Your lives on social media vs adults

There are so many ways to use apps in our daily lives as apps exist. Our student compared how she uses social media in her own life with their parents’ use, both what apps and what practices. You can watch the video for results.

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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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Nomophobia Levels of Secondary School Students

In this study, the nomophobia levels of teachers and nomophobia scores gender, age, branch, daily mobile phone usage, mobile phone level and duration, the number of daily mobile phone charges and the duration of mobile phone use It is aimed to examine the variables. The sample of the study, 2018-2019 education in the academic year, teachers from a private school in Western Anatolia were formed. The sample was determined using the appropriate sampling method. Research quantitative research The method was conducted in accordance with the relational screening model; data collection tool was developed by Yildirim and Correia (2015); Yildirim, Shumuer, Adnan and Yildirim (2015) was adapted to Turkish by Nomophobia Scale (NMP-Q). The data obtained in the study were analyzed by entering the excel program. Analysis of data sums and average scores of teachers on nomophobia scale It was investigated. According to the findings of the research, teacher’s nomophobia levels are above average; nomophobia scores among teachers It is concluded that nomophobia scores vary. Teachers, as their age increases, the number of nomophobia falls; mobile phone usage times, levels of playing through a mobile phone, playing time with the mobile phone, the number of daily mobile phone charging numbers and mobile phone usage times increase It is found that the scores increase. Based on results ultra-Domination mobile application developed; In this way, teachers’ telephone dependencies are intended to be taken under control.

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The Impact of Technology Use on Individual Social Relation

With the emergence of the Internet with the developing technology towards the end of the 20th century, there have been many changes in the forms of communication and daily life. This except for taking part in individuals’ lives ıt was placed. Face-to-face communication in human relations is replaced by technological means started to receive communication models. Central to the way of communication in the virtual environment especially in social media. Individuals established with each other on the Internet all kinds of dialogue and interaction constitute social media. Communication of people, social media re-interaction, sharing and collaboration, work and learning processes ıt has a configuration. Communication between people is fast through information technologies. New socialization environments with restructuring developments affected people’s relationships with their friends and family. People away from traditional communication environments and adopt technological communication. This style new ways of communicating with people have alienated. These forms of communication have created their own counterfeit they have come to believe in identities and have even completely forgotten their identity. that ın addition, different problems emerged outside of communication. All of this In light of this study; technology tools, especially the Internet of students, the positive and negative aspects of the impacts on communication with schools and their environment. It was obtained.

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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 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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Follow-up as a social media influencer to Tülay Gökçimen

This video belongs to our student Bilge Kahraman. In this video you can also find the comments about Tülay Gökçimen.

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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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