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Berson, I.R., Berson, M.J., Desai, S., Falls, D., & Fenaughty, J. (2008). An analysis of electronic media to prepare children for safe
and ethical practices in digital environments. Contemporary Issues in Technology and Teacher Education [Online serial], 8(3). Available: http://www.citejournal.org/vol8/iss3/socialstudies/article2.cfm
An Analysis of Electronic Media to Prepare Children for Safe
and Ethical Practices in Digital Environments
Ilene R. Berson, Michael J. Berson, & Shreya Desai
University of South Florida
Donald Falls
Southeast High School
John Fenaughty
NetSafe, New Zealand ’s Internet Safety Group
Abstract
A range of electronic
resources, including video-based instruction, are used to promote cybersafety
to young people at school. This evaluation analyzed seven distinct programs
that use electronic media in Internet safety initiatives in schools. The
findings highlight emerging evidence on successful approaches to engage
children in assessing risky cybersafety situations, developing appropriate management
techniques, and practicing responsible decision making online. Based on the
prevention effectiveness literature and the tenets of behavior decision theory,
a rubric was developed to evaluate the effectiveness of online instructional
materials in teaching ethical behavior in digital environments. The rubric demonstrates that high quality
cybersafety resources are based on a coherent theoretical framework, integrate
multiple program components, and allow for skill rehearsal.
Students
today are raised in a digital world where communication technologies are common
in their everyday lives (Livingstone & Bober, 2006; Rideout, Roberts, &
Foehr, 2005; Wang, 2005). These technologies afford tremendous benefits,
including access to information, educational resources, entertainment, social
support, and opportunities for development and participation. On the other
hand, the increased engagement of young people in digital spaces has also produced
new participants in, and witnesses to, the translocation of social problems into
the cyberworld (Berson & Berson, 2005, 2006a, 2006b; Wolak,
Mitchell, & Finkelhor, 2006). Such social problems include the exposure of children
to information with questionable legitimacy, ideas that can be contrary to positive behaviors, and messages that are intended to manipulate
their actions or beliefs.
Digital
communication is increasingly connected with global understanding,
multicultural respect, diversity, and tolerance. Growing up in an electronic age,
students need education that prepares them to function and participate in this technology-driven society (National
Council for the Social Studies, 2006). In order to
adequately prepare children for digitally connected environments, curricular
approaches to cybersafety must be fully integrated into the school content.
These approaches optimize use of teachable moments in school. This study reports
on an analysis of the use of electronic media in Internet safety initiatives in
schools and includes a discussion of emerging research evidence on successful
approaches to engage children in assessing risky situations, developing
appropriate coping techniques, and practicing responsible decision making
online.
Decision Theory
In order to understand
the impact of cybersafety education on children and youth, it is important to
look at the developmental theories that affect the decision making, moral
reasoning, and risk taking decisions of children. Although limited research
exists regarding the full dynamics of safety and risk behavior, the
behavioral decision theory (Edwards, 1954, 1961) is useful. Edwards’ framework explains
the stages through which children progress in the context of improving
decisions made about risky behaviors and, in so doing, theorizes interventions
to prevent and mediate harm. The current research analyzed cybersafety interventions
to identify the discrete components that may enhance rational decision making
among children in online contexts.
Edwards (1954, 1961)
originally formulated the behavior decision theory. The behavioral decision
making framework is embedded in traditional models, which posit that all
decisions are goal oriented and logically coherent (Reyna & Farley, 2006). In
other words, when young people are aiming to achieve a personal goal, they have
the ability to think reasonably and are able to make rational decisions that
are consistent with their personal goals. Good decision makers often seek
relevant information, are better able to see the important cues that lead to good
decisions, and generally avoid problem solving in isolation by seeking the
input of others.
The behavioral
decision theory posits that decisions are made after considering options and
evaluating the consequences. The resulting behavior is analyzed in comparison
to norms (Beyth-Marom,
Austin, Fischhoff, Palmgren, & Jacobs-Quadrel, 1993). This framework
underlies a variety of theoretical approaches, such as the problem-solving
model (D’Zurilla & Nezu, 1999), an adaptive approach that uses instructive
methods to guide individuals in understanding
problems, finding effective coping responses, and thereby, reducing aggressive and other risky behaviors.
Many
traditional models of decision making (Reyna & Farley, 2006) are based on
the belief that a person weighs the evidence and circumstances in ways that
allow them to reach a rational decision. However, this may not apply to
situations that involve high levels of stress or emotionally charged events. Fischhoff
(2005) concluded that emotional, social, and developmental factors play a role
in explaining decision making, and he expanded the behavioral decision theory
to involve these factors. Recognizing the effects of emotion might be useful in
designing interventions to guide young people in making better decisions. For
instance, anticipatory emotions (i.e., hopelessness, anxiety, and suspense)
provoke reactive and intuitive decisions among children and youth and are at
odds to rational decisions.
Using the
behavior decision framework to understand the ways that children make risk
taking decisions, interventions can be created and implemented to promote risk avoidance.
When risk taking is an intentional behavior, as often occurs within a
sensation-seeking context, interventions can focus on modification of expectations
by explicitly addressing perceived risks, benefits, and norms. However, many decisions
are made without careful consideration of options and consequences (Reason,
1990). These decisions are termed “unintentional.” The associated behaviors
that result from unintentional decisions may be tempered by adult supervision
and mentoring. Supervision and monitoring may mediate impulsive reactions to situations
by providing guidance on precautionary measures.
Developmental Considerations
The
development of skills associated with effective decision-making are acquired
over time. At young ages, decision making in a child’s life is primarily managed
by their caregivers. During early childhood, children may solve problems based
on a learned set of rules. However, autonomous decision-making, based on
processes of reasoning and assessment of consequences, evolves with age
(Lundberg, Romich, & Tsang, 2007). Gradually adults begin shifting control
to the child through a parent-directed process that grants the child increasing
independence. This transition to a child’s active engagement in decision making
emerges between the ages of 9-13 years, and the transfer of autonomous control
to the child is typically observed between the ages of 12-17 years (Bumpus,
Crouter, & McHale, 2001). This shift of decision making from the parent to
the child coincides with the child’s development of formal reasoning skills,
which are necessary to generate and weigh options (Lundberg et al., 2007).
