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21 November 2008

Truth and Consequences: Teens, Naked Photos & Mobile Phones

Anyone involved with Gen Y knows three things: they love their mobile phones, they are hyper-connected and they have no reservations about broadcasting their life across the social web. Very often they are lifestreaming without thinking about the consequences of their actions.

Take, for example, the mobile phone. They text, play games, take photos and oh yeah--they also occasionally use them to make a phone call. However, a recent investigative report by Emmett Miller and KTLA News found "a growing number of teens are messaging naked photos of themselves to their friends. Not only could it ruin their reputation, but it could land them in legal trouble."

One girl talked about how a guy at her school had a fight with his girlfriend and, in an act of revenge, blasted out nude photos he had taken of her to their classmates. The photos were forwarded on to more and more students, effectively making life at the high school unbearable to the point that she had to change schools.

Another student, commenting on the trend, said:

“I know in my high school that there was a a girl who took naked photos of herself and it went all through our school and it ruined her, 'cause everyone looks at her like a slut.

But there are serious consequences beyond just being embarrassed or having to change schools. In his report, Miller interviews Detective Dan Morgan from the LA County Sheriff's Department who talked about the LEGAL implications:

"The detective says anytime a photograph is taken of a minor, a person under the age of eighteen, of their genital area involved in a simulated or an actual sex act, it is against the law, and considered child pornography. Detective Morgan says pictures and video clips of teens involved in sexual situations are becoming more and more frequent.

He believes the cases are under-reported, but has still dealt with quite a few of them. Sometimes the cases involve teens who have sent pictures or video to other teens, but other times it's adults who are enticing teens to take photos of sexual situations. And that is where the law is clear. "

Most teens interviewed for this report had no idea that there were legal implications for sending or forwarding nude photos via mobile phone or the Internet. In fact, while most told Emmett that they "would only send nude photo's to their friends," they were completely oblivious that their friends might pass these photos along to other people. 

This is an important topic that both parents and school officials should be talking about with teens. The stakes are even higher for a high school student who turns 18 and forwards a nude photograph of a boyfriend/girlfriend who is still a minor.

By doing so, they risk being charged for distribution of child pornography. Not to mention, if they are convicted, they face the loss of attending college, scholarships, and employment opportunities.

The important thing is for parents and school officials not to overreact. Banning mobile phones won't make these types of incidents go away. Teens will simply use another phone. Or have a friend take the pictures for them. The best approach is to sit down with your kids and calmly discuss the appropriate ways to use technology.

Think about it. You don't hand your kids the keys to the car without having them first go through a drivers education program where they learn the rules of the road. So why do we just hand them a mobile phone, computer or, for that matter, a social networking site and expect them to understand what behavior is and isn't acceptable?

As adults we need to also sit them down and outline how their so-called "personal information" can be sold to data brokers or passed around school by friends. We need to educate them on the consequences of lifestreaming and sharing too much information may have on their future.

Most importantly, we need to educate them that just because they delete that photo on their mobile phone doesn't mean that it isn't archived somewhere. Forever. After all, when it comes to the social web, your privacy is an illusion.

You can watch a video of Emmett Miller's entire report, The Naked Truth of a New Cell Phone Trend, by clicking here.


Related Resources

19 November 2008

CyberSurvey: What Kids, Parents and Teachers Are Doing Online

In the spring of 2007 The Cyber Safety and Ethics Initiative (CSEI) and the Rochester Institute of Technology (RIT) initiated the world’s largest cyber research project, which by January of 2008 involved surveying 40,000+ K-12th grade students along with hundreds of parents and teachers.

Here are some of the key findings among students, parents and educators:

Key student findings:

  • Children have unsupervised access to a computer and the internet at home as early as age 5, and that by age 7, 15% report that someone was mean to them online, while 7% admit they have been mean to someone online;
  • Contrary to public perception, the majority of cyber offenses involving children, t/weens, teens and young adults are perpetuated by their peers, not strangers;
  • The onset of cyber bullying beginning in the second grade and it’s not always the adult predator. Reports show that 45% of the cases are friends victimizing friends.
  • 23.2% admit to lying about their age online;
  • 1 in 4 children between the ages 9-18 report that they have been victimized online by one or more forms of abuse within the past school year that was not reported to a grown up.

