Youngsters & ICT: developmental changes and related needs

  • Social and identity needs:
  • The construction of the self and social networks: How do minors and especially adolescents use internet applications such as social networking sites in their identity construction, their presentation and self–disclosure towards peers? To what extent do online and offline networks overlap or differ? Which opportunities do ICT provide for identity construction by minority youth (on issues like gender, ethnicity, religious and/or sexual preferences)?
  • Self-disclosure & privacy: How do youngsters disclose personal data in social networking sites and commercial websites? Do they undertake a risk-benefit appraisal? How do youngsters define ‘privacy’ and to what extent are they concerned about their privacy online? How can self-disclosure and exhibition practices of adolescents on the new internet scenes (blogs, social networks, etc.) be explained? Which coping strategies are used to deal with online requests of internet users to entrust personal data?
  • Sexual exploration and the internet: How do teenagers deal with discussing topics on sexuality on the internet? How do digital media enable them to learn about sexuality in their lives? Is there a  link between adolescents’ exposure to sexual media content and their sexual socialization?  Are teenagers able to put the sexual reality of online pornography into perspective? Does online confrontation with pornography affect youngsters’ attitudes and behaviours?
  • Technological & social normativity: behind the traditional controversy between determinism and constructivism, what are the new social norms regarding self-disclosure and privacy protection embedded in the design of social networks, blogging and gaming platforms? How do teens and youngsters cope with those new norms or develop social practices or norms to counter them?
  • Entertainment & information needs:
  • Entertainment needs: How do games contribute to social and psychological well-being of children and adolescents? What is the role of games for entertainment, identity formation, social relationships and education of minors? Which effects do different game genres such as first-person shooting games, adventure games, Massive Online Role Playing Games (MMORPG’s) or strategy games have? 
  • Information & education needs: How does the introduction of computer technology change the educational environment of teenagers? How do new facilities of the internet (for instance search engines, blogs and wikis) transform the research and scholarly practices of teens and youngsters? How do they cope with this mass of information and what are the implicit norms they use to assess its reliability and credibility? Which new opportunities are offered by e-learning platforms? Which educational skills are fostered by using e-learning applications and does this lead to better educated teenagers? How can learner-centred interactive educational material be developed? How does edutainment and infotainment offer new possibilities or challenges traditional teaching and learning? How can educators and trainers successfully implement new learning methods and embed them in established and existing forms of learning?


 
Inhoudsverantwoordelijke(n) : marijke.celis michel.walrave sara.mels wannes.heirman