How Is Technology Used In And For School?

9 Technology in Education Myths

Technology and the media are interwoven, and neither can be separated from contemporary society in most core and semi-peripheral nations. Media is a term that refers to all print, digital, and electronic means of communication. From the time the printing press was created (and even before), technology has influenced how and where information is shared. Today, it is impossible to discuss media and the ways societies communicate without addressing the fast-moving pace of technology change. Twenty years ago, if you wanted to share news of your baby’s birth or a job promotion, you phoned or wrote letters. You might tell a handful of people, but you probably wouldn’t call up several hundred, including your old high school chemistry teacher, to let them know. Now, you might join an online community of parents-to-be even before you announce your pregnancy via a staged Instagram picture. The circle of communication is wider than ever and when we talk about how societies engage with technology, we must take media into account, and vice versa.

Technology creates media. The comic book you bought your daughter is a form of media, as is the movie you streamed for family night, the web site you used to order takeout, the billboard you passed on the way to pick up your food, and the newspaper you read while you were waiting for it. Without technology, media would not exist, but remember, technology is more than just the media we are exposed to.

Categorizing Technology

There is no one way of dividing technology into categories. Whereas once it might have been simple to classify innovations such as machine-based or drug-based or the like, the interconnected strands of technological development mean that advancement in one area might be replicated in dozens of others. For simplicity’s sake, we will look at how the U.S. Patent Office, which receives patent applications for nearly all major innovations worldwide, addresses patents. This regulatory body will patent three types of innovation.Utility patents are the first type. These are granted for the invention or discovery of any new and useful process, product, or machine, or for a significant improvement to existing technologies. The second type of patent is a design patent. Commonly conferred in architecture and industrial design, this means someone has invented a new and original design for a manufactured product. Plant patents, the final type, recognize the discovery of new plant types that can be asexually reproduced. While genetically modified food is the hot-button issue within this category, farmers have long been creating new hybrids and patenting them. A more modern example might be food giant Monsanto, which patents corn with built-in pesticide (U.S. Patent and Trademark Office 2011).

Anderson and Tushman (1990) suggest an evolutionary model of technological change, in which a breakthrough in one form of technology leads to a number of variations. Once those are assessed, a prototype emerges, and then a period of slight adjustments to the technology, interrupted by a breakthrough. For example, floppy disks were improved and upgraded, then replaced by Zip disks, which were in turn improved to the limits of the technology and were then replaced by flash drives. This is essentially a generational model for categorizing technology, in which first-generation technology is a relatively unsophisticated jumping-off point that leads to an improved second generation, and so on.

VIOLENCE IN MEDIA AND VIDEO GAMES: DOES IT MATTER?

The cover of the Grand Theft Auto IV video game is shown.
One of the most popular video games, Grand Theft Auto, has frequently been at the center of debate about gratuitous violence in the gaming world. (Photo courtesy of Meddy Garnet/flickr)

A glance through popular video game and movie titles geared toward children and teens shows the vast spectrum of violence that is displayed, condoned, and acted out.

As a way to guide parents in their programming choices, the motion picture industry put a rating system in place in the 1960s. But new media—video games in particular—proved to be uncharted territory. In 1994, the Entertainment Software Rating Board (ERSB) set a ratings system for games that addressed issues of violence, sexuality, drug use, and the like. California took it a step further by making it illegal to sell video games to underage buyers. The case led to a heated debate about personal freedoms and child protection, and in 2011, the U.S. Supreme Court ruled against the California law, stating it violated freedom of speech (ProCon 2012).

Children’s play has often involved games of aggression—from cowboys and Indians, to cops and robbers, to fake sword fights. Many articles report on the controversy surrounding the suggested link between violent video games and violent behavior. Is the link real? Psychologists Anderson and Bushman (2001) reviewed forty-plus years of research on the subject and, in 2003, determined that there are causal linkages between violent video game use and aggression. They found that children who had just played a violent video game demonstrated an immediate increase in hostile or aggressive thoughts, an increase in aggressive emotions, and physiological arousal that increased the chances of acting out aggressive behavior (Anderson 2003).

