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Technology and Mass Media


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Technology and Mass Media

  1. 1. Technology and Mass Media<br />The learning tool of the future or quintessence of evil?<br />
  2. 2.
  3. 3. Background – Health News<br />Learning by Playing: Video Games in the Classroom – New York Times<br />Violent Video Games Touted as Learning Tool – <br />Doctors Treat Vision Problem With Video Games – abc News<br />Med students: Give us video games – cnet News<br />
  4. 4. Background – Health News<br />Teen Internet addicts more likely to develop depression –<br />Do video games cause attention problems in kids? - Pediatrics, online<br />Too much TV, video games can threaten attention span – USA Today<br />Do Video Games Cause ADHD? 3 Ways to Keep Your Kids Safe – U.S. News<br />Violent Video Games May Increase Aggression in Some But Not Others -<br />
  5. 5. Video: Games Theory <br /><br />
  6. 6. In this presentation<br />Why is it important to have a good understanding of technology tools, such as videogames and internet?<br />How technology use can be beneficial when used as a learning aid?<br />What are the possible harms?<br />What are the implications for health education and program planning? <br />
  7. 7. Facts<br />Youth spends more than 7 hours a day using<br /> technology tools<br />Numbers on children and adolescent (2005)<br />two thirds of had a television set<br />one half had a VCR or DVD player or video-game console<br />nearly one third had Internet access or a computer<br />Patterns of use<br />97% of adolescents reporting that they play video games on the computer, Web, handheld device, or console<br />93% of youth aged 12 to 17 are on-line<br />71% have a cell phone<br />
  8. 8. Media use according to platform<br />
  9. 9. Differences in media use according to age<br />
  10. 10. Challenge<br />Visual media can be used as innovative learning tools, or ways to disseminate health information<br />BUT what are the tradeoffs? What are the dangers of using technology and media?<br />President Barack Obama recently identified the creation of good educational software as one of the "grand challenges for American innovation"<br />
  11. 11. Potential harms of media use<br />Negative influence on beliefs and behaviors (Observational Theory and Superpeer theory)<br />Violence<br />Sex <br />Substance use <br />“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.”<br /> Psychologists Brad Bushman and L. Rowell Huesmann<br />
  12. 12. Potential harms, cont. <br />Eating disorders<br />Developmental concerns<br />School performance and learning problems<br />
  13. 13. Potential harms, cont. <br />Physical issues<br />Video games can affect sight<br />Heavy TV viewing has been associated with:<br />Hypercholesterolemia<br />Hypertension<br />Increased prevalence of asthma<br />Sleep disorders<br />Mood disorders<br />Obesity<br />Decreased physical activity<br />Media food marketing<br />
  14. 14. Potential benefits of media use<br /><ul><li>Videogames
  15. 15. “Distractor” in pain management
  16. 16. Therapeutic
  17. 17. Rehabilitation Aid
  18. 18. Development of:
  19. 19. Social skills
  20. 20. Spatial abilities
  21. 21. Problem-solving exercises
  22. 22. Mathematical ability
  23. 23. Increased Energy Expenditure </li></li></ul><li>Potential benefits of media use, cont.<br />Mass Media<br /><ul><li>Prosocial Effects
  24. 24. Learn antiviolence attitudes
  25. 25. Empathy
  26. 26. Tolerance toward people of differing </li></ul> race, ethnicity, and age<br /><ul><li>Important message embedded</li></ul> into TV shows<br />
  27. 27. Stakeholders<br />Parents<br />Practitioners <br />Schools<br />Entertainment Industry<br />Advertising Industry<br />Researchers<br />Government<br />
  28. 28. Implications for Researchers<br />Current Research<br />Mainly focuses on television use<br />Mainly cross-sectional studies<br />To improve research<br />Longitudinal<br />Include other forms of media, <br /> such as cell phones, video games,<br /> internet, social networking<br />Also, studies should examine the<br /> use of multiple forms of media<br />
  29. 29. Implications for Parents<br />Parents often lack awareness on:<br />Child’s time of media use<br />Content of media they are using<br />“Third-person” effect<br />Not my child<br />In 1999: 57% of parents knew about<br /> the video games their kids were playing<br /> In 2006: 33%<br />
  30. 30. Implications for Parents<br />To prevent addiction:<br />Awareness of the content of the media<br />Interact with children while they are using said media<br />Accompany child when purchasing games or programs<br />Find alternative sources for leisure activity<br />Discuss negative and positive<br /> implications of different forms of media<br />
  31. 31. Implications for Schools/Teachers<br />School can promote the beneficial aspects of technology and teach children how to use in a positive manner<br />Some suggestions to improve utilization of technology<br />Talk about media addiction<br />Make gaming and technology<br /> use interactive<br />Promote social activities<br />Encourage other leisure time<br /> activities and multiple interests<br />Reward for good <br /> performance on educational<br /> games and technology uses<br />
  32. 32. Suggestions for Program Planning<br />When deciding to use interactive devices, consider:<br />Educational or therapeutic objective<br />Type of game<br />Required level and nature of involvement<br />Information and rules<br />The role of luck<br />Difficulty<br />Competition<br />Duration<br />Participant age and characteristics<br />Number of players<br />Facilitator's role<br />Setting<br />Hardware<br />
  33. 33. Current Health Promotion Programs<br />Body Awareness Resource Network (BARN): kids apply health information in a nonjudgmental hypothetical situation<br />Based catharsis theory<br />Vicksburg Mississippi <br /> Medical Center uses <br /> videogames to introduce <br /> heart problems to people<br />30% of people ask for more <br /> information from the hospital<br />
  34. 34. References<br />Chang, T. and Chen, W. (2009). Effect of computer-based games on children: an experimental study. Educational Technology and Society 12 (2): 1-10<br />Chiu, S., Lee, I. J., Huang, D. (2004). Video game addiction in children and teenagers in Taiwan. Cyber Psychology & Behavior, 7(5), 571-<br />Dorman. (2007). Video and computer games: effect on children and implications for health education. Journal of School Health 67 (4).<br />Griffiths, M. Can Videogames be Good for Your Health?. Journal Of Health Psychology. 2004:339-344<br />Graf, D., Pratt, L., Hester, C., Short, K. Playing Active Video Games Increases Energy Expenditure in Children. Pediatrics. 2009:534-540<br />Hoffman, B., and Nadelson, L. (2010). Motivational engagement and video gaming: a mixed methods study. Education Tech Research Development 58: 245-270.<br />Kearney, P., Pivec, M. (2007). Sex, lies and video games. British Journal of Educational Technology, 38(3), 489–501.<br />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.<br />Strasburger, V. C., Jordan, A. B., & Donnerstein, E. (2010). Health effects of media on children and adolescents. Pediatrics, 125, 756-767.<br />
  35. 35. Questions<br />Do you think more funding should go to researching media and why?<br />How integrated should media be in program planning or education?<br />What do you think are possible benefits/ threats of the newly emerging technologies, not mentioned in this presentation?<br />How big of a role do you think media <br /> will play in the health education<br /> programs of the future?<br />