young adults

Program involves  60-second videos made by young people (between the ages of 12 and 20) from all over the world. Over 1900 videos have been made to date.

Conversations between LGBTQ and ally youth and elders about the joys and challenges of love, the meaning of Proposition 8, and the changing ways that LGBTQ people represent themselves.

Affiliated with 90.5 WRTE-FM Chicago and the National Museum of Mexican Art, Radio Arte is a Latino-owned, bilingual, youth-driven public radio station that works to advance the voices of a multi-layered society. Through socially conscious journalism, media-literacy training and programming, Radio Arte strives to showcase music, issues, events, and community forums that are representative of Mexican/Latino culture.  It also provides professional skills and leadership training for youth and adults.

Novellas created by youth are featured at

A research unit of Harvard Project Zero, Stanford Center on Adolescence and the Quality of life Research Center at Clarement Graduate University has been studying how individuals strive to do “good work”—work that is excellent in quality, ethical, and engaging to the worker as part of the Good Work Project.  This unit is  now applying its  “good work” lens to the digital media, a new domain of activity in which youth in particular are becoming leading participants.  While a high proportion of young people’s activities in cyberspace are social—constituting more “play” than “work”— the researchers believe that it is critically important to explore the ethical character of their conduct in this evolving sphere. 

“Far from being passive consumers (or, as some fear, victims) of media, young people are actively contributing to and defining the new media landscape through sites such as MySpace, Flickr,YouTube, Second Life as well as blogs and multi-player games. While we believe that young people are invoking and nurturing important skills through such creations, are they also developing an ethical sense regarding their online activities?  We wish to understand how young people conceptualize their participation in virtual worlds and the choices they make as they interact with one another.  What beliefs, values, and goals do they bring to their activities online?  What ethical considerations guide their conduct? Are they even aware of the potential for ethical or unethical behavior — at least until the time whey they themselves are the victim?  What kinds of identities do they construct and what are the ethical implications?  For example, when young people take on new virtual identities, do they behave civilly or do they use these identities as an occasion for bullying?  When they create using materials online, do they appropriately credit sources or do they lift without regard for authorship?  How do they understand authorship and ownership in a sphere in which most information and material is “up for grabs,” (i.e., easily downloaded or acquired via copy and paste)?
In short, how do young people define “good” cyber-citizenship and what kinds of things do they do to achieve it? 
We are studying young people (ages 15-25) who regularly participate in online games, social networking sites, and other online communities. Our methods include in-depth interviews, the posing of hypothetical ethical dilemmas, and observations of youth participating in online communities. Through these methods, we seek to uncover
strategies for “good play” and, ultimately, to develop tools to encourage it.

Videos by children on the importance of voting.

The Educational Video Center is a non-profit youth media organization dedicated to teaching documentary video as a means to develop the artistic, critical literacy, and career skills of young people, while nurturing their idealism and commitment to social change. Founded in 1984, EVC has evolved from a single video workshop for teenagers from Manhattan’s Lower East Side to become an internationally acclaimed leader in youth media education. EVC’s teaching methodology brings together the powerful traditions of student-centered progressive education and independent community documentary.

The Globaloria Program was established by the World Wide Workshop Foundation in the spring of 2006. A network of educational, programmable websites and related wikis and blogs, the Globaloria Program prepares young people (13 and older) to use technology, specifically to become makers of interactive games and simulations, for their own personal and professional development and for the social and economic benefit of their communities.

The MIT Comparative Media Studies (CMS) program is “committed to the art of thinking across media forms, theoretical domains, cultural contexts, and historical periods. Both our graduate and undergraduate programs encourage the bridging of theory and practice, as much through course work as through participation in faculty and independent research projects.  The goal of our program is not to replicate existing paradigms, but as an early CMS backer said, to prepare students for jobs that don’t yet exist. We consult regularly with leaders in industry, the arts, public policy, journalism, education, and the nonprofit sector, trying to understand contemporary developments, identify job and internship opportunities, and pinpoint skills and knowledge which will help prepare our students for new opportunities.

Courses are designed to “teach students to both make and reflect upon media and in the process, to acquire important skills in team work, leadership, problem solving, collaboration, brainstorming, communications, and project completion, which will prepare them for a broad range of academic and professional careers.”

A program of the Case Foundation begun in 2008,  Social Citizens explores “the potential impact of individuals who are combining their use of digital tools and people power to make change in their communities and around the globe. Whether building platforms to facilitate conversations, motivate social action, or raise money for causes they care about, social citizens are no longer depending on traditional institutions and “top-down” structures to call the shots. Instead, they are working collaboratively, interactively, and entrepreneurially to generate new kinds of positive change in their communities and around the world.  Through the Social Citizens program, we aim to lift up and share examples of how the rising generation is helping to redefine the face of giving across all ages and backgrounds. We hope to inspire feedback and discussion online at the Social Citizens Blog, and offline through a series of programs that provide a snapshot of these social citizens and their passionate engagement with communities and causes larger than themselves. ” (emphasis added).

NPR-based program encouraging creation of personal audio diaries with content, curricula and comprehensive links.

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