STUDY TOUR REPORT
Digital-Nutrition-Study-Tour-Report-Full-version-Nov-2015
Digital-Nutrition-Study-Tour-Report-Full-version-Nov-2015
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NSW Premier's Teachers Health Fund<br />
Health Education Scholarship - 2014<br />
<strong>STUDY</strong> <strong>TOUR</strong> <strong>REPORT</strong><br />
Teaching Digital Nutrition:<br />
The benefits of Digital Citizenship education<br />
in promoting healthy online and technology habits<br />
to young people.<br />
Jocelyn Brewer<br />
School Counsellor | Registered Psychologist<br />
Chester Hill High School | Birrong Public School
CONTENTS<br />
Scholar’s Foreword Page 3<br />
Focus of the study Page 4<br />
Significant Learning Activities Page 5<br />
Significant Themes Page 10<br />
Discussion and Recommendations Page 12<br />
Further Information and Resources Page 12<br />
Conclusion Page 12<br />
Glossary of Key Terms Page 13<br />
References Page 14<br />
2 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
SCHOLAR’S FOREWARD<br />
My interest in the impacts of technology and the potential for Internet enabled devices and activities to be<br />
‘addictive’ began when completed a research project as part of the NSW Department of Education’s<br />
School Counsellor Retraining program in 2009.<br />
The project titled ‘Young Males, the Internet and Online Games: Exploring the Impacts’ was the first of its<br />
kind in NSW to consider the role that increasing access to digital technology and the expectation for it’s<br />
use in learning as part of the Digital Education Revolution had on young people’s wellbeing and academic<br />
performance.<br />
Since this time, there has been a significant interest around the issues created by the uptake of digital<br />
technology and the moral panic around aspects of technology use/overuse/abuse and young people is<br />
now a regular feature of media reports and commentary.<br />
By continuing my work in this field, working with students, participating in dialogue on the trends and<br />
engaging with the media over the last six years, I have developed an expertise profile in issues relating to<br />
the ‘psychology of technology’ and its implications for education.<br />
Digital Nutrition was a term I coined around 2013, in response to the growing narrative about young<br />
people’s device use and analogies to drugs of addiction, pejorative conceptualisation of ‘Generation<br />
Screenager’ and the rise of the ‘Digital Detox’ (which presupposed technology is toxic when used in<br />
excess or compulsively).<br />
Digital Nutrition is way to conceptualise the ‘Digital Health and Wellbeing’ domain, which is one of several<br />
components of ‘Digital Citizenship’. It uses the analogy of food and healthy eating to propose we consider<br />
our relationship to technology in a similar way, by considering the impact of our ‘digital diet’ and<br />
consumption of information on our overall social, emotional and cognitive wellbeing.<br />
While the Digital Education Revolution (DER) has ended, the true transformative power of digital<br />
technology and internet enabled devices is only starting to be realised from the perspectives of pedagogy<br />
and engagement in health and wellbeing. Digital Nutrition (DN) is an attempt to explore and maximise<br />
these opportunities, while proactively managing the risks and threats.<br />
A note on terminology:<br />
A variety of interchangeable terms have been used to describe what is in effect the use of a digital<br />
technology device, characterised generally by a touch screen and the ability to access the<br />
Internet.<br />
These terms include: computers, desktops, laptops, tablets, smartphones, devices, digital devices,<br />
technology, digital technology, iPads, iPhones, Information and Computer Technology (ICT).<br />
3 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
FOCUS OF THE <strong>STUDY</strong><br />
Given the ubiquitous nature of technology for both leisure and learning the scope of the study was wide<br />
and included a range of organisations, projects and individuals whose work has relevance to the wider<br />
Educational Technology (also known online as #EdTech) and Digital Citizenship (#DigCit).<br />
Internet Addiction (IA) and Problematic Internet Use (PIU) are synonymous. Both seek to characterise the<br />
apparent issues regulating compulsions when engaging in habitual use of digital devices. Neither are<br />
listed in DSM V as disorders, despite two decades of research. Nonetheless studies indicate that for a<br />
relatively small number of the population their use of computers, and more specifically particular online<br />