As
children age, other developmental issues emerge. Adolescents tend to take more
risks than adults. According to the behavioral decision theory, the perception
of risks plays a crucial role in decision making and subsequent risk taking. Adolescent
decisions are made in different ways (i.e., deliberatively, reactively, and
intuitively; Reyna & Farley, 2006). Deliberate decisions involve
individuals taking the time to weigh and assess the risks and benefits. The
traditional models, such as the behavioral decision framework, best explain
decisions that are made deliberately.
Reactive
decisions, on the other hand, are driven by perceived benefits. When making
reactive decisions, adolescents tend to go along with the majority without
thinking through consequences. These responses are driven by both emotional and
social factors with emphasis on the benefits of the behavior and negation of
the risks. This leads to an overestimation of the benefits of a particular
behavior and an underestimation of the risks involved with that same behavior. Conversely,
neither risks nor benefits factor into intuitive decisions. These decisions are
much less rational and are based on subjective experience. This decision making
process is more common among older, more knowledgeable adolescents and adults.
Developmental
characteristics of the child may determine whether the necessary skills are
present to engage in autonomous decision making. According to behavioral
decision theory, the capacity to make rational choices signifies the
achievement of independent authority to decide. Although young children have
not yet acquired the capabilities to yield rational, independent decisions, the
prerequisite skills and strategies for thoughtful action may be fostered
through purposeful instructional methods. These skills are critical in a
digital age when young children confront novel and challenging situations that
necessitate risk assessment and spontaneous problem solving.
The Role of Electronic Media in Decision-Making and Risk Assessment
Skill Development
In
a survey conducted by the State Educational Technology Directors
Association (SETDA; 2007) in cooperation with Cable in the Classroom, states
ranked the protection of students from online dangers as their greatest area of
need for intervention. Ensuring the online safety of young children is an ongoing process that
has become the topic of thought-provoking discussion among caregivers and
child-serving professionals. Although programs to promote cybersafety have
proliferated as more parents and schools become aware of the potential risks
for victimization online, increasing numbers of youth report exposure to
threatening behaviors such as online stalking, obscene interactions, spamming, flaming
(online verbal abuse), hate speech, threats of violence, unwanted advances, and
consumer exploitation. In a recent Pew Internet study (Lenhart, 2007), approximately
one third (32%) of all teenagers who use the Internet acknowledged that they
have been victims of harassing and threatening online activities.
Merely identifying
risks or disseminating a list of practical online safety tips for children to
memorize have not been sufficient (Berson & Berson, 2004). Several
cybersafety initiatives have evolved to develop relevant and meaningful
prevention strategies that connect with the experiences of children online. Just as children are taught to be good citizens of their
communities, these resources are incorporating instructional strategies to
teach young people to be responsible citizens of cyberspace. Electronic media
has become a prevalent tool for integrating key ideas associated with cybersafety
into the school curriculum and fostering responsible citizenship on the
Internet.
Developmental theories
suggest that the most impressionable time for children is between birth and school
age (6-years-old) (Rideout, Vandewater, & Wartella, 2005). Consequently, it
is important to focus on this age span to interpret the effects of electronic
media on teaching moral reasoning, civic skills, and behavior. In the 1960s,
electronic media was based heavily on social learning theory (Bandura &
Walters, 1963), which fostered the notion that children learn behaviors through
observation, especially when there was a reward or no obvious harmful
consequence.
The social learning
model can be linked to the behavioral decision making framework because, if no
consequences are depicted, children are likely to make a decision (reactively
or intuitively) based on their current beliefs and knowledge. Intuitions about
risky situations arise from social learning and experience. If the benefits
outweigh the risks, children tend to imitate prosocial rather than aggressive
behaviors. On the other hand, studies have shown that modeling portraying
punishment as a consequence will diminish aggressive behaviors in children (Bandura,
Ross, & Ross, 1963).
In the 1970s, findings
based on studies of social learning theory were translated into practice through
curriculum-based television programs, such as Sesame Street. Since its first broadcast in 1969, Sesame Street has been a successful example of
the media’s ability to promote prosocial behavior and support the influential
and constructive effects of electronic media on young children’s development
(Anderson et al., 2000).
This application is consistent with the behavioral decision
framework, which encourages information processing and quantitative thinking as
a way to improve rational decision making (Reyna & Farley, 2006). The most
advanced thinking is conscious and deliberate. Sesame Street and other
successful children’s programs were based on the premise that learning social
behaviors, moral reasoning, and civic functions via electronic media is
contingent upon knowledge and experience. For example, Blue’s Clues, a
preschool, curriculum-based TV program focuses on the mastery of thinking
skills, which are encouraged through the repetition of the same skills used in
different contexts (Anderson et al., 2000). Although the show is guided by a
thinking-skills curriculum, the approach to content remains consistent with learning
theory that emphasizes situated cognition. To learn the concepts presented in
the episodes, the children need to pay attention, comprehend (Anderson &
Lorch, 1983), and remain interactive. These are also the critical components
necessary for developing the capacity for safe and ethical decision making.
Many of the learning processes promoted through educational
television programs can now also be supported by technology. Technology serves
as a tool and method in knowledge construction (Fischer, Mazurkiewics, Kellough,
& Preslan, 2007). High quality interventions can be transmitted through
interactive media that involve verbal instruction, role playing, and skills
practice (Reyna & Farley, 2006). For example, interaction, or active
audience participation, is specifically designed to encourage mastery of
thinking and problem-solving skills, as shown in Blue’s Clues episodes (Anderson, et al., 2000). Through literal and
concrete experiences, Blue’s Clues provides young children with
firsthand, direct learning opportunities. Studies have shown that children are
more likely to integrate and recall the facts and experiences they have learned
while being engaged, and they are more able to apply them to their lives, particularly
when conflict or controversy arises (Smith, 2004).
Role play is an example of a way children can become
actively involved and have direct experiences with the content, as well as an
opportunity to practice or develop new skills. Practicing new behaviors within
the context of realistic roles helps children react to social and emotional
responses that are the most difficult to manage in real conflict. Role playing
in an electronic medium allows children to feel safe to experiment and reflect
upon choices that are available to them and, therefore, practice guided and deliberate
decision making (based on the tenets of the behavioral decision framework).
Electronic media is an integral part of modern family life,
and research has supported its use as an instructional tool to facilitate behavior
change and learning. This study explored the success of cybersafety prevention
programs in using Web-based video instruction to affect the behavior and
decision-making capacity of children through proactive Internet safety
instruction.
