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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

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

28 October 2008

Silicon Valley Rocks!

Silicon Valley Rocks! will take place on December 3 at the Great American Music Hall in San Francisco.

It is the first music showcase featuring performances from Silicon Valley’s tech community - from VCs and entrepreneurs to bloggers and software developers - to raise money for Music in Schools Today (MuST) -- a long-standing Bay Area non-profit that seeks to rescue school music programs from budget cuts.

Can't make it to the event but want to keep music in the schools? You can make a tax-deductible donation of any amount right here. Make sure you select the "Chart Topper" option.

Related Resources

27 October 2008

Call for Papers: 4th International Conference on Persuasive Technology

Persuasive Technology is all about using Information and Communications Technology (ICT) to change what we think and do. We are just entering the era of persuasive technology, of interactive computing systems designed to change people’s attitudes and behaviors.

The Claremont conference will assemble people from all parts of the world interested in such technologies by sharing their insights into how video games, mobile phone applications, web sites and social networking sites can be designed to motivate and influence people.

Academics and practitioners with an interest in research, theory, technologies, design, and applications related to persuasion are invited to submit their work for presentation at Persuasive 2009 to be held at the Claremont Colleges campus, in Claremont, California.

If you're interested in the mobile boom (and you should be!), be sure to check out Mobile Persuasion by my friend, Dr. BJ Fogg. This is a must read for anyone involved with digital media and education technology. BJ also is the founder of the Stanford University Persuasive Technology Lab.

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

10 October 2008

Microsoft to Fund Video Game Research

On Tuesday, Microsoft 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."

The games that are developed will be prototyped in several NYC schools. And while the games will be developed for use on the Xbox console, Microsoft is taking an open approach and has extended an invitation to other video game console makers to participate in the study.

Microsoft also announced a partnership with PBS to distribute digital content to the 12 million subscribers to Xbox Live. Also worth noting is that game maker Knowledge Adventure is bringing its Math Blaster game to Wii's WiiWare channel and the Xbox 360's Live Arcade. They are also working on designs for an iPhone version of the game. Given the mobile nature of today's kids, this seems like a great idea.

At the University of Michigan, a research team is looking into the potential that digital games have for teaching students concepts and skills. As part of their study, they have designed a web-based board game for teaching undergraduate students about Information Literacy Concepts and Skills. They chose a game for the task for many research-based reasons, but also because:

"Games can be with the student when an information expert cannot be. Games can be in the dorm room, at the coffee house, and anywhere else that the Internet can be accessed. Games are a way to bring information expertise to the users where they are already working."

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."

Even more importantly, and defying stereotypes, the Pew Study found that  "game playing is also social, with most teens playing games with others at least some of the time."

Related Resources

08 October 2008

Mobile Filmmaker: Mankind is No Island

Mankind is No Island is a short film created by Jason van Genderen using his mobile phone. This 3 minute film cost $57 to make, was shot in New York and Sydney, and won first place at the New York Tropfest Film Festival.

While some schools are busy banning them, others are embracing mobile technology and integrating it into their classroom. For Gen Y, the mobile phone is about more than just personal voice-based communication.

This totally-wired generation views the mobile phone as an extension of their identity, status, social capital and view it as the cornerstone of their social life. Instead of banning mobile phones in the classroom, educators need to find creative and engaging ways for students to use them in project-based activities.

It's time to shift our thinking about millennial's and mobile phones.

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

16 September 2008

Vicki Davis: Seven Steps to a Flat Classroom

The Seven Steps to a Flat Classroom workshop was created by Vicki Davis, recognized Web 2.0 expert and creator of the Cool Cat Teacher blog, for Atomic Learning.

In the Seven Steps to a Flat Classroom workshop, Davis herself utilizes Atomic Learning’s short, show-and-tell video tutorials to guide users through flattening their classroom by expanding it to include global communities and collaboration tools.

The workshop is a valuable resource for educators seeking to integrate technology and includes over 80 tutorials on topics such as Applying ISTE NETS standards to your project, Connecting Classrooms online, Digital Citizenship and Safety and many more.

