YouTube Is Developing a Secret Weapon Against the Internet’s Worst Commenters by Jeff Piontek

            

Image: Maurits Knook/Flickr

Long considered home to the worst commenters on the internet — racist, cruel, idiotic, nonsensical, and barely literate — YouTube is in theprocess of upgrading its comment system in order to better tame its most loathsome members.

Word of the overhaul slipped out during the Q&A portion of a YouTube developer session at Google I/O, the annual developers conferencefrom the video-upload hub’s owner, Google.

A member of the audience, which was stocked heavily with online video publishers, asked for advice on handling negative commentswithin his YouTube channel. Dror Shimshowitz, a YouTube “head of product,” replied that “comments are kind of the Wild West of video” and can be turned off. But Google doesn’t like it when people do that, he said, because it cuts off the community. So the companyis working on fixing the system.

“We’re working on some improvements to the comment system, so hopefully we’ll have an update on that in the next few months,” Shimshowitz said. Shimshowitz declined to elaborate further in a follow-up interview, in which he was asked about the scope and nature of the planned changes. “We’re working to improve comments as much as we’re working to improve all parts of the site and YouTube experience,” a Google spokesman said,adding that the company would not comment further.

There’s no question YouTube has its work cut out for it; its comment sections are widely regarded as cesspools. Meme harvester BuzzFeed called YouTube “a comment disaster on an unprecedented scale” with “the worst commenters on the internet; ”online entrepreneur (and Wired contributor) Andy Baio  called them “historically pretty bad;” and the online comic XKCD in 2006 imagined the moon landing being broadcast — and moronically heckled — on YouTube. “The internet has always had loud dumb people,” XKCD illustrator Randall Munroe wrote in an accompanying caption, ”but I’ve never seen anything quite as bad as the people who comment on YouTube videos.”

The site’s commenters have inspired a mocking blog and even specialized filtering software.

YouTube improved the situation two years ago, when it introduced a “highlights view,” the predecessor to today’s “top comments” section, which features the comments most highly rated by other YouTube commenters. (It, too  was eventually parodied online.)

But YouTube needs to go much further, to kick the worst vulgarians out from under its videos. The site is trying to build a glossier future for itself, one with smarter videos produced by businesses, Hollywood studios and independent creatives. Better production values, in turn, make the site more attractive to advertisers. Vicious commenters break that virtuous cycle.

“YouTube comments are a potentially fantastic engagement point that is unfortunately the most common go-to example for trolls,” says Huffington Post community manager Justin Isaf. “These are real people who are opening themselves to what is often ridicule and overt abuse. How many people would put themselves out there again after reading comments that belittle, insult, malign or otherwise hurt them? It’s a loss of an amazing opportunity.

“I would love to see Google put their search and algorithm know-how to use to create a more safe space where people can engage in a meaningful conversation and be themselves on video without worry of needing therapy afterward.”

One obvious direction for YouTube is to ask users for more information about themselves. Many members use anonymous handles since YouTube, unlike other Google sites, allows people to create distinct accounts. At other Google sites, users must use their Google+ identity, linked to a real name. As a general rule, people are far less likely to troll under their real name.

Requiring Google+ identities could also help YouTube’s advertisers target ads more narrowly, since Google+ collects information about people’s location, gender, occupation, likes and interests.

If YouTube isn’t interested in integrating more deeply with Google+, BuzzFeed founder Jonah Peretti offers a Plan B: “YouTube should use Facebook comments,” Peretti tells us, referring to Google’s archrival. “YouTube would benefit from extra distribution in [Facebook’s] News Feed so their videos would spread even faster. And people use their true identity on Facebook so it would help make YouTube comments more civil.”

That’s a long shot, given Google’s competitive position with Facebook, but still, it’s better than being subjected to “U SUCK, SERIOUSLY GO BACK TO DORK SCHOOL, ANONYOUTUBE 4-EVA. LOL,” and whatever else the YouTube chorus usually has to say.

Ways We Can Help Students Develop Creativity by Jeff Piontek

This was posted by Larry Ferlazzo

and I reposted it…..thanks

it is a great overview!!

Last week, I asked:

How can we help students develop their creativity?

