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North Carolina Teacher Academy Media Literacy Program Day 2

North Carolina Teacher Academy Media Literacy Program Day 2

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Day 2 Day 2 Presentation Transcript

  • Media Literacy North Carolina Teachers Academy Day 2: Focus on the Learner Renee Hobbs, Ed.D. Temple University Philadelphia PA
  • Literacy in Context: The Learning Spiral ANALYZE/ ACCESS EVALUATE ACT COMMUNICATE
  • Integrating ML Across the Curriculum 1. Teaching With Media & Technology 2. Making Connections with Out-of-School Literacies 3. Developing Information Access & Research Skills 4. Strengthening Message Analysis Skills 5. Composing Messages using Multimedia 6. Exploring Media Issues in Society 7. Sharing Ideas and Taking Action
  • The purpose of media literacy education is to help individuals of all ages develop the habits of inquiry and skills of expression that they need to be critical thinkers, effective communicators and active citizens in today’s world. --Core Principles of Media Literacy Education, AMLA, St. Louis (2007)
  • Reading and Writing in Cultural Context Cognitive: attention, memory, critical analytic ability, inferencing, visualization ability Motivation: a purpose for reading and writing, an interest in the content being read, self-efficacy as a reader and writer Knowledge: vocabulary, topic knowledge, linguistic and discourse knowledge, knowledge of specific comprehension strategies
  • Approaches to Teaching Method: Skills and techniques used in teaching & learning Awareness: What the teacher knows about the learners Knowledge: What the teacher knows about the subject Ends: The purposes and goals of learning Relationship: Connection between teacher & learner SOURCE: Fenstermacher, G. & Soltis, J. (2004). Approaches to Teaching. Teachers College Press.
  • Approaches to Teaching Method: Skills and techniques used in teaching & learning Awareness: What the teacher knows about the learners Knowledge: What the teacher knows about the subject Ends: The purposes and goals of learning Relationship: Connection between teacher & learner SOURCE: Fenstermacher, G. & Soltis, J. (2004). Approaches to Teaching. Teachers College Press.
  • Middle School Students Spend 8 hrs/day in Screen Activity
  • Middle School Students Spend 8 hrs/day in Screen Activity
  • Middle School Students Spend 8 hrs/day in Screen Activity Most have a TV in their bedroom Watch 6 – 12 movies per week Listen to 15 hours of music weekly List three or more favorite celebrities, athletes or musicians Use social media websites for 40 minutes per day Many create original content while online
  • Middle School Students Spend 8 hrs/day in Screen Activity Most have a TV in their bedroom Watch 6 – 12 movies per week Listen to 15 hours of music weekly List three or more favorite celebrities, athletes or musicians Use social media websites for 40 minutes per day Many create original content while online 4 of 5 teens say they rarely discuss media & technology issues with parents or other adults
  • Kaiser Family Foundation (2005). Generation M. Available: kff.org
  • Kaiser Family Foundation (2005). Generation M. Available: kff.org
  • What Kids do with Cell Phones 80 70 60 50 40 Grade 4 30 Grade 5 Grade 6 20 10 0 Play Games Text Message Listen to Take Photos Download Music Music RobbGrieco, M., Perez, A. Moore, D., Dainoff, B., Kiser, E. & Hobbs, R. (2008). It’s a Media World After All. Available: http://mediaeducationlab.com
  • 1 out of every 3 middle- school boys and 1 in 10 girls play video or computer games every day. Massachusetts General Hospital (2007, July 4). Most Middle- school Boys And Many Girls Play Violent Video Games. Science Daily.
  • Videogame Violence Most 7th and 8th graders regularly play violent video games. Two-thirds of boys and more than one in four girls reported playing at least one M-rated game quot;a lot in the past six months.“ Many children are playing video games to manage their feelings, including anger and stress. Children who play violent games are more likely to play to get their anger out. They are also more likely to play games with strangers on the Internet.
  • quot;Contrary to the stereotype of the solitary gamer with no social skills, we found that children who play M-rated games are actually more likely to play in groups -- in the same room, or over the Internet,quot; says Cheryl K. Olson, ScD, co-director of the Center for Mental Health and Media and lead author of the study. quot;Boys' friendships in particular often center around video games.quot;
  • Parental Involvement in Children’s Media use VIDEO CASE STUDIES: Media in the Family
  • Students Create their Own Media
  • Television & Computer Begin to Merge • 48% of internet users have been to video- sharing sites such as YouTube and the daily traffic to such sites on a typical day has doubled from 2006 to 2007. • 2007 --15% of respondents said they had used a video-sharing site quot;yesterdayquot; • 2006 -- 8% had visited such a site quot;yesterday.quot; Pew Internet and American Life (December, 2007). Teens and Social Media. Available: http://www.pewinternet.org/pdfs/PIP_Teens_Social_Media_Final.pdf
  • Kaiser Family Foundation (2005). Generation M. Available: kff.org
  • Kaiser Family Foundation (2005). Generation M. Available: kff.org
  • Education: Preparing Young People for Life in Contemporary Culture
  • Renee Hobbs Founder, Media Education Lab Professor, Department of Broadcasting, Telecommunications and Mass Media School of Communications & Theater | College of Education Temple University Philadelphia PA 19122 http://mediaeducationlab.com Email: Renee.hobbs@temple.edu http://mediaeducationab.com