When there is so much use of technology among adolescents, issues such as cyberbullying becomes more repetitive and students’ educational environments become a danger zone to some. As mentioned in the Social Justice Research Topic post, according to Heiman and Olenik-Shemesh (2015), “cyberbullying has become a worldwide phenomenon, with growing occurrences every year…although cyberbullying might begin in elementary school and can continue to college, it occurs mostly during early adolescence” (p. 147). This is becoming such a large phenomenon in the world because such abuse in the classroom happens with out the adults involved, parents and teachers, knowledge. As mentioned in the article, Sticks and Stones Can Break My Bones, But How Can Pixels Hurt Me?, Cassidy et al mention a list of possible outcomes that can help bring cyberbullying to a solution (p. 395). Some of the suggestions include the development of programs to teach students about cyberbullying and its’ effects, raising awareness in the schools and classrooms, getting parents and students actively involved in the school, and others.
With any type of social justice, part of starting to come to a conclusion and solution to the problem is raising awareness. In today’s society and with the future in mind, it is only plausible that creating a program, application (app), or technology may be the best suggestion when it comes to this type of process. People and especially young adults and adolescents are more succinct to gravitate towards their mobile device when there is something wrong or if there is something they the individual cannot figure out. By resorting to mobile media, it’s easier for the people who are the cyberbullies and the victims of cyberbullying can become more aware of this problem that they are surrounded by.
The app would be called “Did You Know?” The app would be geared towards all people that are involved with cyberbullying that surrounds the classroom – cyberbullies, the victims, parents of the students, and teachers. Since one of the causes is the constant use of technology among young adults and adolescents, the app would only be used during class and in school. With the idea that mobile media is escapable and in the future, schools may be implicating mobile devices in the classrooms, this would be an app that would be mandatory for all students to use in order to receive a specific grade in a subject (i.e. social studies). With intention of using the app and mobile devices (provided by the school) the school board and teachers would have to have permission and consent from the parents or guardians in order for the student to use. The purpose being: to raise awareness in families, students about cyberbullying.
The app would include a series of ‘trivia-like’ questions and would give the class a chance to learn in a ‘game-show-like’ environment. The questions would include statistics and facts that related cyberbullying and its’ causes and effects. The more the adolescents learn about this topic, maybe the less they are likely to be the perpetrators. By taking some of the solutions in the article by Cassidy, et al, at the end of the game, each device/app will have a message of some sort pop up and say something that will increase their self esteem, along with a reminder to do put the mobile device away and do something else. People that seem to have a higher self-esteem are less likely to be a perpetrator of cyberbullying.
Cassidy, W., Jackson, M., & Brown, K. (2009). Sticks And Stones Can Break My Bones, But How Can Pixels Hurt Me?: Students’ Experiences With Cyber-Bullying. School Psychology International, 383-402. Retrieved February 16, 2015, from SAGE Journals.
Heiman, T., & Olenik-Shemesh, D. (2015). Cyberbullying Experience and Gender Differences Among Adolescents in Different Educational Settings. Journal of Learning Disabilities, 48(2), 146-155. Retrieved February 15, 2015, from SAGE Journals.