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    Raising Humans in a Digital World

    Page 28
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      Chapter 8

      1.Monke, Lowell, “The Human Touch,” Education Next 4(4), Fall 2004. Retrieved on April 11, 2018 from http://educationnext.org/thehuman touch/.

      2.“Status of Mind: Social Media and Young People’s Mental Health and Wellbeing,” Royal Society for Public Health (May 2017). Retrieved on December 3, 2017 from https://www.rsph.org.uk/uploads/assets/uploaded/62be270a-a55f-4719-ad668c2ec7a74c2a.pdf.

      3.Lanquist, Lindsey, “Instagram Launches 3 New Safety Features—Here’s How to Use Them,” Self (September 26, 2017). Retrieved on November 3, 2017 from https://www.self.com/story/new-instagram-features.

      4.Perez, Sarah, “Twitter Starts Putting Abusers in ‘Time Out,’” TechCrunch (February 16, 2017). Retrieved on April 11, 2018 from https://beta.techcrunch.com/2017/02/16/twitter-starts-putting-abusers-in-time-out/?_ga=2.37566819.23505104.1523456549-1685009490.1486857013.

      5.Oldfield, Edward, “Facebook and Snapchat Trial New Features to Tackle Online Bullying in Campaign Headed by Prince William,” DevonLive (November 16, 2017). Retrieved on November 3, 2017 from http://www.devonlive.com/news/devon-news/facebook-snapchat-trial-new-features-785837.

      6.Ibid.

      7.Lucy Cadova (member of Faceup.com team), in discussion with author, April 6, 2018. Used with permission.

      8.Matt Soeth (founder of #ICANHELP), in discussion with author, April 4, 2018. Used with permission.

      9.Soeth, discussion.

      10.Maeve Repking video. Retrieved on July 10, 2018 from https://www.icanhelpdeletenegativity.org/maeve.

      11.Liz Repking (founder and CEO of Cyber Safety Consulting), in discussion with author, April 8, 2018. Used with permission.

      12.Soeth, discussion.

      13.Ciulla Lipkin, discussion.

      14.Freidman, Thomas L., Thank You for Being Late: An Optimists Guide to Thriving in the Age of Accelerations (New York: Farrar, Straus and Giroux, 2016), p. 31.

      15.Ciulla Lipkin, discussion.

      16.Soeth, discussion.

      17.“Remarks by the President on Egypt,” The White House (February 11, 2011). Retrieved on April 12, 2018 from https://obamawhitehouse.archives.gov/the-press-office/2011/02/n/remarks-president-egypt.

      18.Parker-Pope, Tara, “Are Today’s Teenagers Smarter and Better Than We Think?” New York Times (March 30, 2018). Retrieved on April 12, 2018 from https://mobile.nytimes.com/2018/03/30/well/family/teenagers-generation-stoneman-douglas-parkland-.html?smid=fb-nytimes&smtyp=cur.

      19.Ibid.

