Technology and Mass Media

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By: ebtisamfetohy (30 month(s) ago)

excellent presentation

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Technology and Mass Media : 

Technology and Mass Media The learning tool of the future or quintessence of evil?

Background – Health News : 

Background – Health News Learning by Playing: Video Games in the Classroom – New York Times Violent Video Games Touted as Learning Tool – FoxNews.com Doctors Treat Vision Problem With Video Games – abc News Med students: Give us video games – cnet News

Background – Health News : 

Background – Health News Teen Internet addicts more likely to develop depression – msnbc.com Do video games cause attention problems in kids? - Pediatrics, online Too much TV, video games can threaten attention span – USA Today Do Video Games Cause ADHD? 3 Ways to Keep Your Kids Safe – U.S. News Violent Video Games May Increase Aggression in Some But Not Others - HealthNewsDigest.com

Slide 5: 

Video: Games Theory http://video.nytimes.com/video/2010/09/15/magazine/1248069030957/games-theory.html?scp=1&sq=games%20theory&st=cse

In this presentation : 

In this presentation Why is it important to have a good understanding of technology tools, such as videogames and internet? How technology use can be beneficial when used as a learning aid? What are the possible harms? What are the implications for health education and program planning?

Facts : 

Facts Youth spends more than 7 hours a day using technology tools Numbers on children and adolescent (2005) two thirds of had a television set one half had a VCR or DVD player or video-game console nearly one third had Internet access or a computer Patterns of use 97% of adolescents reporting that they play video games on the computer, Web, handheld device, or console 93% of youth aged 12 to 17 are on-line 71% have a cell phone

Media use according to platform : 

Media use according to platform

Differences in media use according to age : 

Differences in media use according to age

Challenge : 

Challenge Visual media can be used as innovative learning tools, or ways to disseminate health information BUT what are the tradeoffs? What are the dangers of using technology and media? President Barack Obama recently identified the creation of good educational software as one of the "grand challenges for American innovation"

Potential harms of media use : 

Potential harms of media use Negative influence on beliefs and behaviors (Observational Theory and Superpeer theory) Violence Sex Substance use “True, media violence is not likely to turn an otherwise fine child into a violent criminal. But, just as every cigarette one smokes increases a little bit the likelihood of a lung tumor someday, every violent show one watches increases just a little bit the likelihood of behaving more aggressively in some situation.” Psychologists Brad Bushman and L. Rowell Huesmann

Potential harms, cont. : 

Potential harms, cont. Eating disorders Developmental concerns School performance and learning problems

Potential harms, cont. : 

Potential harms, cont. Physical issues Video games can affect sight Heavy TV viewing has been associated with: Hypercholesterolemia Hypertension Increased prevalence of asthma Sleep disorders Mood disorders Obesity Decreased physical activity Media food marketing

Potential benefits of media use : 

Potential benefits of media use Videogames “Distractor” in pain management Therapeutic Rehabilitation Aid Development of: Social skills Spatial abilities Problem-solving exercises Mathematical ability Increased Energy Expenditure

Potential benefits of media use, cont. : 

Potential benefits of media use, cont. Mass Media Prosocial Effects Learn antiviolence attitudes Empathy Tolerance toward people of differing race, ethnicity, and age Important message embedded into TV shows

Stakeholders : 

Stakeholders Parents Practitioners Schools Entertainment Industry Advertising Industry Researchers Government

Implications for Researchers : 

Implications for Researchers Current Research Mainly focuses on television use Mainly cross-sectional studies To improve research Longitudinal Include other forms of media, such as cell phones, video games, internet, social networking Also, studies should examine the use of multiple forms of media

Implications for Parents : 

Implications for Parents Parents often lack awareness on: Child’s time of media use Content of media they are using “Third-person” effect Not my child In 1999: 57% of parents knew about the video games their kids were playing In 2006: 33%

Implications for Parents : 

Implications for Parents To prevent addiction: Awareness of the content of the media Interact with children while they are using said media Accompany child when purchasing games or programs Find alternative sources for leisure activity Discuss negative and positive implications of different forms of media

Implications for Schools/Teachers : 

Implications for Schools/Teachers School can promote the beneficial aspects of technology and teach children how to use in a positive manner Some suggestions to improve utilization of technology Talk about media addiction Make gaming and technology use interactive Promote social activities Encourage other leisure time activities and multiple interests Reward for good performance on educational games and technology uses

Suggestions for Program Planning : 

Suggestions for Program Planning Educational or therapeutic objective Type of game Required level and nature of involvement Information and rules The role of luck Difficulty Competition Duration Participant age and characteristics Number of players Facilitator's role Setting Hardware When deciding to use interactive devices, consider:

Current Health Promotion Programs : 

Current Health Promotion Programs Body Awareness Resource Network (BARN): kids apply health information in a nonjudgmental hypothetical situation Based catharsis theory Vicksburg Mississippi Medical Center uses videogames to introduce heart problems to people 30% of people ask for more information from the hospital

References : 

References Chang, T. and Chen, W. (2009). Effect of computer-based games on children: an experimental study. Educational Technology and Society 12 (2): 1-10 Chiu, S., Lee, I. J., Huang, D. (2004). Video game addiction in children and teenagers in Taiwan. Cyber Psychology & Behavior, 7(5), 571- Dorman. (2007). Video and computer games: effect on children and implications for health education. Journal of School Health 67 (4). Griffiths, M. Can Videogames be Good for Your Health?. Journal Of Health Psychology. 2004:339-344 Graf, D., Pratt, L., Hester, C., Short, K. Playing Active Video Games Increases Energy Expenditure in Children. Pediatrics. 2009:534-540 Hoffman, B., and Nadelson, L. (2010). Motivational engagement and video gaming: a mixed methods study. Education Tech Research Development 58: 245-270. Kearney, P., Pivec, M. (2007). Sex, lies and video games. British Journal of Educational Technology, 38(3), 489–501. Skoric, M.M., Chang, L.L, and Neo, R.L. (2009). Children and video games: addiction, engagement, and scholastic achievement. CyberPsychology and Behavior 12 (5): 567-571. Strasburger, V. C., Jordan, A. B., & Donnerstein, E. (2010). Health effects of media on children and adolescents. Pediatrics, 125, 756-767.

Questions : 

Questions Do you think more funding should go to researching media and why? How integrated should media be in program planning or education? What do you think are possible benefits/ threats of the newly emerging technologies, not mentioned in this presentation? How big of a role do you think media will play in the health education programs of the future?