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.
underrepresented minorities account for only 18% of the baccalaureate degrees in science and engineering (National Science Foundation, 2013). And despite the fact that women now outnumber men in college, between 2001 and 2010, the number of women earning baccalaureate degrees in computer science has decreased by 39%.
Mills says the workgroup was not futuristic enough - need to think about what would the study of history become in the future given all the technological changes in sources and publications - weak on recent advances in digital humanities and needed to press more about ehtics and copyright
Ben Sawyer is the cofounder of Digitalmill, where he is in charge of strategy, technology, and business development. Located in Portland, Maine, Digitalmill is a technology development firm with clients worldwide. It has worked on a wide variety of projects dealing with interactive game development, including support for The Sloan Foundation's Virtual U game project. The company has
produced two books on game development, numerous articles about developing games, and several market research reports on the gaming industry. Currently Digitalmill is working on Virtual U 2.0, and consulting on other projects that integrate gaming, education, and training. Sawyer has authored or co-authored more than 10 computer trade books as well as numerous articles on a wide range of technology areas including e-commerce, interactive game development, software marketing, and computer graphics. Publications include The Ultimate Game Developer's Sourcebook, published in 1996 by Coriolis Group Books. To find out more about the author, please visit: www.dmill.com Contact the author:
bsawyer@dmill.com
the burning questions focus squarely and exclusively on what will make money for particular companies
use their powerful brand reputations to get ahead of rapid technological changes that could destabilize their residential business models over the long-run
on the revolutionary aspect of MOOCs to break down traditional barriers to higher ed as regularly stated by CEOs Koller and Thrun: "This rhetoric is perhaps the most glittery yet in the public discourse about online higher education. But it is also a diversion shifting attention away from the logic of profit-making. For parents, students, and the general public who focus primarily on what education means for people's futures, for social mobility, for a healthy economy and a robust democracy, a dip into the insider talk of MOOCs, their investors, and industry analysts is both instructive and disorienting."
The Commission on the Humanities and Social Sciences asks us to join in a national conversation about the demise of the humanities in our schools. "As we strive to create a more civil public discourse, a more adaptable and creative workforce, and a more secure nation, the humanities and social sciences are the heart of the matter, the keeper of the republic-a source of national memory and civic vigor, cultural understanding and communication, individual fulfillment and the ideals we hold in common. They are critical to a democratic society and they require our support."