Post in our forum for parents, teens - You! - at ConnectSafely.org.

Monday, November 16, 2009

From users to citizens: How to make digital citizenship relevant

"Digital citizenship" is a rapidly expanding conversation in the online-safety field. Is it one we should be having? Is it relevant to young people, the "citizens" we all have in mind? On a recent conference panel, Prof. Tanya Byron of the UK seemed to suggest not – too abstract or complicated maybe. I agree with her a lot of the time but not on this point, because I think digital citizenship is what makes online safety relevant to the people Net safety is supposed to protect.

In a participatory media environment, focusing on citizenship helps everybody understand that: 1) they're stakeholders in their own well-being online, 2) they're stakeholders in their community's well-being as well as that of fellow participants (because in a user-driven environment safety can't logically be the sole responsibility of the community's host), and 3) they have rights and responsibilities online. Digital citizens have a right to the support of fellow members, as well as of the community as a whole, and in turn the responsibility to provide support as well as cultivate a supportive environment. As my friends at Childnet International in London say at Digizen.org, digital citizenship is about "using your online presence to grow and shape your world in a safe, creative way, and inspiring others to do the same."

Two other recent conversations got me thinking about how digital citizenship might be made even more relevant to youth:

  • A student on a conference panel saying, "My friends and I never read the terms of service." (Of course not; they're written by lawyers.)
  • A colleague in another country wondering if "citizenship" means the same in his country as in mine. ("Digital citizenship" was mentioned a lot at last month's Safer Internet Forum attended by representatives from more than two dozen European countries plus Brazil, New Zealand, and Malaysia - see this account.)

    Continuing the latter conversation, I asked my colleague what it meant to people in his country and, reflexively, he mentioned "rights and responsibilities." We all need to talk about this more, probably, but based on what I heard at the Safer Internet Forum and in this conversation, we have a viably universal, workable concept.

    What do terms of service have to do with it? On the social Web, services (games, social network sites, virtual worlds, etc.), the communities of users they host, and users themselves all have rights and responsibilities. So I suggest that...

  • "Terms of service" are really Statements of Rights & Responsibilities but might at least incorporate language to that effect and have terms of both the site's rights and responsibilities and those of its users. Maybe this would help make the statements more readable. It might also help shift thinking away from a narrow legal focus to a broad participatory approach that fits the current media environment (I wrote a bit about community self-regulation or "the guild effect" here).

  • Service-wide support. Social media services such as Facebook, MySpace, Xbox Live, World of Warcraft, and cellphone carriers support good citizenship, or user rights and responsibilities, not just in terms of service but also in features, documentation, moderation and customer service, and marketing – as an industry best practice.

  • Support at home & school. Parents and educators blend the online and digital versions of citizenship into conversations and lessons about behavior, empathy, social norms, ethics, and critical thinking from the moment children begin using technology, at least in preschool.

    The equation's incomplete without all the above, I think. For example, we can't reasonably expect a social site's support of citizenship to end bullying behavior all by itself, but it can help when backed up by similar messaging in users' homes and schools. But "what's the big deal about citizenship?" we might be asked by teens and Tanya Byron. The simplest answer in the research is that people who engage in aggressive behavior online are more than twice as likely to be victimized (see "Digital risk, digital citizenship"), so the civility of good citizenship is protective.

    But Tanya, I'm right with you: If "digital citizenship" becomes just another term adults use or yet another "subject" students have to learn – if youth don't see it as their ticket to full, rich, healthy participation and membership in the highly participatory media, culture, and society they find compelling – we're talking to ourselves.

    Related links

  • "A [proposed] definition of digital literacy & citizenship" for educators to consider (send your thoughts to anne[at]netfamilynews.org!)
  • A team of 12- and 13-year-old New Zealanders won that country's national Community Problem Solving Competition with their project "Creative Cyber Citizens," which uses Hector's World to teach younger students digital citizenship. Hector's World is an internationally recognized educational site designed to teach 2-to-9-year-olds online safety and digital citizenship, the latter now being the main focus Net safety in New Zealand. The winners will now work with a college in NZ to raise money to compete in the International Future Problem Solving finals in the US next May.
  • "Parents have rules to follow online too," a post in the Facebook blog by parent and CommonSenseMedia.org editorial director Liz Perle. Great tips! I only add one: Approach your children/students and their social media use with respect.
  • "Online Safety 3.0: Empowering & Protecting Youth"

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  • Tuesday, August 18, 2009

    'Beatles: Rock Band' game & participatory music

    If you'd like some powerful insights into how music is changing, why audiences are turning into participants, and what role videogames have in all this, read "While My Guitar Gently Beeps" in the New York Times Magazine. It's the story of how Apple Corps warmed up to and fully embraced interactive, or participatory, music – the next phase of music history, one could say (without exaggerating). Author and writer Daniel Radosh runs you through the Beatles' version of this evolution, from helping to "kick the compact-disc era into overdrive in 1987," about 20 years after they broke up, right past the "current era of downloadable music" (when "financial disputes kept the Beatles conspicuously sidelined"), to what the $3 billion music part of the videogame industry (a category that's a close second to action games and ahead of sports) represents: simulated performance of real music, among other things. Beatles: Rock Band will be released Sept. 9.