      Index

      ability, 77

      accuracy, 164

      addiction, 73, 74–75, 76

      adolescents

      benefits of online gaming for, 101–2

      benefits of social media for, 100–101, 109

      depression and, 104–6

      downside of online gaming for, 103–4

      downside of social media for, 109

      limiting screen time for, 106

      monitoring of social media feeds by, 108

      paradoxical privacy practices of, 137–38

      privacy and, 137–40

      screen time and, 71–72, 106–7

      smartphones and, 71–72

      socializing and, 99–100

      social media and, 99–100, 104–7, 109

      vulnerability to technologies, 75–81

      AfterSchool, 171

      age, 109–10. See also specific age groups

      age restrictions, 38, 118

      screen time and, 15, 21, 81–82

      social media and, 109–10

      Aiken, Mary, 3, 6

      Alderman, Lesley, 11

      algorithms, 134–35, 136, 169

      Alter, Adam, 29

      Alvarez, Jennifer Lynn, 159–61

      Amazon, 45, 136

      American Academy of Pediatrics (AAP), 21, 81–82

      Family Media Use Tool, 82

      Android, parental control features, 84–85

      Anthony, Susan B., xxxiii

      anticipation, 75

      anxiety, 104–5, 109

      Apple, 80

      Apple App Store, 4

      Apple Facetime, 19

      appropriation, 27

      apps, 133. See also specific apps

      beneficial, xvi

      created by children, 170–72

      creating, 167–68, 170–72

      free, 127–30

      personal data collected by, 127–28

      for social good, 167–72

      storytelling on, 42

      teaching children to evaluate, 143–44

      terms of service, 129–30

      artistic expression, 162

      Ask.fm, 171

      AT&T, “Passport” service, 86

      at-risk youth, xv

      attention, 11–13

      Attention-Deficit/Hyperactivity Disorder (ADHD), 11

      Australia, 120

      authorship, 156–57

      Azoulay, Ouri, 78–79

      behavior, 62

      “Behavior Model” (Fogg), 77

      benefit, maximizing, 13–14

      binges, avoiding, 82

      Borba, Michele, 39–40, 41

      boredom, importance of experiencing, 9

      boundaries, setting, 17

      Brexit, 152

      bullycide, 117–18

      bullying. See also cyberbullying, standing up to, xx

      Burlison, Elias, 183, 184

      Burns, Steve, 14

      BuzzFeed News, 153

      Cadova, Lucy, 170–71

      California, xxi

      Call of Duty, 104

      Cambridge Analytica, 133

      Capistrano Unified School District (CUSC), xxi

      captology, 76–77

      CareerBuilder, 55

      caregivers, mobile device usage by, 6–8

      cell phones. See also smartphones, life before, xxxi–xxxii

      Center for Humane Technology, 80

      Centers for Disease Control and Prevention, 11

      Charter Schools Act, xxi

      child development. See also cognitive development; moral development

      introducing technology in developmentally appropriate ways, 14–15

      mobile devices and, 5–8

      screen time and, 9–10

      childhood, effect of smartphones on, xviii–xix

      children

      assessing readiness for smartphones, xix–xxi

      benefits of unplugging for, 87–88

      limiting screen time for, 15, 21, 80

      setting their own screen time limits, 81–87

      vulnerability to technologies, 74–75

      Children’s Commission for England, 108, 109–10

      Children’s Online Privacy Protection Act (COPPA), 38

      China, 102

      Christakis, Dimitri, 9

      Chromebooks, 25

      Circle with Disney, 84

      citizenship. See also digital citizenship, five themes of, xxxii–xxxv

      Ciulla Lipkin, Michelle, 150–51, 175–77

      civic engagement, 162

      social networking and, xvi

      civics, for a digital age, xxiv–xxviii

      Codeacademy, 170

      cognition, distributed, 27

      cognitive development

      concrete stage, 36–37

      formal stage, 36–37

      preoperational stage, 36

      sensorimotor stage, 36

      stages of, 36–37

      collective intelligence, 27

      college admissions

      digital reputation and, 53–59

      online reputation and, 50–51, 53–59

      social media and, xv

      College Board, 127–28

      college students

      benefits of unplugging for, 88–89

      screen time and, 72–73

      smartphones and, 72–73

      Common Core State Standards (CCSS), 24

      Common Sense Media, xvii, 72, 86, 103, 104

      communication, 82

      communities, xxix

      compassion, xxxii, xxxiv, 167

      compulsive behavior, 76. See
    also addiction

      connectedness, xv, xxxi, 41, 105

      Connolly, Patti, 18–19, 32–33

      Connolly, Tim, 19

      content, 62, 82

      “continuous partial attention,” 84

      Cook, Tim, 80, 158

      cookies, 129–30

      courage, xxxiii, xxxv, 167

      C.R.A.A.P., 164–65

      C.R.A.P., 156–57, 164–65

      crap detection, 155–57, 164–65

      creativity, 159–62

      critical thinking, 149–66

      cultural change, xvi

      cultural competencies, 26, 32

      currency, 156–57

      cyberbullying, 95–97, 98, 116–18, 132

      Cyberbullying Research Center, 116, 123

      Cyber Civics, xxiv–xxvii, xxviii, 12, 32, 38–39, 65, 83, 154–55

      interviews with alumni of, 182–84

      Cyber Civics Moments, xxix–xxx, 42–43, 144–45, 181

      Cyber Safety Consulting, 110

      Cyberwise, 83–84

      data collection, 126–27

      data mining, 136. See also data collection

      Davis, Ashawnty, 118

      depression, social media and, 104–6

      “de-’tech’-tive” skills, xxx, xxxi

      DeviantArt, 159–60

      devices, xvii, xix. See also specific devices mobile, 3–5, 8–9, 15, 17 (see also smartphones)