Preventive Intervention for Safe and Ethical Online Practices
According to Reyna and
Farley (2006), when designing a program that incorporates preventive measures
(i.e., for risky behaviors), it should be founded on basic interrelated principles:
- Normative (what
behaviors should the program promote?)
- Descriptive (how
do children normally make decisions in certain circumstances when a program is not implemented or available?)
- Prescriptive (do
we understand children to help them realize the consequences of their actions?)
The three interrelated
principles are useful in designing interventions that may prevent or reduce
risky behaviors. However, there are limitations to the application of behavioral
decision theory, because it fails to account adequately for a substantial amount
of risk taking, which is spontaneous, reactive, and impulsive. Many decisions children
make cannot be predicted, because they are based on emotional and social
factors that result in decision-making without conscious intention or
expectations.
Despite these
limitations, a number of models have evolved to promote preventative
intervention among children and youth. Yet, teaching problem solving, goal
setting, and good decision making strategies alone are not sufficient to remove
and navigate threats; the environment in which the child lives must be modified
to ensure safety. As Reyna and Farley (2006) suggested, “The implications of
recent data are that enhancing the precision and comprehensiveness of
information and integrating it more precisely and comprehensively are unlikely
to yield anything other than incremental improvements in risk reduction and
avoidance.” Understanding the physical and social contexts, as well as the emotional
developmental process, is critical to programs aiming to help children make
good decisions and avoid risky situations.
Luna and Finkelhor
(1998) have contrasted the characteristics of effective and ineffective
prevention programs. Effective programs are based on
a coherent theoretical basis; include active,
systematic, and specific skills training; integrate
multiple program components (i.e., classroom training combined with parent
involvement), including interactive
instructional techniques and individualized
instruction and lower teacher ratios; are implemented throughout the full
program; and provide intensive training,
perhaps surpassing 20 hours of exposure repeated over a multiple-year period. Conversely,
ineffective programs rely heavily on lectures
and presentations targeted at simply increasing knowledge, or they may use fear tactics to change attitudes alone. These programs are often highly generalized, focusing too narrowly on affective measures,
and they lack a systematic educational program.
Although
many prevention initiatives targeted at school-age children have been
scrutinized to determine their effectiveness (e.g., prevention of drug abuse,
teenage pregnancy, suicide, obesity, and driving injuries), a limited number of
formal evaluation studies have focused on cybersafety initiatives. Given the
role that electronic media plays in the lives of children and youth as both an
educational and entertainment tool, this study focused on Web-based cybersafety
programs that included digital video as one of their central or most important
components.
Methodology
Cybersafety
electronic resources were identified that integrated video-based instruction.
Web sites included Netsmartz, iKeepSafe, Hector's World, iSAFE, Media Awareness
Network, Disney Surf Swell Island, and Brain Pop Computer
Viruses. Based on the
prevention effectiveness literature and the tenets of behavioral decision
theory, a rubric was developed to evaluate the effectiveness of online
instructional materials in teaching ethical behavior in digital environments. To ensure consistency in the reviews, at least two reviewers
assessed each site using the rubric (see Appendix).
Findings
Across many of the
domains, the sites included in the review demonstrated effective approaches in
teaching ethical behaviors in digital environments. However, some programs were
less developed in specific areas. The two sites that received the lowest
reviews were BrainPop and Disney Surf Swell. These programs tended to promote
the same basic assumption: that increasing knowledge would result in better
choices (see Table 1). However, awareness and education alone do not bring
about behavior change. Conversely, the other sites were based on theoretical
approaches that included critical components necessary for effectively
influencing and changing children’s behavior, such as active skills training
that incorporated modeling and rehearsal of desired behaviors.
Table 1
Average Ratings Across Assessed Domains
Name of Site |
Based on a Coherent
Theoretical Framework |
Includes Active, Systematic,
and Specific Skill Training |
Integrates Multiple
Program Components (i.e., Classroom Training Combined with Parent Involvement) |
Includes Interactive
Instructional Techniques |
Provides Intensive
Training |
Addresses Protective
Factors as Well as Risk Factors |
BrainPop – Computer
Viruses |
2.5 |
1.5 |
1.2 |
1.5 |
1 |
3 |
Disney Surf Swell Island |
2 |
2.3 |
1.7 |
3.7 |
2.5 |
4 |
Hector’s World |
4 |
3.8 |
4 |
3.8 |
3.8 |
4 |
iKeepsafe |
4 |
3 |
4 |
2 |
3 |
3 |
iSafe |
4 |
4 |
4 |
3.5 |
3.5 |
3.5 |
MediaAware |
3 |
3 |
4 |
3.8 |
3.8 |
4 |
Netsmartz |
4 |
3.5 |
4 |
3 |
4 |
4 |
BrainPop
The BrainPop site is
primarily designed as a content information source centered on disciplines
taught in school (i.e., math, social studies, science, language, etc.).
Although it contains numerous topics from acne to the Bill of Rights, it is
generally an information repository. The topics are discussed through
animation with the hosts, a robot named Moby and a young male, Tim. The
information is relatively straightforward and appropriate for middle-school-age
children.
The site contains a
video resource on computer viruses. It includes some good vectors of virus
transmission, including file sharing applications. The main types of viruses
(i.e., Trojan horses) are reviewed, and symptoms of virus infection are
discussed. Fear tactics are relied upon in the video to convey the threat of
loss of data or malfunctioning emails, but it is balanced by a clearly
articulated rationale for updating virus definitions in order to protect
information. Strategies for downloading suspicious attachments are also
explored. Citizenry issues are addressed in the discussion on the illegality of
virus development and promulgation.
Based on a coherent
theoretical framework. The video works on educating users about the nature of computer viruses and
includes a narrative about a compromised computer. Via this narrative the
actors talk about the nature
of viruses, the damage they can do, and how to protect computers from viruses.
In this way the program
seeks to focus on skill building by educating as to what can be done to prevent
risk. It also looks to
educate about some basic components of computer security. The resource finishes
with a quiz, which promotes
some rehearsal of the knowledge behind specific computer security skills and
behaviors. A different
quiz could be developed to rehearse more directly the applied skills for
achieving
computer security (e.g.,
a simulation) rather than relying on knowledge recall.
