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13 July 2009

Millennials, Mobile Phones & Social Oxygen

Gen C live for the weekend, it's when their social lives are amplified. The mobile phone is their 'social oxygen', especially on the weekend. A look into the importance of the weekend for Aussie youth as well as the role the mobile plays. via Dan Pankraz

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06 July 2009

Teen Tech Guru Jailbreaks iPhone 3GS

Wall Street Journal report Yukari Iwatani Kane has written a great piece about Ari Weinstein, a teen hacker who along with a bunch of other teens he met online, was able to jailbreak the Apple iPhone 3GS and iTouch.

Ari's just your typical 11 year old boy who can hack around the AOL parental controls, figure a work around that allows him to download games onto his iTouch for free and, oh yeah--meet up with other teen geeks online and jailbreak an iPhone.

No Apple isn't happy. And yes, Ari's parents have talked to him about ethics. And oh, they also made sure that Ari got an attorney.

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19 June 2009

Weekly Wrap: Twitter & Social Media in Education, Television 2.0, Social Gaming, Boomers & Social Media, Virtual Worlds Growth Spurt, BackTweets & TwitterCal

Higher Education is Stuck in the Middle Ages: In this article Don Tapscott, youth guru and author of Growing Up Digital, outlines the clash between the model of learning offered by big universities and the natural way that young people who have grown up digital learn. The entire U.S. education system is woefully behind when it comes to using social media (and mobile devices) in the classroom. [AlterNet]

The Hidden Problem with Twitter: Speaking of the Middle Ages, this article stirs the pot by asking if the texting and Twitter habits are "hurting" the English language. Perhaps we need to take a cue from our Aussie friends and look for a way to use social and mobile media to help educate the Net Generation.  [HigherEdMorning.com] [University of Melbourne]

More on Television 2.0: Is the TV business dying or does it have a second act? Television networks are actively looking for ways to hold onto Gen Y by interjecting more social media and even 3D television features into their programming.

In an attempt to hold on to younger viewers, MTV is launching It's On with Alexa Chung, while the BBC is placing its bets on a new interactive TV studio. Or will 'traditional' TV networks be replaced by young upstarts like Halogen TV which is featuring both webisodes and traditional distribution outlets for its content?

Virtual Worlds Booming: Market research firm Strategy Analytics released its forecast for growth within the virtual worlds sector and said it sees the global population of virtual world users growing from 186 million today to almost 640 million by 2015 -- that's almost one hundred million new players a year, a nearly 25 percent compounded annual growth rate. [Virtual Worlds News]

Boomers Crashing the Social Media Party
: According to iStrategy Labs, Facebook's seen its 35-54 demo membership blow up by 276.4 percent between June 2008 and January 2009. The 55-and over contingent grew 194.3 percent in the same amount of time. In comparison, that ever-so-sought 18-24 group bounced just 20.6 percent.

The total number of Facebook users aged 35-plus in October 2007 totaled just fewer than 845,000, while as of this past January, their combined might totals just less than 8 million - 18.9 percent of the total Facebook pie. [MediaPost]

Young Obama Official Helped Keep Twitter on in Iran:
According to The New York Times, there's a steady flow of information on Twitter largely thanks to the efforts of a 27-year-old State Department official named Jared Cohen, whose job is to advise the department on how to use social media to promote U.S. interests in the Middle East. [MTV News]

One More Thing: According to experts social gaming is the next big thing, use Backtweets to see which tweets link to your site, mobileYouth has a list of youth marketing & trend Twits on Twitter (thanks Graham!), get a sneak peak of Josh Shipp's new tv show--"Jump Shipp", tweet to add appointments to your Google Calendar, more on Millennials and Twitter and an Iranian Gen Y writes about Revolution 2.0!

Also, thanks to all of you who took part in Operation 55 Zebra! Go David Go!

11 June 2009

2009 Ypulse Youth Marketing Mashup | Campus Case Study Slam Recap

SurveyU: Five Facts About College Age Youth

  • 20,450,833 U.S. College Students
  • College students outnumber residents in every state except California, New York and Texas;
  • 76% of students attend a public college, 24% attend private college
  • 58% are female, 42% are male
  • Annual amount spent on College Tuition/Room and Board: $333 Trillion
  • Bonus: There are 20 million college age students, greater than any state's population except CA.

