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Barbara Lindsey

14. Case Study: Latin America « - 0 views

  • Honduras was not the only example of how Twitter is been used to change the fate of politics. On July 5, 2009, Mexico had its legislative elections and a hashtag -#votonulo-[Figure 5] was created. The purpose was to request that Mexicans vote “NO VOTE”. According the CNN en Español this made a difference on the way that Mexican people voted that day.  About 6% of the Mexican population voted “NO VOTE” in a country with a population of more than 109M this means about 6.5M. In metropolitan areas like Mexico City with almost 20M people [12] and Guadalajara with almost 5M people [11] the “NO VOTE” reached 11% (2.7M). This event has never happened in Mexico before, according to CNN en Español, Twitter played an important role in it. [13,14]
  • Mobil technology has reached critical mass in Latin America, therefore, this may facilitates the growth of Twitter in this part of the world, as its platform can be access by text message. For example, Argentina has a mobile penetration of 98.7%, followed by Chile which has an 80.4% and Mexico and Brazil with over 70%. [3]
  • It is important to know that in Latin America the first exposure to internet comes from the mobile technology
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    How Twitter is used in Latin America
Barbara Lindsey

Major New Study Shatter Stereotypes About Teens and Video Games - MacArthur Foundation - 0 views

  • gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.
  • 99% of boys say they are gamers and 94% of girls report that they play games.
  • A typical teen plays at least five different categories of games and 40% of them play eight or more different game types.
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  • 76% of gaming teens play games with others at least some of the time. 82% play games alone at least occasionally, though 71% of this group also plays games with others. 65% of gaming teens play with others in the same room.
  • 76% of youth report helping others while gaming. 44% report playing games where they learn about a problem in society.
  • 12-14 year olds are equally as likely to play Mature and Adults Only rated games as their 15-17 year old counterparts.
  • “Gaming is a ubiquitous part of life for both boys and girls. For most teens, gaming runs the spectrum from blow-‘em-up mayhem to building communities; from cute-and-simple to complex; from brief private sessions to hours’ long interactions with masses of others.”
  • A focus of the survey was the relationship between gaming and civic experiences among teens. The goal was to test concerns that gaming might be prompting teens to withdraw from their communities. It turns out there is clear evidence that gaming is not just an entertaining diversion for many teens; gaming can be tied to civic and political engagement. Indeed, youth have many experiences playing games that mirror aspects of civic and political life, such as thinking about moral and ethical issues and making decisions about city and/or community affairs. Not only do many teens help others or learn about a problem in society during their game playing, they also encounter other social and civic experiences:
  • Moreover, the survey indicates that youth who have these kinds of civic gaming experiences are more likely to be civically engaged in the offline world. They are more likely than others are to go online to get information about current events, to try to persuade others how to vote in an election, to say they are committed to civic participation, and to raise money for charity.
  • Youth, parents, teachers, and others who work with youth should know about the wide diversity of video games – so they can take full advantage of games and their civic potential.”
  • The study also found that these civic gaming experiences occurred equally among all kinds of game players regardless of family income, race, and ethnicity. These data stand in contrast to teens’ experiences in schools and others community situations, where white and higher-income youth typically have more opportunities for civic development.
  • “This study offers us a glimpse into the potential of these new tools to foster learning and civic engagement, yet the findings about mature content suggest that parents and other adults need to be involved in young people’s game play, helping to realize the potential benefits while moderating unintended consequences. We see these results as the beginning of an important discussion about the role of digital media in learning, community, and citizenship in the 21st century.”
  • virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.
  • A typical teen plays at least five different categories of games and 40% of them play eight or more different game types.
  • 76% of youth report helping others while gaming. 44% report playing games where they learn about a problem in society.
  • gaming can be tied to civic and political engagement. Indeed, youth have many experiences playing games that mirror aspects of civic and political life, such as thinking about moral and ethical issues and making decisions about city and/or community affairs. Not only do many teens help others or learn about a problem in society during their game playing, they also encounter other social and civic experiences:
  • “Games that simulate aspects of civic and political life may well promote civic skills and civic engagement. Youth, parents, teachers, and others who work with youth should know about the wide diversity of video games – so they can take full advantage of games and their civic potential.”
  • This study offers us a glimpse into the potential of these new tools to foster learning and civic engagement, yet the findings about mature content suggest that parents and other adults need to be involved in young people’s game play, helping to realize the potential benefits while moderating unintended consequences. We see these results as the beginning of an important discussion about the role of digital media in learning, community, and citizenship in the 21st century.”
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    Game playing is universal, diverse, often involves social interaction, and can cultivate teen civic engagement
Barbara Lindsey

Site Hopes Automatic Arabic-English Translation Translates into Peace | Epicenter | Wir... - 0 views

  • A new site hopes the seemingly simple idea of eliminating the language barrier, letting you write in English and be read in Arabic — and vice versa — will cultivate citizen diplomacy between the Middle East and the West. It aims to reduce tensions at the grassroots level between two cultures that increasingly co-exist but seem a world apart.
  • People who don’t share a common language can have an online discussion in near real time. The name, appropriately, means “gathering place” or “town hall” in Arabic.
  • Think of it as a social network filled with people you don’t know, but want to understand.
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  • The site is effectively bilingual, thanks to machine translations, and volunteer editors spruce up the translations afterward. Machine translation is quite good, Weyman says, on fairly standard text such as news stories, but still has difficulties handling comments, which tend to use more conversational language. The site also open-sources all its translation data to help the state of the art of translation to move forward.
  • “let someone in Nebraska see an event through the eyes of someone in Nablus.”
  • For instance, Meedan partnered with the United States Institute of Peace, which hosted an online webcast with U.S. Ambassador Christoper Hill last Wednesday. The webcast allowed Iraqis and others from the Middle East to ask questions in Arabic, have them translated immediately and get answers back in just seconds.
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    A new site hopes the seemingly simple idea of eliminating the language barrier, letting you write in English and be read in Arabic - and vice versa - will cultivate citizen diplomacy between the Middle East and the West. It aims to reduce tensions at the grassroots level between two cultures that increasingly co-exist but seem a world apart.
Barbara Lindsey

Library of Congress to archive your tweets - CNN.com - 0 views

  • Examples of notable tweets the library cited Wednesday include the first-ever tweet from Twitter co-founder Jack Dorsey, the tweet on Barack Obama's account after he won the 2008 election and a pair of tweets from a photojournalist who was arrested in Egypt, then freed after a series of events stemming from his use of the micro-blogging site.
  • "And I think folks understand that whatever they post on Twitter is meant to be searchable. So I don't see a big issue here." Verdi said he would feel differently if the federal government seeks to identify users through their tweets or to match Twitter users with other information about citizens that is stored in federal databases.
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