activities, will have negative impacts on interpersonal relationships, academic/work performance and<br />
physical wellbeing.<br />
This project originally sought to focus on the psychological and educational benefits of teaching students<br />
explicit skills to mediate and monitor their use of Screen Based Media Use (SBMU) in order to prevent<br />
issues which studies have shown to be associated with excessive and dysfunctional use (Walter and Tam,<br />
2013 and Starcevic, 2013). It sought essentially to allow me to develop the concept of Digital Nutrition<br />
more fully.<br />
The study tour aimed to develop a deeper understanding of the dynamics of SBMU and aspects of digital<br />
cultures that put young people at risk of PIU, and to explore the current resources which exist in this<br />
space.<br />
As a result of the study tour I have now widened my area of research to encompass how systematic,<br />
explicit teaching of Digital Nutrition (DN) can develop student resilience and wellbeing, by providing<br />
principles which balance the use of technology and real life activities and promote general concepts of<br />
wellbeing, connectedness and inclusion.<br />
Digital Nutrition does not delve into issues of cyber-safety or cyber-bullying prevention, nor does it seek to<br />
provide online mental health interventions. A wealth of resources specific to these topics are already in<br />
existence.<br />
4 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
SIGNIFICANT LEARNING ACTIVITIES<br />
Camp Grounded, a Digital Detox Summer Camp for adults.<br />
Camp Grounded was one of my first stops on the tour and provided me with an opportunity to ‘practice<br />
what I preach’ with regard to reduced and more mindful interaction with technology. This outdoor<br />
adventure camp draws on the nostalgia of many American’s experiences as young people going to<br />
Summer Camp. It aims to to develop conscious awareness of our hyper-connected lives and provides the<br />
opportunity to go on a 4 day ‘Digital Detox’ and connect with nature in the Red Woods forests 3 hours<br />
north of San Francisco. This is one of several organisations providing experiences that are a ‘return to<br />
analogue’; tapping the nostalgia we have for our pre-internet lives.<br />
Camp Grounded featured a range of ‘playshops’ and craft, art, wellbeing and physical activities, as well as<br />
a very powerful ‘silent dinner’ in which we were invited to remain in silence for several hours while<br />
mindfully reflecting on our fears, creating new dreams and sharing a meal without speaking.<br />
Photo above: The Silent Dinner at Camp Grounded – Mendocino, California – May 2015.<br />
Cognitive Behavioural Therapy (CBT) for children & adolescents training at the Beck Institute<br />
Dr Aaron Beck is the ‘grandfather’ of CBT, one of the world’s most effective forms of psychological<br />
therapy. The opportunity to attend training in Philadelphia, which included a 90-minute audience and<br />
workshop with 94-year-old Dr Beck himself was a highlight of the tour. His model of CBT has been<br />
adapted to be more reflexive and now includes aspects of Mindfulness and other techniques which can be<br />
integrated into the core framework.<br />
5 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
Principles of CBT can be applied to treating people who have ‘addictive’ and compulsive behaviours as<br />
well as anxiety, depression and a range of common psychopathologies. The application to Problematic<br />
Internet Use is several fold, as well as in preventing PIU and creating strategies (such as ‘Catch, Check<br />
and Change’ thoughts) to bring awareness to our use/overuse of technology and the cognitions that create<br />
negative automatic thoughts and lead to mental health problems.<br />
Photo above: Some of the participants at the Beck Institute training – front row: trainer Torey Creed PhD, Dr Judith S<br />
Beck and Dr Aaron T Beck.<br />
The E3 Games Expo – Los Angeles<br />
I was very lucky to be invited to attend the E3 Games Expo in LA by the Educational Technology panel<br />
through Greg Toppo, education editor at USA Today and author of The Game Believes In You. I met Greg<br />
through connections on Twitter just days before meeting in Washington, DC and he was a great supporter<br />
of my work and ideas.<br />
Tickets to this enormous, highly anticipated showcase of video games are generally $US1000. E3 is a<br />
games industry and media event – it was opened for the first time this year to the public with a very limited<br />
number of tickets – and it is where the newest technology and releases from all the major gaming<br />
