04062nam 2200613Ia 450 991013936860332120200520144314.00-262-25894-3(CKB)2520000000006520(MH)012144021-4(SSID)ssj0000344712(PQKBManifestationID)12133018(PQKBTitleCode)TC0000344712(PQKBWorkID)10308687(PQKB)10452081(MiAaPQ)EBC3562632(OCoLC)528423456(OCoLC)822969420(OCoLC)995181695(OCoLC)1053133501(OCoLC)1057427347(OCoLC)1057432740(OCoLC)1057668532(OCoLC-P)528423456(MaCbMITP)8520(OCoLC)1053133501(MdBmJHUP)muse70633(oapen)https://directory.doabooks.org/handle/20.500.12854/78488(EXLCZ)99252000000000652020090501d2009 uy 0engurcn|||||||||txtccrYoung people, ethics, and the new digital media a synthesis from the GoodPlay project /Carrie James ; with Katie Davis ... [et al.]Cambridge, MA MIT Press20091 online resource (xiv, 109 p. )The John D. and Catherine T. MacArthur Foundation reports on digital media and learningBibliographic Level Mode of Issuance: Monograph0-262-25828-5 0-262-51363-3 Includes bibliographical references.Introduction -- The "good play" approach -- Ethical fault lines in the new digital media -- Conclusion : toward good play.Social 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 LearningJohn D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning.Information societyMoral and ethical aspectsDigital mediaMoral and ethical aspectsInformation societyMoral and ethical aspects.Digital mediaMoral and ethical aspects.302.23/10835James Carrie864643MiAaPQMiAaPQMiAaPQBOOK9910139368603321Young people, ethics, and the new digital media1929969UNINAThis Record contains information from the Harvard Library Bibliographic Dataset, which is provided by the Harvard Library under its Bibliographic Dataset Use Terms and includes data made available by, among others the Library of Congress