Online environments build adolescent competence through pride in achievements, social confidence, and creative confidence¶
Claim · All claims
Evidence · 1 study · qualitativer3·q2
Currency · newest study 2025 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Adolescents reported pride in leadership and digital skills, growth in social confidence that transferred offline, and creative confidence through online creation programs. → Gordon 2025
Evidence¶
Gordon 2025¶
Gordon, C. S., Brake, N., Hammond, S. P., Picton, I., Notley, T., Rowston, K., Gutierrez, A., Basarkod, G., Costello, K., Gupta, M., West, M., & Dicke, T. (2025). Adolescent flourishing in a digitally connected world: A qualitative systematic review and meta-synthesis. Preprint. https://osf.io/j48k5/?view_only=8b6423082746439abb4106526e953aaf
q2 · i? · qualitative · r3
Synthesis under the competence theme: a participant using Scratch described "It's creative confidence. Feeling empowered, not just a consumer who plays games on the computer". Other subthemes reported pride in moderating forums and social confidence among shy adolescents that transferred to offline relationships.
"Adolescents' experiences highlight how online programs let them "explore [their] imagination", (12-year-old male; Brennan, 2021, p.588), fostering creative confidence, empowerment, and resilience."
Discussion¶
Learner Variables¶
- Achievement Emotions — predictor: learners who differ on it differ in outcomes
Related Claims¶
- A meta-synthesis of 90 qualitative studies across 26 countries identifies adolescents' positive online experiences with digital flourishing — a broader claim this one bears on
- Online spaces hold distinctive value for underrepresented adolescents for identity expression, supportive peer networks, and friendships — related
- Participating in game jams develops 4C skills (critical thinking, creativity, communication, collaboration) in adolescent students, though skill gains are difficult to verify — related
- Instructors perceive that experiential learning cultivates enjoyment, satisfaction, and self-confidence through peer and community engagement (beauty) — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
online-competence-pride-confidence-creativity |
title |
Online environments build adolescent competence through pride in achievements, social confidence, and creative confidence |
description |
Online environments build adolescent competence through pride in achievements, social confidence, and creative confidence |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2025 |
generated |
by process:wiki-ingest on 2026-10-21 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — gordon-2025 |
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