entertainment companies launch new products with much fanfare. This industry was valued at over<br />
$US15 billion in 2015.<br />
This year, the big news was surrounding Virtual Reality (VR) products such as Occulus Rift and Holo Lens<br />
and the way that VR is shaping personal gaming. There are a range of ways VR will be integrated into<br />
teaching, learning and the use of ‘games for health’. Many of the large title, huge budget games in this<br />
commercial industry are the source of concern for parenting and media education groups – the use of<br />
developmentally inappropriate violent games is the source of much research into aggression affects.<br />
Independent game design companies were also represented at E3 with IndieCade (an independent game<br />
design co-operative) showcasing a range of serious games in their modest section. Game designer Robin<br />
Hunicke was very positive about the concept of Digital Nutrition, discussing the ways that her designs and<br />
philosophy on games can link into the ‘superfoods’ idea.<br />
6 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
Selected meetings with individuals and organisations<br />
- Brisa Ayub at Common Sense Media, San Francisco<br />
Common Sense Media is a globally recognised resource for parents and educators which advocates<br />
for the safe, healthy applications of technology. They are the leaders in this space, and meeting with<br />
their head of education content helped clarify issues with regard to pace of change and gap between<br />
both parents and educators and within the skills of educators.<br />
- Greater Good talk with Kelly McGonigal at UC Berkley, meeting Jane McGonigal (briefly).<br />
Kelly McGonigal is a psychologist, yoga teacher and Mindfulness expert. Her first book was on Will<br />
Power, which is an underlying ‘soft skill’ that is required to mediate technology use. Her new book<br />
The Upside of Stress examines how harnessing sources of stress can be used positively. Her work<br />
has benefit to DN in its promotion of mindfulness and empathy. The upside of seeing Kelly speak<br />
was that her twin sister and game designer,Jane McGonigal, was at the talk and I had the opportunity<br />
to share DN with her. Jane’s work was instrumental in developing my interest in the benefit of games<br />
back in 2010 with her TED talk on how gaming can make the world better.<br />
- Amy Jussell from Shaping Youth<br />
Amy is an incredible energy in the space of Digital Literacy and media awareness, she has rich<br />
background and brilliant perspectives on many of the dynamic aspects relating to young people and<br />
the psychology of technology. Given I met Amy soon after my time at Camp Grounded, I was very<br />
interested in her thoughts on outdoor education and adventure camps to help young people develop a<br />
range of personal and physical skills which help them connect in nature and notice mindfully aspects<br />
of the natural environment. The balance of ‘greentime’ with screentime is a vital aspect to both<br />
development and wellbeing.<br />
- Dr Suzanna Flores – Author of Facehooked<br />
Suzanna is a clinical psychologist with a day job, who by night researched and wrote Facehooked<br />
based on her clinical observations. We had many aspects of work in common with Susanna working<br />
with mostly adolescents and emerging adults, whose worlds have been shaped by technology,<br />
especially social media. We both recognise the way that social media platforms have features which<br />
have the potential to create and generate negative cognitions, provides a platform for comparisons<br />
and negative self-appraisals huge comparisons and to develop a sense of FoMO (Fear of Missing<br />
Out) amongst users.<br />
While her book draws on the aspects of social media which show up as ‘addictive’, there is great<br />
scope to reverse this trend by placing a focus on the development of the soft skills, which protect<br />
against overuse and trends towards the negative thought patterns and habits evident in some types of<br />
social media use and dependency. The application of our clinical skills to the issue were also<br />
discussed with vigor.<br />
- Dr Erin Mason – school counsellor and creator of SCOPE4SC<br />
Erin trains school counsellors and has an interest in the use of technology in counselling. In the US,<br />
school ‘counselors’ have a different role – with more of a focus on career development and guidance,<br />
as well as counselling skills and child protection etc. We both felt that many of our colleagues were<br />
slipping behind in using technology as productivity tools in administration but also in the use of apps<br />