    From one perspective, the music videogames of Rock Band and Guitar Hero are a solution to the music industry's P2P file-sharing problem (it probably calls it the piracy problem): Videogames don't just market songs, they sell them now. "In its first week, Motley Crue's 2008 single 'Saints of Los Angeles' sold nearly five times as many copies on Rock Band as it did on iTunes, and at twice the price," Radosh reports. "Pearl Jam plans to release its new album simultaneously on CD and in Rock Band."

    Citizen artists? And soon there will be the Rock Band Network, which "will license software tools and provide training for anyone to create and distribute interactive versions of their own songs." That doesn't only expand "the amount and variety of interactive music available," it expands both the musician and participant bases. Now, I think, Rock Band just needs to team up with MySpace or maybe Last.fm to complete the picture, strengthen the community part (see "MySpace's metamorphosis?"). Because fans are often musicians and vice versa, and tunes are talking points in an ongoing "conversation" between artists and fans (and among fans, of course), multidirectionally.

    People often put down Rock Band and Guitar Hero as trivializing music, as "just a game" or more about partying than music. Pointing out that, 40 years ago, "an earlier generation was deeply troubled by the advent of recorded music," Radosh cites the view of Brown University ethnomusicology professor Kiri Miller that people seem either to believe these games should be teaching some "fabulous skill" or else they're having some sort of addictive or automatizing effect on you, when they actually represent "a new form of musical experience."

    Like 'Grapefruit.' It looks like Paul McCartney, Ringo Starr, Yoko Ono, and Olivia Harrison have come to agree, to varying degrees. Though the Beatles one isn't quite as interactive as other Rock Band games (comparatively, it's "a 'walled garden' from which songs cannot be exported and added to a party mix alongside other Rock Band tunes, [violating] the central shuffle-and-personalize ethos of modern music consumption"), Yoko Ono sees it as art, Radosh writes, along the lines of her 1964 book Grapefruit. He cites Lennon's view in a later edition of Grapefruit: "A dream you dream alone may be a dream, but a dream two people dream together is a reality."

    Apple Corps also apparently liked how a music videogame adds a physical dimension, "requires players to make a commitment of time, effort, and energy," "demands attention," makes the music multisensory. It wasn't about making the Beatles' music compelling for a new generation, Ono told Radosh. For her, McCartney, and Dhani and Olivia Harrison, it came to be about an art form evolving with its practitioners of all kinds - listeners, sharers, performers, composers, etc.

    Ringo 'leads from his left hand.' For details on how, in these games of performance simulation, players learn more about both the music and how a particular artist (e.g., Ringo Starr) plays it, look for the paragraph beginning: "Like roughly 80% of the creative team, Eric Brosius, Harmonix's director of audio is an active musician..." (Harmonix is the maker of Beatles: Rock Band). And don't miss the last page or so, where Radosh shows what he's learned from this writing project about where music is headed, then closes with a scene from the E3 videogame convention in Los Angeles this summer, when Paul, Ringo, Yoko, and Olivia appeared on the Staple Center stage together for 75 seconds to unveil the Beatles' 21st-century incarnation.

    This isn't just the Beatles' and Harmonix's story. It's everybody's. It's the story of the media sea change we are all experiencing right now, and I think we parents and educators would be wise to join Apple Corps in embracing it.

