LEADER 04243oam 2200649Ia 450 001 996320200003316 005 20240424230420.0 010 $a0-262-25894-3 035 $a(CKB)2520000000006520 035 $a(MH)012144021-4 035 $a(SSID)ssj0000344712 035 $a(PQKBManifestationID)12133018 035 $a(PQKBTitleCode)TC0000344712 035 $a(PQKBWorkID)10308687 035 $a(PQKB)10452081 035 $a(MiAaPQ)EBC3562632 035 $a(OCoLC)528423456$z(OCoLC)822969420$z(OCoLC)995181695$z(OCoLC)1053133501$z(OCoLC)1057427347$z(OCoLC)1057432740$z(OCoLC)1057668532 035 $a(OCoLC-P)528423456 035 $a(MaCbMITP)8520 035 $a(OCoLC)1053133501 035 $a(MdBmJHUP)muse70633 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/78488 035 $a(EXLCZ)992520000000006520 100 $a20100111d2009 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 00$aYoung people, ethics, and the new digital media $ea synthesis from the GoodPlay project /$fCarrie James [and others] 210 $aCambridge, Mass. $cMIT Press$dİ2009 210 $aCambridge, Mass. $cMIT Press$dİ2009 215 $a1 online resource (xiv, 109 p. ) 225 1 $aThe John D. and Catherine T. MacArthur Foundation reports on digital media and learning 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-262-25828-5 311 $a0-262-51363-3 320 $aIncludes bibliographical references (p. [100]-109). 327 $aIntroduction -- The "good play" approach -- Ethical fault lines in the new digital media -- Conclusion : toward good play. 330 $aSocial networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits. The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of "good play" that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media.The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning 410 0$aJohn D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. 606 $aInformation society$xMoral and ethical aspects 606 $aDigital media$xMoral and ethical aspects 610 $aEDUCATION/Digital Media & Learning 610 $aSOCIAL SCIENCES/Media Studies 610 $aINFORMATION SCIENCE/Internet Studies 615 0$aInformation society$xMoral and ethical aspects. 615 0$aDigital media$xMoral and ethical aspects. 676 $a302.23/10835 701 $aJames$b Carrie$0864643 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a996320200003316 996 $aYoung people, ethics, and the new digital media$91929969 997 $aUNISA 999 $aThis 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