      Diagnostic and Statistical Manual of Mental Disorders, or DSM-5, 74

      Dieckmeyer, Anna, 112, 181–84

      #Digital4Good, 173

      digital actions, permanence of, 63–64

      Digital Armour, 58

      “digital billboard,” 56–58

      digital citizenship, xxvi–xxvii

      Digital Citizenship Summit, 74

      “Digital Cleanse,” 73, 88

      digital distractions, 69–71, 84, 90

      digital drama, 97

      digital footprint, 55–59

      digital leadership, xx, 167–80

      digital literacy, xxviii, 110, 111

      digital media compulsion, 73, 74

      digital mentors, 31–32

      digital on-ramps, 32–34

      digital relationships, 98, 100–102

      digital reputation, xix–xx, 49–68

      digital tools, free and low-cost, xvi

      disconnectedness, xxxi

      disinhibition, online, 97–98

      Disney, 21

      distributed cognition, 27

      Donohue, Chip, 14, 15, 16

      dopamine, 75, 76

      Drouin, Michelle, 113

      Dunbar, Robin, 107

      echo chambers, 134–35

      education, xiv–xvii

      Egypt, 101

      Ellis, Ross, 118, 123

      email etiquette/literacy, 43–45

      emotional skills, xix, 41

      emotional support, 109

      empathy, 34, 39–40, 62

      employers

      digital reputation and, 55

      social media and, 55

      Entertainment Software Rating Board, 103

      Erikson, Erik, 99

      Essick, Jim, 162–63

      ethical thinking, 34–36

      ethnic minorities, 109

      executive function, 9, 10–12

      eye contact, 6–8, 40, 41

      Facebook, xxv, 79, 109, 140, 169

      FaceUp.com, 170–71

      facial expressions, 6–8, 40, 41

      “fake news,” xx, 151–53

      reporting, 157–58

      teaching children about, 164–65 (see also media literacy)