Ultimately, repeated exposure to this kind of violence leads to increased expectations that violence is a solution, increased violent behavioral scripts, and an increased cognitive accessibility to violent behavior (Anderson 2003). In short, people who play a lot of these games find it easier to imagine and access violent solutions than nonviolent ones, and they are less socialized to see violence as a negative. While these facts do not mean there is no role for video games, it should give players pause. In 2013, The American Psychological Association began an expansive meta-analysis of peer-reviewed research analyzing the effect of media violence. Results are expected in 2014.

Types of Media and Technology

Media and technology have evolved hand in hand, from early print to modern publications, from radio to television to film. New media emerge constantly, such as we see in the online world.

Print Newspaper

Early forms of print media, found in ancient Rome, were hand-copied onto boards and carried around to keep the citizenry informed. With the invention of the printing press, the way that people shared ideas changed, as information could be mass produced and stored. For the first time, there was a way to spread knowledge and information more efficiently; many credit this development as leading to the Renaissance and ultimately the Age of Enlightenment. This is not to say that newspapers of old were more trustworthy than the Weekly World News and National Enquirer are today. Sensationalism abounded, as did censorship that forbade any subjects that would incite the populace.

The invention of the telegraph, in the mid-1800s, changed print media almost as much as the printing press. Suddenly information could be transmitted in minutes. As the nineteenth century became the twentieth, U.S. publishers such as Hearst redefined the world of print media and wielded an enormous amount of power to socially construct national and world events. Of course, even as the media empires of William Randolph Hearst and Joseph Pulitzer were growing, print media also allowed for the dissemination of countercultural or revolutionary materials. Internationally, Vladimir Lenin’s Irksa (The Spark) newspaper was published in 1900 and played a role in Russia’s growing communist movement (World Association of Newspapers 2004).

With the invention and widespread use of television in the mid-twentieth century, newspaper circulation steadily dropped off, and in the 21st century, circulation has dropped further as more people turn to internet news sites and other forms of new media to stay informed. According to the Pew Research Center, 2009 saw an unprecedented drop in newspaper circulation––down 10.6 percent from the year before (Pew 2010).

This shift away from newspapers as a source of information has profound effects on societies. When the news is given to a large diverse conglomerate of people, it must maintain some level of broad-based reporting and balance in order to appeal to a broad audience and keep them subscribing. As newspapers decline, news sources become more fractured, so each segment of the audience can choose specifically what it wants to hear and what it wants to avoid. Increasingly, newspapers are shifting online in an attempt to remain relevant. It is hard to tell what impact new media platforms will have on the way we receive and process information.

Increasingly, newspapers are shifting online in an attempt to remain relevant. It is hard to tell what impact new media platforms will have on the way we receive and process information. The Pew Research Center’s Project for Excellence in Journalism (2013) reported that audiences for all the major news magazines declined in 2012, though digital ad revenue increased. The same report suggested that, while newspaper circulation is holding steady at around $10 billion after years of decline, it is digital pay plans that allow newspapers to keep their heads above water, and the digital ad revenue that is increasing for news magazines is not enough to compensate for print revenue loss in newspapers.

A 2014 report suggested that U.S. adults read a median of five books per year in 2013, which is about average. But are they reading traditional print or e-books? About 69 percent of people said they had read at least one printed book in the past year, versus 28 percent who said they’d read an e-book (DeSilver 2014). Is print more effective at conveying information? In recent study, Mangen, Walgermo, and Bronnick (2013) found that students who read on paper performed slightly better than those who read an e-book on an open-book reading comprehension exam of multiple-choice and short-answer questions. While a meta-analysis of research by Andrews (1992) seemed to confirm that people read more slowly and comprehend less when reading from screens, a meta-analysis of more recent research on this topic does not show anything definite (Noyes and Garland 2008).

