With a little help from my friends
Third entry in a series looks at sites that help users create content. In the last instalment of this series we looked at some of examples of user-created media such as mashups, fan movies and machinima.
Third entry in a series looks at sites that help users create content. In the last instalment of this series we looked at some of examples of user-created media such as mashups, fan movies and machinima.
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?
This is the second in a series of columns looking at the history and future of Web 2.0. In the last instalment of this series we examined the origins of the Do-It-Yourself (DIY) ethic and some of the issues around the definition of “user-created content.” Turning from the theoretical to the practical, we'll now take a look at just what is actually out there, and begin to examine some of the ethical and legal implications.
For the last 3 years, we’ve been asking young people across the US and Canada to tell us in 2 minutes or less their stories about safe, responsible technology use. They’ve responded with enthusiasm and creativity; they’ve entertained and moved us. This year, the What’s Your Story? video contest continues in the same format that’s worked so well so far. But we’ve changed a few things, hopefully for the better.
I’ve already written about YouTube and Instagram, but today I wanted to share some information about four other popular sites and apps that are on my radar right now: Snapchat, Vine, Tumblr and ask.fm.
Snapchat, the mobile app that lets users send "self-destructing" photos, has the distinction of being the only digital tool that does not have a single redeeming feature. While the moral panic associated with blogs, cell phones, social networks and online games has largely faded in grudging recognition of their more positive uses (indeed, research shows that many parents have actually helped their children lie about their age register for Facebook accounts), Snapchat is seen as the Q-tip of the digital age: its sole function is to do the thing that you're warned not to do on the box.
When I finished Grade 11 in June, I reflected on what I had learned in the past school year. I was taught how to solve quadratic equations, the origins of world religions and studied the Canadian Charter of Rights and Freedoms. Oh and I know the legal requirements of marriage! But there was something I wasn't taught. Scrolling down my Twitter timeline, it hit me -- why was I never taught anything about social media?
Using social media in the classroom isn’t a complex feat, even though it may seem that way. What I think is a great idea is to instill social media literacy in students by crafting assignments around Twitter, Pinterest or Tumblr, for example. I’ve compiled a list of four tips to help you do just that:
When we were approached by the team at MediaSmarts about getting involved in this year’s Media Literacy Week, we immediately jumped at the chance to participate in this important initiative. Why? Because we are in a new era.
Today, Facebook and MediaSmarts would like to announce a new guide for teens, Think Before You Share, that provides tips about sharing and making decisions online.