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Sean McHugh

Parenting for a Digital Future - Media literacy - everyone's favourite solution to t... - 0 views

  • Media Literacy … provides a framework to access, analyze, evaluate, create and participate with messages in a variety of forms — from print to video to the Internet.
  • The more that the media mediate everything in society – work, education, information, civic participation, social relationships and more – the more vital it is that people are informed about and critically able to judge what’s useful or misleading, how they are regulated, when media can be trusted, and what commercial or political interests are at stake. In short, media literacy is needed not only to engage with the media but to engage with society through the media.
  • any media literacy strategy requires sustained attention, resources and commitment
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  • let’s get media literacy firmly embedded in the school curriculum
  • it might be wise to calculate the cost also – to individuals, to society – of not promoting media literacy, of having a population with insufficient critical knowledge to manage its digital safety, security, privacy, civic and health information needs or consumer rights.
  • it is commonly said that media literacy is, at heart, critical thinking (demand evidence, question sources, analyse claims, consider what’s at stake for whom, etc.) and, therefore, should be taught right across the curriculum from history to science or English
  • In order to enable citizens to access information, to exercise informed choices, evaluate media contexts, use, critically assess and create media content responsibly, they need advanced media literacy skills.
  • Media literacy should not be limited to learning about tools and technologies, but should aim to equip individuals with the critical thinking skills required to exercise judgement, analyse complex realities, recognise the difference between opinions and facts, and resist all forms of hate speech
  • Work to get media literacy firmly embedded as compulsory in the school curriculum.
  • Media education is a long term solution – it takes thought-through pedagogical strategies and years of teaching, not a one-shot campaign
Sean McHugh

Teens, Technology and Friendships | Pew Research Center - 1 views

  • Social media and online gameplay are the most common digital venues for meeting friends
  • Along with texting, teens are incorporating a number of other devices, communication platforms and online venues into their interactions with friends
    • Sean McHugh
       
      The overlap between socialising within a gaming context and within the context of platforms like Facebook is an interesting one... Teen use of social media has many parallels with MMORPGs, I wonder how the time spent on these platforms compares... I'd bet the girls spend as much, if not more time on social media than the boys do, even combined with their gaming time.
  • Video games play a critical role in the development and maintenance of boys’ friendships
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  • Playing video games is not necessarily a solitary activity; teens frequently play video games with others.
  • video gameplay, particularly over online networks, is an important activity through which boys form and maintain friendships with others:
  • 38% of all teen boys share their gaming handle as one of the first three pieces of information exchanged when they meet someone they would like to be friends with
  • 78% of teen online gamers say when they play games online it makes them feel more connected to friends they already know
  • Some 76% of teens ages 13 to 17 use social media
  • Social media helps teens feel more connected to their friends’ feelings and daily lives, and also offers teens a place to receive support from others during challenging times.
  • But even as social media connects teens to friends’ feelings and experiences, the sharing that occurs on these platforms can have negative consequences. Sharing can veer into oversharing. Teens can learn about events and activities to which they weren’t invited, and the highly curated lives of teens’ social media connections can lead them to make negative comparisons with their own lives
  • 88% of teen social media users believe people share too much information about themselves on social media
  • Teens face challenges trying to construct an appropriate and authentic online persona for multiple audiences, including adults and peers. Consequently, many teens feel obligated to project an attractive and popular image through their social media postings.
    • Sean McHugh
       
      Again, classic gamification of social media, where the online persona becomes more like a 'role' than the true character of the person, the equivalent of social media becoming a 'massive, multiplayer online, role playing game', but with the critical difference that this is IRL, which is a little scary, Black Mirror crazy...!
  • Girls are more likely to use text messaging – while boys are more likely to use video games – as conduits for conversations with friends
Sean McHugh

Digital media can enhance family life, says LSE study | Media | The Guardian - 0 views

  • engaging in digital media activities together such as watching films, playing video games and keeping in touch via calls and messaging apps brings families together rather than dividing them
  • rather than displacing established ways of interacting, playing and communicating – digital media sit alongside them
  • the report’s authors highlighted parents’ concerns about “screen time”, which is a source of conflict in homes, though sleep and behaviour cause more disagreement. They also flag up a lack of support for parents who may face particular challenges regarding their child or family’s digital media use. Whereas on other issues they might turn to their own parents for advice, the digital generation gap means they are unlikely to be able to help
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  • traditional, shared activities persist in families, alongside newer digital activities
  • Rather than worrying about the overall amount of screen time children get, it might be better to support parents, many of whom are digital natives themselves, in deciding whether, when and why particular digital activities help or harm their child, and what to do about it
Sean McHugh