Television and Radio

Radio programming obviously preceded television, but both shaped people’s lives in much the same way. In both cases, information (and entertainment) could be enjoyed at home, with a kind of immediacy and community that newspapers could not offer. For instance, many people in the United States might remember when they saw on television or heard on the radio that the Twin Towers in New York City had been attacked in 2001. Even though people were in their own homes, media allowed them to share these moments in real time. This same kind of separate-but-communal approach occurred with entertainment too. School-aged children and office workers gathered to discuss the previous night’s installment of a serial television or radio show.

Right up through the 1970s, U.S. television was dominated by three major networks (ABC, CBS, and NBC) that competed for ratings and advertising dollars. The networks also exerted a lot of control over what people watched. Public television, in contrast, offered an educational nonprofit alternative to the sensationalization of news spurred by the network competition for viewers and advertising dollars. Those sources—PBS (Public Broadcasting Service), the BBC (British Broadcasting Company), and CBC (Canadian Broadcasting Company)—garnered a worldwide reputation for high-quality programming and a global perspective. Al Jazeera, the Arabic independent news station, has joined this group as a similar media force that broadcasts to people worldwide.

The impact of television on U.S. society is hard to overstate. By the late 1990s, 98 percent of U.S. homes had at least one television set, and the average person watched between two and a half and five hours of television daily. All this television has a powerful socializing effect, providing reference groups while reinforcing social norms, values, and beliefs.

Film

The film industry took off in the 1930s, when color and sound were first integrated into feature films. Like television, early films were unifying for society: as people gathered in theaters to watch new releases, they would laugh, cry, and be scared together. Movies also act as time capsules or cultural touchstones for society. From Westerns starring the tough-talking Clint Eastwood to the biopic of Facebook founder and Harvard dropout Mark Zuckerberg, movies illustrate society’s dreams, fears, and experiences. While many consider Hollywood the epicenter of moviemaking, India’s Bollywood actually produces more films per year, speaking to the cultural aspirations and norms of Indian society. Increasingly, people are watching films online via Netflix, Hulu, Amazon, and other streaming services. While most streaming video companies keep their user data secret, Nielsen estimated that 38 percent of U.S. citizens accessed Netflix in 2013. In 2013, Google, Inc. reported that YouTube served 1 billion unique viewers every month—an impressive number, considering that it amounts to one-third of the estimated 3 billion accessing the Internet every month (Reuters 2013; International Telecommunication Union 2014).

New Media

A photo of a Netflix DVD envelope

Netflix, one form of new media, exchanges information in the form of DVDs to users in the comfort of their own homes. (Photo courtesy of Marit & Toomas Hinnosaar/flickr)

New media encompasses all interactive forms of information exchange. These include social networking sites, blogs, podcasts, wikis, and virtual worlds. Clearly, the list grows almost daily. However, there is no guarantee that the information offered is accurate. In fact, the immediacy of new media coupled with the lack of oversight means we must be more careful than ever to ensure our news is coming from accurate sources.

PLANNED OBSOLESCENCE: TECHNOLOGY THAT’S BUILT TO CRASH

A broken washing machine is shown with not top cover.
People have trouble keeping up with technological innovation. But people may not be to blame, as manufacturers intentionally develop products with short life spans. (Photo courtesy of Mathias F. Svendsen/flickr)

Chances are your mobile phone company, as well as the makers of your laptop and your household appliances, are all counting on their products to fail. Not too quickly, of course, or consumers wouldn’t stand for it—but frequently enough that you might find that it costs far more to fix a device than to replace it with a newer model. Or you find the phone company e-mails you saying that you’re eligible for a free new phone, because yours is a whopping two years old. And appliance repair people say that while they might be fixing some machines that are twenty years old, they generally aren’t fixing those that are seven years old; newer models are built to be thrown out. This strategy is called planned obsolescence, and it is the business practice of planning for a product to be obsolete or unusable from the time it is created.

