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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
  • 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...!
  • 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
  • 78% of teen online gamers say when they play games online it makes them feel more connected to friends they already know
  • 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

https://www.nytimes.com/interactive/2019/12/07/us/video-games-child-sex-abuse.html - 0 views

  • Sexual predators and other bad actors have found an easy access point into the lives of young people: They are meeting them online through multiplayer video games and chat apps
  • Games are a common target, but predators are also finding many victims on social platforms like Instagram
  • Six years ago, a little over 50 reports of the crimes, commonly known as “sextortion,” were referred to the federally designated clearinghouse in suburban Washington that tracks online child sexual abuse. Last year, the center received over 1,500
    • Sean McHugh
       
      Most likely migrating from other haunts like playgrounds and shopping malls.
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  • Almost every single teenage boy in America — 97 percent — plays video games, while about 83 percent of girls do
    • Sean McHugh
       
      And you can bet those percentages are equal or favouring girls when it comes to chat.
  • promote “healthy gaming habits” and develop students’ science and technology skills
  • Parents aren’t telling their kids at 6 years old, ‘Keep your clothes on online
  • It had nothing to do with gameplay
  • Parents aren’t telling their kids at 6 years old, ‘Keep your clothes on online,’” Mr. Halpert said. “But they need to.
  • Minecraft, said it planned to release software early next year that could recognize some forms of grooming and sextortion. The company said it would offer the software to other tech businesses free of charge
  • a 26-year-old Ohio man was charged with sexual exploitation after claiming to be 13 on Yubo and luring a 12-year-old girl, the authorities said
    • Sean McHugh
       
      I guess most systems are focused on the opposite, kids pretending they are adults...
  • But the solution many game developers and online safety experts return to is that parents need to know what their children are playing, and that children need to know what tools are available to them. Sometimes that means blocking users and shutting off chat functions, and sometimes it means monitoring the games as they are being played. “‘Literacy’ is the word I say a billion times a day
  • parents should react carefully when their children report encounters with online predators. Punishing the children — no more video games or social media, for example — could backfire by pushing them into even more dangerous places for their online activity.
Sean McHugh

Being a Better Online Reader | The New Yorker - 0 views

  • there’s still no longitudinal data about digital reading. As she put it, “We’re in a place of apprehension rather than comprehension.” And it’s quite possible that the apprehension is misplaced: perhaps digital reading isn’t worse so much as different than print reading
  • they also need different sorts of training to excel at each medium. The online world, she argues, may require students to exercise much greater self-control than a physical book. “In reading on paper, you may have to monitor yourself once, to actually pick up the book,” she says. “On the Internet, that monitoring and self-regulation cycle happens again and again.
  • Maybe the decline of deep reading isn’t due to reading skill atrophy but to the need to develop a very different sort of skill, that of teaching yourself to focus your attention
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  • The digital deficit, they suggest, isn’t a result of the medium as such but rather of a failure of self-knowledge and self-control: we don’t realize that digital comprehension may take just as much time as reading a book
  • It wasn’t the screen that disrupted the fuller synthesis of deep reading; it was the allure of multitasking on the Internet and a failure to properly mitigate its impact
  • some data suggest that, in certain environments and on certain types of tasks, we can read equally well in any format
  • We need to be aware of the effects of deeper digital immersion, Wolf says, but we should be equally cautious when we draw causal arrows or place blame without adequate longitudinal research
  • Deep-reading skills, Wolf points out, may not be emphasized in schools that conform to the Common Core, for instance, and need to meet certain test-taking reading targets that emphasize gist at the expense of depth. “Physical, tangible books give children a lot of time,” she says. “And the digital milieu speeds everything up. So we need to do things much more slowly and gradually than we are.” Not only should digital reading be introduced more slowly into the curriculum; it also should be integrated with the more immersive reading skills that deeper comprehension requires.
  • Wolf is optimistic that we can learn to navigate online reading just as deeply as we once did print—if we go about it with the necessary thoughtfulness.
Sean McHugh

Ten Kid-Friendly Rules for Texting With Respect and Dignity | Psychology Today - 0 views

  • “What is the “right” age for youngsters to begin texting and using social media?”
  • If you wouldn’t say something to a person’s face, don’t send it via text or the internet.
  • Don’t gossip about other people
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  • Once you share something online, you lose control of where it goes, who can forward it, who will see it, and how it can potentially be used.
  • Never post a photo or message that you wouldn’t want “everyone” to be able to view.
  • Once you put something out there online, it’s almost impossible to take it back.
  • In this immediate world of instant messaging and constant contact, you may be tempted to say whatever comes to your mind in a given moment. Don’t give in to the temptation.
  • You have the ability to instantly end a digital conversation and should plan to do so the minute you recognize that cruelty has begun.
  • there is a very, very, VERY big difference between real friends and online followers
  • make sure that the only person who is speaking for you is YOU
  • Your accounts are your accounts. It is in your best interests not to let any friend—even a best friend—post or text from your account. Ever.
Sean McHugh

