New Screens and Young People: Crossing Times and Boundaries what roles do they play in their everyday life
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Notice bibliographique
Résumé
New information and communications technologies have become extremely dynamic. While content in the past was more or less controlled and regulated, it is now more and more free to access, and increasingly independent of any formal institutional framework. Images on screens, which used to be viewed on different platforms in specific locations and at more predictable times, now cross through space and time, and this particularly for the younger generations. Some questions arise in this context: what is the role and what are the effects, for example, of film content and video games on young people? What role does rating systems play with respect to these young people and their parents? In order to answer such questions, we need to understand their needs, expectations and skills. Some consider young people to be passive, easy to manipulate, unaware of their values and entirely lacking in critical thinking skills. Others see them instead as active users, capable of using knowledge and competencies. Given our objectives, we chose a qualitative approach designed to take young people’s everyday environment into account in the construction of their relationships to on-screen images. Family interviews (semi-structured interview guides), logbooks and digital video cameras were used to gather information in the families. Discussion groups were held with young people and parents separately and evaluation groups with young people aged 14-16 were held in our research facilities. Answers to such questions about the effects of images were found to be complex and full of nuances, despite the fact that there are some who would want simple yes or no answers that support their views. “This invention will produce forgetfulness in the minds of those who learn to use it, because they will not practice their memory. Their trust in writing, produced by external characters which are no part of themselves, will discourage the use of their own memory within them.″ Plato, Pheadrus, 275b, 300 B.C.
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Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,000 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,000 |
| Méta-épidémiologie (sens large) | 0,000 | 0,000 |
| Bibliométrie | 0,000 | 0,000 |
| Études des sciences et des technologies | 0,002 | 0,001 |
| Communication savante | 0,002 | 0,002 |
| Science ouverte | 0,000 | 0,000 |
| Intégrité de la recherche | 0,000 | 0,000 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,000 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découle