Includes active,
systematic, and specific skill training. The program focuses on increasing knowledge. It does
not offer a role-playing opportunity (even virtually) in which one could model behaviors.
The framework focuses on information and offers limited opportunities to
practice or develop skills. The lack of digital sophistication in the
characters of Moby and Tim diminishes the quality of the message. The videos do
not capture the attention of the audience, thus, limiting its message and skill
training. Also, access to BrainPop requires the registering of information to
utilize most of the site’s information. Some of the profile information requested
by the site runs counter to good Internet practice, which cautions against
giving out information like email addresses, names, etc. Contradictory
practices could prove ineffective in positively influencing young people’s
behavior. Finally, the registration process makes entering the site more
complicated, thus, limiting the likelihood that young people would take the time
to search the site and find the information needed.
Integrates multiple
program components (i.e., classroom training combined with parent involvement). Although there are
sections for teachers/parents, they provide little in the way of training. There
is also little evidence of interactive instruction for the student or
teachers/parents. The program, as it stands, focuses on young people. The program
could easily be amended to include more if lesson plans were in place.
Includes
interactive instructional techniques. The site enables young people to complete a quiz at the end
of the video. The quiz can be scored to demonstrate correct and incorrect
answers; however, incorrect (or correct) answers are not expanded on by the
resources (it receives a simple tick or cross). A further explanatory note
would serve to scaffold learning. Additional elements, such as a simulated role
play, could be useful to increase interactive instructional techniques.
Provides intensive
training. This is
designed as a single episode learning experience.
Addresses
protective factors as well as risk factors. This project does a great job at balancing risk and
protective factors. It highlights the risks (and the fear to be associated with
such risks) but does not dwell on them. It puts a lot of effort into explaining
how computer viruses can be avoided. It also covers many of the vectors of
virus transmission and provides a strong rationale for avoiding risky behaviors.
Disney Surf Swell Island
The Surf Swell Island adventure allows the child to
interact with familiar characters like Mickey Mouse and Donald Duck in a
playful/interactive way and is effective in addressing both risk factors and
protective issues. The site links to iKeepSafe.org that provides more
information/training. There seems to be an assumption that parents will be
present at the time the child is viewing the site to promote further skill
development and assist with question/answer-seeking on the part of the child.
Probably the biggest extraneous variable is the Disney name and its iconic
position in Western society.
Based on a coherent
theoretical framework. At the beginning of play, the program provides concise directions and
articulates the goal of obtaining all the jewels and ultimately being awarded a
prize. The theory of change is not explicit in Surf Swell Island, and this program primarily focuses on the reduction of
risk factors (although at times, not very clearly). For example, in the VirusCave, the goal of clicking on the viruses and essentially
‘killing” them does not give children a chance to read the explanatory messages
as they quickly disappear. This Web site does address or foster protective
factors and also attempts to include factors that reduce risk. The theoretical
framework is inconsistent, as it does not explain the behavior change. However,
when questions are posed and the child answers correctly, immediate
reinforcement is provided, acknowledging the correct response with a brief
explanation as to why the answer was right. Eventually children can earn a
jewel for completing the section.
There are no
punishments received for wrong answers except for a buzzing sound. Even when
Mickey Mouse is climbing a cliff (his final challenge), he remains at his last correct
position instead of moving backwards if a child answers incorrectly. Students
do have an opportunity to rehearse the same skill set over again through
questions posed in a repetitive manner. In the Challenge Chamber within the three
skill-set sections, if a child answers the question wrong, a “Please try again”
message pops up without explaining why that answer was incorrect.
In these ways children
are supposed to learn which activities are risky (although the reasoning for
this risk is not provided in the video nor in any of the supporting
documentation). The theoretical framework for the site is built on the
assumption that a child will ask adults why something is risky and that adults
will know about this risk and be able to answer questions related to it. If
adults do not know about this risk, Surf Swell assumes adults will know how to
find out the answers to these inquiries.
The site could be
improved by providing the rationale for avoiding the named risks and offering
guidance for adults on addressing these complex topics with children. From the
parents guide, the site has a pedagogical focus on using the resource as an
opportunity to invite parents/caregivers into discussion with children about
risk online. This requires the parent or caregiver to be present. It does not
provide the parent or caregiver with specific activities to undertake with
their children other than conducting open-ended questioning and dialogue in
conjunction with the video. It does, however, provide basic advice on how to
ask open-ended questions with a young person, but the necessity of repetitive
exposure to the content is overlooked.
The Educational
Resource material focuses on three bands of ages/grades: Preschool-K (0-5
years), Grades 1-3 (6-9 years), and Grades 4-6 (10-12 years). The theory of
change here is more developed. It relies on the site teaching children the
content of the risk messages. To consolidate learning, the lesson plans (for
all the age groups) promote a student-led retelling of “the events of Surf Swell Island .” However, the events of Surf Swell Island have little to do with cybersafety
and everything to do with finishing the challenge by negotiating waterfalls,
jungles, temples, and cliff-climbs. Surf Swell Island provides a narrative (obtaining all the jewels and
eventually the prize) that is interrupted by cybersafety messages.
A pedagogical process
relying on children developing their own narratives about cybersafety would be
an effective strategy, providing that the following conditions were met:
- The resource
educated people as to why certain activities were risky. A narrative requires a
context, in this case the narrative is avoiding risk (and elucidating why that
risk exists). Currently the reasons for avoiding risk are unavailable in the
resource.
- The provision of criterion-based
guidelines for effective narratives – for instance, a good narrative in this
exercise would include the identification of the risky activity, clarification of
why the activity is risky, suggested responses if the risk happens, and
strategies to avoid the risk.
Includes active,
systematic, and specific skill training. Children have some opportunities to practice clear and specific skills.
This is seen through the three skill-set sections, where children may reinforce
the basic learned skills within
the Challenge Chamber. This rehearsal of skills is again presented in the Challenge of Doom,
which basically reviews all the concepts/skills learned throughout the program, such as privacy, virus
protection, and etiquette online. The program would benefit by having a way in which children can
identify alternative solutions to problems posed and providing consequences for
the issues presented.
Although this may occur with a parent sitting nearby or a teacher in the
classroom, the Web site does not
provide clear directions or examples to allow for it. The teacher’s guide identifies strategies to promote
effective peer interactions through various teaching methods for grades pre-K
to 6.