View the workshop by clicking here.

Related Resources

15 August 2008

Education in America : Ask Obama & McCain

Given the opportunity, what would you ask John McCain or Barack Obama? Today Katie Couric has announced that she will being hosting a convention webcast that will feature questions submitted by viewers like YOU! Here's the scoop from Katie:

"I have a press pass and I intend to use it at the Democratic and Republican conventions...to get some of your questions answered.

The video explains the plan, so check it out. And be sure to watch my live webcasts from the floor of the conventions in Denver and St. Paul.
"

This is a good opportunity for us as a community to get some of those education related questions out into the public domain and in front of the candidates. What's their stance on NCLB? Or technology funding? Do they have a plan to reform public education?

So go over to CBS News and submit a question. Or two...

Related Resources

07 August 2008

Change or Die

"To cultivate an opposition to change is the currency of the rich and stupid."

- John Steinbeck

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31 July 2008

Study Looks at the Psychology of Facebook

Ever wonder what motivates people to throw zombies, vampires and drinks at you on Facebook? What message does your profile picture convey about you? Why are some Facebook apps like Scrabulous an uber hit, while other (perhaps even more useful) applications remain unloved and gathering virtual dust? And all that "poke" business? What's that about?

Led by Dr. BJ Fogg, researchers at the Persuasive Technology Lab at Stanford are taking a look at the popular social networking site and will soon publish their research in a new book titled, The Psychology of Facebook.

Here's the abstract:

Edited by Dr. BJ Fogg and colleagues at Stanford University, this volume gathers the best insights into Facebook's remarkable methods.

This new book explains how Facebook's psychological strategies are changing the Internet, our social lives, and world politics.

To date, most research on social networking, especially in terms of teen and tween users, has been centered around online safety and sexual predators (a la "Dateline NBC"). Thankfully, cooler heads and more research are beginning to put those concerns into perspective.

As social networking moves more and more mainstream, and Boomer parents catch up with their Gen Y kids online, it's important that we take a deeper look at the underlying psychology and persuasive nature of social networking environments like Facebook.

Related Resources

29 July 2008

K12 Open Minds Conference

If you have an interest in Open Source Software and its benefits for K-12 schools, I hope you will consider attending and/or presenting at the 2008 K12 Open Minds Conference, September 25-27, in Indianapolis, Indiana.

This is an unparalleled opportunity to talk with teachers, administrators and technology staff from around the U.S. and the world. Here are some important links:

The conference expects more than 600 attendees, from the US, Europe, Asia and North and South America. Dozens of sessions that address teaching and learning, leadership and policy, and technology and infrastructure issues related to open technologies make this conference a "must attend" event.

Featured Speakers include:

  • Donna Benjamin - Executive Director of Creative Contingencies and board member of Open Source Industry Australia;
  • Alex Inman -- Director of Technology at Whitfield School, St. Louis, MO - an Essential School using open source;
  • Dr. David Thornburg - Director of Global Operations for the Thornburg Center and author of several books including, When the Best is Free.

Related Resources

23 July 2008

School Confiscates Student Cell Phones

According to the Middletown Journal, school administrators at Mason High School in Ohio are confiscating student cell phones and reading text messages to "to determine if the students attended private parties off school grounds during the weekend."

Students and parents at the school have contacted the ACLU who has warned school officials that their "current practice of seizing student cell phones and reading personal text messages was poor policy and unconstitutional."

Moreover, the ACLU countered that "Attendance at a private party that does not disrupt classes and does not occur on school grounds is none of the school's business. Private student social activities are issues for parents, not the school."

For many school administrators confiscating phones and blocking content seems like the easiest way to address the issue. But as Gen Y expert Anastasia Goodstein points out, doing so creates a “Lord of the Flies” environment where our kids are left to navigate the world of social networks, technology and online content without any direction.

Just like we have “drivers ed” to help them learn the rules of the road, we need to arm them with the digital literacy skills necessary to safely navigate the digital world in which they were raised.

Related Resources

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