Nobody is perfect

Nobody is perfectThe core message of WYRED participants during the fortnight about self-image online was “Nobody is perfect”.

Young people and children argue that people should define perfection by themselves.

There is some ambivalence in regard to the role models the media and the internet presents. On the one hand, they reflect on the massive pressure arising from the physical ideals shown there, often even leading to mental health problems. On the other hand, stories from “normal” people who take over the roles of real game-changing idols, not at all in regard to bodily perfection, but on an inspiring ethic, social, and value generating level.

It is our own choice, how much importance we give to the idealized perfection standards and how far we go to reach them. Young people and children plea for an understanding of the term “perfect” as feeling good with their body and mind and their achievements as they are. They tell us, that the term should not have a specific, single and restrictive definition, but just an individual one and to have a good life, it must be us who define its meaning for ourselves.

The fortnight is closed now and we thank all the participants for their fruitful discussions.

We will continue the international conversations (https://wyredproject.eu/international-conversations).

We will return to the Self Image subject from June 13th to 26th: let us think about ways in which it is possible to live our own perfect image.

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Young movements and old manners

young people go down to the streets and demonstrateClimate change, the rise of violent extremism and widespread sexism, the crisis of modern capitalism, are some of today’s society issues, which pushed especially young people to go down to the streets and demonstrate. We’ve seen in the past few years thousands of new movements blossom around the globe, putting pressure on the dominant political agenda.

2nd June 2015, in Buenos Aires and other 120 cities across the country, a large number of people took the streets against women working and social condition in South America, starting from the episode of Susana Chavez – a Mexican poet victim of feminicide – and the strict policies adopted by Argentinian President Macri towards women. The protest spread rapidly throughout Latin America, Mexico, Peru, Chile, Uruguay and the world itself. The phenomenon of Ni una Menos is cross-sectional but involves especially young people willing to make them hear their voices, everywhere. Many similar movements grew up, as in Italy, a country that saw its young population very active in the last few years.

The Italian situation is interesting in two directions: both a renewed need to demonstrate to influence the political agenda and the nervous answers to these movements by politicians who have contrary opinions. One main example is Matteo Salvini’s behaviour towards his young opponents. On March, Italian Interior Minister published on his social accounts the picture of Viola Pacilli, a 22 years old girl who attended a demonstration with a protest sign against fascism and Salvini’s controversial propaganda. Indeed, publishing her face without any kind of sensible reason (and at the boundaries of legality) meant exposing her to a direct shaming rack from Salvini’s supporters.

The case just mentioned unfortunately is not isolated, on the contrary, it is a frequent practice. In Hungary, for instance, Blanka Nagy, a high school student, was overwhelmed by tough insults from governmental sources, especially the press loyal to president Orbán. We could mention hundreds of more examples, and it is clearly a symptom of the problem.

This is part of a common strategy to far-right representatives which consists in finding an “enemy” against whom their supporters can pour out anger and frustration. It is a classic political concept, the friend/enemy dichotomy – which considers political actions and motives lead by the distinction in friends and enemies – theorised by Carl Schmitt (no coincidence an important academic even during the Nazi period). Anyway, with social networks and internet these techniques are becoming more invasive and “public”, with a new destructive potential: take the Dreyfus Affair, a political scandal occurred in late 19th century France, which symbolises a prelude to the decisive antisemitism and racism which eventually lead to World War II tragedy. Then, try to imagine it nowadays: do you find any similarities? Migrants seen as a terrifying threat, terrorist attacks turned into Islamophobia, Climate change simply reduced to a “hoax”, poor people merely considered humans, except when there is the need for votes. History is life’s teacher.

However, what is often depicted as a generation without values, politically indifferent and less valid than the previous ones, represents instead the real voice that calls for a radical change in the current socio-economic and political system. Greta Thunberg is just the last example of how much the “weak” can do, because the people who pursue political strategies as described before are the same who would call a girl like Greta a “weak”, unable to make any substantial change. Instead, she – as many others – embodies a strong answer to the rising politics of hate.