The resource discusses
specific skills: not sending sensitive information online; talking to a parent
or caregiver if something scary happens; deleting (or scanning) unexpected
emails and links; using abbreviations online; and offering polite options for
online communication. Only the online abbreviation section and polite discussion
material provide options for trying out these skills.
The sensitive
information material offers options for learning about what sensitive
information is; although, as noted earlier, it does not provide a rationale as
to why such information should be kept private. In this way the resource does
not so much teach about what makes information private but creates a rule for
what specific information is appropriate to share. Developmentally, a
rule like this may be useful for young children, but the site lacks strategies to
enhance generalizability of the skill. Subsequently, instruction is limited to
the extent that it does not encourage children to think about other risky
situations online (e.g., while they may not reveal their sport team name they
may not know that giving out their Girl Scout troop name, or their school
orchestra name, could be equally as risky).
The material on
viruses focuses on the destructive nature and harmful effects to one’s
computer. Additionally, children are alerted to the dangers of opening
unexpected emails or links. This material could be expanded to cover the
various categories and means by which files are sent to computers (e.g.,
instant messages, file sharing files, etc.). As more and more young people use
instant messenger, talking about file-sharing as a vector for viruses will
become increasingly important.
The remaining material
focuses on educating about risks rather than providing specific skills
training. It should be noted, however, that the teacher program offers more
opportunities to discuss the nature of personal information. The resource uses
a question format that is virtually replicated in a cartoon wireless device.
However, it may be more helpful to include actual technologies (e.g., instant
messenger program) and authentic information in the form in which it could be
sent (e.g., specific private statements in the body of an instant message to a
friend, in communication in an online game, etc.).
Integrates multiple program components (i.e., classroom training
combined with parent involvement). The program
includes a resource for parents, identifies rules for parental use, and details
options for parental involvement.
The program also describes an opportunity for a parent/caregiver evening at
school that focuses
on recreating Surf Swell and talking about the tasks of the island. As noted
earlier, these tasks have
nothing to do with avoiding risk, but instead focus on getting through
obstacles to a narrative. A better
format would engage students in acting out the issues and skills identified by
the resource.
Although this Web site
focuses on the child, it contains guides for parents as well as teachers,
including (Internet) access to further safety information. This program could
benefit by providing parents with sample questions, answers, situational
examples, and scenarios to further the child’s knowledge about online privacy,
etiquette, and viruses.
Includes
interactive instructional techniques. This program uses a variety of interactive instructional techniques that allows
the child to control the steps in order to progress forward into the Web site. Although teaching
techniques, such as role-playing, discussions, and small-group activities are mentioned, they are
only incorporated when using the program along with the teacher’s guide. This program may benefit from
the inclusion of a variety of interactive activities for parents, as well
(besides the open-ended
questions).
Provides intensive
training. The
resource itself would likely take around 15-30 minutes for children to complete. It is very
interactive. Integration of the training into school activities or
parental/caregiver interaction would
intensify the effect of the resource. There was no mention of repeated exposure
to content, and it is questionable
whether a child would spontaneously replay the program.
Addresses
protective factors as well as risk factors. The project does not explain why the activities are
risky, thereby avoiding an overemphasis on a fear-based approach. The program
does an excellent job of highlighting protective factors throughout the
different stages, as well as addressing risk factors through the quiz method (by
way of provision of knowledge). Unfortunately, without inclusion of a
justification for specific behavior choices, the approach tends to be
legalistic and rule-driven rather than fostering behavior that is motivated by
intentional choices and actions for positive engagement online.
Final comments. This resource is comprehensive in
its scope, and it addresses diverse areas of cybersafety and citizenry. The
resource could be improved by elaborating on the rationale for the risk
messages. Moreover, Disney’s site is commercial, with ads flashing on the
sidebar. The theoretical framework is geared to small children, which are
Disney’s forte, but the distractions of advertising and sweepstakes may limit
the effectiveness of the site.
Media Awareness
Network (MNET)
This site has
extensive information for children of various ages, teachers, and parents. They
have done an excellent job of incorporating throughout the program a
theoretical framework that focuses on digital and media awareness. The vast
array of resources, articles, and interactive programs offers a great deal of
information and multiple ways of reinforcing media awareness. For younger
children Cyberpigs allows children to explore Internet safety issues
through a well-known fairy tale, The Three Little Pigs, in an updated
world. It does an adequate job of balancing the benefits of the Internet and
its potential dangers through the analogous tale of friendship among the pigs
versus the big, bad wolf. The binary of good/bad inherent in most fairy tales
connects to the child’s frame of reference. For middle school students the engaging Allies and Aliens is more complex but provides a good deal of
interaction. The programs with Jo Cool; Jo Fool move away from
animation and use peers as the medium. The individual pods utilize icons and
references that younger teens can readily identify with, increasing the
effectiveness of the message. There is a large variety of material for parents
and teachers to reinforce and enhance the behaviors. Blogs, which have become
so popular and commonplace, are a nice addition to a continued dialogue on
media issues. In all, MNET has demonstrated strong effectiveness in educating
about the digital environment.
Based on a coherent
theoretical framework. MNET emphasizes the common dangers of operating
in a cyberworld and incorporates that message in a variety of programs aimed at children and teens.
They are consistent in applying some general safety measures when using the Internet, such as not
giving out personal information, consulting with adults on cybersafety, and
being aware of the potential
predatory motivations of individuals seeking information online. Throughout the
site is a consistent
message of awareness and skill building to make the individual a savvier user
of the Internet. MNet has clearly
developed a comprehensive program for educating the young, as well as giving parents and
teachers tools for reinforcing important safety issues. However, this site is
also interested in broader
Internet use and its relationship to a number of other issues, including
protecting Canadian culture, the
use of violence in the media, and stereotyping. Although these are significant issues and justifiably
important, they may overshadow safety issues involved in Internet use. The
site should be applauded
for the extensive information provided and the quality of the presentation
format, but the theoretical
framework as it relates to ethics and safety is not the central articulating
factor. Clearly, the activities for younger
children and adolescents reinforce and develop the necessary safety skills to operate in a complex
cyberworld.
