technology and mass media

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

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Page 1: Technology and Mass Media

Technology and Mass Media

The learning tool of the future or quintessence of evil?

Page 3: Technology and Mass Media

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

Page 4: Technology and Mass Media

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

Page 6: Technology and Mass Media

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?

Page 7: Technology and Mass Media

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

Page 8: Technology and Mass Media

Media use according to platform

Page 9: Technology and Mass Media

Differences in media use according to age

Page 10: Technology and Mass Media

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"

Page 11: Technology and Mass Media

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

Page 12: Technology and Mass Media

Potential harms, cont.

Eating disorders

Developmental concerns

School performance and learning problems

Page 13: Technology and Mass Media

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

Page 14: Technology and Mass Media

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

Page 15: Technology and Mass Media

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

Page 16: Technology and Mass Media

Stakeholders

Parents Practitioners Schools Entertainment Industry Advertising Industry Researchers Government

Page 17: Technology and Mass Media

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

Page 18: Technology and Mass 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%

Page 19: Technology and Mass Media

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

Page 20: Technology and Mass 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

Page 21: Technology and Mass Media

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:

Page 22: Technology and Mass Media

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

Page 23: Technology and Mass Media

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.

Page 24: Technology and Mass Media

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?