This section will showcase
my findings on my second research question.
Is there potential for youth
work online?
To answer this question I
will analyse examples of existing projects which have an online presence
working with young people and examine the levels of participation and
conformity to youth work principles they hold. I will then exam models of
participation and attempt to adapt my own interpretation of what I think
participation within online youth work looks like. Firstly, I think I should
elaborate on the ambiguous term that is “Youth Work.”
Youth work can take many
different forms. In its most simplistic form, youth work begins from where
young people are starting (Davis, 2005). In other words, it starts from where
young people are at. Youth work seeks to enable participation through the
services it provides. These services include education, information and advice,
media and health services. Youth work is also based on voluntary participation from
young people. “To conform to the voluntary principle of youth work, youth
workers offer services to young people rather than deliver them to unwilling or
passive recipients (Sapin, 2009: 16). This voluntary principle is what makes
youth work so unique as a service. Young people choose to take part because
they enjoy making friends, feel relaxed and feel respected in having a mutual
relationship with youth workers. “Youth work practice promotes change and
development through a commitment to relationships based on respect for young
people, listening to them and mutual learning” (Sapin, 2009: 3).
As mentioned before, youth
work practice starts from where young people are at, so there is potential for
a youth work presence within an online medium, namely, social media.
Online Youth Work
Youth work within an online
presence can potentially take many forms. Simple promotion of existing services
or events can be posted on a youth projects website to allow young people to
hear about it and chose to participate; similarly a service can be promoted to
recruit young people by giving them more information from the website. This
level of engagement is quite low and is simply informative. Youth work however
it is a relationship based profession and requires conversation and discussion.
Netari is a youth project in Helsinki,
Finland and is coordinated by the City of Helsinki Youth Department, which is
funded by the Education Services. “Youth work in Finland is a formally
specialized and independent field, separate from schools, social work and child
welfare” (Peltola, 2010: 21).
Netari ran youth work projects and
engagement with young people on the social networking site, Habbo Hotel, this was a space where young people
could come and hang out in an online youth centre. Youth workers were also
available if anyone needed information or advice. The virtual youth centre had
a limited opening time between 5pm and 7.30pm and because of the choice to
leave at any time; young people came to the service voluntarily. Unfortunately
the Habbo Hotel service closed in 2007. Netari is part of a larger National
Development Centre for Online Youth Work, which “produces
and develops youth-oriented work and activities that can be done with the help
of the internet.” It also “acts as an expert and support service by
concentrating on increasing information and knowhow related to its area of
expertise.” (City of Helsinki Youth Department, 2011). Employees within the
centre are trained
At current Netari have two projects
online. Demilässä is a discussion board based website where young people can come and
discuss and debate topics and answer questions. There is also a Netari presence
on IRC Galleria, which is the largest social networking site in Finland. The IRC Galleria Netari page has an open chat room where young people can talk to other young
people, as well as talk publicly or anonymously to a youth worker, health
professional or police officer if they need advice or guidance on any issues
these professionals specialise in. This chat room is open one day per week from
5pm to 7.30pm. They also have a
dedicated site just for speaking to health professional called Verkkoterkkareiden. There a user can message the site about health concerns; however it
has a reply delay of 1-2 days.
This service, along with the national
development plan is proof that youth work can work within an online medium.
Within the UK there are varying
examples of an online youth work presence.
TheSite.org describes their website as
an “online guide to life for 16 to 25
year-olds.” They provide “non-judgemental support and information on everything
from sex and exam stress to debt and drugs” (thesite.org, 2013). The home page
of the website has many different sections such as “Sex & Relationships”
and “Drink & Drugs.” These sections have lots of valuable information for
young people. They also feature moderated discussion forums and a live chat
room. Users can also email the website with any issues they may be having and
get confidential advice. Notably this website, as well as many others, contains
links to the social networking site of the website. This recognises the use
that young people have for this technology and so to not have this connection
is missing out on a high percentage of young people. One other useful feature
of the website is its “local advice finder” which finds places where young
people can go and get advice or guidance in person from a professional,
according to their issue. It searches using the geographical location the user
specifies and whichever issue or problem they give detail of.
This approach is
certainly useful as it allows for a cheap and effortless way to recruit and
advertise a service to young people, but it also uses a one way process from
youth worker to young person. However youth work is based on dialogue and
relationships. It is about young people’s participation, rather than just
consumption of information. Because of this one way communication this passive
approach may not be completely described as youth work as such.
The Youth2Youth helpline is a service
which identifies itself as “the confidential helpline run by young people for
young people.” The homepage has a simple layout and the contact details right
on the front, making it one of the first things you see.
Young volunteers aged between 16 and
21 are trained to provide a supportive, confidential telephone and email
service for young people under 19 with emotional difficulties who find it hard
to communicate with adults and/ or prefer their own age group.
Young people between the ages of 16
and 21 volunteer for Youth2Youth and are trained to provide confidential
support and advice to other young people. Since the beginning of the project
young people have been “involved directly, deciding on the name and all matters
relating to its development” (Kirby, 2001: 280). This is a perfect example of
youth work utilising new technology fully. It is empowering both for the young
people receiving advice to get given advice by people their own age, but also
instils new confidence and independence in the young volunteers who are giving
the advice. It is clear to see this
project is young person led, young person moderated and, through adult support,
young person supported. .
