Review: New Media Education Resources
This collection of articles on media education around the world will fulfill an important need: informing us of the struggle to critically understand the global implications of media education.
This collection of articles on media education around the world will fulfill an important need: informing us of the struggle to critically understand the global implications of media education.
With all the recent attention focused on stories of teenagers charged with distributing child pornography for taking sexually suggestive pictures of themselves, jobs lost due to Facebook and MySpace entries, and libel suits over blog posts, people are justifiably concerned about the permanence of material posted to the Internet. Many a teacher or parent has had to carefully explain to children or teens that whatever they post online might be seen by people other than the intended audience, and might be out there for a very long time.
An alien anthropologist, studying North American culture, might wonder why it is that despite the increasing economic and political power of women over the last forty years, appearance and behaviour seem to be more gender-typed than ever. A walk through any department store would give this anthropologist a clear notion of gender roles in children and teens: boys are warriors and superheroes, clad in camouflage (the new blue); girls are princesses, dressed always in pink. Packaging Girlhood, by Sharon Lamb and Lyn Mikel Brown, acts as a guide to parents and teachers who – perhaps remembering a time of boys and girls in t-shirts, jeans or unisex overalls – may be as perplexed by all this as our alien would be.
Much of what we believe about the world comes from the media products we see and hear. This is especially true of places and things we might not have actually experienced, such as developing nations and global development efforts. Beyond Media Messages: Media Portrayal of Global Development looks at how the media influences our views of developing nations and global development efforts, how we can learn to read or view media portrayals critically and how we can become media authors to promote democratic citizenship.
A recent case involving lawmakers who want to access data on the computer of a woman accused of engaging in a mortgage scam in Colorado has opened up a virtual Pandora’s box of legal questions: American courts are currently struggling with whether or not suspects can be forced to show authorities how to access their encrypted information and the repercussions of their ruling could affect Canadian law as well.
I feel like such an old lady when I’m listening to the radio sometimes. When I’m in the car with my husband we often find ourselves having the I Can’t Believe What Kids Are Listening to These Days conversation, one that often ends with me hitting the OFF button in disgust.
One of the most noted aspects of the Internet is its anonymity: by and large, people online will treat you as whoever you say you are. In the West, this is often used for mischief or identity play, but in other parts of the world anonymity can have a much more significant and liberating effect.
The classic 1985 science fiction novel Ender's Game is one of several books of that period that foresaw both the advent of the Internet and its eventual importance in society. While certain aspects of its portrayal seem dated – in particular, it more resembles the text-based bulletin board systems of the time than today's graphic Web – one element stands out as being particularly prescient: the use of the Internet to allow youth to participate fully in society. While today's young people aren't using the Internet to take over the world, as the characters in the novel do, they are increasingly using it to change the world, and more and more teachers are using the Internet to bring civic engagement into the classroom.
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.
People who make their living producing images, such as photographers, stylists, publicists, directors and pop idols, learn how to use those signs to convey the impression they want to make. Although teen girls who are trying to send a signal to their circle of friends and pop music producers who are trying to send a signal to an audience of millions are working on different scales, the principle is very much the same. Depending on your audience, you need to tailor the signals you send out very carefully. Even your age can have a certain amount of wiggle room when dressed in the right signs.