Stay on the Path Lesson Four: Scavenger Hunt
In this lesson, students apply their searching and critical thinking skills to learn how to find legitimate online sources for downloading and streaming movies, music and videos.
In this lesson, students apply their searching and critical thinking skills to learn how to find legitimate online sources for downloading and streaming movies, music and videos.
The issue of copyright is one that many of us probably know a little bit about. Copying is stealing – and stealing is bad - but it can still be a grey area in a social media world which is very PRO sharing.
The recently released Pew Report Teens, Video Games and Civicshas revived the question about whether video games can be a worthwhile activity. Another recent entry in this debate is Jim Rossignol's This Gaming Life, a survey of computer gaming culture and a chronicle of its role in the author's life.
In the first part of this blog we looked at some of the challenges and barriers facing people with disabilities when it comes to the Internet and other new media. In this final part we turn to possible strategies for making the virtual world fully accessible to all.
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.
With the launch of the Xbox One in November, 2013 has finally finished giving birth to the newest generation of video game consoles. Wii U, PlayStation 4 (PS4) and Xbox One are sure to be on many children’s wish lists for the holidays this year, but these new consoles are anything but child’s play. Far from being simple machines for playing video games, these new consoles are more connected to the Internet than ever and have lots of new social features.
Images of men and women in the media are often based on stereotypical roles of males and females in our society. Because stereotyping can affect how children feel about themselves and how they relate to others, it's important that they learn to recognize and understand gender stereotypes in different media.
One of the most common ethical decisions kids face online relates to how they access and use content like music, games and videos. We can help kids make better choices by teaching them about the issue: in one study, one-quarter of young people said that they would stop accessing content illegally if it was more clear what was legal and what wasn’t.