(written by Claudio Antonio De Angelis)

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Social Media Impact On Young People: How Do You Feel Without Your Keyboard?

İdil İclal Bağdu, DOĞA SCHOOLSHi, I am Idil Iclal Bagdu. I am 16 years old and I am a 10th grade student. I want to tell you the story of my project. Until a year ago, I had a difficult time with making friends. I spent most of my time at home with my phone and computer. However, during the second half of last school year, I had very nice friendships with the new students coming to our class and I realised that the people around me had reduced my time on the phone and on the computer while making me more social, more communicative. Then I realised that most of my friends around me prefer to spend time on the internet rather than face-to-face.

I focused my project on my environment, on the rapidly developing technology and on the impact on the socialisation caused by our  technological era. The rapid increase in internet usage and the increase in the number of the internet and gaming addicts has caused many of us to realise this problem, and this has led me to design this project. I would like to point out that my friends who are addicted to games also have an important place in the project. I thought that I could do something about this issue when my peers, who have problems socialising, are usually addicted to games and I realise that this situation gradually deteriorates their lives.

Especially in this age range (13-17), I think that the difficulties in socialising will weaken the individual in the future, and weaken their relationship with other individuals. If we think that people are social beings, we can say that each of us needs each other, we need to communicate, share and make ourselves a social entity.
Technology can accelerate communication and as it accelerates communication it can have a negative impact on our socialisation processes. Of course, online games are not the only factor to negatively affect socialisation but, considering this age range and today’s technology, we can say that online gaming addiction has a large share of the blame. Based on the above, and since I need to complete a term project for my school this year, I thought I should do a study on this subject and I started to do research with the help of my guidance teacher. In this study, I planned to research the effects of game addiction in teens aged 13-17, by taking into account the negative and positive factors affecting the socialisation process.
The hypothesis of my study was that when making classroom planning, students who are game addicts and have a lack of communication skills should be seated with those who use the internet for other purposes, and who also have developed communication skills. This could then gradually result in a positive change for game addicts from a socialisation point of view, thereby improving their communication skills.
In my study, adolescents spent time on computer games for a long time, preferring computer games to social events, wanting to leave social activity groups and lying about computer use and duration, having anger management problems when not playing a computer game and feeling depressive. These are common traits of game addicts.
As a result of my research, I tried to determine the effects of online games in a certain age range and to offer suggestions for improved behaviour. My recommendation was to include addicted students in the same class with students who are not addicted. After a set period of time, we carried out individual interviews and measured participants on a game addiction scale, in order to better understand the socialisation processes of the students. The change in behaviour we measured reflected our expectations. The preparation process for the project was really tiring for me, but I can say that it was fun.
Therefore, when writing the conclusion section, my stress was reduced, and when the project was completely over, I started to apply and wait for the result. Even though I received a good score when the results were explained, I was not able to take part in the regional exhibition because my score was still below average. This made me a bit sad but, a week ago, I received a mail which lifted my spirits again, so much so I am now writing this story.

I hope you like the subject and the story of my project. If there is someone who is addicted to online games around you or you struggle to socialise, you could benefit from my project. I think everyone is likely to have such an acquaintance because of the technology of our time. I think that this project is suitable for today’s technology and its problems, as it leads to a decrease in socialising and communication skills.

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Children reflecting on fake news and Brexit

As children have not been consulted on Brexit and its effects in Northern Ireland – the Early Years group of children have come to their own conclusions.

This video captures 2 children reflecting on how they think Brexit is now Fake News! This came up as part of their discussions on their WYRED research project on Fake News.

