Post on 17-Nov-2014
description
Technology and Mass Media
The learning tool of the future or quintessence of evil?
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 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
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 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
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
Differences in media use according to age
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
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.
Eating disorders
Developmental concerns
School performance and learning problems
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
• 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. Mass Media
• Prosocial Effects • Learn antiviolence attitudes • Empathy• Tolerance toward people of differing
race, ethnicity, and age• Important message embedded
into TV shows
Stakeholders
Parents Practitioners Schools Entertainment Industry Advertising Industry Researchers Government
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 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 playingIn 2006: 33%
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 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
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 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 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 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?