Chapter 17 - Young People and the Internet

Chapter Summary

The positive role of technology

  • The use of technology in the classroom is recognised as a fundamental learning tool which stimulates the language, cognitive and social development of young children.
  • Socialising with their peers and developing their own identities within the online world increases during the adolescent years.
  • Communication of offline relationships and online relationships are strongly correlated, with adolescents interacting with people with whom they are familiar.
  • The Internet provides individuals with even more options for identity experimentation.
  • The increase in online communication for young people appears to encapsulate an appreciated image of oneself, which supports and is supported by one’s peers.

Gaming

  • Much experimentation occurs through game playing and affords opportunities for language and cognitive development.
  • This occurs when young people experiment with areas such as problem solving, the formation of thought constructs or providing cultural understanding.
  • A vital component to game playing is the element of fun. Gaming, whether video or computer based, provides all the elements which constitute play.
  • Older children and adolescents may understand that violent video game play is simply a form of play.
  • They distinguish fantasy aggression and violence from real world behaviour that includes intent to harm a real victim.
  • According to catharsis theory, playing violent video games could provide a safe outlet for aggressive and angry feelings.
  • Many games require social and emotional skills to play the game at the maximum level; these skills are also necessary to succeed in the workplace and adult life.

Cyberbullying

  • It is an aggressive, intentional act carried out by a group or individual, using electronic forms of contact, repeatedly and over time against a victim who cannot easily defend him- or herself.
  • Does not occur face to face and it presents an imbalance of power between the cyberbully and cybervictim.
  • Disinhibition exists where people behave differently online from the way they do in the real world; this is facilitated by online anonymity.
  • Cyberbullying behaviours include flaming, denigration, outing and trickery, masquerading/fraping/impersonation, cyberstalking and happyslapping.

Psychological effects on the cybervictim

  • Cybervictims report anger, anxiety and feeling sad, also difficulty concentrating in school, affecting both their learning ability and their consequential success at school.
  • Victims of cyberbullying have increased school truancy and feelings that school is no longer a safe place.
  • Psycho-social consequences of cybervictimisation is the negative effect that cyberbullying can have on a young person’s mental health.
  • A link exists between cybervictimisation and depressive symptoms.
  • Suicidal thoughts appear to be directly correlated with both real-world and cyberbullying experiences.

Further Reading

The second edition of this book provides information on how to identify, prevent and respond to cyberbullying incidences. It is aimed at both teachers and parents.

This book presents research from various backgrounds, examining the way that new media can provide opportunities as well as challenges.

This paper draws on recent research relating to the use of technologies in the home for learning, in order to explore the ways in which parents try to balance the sometimes contradictory roles of being both technology providers and technology regulators, and the ways in which young people act in response.

Contributors produce an international overview of developments in digital literacy among young learners, offering innovative paths between traditional narratives that offer only complete acceptance or total dismissal of digital natives.

Video links

How do fast-paced video games affect the brain? Step into the lab with cognitive researcher Daphne Bavelier to hear surprising news about how video games, even action-packed shooter games, can help us learn, focus and, fascinatingly, multitask. (Filmed at TEDxCHUV.)

In her talk, Ali Carr-Chellman pinpoints three reasons that boys are tuning out of school in droves, and lays out her bold plan to re-engage them: to bring their culture into the classroom, with new rules that let boys be boys and video games that teach as well as entertain.

Useful websites

Research and resources for educators, parents and young people on cyberbullying.

Internet safety tips for parents and young people, along with jargon busting.

Video games and online gaming for kids, fun ways to interact with children.

Research and resources for both teachers and parents in how to approach technology. Many resources for teachers about the online world.

Implementation of an anti-bullying campaign for educators, accompanied by classroom resources.

Multiple Choice Questions

Essay Questions

  1. Identify the benefits and risks to young people using technology.
  2. Examine the development of young people that occurs through the participation in the gaming world.
  3. Analyse the reasons for identity exploration in the online world by adolescents.
  4. Discuss the role of anonymity and disinhibition in cyberbullying and elaborate on the psychological effects of being cybervictimised.