To some extent, planned obsolescence is a natural extension of new and emerging technologies. After all, who is going to cling to an enormous and slow desktop computer from 2000 when a few hundred dollars can buy one that is significantly faster and better? But the practice is not always so benign. The classic example of planned obsolescence is the nylon stocking. Women’s stockings—once an everyday staple of women’s lives––get “runs” or “ladders” after only a few wearings. This requires the stockings to be discarded and new ones purchased. Not surprisingly, the garment industry did not invest heavily in finding a rip-proof fabric; it was in manufacturers’ best interest that their product be regularly replaced.

Those who use Microsoft Windows might feel that like the women who purchased endless pairs of stockings, they are victims of planned obsolescence. Every time Windows releases a new operating system, there are typically not many innovations in it that consumers feel they must have. However, the software programs are upwardly compatible only. This means that while the new versions can read older files, the old version cannot read the newer ones. In short order, those who have not upgraded right away find themselves unable to open files sent by colleagues or friends, and they usually wind up upgrading as well.

Ultimately, whether you are getting rid of your old product because you are being offered a shiny new free one (like the latest smartphone model), or because it costs more to fix than to replace (like the iPod model), or because not doing so leaves you out of the loop (like the Windows model), the result is the same. It might just make you nostalgic for your old Sony Discman and simple DVD player.

Product Advertising

Companies use advertising to sell to us, but the way they reach us is changing. Naomi Klein identified the destructive impact of corporate branding her 1999 text, No Logo, an antiglobalization treatise that focused on sweatshops, corporate power, and anticonsumerist social movements. In the post-millennial society, synergistic advertising practices ensure you are receiving the same message from a variety of sources and on a variety of platforms. For example, you may see billboards for Miller beer on your way to a stadium, sit down to watch a game preceded by a Miller commercial on the big screen, and watch a halftime ad in which people are shown holding up the trademark bottles. Chances are you can guess which brand of beer is for sale at the concession stand.

Advertising has changed, as technology and media have allowed consumers to bypass traditional advertising venues. From the invention of the remote control, which allows us to skip television advertising without leaving our seats, to recording devices that let us watch programs but skip the ads, conventional television advertising is on the wane. And print media is no different. Advertising revenue in newspapers and on television fell significantly in 2009, which shows that companies need new ways of getting their messages to consumers.

One model companies are considering to address this advertising downturn uses the same philosophy as celebrity endorsements, just on a different scale. Companies are hiring college students to be their on-campus representatives, and they are looking for popular students engaged in high-profile activities like sports, fraternities, and music. The marketing team is betting that if we buy perfume because Beyoncé tells us to, we’ll also choose our cell phone or smoothie brand if a popular student encourages that choice. According to an article in the New York Times, fall semester 2011 saw an estimated 10,000 U.S. college students working on campus as brand ambassadors for products from Red Bull energy drinks to Hewlett-Packard computers (Singer 2011). As the companies figure it, college students will trust one source of information above all: other students.

Homogenization and Fragmentation

Despite the variety of media at hand, the mainstream news and entertainment you enjoy are increasingly homogenized. Research by McManus (1995) suggests that different news outlets all tell the same stories, using the same sources, resulting in the same message, presented with only slight variations. So whether you are reading the New York Times or the CNN’s web site, the coverage of national events like a major court case or political issue will likely be the same.

Simultaneously with this homogenization among the major news outlets, the opposite process is occurring in the newer media streams. With so many choices, people increasingly customize their news experience, minimizing their opportunity to encounter information that does not jive with their worldview (Prior 2005). For instance, those who are staunchly Republican can avoid centrist or liberal-leaning cable news shows and web sites that would show Democrats in a favorable light. They know to seek out Fox News over MSNBC, just as Democrats know to do the opposite. Further, people who want to avoid politics completely can choose to visit web sites that deal only with entertainment or that will keep them up to date on sports scores. They have an easy way to avoid information they do not wish to hear.