    Related links

  • CD vs. digital: "While CDs made up 65% of all music sold in the first half of 2009, digital downloads are quickly catching up," the San Jose Mercury News reports, citing NPD Group research. Digital music sales are increasing 15-20% a year and CD sales are dropping "at an equal pace." NPD also found that iTunes iTunes store is becoming the leading music retailer. "Song downloads from iTunes represent 25% of all music units sold in the United States, up from 21% in 2008 and 14% in 2007."
  • "Joe's Non-Netbook": a student-produced 1:45 minute video on YouTube that'll make you smile and give you a feel for how strange non-interactive media are becoming to the digital generation.
  • "The power of play"
  • "Play, Part 2"

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  • Thursday, August 06, 2009

    How a police officer uses Facebook

    Constable Scott Mills, a community youth officer in Toronto, says "police officers must be where the people are, and these days, the people are on Facebook." He uses his Facebook account, as well as Groups and Events, not just to send out information and get tipped off to threats and crimes very fast to and from a lot of residents, but to "build a stronger, more meaningful connection with the community we serve," he says as a guest writer in the Facebook blog. This is participatory law enforcement, Mills says, getting the community involved in preventing and solving crime. Facebook users have helped him "sniff out threats against local schools, bring much needed help to people at risk of committing suicide, warn the public about criminals on the loose and even locate missing persons," he writes. And his program, Toronto Crime Stoppers, is not alone in this. He points to social policing programs in Boston, Vancouver, and Brunswick, Maine, as well. And speaking of policing, Facebook is doing a little of its own - making sure advertisers on its service comply with its new guidelines and blocking them if they don't, Advertising Age reports (please see Ad Age for specifics).

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    Friday, June 19, 2009

    Why participatory media need to be in school

    Writer, tech consultant, and educator Clay Shirky just gave a talk at the State Dept. explaining the media sea change we're experiencing globally. Keeping participatory media, the most fluent though not necessarily most literate users of which are youth, out of school only solidifies the firewall between formal and informal learning and holds school back from 21st-century relevance. Isn't the idea of adults unidirectionally disseminating to students info that the latter have actually never encountered before beginning to sound quaint? Doesn't helping students make sense of all the info they're gathering and think about the implications of all the info they're sharing, multidirectionally, almost 24/7, sound a little more current? Remember that old term "information superhighway"? Well, even back in Web 1.0, when the Internet was more mass-media-on-screens, it was getting to be like a "highway" for all forms of "transport." It simply can't be called either "technology" or a new medium that's being layered on top of life or school. It's technology + media + communication + producing + consuming + community and so on. It's a planet-size screen displaying, pipeline carrying, and mirror reflecting virtually all of human life. Shirky says the Net has become "the mode of carriage for all other media ... less a source of information and more a site of coordination" because people can now consume, produce and also gather 'round and talk about the info simultaneously.

    So the Internet or participatory media simply can't be an add-on to what students are currently learning - just "another subject to be shoehorned into the curriculum as job training for knowledge workers," as author and professor Howard Rheingold put it, quoted by professor Michael Wesch here. That approach would sell students, the learning process, school, and participatory culture short. They need to learn new media literacy and how to function well and civilly in community (be civically engaged, good citizens) in and with multidirectional, many-to-many social media throughout the curricula, the school day, and all grade levels. Visionaries like Rheingold, Wesch, and Shirky - and some amazing tech educators I feel so lucky to have met - show how important it is for students, as both producers and consumers, to approach participatory media in an ethical, mindful, and literate way. That's what school could do if it stops blocking participatory media: bring the rigor and enrichment of formal learning to the informal-learning that's engaging students and, in the other direction, bring the meaningfulness of informal learning to school. I ran across all three of the above links while doing some research for a talk at Purdue University this week. I hope they'll be as thought-provoking for you as they were for me.

    But those are just a couple of reasons. Send yours! (Post here or in the ConnectSafely forum) - you can email me via anne(at)netfamilynews.org.

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    Wednesday, May 20, 2009

    Schools as 'prison houses': Misunderstanding media

    I'm not sure what the game of "conkers" is like but, at the gut level, UK Independent Schools Association chair John Gibson certainly resonates, probably with most parents, when he says that playing outside "as a child and taking part in activities such as putting an oily chain back on a bike, or playing conkers, exposes children to emotions such as disappointment which prepare them for adulthood," as the BBC reports. He told the Association's annual conference that "many children are living in a 'prison-like environment' surrounded by technology," according to the BBC. Part of that makes some sense - and echoes UK clinical psychologist Tanya Byron's suggestion that "kids are being raised in captivity" (see this) - but what Gibson says about technology is way too simplistic, if not incorrectly dismissive. He said, "When your life is lived through images constructed by a technical genius from Silicon Valley played on a high definition screen I just feel it will be more difficult to experience those important rehearsals for adult life." Equating virtual worlds, et al as images on a HD screen reflects a basic misunderstanding of social media as mere technology, an add-on to "real life," while social media are people's real-life producing and socializing 1) appearing on a screen and 2) extended onto the Web - not much like TV! The very "prison houses" of school and home Gibson refers to (and made so because of the fearful adult society Byron refers to) are what have made social media so compelling to youth!

