Use media tools wisely- feedback on Sefton-Green’s paper

Honestly, it’s not easy to read Sefton-Green’s article at all. She is a very knowledgeable educator, and in her paper, she refers to large amount of materials and resources, which I know very little about. But, still, I have learned many useful information about the researches that have been done over the relationship between teenagers and the media culture. In this paper, Sefton-Green investigates some traditional and current paradigms in this area, and she also summarizes researches and opinions on video and media productions. In addition, she proposed her opinion on the current research of media culture and it effect on teenagers.

There has been a long time the introduction of new medium raise public anxiety of negatively affecting young generation, such as violence, addiction. However, Sefton-Green believe that “research in the media field, and especially computer games, inherits spurious claims about alleged violent, sensational, and traumatic effects” (p.285). In terms of digital production, she tends to focus on how young people could use them as interactive tools, and new kinds of productions that involved digital technology.

To some degree, I agree that schools and parents are exaggerating the negative effects of media culture on teenagers. The society is making progress, and one of the key promoting product is the Internet. With the widely spread of internet access, there is no way to completely restrain teenagers’ contact with negative influences. It’s suggested in the paper that researchers have been trying to study media culture for pedagogical purposes. For example, if medium could be used to promote learning behavior or to improve literacy. There is no doubt that computer or video games have potential to lead correct study habits. If used properly, they could play important role in teaching activities. Take a story from my neighbor as an example. The son in that family used to addict to computer games, which took tremendous amount of time away from his study, so he was seriously fell behind in his class. But, when the son started to play a computer game that was based on the authentic Chinese history, the game raised his interest in history. And it even helped him pass the history test with a score of 89%. There are a lot of stories and news to prove how media could promote study, so teachers could really find out a good way to use this tool to help their students.