SurveyU: College Students & Technology

  • 96% Own Mobile Phone
  • 87% Own iPod or MP3 Player
  • 86% Own Laptop
  • 74% own Video Game Console

SurveyU: Media Consumption Habits of College Age Students

  • 37 hours a week online
  • 11 hours a week watching TV
  •  4 hours a week reading print publications
  •  4 hours a week listening to radio 

Things to Remember When Marketing to College Students

  • This generation values authenticity and can smell marketing BS a mile away.
  • Millennial's are citizens of the global village (multi-racial/cultural/lingual).
  • This generation is jacked up on technology, especially mobile.
  • Just go out there and try new things.
  • Know that this media is not measurable in same way as traditional media.
  • Gen Y are 'Neo-Frugalists': Frugal is the new hip (1 of 3 teens affected by economy)
  • 90% of college students read their campus newspaper. Even though they are digital, campus paper is still widely read.
  • Don't even bother marketing to Asian youth, just know Asian youth culture is trendsetting.
  • 80% of teens have gone to "official company" website to get more information.
  • LET GO a little bit. You (and your client) can't control everything.
  • Only 30% of youth have "friended" a brand.
  • 90% of teens disapprove of advertisers texting them.
  • Have the audience talk to the audience by deputizing your core demo (college kids) to carry your marketing message to itself for your brand.

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09 April 2009

NCSS Position Statement: Media Literacy is an Imperative

In February the National Council for the Social Studies (NCSS) released a position statement on media literacy, social technology and learning in the digital age. Their conclusion?

"These changes in society and the experiences the students bring into the classroom challenge social studies teachers to change both how and what we teach. One reaction is to fear these changes and try to protect our students from things we don’t understand or appreciate. Such an approach is neither helpful nor pedagogically sound.

Another response is to take advantage instructionally of the wealth of experiences that young people have making media choices by respecting those choices when consistent with democratic principles. Whether we like it or not, this media culture is our students’ culture.

Today's Students Are Experiencing a Different Childhood

  • The digital age requires new skills for accessing, analyzing, evaluating, creating, and distributing messages within a digital, global, and democratic society.
  • The ubiquitous and mobile nature of information and communication technologies has resulted in a world far different from that of those of us whose childhood was once surrounded by large box televisions, rotary dial telephones, and transistor radios.

Media Literacy

  • These changes in society and the experiences the students bring into the classroom challenge social studies teachers to change both how and what we teach.
  • Teaching students to think critically about the content and the form of mediated messages is an essential requirement for social studies education in this millennium.
  • Media literacy integrates the process of critical inquiry with the creation of media as students examine, create, and disseminate their own alternative images, sounds, and thoughts.
  • Media literacy includes the skills of accessing, analyzing, evaluating, creating, and distributing messages as well as the cultural competencies and social skills associated with a growing participatory culture.
  • In the 21st century, media literacy is an imperative for participatory democracy because new information/communication technologies and a market-based media culture have significantly reshaped the world.

Media Literacy & the Social Studies Classroom

  • Teachers need to expand their notion of “legitimate texts” and realize that it includes popular culture, advertising, photographs, maps, text (SMS) messages, Twitter, movies, video games, Internet, all sorts of hand-held devices and information communication technologies (ICTs) as well as print.
  • The ability to differentiate between primary and secondary sources or distinguish fact from fiction is now intimately connected to the ability to analyze and create media.
  • Social studies educators should provide young people with the awareness and abilities to critically question and create new media and technology, and the digital, democratic experiences, necessary to become active participants in the shaping of democracy.

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08 April 2009

Teacher Encourages Students to Twitter in Class

"Cole W. Camplese, director of education-technology services at Pennsylvania State University at University Park, prefers to teach in classrooms with two screens — one to project his slides, and another to project a Twitter stream of notes from students.