5 Myths and Truths About Kids' Internet Safety | Common Sense Media - 0 views

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    If you believe everything you hear about kids online, you might think pedophiles and cyberbullies are around every cyber-corner. Yes, there is bad stuff out there. But the truth is, there's a lot of good, and some experts are arguing against a "techno-panic mindset" that worries parents unnecessarily.
Sean McHugh

Video Games and Social Emotional Learning | User Generated Education - 0 views

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    "Video and online games can promote SEL skills and as such, should be integrated into classroom instruction."
Sean McHugh

When Gaming Is Good for You - WSJ.com - 1 views

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    A three-year study of 491 middle school students found that the more children played computer games the higher their scores on a standardized test of creativity-regardless of race, gender, or the kind of game played.
Sean McHugh

Tony Wagner: All Students Need Digital Portfolios - Pathbrite - 0 views

  • [Students need] three things: they need content knowledge, but that’s the easy part today. It’s online; you don’t need a teacher to acquire content. The world simply doesn’t care how much you know anymore because Google knows everything. What the world cares about, now that content has become a commodity, is what you can do with what you know. And that suggests the two other education outcomes that are absolutely critical, and to simplify them I call them skill and will. Students need a new set of skills to thrive for work learning and citizenship in the 21st century; and they need will, meaning motivation, and arguably the most important is motivation. Because if you are motivated you will continuously learn new skills and new content knowledge, which you will have to in this era, and its the thing we do the most damage to in our schools today.
  • We’re not giving kids work that is intrinsically interesting in the vast majority of our schools, and we’re spending far too much time on test prep, and the tests themselves are predominantly multiple choice factual recall tests that tell us absolutely nothing about work learning or citizenship readiness in the 21st century. Kids know it, and they’re bored out of their minds.
  • I think the whole idea of a digital portfolio is part of what I call Accountability 2.0, moving away from an over-reliance on stupid tests and moving towards really looking at student work and having students meet a performance standard for passing on to higher grades and for graduating from high school. And it […] can be an important factor in motivating kids to want to do better work.
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  • teachers have to give students work that demands critical thinking, problem solving, and that they expect a high standard for communication skills and collaboration skills. And the digital portfolio provides students with an opportunity to show mastery. And also—this is very important—to show progress over time.
  • the skills you need to succeed in a competitive academic environment bear absolutely no relationship to the skills you need to succeed in an innovation economy.
  • in fact the real world is evidence-based, not merely data driven. And a digital portfolio can be one of the best forms of evidence of competency and accomplishments.
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
Sean McHugh

No, Fortnite Isn't Rotting Kids' Brains. It May Even Be Good for Them - Education Week - 0 views

  • we see little to be concerned about with the game
  • Granted, kids’ enthusiasm for Fortnite can be a little much, but we are old enough to remember Garbage Pail kids and have played Pokémon.
  • one of the best things educators can do is bystander training. That is, we can teach kids appropriate ways to respond when they see distrustful, harassing, or hateful behavior.
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  • Can we really blame kids for being so taken by Fortnite? The game itself—a combination of army guys, building forts, and king-of-the-hill battles—would have taken place with sticks or toy guns in the vacant lots or wooded strands that are increasingly designed out of today’s suburban neighborhoods
  • look beyond the immediate content of the game (its characters and themes), and focus more intently on what kids are doing with it
  • Although there are no established links between games and violence, there are some obvious connections between gaming too much and wider problems
  • Wrangling over what extent games are the cause or the symptom somewhat misses the point; unhealthy game play can be a signal
  • Rather than focusing on what games kids are playing, we should attend more to who they are meeting and gaming with online, what type of talk they are engaged in, and what kinds of groups they are becoming a part of
  • just like offline ones
Sean McHugh

Let's Ban The Classroom Technology Ban. - 0 views

  • The claim that the students who didn’t use tablets performed better academically is based upon exam scores, which were only one-third of a standard deviation higher for the non-tablet crowd than the others. Some might see this as a large difference; I do not, and I doubt a majority of statisticians would either. But hey–why let the fact that this was a superficial study conducted with a small sample size of atypical students examining only one type of technology deter you from claiming that all technology in the classroom is bad? This is what people in the psych business call “confirmation bias,” I believe.
  • no mention of pedagogy at all
  • They don’t even acknowledge, much less control for, pedagogy.
    • Sean McHugh
       