 

 

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With Technology Standing Against The Sense of Time

As time goes by the world, environmental conditions and so on. change. People adapt to this change to develop events or issues under their control and make use of changes over time. These changes develop and are passed from generation to generation. Thus, consecutive, but very different generations occur. For example technology; people, add technology to their lives or to facilitate existing conditions they develop and use in many different ways in almost every aspect of life. Over time areas of use are different from the first. These two periods and between, two or more 2nd more generations. Each generation used the same thing in different ways and the next generation. As technology evolves, people face the same issue problems vary. Some have a solution to some of them. For example: in ancient times to wash clothes for the people of a generation who have lived; stream water dirty stream muddy problems such as. But at the present time problems with washing people for a living; disconnection of the washing machine degradation and so on. like this. In short, technology is the lead role in the intergenerational conflict. Different technology to ensure that it does not affect the differences between the people of generations. a tool that facilitates life in many ways; should not use in any other way.

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THE EFFECT OF TECHNOLOGICAL PLAYING TIME ON MATHEMATICS SUCCESS

The main purpose of this research is to investigate the effects of the interaction of school-age youth with technological games on the mathematical achievements in rapidly changing and developing lifestyles. In order to explain the effects of the technological games in this project, the following examples are noteworthy. First of all, T46 coded in 40 hours per week lar to the question.How often do you play technological games? It is understood that this student spent some time with technological games for 6 hours daily. Secondly, the World Health Organization announced that in 2018, computer game addiction would be recognized as u mental illness. We hear news of this kind, both in the current news and in our environment. The 4th edition of the Technology Addiction Congress, held annually by the Green Crescent, was held on 27-28 November 2017 in Istanbul. There are many studies and research on the psychological and sociological effects of technological games on people. In this study, the effects of a special Anatolian high school on high school freshmen will be examined to investigate the mathematical effects of technological games.

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Dismantle Stereotypes!

Forthnight conversations on “Gender Stereotypes and Equality on the Internet”

Dismantle StereotypesIt is impressive how diverse the discussions of the WYRED participants about gender stereotypes and equality on the Internet were and what a high level of reflection there can be seen in the threads! They have collected a lot of valuable material, pictures, videos, stories, graphics and scientific reports.

There is a shared view that media, especially social media and the internet, not only reflect social gender stereotypes, but also massively increase these through the permanent and worldwide availability of the net. They give many examples of this, such as the ideal of the perfect – often sexualised – female or male body promoted by influencers on YouTube or on Instagram and there is an interesting discussion about the connection between these stereotypes and cyberbullying and hate postings.
It is clear that as a group they reject restrictive gender categories, and support the dismantling of stereotypes and respect for differences and diversity of people.
The fornight is closed now and we thank all the participants for their fruitful discussions. We will return to the Gender subject from May 16th to 28th – Let´s work on solutions then!

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The new horizon of democracy

The new horizon of democracy

“Today, it is not that unusual to hear of people talking about e-democracy.

It is a conventional term that describes an unconventional way by which citizens take directly part in the public life of their cities and countries.

E-democracy is an opportunity to reduce the gap between citizens and the government in the difficult field of communication. As a matter of fact, it widens the communicative horizon, in such a trying time when the only words seem to be ‘’walls’’ and ‘’borders’’.

An authentic democracy should give everyone the chance (and voice) to be heard and to participate in the public life, as well as take every opinion into account in order to try to do better and make the best choice for people.

The problem is that people feel the distance between the democratic institutions and themselves; conversely, e-democracy is a virtual space in which everyone can say ‘’I exist, I vote and I would like to take part to the ‘’decision making processes’’.

I think that e-democracy is the best way we could go. I have chosen this topic because it is a constantly evolving issue on which citizens like me should express their needs, and in my opinion, we have the right and the duty to do so.

In conclusion, it seems reasonable to assume that, although e-democracy, with its lights and shadows, is a hotly debated issue, it makes it possible to debate between different realities. In the light of that, hadn’t we better if we turned off the ‘’airplane mode’’ and start to get connected?”

Camilla Caciolo

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Digital addiction

Digital AddictionA group of students (age 16) at Hof Hasharon regional high school in Israel discussed the problem of “digital addiction”.

All students said they are “living in their smartphones” a lot of time every day, some of them many hours a day. Most of them would like to occupy themselves less with their screens. However, it was understood that it is not necessarily addiction in the clinical sense, but rather excessive preoccupation and difficulty in disconnecting. So the “addiction” actually refers to how the user copes when he or she needs to log out.

