000 | 03521cam a22005054a 4500 | ||
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001 | musev2_60835 | ||
003 | MdBmJHUP | ||
005 | 20240815120749.0 | ||
006 | m o d | ||
007 | cr||||||||nn|n | ||
008 | 201221s2009 mau o 00 0 eng d | ||
020 | _a9780262258944 | ||
020 | _z0262258943 | ||
020 | _z9780262513630 | ||
035 | _a(OCoLC)1053133501 | ||
040 |
_aMdBmJHUP _cMdBmJHUP |
||
245 | 1 | 0 |
_aYoung People, Ethics, and the New Digital Media : _bA Synthesis from the GoodPlay Project / _cCarrie James [and others]. |
264 | 1 |
_aCambridge, Mass. _bMIT Press _c2009 |
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264 | 3 |
_aBaltimore, Md. : _bProject MUSE, _c2018 |
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264 | 4 | _c©2009 | |
300 | _a1 online resource. | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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490 | 0 | _aThe John D. and Catherine T. MacArthur Foundation reports on digital media and learning | |
506 | 0 |
_aOpen Access _fUnrestricted online access _2star |
|
520 | _aSocial networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits. The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of "good play" that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media.The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. | ||
588 | _aDescription based on print version record. | ||
650 | 7 |
_aInformation society _xMoral and ethical aspects. _2fast _0(OCoLC)fst00972774 |
|
650 | 7 |
_aDigital media _xMoral and ethical aspects. _2fast _0(OCoLC)fst00893717 |
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650 | 6 |
_aMedias numeriques _xAspect moral. |
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650 | 6 |
_aSociete informatisee _xAspect moral. |
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650 | 4 | _aINFORMATION SCIENCE/Internet Studies. | |
650 | 4 | _aSOCIAL SCIENCES/Media Studies. | |
650 | 4 | _aEDUCATION/Digital Media & Learning. | |
650 | 4 | _aDigital media ; Moral and ethical aspects. | |
650 | 4 | _aInformation society ; Moral and ethical aspects. | |
650 | 0 |
_aDigital media _xMoral and ethical aspects. |
|
650 | 0 |
_aInformation society _xMoral and ethical aspects. |
|
655 | 7 |
_aElectronic books. _2local |
|
700 | 1 |
_aJames, Carrie _eMitwirkendeR. _4ctb |
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710 | 2 |
_aProject Muse. _edistributor |
|
830 | 0 | _aBook collections on Project MUSE. | |
856 | 4 | 0 |
_zFull text available: _uhttps://muse.jhu.edu/book/60835/ |
999 |
_c232095 _d232094 |