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Donal O' Mahony

ICT and Social-media policy for school students | eLearning Island - 35 views

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    This is my latest blog post - it is about my draft ICT / Social media policy for secondary (high) schools. You can read and comment on it here. I would really like your feedback. Here is an excerpt! My primary source was Katie Lepi's Crowdsourced School Social Media Policy Now Available (here). Her work is based on over four-hundred crowd sourced edits! I have specifically included her in the Creative Commons license. I was also influenced by Doug Belshaw's Acceptable Use Policy - feedback required! (here).The comments on his posting are very interesting! I was inspired by Max Senge's A hippocratic Oath for Techies & Policymakers (here). Its simplicity is its strength!
SJCNY Trainers

Why Teachers Need Social Media Training, Not Just Rules | Spotlight on Digital Media an... - 6 views

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    Under a new set of social media guidelines (pdf) issued by the New York City Department of Education, teachers are required to obtain a supervisor's approval before creating a "professional social media presence," which is broadly defined as "any form of online publication or presence that allows interactive communication, including, but not limited to, social networks, blogs,  internet websites,  internet forums, and wikis." 
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    Great insight into educating teachers about the use of social media within their schools so that they can help students navigate these waters as well.
Chris Sloan

Media Education Foundation - 34 views

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    The Media Education Foundation produces and distributes documentary films and other educational resources to inspire critical reflection on the social, political, and cultural impact of American mass media.
Bill Genereux

Brain Power | BrainWorld - 63 views

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    From neurons to brain wiring, Dr. David Walsh gives an easy-to-understand tour of children's and teens' brain development and the impact of experience on the "wiring' of their brains. Children are shaped by the stories they see and hear from parents, relatives, and teachers which pass on values, attitudes, and affect emotional and physical well-being. More than ever, media has become a powerful storyteller in children's lives and raising healthy kids in the media age involves making wise media choices.
Frederick Eberhardt

http://web.gc.cuny.edu/itp/docs/student_work/CORE%20I/claire_fontaine.pdf - 57 views

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    Virtual worlds in social media are now helpful for education K-12 and in the schools of Graduate Study in Education. Social media can manage courses effectively with little strain on students and faculty alike. This is the way to revolutionize education according to Teacher and Researcher, Claire Fontaine. Fontaine, C. (2009). Social Media Practices and Pedagogy. NY, NY: CUNY. http://web.gc.cuny.edu/itp/docs/student_work/CORE%20I/claire_fontaine.pdf
Martin Burrett

Social media to blame for poor grades? - 19 views

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    ""Concerns regarding the allegedly disastrous consequences of social networking sites on school performance are unfounded," says Professor Markus Appel, a psychologist who holds the Chair of Media Communication at Julius-Maximilians-Universität Würzburg (JMU) in Bavaria, Germany. Markus Appel, PhD student Caroline Marker (JMU) and Timo Gnambs from the University of Bamberg have taken a closer look at how the social media use of adolescents correlates with their school grades. "There are several contradictory single studies on this subject and this has made it difficult previously to properly assess all results," Marker says. Some studies report negative impacts of Snapchat & Co., others describe a positive influence and again others do not find any relationship at all."
mgranger

Media and Technology Resources for Educators | Common Sense Media - 15 views

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    Digital citizenship curriculum targets 4th, 5th graders
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    Lesson plans, articles, and tools to teach Digital Citizenship and Internet Safety
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    Internet safety FREE curriculum and implementation guides. The site has admin, teacher, and student resources. Digital Passport is one of the Internet Safety programs available.
Adrienne Michetti

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views

    • Adrienne Michetti
       
      This is, I think, why I'm more keen on today's social networks than I am on games -- games do not provide deep emotional support.
  • "bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
    • Adrienne Michetti
       
      Putnam - need to check this article. Interesting; not sure I agree.
  • ...80 more annotations...
  • According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
  • The evidence to date is mixed
  • A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
    • Adrienne Michetti
       
      SO True
  • It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
  • combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
  • By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability much like the pubs, coffee shops, and other hangouts of old.
  • loosely structured by open-ended narratives
  • They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
  • from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
  • the conclusions of both studies were remarkably aligned.
  • the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
    • Adrienne Michetti
       