In addition to ideas from readers, two well-known writers and researchers have contributed responses today:

Jonah Lehrer, author of “Imagine: How Creativity Works,” which has been at the top or near the top of The New York Times bestseller list the past few weeks (A portion of his response is adapted from the book).

Ashley Merryman is co-author (with Po Bronson) of the New York Times bestseller, NurtureShock: New Thinking About Children

Additional resources on this topic can be found at The Best Sources Of Advice On Helping Students Strengthen & Develop Their Creativity and at The Best Resources For Learning About The Importance Of “Grit.”

Response From Jonah Lehrer

Jonah Lehrer is a staff writer at The New Yorker and the author of three books: Imagine, How We Decide, and Proust Was a Neuroscientist. He is also a frequent contributor to WNYC’s Radiolab. He blogs at Frontal Cortex:

I think we need to begin by admitting that the typical classroom is not set up to encourage creativity. Consider a 1995 survey of several dozen elementary school teachers, conducted by psychologists at Union and Skidmofe College. When asked whether they wanted creative kids in their classroom, every teacher said yes. But when the same teachers were asked to rate their students on a variety of personality measures, the traits most closely aligned with creative thinking (such as being “freely expressive”) were also closely associated with their “least favorite” students. The researchers summarize their sad data: “Judgments for the favorite student were negatively correlated with creativity; judgments for the least favorite student were positively correlated with creativity.”

Of course, there’s a very good reason for this: nobody wants a classroom full of little Pablo Picassos. That’s a recipe for chaos, which is why we also need to teach our kids how to focus and exert self-control. But we shouldn’t be so determined to enhance these mental skills that we discourage the mental strategies that make creativity possible.

So how can we improve the situation? The first thing we should do is broaden our definition of effective classroom thinking. Although we often discourage daydreaming in students – we see the wandering mind as a wasted mind – studies show that people who daydream more score higher on tests of creativity. The same lesson also applies to students who are easily distracted. According to the latest research, these kids are significantly more likely to be eminent creative achievers in the real world. (So are students with attention deficit disorders, provided they’ve got moderately high IQ scores.) The point is that our current pedagogy is mostly designed to encourage focused cognition, teaching pupils to stare straight ahead at the blackboard and absorb information. Creativity, however, often requires a very different kind of thought process. Students need to learn how to pay attention, of course. But they also need to learn how to productively daydream.

And this is why arts education is so important. Like most skills, creativity is best learned by doing. Kids don’t learn how to be creative by sitting in lectures about the creative process, or getting history lessons on American innovation. Rather, they learn how to be creative by creating things, by flexing their own imagination.

However, I think arts education also comes with an additional benefit, which is that it gives students a rare opportunity to discover a classroom pursuit they enjoy. This might sound like a trivial objective, but I think it comes with tangible benefits. Angela Duckworth, a psychologist at the University of Pennsylvania, has done a lot of important work documenting the connection between a character trait called grit and classroom success. (People with higher levels of grit are more willing to persevere in pursuit of a goal.) Although Duckworth is only beginning to uncover ways to enhance grit in students, she often employs a pithy maxim: “Choose easy, work hard.” When kids are young, Duckworth says, it’s important to expose them to a variety of different activities, from sculpture to dance to computer programming, if only so they might find something that seems easy. However, once students find a pursuit that feels like fun – this is a sign they’ve got a natural talent for it – then they need to constantly be reminded to work hard. They will learn how to be gritty as they develop their talent.

The importance of choosing easy shouldn’t just apply to the arts. We should endeavor to make every subject, from high school biology to pre-algebra, full of engaging activities that kids might enjoy. Instead of another chemistry lecture, try a cooking lesson; rather than explain statistics with a textbook, why not experiment with sabermetrics and a baseball draft? The problem, of course, is that such enriching exercises are constantly being threatened by budget cuts and the need to improve standardized test scores.

However, if we are serious about enhancing creativity, then we can’t just treat the classroom as a place for disseminating facts that can be regurgitated. (As Kyle Wedberg, the CEO of NOCCA, an arts academy in New Orleans once told me, “We can’t just be in the business of teaching kids the kind of stuff that they can look up on their phone.”) School has to also become a safe space for creating, a daily opportunity for kids to take what they know and apply it in new and meaningful ways. We should encourage students at all grade levels to constantly try out different forms of creativity, so that they might find one that gives them pleasure and meaning. That feeling of pleasure – the thrill of a choosing easy – is a classroom lesson they won’t soon forget.