Key parent survey findings:

  • 90% of surveyed parents report supervising the home computing activities of their children;
  • 14% report they have caught their children visiting inappropriate websites;
  • 61% parents report that their children access the web from a private place in the home;
  • A majority of parents report that their children use the web to do research for school (78%), play video games (61%) and listening to music or watching movies (50%);

Key Teacher Survey Findings:

  • Teachers report that they feel confident that their schools are well prepared to use technology to facilitate student learning;
  • However, few teachers feel prepared or feel they are prepared to teach students about Internet safety, social computing ethics or digital literacy;
  • Teachers report that there is a lack of or inconsistent professional development and/or training on information security, social computing and web safety;
  • Educators are divided on the issue of using technology in the classroom and whether or not students know more about information technology than they do.

Overall, it looks like parents are doing a good job of keeping an eye on their kids and what they are doing on the Internet. That said, most safety experts recommend that kids use the computer and surf the web from public areas of their home.

While the good news is that the stereotype of the Dateline NBC-esque sexual predator is far from reality, the bad news is that students are being bullied online by their peers. This is a topic that should be addressed both at school by teachers and at home by parents.

In summer 2008, as part of the Yahoo! Teachers Tour, I had the opportunity with my colleague Karon Weber to lead workshops across the country and teach educators how to use web and social computing  technologies in their classroom. Time and time again we heard from teachers that this was exactly the type of professional development that was sorely needed.

Moreover, they reported that they were lacking hands-on, practical training on how web and social computing can be used in the classroom to prepare educators for the influx of digital learners filling their classrooms.

You can review the entire findings of the RIT CyberSafety report, including results broken down by grade level, by clicking here (pdf).

Related Resources

12 November 2008

Et tu, Brute? Ancient Rome comes to Google Earth

Read Write Web has some exciting information about a new mashup between Google Earth and theUniversity of Virginia's Institute for Advanced Technology in the Humanities (IATH).

Google Earth will feature a new layer, 'Ancient Rome 3D,' which is based on the IATH's 'Rome Reborn' model and which displays a 3D model of the city as it existed in 320 AD.

Overall, the Rome Reborn project recreated detailed models of over 6,700 buildings and monuments in the city, including some, like the Coliseum, which also feature highly detailed interiors. The new layer also adds a lot of new placemarks with historical information geared towards students.


Google For Educators announced a curriculum competition in conjunction with the release of the new Ancient Rome layer. Educators who create the most interesting curricula based around the Ancient Rome 3D layer will receive new Mac laptops, classroom projectors, and a digital camera.

Related Resources

10 November 2008

Atomic Learning: Movie Maker 2 Tutorial

Atomic Learning is currently offering a complimentary tutorial series on Windows Movie Maker 2. The series can be accessed free of charge by clicking here.

The Movie Maker 2 series is a fast favorite among many movie makers and is regularly noted by a variety of bloggers as an invaluable free resource for educators, students and home movie-makers.

Utilizing Atomic Learning short, show-and-tell tutorial training style, the series guides users through getting started with Movie Maker 2. Topics include Capturing and Importing, Applying Video Effects, Applying Transitions, Adding Titles, Working with Audio and many more.

Schools and districts find Atomic Learning’s tutorials, series, workshops and resources to be especially useful for professional development, and many are incorporating tutorials into the curriculum.

In addition to the Windows Movie Maker 2 series, Atomic Learning also offers a training library of over 37,000 tutorials on over 110 applications through the Technology Skills Collection, plus training on education software and accessibility features through tutorials found in the Assistive Technology Collection.

For more information on any of Atomic Learning’s tutorial series or Collections visit Atomic Learning.

Related Resources

05 November 2008

Pixton for Schools

I just received an update from Clive over at Pixton about their very popular Pixton for Schools product. Due to the current economic climate and the limited budgets available to teachers, Pixton has decided to level out the cost to be $1 USD per student per month.

This discounted price makes Pixton for Schools equally accessible to classrooms, large or small.

Remember that you can easily embed a Pixton comic into a wiki, blog or website. So why not grab your free PBwiki and use it as a virtual comic book where your students can easily and safely share their comics with their peers?

Related Resources

02 November 2008

Obama on Education Reform

Recruit, Prepare, Retain, and Reward America's Teachers

* Recruit Teachers:
Obama and Biden will create new Teacher Service Scholarships that will cover four years of undergraduate or two years of graduate teacher education, including high-quality alternative programs for mid-career recruits in exchange for teaching for at least four years in a high-need field or location.