and games in their clinical practice, and at least a theoretical knowledge of aspects of youth culture<br />
(selfies, sexting, social media dependency etc).<br />
7 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
- Dr Devorah Heitner, Founder and Director of Raising Digital Natives<br />
Devorah runs excellent Digital Citizenship programs in Chicago, her TEDx talk touched on many<br />
fundamentals of DN – namely the way that empowering young people with technology and being<br />
curious about their online/digital worlds and collaborating with young people about setting limits and<br />
guidelines with their technology use. Her programs are rolling out in schools and she had a wealth of<br />
understanding of the nuances of technology use and a balanced approach to communicating benefits,<br />
not just moral panic around risks (which is the feature of many headlines relating to kids and<br />
technology).<br />
- Denise DeRosa, Program Manager, Good Digital Parenting – Family Online Safety Institute<br />
FOSI, like Common Sense Media are advocates for empowered, informed choices and information<br />
regarding parenting in the digital age. Based in Washington DC they have a large lobby base and<br />
links with the major social media and technology companies. Conversation centred around the lack of<br />
clear direction and understanding of the current research in regard to impacts of technology on<br />
developing brains and aspects of cognitive development – the reading of the research can be very<br />
difficult as the age of the games and the activities that young people engage in are so diverse, rich<br />
and the underlying social, cultural and economic factors and vulnerabilities are impossible to control<br />
for. The role of FOSI and CSM in interpretation of research and dissemination of key messages is<br />
vital.<br />
- Norman Shamas, Director of Curriculum & Pedagogy at TechChange<br />
TechChange is a vibrant start-up which seeks to provide high-level Digital Advocacy skills in a variety<br />
of areas, from health engagement to disaster management. It is unique in the way it leverages these<br />
skills for communities who need assistance in amplifying their messages and accessing audiences<br />
who they can work with to solve real world problems in grassroots communities. TechChange is<br />
about using technology for innovating developing/disadvantaged communities and providing<br />
innovative training in disseminating the ‘superfoods’ of technology for social change.<br />
- Interview with Manoush Zamorodi, host of the New Tech City podcast on WYNC.<br />
New Tech City is one of my favourite podcasts, it explores our modern relationship with technology<br />
and the intersection of human behaviour. At the end of 2014 they created a ‘Bored and Brilliant<br />
Challenge’ which saw over 20000 people sign up to adapt, tweak and control their online behaviours<br />
to get back a sense of control, create space for boredom and the creativity which is born out of it. I<br />
was invited to the studio for an interview and chat about my work and how it fits with the show’s remit.<br />
- Play@PREVENT team and Professor Bruce Wexler at C8Sciences team at Yale<br />
Play2Prevent develops Games for Health, and engages with young people to address public health<br />
issues. They’re work is clinically developed and tested to demonstrate outcomes and they have a<br />
team of interns and researchers who design, develop, test and analyse results. I was able to visit their<br />
development lab and discuss the issues with competition in the ‘apps for health’ space. An issue with<br />
apps is that so many available (over 1.6 million – about 10% are ‘educational’) yet there is no<br />
recognised way of reviewing the credentials of the designers or developers of the apps or the true<br />
efficacy of it (unless backed by clinical trials rather than popularity measures).<br />
Professor Wexler is a neuroscientist with a long and esteemed career in developmental disorders.<br />
His work with games designed to develop neuro-feedback and executive functioning skills is not, by<br />
his own admission, cool or popular – however rigorously designed and tested games using purist<br />
neurocognitive tests without the bells, whistles and gimmicks of commercial games (many of which<br />
have features of poker machines).<br />
8 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
- Meeting with David Polger, Digital Ethicist and Digital Lifestyle Expert<br />
David is another self-starter who has become a leading voice in the Digital Citizenship space, creating<br />