He knows he is inviting distraction — after all, he’s essentially asking students to pass notes during class. But he argues that the additional layer of communication will make for richer class discussions.

03 April 2009

Weekly Wrap: Latinos Who Twitter, Teen Entrepreneurs, Adolescent Brain Research, Social Networking Limbo

Like most of you, in the course of a week I run across a lot of really interesting stuff. But blogging about it all has become increasingly difficult.

I thought I'd do a quick link post each Friday to share the best stuff I've found during the week. So here we go, the very first edition of the Weekly Wrap:

Teen Brains Clear Out Childhood Thoughts: Anyone who works with teens should read this article about the inner workings of the teen brain, along with new cognitive research and synaptic pruning.

Recession Breeds Teenage Entrepreneurs: As the recession bites, Charlotte Phillips discovers that it might just be the making of today's teenagers.

Twitteros: A new online community for Latinos who Twitter. Also check out my post on U.S. Hispanic & Latin American Youth Trends

Nine Great Reasons Why Teachers Should Twitter: What’s the point of Twitter? Why should educators get involved? What difference does using Twitter make?

Online Video Network Helps Teens Prepare for College: Recognizing that today's teens spend more and more of their time online, however, a new video-based network aims to offer extra learning and college preparation in a format that's more natural for digitally savvy high-school students.

Teen Uses Web for Tuition Help: No money? No problem. Teen creates website to raise enough money to attend the University of Notre Dame.

Death of Gamers Leave Their Online Friends in Limbo: This is pretty interesting and shows how integrated social media and networking has become in our lives.

Disney Buys Kaboose: Disney Interactive Media adds to it's growing suite of family and kid friendly sites. Also included in the deal is Fun School....does this mean that Disney is (finally) going to be more active in the educational digital media space? Fun School along with Disney-owned Kerpoof would provide a great suite of educational technology for teachers, parents and families.

02 April 2009

2009 Game Based Learning: Kids, Gaming, Virtual Worlds, Social Networking & Learning

The Game Based Learning Conference, held March 19-20 in London, is one of the largest events in the world that delves into all aspects of utilizing video games as a learning tool.

The main theme of Game Based Learning '09, a conference primarily focused on game based learning research and development in the U.K. and Europe, was on the impact that video games, virtual worlds and social networking are having on learning and teaching practice both in and out of formal education environments.

The other thing worth noting about this conference is the remarkable degree of cross-discipline collaboration between members of the digital media, parents, education, consumer electronics, virtual worlds and video game communities.

Maja Pivec | Games in Schools | 2009 Game Based Learning Conference

At the conference, Dr. Maja Pivec, one of the co-founders of ENGAGE (European Network for Growing Activity in Game-based learning in Education), shared an in-depth look at the latest research and trends in Game-based learning. Dr. Pivec has put together a really good presentation and I encourage you to take a look at all the terrific research she shared at the conference.

Given that American companies like Disney, Nickelodeon, and Microsoft/Xbox are among the leading producers of kids gaming and virtual worlds, it seems only natural that there should be a similar US-based effort to connect the dots between games and learning.

So here's my question: why aren't we holding a similar conference where we can collaborate, share research and explore game based learning?

This is not to say that US-based companies involved in the kid new media space aren't doing research. In fact, Microsoft recently announced that they would invest $1.5 million dollars in educational video game research. The investment is part of a larger, NYU led initiative to "to find scientific evidence that supports the use of games as a learning tool."

All of this comes on the heels of a report by the Pew Internet and American Life Project that found that, when it comes to video games, "playing is universal, with almost all teens playing games and at least half playing games on a given day."

It's vital that all of us involved intersection of kids, new media and education work together to develop pedagocially sound opportunities to incorporate gaming, social networking, and virtual worlds--tools and spaces that students are already using--into their formal and informal learning practice.

Related Resources

26 March 2009

NASA is Developing MMO in Effort to Boost STEM Education

When it comes to science, technology, engineering, and math (STEM), American kids are falling behind other kids in countries. There are lots of organizations--from ExxonMobil to the National Science Digital Library (NSDL)--are working hard to reverse this trend and get more kids into a science education track.

