Digital Media and Ethics
- The GoodPlay white paper highlights identity, privacy, ownership & authorship, credibility, and participation as 5 categories for digital media ethics.
- The Ethics Casebook section of the NML community site features ownership & authorship learning modules.
- Learning modules in development focus on identity, privacy, and credibility.
Meeting of the H'sIn 2006,
Henry Jenkins (Comparative Media Studies, MIT) and
Howard Gardner
(Harvard Graduate School of Education) met to discuss their mutual
interest in ethical issues around digital media and possible
opportunities for collaboration-and why not, being situated only two
subway stops apart in Cambridge? More important than geography, though,
were emergent complementary themes and research questions of Gardner's
and Jenkins' work, which made a collaborative effort seem promising.
Two Projects, One Mission As youth
grow up in an increasingly connected environment, they are presented
with a diversity of challenges. Many of these challenges arise in the
context of new technologies of communication and creativity. How does
digital copying relate to legacy notions of property? What do I need to
know in order to collaborate with my online peers? How do I present
myself online? What do I do when I encounter new communities with
unfamiliar norms or ideas? In many cases, there are helpful analogies
in "age old" practices. Nevertheless, the conventional wisdom of the
analog world can seem like an ill fit. A more appropriate approach
might frame the core skills and ethical issues within already
established structures, but recognize the complications and
opportunities of the contemporary media environment.
Project New Media Literacies (NML) headed by Jenkins at MIT's
Comparative Media Studies program is guided by two questions:
1. What do young people need to know in order to become full, active,
creative, critical, and ethically responsible participants in a
media-rich environment?
2. What steps do we need to take to make sure that these skills are available to all?
NML uses digital media and new network technologies to help young
people think about the role of media in their lives as consumers,
producers, and participants.
Gardner's
GoodPlay Project, part of
Project Zero at
the Harvard Graduate School of Education, is similarly concerned with
the roles that youth assume online. More specifically, the GoodPlay
Project seeks to understand the ethical issues that youth face in the
virtual frontier of new digital media. How models of ethics transfer
from the offline to the online world-especially in the five areas of
identity, privacy, authorship and ownership, credibility and
participation-and how young people understand their roles and
responsibilities in digital contexts are key concerns.
Together, it was decided that NML and GoodPlay would produce learning
tools that help youth understand the connections between the digital
media skills they learn and their roles and responsibilities as "good"
cyber citizens. By integrating the GoodPlay ethical framework with the
new media skill set defined by NML, the collaboration would develop
activities that encourage reflection about ethical issues raised in
various forms of media participation. These activities would draw on
media from the
NML Learning Library and on data collected by the GoodPlay research team.