excellent resources such as the mental food plate and founding the DigCit Summit which brings<br />
together leading voices in the space. Our conversation lasted over 3 hours and spanned issues of<br />
Intellectual Property, finding unison amongst the diverse voices and developing networks to amplify<br />
and deliver key messages.<br />
- Greg Toppo – author of The Game Believes In You.<br />
Greg is the Education Editor for USA Today and a journalist with over 25 years experience. His new<br />
book came out just before we met Washington DC, and is an excellent resource on understanding the<br />
opportunities that (well designed and moderately used) games provide educators. Greg was<br />
incredibly generous with both his time but also energy in helping me connect with individuals who may<br />
be interested in the work and discussion.<br />
- Dr Michael Rich, the Mediatrician, Peadiatrician at Boston Children’s Hospital<br />
Dr Rich is a wealth of knowledge on media and psychopathologies, his ‘Ask the Mediatrician’ column<br />
and website is a globally recognised resource and his experience with the ‘pointy end’ of problems<br />
relating to the intersection of technology and psychiatry. His account of the significant issues he<br />
encounters helps frame the need for prevention and proactive interventions addressing issues of<br />
‘addiction’ to technology.<br />
- Janell Burley Hofmann – author of iRules.<br />
Janell came to fame as ‘Greg’s Mom’ in 2013 when her contract with her son Greg and his use of the<br />
iPhone he received for Christmas went viral and became the iRules book. Janell is a mother of 5 and<br />
is another of the balanced and realistic minds in the space of understanding the digital cultures that<br />
kids create and enjoy. We agreed that ‘tech-shaming’ parents for the way they allow their children to<br />
access digital devices is not useful in engaging parents with adaptive strategies and efficacy over<br />
their parenting skills.<br />
- Media Psychologist Dr Pamela Rutledge and Diana Graber at CyberWise<br />
Meeting Pamela and Diana was the final stop of the tour, and I was quite mentally fatigued. They<br />
both have incredibly rich knowledge of the nuances of the issue and have created resources and<br />
responses to the challenges. Pamela teaches at Fielding University and is able to unpack layers of<br />
technology impacts that dig deeper into the issues and help elucidate practical interventions. Diana’s<br />
CyberWise network and teaching program is well informed and matched to the needs of children as<br />
they learn to navigate the information age.<br />
- Dr Michelle Blanchard at Young And Well CRC, Melbourne.<br />
The Young and Well is a key organisation both Australian and internationally which champions the<br />
role technology has in the lives of young people’s mental health and wellbeing. I refer to their work<br />
regularly and it has helped inform my ideas on many aspects of both my role as a school counsellor<br />
and in thinking specifically about DN. Our meeting centred around their projects and the intersection<br />
with the development of DN .<br />
- Steve Dupon at The Institute of Games, Melbourne<br />
Steve is working on programs that address the issues relating to PIU and the need to develop coding<br />
and programming skills simultaneously. It was really affirming to hear his ideas and perspective and<br />
feel that my direction and perspectives were reflected in his experiences with young people in<br />
Melbourne. The Institute of Games looks to be a clear member of the Digital Nutrition ‘family’.<br />
9 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
SIGNIFICANT THEMES<br />
‘Screen-time’ is an out-dated concept: consider the content and context of online activities<br />
Considering a simple metric of time is no longer an effective way to consider technology use. In late<br />
September 2015, The American Academy of Paediatrics (AAP) updated their advice to parents on<br />
children’s use of screen technology to removed time based guidelines and instead replaced these with 12<br />
principles for parents to guide technology use and it’s context. This is a welcomed adjustment to the way<br />
we consider Screen Based Media Use (SBMU), the challenge is now to disseminate these widely<br />
accepted principles to facilitate healthy development in a digital age.<br />
The discussions, research and public service/health announcements about what constitutes a ‘healthy<br />
digital diet’ must continue. A focus on translating science/research into interventions and strategies that<br />