      Faltas, Shaheer, xxv–xxvii, xxviii, 30, 154–55

      Family Media Use Tool, 82

      Family Online Safety Institute (FOSI), 129

      family relationships, 101

      family time, unplugged, 41

      Family Zone, 84

      Fandom, 160

      fandom, 159–61

      fanfiction, 160

      Fazli, Sophia, 183–84

      fear, technologies and, 174–75

      Federal Trade Commission (FTC), 128

      filter bubbles, 134–35

      Fishman, Dean, 3

      Fogg, B. J., 76–77

      FOMO (fear of missing out), 109

      foundation, xxix

      Fred Rogers Center (FRC), 14, 15–16

      Friedman, Thomas, 175

      friendships, online, 100–102

      frontal cortex, 75, 76

      Futuresource Consulting Ltd., 25

      games, 101–2, 103–4, 133

      gaming disorder, 102

      gaming industry, 79

      Gandhi, Mahatma, xxxiii

      Gardner, Howard, 56

      Gates, Bill, xxvii, 137

      Gates, Bill Sr., xxvii

      Gates, Melinda, 38, 158

      “Generation D,” 74

      Gessner, Conrad, xxx

      Glaze-Kelley, Shelley, 12, 13, 43, 70, 164

      Gmail, 44–45, 128

      Goldilocks hypothesis, 106–7

      GoodPlay group, 56

      good things happening online, xv–xvi

      Google, 129

      Googling yourself, 65–66

      Green, Gabriella, 118

      Greenfield, David, 73, 74–75, 91

      G Suite for Education, 128

      GTA (Grand Theft Auto), 103

      The Guardian, 133

      Guerry, Richard, 63–64

      Hampton, Natalie, xvi, 172

      handles, 101

      Harris, Tristan, 79–80

      Harvard Crimson, 50

      Harvard University, 11

      Herring, Su Sonia, 149

      Hinduja, Sameer, 116, 118–19, 122, 123

      Hirst, Blake, xxxiv

      honesty, xxxii, xxxiv, 167

      humane design, 80

      human interaction, importance of, 6–8, 40–41

      human touch, 41

      humblebragging, 62–63

      Hurst-Della Pietra, Pamela, 5, 8–9, 13

      hyperarousal, 75

      #ICANHELP, 172

      identity construction, xxv

      “iGen,” xviii–xix

      impression management, 99–100

      impulse control, 113

      India, 101

      Indonesia, 101

      infants

      limiting screen time for, 15, 21, 81–82

      special considerations for, 15

      information, thinking critically about, xx

      information literacy, xx, xxiv–xxvii, 153–54. See also media literacy

      Instagram, 65, 79, 95, 97, 100, 108, 109, 129, 140, 160

      instincts, trusting your, 18

      The Institute for Responsible Online and Cellphone Communication (IROC2), 63–64

      intelligence, collective, 27

      intentional use, 15–16

      interactive technologies, 10

      International Classification of Diseases Manual (ICD-11), 102

      internet, benefits of, xv–xvi

      internet addiction, 74–75

      interpersonal communication skills, 72–73

      iPads, xxiv

      iPhones, xxiv. See also smartphones

      limiting use of, 80

      parental control features, 84–85

      Iraq, 101

      Japan, 102

      Jenkins, Henry, 26–28, 56, 158, 162

      Jensen, Frances, 76

      Johnson, Stephen, 158

      Journal of the American Medical Association (JAMA), 112–13, 114

      Journey School, xxi–xxii, xxiv–xxv, 12–13, 30, 38–39, 83, 149

      judgment, 27

      Kaiser Family Fondation, xxiv

      Kamenetz, Anya, 69

      Kaplan Test Prep, 50–51

      Kardaras, Nicholas, 12, 29, 30, 75

      Karr, Kim, 172, 173

      Katzman, Alan, 52–55, 64

      Kelley, Peter, 110–11, 174–75

      KidsEmail, 44–45

      Kiesecker, Cheri, 127–28

      kindergarten, differences today, 23–24

      kindness. See also empathy

     
    cultivating, 122

      online, 45–46

      storytelling about, 122

      King, Martin Luther Jr., xxxiii

      Kleeman, David, 13–14, 102

      Kogan, Aleksandr, 133

      Kohlberg, Lawrence, 36, 37

      Konrath, Sara, 40

      Lambrecht, Deborah, 29–30

      language development, 9–10, 18

      Lanier, Jarod, 29

      leading by example, 17, 85–86

      learning, xiv–xv

      Leff, Shauna, 129, 133–34

      Lewis, Paul, 29

      LGBTQ+ youth, 109

      license, 129–30

      Lieberman, Cynthia, 83

      life skills, online, 179–80

      likes, 45–46, 75–76

      limits, 82

      location information, 129–30

      log file information, 130

      Louv, Richard, 91

      Lui, Eric, xxiv–xxviii

      Mac, parental control features, 84–85

      Macedonia, 151–53

      marginalized youth, xv

      McArtney, Jack, xvii, xviii

      McLuhan, Marshall, xxx

      media

      producing vs. consuming, 18, 161–62, 164, 165–66

      social interactions and, 16

      thinking critically about, xx

      media contract, xxii–xxiii

      media exposure, xxii–xxiv

      media literacy, xxvii, 149–66

      media mentors, 18

      media psychology, xxiv

      media usage

      age restrictions, 38

      being a role model, 85–86

      limiting, 31–32, 106

      making a language-rich experience, 18

      management of, 81–86

      Medium, Stories, 42

      memes, 49–50

      Mendoza, Kelly, xvii

      Messenger Kids, 80

      Minecraft, 102–3

      miscommunication, 97

      misinformation, xx

      Mister Rogers’ Neighborhood, 15–16

      MIT App Inventor, 172

      Mobicip, 84

      mobile devices, 3. See also specific devices

      as babysitters, 4–5

      as digital pacifiers, 8–9

      limiting use of, 15

      monitoring use of, 17

      Mogel, Wendy, 179

      monetization, 130

      Monke, Lowell, 167

      moral development, three levels of, 37

      motivation, 77

      multitasking, 27

      music, 133

      Musical.ly, 119–20

      National Association for the Education of Young Children (NAEYC), 14

      National Association of Media Literacy Education (NAMLE), 149, 150, 175

      nature, connecting with, 89–91

      NBC’s Today Show, 131–32

      negotiation, 27

      Netflix, 161

      Net Nanny, 84

      networking, 27

      new media literacies, 26–28, 158

      “new public square,” 134

      New York Times, 21, 133, 179

      New Zealand, 102

     


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