Includes active,
systematic, and specific skill training. The skills training is integrated throughout the
site’s vast array of information, and much of it is rather sophisticated. This
site addresses a broad range of issues, with readings geared toward young people,
teachers, parents, and laypersons. The skill training is fairly well delineated
and specific in orientation, but the number of different components and issues
can be daunting. There seems to be a general goal of media awareness defined in
broad and generic terms. Developing higher levels of activity also requires
higher levels of thinking on behalf of participants. Engaging young people in
analytical thinking that involves the synthesis of ideas will have deeper
impact on propagating behavioral change. For the erudite reader, this site
offers a great deal but only a limited opportunity to rehearse skills in deep
and meaningful ways.
Integrates multiple
program components. In
this area MNet demonstrates a highly effective range of components. It is
designed to provide information to all stakeholders: parents, teachers,
elementary age children, teens, and the general community. To quote from the
site’s home page, it provides “resources and support for everyone interested in
media and information literacy for young people.” There is an array of
communication formats, including articles, blogs, and professional development
opportunities. As indicated by its top score of 4 on the evaluation rubric, MNET’s
resources and training program are exceptional.
Includes
interactive instructional techniques. The programs designed for the elementary grades allow for a
modicum of interaction as the child advances the story by clicking a continue
button. This control empowers them to remain at a particular scene for as long
as they like and consider the storyline more thoughtfully. Controlling the
pace of the episodes allows the child to think about the message and not be
controlled by the flow of the visuals. However, the level of interactive skill
building is relegated to quizzes throughout the programming. In the Cyberpigs episodes an alien in a spaceship occasionally appears asking the viewer to
judge the appropriateness of the character’s actions with a yes/no question.
This format is replicated more extensively in the programming aimed at teens.
These quizzes reinforce the prevailing skills and messages, but the low level
of interaction could hinder the inculcation of the overall behaviors being
fostered. Despite this potential limitation, the training and skill development
has important active components that are more effective than a traditional
passive format.
Provides intensive
training. MNET
offers a variety of training components for teachers, students, and parents.
Modules include an overview and presentation on safety, privacy, and ethical
issues; development of “Web smart” skills; and workshops on stereotyping,
online hate, and cyberbullying. The summaries of the training components give
the impression that they are well developed and informative; however, to view
the actual training module a licensing fee is required, thereby, limiting
accessibility. A grant from BellCanada has made it possible for one
training component, Parenting the Net Generation, to be available to parents
for free.
Addresses
protective factors as well as risk factors. One of the strengths of the MNET site is the careful
balance developed between identifying risk and promoting protective measures.
In all component levels the issue of risk is clearly articulated, from the
subjective assessment of media violence to the more direct and specific danger
of giving out personal information online. Beyond identifying risk, MNET
consistently offers proactive measures to educate the individual about the
appropriate and safe use of the Internet. As an example, in the Cyberpigs episode the anthropomorphic wolf is the online predator and mildly scary but is
quickly dispatched by the adolescent pig’s mother. Although the risk is clearly
identified through the image of the wolf, the more powerful image is the
imposing adult presence that dwarfs the predator. The protective nature of the
parental image carries a powerful message in specifically dealing with the
Internet and more generally with the larger world.
iSafe
This sophisticated Web
site is funded by the Department of Justice and Department of Defense. It
provides a great deal of the “411” to teens, parents, and educators but no
on-site interactive programs. This site is primarily geared toward training
mentors to get the message out into the schools rather than directly influencing
behavior. In terms of its framework, training, and integration, this is an
excellent resource to develop a program for a school or community.
Based on a coherent
theoretical framework. Although
this site does not directly influence behavior change, the training modules and
mentoring programs lay a foundation for a theoretical behavior change
framework. It is clearly articulated in the program activities through a set of
online videos, a mentoring program, and a community outreach curriculum.
Includes active,
systematic, and specific skill training. Students have various opportunities to learn and
rehearse clear and specific skills concerning Internet safety by taking
initiating roles in educating others, as well as participating in community
awareness programs. Students also may engage in peer mentorship through the I-mentor
service activity of the youth empowerment campaign.
Integrates
multiprogram components (i.e., classroom training combined with parent
involvement). This
site incorporates training curricula and outreach programs that actively
involve various members of the community, such as law enforcement,
parents/guardians, children, educators, and other adults to teach and train
about Internet safety issues.
Includes
interactive instructional techniques. Although this site does not provide direct interactive
programs, it does include community-based intervention training and activities with
the potential to incorporate interactive instructional techniques.
Provides intensive
training. This site
includes current updates on programs that allow for repeated, ongoing exposure
to the various skills and content over time through different forms of training
and targeting various people throughout the community.
Addresses
protective factors as well as risk factors. The training, outreach, and mentor programs
implemented on this site include a balance of both risk and protective factors.
iKeepSafe
This is another
impressive site, but unlike iSafe it provides tools for younger children to directly
explore the benefits and dangers of the Internet. It also incorporates
classroom and parental informational programs and downloadable training. This
program was started by former Utah first
lady Jacalyn Leavitt and has a support network throughout the country. It
incorporates a commonly known character, McGruff the Crime Dog, and introduces
a new character, FauxPaw the Techno Cat. The graphics and detail are quite
good and effectively address the protective factors and the risk factors of Internet
safety. Although there are a few games, a couple of passive downloads, and
some links to other sites, there is a paucity of interactive instruction. Despite
the presence of a kids section, this site seems to be geared more toward
informing parents and community members.
Based on a coherent
theoretical framework. A theory
of behavioral change lays a foundation for the programs on this site by
focusing on skill building and active rehearsal of behaviors through different
sources. This program focuses on skill building by initially targeting
stakeholders, such as parents, and educating them on Internet safety in order
to better serve their children. Students have access to games and other links
that allow them to rehearse the skills and knowledge gained via educators and
parents.
Includes active,
systematic, and specific skill training.This program primarily
focuses on increasing knowledge about Internet safety; however, students have
some opportunity to rehearse clear and specific skills. Although a section is
devoted exclusively to children, the games are not targeted toward skill
rehearsal. Instead, they emphasize memory and hand-eye coordination with no
goal or information regarding Internet safety that should be attained. The site
includes a link to Netsmartz and Fun Stuff with McGruff to allow for external
venues of skill rehearsal.
Integrates multiple
program components (i.e., classroom training combined with parent involvement). The program devotes
sections to individuals in specific roles with links leading to various
activities and information regarding Internet safety. This site includes parent
access to informational online videos, downloadable resources, and viewable
PDFs, including material on common questions about Internet safety, spyware,
and online fraud. The parent section also offers technology tutorials, videos,
and lesson plans to be used with children. Moreover, there is a section
dedicated to educators, which includes worksheets and coloring pages to be used
with students. The site’s Drug Abuse Resistance Education (D.A.R.E.) activity
center includes 14 activities designed to be used by parents, teachers, older
children, and law enforcement professionals in their instruction of children.