SUMMARY

Media and technology have been interwoven from the earliest days of human communication. The printing press, the telegraph, and the Internet are all examples of their intersection. Mass media have allowed for more shared social experiences, but new media now create a seemingly endless amount of airtime for any and every voice that wants to be heard. Advertising has also changed with technology. New media allow consumers to bypass traditional advertising venues and cause companies to be more innovative and intrusive as they try to gain our attention.

It is difficult to conceive of any one theory or theoretical perspective that can explain the variety of ways in which people interact with technology and the media. Technology runs the gamut from the match you strike to light a candle all the way up to sophisticated nuclear power plants that might power the factory where that candle was made. Media could refer to the television you watch, the ads wrapping the bus you take to work or school, or the magazines you flip through in a dentist’s waiting room, not to mention all the forms of new media, including Instagram, Facebook, blogs, YouTube, and the like. Are media and technology critical to the forward march of humanity? Are they pernicious capitalist tools that lead to the exploitation of workers worldwide? Are they the magic bullet the world has been waiting for to level the playing field and raise the world’s poor out of extreme poverty? Choose any opinion and you will find studies and scholars who agree with you––and those who disagree.

Functionalism

Because functionalism focuses on how media and technology contribute to the smooth functioning of society, a good place to begin understanding this perspective is to write a list of functions you perceive media and technology to perform. Your list might include the ability to find information on the Internet, television’s entertainment value, or how advertising and product placement contribute to social norms.

Commercial FunctionA boy and girl are shown from behind watching a football game on television. A coffee table sits between them and the television, and a bookshelf is beside the TV.

TV commercials can carry significant cultural currency. For some, the ads during the Super Bowl are more water cooler-worthy than the game itself. (Photo courtesy of Dennis Yang/flickr)

As you might guess, with nearly every U.S. household possessing a television, and the 250 billion hours of television watched annually by people in the United States, companies that wish to connect with consumers find television an irresistible platform to promote their goods and services (Nielsen 2012). Television advertising is a highly functional way to meet a market demographic where it lives. Sponsors can use the sophisticated data gathered by network and cable television companies regarding their viewers and target their advertising accordingly. Whether you are watching cartoons on Nick Jr. or a cooking show on Telemundo, chances are advertisers have a plan to reach you.

And it certainly doesn’t stop with television. Commercial advertising precedes movies in theaters and shows up on and inside public transportation, as well as on the sides of building and roadways. Major corporations such as Coca-Cola bring their advertising into public schools, by sponsoring sports fields or tournaments, as well as filling the halls and cafeterias of those schools with vending machines hawking their goods. With rising concerns about childhood obesity and attendant diseases, the era of soda machines in schools may be numbered. In fact, as part of the United States Department of Agriculture’s Healthy, Hunger Free Kids Act and Michelle Obama’s Let’s Move! Initiative, a ban on junk food in school began in July 2014.

Entertainment Function

An obvious manifest function of media is its entertainment value. Most people, when asked why they watch television or go to the movies, would answer that they enjoy it. And the numbers certainly illustrate that. While 2012 Nielsen research shows a slight reduction of U.S. homes with televisions, the reach of television is still vast. And the amount of time spent watching is equally large. Clearly, enjoyment is paramount. On the technology side, as well, there is a clear entertainment factor to the use of new innovations. From online gaming to chatting with friends on Facebook, technology offers new and more exciting ways for people to entertain themselves.

Social Norm Functions

Even while the media is selling us goods and entertaining us, it also serves to socialize us, helping us pass along norms, values, and beliefs to the next generation. In fact, we are socialized and resocialized by media throughout our whole lives. All forms of media teach us what is good and desirable, how we should speak, how we should behave, and how we should react to events. Media also provide us with cultural touchstones during events of national significance. How many of your older relatives can recall watching the explosion of the space shuttle Challenger on television? How many of those reading this textbook followed the events of September 11 or Hurricane Katrina on television or the Internet?