For example, the National Science Teachers Association (NSTA) has a STEM education initiative for teachers and they provide an array of professional development resources (many for free) for teachers over on their online Learning Center.

STEM education--for both students and teachers--is at the core of President Obama's educational reform package. These are all great programs and let's face it, when it comes to STEM education programs, the more the merrier.


View more presentations from ashwinl.

NASA, who has a vested interest in having a steady flow of qualified people to develop our national space programs, is ready to embark on a new and bold plan to get America's youth--from elementary school to higher education--interested in space exploration.

Their secret weapon? A virtual world build around a mission to Mars.

In an effort to encourage more kids to pursue science careers, NASA has created a Learning Technologies Project Office (LPTO) and partnered with three video game producers to create, Astronaut: Moon, Mars and Beyond.

According to NASA:

The game will enable participants to learn and be tested on real skills through single-player and team-based missions based on real NASA technologies, such as the Hubble Space Telescope.

In addition, players will interact with NASA digital assets, such as hyper-realistic digital renderings of Mars rovers and telescope images taken of and from space.

The level at which users participate in these missions will depend on age and education, among other factors. So, while the game promises to have a big impact on higher education, it will also be geared toward students as young as 13 who can participate at a level suited to their experience."

Today's kids are savvy and have lots of choices when it comes to virtual worlds. If the Astronaut: Moon, Mars and Beyond doesn't feel authentic, they won't use it. So it's really great to see that NASA had the foresight to consult and collaborate with experts from the MMO/virtual world community to develop this project.

Given how much Gen Y love video games and virtual worlds, this type of hands-on, project based learning activity might just be the thing to get more kids interested in science.

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25 March 2009

UK Students May Be Required to Master Twitter, Wikipedia & Podcasting

According to a story in today's Guardian, a UK school curriculum reform commission has proposed that primary students should be required to become proficient in web-based and digital tools like Twitter, Wikipedia, blogging and podcasting.

Here's more on the proposed curriculum changes:

"Children will no longer have to study the Victorians or the second world war under proposals to overhaul the primary school curriculum, the Guardian has learned.

However, the draft plans will require children to master Twitter and Wikipedia and give teachers far more freedom to decide what youngsters should be concentrating on in classes.

The proposed curriculum, which would mark the biggest change to primary schooling in a decade, strips away hundreds of specifications about the scientific, geographical and historical knowledge pupils must accumulate before they are 11 to allow schools greater flexibility in what they teach.

The proposal would require children to leave primary school familiar with blogging, podcasts, Wikipedia and Twitter as sources of information and forms of communication. They must gain "fluency" in handwriting and keyboard skills, and learn how to use a spellchecker alongside how to spell."

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22 March 2009

Educational Game for Microsoft Surface

UK educational software company RM has released a demo of their game Finguistics. What makes this so interesting is that this educational game is being designed to work on the Microsoft Surface platform. 

As you can see in the video, these kids are actively engaged and probably don't even realize that they have formed a community of practice, started to exchange information and learn from each other.

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18 March 2009

Boomers (Heart) the Internet Too

“The perception is that Americans over 50 only dabble on the internet, but we are finding that they are increasingly spending time online becoming involved in robust internet activities, such as online communities. In specific areas, there is often little difference in use of online technology between older users and some of the youngest users.”

-Jeffrey I. Cole, director of the Center for the Digital Future at the USC Annenberg School for Communication

Last year a study conducted by the AARP and the Digital Futures Project found that the online behavior of older Americans (50+) is rapidly mirroring, and in some cases exceeding, that of younger Gen Y users.

And while that may be news to you, for David Weigelt and Jonathan Boehman, it's the cornerstone of their business and the focus of their new book Dot Boom: Marketing to the Baby Boomers Through Meaningful Online Engagement.

Weigelt and Boehman are the co-founders of Immersion Active, a marketing agency focused on the senior and baby boomer markets. In their new book, they share their years of experience and explained how marketers can effectively use the web to reach and engage with boomers online.