As well as dedicated
services for young people, social networking sites such as Facebook and Twitter
also provide opportunities for engagement with young people. One of the
features Facebook holds is the groups’ application. I have experience of
working with this feature in my practice. I was working at a youth project
which organised community events and the primary method of communication
between the youth leaders and the young people in between meetings was through
email. However I noticed a lot of the young people either didn’t have email but
or had it rarely checked it. So I thought it would be easier if we could use
find another methods of communication. At this time Facebook had just released
their groups application so I presented the idea to the young people and they
agreed to it. We discussed how we would implement it and it was apparent that
there was an obviously safeguarding and privacy risk. What we decided to do was
for me and another worker to create specific Facebook accounts for the sole purpose
of engaging with the group. Within the group I was the “admin” meaning I had
control over access and privacy. Facebook groups have three privacy options,
which can be displayed below.
Photo reference: https://www.facebook.com/help/220336891328465/#What-are-the-privacy-options-for-groups
As you can see the levels of access
vary depending on the type of group you wish to implement. For the group I was
creating the privacy was set to private, meaning anyone could join but they had
to be added by an existing member of the group. Similarly the group didn’t show
up in searches and it was never shown on the group member’s profile. I was then
able to message the young people with a form of communication they used
regularly, in a safe way.
The above example shows how social
networking can allow for engagement with young people. The Facebook group could
also be used for receiving feedback through commenting on posts and it could be
used to create debate and discussion.
The last example I will examine is
Teen Second Life, which is an online role playing game where players are given
an avatar and can travel around a virtual world taking part in activities with
other users and exploring. A users avatar is a virtual representation of
themselves. Usually avatars are fully customisable with physical features such
as skin, hair and eye colour as well as changing their clothes and adding
accessories. The user has complete control over their avatar, so a Teen Second
life user “can create an avatar that is seemingly identical to their physical
world persona or one that represents a radically different or impossible alter
ego.” (Etengoff, 2011: 4). This in itself could be seen as form of teen
self-expression online. Teen Second Life has also been used by educators to
deliver a series of workshops on positive body image, using the customization
options on the avatars to explore body types (Etengoff, 2011). Teen Second Life
allows its users to have creative control over the virtual environment. Young
people can create new worlds and share them with their peers.
Etengoff (2011) also raised the issue
of vulnerability in Teen Second Life. She notes apparent racial inequalities
being expressed between avatars of different skin tone. She also notes “many
clinical psychologists discuss the fear that adolescents with low
self-confidence and limited social skills may be particularly vulnerable to
danger of substituding their virtual life and identity for physical world
social interactions.” This is similar to the social compensation noted in the
previous section where users will over compensate for their lack of self-esteem
by adding more Facebook friends to their social network.
Teen Second Life closed in 2010,
however it was the perfect example of young people being creative online and
had big capability for educators, especially youth work.
So far I have studied a few varying
levels of participation felt in online youth work.
The Finnish example Netari provided
good engagement with young people but was somewhat based simply on information
being “dispensed” to the young person when they needed help or advice, the same
applied with TheSite.org. These approaches are very useful for a young person
searching the internet for advice or guidance, however I believe online youth
work can go further. Teen Second Life provided high levels of participation but
seemed more like a virtual community in its own right than virtual youth work.
We can see that these different
approaches have varying levels of participation from young people. I will now
examine existing models of participation and interpret my understanding into my
own model.
Levels of Youth online
participation
There are many models used
to measure levels of participation of young people in youth work. The most
popular of which is Hart’s (1992) Ladder of Participation. It refers to
increasing levels of participation with level 8 being the highest. At this
point, young people are the ones who create ideas and take the initiative on a
youth work activity. This is the best possible outcome for youth work practice
as it allows for mutual respect and shared decisions, which are key values of
youth work.
Hart (1992) p.8
The model was developed from
offline practice and therefore refers to face to face interaction, however can
this model be applied to online youth work?
It’s clear that there is
some room for varying levels of participation of social media facilitated youth
work. Davis & Cranston (2008) devised a new model to measure levels of
online participation which serves the purpose well, however I feel I have
devised a simpler alternative.
The Creation/ Consumption
model gives a clearer picture of online engagement through social networking
however I think it can be simplified. It was developed with elements of both
Hart’s ladder of participation and the model developed by Davis & Cranston.
Below is my model of youth work participation within online space.
Promotion:
This level refers to offline youth services being advertised or promoted
through a website or social networking site. Young people see the information
and attend if they wish. Examples of this level include a website for a local
youth club or service or a Facebook page.
Engagement:
youth workers engage with young people through message boards or blogs, and
young people have the facility to comment, discuss and give feedback on
information. Youth workers still retain a lot of control over content. Examples
of this approach include a secret Facebook group with users commenting on posts
and a message board with youth worker admins.
Participating:
this level refers to young people participating in a project with an online
presence which has been created and is controlled by youth workers. Examples of
this level include youth2youth and message boards
Creating:
this level refers to young people creating and managing content and having
shared decisions with adults. Teen Second Life was a perfect example of this.
We have explored varying levels of
participation in online youth work and identified appropriate measurements of
participation. We have acknowledged that the internet and virtual spaces can be
an exciting opportunity, as well as a dangerous space for young people. The
ability to talk to someone anonymously over the internet may seem like a good
thing if a young person feels comfortable talking about an issue; however the
worker cannot be truly accountable in knowing the outcome of the situation which
they provided advice and support for. As well as this, the young person can
choose to leave at any time, which makes both for the ultimate voluntary
relationship as well as potential gaps in ensuring safeguarding, a key ethical
principle recognised by the NYA (2004).
These findings have found
that online youth work already exists and comes in many forms, just as offline
youth work. I think if we are to truly engage with young people through social
media we must make sure it is:
1. Safe to be involved with
2. Attractive to young people
3. Open to feedback and dialogue.
4. Fun!
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