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Adolescent learners’ characteristics comprise the various attributes that shape the way individuals make meaning of their world. These attributes include specific skills, such as hypothetical-deductive reasoning and metacognition, which... more
Adolescent learners’ characteristics comprise the various attributes that shape the way individuals make meaning of their world. These attributes include specific skills, such as hypothetical-deductive reasoning and metacognition, which are tied to an individual’s stage of cognitive development. They also include individuals’ subjective views of the learning enterprise, for instance, their levels of motivation and mastery goals. All of these attributes are shaped in important ways by the social environment in which the learning experience occurs.
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Friendships are central to adolescents’ lives, shaping their psychological and social development in important ways. For the past decade, new digital media technologies, such as the Internet and mobile telephony, have played an integral... more
Friendships are central to adolescents’ lives, shaping their psychological and social development in important ways. For the past decade, new digital media technologies, such as the Internet and mobile telephony, have played an integral role in adolescent friendship formation and maintenance. In this paper, I draw on data from an empirical study of 20 female adolescent bloggers to explore the role of new digital media in adolescent friendships. By placing the girls’ blogging in a developmental context, I describe how new modes of communication satisfy typical developmental needs of adolescence. In the process, I identify the distinct connections that friends make through blogging and consider how these connections might be redefining traditional forms of friendship.
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Parent–child relationships are rede ned during early adolescence, as tweens become increasingly independent and begin to assert their autonomy. Because today’s youth are growing up in a digitally saturated world, investigating the... more
Parent–child relationships are rede ned during early adolescence, as tweens become increasingly independent and begin to assert their autonomy. Because today’s youth are growing up in a digitally saturated world, investigating the technology use of tweens is key to understanding the changing dynamics in parent–child relationships in early adolescence. Through surveys (N = 79) and follow-up focus groups (N = 30) with middle school students, we investigated how tweens described and made sense of their technology use, how they responded to their parents’ rules about technology, and how they navigated technology-related con icts at home. Tweens perceived a misalignment between their parents’ technology-related rules and their own purposes for using digital media, which they said created a tension between them and their parents. This exploratory study contributes new insight into how tweens relate their technology use to their interpretations of their parents’ rules and messages around technology.
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In this chapter, the authors explore the role that networked platforms play in identity development during emerging adulthood. They use the stories of two youth to highlight dominant themes from existing research and to examine the... more
In this chapter, the authors explore the role that networked platforms play in identity development during emerging adulthood. They use the stories of two youth to highlight dominant themes from existing research and to examine the developmental implications of forming one’s identity in a networked era. The inquiry is theoretically informed by the work of the psychologist Erik Erikson, who depicted identity development as a process of exploration that ultimately results in a sense of personal continuity and coherence. The authors consider what insights this theory—formulated in the mid-twentieth century—has to offer in a digital world. The chapter concludes with a discussion of the practical implications relating to education, policy, and the design of new technologies.
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From Harry Potter to American Horror Story, fanfiction is extremely popular among young people. Sites such as Fanfiction.net host millions of stories, with thousands more posted each day. Enthusiasts are sharing their writing and reading... more
From Harry Potter to American Horror Story, fanfiction is extremely popular among young people. Sites such as Fanfiction.net host millions of stories, with thousands more posted each day. Enthusiasts are sharing their writing and reading stories written by others. Exactly how does a generation known more for videogame expertise than long-form writing become so engaged in reading and writing in these communities? Via a nine-month ethnographic investigation of fanfiction communities that included participant observation, interviews, a thematic analysis of 4,500 reader reviews and an in-depth case study of a discussion group, we found that members of fanfiction communities spontaneously mentor each other in open forums, and that this mentoring builds upon previous interactions in a way that is distinct from traditional forms of mentoring and made possible by the affordances of networked publics. This work extends and develops the theory of distributed mentoring. Our findings illustrate how distributed mentoring supports fanfiction authors as they work to develop their writing skills. We believe distributed mentoring holds potential for supporting learning in a variety of formal and informal learning environments.
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We present Group Touch, a method for distinguishing among multiple users simultaneously interacting with a tabletop computer using only the touch information supplied by the device. Rather than tracking individual users for the duration... more
We present Group Touch, a method for distinguishing among multiple users simultaneously interacting with a tabletop computer using only the touch information supplied by the device. Rather than tracking individual users for the duration of an activity, Group Touch distinguishes users from each other by modeling whether an interaction with the tabletop corresponds to either: (1) a new user, or (2) a change in users currently interacting with the tabletop. This reframing of the challenge as distinguishing users rather than tracking and identifying them allows Group Touch to support multiuser collaboration in real-world settings without custom instrumentation. Specifically, Group Touch examines pairs of touches and uses the difference in orientation, distance, and time between two touches to determine whether the same person performed both touches in the pair. Validated with field data from high-school students in a classroom setting, Group Touch distinguishes among users " in the wild " with a mean accuracy of 92.92% (SD=3.94%). Group Touch can imbue collaborative touch applications in real-world settings with the ability to distinguish among multiple users. Tabletop; modeling; distinguishing users; " in the wild. " ACM Classification Keywords H.5.3. Group and Organization Interfaces: Collaborative Computing.
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Figure 1. An overview of fanfiction story metadata by fandom/category. The category Books contains the most popular fandom (Harry Potter) by number of stories, but the category Anime is much deeper, with multiple fandoms generating more... more
Figure 1. An overview of fanfiction story metadata by fandom/category. The category Books contains the most popular fandom (Harry Potter) by number of stories, but the category Anime is much deeper, with multiple fandoms generating more stories. ABSTRACT With its roots dating to popular television shows of the 1960s such as Star Trek, fanfiction has blossomed into an extremely widespread form of creative expression. The transition from printed zines to online fanfiction repositories has facilitated this growth in popularity, with millions of fans writing stories and adding daily to sites such as Archive Of Our Own, Fanfiction.net, FIMfiction.net, and many others. Enthusiasts are sharing their writing, reading stories written by others, and helping each other to grow as writers. Yet, this domain is often undervalued by society and understudied by researchers. To facilitate the study of this large but often marginalized community, we present a fully anonymized data release (via differential privacy) of the metadata from a large fanfiction site (to protect author privacy, story, profile, and review text is excluded, and only metadata is provided). We use visual analytics techniques to draw several intriguing insights from the data and show the potential for future research. We hope other researchers can use this data to explore further questions related to online fanfiction communities.
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This article explores the efforts of one network of afterschool programs to leverage new media technologies to promote out-of-school learning among high school students from nondominant backgrounds and connect this learning to their... more
This article explores the efforts of one network of afterschool programs to leverage new media technologies to promote out-of-school learning among high school students from nondominant backgrounds and connect this learning to their school contexts. The study entailed in-depth interviews and focus groups with 40 youth and adults involved in the afterschool programming, as well as 12 observations of afterschool sessions and school-based classes. A thematic analysis of the transcripts and field notes revealed a notable discrepancy in youth’s learning experiences in school and afterschool settings. Out-of-school learning experiences were more likely to be peer supported, interest powered, and production centered. They were also more likely to engage youth and adults around a shared purpose and to take advantage of openly networked infrastructures. Two theoretical frameworks from the field of information behavior are used to explore the distinct successes and challenges associated with promoting rich learning experiences in each setting.
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The aim of this paper is to investigate which adolescents are most and least at risk of experiencing online victimization. The results of logistic regression analyses using data on 2079 adolescents attending secondary school in Bermuda... more
The aim of this paper is to investigate which adolescents are most and least at risk of experiencing online victimization. The results of logistic regression analyses using data on 2079 adolescents attending secondary school in Bermuda indicate that not all forms of media use place adolescents at risk of experiencing cyberbullying. Adolescents who spent more time using their cell phone were more likely to report having received an aggressive or threatening electronic communication and having had someone say nasty things about them online. There was no such relationship between time on the internet and either form of online victimization. The findings also suggest that strong parent relationships and positive experiences at school are generally more protective against cyberbullying than adults' restrictions on adolescents' media use. These findings contribute important insight into strategies that hold promise for decreasing cyberbullying among adolescents.
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Interaction logs generated by educational software can provide valuable insights into the collaborative learning process and identify opportunities for technology to provide adaptive assistance. Modeling collaborative learning processes... more
Interaction logs generated by educational software can provide valuable insights into the collaborative learning process and identify opportunities for technology to provide adaptive assistance. Modeling collaborative learning processes at tabletop computers is challenging, as the computer is only able to log a portion of the collaboration, namely the touch events on the table. Our previous lab study with adults showed that patterns in a group's touch interactions with a tabletop computer can reveal the quality of aspects of their collaborative process. We extend this understanding of the relationship between touch interactions and the collaborative process to adolescent learners in a field setting and demonstrate that the touch patterns reflect the quality of collaboration more broadly than previously thought, with accuracies up to 84.2%. We also present an approach to using the touch patterns to model the quality of collaboration in real-time. Collaborative learning; tabletop; modeling; " in the wild. " ACM Classification Keywords H.5.3. Group and organization interfaces: Collaborative computing.
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This article presents a novel data analytic approach to collect detailed information from visual artworks. This new method provides researchers with a framework to compare, analyze, and review in a systematic way large quantities of data... more
This article presents a novel data analytic approach to collect detailed information from visual artworks. This new method provides researchers with a framework to compare, analyze, and review in a systematic way large quantities of data from visual productions. Drawing on principles of art historical criticism, our research team devised a comprehensive coding scheme that captures both technical and content attributes. The coding scheme is configured to record specific, fundamental features for each artwork, providing an instrument for collecting data and cross-examining codes to reveal content in a unique and unbiased manner. For example, detailed data collected through individual codes can reveal clear patterns in the artistic treatment of composition and medium, providing evidence that the method could be adapted and applied for use in a variety of settings. To illustrate the method, this article presents examples from an empirical research study that was conducted at Harvard University’s Project Zero. In this study, the coding scheme was applied to 414 pieces of artwork published in a teen art and literary magazine between 1990 and 2011. The coding scheme is defined and applied to 2 sample artworks, allowing readers to understand how this method can be used to record nuanced information about each work. Applying this analytic approach to visual art created in museums and informal learning settings can yield insights into artworks, their creators, and nuanced changes in creative production over time.
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The American Academy of Pediatrics has identified bullying as a serious health risk for adolescents. In today’s age of social media and smartphones, this health risk has taken on new forms and extended its reach. Strategies to reduce the... more
The American Academy of Pediatrics has identified bullying as a serious health risk for adolescents. In today’s age of social media and smartphones, this health risk has taken on new forms and extended its reach. Strategies to reduce the prevalence of and negative consequences associated with both traditional bullying and cyberbullying require knowledge of victims’ lived experiences as well as the coping strategies they employ – both effectively and ineffectively – to respond to their tormentors. This article presents findings from an in- depth content analysis of the entire set of 1094 comments from a viral blog post about cyberbullying in which people shared their personal stories of bullying and coping. These stories included a mix of both traditional and online forms of victimization, as well as more general reflections about the distinct qualities of networked publics that serve to magnify, spread, and exacerbate the effects of bullying. The findings suggest that victims of both traditional bullying and cyberbullying are often targeted because they do not conform in one way or another to mainstream norms and values. Victims employed similar coping strategies to respond to their online and offline tormentors. Common behavioral strategies included seeking social support, ignoring/blocking, and finding a creative or expressive outlet. The two most commonly cited cognitive strategies were self-talk and taking the bully’s perspective. Not all strategies were judged to be effective. The findings have relevance to researchers seeking to understand bullying from the perspective of victims and to practitioners seeking to develop effective interventions to support bullying victims.
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This paper explores the opportunities and challenges associated with implementing a digital badge system that awards high school credit for students' participation in afterschool programs serving non-dominant youth. Data include... more
This paper explores the opportunities and challenges associated with implementing a digital badge system that awards high school credit for students' participation in afterschool programs serving non-dominant youth. Data include interviews and focus groups with 43 students, and interviews with 24 teachers and afterschool mentors and one college admissions director. Across all stakeholders, the most frequently cited opportunity related to the potential that badges hold for establishing learners' credibility outside the context in which their badges were earned by providing a trustworthy record of the skills and achievements that students gain through their participation in the afterschool programs. However, credibility also emerged as the dominant challenge associated with digital badges. Participants observed that in order for badges to succeed in proving one's credibility to external audiences, these audi-encesdsuch as college admissions officers and employersdmust know about and recognize the validity of badges. Students, teachers, and program staff all expressed the belief that this essential criterion had not yet been achieved. We examine these findings in light of theory and research on the role of artifacts within and outside the communities of practice in which they were created and used. The findings hold implications for designers of openly networked learning environments that seek to span and connect diverse social settings.
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This paper investigates high school students' perceptions of the opportunities and challenges of using digital badges to recognize and reward the skills and achievements they acquire in an afterschool science education program. Focus... more
This paper investigates high school students' perceptions of the opportunities and challenges of using digital badges to recognize and reward the skills and achievements they acquire in an afterschool science education program. Focus groups and usability tests were conducted with 10 students during the design of a badge system prototype for use in the program. We found that students recognized opportunities for personal empowerment in their use of badges, but also expressed concerns about sharing badges in various online contexts. The findings provide new insight into the values and goals that learners bring to discussions of digital badges in education. These insights hold relevance for designers of education-based badge systems as well as educators seeking to introduce badges into their practice.
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While traditional forms of bullying have been steadily decreasing over the course of the last two decades, cyberbullying has emerged as a major concern among parents, teachers, and other professionals working with young people. Because... more
While traditional forms of bullying have been steadily decreasing over the course of the last two decades, cyberbullying has emerged as a major concern among parents, teachers, and other professionals working with young people. Because cyberbullying is a relatively new phenomenon, its research base is not as well developed as research on traditional bullying. In this literature review, the authors synthesize current knowledge on cyberbullying's prevalence among youth; its relationship to offline bullying; which youth are most likely to be perpetrators and victims; the negative effects of cyberbullying on victims; and the landscape of intervention efforts currently employed in the United States. In the process, they highlight areas in need of future research.
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Earlier studies using psychometric tests have documented declines in creativity over the past several decades. Our study investigated whether and how this apparent trend would replicate through a qualitative investigation using an... more
Earlier studies using psychometric tests have documented declines in creativity over the past several decades. Our study investigated whether and how this apparent trend would replicate through a qualitative investigation using an authentic nontest measure of creativity. Three-hundred and fifty-four visual artworks and 50 creative writing works produced by adolescents between 1990–1995 and 2006–2011 were assessed. Products were analyzed using a structured assessment method based on technical criteria and content elements. Criteria included in the current investigation (e.g., genre, medium, stylistic approach) are relevant both to the specific media domains and to previously established dimensions of creativity, such as originality and complexity. Results showed strong domain differences: performance in visual arts increased on a variety of indices of complexity and technical proficiency, and performance in writing decreased on indices related to originality and technical proficiency. Findings highlight the value of analysing creativity across domains. The importance of considering cultural and technological changes in characterizing and understanding apparent trends in amount and types of creativity is discussed.
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To understand the opportunities, challenges, and values stakeholders perceive to be associated with digital badges for learning, we analyzed discussions in an online community in which designers, educators, programmers, and others shared... more
To understand the opportunities, challenges, and values stakeholders perceive to be associated with digital badges for learning, we analyzed discussions in an online community in which designers, educators, programmers, and others shared ideas guiding the creation of a set of standards for digital badges and badge systems. In this paper we present the themes expressed in these discussions as well as stakeholders’ values and their perceived opportunities and challenges of digital badge systems.
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There is considerable debate about young people’s concern for privacy today, given their frequent use of social media to share information and other content about themselves and others. While researchers have investigated the online... more
There is considerable debate about young people’s concern for privacy today, given their frequent use of social media to share information and other content about themselves and others. While researchers have investigated the online privacy practices of teens and emerging adults, relatively little is known about the attitudes and behaviors of younger youth. Drawing on interviews with 42 middle school students, or ‘tweens’, we explore how youth in this age group think about and manage privacy issues online, as well as the messages they report hearing from educators about online privacy. Our findings suggest that most tweens value privacy, seek privacy from both strangers and known others online, and use a variety of strategies to protect their privacy online. Further, tweens’ online privacy concerns are considerably broader than the ‘stranger danger’ messages they report hearing from teachers. We discuss the educational implications of these findings.
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Music is not typically used in teaching high school-and college-level chemistry. This may be attributable to instructors' perceptions of educational music as being solely for memorization, their uncertainty about how to incorporate music... more
Music is not typically used in teaching high school-and college-level chemistry. This may be attributable to instructors' perceptions of educational music as being solely for memorization, their uncertainty about how to incorporate music effectively, or because of a limited number of suitable songs in which the music and words reinforce each other. To address these issues by way of a biochemistry example, we created Amino Acid Jazz, a sing-along exercise in which students synthesize a musical polypeptide from amino acid building blocks. Along the way, musical elements indicate key points about protein chemistry and structure. This exercise is an example of how the music of a song can amplify (rather than distract from) the content of the lyrics, and can thus promote knowledge acquisition that goes beyond rote memorization. Furthermore, it may be extended to incorporate students' own creative ideas. Most initial feedback from students and other teachers has been positive.
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The current study investigates the joint effects of interpersonal relationships and digital media use on adolescents' sense of identity. Questionnaires were administered to a sample of 2079 students (57% female) between the ages of 11 and... more
The current study investigates the joint effects of interpersonal relationships and digital media use on adolescents' sense of identity. Questionnaires were administered to a sample of 2079 students (57% female) between the ages of 11 and 19 years (M = 15.4 years) attending one of seven secondary schools in Bermuda. Using structural equation modeling, the author found that mothers and friends play an important role in adolescents' lives, with both relationships contributing in positive ways to respondents' self-concept clarity. Further, the results showed that mother relationship quality affected adolescents' self-concept clarity both directly and indirectly, through the positive impact it had on friendship quality. Friends also played a mediating role in relation to aspects of adolescents' digital media use. Specifically, the negative association detected between online identity expression/exploration and self-concept clarity was mediated partially by low friendship quality. Going online to communicate with one's friends appeared to play a more positive role in adolescents' sense of identity. The results showed that online peer communication affected self-concept clarity indirectly through its positive impact on friendship quality.
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This article explores how young people – for whom issues of identity are particularly salient – conceive of the new opportunities for self-expression provided by digital media technologies. In-depth interviews were conducted with 24... more
This article explores how young people – for whom issues of identity are particularly salient – conceive of the new opportunities for self-expression provided by digital media technologies. In-depth interviews were conducted with 24 ‘digital youth,’ ages 15–25, who were highly engaged in at least one form of digital media activity at the time of their interview. Participants were presented with a hypothetical scenario designed to probe their conceptions of identity, both online and offline. The themes identified in the interviews are organized into a conceptual framework that summarizes the strategies young people use to reconcile the tension between multiplicity and consistency in a networked era. The framework comprises four ‘spheres of obligation’ – to self, interpersonal relationships, online social norms, and broad community-level values – that function as implicit limits on self-multiplicity. Participants varied in the weight they gave to each sphere when deciding how to express themselves in this networked era.
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For a democratic society to thrive, its citizens must be willing to extend a certain degree of trust to their elected representatives, public institutions, and fellow citizens. Unfortunately, levels of trust in the United States have been... more
For a democratic society to thrive, its citizens must be willing to extend a certain degree of trust to their elected representatives, public institutions, and fellow citizens. Unfortunately, levels of trust in the United States have been declining steadily since the latter quarter of the 20th century. Beginning with the generation born at the close of World War II, each successive generation of Americans has become less and less trusting (Robinson & Jackson, 2001). In this chapter, using data from a study comparing two current generations of Americans, we explore this generational decline in trust. While they shared many similarities, the adults and youths in our study displayed a number of differences in the way they approached various trust judgments—for instance, in their initial willingness to extend trust, their openness to engage in certain trust judgments, and their inclination to forgive breaches of trust. We discuss these findings in light of existing research and theory on trust, and consider promising avenues for intervention with young people.  The long-term goal of our work is to develop in young people the ability to make warranted trust judgments about the public  figures whose decisions a affect the welfare of society.
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For healthy functioning, democratic societies rely on an informed, engaged citizenry. When civic life and democracy flourish, citizens' trust in other individuals, elected officials, and public institutions is high. However, levels of... more
For healthy functioning, democratic societies rely on an informed, engaged citizenry. When civic life and democracy flourish, citizens' trust in other individuals, elected officials, and public institutions is high. However, levels of trust have been declining for decades in the United States; low levels of trust among youths are a particular concern, especially if associated with a disinclination to engage in civic and political life. Understanding the nature of trust among young people today — both its meaning and the processes by which it is extended — is therefore vital. In this chapter, a companion piece to Chapter 3 on generational differences, we explore the " mental models " young people use in assessing the trustworthiness of others. We attend particularly to the models they adopt vis-à-vis politicians and other public figures. We discuss patterns found among youths with respect to two components that make up a mental model of trust: the cognitive approach (or how youths go about the trust judgment process) and the evidence type (or what youths look at in order to gauge the trustworthiness of another person). Summarizing our findings, for a range of near and distant figures, youths rely predominately on an earned-through-performance model of trust. Th at is, when making trust judgments, most youths take the approach that trust needs to be earned and focus on performance evidence, or the actions of the would-be trustee. Importantly, though, many youths favor models based on interactions evidence — particularly earned-through-interactions or evolves-through-interactions models — when assessing the trustworthiness of distant figures such as politicians and others in public life, where such interactions are improbable. Below, we describe more fully the definitions and prevalence of these and other models, and show how they influence the trust judgments youths ultimately make — specifically, the tendency of youths to either distrust or withhold trust from individuals in the polity. We also consider youths' views regarding the general importance of trust in society. Finally, we discuss implications of these findings for youths' participation in democratic life, and suggest practical recommendations for encouraging youths to consider alternative trust mental models.
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We describe the five minds that should be nurtured in all children to prepare them to become both good workers and good citizens of a complex, ever-changing society. In light of the central role that digital media technologies play in... more
We describe the five minds that should be nurtured in all children to prepare them to become both good workers and good citizens of a complex, ever-changing society. In light of the central role that digital media technologies play in such a society, we explore the way in which digital media affect the development and expression of the five minds, as well as the distinct challenges of cultivating each mind in a digital era. We then delineate the types of schools we believe are best suited to meet these challenges. In conclusion, we consider the pedagogical practices required to develop the five minds and the policies and practices that powerfully affect what happens within the classroom walls.
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Background/Context: Digital media seem to pervade all aspects of American youth's lives, from communicating with friends and family to learning about the world around them. Many educators and scholars celebrate the new opportunities for... more
Background/Context: Digital media seem to pervade all aspects of American youth's lives, from communicating with friends and family to learning about the world around them. Many educators and scholars celebrate the new opportunities for learning that Web 2.0 tools present, and empirical evidence suggests that computer-mediated communication positively influences the quality of adolescents' friendships. Yet, adults are also mindful of the risks associated with youth's digital media activities, including the negative effects of multitask-ing and the implications for identity development of being perpetually " tethered " to one's friends and family. Focus of Study: Because widespread Internet and mobile phone use are still relatively new phenomena, further research is needed to investigate their effects on young people. Existing research indicates that the effects are unlikely to be wholly positive or negative. In this article , the author explores the tension between the promises and perils associated with digital media in the context of one college student's daily experiences. Research Design: Using the qualitative method of portraiture, the author examined how one college student uses digital media in her everyday life; her motivations and goals for using various media; and the opportunities and drawbacks she perceives in her daily media use. Conclusions: This student's experiences illuminate the always-connected, always-connecting quality of life for today's young people. Her experiences also reveal the complexity of life with digital media, because media both support her connections to people and ideas and give rise to feelings of disconnection and fragmentation. Finally, this portrait highlights the need for and value of nurturing youth's reflective practices and providing them with spaces to engage in sustained reflection.
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Adolescent girls have emerged as the largest demographic of bloggers in the United States. In this study, the author interviewed 20 girls, aged 17 to 21, who had been blogging for 3 or more years. Consistent with previous studies... more
Adolescent girls have emerged as the largest demographic of bloggers in the United States. In this study, the author interviewed 20 girls, aged 17 to 21, who had been blogging for 3 or more years. Consistent with previous studies involving youths' online activities, the girls discussed their use of blogging for self-expression and peer interaction. They also observed that the content and style of their blog writing has changed considerably over the years. Their observations reflect key changes in self-development and peer relationships that typically occur during the transition from adolescence to emerging adulthood. Drawing on these findings, the author presents a conceptual framework that illustrates how developmental theory can illuminate our understanding of adolescents' and emerging adults' online behaviors.
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We contend that the formation of the contemporary mind should emphasize the development of respect and ethics. Individuals with respectful minds welcome differences between themselves and other individuals and groups and seek to work... more
We contend that the formation of the contemporary mind should emphasize the development of respect and ethics. Individuals with respectful minds welcome differences between themselves and other individuals and groups and seek to work effectively with all parties. Individuals who possess ethical minds acknowledge their membership within numerous local, national, and international communities; they consider the effects of their actions upon these communities. The multiple intelligences of human beings – particularly logical–mathematical intelligence and the personal intelligences – are the core capacities upon which policymakers and practitioners must call when seeking to foster young people's respectful and ethical minds. Here, we offer a number of experiences that can enhance relevant facets of young people's logical–mathematical and personal intelligences and help them to employ their intelligences in prosocial ways.
