Katie Davis

ORCID: 0000-0001-8794-8651
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About
Contact & Profiles
Research Areas
  • Impact of Technology on Adolescents
  • Child Development and Digital Technology
  • Social Media and Politics
  • Open Education and E-Learning
  • Multimedia Communication and Technology
  • Mobile Learning in Education
  • ICT in Developing Communities
  • Innovative Teaching and Learning Methods
  • Innovative Human-Technology Interaction
  • Digital Games and Media
  • Artistic and Creative Research
  • Educational Methods and Media Use
  • Teaching and Learning Programming
  • Educational Games and Gamification
  • Literacy, Media, and Education
  • Speech and dialogue systems
  • Web and Library Services
  • Optics and Image Analysis
  • Mathematics, Computing, and Information Processing
  • Big Data and Business Intelligence
  • Mobile Health and mHealth Applications
  • Identity, Memory, and Therapy
  • Mentoring and Academic Development
  • Usability and User Interface Design
  • Art Education and Development

University of Washington
2015-2024

Seattle University
2018-2024

University of Michigan–Ann Arbor
2022-2023

University of Toronto
2023

Office of International Affairs
2021

Ohio Arts Council
2021

Columbia University
2017-2019

Murray Darling Basin Authority
2019

Johns Hopkins University
2019

University of North Carolina at Chapel Hill
2019

No one has failed to notice that the current generation of youth is deeplysome would say totallyinvolved with digital media. Professors Howard Gardner and Katie Davis name todays young people The App Generation, in this spellbinding book they explore what it means be app-dependent versus app-enabled how life for differs from before era.Gardner are concerned three vital areas adolescent life: identity, intimacy, imagination. Through innovative research, including interviews people, focus...

10.5860/choice.51-5659 article EN Choice Reviews Online 2014-05-22

This article explores how young people – for whom issues of identity are particularly salient conceive the new opportunities self-expression provided by digital media technologies. In-depth interviews were conducted with 24 ‘digital youth,’ ages 15–25, who highly engaged in at least one form activity time their interview. Participants presented a hypothetical scenario designed to probe conceptions identity, both online and offline. The themes identified organized into conceptual framework...

10.1177/1461444811422430 article EN New Media & Society 2011-11-08

Background We evaluated the influence of prenatal exposure to widespread urban air pollutants on development self‐regulation and social competence in a longitudinal prospective cohort children born nonsmoking minority women New York City. Methods Air pollutant was estimated categorically by level polycyclic aromatic hydrocarbon ( PAH )‐ DNA adducts maternal blood collected at delivery, providing biomarker over 2‐ 3‐month period. Deficient emotional (DESR) defined as moderate elevations three...

10.1111/jcpp.12548 article EN Journal of Child Psychology and Psychiatry 2016-03-17

Many smartphone users engage in compulsive and habitual phone checking they find frustrating, yet our understanding of how this phenomenon is experienced limited. We conducted a semi-structured interview, think-aloud phone-use demonstration, sketching exercise with 39 (ages 14-64) to probe their experiences checking. Their insights revealed small taxonomy common triggers that lead up instances use second set end sessions. Though participants expressed frustration lack self-control, also...

10.1145/3290605.3300542 article EN 2019-04-29

Abstract The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18–31 years ( M = 20 years, SD 1.5) enrolled in an undergraduate course focused on social networking technologies. Surveys were conducted at 3 time points during the (beginning, middle, and end). Overall, we found positive trends with respect to perceptions gamification's impact their learning, achievement, engagement material. Although who played identified...

10.1111/jcal.12254 article EN Journal of Computer Assisted Learning 2018-04-19

Abstract There is considerable debate about young people's concern for privacy today, given their frequent use of social media to share information and other content themselves others. While researchers have investigated the online practices teens emerging adults, relatively little known attitudes behaviors younger youth. Drawing on interviews with 42 middle school students, or 'tweens', we explore how youth in this age group think manage issues online, as well messages they report hearing...

10.1080/17439884.2012.658404 article EN Learning Media and Technology 2012-03-19

The involvement of people living with dementia in research has traditionally been located the realms 'subject' or 'participant'. However, there an increase demand for greater transparency by academic bidding teams (particularly within UK) demonstrating how a lived experience have and will be involved process. Located Economic Social Research Council/National Institute Health (ESRC/NIHR)-funded Neighbourhoods Dementia Study (2014-2019), led University Manchester (UK), this paper outlines...