can be used by busy parents as they struggle to keep up with the hyper-immediacy and rapidly changing<br />
digital media landscape is needed. Considering the deeper design principles and features of the games<br />
and apps that young people use is important as it helps us to understand the related cognitive processes.<br />
A good understanding of the relationship between design principles and features of software can help us<br />
to develop an understanding of how cognitions can form in a maladaptive way in the absence of<br />
regulation. Attention should be paid to the metaphorical ‘nutrients’ within an online activity and the way this<br />
activity might be loaded with calories or vitamins which enhance learning or social skills as well as the<br />
maladaptive potential.<br />
Digital Citizenship requires a larger focus as an integral part of the curriculum<br />
While a focus has recently been placed on<br />
developing technical skills in the form of<br />
programming code and practical uses and<br />
application of technology, an increasing<br />
emphasis is being placed on Digital<br />
Citizenship – the acquisition of skills which<br />
complement a wholesome, respectable<br />
digital citizen. The model of Digital<br />
Citizenship that the NSW Department of<br />
Education promotes has cyber-safety and<br />
cyber-bullying interventions embedded into<br />
it.<br />
Photo left: NSW DoE Model of Digital citizenship<br />
2011.<br />
The domain of Digital Health and Wellbeing requires further attention and proactive intervention program<br />
implementation in order to educate young people, and parents on ways to maintain the wellbeing in an era<br />
in which learning with technology is an expectation.<br />
The role of parents (in partnership with schools) is critical.<br />
The role of parents and the home environment play a critical role in child development and as such the<br />
digital world they participate in. Issues which arise out of PIU and technology dependence is not restricted<br />
to the home, many spill into school and require resourcing to effectively address the issues according to<br />
best practice and local legislation.<br />
10 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
The apparent ‘digital divide’ which exists between young people’s and their parent’s technical knowledge<br />
creates a situation in which parents may abdicate responsibility around their child’s use of technology until<br />
problematic use issues have arisen. There is currently a sense of ‘course-correction’ occurring in this<br />
area, with an increasing recognition that young people benefit and indeed welcome limits, guidelines and<br />
expectations around their use of technology both in the home and classroom.<br />
Social media offers an important tool for sharing messages and for schools to communicate with parents.<br />
Schools can sharing their day to day logistics and notices fulfilling an immediate information need but also<br />
use social media to better communicate key values and public service announcements that are relevant to<br />
the health and wellbeing of young people, and their parents.<br />
Gaming provides new opportunities for engagement, when used appropriately.<br />
Attitudes and stereotypes to technology use and particularly the use of games is shifting. The use of<br />
games for health and learning is becoming more popular and the movement to design games with richer<br />
narratives and perspectives, more purposeful play outcomes which solve real world problems is<br />
increasing.<br />
The online commercial games, mostly designed for pure entertainment and for adult audiences are the<br />
ones that come to mind when we think about gaming. The serious games and independent games<br />
movement is one that offers new opportunities for student engagement and learning when used in balance<br />
with a range of other strategies. The challenge is for teachers to develop their capacity to make use of<br />
gaming and then to move towards best practice use of gaming in the classroom. in the biggest challenge<br />
is for educators to adopt and develop expertise in Games Based Learning as quickly as digital cultures<br />
and trends emerge.<br />
Mindful and meaningful technology use is fundamental to preventing PIU.<br />
In advocating for mindful and considered technology use, the need for balance with offline skills and<br />
interactions is essential. Mindfulness is being researched widely in its application for both preventing and<br />
treating a range of mild mental health issues, including anxiety and depression.<br />
There is a need to explicitly teach soft skills like self-control, will-power and intrinsic motivation in order to<br />
