While the school hoped to tailor its offerings for the digital generation, it quickly became apparent that the school’s ideas about students’ lives entailed familiar cultural biases. Most students were indeed enmeshed in digital technologies outside of school, but they used digital media in many different ways, and educators only considered some of these practices to be appropriate for school. For example, while a clique of less privileged girls made up the most experienced and sophisticated users of social and communications media like Facebook, Instant Messenger, and mobile phones, these technological practices were either banned at school or made the subject of lessons about online safety and civility. By contrast, the school did not offer lessons about the safety and civility of playing video games; if anything, educators celebrated and defended the educational legitimacy of a “geeky” enthusiasm for video games.5