Author: Trisha Mungal
Let's Talk About The Digital Culture Amongst Our Youths
According to the United Nations more than 50 percent of the world's population is now engaged in the advancement of the rapid growth in digital technology.
Our children schooling, social welfare and future job opportunities may eventually depend on the digital world around them.
Access to digital technologies is starting with children even more younger than previous years, monitoring and limiting on screen time can ensure children are having real life experiences.
Digital culture is the environment that is influence by digital tools and technology that are being used. Common types of digital technology that influences our youths are social media, video games, remote school, virtual experiences and artificial intelligence. According to the United Nations more than 50 percent of the world's population has been reached by advancement in rapid growth of digital technologies. Our youths now have the ability to form relationships and connections from all over the world, to communicate with family and friends in a way that was not possible in previous years.
What was the 1st ever digital technology created? A. Calculator
B. Computer
C. Internet
D. Phone
answer: The electronic digital computer created in 1937.
As we continue to evolve in a digital era the (United Nations Children Fund) states it is important for our youths to stay updated in digital literacy. Schooling, social welfare and future job opportunities may depend on how well our youths understand the digital world around them. Most of us can agree that we live in an ever-revolving environment and as the demand for digital access continues to increase its important that our youth are aware of how to navigate the digital world.
What is the #1 digital technology that is being used? A. Digital Music
B. Movie streaming
C. social media
D. Websites
Answer: Websites
The access to some digital tools can have negative effects. As it becomes harder for some people to take their eyes of the screen and enjoy real life experiences, they are becoming more isolated. Engagement with digital tools seems to be starting even more younger than previous years and we have to determine what the effects of that will be. It is up to parents to ensure they are monitoring and limiting their children's screen time according to research (Christensen 2021) it can lead to obesity, irregular sleep, behavioral problems, impaired academic performance and violence.
In the last few years there has been more students that are now accessing educational resources than previous years, according to (Rizk & Hillier, 2022) and the most significant increase is in students with disability. Our daily life is being influenced by digital technology within our schools, healthcare, business, forensic science, computer gaming design and cyber security. According to the United Nations (2020) digital technologies has advanced more rapidly than any innovation in our history. Digital technologies can have negative impacts from excessive screen time and it's important in my opinion that parents continue to limit the time their children's use of digital technology. Parents should continue to encourage their children to build real life relationships and have real life experiences.
What is a popular digital tool used by our youth?
A. Book they checked out of the library.
B. Beeper
B. Cell Phone
C. Typewriter
Answer: B. cell phone
Jim is in high school and has been struggling to stay awake in class and its not impacting his grades, he has admitted to spending long nights playing video games. What can Jim do to ensure he remains successful in class?
A. Limit his on Screen time
B. Nothing can be done; Jim will eventually get it together.
C. Work with his teacher to only sleep half of the class.
Answer: A Limit on Screen time
References
Centers for Disease Control and Prevention. (2023, January 19). Mental health. Centers for Disease Control and Prevention. Retrieved February 4, 2023, from https://www.cdc.gov/healthyyouth/mental-health/index.htm
Rizk, J., & Hillier, C. (2022). Digital technology and increasing engagement among students with disabilities: Interaction rituals and digital capital. Computers and Education Open, 3, 100099. https://doi.org/10.1016/j.caeo.2022.100099
Spacey, J. (2021). 23 examples of Digital Culture. Simplicable. Retrieved February 3, 2023, from https://simplicable.com/culture/digital-culture.
The Lancet Child & Adolescent Health, (2018). Growing up in a Digital World: Benefits and risks. UNICEF Global Development Commons. Retrieved February 3, 2023, from https://gdc.unicef.org/resource/growing-digital-world-benefits-and-risks.
United Nations. (2020). The Impact of Digital Technologies | United Nations. Www.un.org; United Nations. https://www.un.org/en/un75/impact-digital-technologies
Youth Participation in a Digital World. (2021, May 14). Berkman Klein Center.
https://cyber.harvard.edu/publication/2021/youth-participation-in-a-digital-world