The Spotify Problem
We have a few smartphone rules in our house: no phones after 9:30 p.m., no phones at the dinner table or other family events, and no phones in bedrooms.
We have a few smartphone rules in our house: no phones after 9:30 p.m., no phones at the dinner table or other family events, and no phones in bedrooms.
How can teachers equip their students to successfully and ethically navigate the digital world?
Parents could be forgiven for thinking that our children are born media literate. Kids take to digital devices like the proverbial ducks to water, quickly becoming expert at finding the videos and games they want, and it’s a rare baby shower that doesn’t feature Elsa or Elmo in one form or another.
When Marlene Kane's sixteen-year-old son Andrew asked her to drive him to the nearby town of Midland last December, she was surprised to hear that he wanted to meet with someone he had met while playing the online game World of Warcraft – and even more surprised to learn that the person he was meeting was a 42-year-old mother of four from Texas. Experts on sexual solicitation of youth online were less shocked however. In fact, for them the only surprising thing was Lauri Price's sex. Everything else about the scenario – how they made contact, Price's openness about her age, Andrew's willingness to meet her, and the lack of deception about her intentions – all fit the evolving picture of how youth are sexually exploited online.
My Voice is Louder Than Hate, MediaSmarts’ latest resource, uses digital storytelling and meme making tools to encourage youth to push back when they encounter hate online.
In this lesson, students consider how we come to hold values and how they affect our behaviour, especially online. They begin by comparing their assumptions about how common positive and negative online behaviours are with accurate statistics, and then consider how believing that something is more or less common than it really is can affect whether or not we think it’s acceptable. The teacher then uses a fable to introduce students to the ways that values can be communicated both overtly and implicitly and students discuss the ways in which their values have been communicated to them. They then turn specifically to the online context and consider what values they have learned about online behaviour and how they learned them. Finally, students consider scenarios that examine ethical questions online and role-play ways of resolving them.
Though we sometimes talk about the online world as being “virtual reality,” the things we do there can have real consequences. When we're using the same screen to talk to our friends that we use to kill aliens or when we can't see the people we're hurting, robbing or copying from, it's easy to forget that what we do online matters. This section looks at some of the reasons why youth might behave differently online than they do offline and strategies for getting them to see the online world through an ethical lens.