
Children and Youth;Education and Literacy;Journalism and Media
Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.
Youth today are often criticized for their lack of civic participation and involvement in political life. Technology has been blamed, amongst many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their communities. However, current research is beginning to indicate that these might be inaccurate perceptions. The Internet has provided new opportunities to create communities that extend beyond geographic boundaries, to engage in civic and volunteering activities across local and national frontiers, to learn about political life, and to experience the challenges of democratic participation. How do we leverage youth's interest in new technologies by developing technology-based educational programs to promote civic engagement? This chapter explores this question by proposing socio-technical design elements to be considered when developing technology-rich experiences. It presents a typology to guide the design of Internet-based interventions, taking into account both the affordances of the technology and the educational approach to the use of the technology. It also presents a pilot experience in a northeastern university that offered a pre-orientation program in which incoming freshman designed a three-dimensional virtual campus of the future and developed new policies and programs to strengthen the relationship between college campus and neighbor communities.
August 1970
Geographic Focus:

Children and Youth;Education and Literacy;Journalism and Media
Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.
Youth today are often criticized for their lack of civic participation and involvement in political life. Technology has been blamed, amongst many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their communities. However, current research is beginning to indicate that these might be inaccurate perceptions. The Internet has provided new opportunities to create communities that extend beyond geographic boundaries, to engage in civic and volunteering activities across local and national frontiers, to learn about political life, and to experience the challenges of democratic participation. How do we leverage youth's interest in new technologies by developing technology-based educational programs to promote civic engagement? This chapter explores this question by proposing socio-technical design elements to be considered when developing technology-rich experiences. It presents a typology to guide the design of Internet-based interventions, taking into account both the affordances of the technology and the educational approach to the use of the technology. It also presents a pilot experience in a northeastern university that offered a pre-orientation program in which incoming freshman designed a three-dimensional virtual campus of the future and developed new policies and programs to strengthen the relationship between college campus and neighbor communities.
August 1970
Geographic Focus:

Children and Youth;Education and Literacy;Journalism and Media
Part of the Volume on Digital Media, Youth, and Credibility
This chapter presents an in-depth exploration of how college students identify credible information in everyday information-seeking tasks. The authors find that credibility assessment is an over-time process rather than a discrete evaluative event. Moreover, the context in which credibility assessment occurs is crucial to understand because it affects both the level of effort as well as the strategies that people use to evaluate credibility. College students indicate that although credibility was an important consideration during information seeking, they often compromised information credibility for speed and convenience, especially when the information sought was less consequential.
August 1970
Geographic Focus:

Children and Youth;Education and Literacy;Journalism and Media
Part of the Volume on Digital Media, Youth, and Credibility
This chapter presents an in-depth exploration of how college students identify credible information in everyday information-seeking tasks. The authors find that credibility assessment is an over-time process rather than a discrete evaluative event. Moreover, the context in which credibility assessment occurs is crucial to understand because it affects both the level of effort as well as the strategies that people use to evaluate credibility. College students indicate that although credibility was an important consideration during information seeking, they often compromised information credibility for speed and convenience, especially when the information sought was less consequential.
August 1970
Geographic Focus:

Children and Youth;Education and Literacy;Journalism and Media
Part of the Volume on Digital Young, Innovation, and the Unexpected
This essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams.
August 1970
Geographic Focus:

Children and Youth;Education and Literacy;Journalism and Media
Part of the Volume on Digital Young, Innovation, and the Unexpected
This essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams.
August 1970
Geographic Focus:

Children and Youth;Education and Literacy;Journalism and Media
Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth. Teaching young people how to use digital media to convey their public voices could connect youthful interest in identity exploration and social interaction with direct experiences of civic engagement. Learning to use blogs ("web logs," web pages that are regularly updated with links and opinion), wikis (web pages that non-programmers can edit easily), podcasts (digital radio productions distributed through the Internet), and digital video as media of self-expression, with an emphasis on "public voice," should be considered a pillar -- not just a component -- of twenty-first-century civic curriculum. Participatory media that enable young people to create as well as consume media are popular among high school and college students. Introducing the use of these media in the context of the public sphere is an appropriate intervention for educators because the rhetoric of democratic participation is not necessarily learnable by self-guided point-and-click experimentation. The participatory characteristics of online digital media are described, examples briefly cited, the connection between individual expression and public opinion discussed, and specific exercises for developing a public voice through blogs, wikis, and podcasts are suggested. A companion wiki provides an open-ended collection of resources for educators: https://www.socialtext.net/medialiteracy.
August 1970
Geographic Focus:

Children and Youth;Education and Literacy;Journalism and Media
Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth. Teaching young people how to use digital media to convey their public voices could connect youthful interest in identity exploration and social interaction with direct experiences of civic engagement. Learning to use blogs ("web logs," web pages that are regularly updated with links and opinion), wikis (web pages that non-programmers can edit easily), podcasts (digital radio productions distributed through the Internet), and digital video as media of self-expression, with an emphasis on "public voice," should be considered a pillar -- not just a component -- of twenty-first-century civic curriculum. Participatory media that enable young people to create as well as consume media are popular among high school and college students. Introducing the use of these media in the context of the public sphere is an appropriate intervention for educators because the rhetoric of democratic participation is not necessarily learnable by self-guided point-and-click experimentation. The participatory characteristics of online digital media are described, examples briefly cited, the connection between individual expression and public opinion discussed, and specific exercises for developing a public voice through blogs, wikis, and podcasts are suggested. A companion wiki provides an open-ended collection of resources for educators: https://www.socialtext.net/medialiteracy.
August 1970
Geographic Focus: