22,348 research outputs found

    The phone as a tool for combining online and offline social activity – teenagers’ phone access to an online community

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    We have analyzed two months of log data and 100 surveys on the phone use of a Swedish online community for teenagers to investigate the mobile use of an established online service. This shows that the phone use mostly takes place during times of the day when teenagers have social time and the use is not influenced by the availability of a computer. The phone makes the community access more private compared to the computer, but teens do share the use when they want to. The cell phone bridges the online and offline social communities and allows teens to participate in both at the same time. The online community is not only a place for social activity online, it is also a social activity offline that is carried out face-to-face with friends. The cell phone thus was a tool for the teens to combine their participation in the online and the offline world

    Parent Know How : telephone helplines and innovation fund strands evaluation

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    Students and instant messaging: a survey of current use and demands for higher education

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    Instant messaging (IM) is the term used to describe the technology through which ‘users can set up a list of partners who will be able to receive notes that pop up on their screens the moment one of them writes and hits the send button’. While early use could be described as mainly for fun, IM today is a serious communication medium. Remarkably, it seems that educational institutions have been doing very little with it, while several studies indicate that it could indeed be a valuable tool in education. As a first step towards a better understanding of the educational use of IM, we want to gain insights in how students currently use IM and what opportunities they themselves see for the medium. To that end we conducted a survey among students of the Fontys University of Applied Sciences in The Netherlands. A large majority of the participating students indicated using IM for their studies. Also, when asked about their demands for a possible educational implementation, the majority were positive

    Good practice guidance for the providers of social networking and other user-interactive services

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    Playing in a virtual bedroom: youth leisure in the Facebook generation

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    The rapidly changing uses of online social networking sites (SNS) have led to moral panics, most notably framed in terms of 'stranger danger'. However, the risks to young people from access to un-mediated content available via SNS, and most particularly to user-generated content is not generally seen as being dangerous. However, adults would not generally consider many of the activities engaged in via SNS as safe were they conducted in the real world. This paper explores the ways in which young people use SNS to mediate complex issues of social identity in a virtual environment

    Teensites.com: A Field Guide to the New Digital Landscape

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    A 2001 report from the Center for Media Education, provided here as background to work produced by Kathryn Montgomery after coming to American University and CSM (see http://www.centerforsocialmedia.org/resources/publications/ecitizens/index2.htm -- Youth as E-Citizens'), surveys the burgeoning digital media culture directed at -- and in some cases created by -- teens.This report surveys the burgeoning new media culture directed at -- and in some cases created by -- teens. TeenSites.com -- A Field Guide to the New Digital Landscape examines the uniquely interactive nature of the new media, and explores the ways in which teens are at once shaping and being shaped by the electronic culture that surrounds them

    Web 2.0 technologies for learning: the current landscape – opportunities, challenges and tensions

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    This is the first report from research commissioned by Becta into Web 2.0 technologies for learning at Key Stages 3 and 4. This report describes findings from an additional literature review of the then current landscape concerning learner use of Web 2.0 technologies and the implications for teachers, schools, local authorities and policy makers

    Living and Learning With New Media: Summary of Findings From the Digital Youth Project

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    Summarizes findings from a three-year study of how new media have been integrated into youth behaviors and have changed the dynamics of media literacy, learning, and authoritative knowledge. Outlines implications for educators, parents, and policy makers

    Interactive Food and Beverage Marketing: Targeting Children and Youth in the Digital Age

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    Looks at the practices of food and beverage industry marketers in reaching youth via digital videos, cell phones, interactive games and social networking sites. Recommends imposing governmental regulations on marketing to children and adolescents
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