Another common assumption is that the development of virtual social interactions based on the ideal self, is not reflective of how real people will interact with you in the real world and therefore could potentially give the individual a false sense of confidence, regarding their ability to appropriately interact in the real world. Yet, many would also argue that confidence is the most attractive social attribute, almost regardless of other appearance factors. Lastly, many assume that the development of social skills online, where it is relatively easy, will create a whole body of social isolates that do not interact in the real world because it is too difficult in comparison. So, as you can see the debate regarding social skills development and SMS is still highly fractured and remains to have a clear direction for either research or reality.
Like any other aspect of human functioning there are both positives and potential negatives that pertain to this question. Basically there are two general schools of thought, one being that the social skills of the individual are actually improved by interacting in the virtual world, as a sort of trial for the real world and as a way to gain social skills if one is say to shy in the real world to interact in a meaningful manner. While the other camp believes that the virtual world, with its anonymity and social isolation hinders individuals who at any given developmental stage should be out seeking real human interaction in the real world. Though the research consensus is that there is a great deal we do not know about the effects of SMS on human social skills, in youth and as adults and that greater understanding of both the positive aspects of such pastimes and the negative aspects of such pastimes is crucial to a greater understanding of how such media can be embraced and/or rejected by the broader community. Possibly even how SMS formats might be tailored to better meet the needs of a learner, be it a learner in literacy or any other educational goal, including but not limited to social skills.
Review of Literature
James Paul Gee, a pioneer in research associated with internet media, approaches the subject from the perspective of a scholar seeking to understand and celebrate the manner in which this new form of human interaction can help the human race to progress and prepare for the future. So much so that he addresses the exponential draw of SMS, virtual worlds and massive multi-player online games (MMOGs) as a research topic worthy of analysis for the sake of how it can teach educators how to better engage the student, especially in issues of literacy. Gee embraces the idea that developers and game makers are clearly at an advantage for seeking engaging tools as they are marketing a product, unlike schools, and cannot fail without censure, as failing to engage people is the recipe for never having a format or game launched, produced, marketed or in the worst possible case scenario never making it to market. (Gee, 2004, p. 114) Engaging young people, will in most scenarios, teach them something and it is of the greatest import, according to Gee that the teaching be valuable. Gee would then say we should embrace this medium and utilize it to its fullest potential to engage children in learning. (p. 46)
Gee also touches on the subject of social skills as a secondary demonstrative aspect of perception in a social environment, through literacy and thought, claiming that there is little known about such issues as specialized skill formations, such as those utilized by a group. (p. 3) In so doing he creates the beginning of a long set of questions about specialized groups of online inter-actors and the need for greater understanding of the effects of virtual interaction (p. 157). These questions are demonstrative of those that will likely continue to be explored extensively in the coming years as SMS and other virtual communication and connectivity formats continue to grow and evolve in an organic manner, with the input of both developers and SMS members.
In Zibit and Galarneau's 2006 article entitled Online Games for 21st Century Skills, the authors mirror the ideas of Gee going as far as to boldly state that the virtual world, and specifically online gaming and SMS communication is the future of all education as we know it. (p.4) The work then goes on to specifically address several...
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