bring awareness to the ways that digital technology can create compulsive and habitual habits of use<br />
through the positive and intermittent reinforcement many online activities provide. Many of these skills are<br />
expected but not taught. Social and emotional learning (SEL) is a growing area of instruction in the US<br />
that embeds these skills into classroom instruction. Apps and games cannot effectively teach empathy or<br />
eye contact, or gross motor skills – and educators need to be wary of reliance on technology for<br />
engagement.<br />
By cultivating soft skills, mindful and meaningful awareness of their actions and cognitions y mindfulness<br />
and meaning young people develop skills and strategies to live more rewarding and enriching lives in<br />
general.<br />
Uniting key voices in the #DigCit and #EdTech space<br />
The wealth of information, ideas, resources and key organisations in the space which straddles Digital<br />
Citizenship and Educational Technology is extraordinary, although fragmented. My tour united many of<br />
these organisations through introductions and social media mentions, harnessing many of the resources<br />
and developing presentations to school counsellors and psychologists back at home on the range of<br />
issues and ways to work with them.<br />
The power of this ‘tribe’ to share, collaborate and amplify key messages is currently gathering pace with<br />
the co-ordination of the Digital Citizenship Summit (which is due to take place in October 2015) and the<br />
possibility of an Australian DigCit Summit in 2016 (as a partnership between Be Smart, Be Social and<br />
Digital Nutrition).<br />
11 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
DISCUSSION AND RECOMMENDATIONS<br />
Digital Citizenship, Digital Wellbeing and Digital Nutrition lie within a burgeoning field of enquiry with the<br />
potential to positively shape overall wellbeing outcomes of young people.<br />
Various perspectives on issues relating to young people and technology are shared in the media, many<br />
are pejorative, and there is much confusion around what is best practice as demonstrated by scientifically<br />
backed research. It is important that along with developing 21 st Century learning skills, students are also<br />
enabled to develop critical media and digital literacy skills and these become a central component in<br />
pedagogy.<br />
I foresee that a Digital Nutrition program of a suite of 15-minute tips/hacks and concepts could be part of<br />
the Positive Behaviour for Learning (PB4L) program. Digital Nutrition is about encouraging awareness of<br />
positive behaviours and seeks to maximise learning opportunities using technology. The delivery of a<br />
Digital Nutrition program for lower secondary school students would be useful to set up healthy habits as<br />
many ‘legally’ get social media accounts as they turn 13. The role of peer awareness and mediation of<br />
technology overuse is also a powerful mechanism by which young people can self-monitor and set social<br />
mores around their digital habits within their friendship groups.<br />
MORE INFORMATION AND RESOURCES<br />
Digital Nutrition was outlined in my TEDx talk at the Northern Sydney Institute (part of TAFE NSW) in May<br />
2015. Titled ‘The quest for digital superfoods’ this 15 minute presentation outlined the premise and<br />
aspects of the study tour. It can be viewed here. I have also engaged in a range of media appearances<br />
relating to Digital Nutrition which can be viewed here.<br />
Digital Nutrition is a concept which I will continue develop as a personal project over the next few years. I<br />
hope to see it develop into a dynamic resource which brings together the best practice principles and<br />
practitioners in the areas of Educational Technology, Digital Citizenship and the Psychology of<br />
Technology.<br />
Ongoing updates and information can be found at: www.digitalnutrition.com.au where links to social media<br />
channels and valuable blogs can be found.<br />
CONCLUSION<br />
Parents rely on the advice and information of policy makers, educators and experts in order to make<br />
reasoned decisions for their families. Ongoing communication and collaboration between schools,<br />
parents and other agencies is invaluable in disseminating information and up-skilling and empowering<br />
parents and young people in strategies to maintain and improve their wellbeing.<br />
Technology and the Internet are here to stay. We have the choice to be proactive and informed in the way<br />
we integrate this powerful tool into our educational, social, cultural and leisure practices and maximise the<br />