      Although to be fair in terms of the study all students would be experiencing the same learning environment and would be equally "disadvantaged". Given that the actual impact of the technology was negligible this would explain why, the technology wasn't really able to be much of an advantage in that kind of teaching and learning environment.
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  • If students in a large lecture course with no laptop or device policies are doing poorly, is it because they’re on Facebook or because they’re in a cavernous auditorium with several hundred other captives, being talked at by someone who’s likely had no formal pedagogical training whatsoever?
  • unilateral bans on technology in the classroom accomplish nothing but demonstrating an off-putting rigidity and an adversarial view of students.
    • Sean McHugh
       
      "Adversarial" the tone of the entire study clearly spoke to this as the dominant perspective when considering tech use in classrooms.
  • If you’re the grumpy faculty member who kvetches about students not being taught penmanship in primary school, and who makes their classes take notes by hand to build character or whatever, take a step back and think about what you’re actually saying to your students: that some are inherently deficient, that they will fall short, and that your way is the only possible way to learn.
  • But if two-thirds of the class is doing non-class related stuff on a laptop or cell phone, why is that happening? Are they incorrigible internet addicts, or is it a pedagogical issue? If they’re not getting to where you want them to be, is it Twitter’s fault? Or is it the side effect of a lecture-based, passive pedagogy that doesn’t engage anyone?
  • Let’s be real: it’s not as if students paid rapt attention to everything faculty said until the smart phone was invented.
  • Of course, there are situations where you’ll want your students to not use devices. But there will also be occasions where you’ll want to encourage their use (quick polling, checking something online). That’s the whole point–there are no hard and fast rules, nor should there be. Good pedagogy is, above all, flexible. And, rather than an end unto itself, technology is a tool that can support good pedagogy if it’s used appropriately.
  • Rather than banning the tool because of an instance where someone used it improperly, we should work to prevent the processes which led to that instance. Our students need to be our allies, not our adversaries, if genuine learning is to occur. Students cannot experience the transformative effects that higher education can and should inculcate if we refuse to treat them as responsible agents who are the co-architects of their learning.
Sean McHugh

The Surprising, Research-Backed Benefits of Active Screen Time - 0 views

  • How about nine
    • Sean McHugh
       
      Outside of work? How is that possible? Get home from school at 4, bed at 9, even at that impractical extreme it's 5 hours, not allowing for meal time?
  • teens today are spending an average of nine hours a day online,
    • Sean McHugh
       
      Just like their parents; why is this key point so often overlooked?
  • sedentary screen time
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  • there is a very fine line between passive screen time, defined as when a child passively consumes digital content with no thought, creativity or interaction required to progress, and active screen time, which involves cognitive thought and/or physical engagement.
  • so vital for us to change how kids are using their computers and phones
    • Sean McHugh
       
      Again, only focused on kids, but if parents don't do likewise, how do they think they will have an effect?
  • As long as we ensure that our kids are actively using their screens, we can most likely avoid the problems that come with passive screen use
  • watching TV or videos
    • Sean McHugh
       
      What about the learning this offers? Specifically knowledge acquisition? Especially if that knowledge leads to hands on activity, like when kids use 'how to' videos?
  • learning a new skill like coding games or websites, creating music, writing and publishing stories or poetry
    • Sean McHugh
       
      Can you imagine many/and parents doing this? If they won't, how will they encourage their kids to do so?
Sean McHugh

The trouble knowing how much screen time is 'too much' - BBC News - 0 views

  • For now, anyone thinking about how much time using screens and social media is "OK" will ultimately have to make a personal judgement.
  • Rather than stating that social media was harmful, it suggested a more complex effect.
  • increasing the time spent using technology was linked to improved wellbeing
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  • the positive effect of regularly eating breakfast, or getting a proper night's sleep, was three times stronger.
  • the effects were small, with the positive effects of exercise being more significant.
  • A broader look at evidence provided by some other high quality studies again suggests the story is not clear-cut.
  • Playing electronic games, however, was not seen as leading to a greater risk of hyperactivity, or friendship or emotional problems
  • So how much time should we, or our children, spend looking at screens? It is difficult to be precise as different people spend time online in such different ways.
  • sugar
Sean McHugh

Ten Kid-Friendly Rules for Texting With Respect and Dignity | Psychology Today - 0 views

  • Technology makes it too easy to say things that are impulsive or unkind
  • Your words can be misinterpreted, manipulated, and forwarded without your permission
  • Once you share something online, you lose control of where it goes, who can forward it, who will see it, and how it can potentially be used
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  • Never post a photo or message that you wouldn’t want “everyone” to be able to view.
  • always be kind
  • In this immediate world of instant messaging and constant contact, you may be tempted to say whatever comes to your mind in a given moment. Don’t give in to the temptation.
  • walk away from toxic friendships
  • quality over quantity
  • make sure that the only person who is speaking for you is YOU
  • It is in your best interests not to let any friend—even a best friend—post or text from your account. Ever.
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