The Touch-Screen Generation - The Atlantic - 0 views

  • he hands are the instruments of man’s intelligence
  • In 2011, the American Academy of Pediatrics updated its policy on very young children and media. In 1999, the group had discouraged television viewing for children younger than 2, citing research on brain development that showed this age group’s critical need for “direct interactions with parents and other significant care givers.” The updated report began by acknowledging that things had changed significantly since then.
  • To date, no body of research has definitively proved that the iPad will make your preschooler smarter or teach her to speak Chinese, or alternatively that it will rust her neural circuitry—the device has been out for only three years, not much more than the time it takes some academics to find funding and gather research subjects. So what’s a parent to do?
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  • Previously, young children had to be shown by their parents how to use a mouse or a remote, and the connection between what they were doing with their hand and what was happening on the screen took some time to grasp. But with the iPad, the connection is obvious, even to toddlers. Touch technology follows the same logic as shaking a rattle or knocking down a pile of blocks: the child swipes, and something immediately happens.
  • A more accurate point of comparison for a TV viewer’s physiological state would be that of someone deep in a book, says Kirkorian, because during both activities we are still, undistracted, and mentally active.
  • even very young children can be discriminating viewers—that they are not in fact brain-dead, but rather work hard to make sense of what they see and turn it into a coherent narrative that reflects what they already know of the world.
  • Children’s lives are filled with media at younger and younger ages, and we need to take advantage of what these technologies have to offer
  • A TV is static and lacks one of the most important things to toddlers, which is a “two-way exchange of information
  • That exchange was enough to nearly erase the video deficit.
  • That kind of contingent interaction (I do something, you respond) is what captivates a toddler and can be a significant source of learning for even very young children—learning that researchers hope the children can carry into the real world. It’s not exactly the ideal social partner the American Academy of Pediatrics craves. It’s certainly not a parent or caregiver. But it’s as good an approximation as we’ve ever come up with on a screen, and it’s why children’s-media researchers are so excited about the iPad’s potential.
  • something about tapping the screen, about getting feedback and being corrected in real time, is itself instructive, and enables the toddlers to absorb information accurately, regardless of its source
  • More important, she made the video demonstration explicitly interactive.
  • The statement from the American Academy of Pediatrics assumes a zero-sum game: an hour spent watching TV is an hour not spent with a parent. But parents know this is not how life works. There are enough hours in a day to go to school, play a game, and spend time with a parent, and generally these are different hours. Some people can get so drawn into screens that they want to do nothing else but play games. Experts say excessive video gaming is a real problem, but they debate whether it can be called an addiction and, if so, whether the term can be used for anything but a small portion of the population.
  • We live in a screen age, and to say to a kid, ‘I’d love for you to look at a book but I hate it when you look at the screen’ is just bizarre. It reflects our own prejudices and comfort zone. It’s nothing but fear of change, of being left out.”
  • a useful framework—what she calls the three C’s—for thinking about media consumption: content, context, and your child. She poses a series of questions—Do you think the content is appropriate? Is screen time a “relatively small part of your child’s interaction with you and the real world?”—and suggests tailoring your rules to the answers, child by child.
Sean McHugh

GENER(aliz)ATIONS - Alfie Kohn - 0 views

  • It’s an idea that rational people should view with a generous measure of skepticism if only because each of these labels refers to something on the order of 80 million people.
  • variations (in beliefs and behaviors) within each generational cluster are typically far greater than those between them.
  • If you look at what their underlying needs and aspirations are, there’s no difference at all between this new generation of workers and my generation and my father’s generation
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  • All those kids glued to social media, for example? That’s not because of who the kids are; it’s because they’ve come of age when the technology is available. In fact, a recent survey found that older adults actually use social media more than younger adults do.
  • Sometimes these bogus claims are due to a tendency to describe as generational shifts what are actually developmental differences:
  • the authors whose research showed this to be true have also debunked conservative psychologist Jean Twenge’s sweeping claims about Millennials (which, in her telling, almost always reflect poorly on them). For example, assertions about their supposedly higher levels of narcissism, which are catnip to the media, rest on embarrassing methodological errors.
  • we should be very cautious about offering any generalizations about an entire generation.
Sean McHugh

It's Time For a Serious Talk About the Science of Tech "Addiction" - 0 views

  • Anxieties over technology's impact on society are as old as society itself; video games, television, radio, the telegraph, even the written word—they were all, at one time, scapegoats or harbingers of humanity's cognitive, creative, emotional, and cultural dissolution. But the apprehension over smartphones, apps, and seductive algorithms is different. So different, in fact, that our treatment of past technologies fails to be instructive
  • To combat addiction, you have to discard the addicting substance," Turkle wrote in her 2011 book Alone Together: Why We Expect More from Technology and Less from Each Other. "But we are not going to 'get rid' of the Internet. We will not go ‘cold turkey’ or forbid cell phones to our children. We are not going to stop the music or go back to the television as the family hearth.
  • it's really hard to do purely observational research into the effects of something like screen time, or social media use," says MIT social scientist Dean Eckles, who studies how interactive technologies impact society's thoughts and behaviors. You can't just divide participants into, say, those with phones and those without.
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  • that 0.36 percent means that 99.64 percent of the group’s depressive symptoms had nothing to do with social media use.
  • In datasets as large as these, it's easy for weak correlational signals to emerge from the noise. And a correlation tells us nothing about whether new-media screen time actually causes sadness or depression
  • research on the link between technology and wellbeing, attention, and addiction finds itself in need of similar initiatives. They need randomized controlled trials, to establish stronger correlations between the architecture of our interfaces and their impacts; and funding for long-term, rigorously performed research
Sean McHugh

