21,448 research outputs found

    Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study

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    Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology-based games. Given the relationship between gambling and gaming activities, the paucity of research on gambling and gaming behaviors in Portugal, and the potential negative consequences in the lives of young people, the goal of this study was to explore and compare the perceptions of these two behaviors between Portuguese adolescents and young adults. Results from six focus groups (three with adolescents and three with young adults, comprising 37 participants aged between 13 and 26 years) indicated different perceptions for the two age groups. For adolescents, gaming was associated with addiction whereas for young adults it was perceived a tool for increasing personal and social skills. With regard to gambling, adolescents associated it with luck and financial rewards, whereas young adults perceived it as an activity with more risks than benefits. These results suggest developmental differences that have implications for intervention programs and future research

    Barriers and enablers of youth as drivers of social change: university students’ perspectives

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    As a progressive society, there is an expectation for young people to become the social leaders and innovators of tomorrow. Not only does this expectation imply an intergenerational ‘passing of the baton’ but also this scenario assumes that young people value social change and possess the self-efficacy that empowers them to ignite positive social change. Added to this is a fundamental assumption that social constructs will enable young people to work as change agents, rather than create hindrances. A complexity for higher education institutions is how to develop young people’s capacities for social change given the inevitable variance in how much their students value and believe they have the ability for ‘changemaking’. This study explored university students’ conceptions of social change and their perspectives on the tools and resources needed to engage in social changemaking. Two focus groups were held at the University of Northampton, which elicited students’ (n=10) views on 1) their conceptions of social change and social innovation, 2) their perceptions of what enables young people to engage with social change and 3) their beliefs about the barriers that exist for young people in being or becoming change agents. Findings from this study offer important implications for higher education institutions that aim to engage in positive youth development as part of the curricular or extra-curricular provision. By illuminating the perceived barriers and enablers for youth in driving social change, higher education institutions will be in a stronger position from which to nurture this generation of ‘changemakers’

    Already at a disadvantage? ICT in the home and children's preparation for primary school. (ICT Research Bursaries 2004 - Final Report)

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    The aim of this study is to investigate the impact of socio-economic disadvantage on pre-school children's development of competences in information and communications technologies (ICT). The study focuses on children's experiences of ICT in the home and in pre-school settings in the year before they begin formal education, and seeks to investigate concepts of advantage and disadvantage in this context. The study also aims to investigate teachers' perceptions of children's ICT competences on entry to school

    A Narrative Inquiry into the Experiences of Children and Parents with Technology: What Are Real and Unreal Worlds?

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    We always think of play as something of more of an organic interaction. What if play was considered in terms of technology. This inquiry attended to children and their parents' stories and experiences to find out what is the definition of play from their perspectives and how young children experience technology in terms of real and unreal. Many adults find the technological world quite different from children's perspectives; however, children in some cases consider technology-based games and natural play as the same world. This narrative inquiry attempted to understand what the participants feel, think, and perceive from the concepts of natural play and technology-based games for facilitating the process of learning, and how participants recognized and differentiated between these two worlds. Following the narrative inquiry tradition, I shared my lived experiences and stories with the participants, explained the research questions, and then asked participants to share their stories. Four participants, two mothers and their children attended three research conversations each, for a one-hour duration over three months. They narrated their stories regarding their understanding of the concept of play alone, with friends, or in parallel. Participants also shared their stories about boundaries between two worlds. The experiences and opinions of the participants were similar in some of their stories and different in others. Their stories give the reader and the researcher a deep insight into the perspectives of parents and their children on the concept of play and the world of technology

    Youth and Digital Media: From Credibility to Information Quality

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    Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure

    Reproduction and transformation of students\u27 technology practice: The tale of two distinctive secondary student cases

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    Disparities in the technology practices, skills and knowledge of school students still exist, despite widespread investment, and use in schools. In order to understand why inequalities remain, we first need a more nuanced understanding of students\u27 technology practice, including understanding how their backgrounds, circumstances and experiences shape their perceptions of and engagement with technology. This paper proposes that research in the field of educational technology would benefit from a sociological framing in order to highlight how and why students use technology at school and in their everyday lives. The paper reports on a qualitative embedded case study of 13-16‐year‐old students in two Australian secondary schools. In‐depth case studies of two selected students illustrate the complex nature of students\u27 technology practice. Bourdieu\u27s concepts of field, habitus and capital are used as a lens through which to view and understand inequalities in students\u27 technology practice. The findings demonstrate the utility of sociological theory in educational technology research by highlighting systems and structures of reproduction and transformation. Furthermore, the findings can inform an approach to teaching and learning that considers students\u27 varied experiences, knowledge, perspectives and backgrounds relating to technology
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