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Popular culture and media literacy: Research reports, reviews, etc.

Digital beginnings: Young children's use of popular culture, media and new technologies

This report presents the findings of a study which took place from September 2004 to July 2005. The study explored young children's (aged from birth to six) use of popular culture, media and new technologies in the home through a survey of 1,852 parents and carers of children who attended 120 individual maintained and non-maintained early years settings in England. A total of 524 early years practitioners who worked in 104 of these settings were also surveyed in order to determine their attitudes towards children's use of popular culture, media and new technologies and to explore how far they planned for their use in the communications, language and literacy curriculum of the foundation stage. The study also included an evaluation of the success of action research projects which took place in nine of the maintained and non-maintained early years settings. These projects were undertaken in order to identify the impact of interventions in which aspects of popular culture, media and new technologies were introduced into the communications, language and literacy curriculum of the foundation stage.

Some of the key findings from this study are:
(1) Young children are immersed in practices relating to popular culture, media and new technologies from birth. They are growing up in a digital world and develop a wide range of skills, knowledge and understanding of this world from birth. Parents and other family members scaffold this learning, either implicitly or explicitly, and children engage in family social and cultural practices which develop their understanding of the role of media and technology in society.
(2) Parents report that their young children generally lead well balanced lives, with popular culture, media and new technologies playing an important, but not overwhelming role, in their leisure activities. Engagement with media is generally active, not passive, and promotes play, speaking and listening and reading. In addition, engagement with media and new technologies appears to be a primarily social, not individual, activity, taking place most often with other family members and in shared parts of living spaces.
(3) Parents are generally very positive about the role of media in their young children's social, emotional, linguistic and cognitive development. They feel that their children learn a great deal from film and television and that it has a positive impact on many aspects of their lives.
(4) Parents support their children's interest in popular culture, media and new technologies through the provision of resources and interactions with children (e.g. shared play, visits to theme parks) around their interests.
(5) Early years practitioners generally express positive attitudes towards the role of popular culture, media and new technologies in children's lives, including demonstrating positive attitudes towards their use of video/console games. However, they do have concerns about the perceived amount of time children spend on these activities.
(6) The introduction of popular culture, media and/or new technologies into the communications, language and literacy curriculum has a positive effect on the motivation and engagement of children in learning. Practitioners report that it has a positive impact on children's progress in speaking and listening and literacy, although the present study did not include methods which could determine if this was the case.

The report then concludes with a number of recommendations for research, practice and policy, such as that there needs to be further attention paid to the needs of early years practitioners with regard to subject knowledge and pedagogical content knowledge in the use of media and new technologies.

Marsh, J., Brooks, G., Hughes, J., Ritchie, L., Roberts, S. & Wright, K. (2005). Digital beginnings: Young children's use of popular culture, media and new technologies. University of Sheffield: Literacy Research Centre
Download the full report (pdf) from: www.digitalbeginnings.shef.ac.uk/DigitalBeginningsReport.pdf


Mobile technologies and learning

A new approach to learning through mobile technologies such as "smartphones" may offer some answers to the problem of how to motivate the large number of young adults who are not in employment, education or training (known as "NEETs"). Trials of games, learning materials and learning tools, designed to be used on a range of portable devices such as mobile phones, have demonstrated their potential for turning reluctant learners into enthusiasts, building self-confidence among young people with low self-esteem, helping to improve reading, spelling and maths.

The report contains the findings of a three-year pan-European research and development project, called m-learning, that set out to investigate whether mobile technologies can engage "hard to reach" young people (the "NEETs" group) in learning, and help those with literacy and numeracy difficulties. The project ended with the largest trials of mobile learning materials and systems conducted to date, involving nearly 250 young people (aged 16- 24) in the UK, Italy and Sweden. Most were unemployed, many had dropped out of education (or were considered to be at risk of doing so) and some were homeless or travellers.