Just as in Anderson and Bushman’s (2011) evidence in the Violence in Media and Video Games: Does It Matter? feature, debate still exists over the extent and impact of media socialization. One recent study (Krahe et al. 2011) demonstrated that violent media content does have a desensitizing affect and is correlated with aggressive thoughts. Another group of scholars (Gentile, Mathieson, and Crick 2011) found that among children exposure to media violence led to an increase in both physical and relational aggression. Yet, a meta-analysis study covering four decades of research (Savage 2003) could not establish a definitive link between viewing violence and committing criminal violence.

It is clear from watching people emulate the styles of dress and talk that appear in media that media has a socializing influence. What is not clear, despite nearly fifty years of empirical research, is how much socializing influence the media has when compared to other agents of socialization, which include any social institution that passes along norms, values, and beliefs (such as peers, family, religious institutions, and the like).

Life-Changing Functions

Like media, many forms of technology do indeed entertain us, provide a venue for commercialization, and socialize us. For example, some studies suggest the rising obesity rate is correlated with the decrease in physical activity caused by an increase in use of some forms of technology, a latent function of the prevalence of media in society (Kautiainen et al. 2011). Without a doubt, a manifest function of technology is to change our lives, sometimes for the better and sometimes for the worse. Think of how the digital age has improved the ways we communicate. Have you ever used Skype or another webcast to talk to a friend or family member far away? Or maybe you have organized a fund drive, raising thousands of dollars, all from your desk chair.

Of course, the downside to this ongoing information flow is the near impossibility of disconnecting from technology that leads to an expectation of constant convenient access to information and people. Such a fast-paced dynamic is not always to our benefit. Some sociologists assert that this level of media exposure leads to narcotizing dysfunction, a result in which people are too overwhelmed with media input to really care about the issue, so their involvement becomes defined by awareness instead of by action (Lazerfeld and Merton 1948).

Conflict Perspective

In contrast to theories in the functional perspective, the conflict perspective focuses on the creation and reproduction of inequality—social processes that tend to disrupt society rather than contribute to its smooth operation. When we take a conflict perspective, one major focus is the differential access to media and technology embodied in the digital divide. Conflict theorists also look at who controls the media, and how media promotes the norms of upper-middle-class white people in the United States while minimizing the presence of the working class, especially people of color.

Control of Media and Technology

Powerful individuals and social institutions have a great deal of influence over which forms of technology are released, when and where they are released, and what kind of media is available for our consumption, which is a form of gatekeeping. Shoemaker and Voss (2009) define gatekeeping as the sorting process by which thousands of possible messages are shaped into a mass media-appropriate form and reduced to a manageable amount. In other words, the people in charge of the media decide what the public is exposed to, which, as C. Wright Mills (1956) famously noted, is the heart of media’s power. Take a moment to think of the way “new media” evolve and replace traditional forms of hegemonic media. With hegemonic media, a culturally diverse society can be dominated by one race, gender, or class that manipulates the media to impose its worldview as a societal norm. New media weakens the gatekeeper role in information distribution. Popular sites such as YouTube and Facebook not only allow more people to freely share information but also engage in a form of self-policing. Users are encouraged to report inappropriate behavior that moderators will then address.

In addition, some conflict theorists suggest that the way U.S. media are generated results in an unbalanced political arena. Those with the most money can buy the most media exposure, run smear campaigns against their competitors, and maximize their visual presence. Almost a year before the 2012 U.S. presidential election, the candidates––Barack Obama for the Democrats and numerous Republican contenders––had raised more than $186 million (Carmi et al. 2012). Some would say that the Citizens United vs. Federal Election Committee is a major contributing factor to our unbalanced political arena. In Citizens United, the Supreme Court affirmed the right of outside groups, including Super Political Action Committees (SuperPACs) with undisclosed donor lists, to spend unlimited amounts of money on political ads as long as they don’t coordinate with the candidate’s campaign or specifically advocate for a candidate. What do you think a conflict perspective theorist would suggest about the potential for the non-rich to be heard in politics, especially when SuperPACs ensure that the richest groups have the most say?