And despite the conventional wisdom that the internet is a hang out for those savvy "digital natives," the authors contend that the boomer generation is deeply engaged with everything the Internet has to offer — they email, use search engines, shop, research, download…but when it comes to channels like social media, they can be a bit more reticent to dip their toes in the social web.

But live without the web? No way! Watch and listen to what happened when Immersion Active asked boomers what they would do without the Internet.

So watch out Gen Y--boomers and seniors are web savvy too and before long you might be getting a Facebook friend request from your grandma or grandpa (which might also be a good thing to remember before you share too much info online)!

Related Resources

17 March 2009

Henry Jenkins on Kids, Video Games, Education Reform & Learning

Here’s a clip from SXSW 2009 on YouTube where Henry Jenkins, Professor at MIT (and soon USC) and author of Convergence Culture, is interviewed by The Guardian about learning and video games. Dr. Jenkins further asserts that every game has an online community and it’s there where people start to trade information and learn from each other.

Henry also argues that there is "a learning ecology that takes place outside of the classroom and that schools cut themselves off from this learning by blocking games and YouTube - leaving students disconnected with the best ways of learning. This hinders students from becoming technically literate and be prepared for the future." [via]

Related Resources

14 January 2009

Joan Ganz Cooney Center Study on Mobile Learning

Last week the Joan Ganz Cooney Center released a new report on how mobile technologies can be used in education titled, Pockets of Potential. You can access the full-length version on their site.

The Cooney Mobile Learning Study outlines some of the key opportunities for mobile learning:
  • Encourage "anywhere, anytime" learning
  • Reach Underserved children
  • Improve 21st Century Social Interactions
  • Fit with Learning Environments
  • Enable a personalize Learning Experience
The Cooney study cites the need to create a Digital Teachers Corps to provide educators with the training and skills to integrate mlearning activities into the classroom. While I agree, I would also say that school administrators, both at the school and district level, need to provide the leadership, support and physical infrastructure required to make mlearning (mobile learning) a reality.

When I was working at Yahoo! on the Yahoo! Teachers project, I had the opportunity to spend the summer teaching educators around the country how to use web technologies in their classroom.

Time and time again I heard from teachers that their efforts to integrate technology into their classroom are stifled by district policy, draconian filtering policies and a lack of technological resources. Many times teachers get labeled, especially when it comes to technology, as unwilling to learn how to use new technologies.

While that may have been true a decade ago, almost every educator I met expressed concern that schools were working on an outdated model and that they recognized that the way kids learn has drastically changed.

They also expressed that there is a severe lack of professional development opportunities and support from district, state and federal administrators to provide leadership and change in their schools.

Since they work on the frontline, we also need to include teachers in this discussion. There is often a disconnect between theory cooked up by policy wonks and the reality of the classroom.

One of the other areas of concern, not just for mobile learning, is the lack of good, quality educational content. It's great if we outfit kids with an Apple iPhone or Palm Pre, but then what? When we talk about mobile learning we often focus just on the hardware and technology.

Quality educational content is often left out of the equation. The OpenCourseWare movement is helping fill this void in the higher education space, but the K-12 space suffers from a real lack of appropriate, relevant and quality content. In addition to the technology, we need to develop a repository of open content materials for our K-12 students, teachers and parents.

Finally, in addition to educating teachers, administrators and other members of the education ecosystem, it's vital that we also educate parents on the benefits of mobile learning. Many teachers are still trying to convince parents that the Internet is a relevant learning tool, that blogging has educational merits and that Wikipedia is a credible source of information.

Mobile Phones, Learning & Gen Y

For the most part, colleges and K-12 are just beginning realize the potential of mobile technology to improve the quality of student learning. In order to meet their students changing expectations and digital learning styles, instructors need to be provided with professional development opportunities to experiment with current and emerging web-based technologies.

Clearly, the spread of mobile technology into both the cognitive and social spheres requires educators to reexamine and redefine our teaching and learning methods. The future of learning has already arrived in the European Union, Africa and Southeast Asia, and if the United States doesn't act now we will be even further behind the rest of the world.