Some of the key findings of this project are that mobile learning can:

  • engage young people who have been put off by traditional education methods. (Almost all the young people in the trials were enthusiastic about mobile learning and nearly two-thirds said they were likely to take part in further learning in the future. The majority were most interested in using a laptop, PC or mobile device.)
  • help young people to improve their literacy and numeracy skills and to recognise their existing abilities. (About four out of five felt that the mobile games could help them to improve their reading, spelling or maths. Mentors reported perceived improvements in these areas, particularly among those young people initially described as being "less able" or with "very limited ability".)
  • just under a third of respondents (29%) were assessed by their mentors as having developed a more positive attitude towards reading after taking part in the research.
  • help to remove some of the formality from the learning experience and engage reluctant learners. (Collaborative mobile learning tools were popular, but some young people appreciated the opportunity offered by mobile devices to learn independently and privately in their own time.)
  • help to combat resistance to technology and bridge the gap between mobile phone literacy and ICT literacy. (One group of IT-shy young adults studying English for speakers of other languages (ESOL), were more confident about using PCs after using the mobile palmtop computers.)
  • help young people to remain more focused for longer periods.

Overall, analysis of the evidence suggests that mobile learning can make a useful contribution to attracting young people to learning, maintaining their interest and supporting their learning and development.

Attewell, J. (2005). Mobile technologies and learning: A technology update and m-learning project summary. London: LSDA.
Download the report summary from: www.lsda.org.uk


Generation M - Media in the lives of 8-18 year-olds

This report provides data documenting the patterns and trends of media use among young people. The data are based on a large (2,032) national sample of 3rd-to12th-graders (8-18 years old), conducted via anonymous written questionnaires of about 40 minutes in length, focusing in detail on media use the prior day. The study also included nearly 700 young people who completed a detailed seven-day diary of their media use in addition to the questionnaire. The questionnaire and the diaries attempt to document the following: Which media young people use; the duration of use; with whom they use media; where kids use media; what media genres or activities they prefer; what rules, if any, govern their use of media; what their home media environment is like; and what relationships, if any, exist between their use of various media and their parents, the grades they get.

Some of the key findings of this study are:

  • Young people today live media-saturated lives, spending an average of nearly 6 1/2 hours a day with media. Given that about a quarter of the time young people are using media, they are using more than one medium at a time (e.g. reading and listening to music), they are actually exposed to the equivalent of 8 1/2 hours a day of media content. Indeed, today's youth are masters of multitasking
  • Young people have access to an unprecedented amount of media in their homes, their bedrooms, and through portable media devices. For example, the typical 8 to 18-year-old lives in a home with an average of 3.6 cd or tape players, 3.5 TVs, 3.3 radios, 2.9 VCRs/DVD players, 2.1 video game consoles, and 1.5 computers
  • Children with easy access to media tend to spend more time using those media
  • Young people who spend the most time with media also report spending more time with their parents, being physically active, and pursuing other hobbies
  • There are some significant differences in the amount of time young people spend with different types of media, based on age, gender, and race. For example, older teens spend more time listening to music and using the computer, while their video game-playing and TV watching goes down
  • The majority of young people say their parents don't impose any rules on them regarding their use of TV, video games, music or computers
  • Young people's use of "new" media such as computers and video games does not seem to displace their use of "old" media such as television and music
  • This generation is largely happy and well-adjusted, but those who are least content or get the poorest grades spend more time with video games and less time reading than their peers
  • Television remains by far the dominant medium for young people today, but some things about how they watch TV may be changing
  • Listening to music continues to be hugely popular, especially among older kids, but how they listen to music is changing, with MP3 players and internet radio joining the mix
  • Computers and the internet are rapidly becoming a nearly universal presence in young people's lives, although the amount of time spent using a computer outside of schoolwork still pales in comparison to watching TV and listening to music
  • Access to and frequent use of the internet has become commonplace among majorities of children from the major racial and socio-economic groups, but a significant divide in the quality and nature of that access persists
  • Children continue to read regularly for pleasure but the media environment in the home affects the amount of time they spend reading
  • Video games have become part of the landscape for children, but they still spend far less time using them than they spend watching TV.

