Chapter 17 – Young People and the Internet
Chapter Summary
The Positive Role of Technology
- The use of technology in the classroom is recognised as a fundamental learning tool which stimulates the language, cognitive, and social development of young children.
- Socialising with their peers and developing their own identities within the online world increases during the adolescent years.
- Communication of offline relationships and online relationships are strongly correlated, with adolescents interacting with people with whom they are familiar.
- The Internet provides individuals with even more options for identity experimentation.
- The increase in online communication for young people appears to encapsulate an appreciated image of oneself, which supports and is supported by one’s peers.
Gaming
- Much experimentation occurs through game playing and affords opportunities for language and cognitive development.
- This occurs when young people experiment with areas such as problem-solving, the formation of thought constructs, or providing cultural understanding.
- A vital component of game playing is the element of fun. Gaming, whether video or computer-based, provides all the elements which constitute play.
- Older children and adolescents may understand that violent video game play is simply a form of play.
- They distinguish fantasy aggression and violence from real-world behaviour that includes intent to harm a real victim.
- According to catharsis theory, playing violent video games could provide a safe outlet for aggressive and angry feelings.
- Many games require social and emotional skills to play the game at the maximum level; these skills are also necessary to succeed in the workplace and adult life.
Cyberbullying
- It is an aggressive, intentional act carried out by a group or individual, using electronic forms of contact, repeatedly and over time against a victim who cannot easily defend him- or herself.
- Does not occur face to face and it presents an imbalance of power between the cyberbully and the cybervictim.
- Disinhibition exists where people behave differently online from the way they do in the real world; this is facilitated by online anonymity.
- Cyberbullying behaviours include flaming, denigration, outing and trickery, masquerading/fraping/impersonation, cyberstalking, sexting, and happyslapping.
Psychological Effects on the Cybervictim and Tackling Cyberbullying
- Cybervictims report anger, anxiety, and feeling sad, as well as difficulty concentrating in school, affecting both their learning ability and their consequential success at school.
- Victims of cyberbullying have increased school truancy and feelings that school is no longer a safe place.
- Psycho-social consequence of cybervictimisation is the negative effect that cyberbullying can have on a young person’s mental health.
- Anti-bullying programs vary across the world, with many educating young people about the role of being a bystander, and developing a positive school climate, while encouraging parents to speak with their children regularly about online safety.
- Parents and teachers need to guide them from a very early age, with regard to acceptable online behaviour and also of the dangers that exist.
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Chapter 17 – Useful Websites
National Anti-Bullying Centre in Dublin City University, Ireland.
Research and resources for both teachers and parents on how to approach technology. Many resources for teachers about the online world.
Implementation of an anti-bullying campaign for educators, accompanied by classroom resources.
Research and resources for educators, parents, and young people on cyberbullying.
Video games and online gaming for kids, are fun ways to interact with children.
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Chapter 17 – Further Reading
The second edition of this book provides information on how to identify, prevent, and respond to cyberbullying incidents. It is aimed at both teachers and parents.
- Hinduja, S. and Patchin, J. W. (2014). Bullying Beyond the Schoolyard: Preventing and responding to cyberbullying. Thousand Oaks, CA: Corwin Press.
- http://books.google.ie/books?hl=en&lr=&id=TQ2gBAAAQBAJ&oi=fnd&pg=PP1&dq=cyberbullying&ots=2UXJFLs3YF&sig=01lR1XbZFR6QDLg-FhqZ_Wzv4W4&redir_esc=y#v=onepage&q=cyberbullying&f=false
This book presents research from various backgrounds, examining the way that new media can provide opportunities as well as challenges.
- Buckingham, D. and Willett, R. (eds). (2013). Digital Generations: Children, young people, and the new media. Abingdon, Oxford: Routledge.
- http://books.google.ie/books?hl=en&lr=&id=KRaOAQAAQBAJ&oi=fnd&pg=PP1&dq=technology+and+young+people&ots=BElxMZqfxC&sig=IfXIuJZAsa7ttoL2EtqauEC82ns&redir_esc=y#v=onepage&q=technology%20and%20young%20people&f=false
This paper draws on recent research relating to the use of technologies in the home for learning, in order to explore the ways in which parents try to balance the sometimes contradictory roles of being both technology providers and technology regulators, and the ways in which young people act in response.
- Tarapdar, S., Kellett, M. & People, Y. (2013). Cyberbullying: Insights and age-comparison indicators from a youth-led study in England. Child Indicators Research, 6 (3), 461–477.
- http://onlinelibrary.wiley.com/doi/10.1111/j.1365-2729.2011.00427.x/abstract;jsessionid=7DD6A62A9A92B6F94EE18B3A2370A641.f02t01?deniedAccessCustomisedMessage=&userIsAuthenticated=false
Contributors produce an international overview of developments in digital literacy among younglearners, offering innovative paths between traditional narratives that offer only complete acceptance or total dismissal of digital natives.
- Thomas, M. (ed.). (2011). Deconstructing Digital Natives: Young people, technology, and the new literacies. New York: Taylor & Francis.
- http://books.google.ie/books?hl=en&lr=&id=z8Kahia4IQEC&oi=fnd&pg=PR3&dq=technology+and+young+people&ots=ZlbwFOlClK&sig=HuSpzWk3qpgYBgk47uDVt8Ckq3s&redir_esc=y#v=onepage&q=technology%20and%20young%20people&f=false
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Chapter 17 – Audio and Video links
Video Links
Many parents think of video games as either a total waste of time or an activity for their kids to pursue on their own. But Dr. Sinem Siyahhan encourages parents to play video games with their kids. An associate professor at California State University specializing in education technology.
Dear Parents, This is Why You SHOULD Let Your Kids Play Video Games: eSports – the new frontier of competitive gaming. Avery is one of many people who have found a sense of belonging in the gaming community through competing in and watching competitive gaming, mostly in the game “Overwatch”. In this talk, he discusses the rise of video gaming and his experience being a part of his school’s Overwatch team.
How do fast-paced video games affect the brain? Step into the lab with cognitive researcher Daphne Bavelier to hear surprising news about how video games, even action-packed shooter games, can help us learn, focus, and, fascinatingly, multitask. (Filmed at TEDxCHUV.)
In her talk, Ali Carr-Chellman pinpoints three reasons that boys are tuning out of school in droves, and lays out her bold plan to re-engage them: to bring their culture into the classroom, with new rules that let boys be boys and video games that teach as well as entertain.
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Chapter 17 – Essay questions
- Identify the benefits and risks to young people using technology.
- Examine the development of young people that occurs through the participation in the gaming world.
- Analyse the reasons for identity exploration in the online world by adolescents.
- Discuss the role of anonymity and disinhibition in cyberbullying and elaborate on the psychological effects of being cybervictimised.