Educational Psychology and Social Media


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Educational Psychology and Social Media

  1. 1. Educational Psychology & Social Media Dr. Ulas Basar Gezgin, PhD
  2. 2. Contents• Introductory Group Work• Cases, Findings and Recommendations – Definition of Social Media – M-Learning Examples – The Most Recent Social Media Websites for Educational Uses – Educational Smartphone Applications – Psychoeducation and Clinical Uses – Social Skills Training in Online Games – Cyberbullying – Future Use of Online Games for Education• Relevant Educational Theories and Models• Extra: Video Discussion4/20/2012 edu psy & social media 2
  3. 3. Introductory Group Work• Group work (5 students in each group)• Do you know any educational use of Facebook, mobile phones and online games? Please share as a case study. If you don’t know any, please brainstorm about how these three can be used for educational purposes.• Please list on a piece of paper. This will be collected and discussed by the professor.4/20/2012 edu psy & social media 3
  4. 4. Cases Findings andRecommendations
  5. 5. Definition of Social Media• “Any online media that are designed and used for social purposes”. (Gezgin, in press).• Social media “provides a mechanism for the audience to connect, communicate, and interact with each other and their mutual friends through instant messaging or social networking sites” (Correa, Hinsley, & Gil de Zúñiga, pp. 247-248).4/20/2012 edu psy & social media 5
  6. 6. M-Learning Examples• Mobile Lecture Interaction (Cruz e Costa, Ojala & Korhonen, 2008).• English vocabulary learning among non-native speakers (Cavus & Ibrahim, 2009; Hsu & Lee, 2011; Thornton & Houser, 2005).• A project of educational mobile game development (the mobile Game-Based Learning project, mGBL) (Mitchell, Cisic & Maxl, 2007).• Educational uses of smartphones and iphones: Herrington, Herrington, Mantei, Olney & Ferry (2009). (Various applications presented and discussed)• Empowerment of illiterate and semi-literate users: Balasubramanian, Thamizoli, Umar & Kanwar (2010)4/20/2012 edu psy & social media 6
  7. 7. The Most Recent Social Media Websites for Educational Uses• Edmodo: Social networks for education• EverFi: Life-skills education• Desmos: Interactive educational software• GoodSemester: Open online course platform• iversity: Online course and research organizer• MindSnacks: Language learning• MyEdu: Personalized degree planning• ScholarPRO: Scholarship matching service• Piazza:Q & A service for students• (The Chronicle of Higher Education, 2012).• edu psy & social media 7
  8. 8. Educational Smartphone Applications• Quizzes• Language games• Dictionaries• Star Chart, Mobile Observatory etc.• Google Maps, Navigator etc.• Reading and writing aids for kids• Driving tests• Math applications• Cognitive Diary4/20/2012 edu psy & social media 8
  9. 9. Psychoeducation and Clinical Uses• Accessible by a wider population,• A better link between therapy setting and everyday life,• Accessible everywhere and all the time (Preziosa et al., 2009).• Can be personalized to meet specific needs of patients,• Cost-effective compared to other sorts of interventions (Fjeldsoe, Marshall & Miller, 2009).• Used for cases of bulimia, depression, and smoking cessation (Preziosa et al., 2009).•4/20/2012 edu psy & social media 9
  10. 10. Psychoeducation and Clinical Uses• Especially useful for follow-up and monitoring of the patient (Preziosa et al., 2009).• Preziosa et al. (2009) : Exam anxiety and stress management.• Rizvi, Dimeff, Skutch, Carroll, & Linehan (2011): Borderline personality disorder and co-morbid substance use disorder by a smartphone application (DBT Coach (Dialectical Behavior Therapy)).• Use of mobile narratives (narrated videos) with relaxing contents: Reduces anxiety and boost relaxation among commuters (Grassi, Gaggioli, & Riva, 2009).• Not considered to be substitutes to traditional therapy sessions, but as complements to them (Rizvi et al., 2011).4/20/2012 edu psy & social media 10
  11. 11. Social Skills Training in Online Games• MMORPG players play the game mostly for social reasons (social interaction, grouping features etc.). This challenges the idea that these games are socially isolating (Griffiths, Davies & Chappell, 2004).• Griffiths, Davies & Chappell (2004): Playing MMORPG with real life friends is common.• Some of the challenges in online games can’t be handled alone and the roles are mostly interdependent with each class of gamers contributing their skills for the common goal . This fact by itself promotes social coordination which would be expected to improve social skills of the gamers (Ducheneaut & Moore, 2005).4/20/2012 edu psy & social media 11
  12. 12. Cyberbullying• 4 categories of cyberbullying:• By text message,• By e-mail,• By phone call and• By picture/video clip (Slonge & Smith, 2008).• 3 categories more: Chat rooms, instant messaging and websites (Smith, Mahdavi, Carvalho, Fisher, Russell, & Tippett, 2008).• More threatening than traditional bullying, as it can occur anywhere, as long as the victim is online (Internet) or on the line (mobile phone) (Kowalski & Limber, 2007; Slonge & Smith, 2008).4/20/2012 edu psy & social media 12
  13. 13. Future Use of Online Games for Education• Second Life• Ducheneaut & Moore (2005): MMORPGs can be easily converted to educational tools, as non- combat professions such as architect, doctor, mayor etc. are getting more common in MMORPGs. These professions can be linked to class assignments.• Studies on educational uses of digital games in general and MMORPGs in particular: Charsky (2010), Paraskeva, Mysirlaki & Papagianni (2010) and Yu (2009).4/20/2012 edu psy & social media 13
  14. 14. Food For Thought• What may be the psychological implications of educational uses of Facebook, mobile phones and online games?4/20/2012 edu psy & social media 14
  15. 15. Relevant Educational Theories and Models• M-learning, M-generation, M-development• Affordability, popularity, functionality, context sensitivity and social interactivity (Hsu & Lee, 2011).• Implicit/Informal learning• Life-long learning• Ubiquitous learning• Mobiles and illiteracy• Horizontal learning (peer learning)• Authentic learning: The learning environment should be as similar as possible to the context where knowledge will be used4/20/2012 edu psy & social media 15
  16. 16. Extra: Video Discussion• Thoughts on the State of Mobile Learning•• Why Mobile Learning? (Clinical & Educational Uses) edu psy & social media 16