negotiation" ("the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms") and partly under "Collective Intelligence" ("the ability to pool knowledge and compare notes with others toward a common goal"). But maybe it should be its own skill. Doesn't it make sense to fold it in there?
More importantly, I think the critical skill, "Judgment" ("the ability to evaluate the reliability and credibility of different information sources"), needs to be redefined. That's the old media literacy definition. Critical thinking on the participatory Web needs to be about what we upload, post, produce, and behave like as much as what we download, read, watch, and passively consume. If social media literacy involves that kind of critical judgment, as well as digital citizenship (a first stab at a definition might be: the ability to function, act, communicate, and collaborate in community appropriately, civilly, ethically, and productively), then I propose that....
Social media literacy = online safety 2.0
Or am I being too reductionist? Do you prefer:
Digital citizenship + social media literacy = online safety 2.0?
Please weigh in, with a comment here or in the ConnectSafely forum or via email: anne(at)netfamilynews.org.
Related links
Labels: digital citizenship, digital ethics, Henry Jenkins, media literacy, new media literacy
Thursday, October 30, 2008
Early view of ed's future
Labels: digital classroom, education technology, Henry Jenkins, Howard Rheingold, social media, Social Media Classroom
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