This report then explores the changes in media use from 1999 and finishes with a set of conclusions.

Rideout, V., Robers, D.F. & Foehr, U.G. (2005). Generation M - Media in the lives of 8-18 year-olds. The Kaiser Family Foundation.
Download the full report (pdf) from: www.kff.org/entmedia/


The media literacy of children and young people: A review of the research literature

This document provides a comprehensive review of the academic literature relating to children's and young people's media literacy. It focused primarily on television, radio, the internet and mobile telephony; and specifically addresses the various barriers to, and enablers of, media literacy.

Children develop media literacy even in the absence of explicit attempts to encourage and promote it. Accordingly, the document begins by exploring the development of the three dimensions contained in Ofcom's definition of media literacy: 'the ability to access, understand and create communications in a variety of contexts'.

In terms of access, the literature suggests that children and young people already possess quite high levels of functional literacy, that is, the skills and competencies needed to gain access to media content, using the available technologies and associated software. Older children are generally aware of regulatory mechanisms and systems of guidance, and take these into account in seeking to make their own decisions. The large majority of young people show some awareness of risks relating to sexual dangers on the internet; although they are less aware of potential economic risks. Several studies in this area conclude that education in media literacy may be a more effective strategy than blocking or filtering.

In terms of understanding, there is an extensive literature relating to the development of children's understanding of television. This literature suggests that children's awareness of areas such as television 'language', the difference between representation and reality, and the persuasive role of advertising, develops both as a function of their increasing knowledge of the world, and as a result of their broader cognitive and social development. Children also learn to cope with potentially unwanted or upsetting emotional responses, and to make critical judgments about areas such as television violence, by employing forms of media literacy. It is important to emphasise that these areas apply just as much to fictional material as to factual material; and that critical understanding goes hand-in-hand with the development of aesthetic and emotional responses to media of all kinds. There is considerably less research about how children interpret, evaluate and respond to other media, including the various forms of content found on the internet.

By contrast, when it comes to creativity, there has been less academic research relating to 'older' media such as video and analogue radio than to new media, particularly the internet. Research here suggests that there is considerable potential for media to be used as means of communication and self-expression, not least by socially disadvantaged groups; that creative involvement in media production (particularly in the context of education) can make an important contribution to the development of critical understanding; and that new media such as online gaming and mobile telephony provide possibilities for new forms of interaction.

Among the barriers to media literacy are several inter-related factors, of which social class and economic status are the most well-established. These barriers limit children's access to the internet, although not to established media such as radio or television. The media literacy of children and young people 3 Less is known about other potential barriers such as disability and ethnicity, or about the role of individual dispositions or motivations. It is important to recognise that such barriers may affect the quality of access as well as the quantity - for example, in terms of the available functionality of the technology, the location and level of support for use. There is evidence that access to the internet in schools remains often very limited. It should also be acknowledged that different social groups may have different orientations towards particular media - or different forms of 'cultural capital' - that may influence the nature and quality of access.

Potential enablers of media literacy include parents, teachers (both in schools and in informal educational settings) and other agencies such as broadcasters and regulators. Research suggests that parental mediation can play an important role in developing younger children's media literacy, for example in understanding the relationships between representation and reality. However, the role of parents depends upon broader beliefs about child-rearing, and many parents do not play as great a role as they like to suggest. Meanwhile, education about the media has a long history, at least in secondary schools in the UK, although it remains a marginal aspect of the compulsory curriculum and is rarely found in primary schools. There is a growing body of evidence about the effectiveness of particular teaching strategies, both in respect of the 'understanding' and 'creativity' aspects, although there has been little sustained or systematic research into the learning potential of children at different ages. Media education is also developing in the informal sector, although there has been little sustained evaluation of such work.