* Prepare Teachers: Obama and Biden will require all schools of education to be accredited. Obama and Biden will also create a voluntary national performance assessment so we can be sure that every new educator is trained and ready to walk into the classroom and start teaching effectively.

Obama and Biden will also create Teacher Residency Programs that will supply 30,000 exceptionally well-prepared recruits to high-need schools.

* Retain Teachers:
To support our teachers, the Obama-Biden plan will expand mentoring programs that pair experienced teachers with new recruits. They will also provide incentives to give teachers paid common planning time so they can collaborate to share best practices.

* Reward Teachers: Obama and Biden will promote new and innovative ways to increase teacher pay that are developed with teachers, not imposed on them. Districts will be able to design programs that reward accomplished educators who serve as a mentor to new teachers with a salary increase.

Districts can reward teachers who work in underserved places like rural areas and inner cities. And if teachers consistently excel in the classroom, that work can be valued and rewarded as well.

Related Resources

23 October 2008

PBwiki 2008 Back to School Challenge

Don't forget! PBwiki is giving away a free premium wiki to educators as part of the 2008 Back to School Challenge. You can also win all sorts of prizes and other cool things. Plus, get a free online professional development course just for signing up!

Setting up a PBwiki is as easy as making a peanut butter and jelly sandwich! You can learn more about all the ways you can use a wiki in your classroom to enhance and support student learning over on the PBWiki Education page, or the PBwiki Educator Community. PBwiki's are 100% ad-free and totally private.

Educators can also use PBwiki Plugins to add multimedia content with a few clicks, including spreadsheets, calendars, chat rooms, videos, Pixton comics, maps, photo slideshows, and more. If you have other embeddable widgets (like Google Gadgets), you can also insert them in your PBwiki.

To claim your free wiki, simply sign up using the following URL where you will be automatically be guided through the process of creating your free premium educational wiki: http://pbwiki.com/?special=87937&refwiki=ningedu

Once you create your wiki, you will also be eligible to participate in PBwiki's Back-To-School Challenge, which will offer teachers like you a chance to win free school supplies and other prizes by sharing lesson plans, blogging, and offering tips on creating a collaborative classroom or library.

Related Resources

19 October 2008

ILC 2008: Meet Pixton

Last week I attended the Innovative Learning Conference (ILC) in San Jose, California. Despite what seemed like a very light turnout, it turned out to be a great conference experience. The educators attending ILC were engaging and it gave me a chance to meet up with some of my social networking pals in real life. I also had the opportunity to see some really good presentations.

Like most conferences there was an exhibition hall with lots of vendors touting their goods and services as the latest and greatest learning tool. All the usual ed tech suspects, with their big marketing machines, were there in force.

But what really intrigued me the most was a couple from Vancouver, B.C who have created a mind blowing, game changing and all around awesome web-based comic strip generation tool called Pixton

What is Pixton?

Simply stated, Pixton is a social community where anyone can easily create, share, remix and publish their comic strip stories with people around the globe. If you find a great comic in French, you can instantly translate it into English. Or German. Or even Greek. Pretty cool, eh?

There are three versions: Pixtion for Fun (public), Pixton for Schools (education) and Pixton Storyboard (private).

Pixton for Schools provides students with an active and fun learning experience. It's also a good way for teachers to tap into the multiple learning styles of their students. Teachers can also create accounts for students without requiring them to have an email address. Pixton is also an amazing digital tool for students to create digital storytelling projects.

In terms of the educational value of comics, the Pixton team emphasizes the following:

  • Pathway to Literacy: Instantly capture students' attention and motivate them to learn, using a familiar medium they understand.
  • Collaboration: Foster peer-to-peer interaction between students. Or between students and teachers.
  • Visual Learning: Reinforce your lesson through the associative power of words and images.

In terms of teaching, Pixton for Schools has a Lesson Bank where educators can share their lessons with other teachers. Teachers can also create their own private, safe and secure virtual learning environment (VLE) right on Pixton!

Beyond the classroom, Pixton would be a great way to quickly and easily build professional development, training, tutorials or other pre or in-service materials. You can learn more about the how you can use Pixton in an educational setting or the educational value of comics by downloading the free Pixton for Schools information packet (pdf).

The Pixton tool set is very intuitive, easy-to-use, and really fun. If you browse the public gallery, you'll see all the creative ways people are using Pixton and your mind will quickly overflow with ideas.

And there are lots of ways for you to share what you create with others outside the Pixton community. You can embed your Pixton comic in a wiki (like PBwiki), blog, or share a link via email, Twitter or IM. And soon you'll be able to print out your comic too.