At the 2006 International Consumer Electronic Show, Yahoo! CEO Terry Semel outlined the explosive growth of mobile technology. According to Semel, there are 900 million personal computers in the world. But this number pales in comparison to the 2 billion mobile phones currently being used in the world.

Even more astounding is how mobile devices are increasingly being used as the primary way in which people connect to the Internet. In fact, Semel notes that 50% of the Internet users outside the US will most likely never use a personal computer to connect to the Internet. Rather, they will access information, community, and create content on the Internet via a mobile device.

The use of mobile technologies is growing and represents the next great frontier for learning. Increasingly we will continue to see academic and corporate research invest, design and launch new mobile applications, many of which can be used in a learning context.

Learning 3.0 will be about harnessing the ubiquity of the mobile phone/handheld device and using it as an educational tool. A few quick facts on mobile technology, Gen Y and education:
  • A 2005 study conducted by the USA-based Kaiser Family Foundation found that, although 90% of teen online access occurs in the home, most students also have web access via mobile devices such as a mobile phone (39%), portable game (55%), or other web-enabled handheld device (13%). [link]
  • Palm estimates that mobile and handheld devices for public schools will be a 300 million dollar market. A few progressive school districts in the USA have already started using mobile devices in the classroom. [link]
  • Australia is emerging as a leader in mobile learning (mlearning). [link] [link]
  • The National College of Ireland, University of Scotland and other European universities have already started experimenting and integrating mobile technologies into their classes. [link] [link]
  • A study by the Irish National Teachers Organization (INTO) found that students are using their mobile phones for just about everything--except making phone calls.
  • Some developing countries, like Kenya, are bypassing the use of desktop computers all together and using handheld WI-FI devices and open source software to reduce the cost of education in rural areas. [link] [link]
  • Mobile School is a Belgian non-profit organization who is using mobile technology to provide educational opportunities for homeless children. [link]
  • Mobile phones are in the early phases of being used for student testing and assessment. [link]
  • YouTube, the popular online video community, has an educational channel that allows educational institutions to upload video clips via their mobile phones, PDAs, or other wireless handheld devices.
  • SparkNotes are now available for download on both the iPod (text and audio format) or via SparkMobile, a SMS version for mobile phones.
  • iTunesU & iPhone Apps have allowed an unprecedented amount of educational content, learning games, video & applications in the hands of students & educators.

Closing Thoughts

The Cooney research is a landmark study that I hope will move both the education technology and mobile learning discussion forward. Perhaps the release of this study, an education technology friendly president and education secretary is creating a "perfect storm" for real change to take place in our education system.

As a nation, we can no longer afford to sit back and watch schools in the U.K., Australia and Africa move forward while we continue to model our schools on an outdated agrarian, 18th Century education model.

Benefits of this learning space for the students are threefold: potential for maximum participation (all can be posting simultaneously), increased interest (authentic use of technology, so little technical advice or support is needed), and student motivation was noticeable and achieved possibly because of the increased peer feedback and collaboration.

The convergence of mobile and social technologies, on-demand content delivery, and early adoption of portable media devices by students provides academia with an opportunity to leverage these tools into learning environments that seem authentic to the digital natives filling the 21st Century classroom.

The future is here. It's time we act.

Related Resources

05 January 2009

MIT Launches Project New Media Literacies

A few months ago at the Ypulse Youth Marketing Mashup East, I had the opportunity at the round table lunch to learn about the Project New Media Literacies (NML) developed by a team at MIT.

The NML is a research initiative based within MIT's Comparative Media Studies program and explores how educators can equip young people with "the social skills and cultural competencies required to become full participants in an emergent media landscape and raise public understanding about what it means to be literate in a globally interconnected, multicultural world."

One of the big challenges for MIT will be working with the Balkanized US education system to get these NML skills integrated into the curriculum. As a result of this fragmentation, the MIT team will have to work with each state on an individual basis to have the NML standards adopted by and/or integrated into the curriculum.

Despite these challenges, the NML standards are a good step in the right direction towards reforming the American school system to meet the needs of today's 21st Century learners.

Related Resources

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