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The new digital media are a frontier that is rich with opportunities and risks, particularly for young people. Through digital technologies, young people are participating in a range of activities, including social networking, blogging,... more
The new digital media are a frontier that is rich with opportunities and risks, particularly for young people. Through digital technologies, young people are participating in a range of activities, including social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creations, and collaborating with others in various ways.
In late 2006, our research team at Harvard Project Zero launched a three-year project funded by the MacArthur Foundation. The goals of the GoodPlay Project are twofold—(1) to investigate the ethical contours of the new digital media and (2) to create interventions to promote ethical thinking and, ideally, conduct. In the first year of the project, we conducted back- ground research to determine the state of knowledge about digital ethics and youth and to prepare ourselves for our empirical study. This report describes our thinking in advance of beginning our empirical work. We expect to revisit the framework and arguments that are presented here after our empirical study is complete.

In this report, we explore the ethical fault lines that are raised by such digital pursuits. We argue that five key issues are at stake in the new media—identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, we explore the ways in which youth are redefining these five concepts as they engage with the new digital media. For each issue, we describe and compare offline and online understandings and then explore the particular ethical promises and perils that surface online.

We define good play as online conduct that is meaningful and engaging to the participant and is responsible to others in the community and society in which it is carried out. We argue that the new digital media, with all their participatory potentials, are a playground in which five factors contribute to the likelihood of good play—the technologies of the new digital media; related technical and new media literacies; person-centered factors, such as cognitive and moral development, beliefs, and values; peer cultures, both online and offline; and ethical supports, including the presence or absence of adult mentors and educational curricula. The proposed model sets the stage for an empirical study that will invite young people to share their personal stories of engagement with the new digital media.
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Children and teens have valuable insights to offer in the design of sociotechnical learning tools and environments. Prior work has identified a range of participatory design (PD) techniques that have been used successfully to engage youth... more
Children and teens have valuable insights to offer in the design of sociotechnical learning tools and environments. Prior work has identified a range of participatory design (PD) techniques that have been used successfully to engage youth of various ages in the design process. Less understood is how youth experience and learn from their engagement in specific PD techniques. Although recent work has begun to address this understudied area, it has focused primarily on children, not adolescents. In the current study, we document the learning opportunities experienced by a group of high school students who participated in a series of six PD sessions focusing on the design of a digital badge system that recognizes and rewards out-of-school science learning. We discuss how these learning opportunities, actualized through scaffolded reflection, contributed positively to the design of the digital badge system. This work advances knowledge of how and why engaging youth in PD can contribute to effective designs of sociotechnical learning systems.
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This study employed participatory design (PD) to develop a digital badge system that recognizes the skills and achievements of a diverse group of high school students who participate in an out-of-school science education program.... more
This study employed participatory design (PD) to develop a digital badge system that recognizes the skills and achievements of a diverse group of high school students who participate in an out-of-school science education program. Documentation of the design sessions illustrates the benefits of engaging students, program supervisors, and researchers in co-design activities aimed at articulating the learning pathways available to students in the program. By providing students with opportunities to reflect on their learning experiences, these co-design activities supported their developing science identities. This work offers best practices for directly engaging learners and supervisors in the design of a technology-based learning management system.
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This paper presents a novel data analytic approach used to analyze changes in visual artworks over time. Drawing on principles of art historical criticism, our research team devised a comprehensive coding scheme that captures both... more
This paper presents a novel data analytic approach used to analyze changes in visual artworks over time. Drawing on principles of art historical criticism, our research team devised a comprehensive coding scheme that captures both technical and content attributes. After establishing inter-rater agreement, the researcher team applied the coding scheme to 414 pieces of adolescent artwork published in a teen art and literary magazine between 1990 and 2011. Analyses of the occurrence of each code revealed notable changes in adolescent creative production over the twenty-year period that we investigated. Applying this analytic approach to visual art can yield insights into artworks, their creators, and nuanced changes in creative production over time.
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