Technological Social Control and Digital Surveillance

Social scientists take the idea of the surveillance society so seriously that there is an entire journal devoted to its study, Surveillance and Society. The panoptic surveillanceenvisioned by Jeremy Bentham, depicted in the form of an all-powerful, all-seeing government by George Orwell in 1984, and later analyzed by Michel Foucault (1975) is increasingly realized in the form of technology used to monitor our every move. This surveillance was imagined as a form of constant monitoring in which the observation posts are decentralized and the observed is never communicated with directly. Today, digital security cameras capture our movements, observers can track us through our cell phones, and police forces around the world use facial-recognition software.

Feminist Perspective

A thin female model is shown participating in New York’s fashion week.

What types of women are we exposed to in the media? Some would argue that the range of female images is misleadingly narrow. (Photo courtesy of Cliff1066/flickr)

Take a look at popular television shows, advertising campaigns, and online game sites. In most, women are portrayed in a particular set of parameters and tend to have a uniform look that society recognizes as attractive. Most are thin, white or light-skinned, beautiful, and young. Why does this matter? Feminist perspective theorists believe this idealized image is crucial in creating and reinforcing stereotypes. For example, Fox and Bailenson (2009) found that online female avatars conforming to gender stereotypes enhance negative attitudes toward women, and Brasted (2010) found that media (advertising in particular) promotes gender stereotypes. As early as 1990,Ms. magazine instituted a policy to publish without any commercial advertising.

The gender gap in tech-related fields (science, technology, engineering, and math) is no secret. A 2011 U.S. Department of Commerce Report suggested that gender stereotyping is one reason for this gap which acknowledges the bias toward men as keepers of technological knowledge (US Department of Commerce 2011). But gender stereotypes go far beyond the use of technology. Press coverage in the media reinforces stereotypes that subordinate women; it gives airtime to looks over skills, and coverage disparages women who defy accepted norms.

Recent research in new media has offered a mixed picture of its potential to equalize the status of men and women in the arenas of technology and public discourse. A European agency, the Advisory Committee on Equal Opportunities for Men and Women (2010), issued an opinion report suggesting that while there is the potential for new media forms to perpetuate gender stereotypes and the gender gap in technology and media access, at the same time new media could offer alternative forums for feminist groups and the exchange of feminist ideas. Still, the committee warned against the relatively unregulated environment of new media and the potential for antifeminist activities, from pornography to human trafficking, to flourish there.

Increasingly prominent in the discussion of new media and feminism is cyberfeminism, the application to, and promotion of, feminism online. Research on cyberfeminism runs the gamut from the liberating use of blogs by women living in Iraq during the second Gulf War (Peirce 2011) to an investigation of the Suicide Girls web site (Magnet 2007).

Symbolic Interactionism

Technology itself may act as a symbol for many. The kind of computer you own, the kind of car you drive, your ability to afford the latest Apple product—these serve as a social indicator of wealth and status. Neo-Luddites are people who see technology as symbolizing the coldness and alienation of modern life. But for technophiles, technology symbolizes the potential for a brighter future. For those adopting an ideological middle ground, technology might symbolize status (in the form of a massive flat-screen television) or failure (ownership of a basic old mobile phone with no bells or whistles).

Social Construction of Reality

Meanwhile, media create and spread symbols that become the basis for our shared understanding of society. Theorists working in the interactionist perspective focus on this social construction of reality, an ongoing process in which people subjectively create and understand reality. Media constructs our reality in a number of ways. For some, the people they watch on a screen can become a primary group, meaning the small informal groups of people who are closest to them. For many others, media becomes a reference group: a group that influences an individual and to which an individual compares himself or herself, and by which we judge our successes and failures. We might do very well without the latest smartphone, until we see characters using it on our favorite television show or our classmates whipping it out between classes.