      Love this quote.
  • demonstrate the "effects" of game play vs. no game play.
  • first project was a traditional effects study
  • second project, a qualitative study of cognition and learning in MMOs (
  • ethnography
  • sociocultural perspective
  • as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
  • a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
    • Adrienne Michetti
       
      but I wonder why he chose these games -- this is not specified. Only their success in US and abroad?
  • brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
  • the exaggerated self-consciousness of individuals.
  • In what ways might MMOs function as new third places for informal sociability?
  • virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
  • in this section we analyze the structural form of MMOs that warrants this "third place" assertion.
  • eight defining characteristics of third places
  • there is no default obligation
  • To oblige any one person to play requires that explicit agreements be entered into by parties
  • the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
  • Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
    • Adrienne Michetti
       
      and this is why, in my opinion, you will never see games in school. The game cannot be the Third Place because school is a Second Place.
  • Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
  • the relationships that play-partners have with one another offline are often "leveled" within the online world
  • an individual's rank and status in the home, workplace, or society are of no importance
  • appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
  • conversation plays an analogous role
  • "In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
  • third places must also be easy to access
  • such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
  • accessible directly from one's home, making them even more accommodating to individual schedules and preferences
  • barriers to initial access.
  • "What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
  • "It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
  • affective sense
  • As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
  • engendering a sense of reliable mentorship and community stability.
  • Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
  • In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
  • Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
  • Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
  • The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
  • the home-like quality of third places in rooting people
  • Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
  • create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
  • Are virtual communities really communities, or is physical proximity necessary?
  • Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
  • Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
  • operates cyclically within social networks because of their associated norms of reciprocity
  • bridging social capital is inclusive.
  • This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
  • On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
  • bonding social capital is exclusive.
  • social superglue.
  • it can also result in insularity.
  • shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
  • Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
  • One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
  • While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
  • Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
  • It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
  • It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
  • In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
  • However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
  • Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
  • Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
  • Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
  • is to what extent such environments shift the existing balance between bridging and bonding
  • In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
  • Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
  • it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
Roland Gesthuizen

True believer keen on spreading the social media word - 19 views

  • ''Trying to take all of what is happening on Twitter in is like drinking from a fire hydrant,'' he says. ''So you end up thinking of it as a stream that's flowing past you; you throw your hook in and pull out an idea and if it's good then you let it go and let other people share in it.''
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    "ROLAND Gesthuizen describes himself as a social media evangelist. His passion for social media and Twitter in particular extends beyond the global power of tapping into and sharing ideas. For his students it has brought the outside world to his classroom in a way that could never be imagined."
Roland Gesthuizen

Digital Divide and Social Media: Connectivity Doesn't End the Digital Divide, Skills Do... - 42 views

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    Whether we like it or not, we live in a very unequal and stratified world. We live in societies in which inequality is ignored in education, science, and in the social media. As Internet technologies are rapidly evolving and new digital divides on the Internet emerge, we must move beyond, at some point, a singular concern over Internet access and technological infrastructure issues. We must tackle socio-cultural differences, we must focus on Internet skills, literacies and social media usage.
anonymous

Teen Social Media Infographic from Common Sense Media | Common Sense Media - 3 views

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    Teens, social life, and social media infographic
Randy Rodgers

Metta - Storytelling + Polling In One Compact Format. - 57 views

shared by Randy Rodgers on 17 Jan 14 - No Cached
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    Easy to use tool for creating flipped classroom lessons. Use the built-in search tool to find videos, images, or social media posts, put them into a timeline, add text and/or polls, and share. Free account has very limited media storage, but not an issue if you only use embedded media. Paid service has educator discount and is only $2.50/month.
Randolph Hollingsworth

The Personal Is Political on Social Media: Online Civic Expression Patterns and Pathway... - 11 views

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    by Emily C. Weinstein, Harvard University International Journal of Communication 8 (2014), 210-233. Social media have dramatically altered the communication landscape, offering novel contexts for individual expression. But how do youth who are civically engaged off-­line manage opportunities for civic expression on social media? Interviews with 70 U.S.-­based civic youth aged 15 to 25 revealed three main patterns characterizing the relationship between off-­line participation and online expression: blended, bounded, and differentiated. Five sets of empirically derived considerations influencing expression patterns emerged: organizational policies, personal image and privacy, perceived alignment with civic goals, attitudes toward the platform(s), and perceptions of their audience(s). Most civic youth express the civic online, yet a minority highlight tensions that lead them to refrain from sharing in certain or all online context.
Martha Hickson

Free Technology for Teachers: A Complete Guide to Using Blogger In School - 81 Page Fre... - 10 views

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    A Complete Guide to Using Blogger In School covers everything from blogging terminology to blogging activities to the nuts and bolts of using Blogger. You'll learn where to find media to use in blog posts, how to use media in blog posts, and get ideas for media-based blog posts. You'll also learn how to set-up your blog for multiple authors and how to manage comments.
Roland Gesthuizen

