You pose an interesting problem Innerdude, it's definitely a challenge for a lot of GM's who want their players to give 110% to the game, but are definitely seeing a lot less.
Here are a few suggestions you can try:
1. Establish different expectations within the game. Tell your players that you will reward their characters when they do something unexpectedly as a bonus. For example, when you present a situation of breaking into a villian's manorhouse, you state that will you reward XP only for planning and roleplaying with each other for the encounter. Whether there is fighting or their plan goes to crap is not the point--the point is get them engaged. Continue to do this and this will establish a habit of contributing instead of just going with the flow.
2. Focus on weak players to pull their weight. Giving everyone the spotlight is a GM's responsibility in a lot of campaign articles, but there are weak players who if they are just going with the flow, then put the spotlight on them. Maybe they just need a little limelight in order to get them out of their malaise. Create situations in which the player must roleplay out a situation to help their friends. Again, you're not looking for success or failure, but engagement to the situation. Also, you'll let them know upfront that there is a reward associated with the encounter so that they will think that in order to get it, they will need to try to be successful.
3. Sometimes, being serious is not the way to go. Shy players tend to not react from tense situations moreso than light ones. Create some humor in the encounters or in the game. If you have really deep or dark subjects, drop them in a more G or PG (not PG-13) setting.
4. Hold your players hands. For kids and new players (or players who haven't matured enough to know what to do on their own), you pretty much should construct situations that puts them on the rails. If your GMing style is a Sandbox or a simple, "You guys are in a tavern, what do you do?" then you should look at your GMing style and probably create some railroads so that players are specifically thrusted into a situation, there is one or two exits from it, and then it moves onto another situation.
5. You need Jared's help. Jared seems like the experience member of the group. You and him should have a pow-wow and come up with ways for him to play characters that put the other players up to the forefront and for you to capitalize on it as well. For example, pick the most shy player in the group and make that person the leader. Jared roleplays a character who becomes a devoted follower to the leader. Jared will constantly defer to the leader to make decisions for the group. If other players disagree with the leader's plan, then Jared rushes to their defence in character.
Oftentimes, players who play rpgs passively are either inexperienced, not really vested, or lazy. It doesn't seem like you have lazy players, but inexperienced ones, so they don't know how to make the most out of a situation. This is where you and Jared need to show them how it's done, tie the rewards to performing as such, and focusing bit by bit on getting them to become independent.
However, if you have players where they are just simply not vested into the experience, there's nothing you're going to do to help them because it's a matter of them wanting to be somewhere else instead of in that player's chair. If that's truly the case, then let them go do something else.