Includes
interactive instructional techniques. This program primarily focuses on teaching about basic rules
regarding Internet safety through readings. The D.A.R.E. activity center
provides students the opportunity to engage in a few interactive activities,
such as creating a hands-on safety guide.
Provides intensive
training. This
program is designed to allow for specific training at short intervals within
different timeframes without repeated exposure to the same skills.
Addresses
protective factors as well as risk factors. There is a balance of addressing both protective and
risk factors by educating parents and children about Internet safety rules, as
well as the dangers associated with online videos and games.
Netsmartz
This site is
comprehensive and includes Internet safety sections for diverse stakeholders (i.e.,
law enforcement, parents, educators, teens, and kids). The kids section is
well done with good graphics and animation. Especially nice is the combination
of animated characters like Clicky with a child/youth friendly approach. This format
should be more appealing to a wider range of young people. Netsmartz is
effective in combining a coherent message with a variety of delivery techniques
appropriate to various ages. In its teen section, real stories provide a
relevant context in which to explore both protective and risk factors. There are
also several training components designed for specific stakeholders. The site’s
user-friendly design and integration of skills and activities make it an
effective tool in educating about the digital world.
Based on a
coherent, theoretical framework. This program does an excellent job of integrating the behavioral
change theoretical framework into its program activities for children between
the ages of 5-17. The site is designed to educate children, extend awareness to
the community, and prevent victimization online and offline. The activities
emphasize that skills and strategies used offline have application to online
interactions.
Includes active, systematic,
and specific skill training. The program not only focuses on increasing knowledge and
extending awareness but also offers training materials and games to model
behaviors and foster application of skills to real-world scenarios via videos
for parents/guardians and children. There are various opportunities throughout
the site to rehearse the skills learned via training modules and readings, such
as animations, worksheets, discussion questions, and projects. The site also
offers examples and ways students can work in individual or group projects to
extend learning.
Integrates multiple
program components (i.e., classroom training combined with parental
involvement). The
site is divided into sections for parents/guardians, educators, law enforcement
professionals, teens, and children. Each section is further divided into links
to show how to use the activities, gain more information, and engage peers and
the community. For example, links and videos connect parents to other
stakeholders, such as teachers and a developmental pediatrician, who may
respond to questions on how to protect children from victimization. Presentation
materials are downloadable, and training modules for use by law enforcement professionals
and agencies range from 10 minutes to 2 hours.
Includes
interactive instructional techniques. This site includes a variety of interactive and
instructional techniques. There are two sections targeted to children, one for
kids and the other for teens. Each section contains activities that involve children
at a group or individual level. Activities range from worksheets, discussion
questions, projects, interactive media, and comic-book style videos that teach
about social networking and cyberbullying via animated movie clips. Many of the
movie clips feature real-life stories that help teenagers connect to the
relevance of the material through peer models.
Provides intensive
training. This
program has designed age-appropriate activities and learning modules. The
individual activities involve a series of interactive, self-paced, 5-10 minute
modules. The computer monitors and tracks progress made by each individual
student, and the student is given a certificate upon completion, which is then shared
with a teacher or parent. All the interactive activities bridge communication
between the children and outside stakeholders.
Addresses
protective factors as well as risk factors. By addressing real-world safety issues, this site
does an excellent job of presenting protective factors and fostering awareness while
minimizing the use of fear tactics. The site focuses primarily on promoting
awareness and disseminating preventive mechanisms through education.
Hector’s World
Of all the sites
reviewed, Hector’s World is the most visually appealing and inviting. Although
there are extensive resources for all stakeholders, the intent is clearly to
invite the young person into Hector’s World. The animation is superb, and the
storylines are compelling and age appropriate. The wide range of information
allows adults to mentor the ethical behaviors being taught and provides
multiple components for further instruction. The lesson plans coordinate with
episodes of Hector’s World and should be an excellent extension of the
theoretical framework of the site. Hector’s World is geared toward younger age
children, preschool to early elementary, and nicely balances the
protective/risk factors. The number span on the
lesson plans themselves correspond to New Zealand school grades, not
children's ages. Year 0-2, Year 3-4, and Year 5-6 age groupings are intended
for children ages 5-6 years old, 7-8 years old, and 9-10 years old,
respectively.The use of friendship as a positive motivational
factor should resonant with younger age children. Conversely, there is a
paucity of interactive resources for young adults. Most teenagers may be
turned off by the curricular style of presentation and probably will not
utilize the valuable information provided.
Based on a coherent
theoretical framework. A theory of behavioral change is clearly articulated and integrated into
Hector’s World activities, which include episodes, coloring books (with
narration of the episodes), lesson resources (plans) from 0-6 years, online
privacy statements, and resources for parents. The episodes (targeted at entering
private information online) not only address and foster protective factors
through a variety of strategies (mainly conveyed by cartoon characters), but
also address risk factors and explain the behavior changes. The behavior
changes are acknowledged by the characters in a friendly, narrative form
(usually at the end of the episode).
The Web site begins
with a child entering his/her name, where a nickname is encouraged, and an
explanation is given. This is an effective modeling technique that is infused
throughout the program. The active rehearsal of a desired behavior is
represented during the episodes, through the coloring books, as well as teacher
lesson plans and parent extension activities that can be incorporated into the
home.
Consistent feedback is
provided, and reinforcement of desired behavior is highlighted in the dialogue
among the “friends” of the characters.
Includes active,
systematic, and specific skill training. Students have repeated opportunities to rehearse
clear and specific skills that promote decision making, perspective taking,
alternative solutions, and positive peer interactions via teacher lesson plans,
multiple episodes, parent resources, and other Netsafe links. The main skill
that is consistent throughout the episodes concerns online privacy and making
sure children have repeated exposure to information on when it is okay to share
information online and under what circumstances it is not. It allows for
children to see different venues and situations in which personal information
privacy may come into play and the reasons to be educated about it.
Integrates multiple
program components. This
program actively involves not only children, but parents, teachers, and the
public. The parent resources contain both questions and background answers so
that parents can be well educated on topics presented throughout the episodes
in order to better assist children in learning about the issues faced online.