Is There a Healthy Way for Students to Use Social Media? | Greater Good Magazine - 0 views

  • we might be overlooking the “educational and psychological benefits of using social media sites,” such as developing critical thinking and perspective-taking skills
  • parents and educators have been led to demonize what could simply be an evolving means of social connection
  • a constant stream of interruptions
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  • we are probably all struggling to balance what our devices make possible with what they seem to impose on our attention spans and the rest of our health. Yet, for children, this difficulty is more acute because their bodies and brains are still developing.
  • heighten awareness of our multi-generational love of screens and encourage kids and parents to face it together.
  • None of us know the full extent of how our digital dependence is affecting us, or how it will affect the youngest generations growing up today. The least we can do is look up every now and then to ask each other how we’re doing, and how we can do better
  • they’re not alone in this struggle to practice what they preach
Sean McHugh

Beyond 'turn it off': How to advise families on media use - 0 views

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    In a world where "screen time" is becoming simply "time," our policies must evolve or become obsolete. 
Sean McHugh

Parents, Calm Down About Infant Screen Time | TIME - 1 views

  • Too much of the wrong kind of media can hurt infants, but that doesn't mean you need to practice total abstinence
  • total abstinence, that is to say families following the AAP’s recommendations, was actually associated with lower cognitive development, not higher
  • sensationalizing flawed studies that find negative relations.
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  • it really is not so simple as to say that screens are or aren’t good for infants. Nor is abstinence the answer. It’s more about using screens in a quality way, as when caregivers engage with infants while they watch and explain what they are seeing
  • ignoring data that doesn’t fit their scarier message
  • moderation is key
  • Don’t think of media as an either/or but something you can use with children and talk to them about
Sean McHugh

Technology in Education | American Federation of Teachers - 0 views

  • pedagogy (i.e., teaching practice) and not the medium (i.e., technological tools and resources, such as whiteboards, hand-held devices, blogs, chat boards) that made a difference in learning, stating that instructional media are “mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in our nutrition
  • there was no proof to show that a medium was capable of ensuring that pupils and students could learn more or more effectively. He saw the medium as a means, a vehicle for instruction, but that the essence of learning remained—thankfully—in the hands of the teacher
  • it is not the medium that decides how effectively learners learn
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  • the effectiveness of learning is determined primarily by the way the medium is used and by the quality of the instruction accompanying that use
  • The crucial factor for learning improvement is to make sure that you do not replace the teacher as the instrument of instruction, allowing computers to do what teachers would normally do, but instead use computers to supplement and amplify what the teacher does
  • the use of both e-learning and contact education—which is known as blended learning—produces better results than lessons given without technolog
  • the medium does not influence the learning
  • the medium seldom influences teaching, learning, and education, nor is it likely that one single medium will ever be the best one for all situations
    • Sean McHugh
       
      But 'ordinary real life is mediated by computers! I'm still only in classrooms where the myth that this is not true still persists! 
  • students do not naturally make extensive use of many of the newest technologies, such as blogs, wikis, and virtual worlds
  • the main reasons young people use technology. These reasons are mainly social
  • Digital natives! Whenever the question of digital innovation in education is discussed, this is a term that immediately comes to the surface. But it should be avoided. Even the person who coined the term digital natives, Marc Prensky, admitted in his most recent book, Brain Gain, that the term is now obsolete.2
  • Prensky’s coining of this term—and its counterpart for people who are not digitally native—was not based on research into this generation, but rather created by rationalizing phenomena that he had observed
  • The students use a large quantity and variety of technologies for communicating, learning, staying connected with their friends, and engaging with the world around them. But they are using them primarily for “personal empowerment and entertainment
  • university students do not really have a deep knowledge of technology, and what knowledge they do have is often limited to basic Microsoft Office skills (Word, Excel, PowerPoint), emailing, text messaging, Facebook, and surfing the Internet
  • There is simply no experimental evidence to show that living with new technologies fundamentally changes brain organization in a way that affects one’s ability to focus. Of course, the brain changes any time we form a memory or learn a new skill, but new skills build on our existing capacities without fundamentally changing them. We will no more lose our ability to pay attention than we will lose our ability to listen, see or speak.
  • Note that many of these studies examined the influence of television rather than the influence of interactive technology, such as smartphones and social media
  • when people think that young people today read less, it’s not about reading online content or text messages, it’s about reading book
  • young people are still doing a lot of reading, and these statistics make clear that many of them are reading for pleasure. However, we need to be careful about making too many sweeping assertions, since the reading figures in many countries are falling. Even so, we know that reading continues to be important: both reading by young people themselves and parents reading to their childre
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