10.1177/1471301216674559 article EN Dementia 2016-10-16

Young people worldwide are participating in ever-increasing numbers online fan communities. Far from mere shallow repositories of pop culture, these sites accumulating significant evidence that sophisticated informal learning is taking place novel and unexpected ways. In order to understand analyze more detail how might be occurring, we conducted an in-depth nine-month ethnographic investigation fanfiction communities, including participant observation author interviews. Our observations led...

10.1145/2818048.2819934 preprint EN 2016-02-27

From Harry Potter to American Horror Story, fanfiction is extremely popular among young people. Sites such as Fanfiction.net host millions of stories, with thousands more posted each day. Enthusiasts are sharing their writing and reading stories written by others. Exactly how does a generation known for videogame expertise than long-form become so engaged in these communities? Via nine-month ethnographic investigation communities that included participant observation, interviews, thematic...

10.1145/2998181.2998342 preprint EN 2017-02-14

Prior research indicates that many adolescents struggle to use social media intentionally, with negative impacts on well-being. This presents an important but under-researched opportunity improve youth well-being through interaction design. We developed Locus, a mobile application shapes adolescents' entry experiences into the apps their phones by prompting them reflect intentions before they open app and at end of day. In designing we combined psychology theories—to identify design...

10.1145/3585088.3589387 article EN 2023-06-14

Adolescent girls have emerged as the largest demographic of bloggers in United States. In this study, author interviewed 20 girls, aged 17 to 21, who had been blogging for 3 or more years. Consistent with previous studies involving youths’ online activities, discussed their use self-expression and peer interaction. They also observed that content style blog writing has changed considerably over Their observations reflect key changes self-development relationships typically occur during...

10.1177/0743558409350503 article EN Journal of Adolescent Research 2009-12-07

AbstractThe American Academy of Pediatrics has identified bullying as a serious health risk for adolescents. In today's age social media and smartphones, this taken on new forms extended its reach. Strategies to reduce the prevalence negative consequences associated with both traditional cyberbullying require knowledge victims' lived experiences well coping strategies they employ – effectively ineffectively respond their tormentors. This article presents findings from an in-depth content...

10.1080/1369118x.2014.952657 article EN Information Communication & Society 2014-09-02

Prior work on adolescent interest development shows that mentorship can promote in a subject while reshaping beliefs about the subject. To what extent do these same effects occur computing, where and have traditionally been negative? We conducted two studies of Puget Sound region United States, surveying teaching 57 diverse adolescents with interests computing. In first study, we found computing was strongly related to having mentoring relationship not gender or socioeconomic status. Teens...

10.1145/3105726.3106177 article EN 2017-08-14

This article explores the efforts of one network afterschool programs to leverage new media technologies promote out-of-school learning among high school students from nondominant backgrounds and connect this their contexts. The study entailed in-depth interviews focus groups with 40 youth adults involved in programming, as well 12 observations sessions school-based classes. A thematic analysis transcripts field notes revealed a notable discrepancy youth's experiences settings. Out-of-school...

10.1080/01972243.2016.1130498 article EN The Information Society 2016-02-05

Through focus groups (n=61) and surveys (n=2,083) of parents teens, we investigated how their teen children experience own each other's phone use in the context parent-teen relationships. Both expressed a lack agency use, feeling overly reliant on displaced by phone. In classic example fundamental attribution error, party placed primary blame other, rationalized behavior with legitimizing excuses. We present conceptual model showing parents' teens' relationships to phones perceptions are...

10.1145/3290605.3300457 article EN 2019-04-29

The ability to manage emotions effectively is critical healthy psychological and social development in youth. Prior work has focused on investigating the design of mental health technologies for this population, yet it still unclear how help them cope with emotionally difficult situations in-the-moment. In paper, we aim explore appropriation, naturally emerging engagement patterns, perceived impact an exemplar interactive tangible device intervention designed provide in-situ support, when...

10.1145/3491102.3502135 article EN CHI Conference on Human Factors in Computing Systems 2022-04-28
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