While media may indeed be the medium to spread the message of rich white males, Gamson, Croteau, Hoynes, and Sasson (1992) point out that some forms of media discourse allow competing constructions of reality to appear. For example, advertisers find new and creative ways to sell us products we don’t need and probably wouldn’t want without their prompting, but some networking sites such as Freecycle offer a commercial-free way of requesting and trading items that would otherwise be discarded. The web is also full of blogs chronicling lives lived “off the grid,” or without participation in the commercial economy.

Social Networking and Social Construction

While Tumblr and Facebook encourage us to check in and provide details of our day through online social networks, corporations can just as easily promote their products on these sites. Even supposedly crowd-sourced sites like Yelp (which aggregates local reviews) are not immune to corporate shenanigans. That is, we think we are reading objective observations when in reality we may be buying into one more form of advertising.

Facebook, which started as a free social network for college students, is increasingly a monetized business, selling you goods and services in subtle ways. But chances are you don’t think of Facebook as one big online advertisement. What started out as a symbol of coolness and insider status, unavailable to parents and corporate shills, now promotes consumerism in the form of games and fandom. For example, think of all the money spent to upgrade popular Facebook games like Candy Crush. And notice that whenever you become a “fan,” you likely receive product updates and special deals that promote online and real-world consumerism. It is unlikely that millions of people want to be “friends” with Pampers. But if it means a weekly coupon, they will, in essence, rent out space on their Facebook pages for Pampers to appear. Thus, we develop both new ways to spend money and brand loyalties that will last even after Facebook is considered outdated and obsolete.

SUMMARY

There are myriad theories about how society, technology, and media will progress. Functionalism sees the contribution that technology and media provide to the stability of society, from facilitating leisure time to increasing productivity. Conflict theorists are more concerned with how technology reinforces inequalities among communities, both within and among countries. They also look at how media typically give voice to the most powerful, and how new media might offer tools to help those who are disenfranchised. Symbolic interactionists see the symbolic uses of technology as signs of everything from a sterile futuristic world to a successful professional life.

What is educational technology?

In the following video various individuals give their viewpoint on what educational technology is. If the video does not show up below you can view it on YouTube by clicking this link.

Class Messenger & Remind

Unfamiliar with these two tech products for teachers? You’re not alone. Make it a habit to follow educational technology news to keep up to speed with the latest educational technology. The following article discusses How is Class Messenger is different than Remind 101 (now ‘Remind’)?. You can read this article by clicking this link. There’s always something new, learn now how to evaluate a tool’s potential effectiveness. There’s a fine line between trying everything new (feels a lot like chasing your tail) and trying tools for a ‘gap’ in your effectiveness in teaching instruction, curriculum development, resource organization or productivity. Once you get a tech tool that works, it’s okay to stick with it even if the new ‘shiny’ similar app is released. Some programs or tech tools are just too good to stop using and sometimes you don’t need all the bells and whistles.


Teachers as Facilitators

As technology permeates all aspects of our classroom instruction, there is a trend for teachers to move into a facilitator or coaching position. This trend emphasizes small-group instruction over whole-class learning. SAMR is a theory on effective use of technology in instruction. Click here to see the video: SAMR


Sugata Mitra’s The Child-Driven Education

The following video is a Ted Talk by Sugata Mitra about The Child-Driven Education. In it he tackles one of the greatest problems of education — the best teachers and schools don’t exist where they’re needed most. In a series of real-life experiments from New Delhi to South Africa to Italy, he gave kids self-supervised access to the web and saw results that could revolutionize how we think about teaching. If the video does not show up below you can view it on YouTube by clicking this link.


Why Data is Important for Teachers

The following is a pictorial of the importance of data to teaching. If the images does not show up below you can view it online by clicking this link.

Technology & Curriculum

his is a link to the archives of the Journal of Technology Education