Teacher lesson plans are grouped by age, and there is a link that allows the
community to be connected, as well (through the netsafe.org link).
Includes
interactive instructional techniques. This program includes diverse, interactive instructional
techniques, such as role playing, discussions, and small group activities that
are incorporated primarily through teacher lesson plans, but are also available
within parent-directed activities and some of the resources available online.
Provides intensive
training. There is
repeated, ongoing exposure to online privacy content throughout the episodes.
The theme is reinforced in multiple ways so that children receive continuous
reinforcement of messages. Each episode is approximately 10 minutes long,
allowing the stories to be watched in multiple sessions or one continuous
viewing. The storylines carry from one episode to another, creating a nice
continuity of plot and message. Frequent use of this site will allow for a
focus on different episodes, diverse skills, and extension activities in the
classroom as well as home. The variety may help reinforce the basic concepts of
online safety and reduce risk factors.
Addresses
protective factors as well as risk factors. This program does an excellent job of addressing the
protective factors and limiting the focus on the risk factors. Although there
is some inclusion of fear imagery (i.e., use of sharks in each episode that may
instill a fear that children should not give out their personal information), these
tactics are never used in isolation. Justification for making informed and safe
decisions is elaborated upon in a constructive manner that empowers children to
consider both benefits and consequences of their choices.
Final comments. The high quality presentation of
Hector’s World provides great imagery and instructive content. The site has
potential application for elementary children in the higher grades, and with
the addition of appropriate lesson plans, it could be used with young
adolescents.
Conclusion
As children grow older
they will increasingly face risky online situations that require spontaneous
decision making to ensure their safety and well being. Some potentially
problematic activities are unavoidable in a cyber-connected world. For example,
at some point children will share their names and details with people online. A
prohibition of any activity will be ineffective to manage these interactive
features of digital spaces. Conversely, skills and strategies for risk analysis
and deliberate decision making may serve a protective function.
Although information
that promotes awareness of risk is critical to safety efforts, the process of fostering
behavioral decision-making shares an equal stage. High quality cybersafety
resources that are based on a coherent theoretical framework, integrate
multiple program components, and allow for skill rehearsal, represent the best instructional
materials to engage children in assessing risky
situations, developing appropriate coping techniques, and practicing
responsible decision making online. These online resources not only foster
protective factors through a variety of strategies, but they also address risk
factors by promoting and modeling behavior changes with friendly and engaging
characters. Students have repeated opportunity to rehearse clear and specific
skills that promote decision making, perspective-taking, alternative solutions,
and positive peer interactions via high quality instructional resources that
can be used by parents, educators, community safety officers, and other
child-serving professionals.
The safety resources
highlighted in this study have been designed to foster critical thinking skills
about when and how to apply rules for cybersafety. In terms of effectiveness,
digital worlds that utilize high quality visual animation, real-life video, and
representational cultural icons appear most effective in influencing behavior.
Conversely, sites that focus on information only without considering the
vehicle of transmission may have difficulty actively engaging young people into
digital/media safety.
Video-based
learning has evolved from television to the Web, and although the media may
change over time, programs and characters will continue to engage children in
learning and exploration. Jim Henson, creator of the Muppets, recognized the
power of characters on a screen to elicit a response from children, and in
digital spaces the power to influence a child’s behavior is evident when
abstract concepts are translated into practice and generalized to a variety of
situations. Quality video-based instruction offers a pedagogical approach that
resonates with children through scenarios that reflect the challenges and
constructive solutions available to them. Simultaneously, children’s proclivity
for creativity, imagination, and play can be fostered through extension
activities that build on concepts introduced in the programs. As Jim Henson
noted, "Life's like a movie, write your own ending." There's
nothing more powerful than the ability of a child to be empowered with the
skills to engage in decision making that prevents or mediates harm.
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Authors' Note:
Ilene R. Berson
University of South Florida
iberson@coedu.usf.edu
Michael J. Berson
University of South Florida
berson@coedu.usf.edu
Shreya Desai
University of South Florida
sjdesai77@yahoo.com
Donald Falls
Southeast High School
falls@mail.usf.edu
John Fenaughty
NetSafe, New Zealand ’s Internet Safety Group
JohnF@Netsafe.org.nz
Appendix
Rubric to Analyze Electronic Media to Prepare
Children and Youth for Safe and Ethical Practices in Digital Environments
Criteria |
1 |
2 |
3 |
4 |
Based on a coherent
theoretical framework. |
No clear theory of
change is articulated and program exclusively emphasizes reduction of risk
factors. |
Theory of change is
articulated but program primarily emphasizes reduction of risk factors. |
A theory of behavioral
change is implicit but clearly drives the inclusion of program activities
focused on skill building and active rehearsal of behaviors. |
A theory of
behavioral change is clearly articulated and integrated into the program
activities. |
Includes active,
systematic, and specific skill training. |
Program focuses on
raising awareness only. |
Students have
limited opportunity to rehearse clear and specific skills. |
Students have some
opportunity to rehearse clear and specific skills. |
Students
have repeated opportunity to rehearse clear and specific skills that promote
decision making, perspective-taking, alternative solutions, and positive peer
interactions. |
Integrates multiple
program components (i.e., classroom training combined with parent
involvement). |
Program focuses on
child only. |
Program includes
handouts to be sent home (e.g., list of family rules). |
Program integrates
ongoing updates on lessons learned with extension activities that caregivers
can use with their child to reinforce skills. |
Program actively
involves caregivers, children, and community agencies in the training. |
Includes interactive
instructional techniques. |
Primarily focuses on
teaching through lectures with presentations targeted simply at increasing
knowledge. |
Includes limited
interactive techniques with emphasis on lectures. |
Includes several
interactive instructional techniques. |
Includes diverse,
interactive instructional techniques, such as role playing, discussions, and
small group activities. |
Provides intensive
training. |
Short, one-time training. |
Extended, one-time
training. |
Includes periodic
boosters. |
Repeated, ongoing
exposure to the content over time. |
Addresses protective
factors as well as risk factors. |
Predominance of fear
tactics. |
Some emphasis of
fear tactics. |
Balanced inclusion
of risk and protective factors. |
Emphasizes
protective factors with some or limited focus on risk. |
© Berson, Berson,
Desai, Falls, & Fenaughty, 2007
|