Gardner and GoodWork Project to Study Youth's Use of Digital
Media
Posted: October 25, 2006
Hobbs Professor Howard Gardner received a $900,000 grant last week
from the John D. and Catherine T. MacArthur Foundation to study young
people's use of digital media.
"The MacArthur Foundation, whose board chair is Fischer Professor
Sara Lawrence Lightfoot, is making a wager that we can learn a lot by
studying young people as they use these new and fast evolving media,
and we may even be able to make the process easier and more educationally
productive," Gardner said. "Our research group on the GoodWork
Project is pleased to be a part of that effort--for now, we are
calling our group the GoodPlay Project."
"This is the first generation to grow up digital – coming
of age in a world where computers, the internet, videogames, and cell
phones are common, and where expressing themselves through these tools
is the norm," said MacArthur president Jonathan Fanton. "Given
how present these technologies are in their lives, do young people act,
think and learn differently today? And what are the implications for
education and for society?"
Gardner's research entitled "Ethical Perspectives on Young
Persons' Use of Digital Media" is one of many studies--
to be conducted as part of a $50 million effort by the MacArthur Foundation
over the next five years--on understanding the educational impact
of the widespread use of digital media on youth.
"Very occasionally in human history, changes in the media of
communication bring about gigantic changes in the culture," Gardner
said. "Many people, including our research group at Harvard, feel
that the new digital media may bring about huge changes, and that these
will emerge first with young persons who have grown up with computers,
cell phones, instant messaging, online social networks, multi user games,
and the like as part of their daily environment."
The study will examine young people, aged 15-25, who regularly participate
in online games, social networking sites, and other online communities
through in-depth interviews, hypothetical ethical dilemmas, and observations
of youth participating in online communities.
"While much of young people's activities in cyberspace
are social--constituting more "play" than "work"--we
believe that it is critically important to explore the ethical character
of their conduct in this evolving sphere," said Carrie James,
project manager at the GoodWork Project, a research group based at the
HGSE. "Recent public attention has been focused on the risks young
people face as they spend increasing amounts of time in cyberspace.
While threats to youth may exist, our concern is not with the ways in
which they may be victims. Rather, we wish to understand how young people
conceptualize their participation in virtual worlds and the choices
they make as they interact with one another."
The research will look at what beliefs, values, and goals youth bring
to online activities, as well as ethical considerations and identities
they construct.
"We seek to uncover strategies for good play and ultimately to
develop tools to encourage it," James said.