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What do you meme it’s not legal?
My daughter – age 14 – is all about Instagram. It’s her primary source of entertainment: if she’s on her phone, she’s likely looking at memes or laughing at silly posts made by her friends. It’s also the main way she communicates with them, as they use its messaging service much more than things like texting or video chat.
Internet memories and storytelling: what do you keep?
My middle daughter hates looking over my shoulder when I’m on my Instagram account and seeing that I have many, many unwatched “stories.”
Supporting healthy media experiences for kids
Factors to keep in mind when prioritizing kids' media healthChildren under two should spend as little time with screen devi
The gift of art in the age of AI
Original digital art takes patience and skill. While yes, you could ask ChatGPT to recreate something similar with the right prompt, it doesn’t come close to the heart or care that was put into this original artwork and it doesn’t quite look the same.
Health and science news
As with other kinds of news, newsworthiness is the essential element of health and science coverage. Along with the factors that generally influence newsworthiness, Boyce Rensberger, in A Field Guide for Science Writers, identifies four factors specific to science stories:
AI and algorithms - Overview
Artificial intelligence, or AI, uses computer algorithms trained on data sets to complete tasks with little human help. Children and teens interact with these systems daily through games, apps and content recommendations.
Game tips for parents
If you're a parent, chances are there was at least one video game under the tree this Christmas. Even though your kids may be thrilled by a new title, as a parent you may be less enthusiastic. Even those of us who grew up with Alone in the Dark may balk at the detailed level of violence in Modern Warfare and Fallout: New Vegas, at least when considered as fare for kids. Both of these games receive an “M” rating, which means that they are considered unsuitable for players under 17; as with all other things, though, labeling these titles as ‘for adults only' often makes them more appealing to the unintended youth audience. In addition to the violence question, there remain issues of meaning in videogames which are harder to track but no less important. So how concerned should parents be about indulging their children's appetite for virtual violence?