Response From Ashley Merryman

With Po Bronson, Ashley Merryman is the author of the New York Times bestseller, NurtureShock: New Thinking About Children, which is being translated into 16 languages. Having written for Time, Newsweek, New York, and many others, Merryman and Bronson have won nine national awards for their reporting on the science of human development. She has appeared on countless television and radio shows (including Charlie Rose and Anderson Cooper 360), and has lectured around the nation, from Yale University to Pop Tech:

As Po Bronson and I first reported in Newsweek’s “The Creativity Crisis,” there is evidence of a decline in creativity in the United States – particularly for children. According to professor Kyung Hee Kim, kids have fewer creative responses than they had 20 years ago. Their ideas are less original and have less detail. Young children’s ability to elaborate has plummeted 37% since 1998. (I think of that whenever I ask a child what he did that day. All too often, the response is: “Stuff.”)

The good news is that creativity can be developed: it is a skill that can be taught.

And not just in arts programs. The arts do help kids develop creative self-efficacy – they learn they can turn an idea into something tangible. But the arts don’t own creativity.

Because at its core, creativity is about having a new idea put into action. Another way to think of creativity is that it means solving problems in a unique way. Thus teaching creativity can be thought of as teaching children to problem-solve. Not according to a set formula, but by applying knowledge they have in a new way.

At Akron, Ohio’s National Inventors Hall of Fame (NIHF) School, sixth graders received a letter from a college professor: she asked if the children would help with data collection for a wetlands project. The children figured out what they’d need to know to help her: that lead to studying wetlands and factors affecting the environment. They learned to take measurements and then studied cell development. They worked on how best to display data in oral and written presentations. In other words, they mastered all the required material . . . and never once asked, “Why do I have to learn this?”

There are commercial curricula to help implement programs like these (such as Problem Based Learning and Creative Problem Solving. In the summer, there’s the NIHF “Camp Invention”). However, developing kids’ creativity doesn’t require such large efforts.

Try a simple instruction such as: “Think of something only you would think of. Not your friends, or your family. Just you.” In experimental settings, that doubled the number of creative responses.

Rather than giving kids an explanation for an event or fact (e.g. why is Sacramento the capitol of California?), Dr. Mark Runco suggests students come up with a list of possible answers, and then figure out which is the best/makes the most sense. In this way, kids stretch their imaginations, then learn to evaluate their own ideas.

Learning about foreign cultures and languages increases creativity: in one experiment, just one 45-minute slideshow on China increased creativity scores for two-weeks. Exposing children to a new culture helps them realize there is more than one way to approach a given situation, and to search for new solutions.

And simplest of all – we can develop children’s creativity simply by encouraging it in the classroom. Respond to a child’s off-beat comment rather than ignore it. If they’ve arrived at an answer in an usual way, ask them to explain how they got there.

Kids who say their teachers listen to their ideas have higher creative self-efficacy; they have higher grades and higher aspirations for college.

Studies have found that teachers who are supportive of students’ creativity in their classes have students who are higher in creativity.

Responses From Readers

Margaret Haviland
in an instructional leader and U.S. and World History teacher at at Westtown School in Pennsylvania. She wrote about creativity and teacher professional development recently at the Voices from the Learning Revolution blog:

Teachers need to model creative thinking and the creative process. I have an instructional leadership role in my school and I think it’s part of the work of folks with jobs like mine to encourage and nurture creativity within our faculties. Not every art or music teacher needs to exhibit in a show or perform in an orchestra. Not every science teacher needs to pursue scientific research nor does every English teacher need to be a published author. But all teachers should be transparently sharing with their students their own creative efforts, whether it’s rethinking an approach to teaching, solving a problem with the class, talking about their engagement with an issue beyond school, or sharing their own craft or hobby.

For instance, I have a colleague who has a number of our students working with her to crochet roses (the symbol associated with Cystic Fibrosis) as an ongoing fund raiser. Much about the creative process and imaginative thinking emerges as they share this experience.