The review provides an indication of several important gaps in the literature. These include specific media (such as radio, mobile phones and online gaming) and particular population groups (such as younger children, those with disabilities, and ethnic minority groups). There is a particular need for research about children's ability to evaluate internet content; about their awareness of new commercial strategies in the media; about media production in the home; and about learning progression in media education. Of the three areas in Ofcom's definition, 'creativity' is by far the least well-researched. New technologies and media forms will also pose new challenges and demands in terms of media literacy, so it is important that research in this field is regularly updated. There is a case here for more sharing of research findings and methodologies between academic and industry researchers.

In terms of methodology, the review finds that a great deal of research in the field is based on self-reporting, and recommends that there should be more observational studies that explore how media literacy is used in everyday life. In relation to education, there is a need to develop new approaches to assessing the effectiveness of media education in influencing media use outside the classroom. Researchers also need to address some of the ethical difficulties, particularly in respect of research on new media.

Finally, the review reminds us that media literacy is multi-dimensional. The nature and extent of the media literacy that individuals need and develop depends very much on the purposes for which they use the media in the first place. Different social groups may also develop and require different forms of media literacy in line with their motivations and preferences in media use. As such, we need to beware of adopting a reductive or mechanistic approach to assessing levels of media literacy among the population at large.

Buckingham, D. (2005). The media literacy of children and young people: A review of the research literature. London: Ofcom.
For more information please go to the Ofcom website: www.com.org.uk/


Adult media literacy: A review of the research literature

With the growing importance of media, information and communications in society, media literacy can be said to serve three key purposes, contributing to (i) democracy, participation and active citizenship; (ii) the knowledge economy, competitiveness and choice; and (iii) lifelong learning, cultural expression and personal fulfilment. Following the requirement of the Communications Act (2003) that it "promote media literacy", Ofcom has defined media literacy as "the ability to access, understand and create communications in a variety of contexts". As part of Ofcom's research programme, this literature review has been commissioned to identify relevant academic research and research methods, barriers and enablers to media literacy, and key research gaps and priorities for future research. The review is divided into sections on broadcast media (including digital television) and on internet/mobile technologies, thereby drawing together research on "media literacy" and "information literacy". In addition, case studies report on particular debates that illuminate the general review.

Some of the main findings include:

  • Frequent surveys chart the UK population's access to a range of media goods, mostly in the home. A modest body of academic literature serves to interpret and contextualise the conditions of access to and use of broadcast media. Findings surveying the adult population regarding the adoption and use of analogue multichannel television and the VCR are consistent with research on the barriers to and inequalities in adoption of technological innovation and consumer goods more generally
  • Digital television is attracting a growing body of academic research, much of which has been critical of the design and content offered through enhanced services and most of which suggests low and uneven take-up by the audience. This is especially the case for interactive and complex uses, suggesting a majority audience "mindset" that still divides television (a noninteractive mass medium) from the internet (an interactive "pull" technology).
  • Key barriers to access are demographic (age, gender, socio-economic status, disability), these in turn contributing to the material and symbolic barriers of finances, understanding, disposable time, and, also crucial, the production, content and design features of media technologies.

In evaluating barriers and enablers, we note the paucity of research about how these factors interact. The key factors we have identified and discussed as barriers are:

  • age
  • socio-economic status (including education and income factors)
  • gender o disability
  • ethnicity
  • proficiency in English.

The key factors we have identified and discussed as enablers are:

  • design of technologies and contents
  • adult education opportunities
  • consumer information and awareness
  • perceived value of media goods and services
  • self-efficacy (skills and confidence in using new media technologies)
  • social networks to support in gaining and maintaining access
  • family composition (especially, having children in the household)
  • work involving the use of computers and new technologies
  • institutional stakeholders.

Research on media literacy also faces a series of methodological challenges, from conceptual definitions through to evaluation of policy initiatives. The trend is towards multi-method, qualitative and quantitative research designs. It is recommended that future research considers conducting longitudinal surveys to chart change over time, and builds on the range of innovative, indepth qualitative methods being developed in media research.