The crux of the problem is the difficulty of disconnecting, even though you know it would have been better to do something else. One student noted that his parents thought he was like a “clinical addict”. He was addicted to the Fortnite game, used to play for hours each day, and only after a severe pressure from his parents he now plays only on weekends. But most participants think that enforced restrictions and prohibitions are not effective. On the contrary, they achieve the opposite result, as young people will continue to do the prohibited things.

It was mentioned that parents often give a screen to children too early, when they are too young. The problem is not just health risk (to eyes, etc.). The problem is that we give up on social activity and that’s not good.

So how can young people cope with the problem? What can be done?

One student exclaimed “Revolution! Let’s start to boycott the phones! With time more people will join!” Another student expressed an opposite view: “I have no problem with such addiction. Being occupied with the screens is good for me. If wanted to stop, I would stop!

Other participants favored the solution of “voluntary disengagement” based on applications that automatically warn the user and recommend stopping after a certain time” Perhaps not the best solution, but better than nothing. A number of participants blamed the irresistible technology: developers want to to arouse excitement. That’s the goal. The apps give us something we need, excitement. “Everything now is fast and accessible, all is excitement, you cannot prevent it, it’s part of the progress!

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Real vs False information; Fake News

Summary of meetings with 10th graders, Hof Hasharon High School, Israel. First meeting: 20.1.2019. Second meeting: 3.2.2019. 22 students participated: 7 girls and 15 boys.

First meeting:

The issue is problematic due to the multiplicity of sources of information, especially in social networks. Some participants noted that in many cases the problem is not necessarily false information but information that is only partially true, or biased.

Some students think they have the ability to distinguish between true and false info, and some of them say they do not have such ability. Some participants said that they have the ability to distinguish between false and real information only in subjects known to them thanks to personal experience. One participant said that in his opinion, this is the only way to distinguish – even though not everyone can personally experience everything.

Therefore, another participant recommended that one should rely on the knowledge and personal experience of others.

Some participants said that the problem also exists in non-digital media (printed newspapers or television), and that it is not advisable to rely on journalists. They believe that most information in the media (any type of media) is either biased or only partially true.

With regard to the example of people avoiding vaccines due to the distribution of false information, one participant noted that there is also a positive aspect: this phenomenon may encourage the development of vaccines with fewer side effects.

Second meeting:

Participants were asked to express their opinion on the expected situation in 10 years. To this end, three alternative scenarios were presented for the year 2029:

1. Fake news are dominant. The majority of news is distorted, you cannot trust any source on the net.

2. Reliability of information on the Internet is guaranteed by new technologies (e.g. artificial intelligence) and other means.

3. People who were born and matured with the Internet know very well how to distinguish between real and false information.

Most students think that Scenario 1 is too extreme. They think that in the future a lot of information will be false, but not all of it. The majority may be false, but it is more likely to be about half – half.

Some students believe that the situation will be quite similar to the present situation.

Some students tend to agree, in part, with Scenario 2. They think reliability will increase, but it is not certain that reliability will really be guaranteed. It is possible that for a significant part of the news, perhaps for most of them, reliability will be indeed guaranteed by new technologies.

One participant believed there will be more trust in information thanks to technology, but not only because of technologies. The change for the better will also happen because more and more people will want to be able to check and verify.

One participant mentioned Wikipedia as a possible model for improving reliability. On Wikipedia all false things are filtered and corrected within a short time. It is possible to develop a kind of correction mechanism for news items.

Some participants think it is more likely that in the future there will be a combination of Scenarios 2 and 3. That is, there will be many more experienced people who can distinguish between real and false information, and also the new technologies will help to increase reliability. Overall, the ability to distinguish real information from false information will improve, mainly through cumulative experience. But it will never reach 100%.

Regarding Scenario 3, one of the students commented (contrary to the views expressed in meetings with other groups) that actually adults today have more experience than young people and can better distinguish between false and real information.

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