David Zulkoskey:

Know your students and by this I mean really know your students. What is in and what is not. Celebrate the accomplishments of others. Create a positive environment that is fun, polite, energetic, safe, nonthreatening, supportive and respectful. Take an interest in your students as a professional teacher – you are not their buddy but rather a compassionate caring person…. Make mistakes, laugh at yourself, and use humour in your teaching. Drama is about life so live it – be healthy, invite kids into knowing about you. You want kids to take risks, well take risks yourself. Find the stories that make life interesting.

Paddy McCabe suggests we help students develop their creativity…

…when pupils are active in planning,when their strengths and interests are central, and when we reflectively use technology
Thanks to Jonah and Ashley for sharing their responses and to readers who left comments!

Please feel free to leave a comment sharing your reactions to this question and the ideas shared here.

Consider contributing a question to be answered in a future post. You can send one to me at lferlazzo@epe.org.When you send it in, let me know if I can use your real name if it’s selected or if you’d prefer remaining anonymous and have a pseudonym in mind.

Anyone whose question is selected for this weekly column can choose one free book from a selection of twelve published by Eye On Education.

This is the last column I’ll be writing this school year and will start answering new questions in the late summer/early fall. In the meantime, however, I’ll be posting “collections” bringing links together from previous posts on common topics (classroom management, student motivation, etc.)

And, of course, I’ll be preparing future posts, so keep those questions coming!

You can also contact me on Twitter at @Larryferlazzo.

10 Ways to Spot a Great Video Game by Jeff Piontek

Not sure I agree with this article as I believe programs and sites like Creative Academies (http://www.creativeacademies.com/) is a much better site. It was designed by a game developer but the difference being that the kids design, develop and publish their own games….check it out.

What your kids look for in a snack might be different than what you look for as a parent. While they focus on taste, you focus on nutrition. Same goes for games. Glitzy, big-name games can be enticing, just like junk food. Some are flashy and addictive but do little to feed kids’ curiosity or help them develop.

But truly great video games can help your kids grow in ways you never thought possible — just like delicious, healthful food. So how can you avoid the sugar-cereal equivalents in the game world? Read these 10 tips to find out.

Great video games:

Draw your kids in. Great games transport kids to another place. You know the signs. Brows furrowed. Thumbs zooming. Yes, you may have to set limits for games that suck time at the expense of other activities. But it’s a good sign when games put kids in a state of “flow.” Games that draw kids in require concentration or imagination and present challenges just beyond their comfort zone. Plus, they’re fun. For example:

  • Super Scribblenauts (age 10+) lets kids’ imaginations run wild as they solve puzzles by writing new objects into a scene. Any word they spell is transformed into a digital creation that then appears within the game world.
  • Professor Layton and the Last Specter (age 12+) is a fascinating mystery that unfolds piece by piece. Kids learn critical thinking and puzzle-solving skills as they complete a wide variety of brainteasers.

Put kids in the driver’s seat. Having choices can make kids feel powerful. Kids who get to decide which path to take or how to spend their virtual money often feel responsible for their fate in a game. In turn, they feel motivated. Games with lots of choices and opportunities for exploration can help kids feel ownership over the experience. For example:

  • ItzaZoo (age 4-7) is a magical experience in which kids see their own art come alive as part of the storyline. Kids can learn skills for reading comprehension and problem solving as they add free-form artwork to colorful, kid-themed landscapes.
  • Gamestar Mechanic (age 8+) provides kids with the digital tools they need to create their own video games. While the limited design software keeps kids’ creations pretty basic, the games they make are real and playable. Kids get to feel true ownership over their work.

Suit your child’s age and interest. Some games are so easy to beat that kids quickly lose interest. Others are so difficult that kids get frustrated. Use your kid’s interests and hobbies as a jumping-off point for selecting games. For example:

  • Art Academy (age 8+) feels like what you’d expect from a beginners’ course at a real-world art school. Kids can pick up in-depth knowledge and expert tips about shading, perspective, color mixing, and more through 10 incredibly detailed lessons.
  • Learn Chess (age 8+) is instructional chess software that covers pretty much every teachable aspect. Kids need a lot of patience and a long attention span, but they can learn a lot if they do. Two players can compete against one another wirelessly, too.