Clive and Daina Goodinson have created powerful and fun learning tool that is bound to be a popular and powerful learning tool for the digital and traditional classroom. All in all, Pixton is an exciting edition to the social web.

Following in the footsteps of Flickr, YouTube and Twitter, Pixton is poised to join the short list of cutting-edge, top-tier and truly innovative social web tools. The really exciting thing is that Clive and Daina are just getting started.

I can't wait to see what else they have planned for Pixton and beyond.

Related Resources

03 October 2008

ILC 2008: Special Discount Offer

The Innovative Learning Conference (ILC) is an interactive three-day conference and exposition produced in partnership with CUE and FETC for the K-12 education community.

ILC 2008, is being held in the heart of Silicon Valley, will offer “hands-on” workshops, concurrent sessions, meetings and exhibitions.  I'm excited to be covering ILC 2008 as part of the education blogger and press corps.

I'm pleased to announce that now through Oct. 6, Barking Robot readers are eligible to receive an exclusive discount of $40 off of conference registration fees. To claim the discount, simply use the special promotional code ORG40 during registration.

See you there!

Related Resources

02 October 2008

Mashup Edu: Research on K-12 New Media Literacy

I am pleased to announce that the book chapter that I co-authored with Dr. Mercedes Fisher, "Pedagogical Mashup: Gen Y, Social Media, and Digital Learning Styles," has officially been accepted for publication in the Handbook of Research on New Media Literacy at the K-12 Level: Issues and Challenges, to be published by IGI Global later this year.

Dr. Fisher and I wish to thank the co-editor of the book, Professor Subramaniam at the National Institute of Education at the Nanyang Technological University in Singapore, for his hard work and direction during the writing and peer-review process.

In addition, we appreciate all the members of the peer-review committee for their feedback, suggestions and collaboration on this chapter. It's been a wonderful experience to work with members of the international education technology/media community.

We've saved the links for all the resources and references cited in the book chapter over on the social bookmarking tool delicious, which you can find here: http://del.icio.us/mashup.edu


Related Publications by Mercedes Fisher & Derek E. Baird

30 September 2008

Generation Text: New Research on Teens & Mobile Phones

According to a recent Harris Interactive-CTIA study, "Teenagers: A Generation Unplugged, a majority (57%) of teens surveyed reported that they view their cell phone as the key to their social life. For teens, a mobile phone is more than just an accessory or communication device, it also "tells the most about a person’s social status or popularity, outranking jewelry, watches and shoes."

The study was conducted online in July 2008 among a nationally representative sample of 2,089 teenagers (age 13-19) across the US who have cell phones.

More than 100 questions were asked on mobile phone usage, attitudes, behaviors, and teens’ desires and aspirations for the future of mobile communications, entertainment, and other features.

Other key findings from the Harris Interactive-CTIA study:

  • Four out of every five teens (17 million) carrying a wireless device (a 40% increase since 2004),  and 42% of surveyed teens said they can text blindfolded; 
  • 57% credit mobility for improving their quality of life, if texting was no longer an option, 47 % of teens say their social life would end or be worsened–especially among females (54% compared to 40% of males);
  • 52% agree the cell phone has become a new form of entertainment; one-third of teens currently play games on their phone;
  • 80% say their cell phone provides a sense of security while on the go, confirming that the cell phone has become their mobile safety net when needing a ride (79%), getting important information (51%), or just helping out someone in trouble (35%);
  • Teens carry cell phones to have access to friends, family and current events;
  • Though only one in five (18%) teens care to pinpoint the location of their family and friends via their cell phone, 36% hate the idea of a cell phone feature that allows others to know their exact location.

One of the most interesting findings from this study is how deeply integrated texting has become in teen life. In fact, teens admitted spending nearly an equal amount of time talking as they do texting each month.

"Teens have created a new form of communication. We call it texting, but in essence it is a reflection of how teens want to communicate to match their lifestyles. It is all about multitasking, speed, privacy and control," said Joseph Porus, Vice President & Chief Architect, Technology Group, Harris Interactive. "Teens in this study are crying for personalization and control of exactly what a wireless device or plan can do for them."

Moreover, teens say texting has advantages over talking because it offers more options, including multitasking, speed, the option to avoid verbal communication, and because it is fun - in that order, according to the study.