    Gibson told his audience, heads of independent schools in England and Wales, that they should offer children a diversity and excellence of experience to challenge the culture of technology in which they live outside school. Absolutely. But maybe word it a bit differently: to enrich, rather than "challenge," the cultures and interest groups they're participating in with the help of technology. Seems to me that, if schools could use social technologies to help teach social media literacy and citizenship, they will contribute to and enrich children's positive participation in participatory culture and society (moving full-steam ahead right now, largely without our education system). Just as school has helped make the use of books and other conventional media meaningful for youth for centuries, it can do so now with new media. [Meanwhile, the debate about whether the evolving Internet is hurting our children continues - see "Social networking infantilizing kids' brains?"]

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    Thursday, April 23, 2009

    Why technopanics are bad

    Remember the predator panic? It's not over, of course - presentations with titles like "Facebook, the Sex Offenders' Catalog" and "MySpace the Predator's New Playground" (actual titles) are still being given at a time when we need to empower young social media users and their parents, not scare them to death (for more on this, see "A new online safety: The means, not the end").

    Now we really need to prevent a sexting panic from developing. I really believe teens themselves will help us end the trend if they're given the facts about current child-porn laws (see "Tips to Prevent Sexting"), which hopefully will undergo revisions, where minors and adolescent behavior are concerned and criminal intent is not (see what's happening in Vermont along these lines).

    "But why are technopanics bad, if there's a chance they'll scare people into safe behavior?" you might ask. For one thing because the Internet is ubiquitous, here to stay, a tool of participatory culture and democracy, and youth are its most active, fluent users - its drivers, in many ways. Young people aren't scared of technology. They know all the workarounds if we get scared and try to ban the Net from their lives. They can easily go "underground" (away from home, at friends' houses, public hot spots, using friends' very mobile connected devices, from smartphones to music and game players), which can actually put them at greater risk, because when they're in stealth mode, we're no longer in the equation, and they need us as backup in their online as well as offline lives.

    And there are macro-level, national and global, reasons why panics are bad. Here's a list, a draft for which your comments and additions are welcome. Technopanics are bad because they...

  • Cause fear, which interferes with parent-child communication, which in turn puts kids at greater risk.
  • Cause schools to fear and block digital media when they need to be teaching constructive use, employing social-technology devices and teaching new media literacy and citizenship throughout the curriculum.
  • Turn schools into barriers rather than contributors to young people's constructive use.
  • Increase the irrelevancy of school to active young social-technology users via the sequestering or banning of educational technology and hamstringing some of the most spirited and innovative educators.
  • Distract parents, educators, policymakers from real risks - including, for example, child-pornography laws that do not cover situations where minors can simultaneously be victim and "perpetrator" and, tragically, become registered sex offenders in cases where there was no criminal intent (e.g., see this).
  • Reduce the competitiveness of US education among developed countries already effectively employing educational technology and social media in schools (for an international view, see Joan Ganz Cooney Center/Sesame Workshop's "Pockets of Potential: Using Mobile Technologies to Promote Children's Learning").
  • Reduce the competitiveness of US technology and media businesses practicing good corporate citizenship where youth online safety is concerned.
  • Lead to bad legislation, which aggravates above outcomes and takes the focus off areas where good laws on the books can be made relevant to current technology use.
  • Widen the participation gap for youth - technopanics are barriers for children and teens to full, constructive participation in participatory culture and democracy.

    What am I missing? Please add to or comment the list - via the ConnectSafely forum, commenting here, or email to anne(at)netfamilynews.org. We are literally all in this together, don't you think?!

    Related links

  • Prof. Henry Jenkins: "Confronting the Challenges of Participatory Culture: Media Education for the 21st Century," Fall 2006
  • "Living and Learning with New Media," a summary of findings (qualitative and quantitative) form the MacArthur Foundation-funded Digital Youth Project, by Ito, Mizuko, Heather A. Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, and Laura Robinson, Fall 2008.
  • "Critical Information Studies for a Participatory Culture," Dr. Jenkins's list of factors that block the full achievement of a more participatory society, 4/10/09 post on his blog
  • The skills of new media literacy
  • For a bit of history, see my first item on this, "'Predator panic'," in 2006 and "The latest technopanic" last August (before "sexting" was a word), linking to Alice Marwick's definitive paper on moral panics.
  • "Enhancing Child Safety & Online Technologies," the 12/31/08 report of the Internet Safety Technical Task Force at Harvard's Berkman Center for Internet & Society, and my post about it
  • "Pennsylvania case study: Social networking risk in context"

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