Challenge kids to experiment. The beauty of most games is that you can try again. And again. And again. Running out of time or lives isn’t so bad when you know you have another chance. A willingness to try out several options — and even fail sometimes — is a skill that will serve kids well down the line. For example:

  • I Spy Castle (age 6-10) has seek-and-find puzzles that can be real stumpers. Faced with all types of challenging hidden-object puzzles, kids find patterns and create paths — sharpening their observation skills and practicing logical thinking.
  • LEGO Harry Potter: Years 5-7 (age 10+) challenges kids to work out the rules of new systems in order to survive. Kids who enter this magical world must use a keen sense of observation and logic to figure their way out of the story-based predicaments.

Let kids create. Imagine kids designing new levels for existing games. Picture creator communities in which kids comment constructively and provide feedback. Many games offer media creation as a key part of the experience. Opportunities to make something new within a game signal to kids that their original work has value. For example:

  • LittleBigPlanet (age 8+) lets kids design their own zany platform puzzles as they explore eight wonderful worlds full of Rube-Goldberg-type contraptions and scenery. Its community celebrates invention as players share the levels they’ve crafted with others.
  • Minecraft (age 13+) is a refreshingly open-ended mining and construction game that encourages kids to build imaginative block structures. Kids can learn creative thinking, geometry, and a bit of geology as they sculpt creations in this 3-D space.

Add a social element. There’s nothing wrong with a game of solitaire. But as kids get older, games in which the characters (or even real people) socialize and work together can help kids flourish. Skills like teamwork and communication are the cornerstone of today’s workforce. And having social outlets online can help prep kids for the future. For example:

  • Herotopia (age 7-10) allows kids to become superheroes who work together to outfox bullies. They can also learn geography and practice good global citizenship, earning points for doing good deeds.
  • Skylanders Spyro’s Adventure (age 10+) makes partner problem-solving fun. Kids can investigate problems and figure out solutions, either alone or as a team. They observe clues that may be useful later in the game and figure out how items work together to be helpful.

Complement school. Some kids view video games as an escape from school. Maybe they have trouble sitting still in class but can focus on a video game. Or perhaps a game’s material and format feel more relevant to their lives. Whatever the reason, video games can help teach work and life skills. For example:

  • Dora’s Cooking Club (age 4-7) helps kids see math in cooking. They can learn arithmetic basics as they help Dora and her family in put together a series of recipes.
  • My Amusement Park (DS) (age 6-10) puts kids in the role of a business owner. They learn how to budget money while building and running their own virtual theme park.

“Tell” instead of “show.” Playing great games is like being sucked into a book that you can’t put down. A distressed prince needs rescue. The world is coming to an end. Try to avoid games that spoon-feed answers to kids through quizzing alone or rote memorization and seek out ones with strong storylines. For example:

  • Botanicula (age 10+) begins with tiny creatures that encounter a spider-like monster intent on gobbling up their big, beautiful tree home. The five heroic creatures band together to journey up and down the tree, foiling its parasitic invaders.
  • Sid Meier’s Civilization V (age 11+) helps kids gain lasting knowledge about world history by playing the role of an empowered ruler. Players learn about significant developments in human history and how they led to even greater discoveries.

Have style. Looks aren’t everything, of course. But games with a strong and unified look and feel are really appealing. It’s not just that these games are beautiful — it’s that their style serves a higher purpose of drawing players into a unique world. For example:

  • Flower (age 7+) lets players control flower petals floating on a breeze as they travel over and restore color to grey fields. The experience of hovering over the countryside surrounded by flickering dabs of color is truly unique.
  • Journey (age 10+) presents an unstructured experience of beauty and originality. Players start in the middle of a desert filled with majestic, sand-covered ruins. They slide over dunes and float on both wind and magical energy.

Go beyond repetition. Games in which kids just go through the same motions over and over are okay in moderation. But more variety is nicer. Consider games that mix elements of strategy, action, adventure, role-playing, building, and more. For example:

  • Boom Blox (age 7+) offers nearly 400 levels of puzzles, with the object of destroying block structures. Each puzzle can be played over and over again, so that kids can try different ways to solve it.
  • Portal 2 (age 10+) presents problems for kids to solve through a process of investigation and prediction. To do so, kids must apply real-world understanding to physics-based conundrums.