Dipping into Social Media in the Classroom | EdSurge News - 33 views

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    "Once the group moved past testimonials of the power of social media, co-moderators Susan Bearden, Sharon Plante, and I helped everyone dig in to discuss how social media should be used effectively in the classroom and how to encourage more colleagues to drink from the river. Bring out your buckets and spoons! "
Brad Belbas

update on Warner Music (UPDATED) (AGAIN) (Lessig Blog) - 0 views

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    This is a video of a talk that Lawrence Lessig (Professor, Stanford Law School) gave for an organization. In his talk, Lessig provides a powerful and piercing analysis and critique on the impact that legal restrictions on the re/use of media resources has on creativity and cultural production. During his talk, Lessig shows some remarkably creative mash-ups videos on YouTube to exemplify the kind of creativity/cultural production that is possible through ubiquitous digital media. Ironically, the organization that hosted the talk received a notice from Warner Bros Music after posting a video of the Lessig's talk on YouTube, which, according to Lessig's blog, "objected to its being posted on copyright grounds." Warner Brother Music Group has implemented content-id algorithms (i.e., technology that detects the digital "fingerprint" of corporate-"owned" copyrighted works) through media hosting services, including YouTube, FaceBook, and others. When the video of Lessig's talk was posted, it was 'dusted' for fingerprints of WBMG copyrighted works. The detection system identified the soundtracks in the YouTube videos Lessig showed, as materials to which they held copyright. Both the video of Lessig's talk and the blog conversation regarding WBMG's objection are must-see resources.
paul lowe

Anthropology Program at Kansas State University - Wesch - 0 views

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    Dubbed "the explainer" by Wired magazine, Michael Wesch is a cultural anthropologist exploring the impact of new media on society and culture. After two years studying the impact of writing on a remote indigenous culture in the rain forest of Papua New Guinea, he has turned his attention to the effects of social media and digital technology on global society. His videos on culture, technology, education, and information have been viewed by millions, translated in over ten languages, and are frequently featured at international film festivals and major academic conferences worldwide. Wesch has won several major awards for his work, including a Wired Magazine Rave Award, the John Culkin Award for Outstanding Praxis in Media Ecology, and he was recently named an Emerging Explorer by National Geographic. He has also won several teaching awards, including the 2008 CASE/Carnegie U.S. Professor of the Year for Doctoral and Research Universities.
Jac Londe

URL Social Media Service - 7 views

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    Service de direction d'un url vers un média social. ::: Social Media Tool for directing a URL to a media service
Lauren Rosen

85+ Resources: Educator Guide for Integrating Social Media - 68 views

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    Emergent by design is an evolving post about the best media resources for educators. Includes links to articles, videos, blogs and wikis to follow, and much more.
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    Emergent by design is an evolving post about the best media resources for educators. Includes links to articles, videos, blogs and wikis to follow, and much more.
paul lowe

Web 2.0 Storytelling: Emergence of a New Genre (EDUCAUSE Review) | EDUCAUSE CONNECT - 3 views

  • A story has a beginning, a middle, and a cleanly wrapped-up ending. Whether told around a campfire, read from a book, or played on a DVD, a story goes from point A to B and then C. It follows a trajectory, a Freytag Pyramid—perhaps the line of a human life or the stages of the hero's journey. A story is told by one person or by a creative team to an audience that is usually quiet, even receptive. Or at least that’s what a story used to be, and that’s how a story used to be told. Today, with digital networks and social media, this pattern is changing. Stories now are open-ended, branching, hyperlinked, cross-media, participatory, exploratory, and unpredictable. And they are told in new ways: Web 2.0 storytelling picks up these new types of stories and runs with them, accelerating the pace of creation and participation while revealing new directions for narratives to flow.
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    A story has a beginning, a middle, and a cleanly wrapped-up ending. Whether told around a campfire, read from a book, or played on a DVD, a story goes from point A to B and then C. It follows a trajectory, a Freytag Pyramid-perhaps the line of a human life or the stages of the hero's journey. A story is told by one person or by a creative team to an audience that is usually quiet, even receptive. Or at least that's what a story used to be, and that's how a story used to be told. Today, with digital networks and social media, this pattern is changing. Stories now are open-ended, branching, hyperlinked, cross-media, participatory, exploratory, and unpredictable. And they are told in new ways: Web 2.0 storytelling picks up these new types of stories and runs with them, accelerating the pace of creation and participation while revealing new directions for narratives to flow.
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