Livingstone, S., van Couvering, E. & Thumim, N. (2005). Adult media literacy: A review of the research literature. London: Ofcom.
For more information please go to the Ofcom website: www.ofcom.org.uk/


Literature review in games and learning

Computer games are a growing part of our culture. This review by John Kirriemuir and Angela McFarlane on behalf of Nestafuturelab summarises the contemporary state of the computer and videogaming industry, market and culture. It provides an overview of the main developments in research into gaming and the educational relevance of video games and summarises the literature of this research. It outlines several reasons as to why games are unlikely to be integrated into the curriculum, which include amount of irrelevant content, lack of stakeholder understanding of educational benefits and lack of teacher time to familiarise themselves with the game. However, it also highlights some of the ways in which games can support skill development, such as strategic thinking, planning, communication, negotiating skills, group-decision making and data-handling.

Kirriemuir, J. & McFarlane, A. (2004). Literature review in games and learning. Bristol: Nestafuturelab.
Download this report from www.futurelab.org.uk/resources/publications_reports_articles/literature_reviews/Literature_Review378/


Can blogging be used in education?

Blogging - or web-logging - was a phrase coined in 1997 by J. Barger to describe web-based pages usually characterised by a series of short postings that can describe anything of interest to the people or groups that created them. This short article outlines the potential uses of blogging as a tool for learning

Ulicsak, M. (2004). Can blogging be used in education?. Bristol: Nestafuturelab.
Download this article from www.futurelab.org.uk


Instant messaging: The language of youth literacy

According to many, instant messaging threatens youth literacy because it creates and reinforces undesirable reading and writing habits. This article by David Craig, which won the Boothe Prize in 2003, shows that instant messaging is a beneficial force in the development of youth literacy because it promotes regular contact with words, the use of a written medium for communication, the learning of an alternative literacy, and a greater level of comfort with phonetics and the overall structure of language.

Craig, D. (2003). Instant messaging: The language of youth literacy. Stanford University.
Download the full article (pdf) from: pwr.stanford.edu/publications


Zero to six: Electronic media in the lives of infants, toddlers and preschoolers

This random-digit-dial telephone survey of more than 1,000 US parents of children aged 6 months to 6 years found that, according to their parents, children spend an average of two hours a day with screen media (TV, computers, video games). This is about the same amount of time that they spend playing outside, and three times as much as they spend reading or being read to. Although the American Academy of Pediatrics recommends that children under two do not watch any television, this study also found that on a typical day, 68% of children under two use screen media (watch TV or videos). However, 81% also listened to music and 71% were being read to on a typical day. Overall, listening to music was one of the most popular media activities among young children.

Other key findings were:

  • children today are growing up immersed in media
  • many children six and under are active computer users
  • even the very youngest children are highly exposed to tv and other screen media
  • how much the tv is left on in the home has a significant relationship to the amount of time children spend watching it, and to the time they spend reading
  • many very young children have a tv, vcr or video game player in their bedroom and these children spend substantially more time with those media
  • four-to six-year-old who are "heavy" tv users spend less time reading or playing outside than other children their age
  • many parents have faith in the educational value of electronic media
  • the vast majority of parents have seen their children imitate behavior from tv, and they are far more likely to see them copy prosocial rather than aggressive behaviors
  • most parents have media-related rules, and the children of parents who report strongly enforcing their rules spend less time watching tv and more time reading
  • reading or being read to remains a constant in most children's lives
  • listening to music is one of the most popular media activities among young children
  • videos and dvds have become a staple of children's lives
  • playing video games is a less common activity among the six and under set, but is more popular among boys than girls
  • there do not appear to be many differences in how boys and girls use media at the youngest ages
  • most very young children are using media with someone else, usually with a parent in the room

Rideout, V.J., Vandewater, E.A. & Wartella, E.A. (2003). Zero to six: Electronic media in the lives of infants, toddlers and preschoolers. Menlo Park, CA: Kaiser Family Foundation.
Download the report at www.kff.org

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