Are wired kids well served by schools?
PALO ALTO, Calif.--Among the generation of kids growing up wired, many teens are hyper-motivated to learn a special skill like how to create a podcast, direct a YouTube video, publish an anime site, or hack an iPhone.
Now if only teachers could inspire such ingenuity.
That was one of the basic questions that had academics scratching their heads here Wednesday at Stanford University, where a group of researchers from the University of Southern California and University of California at Berkeley presented their first findings from one of the largest ethnographic studies on kids in digital environments. (An enthnographic study draws on fieldwork to provide a descriptive picture of a group. The full research will be published later this year as part of a MacArthur Foundation grant.)
Sure, kids have long been attracted to extracurricular activities like dance or sports. But researchers say digital media is bringing up a new generation who are creators of media rather than just passive consumers of it. Within these digital environments among peers, kids who create and evaluate media are deriving a sense of competence, autonomy, self-determination and connectedness, researchers say.
"Kids associate one word with school--'boring,'" said Deborah Stipek, dean and professor of education at Stanford, who was part of a panel discussion with the group of researchers. But kids' levels of engagement with the Internet and games could give educators new ideas for upping school's status.
"The question becomes what is the role of school in this larger environment," Stipek said.
Are schools disconnected from real-world tech skills? Dale Dougherty, founding editor and publisher of Make and Craft magazines, said during the panel that his team asked an audience of programmers where they learned to write code. Only 15 percent said that they learned programming at school.
The Stanford event, which was sponsored by MacArthur and Common Sense Media, raised more questions than it answered. But one of the more interesting findings in the research showed that many kids are drawn to create media online because their work can be immediately recognized or judged among their peer group or a larger audience, according to Mimi Ito, a cultural anthropologist of technology use and a principal investigator on MacArthur's project. That, she said, can be immediately gratifying.
In contrast, it can take kids much longer to reap the rewards or build recognition from hard work in school.
"It's the context of publicity now (online) vs. delayed gratification of getting a job in 10 years," Ito said. "The assessment of what they do happens internal to their community (of peers). Kids get to be the evaluator as much as the producer in interest-driven groups. School is much more of a future trajectory."
"Schools are breeding these delayed-gratification animals," said Dilan Mahendran, a doctoral candidate in the School of Information at UC Berkeley, who worked on one study.
Part of this is happening because American families have shifted from a television culture in the living room to a bedroom culture, in which many kids have television or a computer in their room. Another reason is that teens go online to hang out with friends because they don't have a place to go offline, according to Danah Boyd, a doctoral candidate at the School of Information at UC Berkeley and one of the researchers.
The researchers' initial findings are part of a long-range effort by the MacArthur Foundation, which in 2006 promised to spend $50 million on research and programs surrounding kids, technology, and learning. The goal was to figure out whether young people are changing through the use of digital media and technology, and if so, how? What are the effects of this digital immersion on kids' communication styles, friendships, families, and so on.
Some of the results are already in. Studies like those from Pew already show that as many as 83 percent of all kids play video games, and 53 percent of kids create media online. The thought that a majority of kids online would have a home page a la MySpace would have been laughable just 10 years ago, Ito said.
As part of her fieldwork, Ito got to know an 18-year-old girl named Anesha, who has produced several animated music shorts for YouTube. Her work was first seen by only a handful of her peers, but now thousands of people have watched her videos on Youtube, much to Anesha's delight. Ito said that the teen wants to go into film directing or editing.
"We're not saying there's going to be a digital generation whose eyes will be square," said Ito, who has studied kids in a range of online environments. "We're experiencing what 'public participation' (among young people) means, but it doesn't mean everyone will get a fancy job."



A friend's kid did a multimedia report on WWII. Beautiful slide show with very compelling soundtrack and photographs about the London blitz. Totally devoid of any meaningful content at all. The kid thought that collecting photographs and artfully arranging them in an emotionally gripping manner made a great report.
We are in danger of communicating the message that a very nice wrapper is an indicator of competence. We need to make sure kids learn how to process information not just gather them and present them in an attractive format. All these media creation tools are just a distraction.
To find information students are looking for, all we have to do is search Google and use the right software. 2 examples of my own...
1) As I wrote this post, my inline spell checker noticed that I had misspelled "necessary". I promptly fixed it. If students use the right software, then they will be able to reap it's benefits.
2) I learned basically all of AP Calc from the internet. There are numerous websites out there for math help. Btw, I have an A in the class.
A note back to using the right software, Google Docs allows for collaboration and has multi-language spell checking. Instant messaging also helps students collaborate.
I realize this was a long post, but to talk about technology and school, it was necessary.
As a writer/producer I was skeptical that the 'animoto' tool to create movie style trailers out of visuals would be just 'fluff' incapable of capturing complicated thoughts, even in 'overview' form.
Yet I put my creative director hat on and managed to integrate words, music, images and symbolism in an 'MTV style' thought bubble as an adjunct to (NOT a replacement of) my live presentation with the CCFC Harvard set earlier in the month...
Point? it doesn't have to be an either/or proposition...
As we say at Shaping Youth, we can 'use the power of media for positive change,' applying SOME tools to open the minds and catch the attention of students that might view learning from a different lens.
I completely agree with you that content supersedes tools, format, media magic, or empty techno vessels for meaningful articulation...But solid content can be digitally processed in superior ways, from experiential virtual worlds to prototypes of the future and re-created cities and eras of the past.
As Sydney J. Harris said, "The whole purpose of education is to turn mirrors into windows." Let's hope we don't get caught up in media narcissism staring at our own methodology while missing meaningful lessons elsewhere...often from the students themselves.
But all this needs to be balanced against the need to develop learners who are willing to do the hard work of truly internalizing knowledge and building on the work of those who went before to create the next generation of break-through ideas. And while external validation is important, so is the pleasure derived from a personal awareness of a "job well done."
YouTube came from Dr. Patricia G. Lange's study of video bloggers
on YouTube. For more information on this research, please see: http://sfaapodcasts.files.wordpress.com/2007/04/update-apr-
17-lange-sfaa-paper-2007.pdf
It seems to me that it is more about public acknowledgment in an authentic real world.
A read the "Wrappers" comment with some interest and suggest that students are more likely to engage in higher order thinking when they put together a product based around complex real-world scenarios.
Set a low level task with little real-world context and be prepared to receive a "pretty" and shallow product from some students.