Looking forward, the survey found that teens "ideal future mobile device would feature five applications – phone, MP3 player, GPS, laptop computer and video player." The mobile boom trend is being driven by teens and their seamless adoption of and expectation to have "on-demand" access to friends, family, information and entertainment.

The education community should also take note that 66% of those surveyed said they hoped that mobile devices would "present opportunities to be educated anywhere in the world." This data should serve as a call to educators to start investigating ways to provide students with mobile virtual learning environments (mVLE) to facilitate self-directed learning opportunities.

Related Resources

26 September 2008

New York Times: Insight into the World of Teaching

In Lesson Plans, part of the New York Times blog network, a group of teachers chronicle their experiences during the first weeks of the school, offering readers with a first hand account of today's classroom challenges from diverse perspectives.

The teachers participating in this conversation cover a variety of topics ranging from multi-cultural education, the 2008 presidential election, teaching students with autism and sharing their day-to-day struggles in the classroom.

At a time when there is much discussion on how to reform our public school system, it's easy to forget that our educators are doing the best job they can. Hopefully the NYT Lesson Plans series will provide "civilians" with some insight into the world of education.

My hope is that Lesson Plans will lead everyone involved in education --parents, teachers and politicians--with a better understanding of the challenges, issues and move us all towards our shared goal of providing our kids with the best education possible.

Related Resources

25 September 2008

iCue: Teachers Guide to Election 2008

The iCue Team, part of the NBC News family, has developed a "2008 Election Viewer's Guide" for the first Presidential Debate, with two fun and engaging activities for teachers, students, and political groupies everywhere.

You can find the Election Viewer's Guide and more new activities right here in the iCue forums. And teachers can now share more ideas in the iCue Teachers' Lounge.

Related Resources

24 September 2008

sixThings: Quality Standards for Publishers

Earlier this week sixThings, the oldest and largest standards alignment company in the country, announced that it will give its state learning standards database to any publisher that exclusively uses sixThing's alignment services.

When I was working at Yahoo! I had the pleasure of working with Amy James, the founder of sixThings, on integrating her standards database into the Yahoo! For Teachers service. Amy knows standards inside and out.

What sold our team on sixThings is that, unlike her competitors, Amy's team of former teachers does the correlations and alignments by hand. There are other companies that do alignments electronically, merging and mashing up databases of standards, but they are not as accurate and not as valuable to classroom teachers.

You can learn more about this program by contacting sixThings.

Amy is also the author of the Success Series of books designed to help parents can learn about the latest teaching methods and how best to assess their child's academic progress. The activities show how to take effective steps to strengthen their child's weaknesses, supplement their education, and help them prepare for standardized tests.

Related Resources



Note: I am currently working as a consultant to Knowledge Essentials, a sister company of sixThings.

19 September 2008

Pew Research on Teens, Video Games & Learning

A few days ago the Pew Internet & American Life Project released the results of a national survey of U.S. teens (survey sample: 1,102 youth ages 12-17) and video games.

The study, a project of the Pew Research Center and the MacArthur Foundation,  shatters many of the previously held beliefs that video game obsessed teens lead socially isolated lives devoid of interaction with other people.

In fact, the Pew study found that "virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement."

Among the key findings:

Game playing is universal, with almost all teens playing games and at least half playing games on a given day.

  • 97% of American teens ages 12-17 play some kind of video game.    
  • 99% of boys say they are gamers and 94% of girls report that they play games.

Game playing experiences are diverse, with the most popular games falling into the racing, puzzle, sports, action and adventure categories.

  • A typical teen plays at least five different categories of games and 40% of them play eight or more different game types.    
  • While some teens play violent video games, those who play violent games generally also play non-violent games.

Game playing is social, with most teens playing games with others at least some of the time.

  • 76% of gaming teens play games with others at least some of the time.    
  • 82% play games alone at least occasionally, though 71% of this group also plays games with others.   
  • 65% of gaming teens play with others in the same room.

Game playing can incorporate many aspects of civic and political life.

  • 76% of youth report helping others while gaming.    
  • 44% report playing games where they learn about a problem in society.

Game playing sometimes involves exposure to mature content, with almost a third of teens playing games that are listed as appropriate only for people older than they are.

  • 32% of youth 12-16 in this sample play games that are listed as appropriate only for people older than they are.    
  • 32% of gaming teens report that at least one of their favorite games is rated Mature or Adults Only.    
  • 12-14 year old's are equally as likely to play Mature and Adults Only rated games as their 15-17 year old counterparts (source).

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