benefits it has on advancing our wellbeing.<br />
12 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
GLOSSARY OF KEY TERMS<br />
Cyber-bullying<br />
Cyber-safety<br />
DER<br />
DigCit<br />
Digital Nutrition<br />
Digital Health and<br />
Wellness<br />
EdTech<br />
FoMO<br />
GBL<br />
The use of technology to perpetrate bullying behaviours.<br />
Issues relating to young people and their safety online, ranging from their digital footprint to<br />
privacy issues and use of social media to connect with ‘friends’.<br />
Digital Education Revolution: a federal government program valued at $2.4 billion over 7 years<br />
from 2008. It aimed to provide laptops to all public high school students from year 9-12 as well<br />
as deploy high speed internet and upskill teaching capacity for ICT.<br />
Abbreviation for Digital Citizenship: skills and characteristics of a person who engages regularly<br />
and effectively in digital technologies and the Internet.<br />
Concept for teaching healthy and sustainable technology habits created by Jocelyn Brewer in<br />
2013.<br />
An aspect of Digital Citizenship which covers the awareness of the physical stress placed on our<br />
minds and bodies by internet usage. For example impacts of eye strain, headaches, stress<br />
problems, interpersonal relationships etc<br />
Educational Technology: a movement of pedagogy interested in the use of technology to<br />
enhance learning.<br />
Fear of Missing Out: a pervasive apprehension that others might be having rewarding<br />
experiences from which one is absent, characterised by being constantly connected to the<br />
internet and social media.<br />
Games Based Learning: type of game play that has defined learning outcomes, designed to<br />
balance subject matter with gameplay and the ability of the player to retain and apply said<br />
subject matter to the real world.<br />
Games for Health<br />
IA<br />
Part of the ‘serious games’ movement – development, use, and applications of game technology<br />
for improving physical and mental health and well-being.<br />
Internet Addiction: see PIU<br />
ICT Information and Computer Technology: see ‘note on terminology’ on page 3.<br />
Oculus Rift Virtual Reality head mounted display (like goggles) due for release in early 2016.<br />
PIU<br />
SBMU<br />
Serious Games<br />
Soft skills<br />
Technology<br />
VR<br />
Problematic Internet Use: excessive or poorly controlled preoccupations, urges, or behaviours<br />
regarding computer use and internet access that lead to impairment or distress. The problem is<br />
more common in adolescent males than females and is very often linked to playing online<br />
games.<br />
Screen Based Media Use: the term by which we consider the screen mediated media rich<br />
activities conducted using ICT.<br />
Serious games are the paradoxically named games which simulate real-world events or<br />
processes designed for the purpose of solving a problem. They can be entertaining, their main<br />
purpose is to train or educate users, though it may have other purposes, such as marketing or<br />
advertisement.<br />
The cluster of personality traits, social graces, communication, language, personal habits,<br />
interpersonal skills, managing people, leadership, etc. that characterize relationships with other<br />
people.<br />
Various definitions, which have changed over the last 200 years -- the simplest of which is<br />
something that has been created through the application of mental and physical effort to solve<br />
problems and craft solutions, thereby achieving some value.<br />
Virtual Reality: immersive multimedia or computer-simulated life, replicates an environment that<br />
simulates physical presence in places in the real world or imagined worlds and lets the user<br />
interact in that world. VR artificially creates sensory experiences, which can include sight,<br />
hearing, touch, and smell.<br />
13 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015
BIBLIOGRAPHY/ REFERENCES<br />
McGonigal, J. (2011) Reality Is Broken.<br />
McGonigal, J. (2015) SuperBetter<br />
McGonigal, K. (2015) The Upside of Stress.<br />
Starcevic, V. (2013). Is Internet addiction a useful concept? Australian and New Zealand<br />
Journal of Psychiatry, 47(1), 16 – 19. DOI: 10.1177/0004867412461693<br />
Tam, P., & Walter, G. (2013). Problematic Internet use in childhood and youth: evolution of a 21 st century<br />
affliction. Australasian Psychiatry, 21(6), 533-536.<br />
Toppo, G. (2015) The Game Believes In You.<br />
14 Jocelyn Brewer // Study Tour Report // Digital Nutrition // August 2015