1. Video games can improve problem solving skills and self-efficacy through mastery experiences as players conquer challenges within games.
2. Games impact self-efficacy in several ways such as expanding identity, generating learning communities, and encouraging intrinsic motivation.
3. Flow state, or being in the zone, can be achieved through games as the balance is struck between the difficulty of challenges and players' skills.
Panel presentation at 2013 APA National Convention, August 2013. The experiential and structural shifts in communication technologies introduced by the Internet age that have created a continuum of activity from consumption to production. Just as we’re trying to make sense out of the proliferation of media technologies, we have to ask the question: how do we see the role of media literacy? How we answer that will drive how we define and implement media literacy education.
Pamela Rutledge: The Wired Child - Impact of Social TechnologiesPamela Rutledge
Lecture given at the American Museum of Natural History as part of their series on "The Wired Child: The Impact of Technology on the Brain."
The focus was on the positive psychology of social technologies and how that influences the sense of individual and collective agency and self-efficacy.
Panel presentation at 2013 APA National Convention, August 2013. The experiential and structural shifts in communication technologies introduced by the Internet age that have created a continuum of activity from consumption to production. Just as we’re trying to make sense out of the proliferation of media technologies, we have to ask the question: how do we see the role of media literacy? How we answer that will drive how we define and implement media literacy education.
Pamela Rutledge: The Wired Child - Impact of Social TechnologiesPamela Rutledge
Lecture given at the American Museum of Natural History as part of their series on "The Wired Child: The Impact of Technology on the Brain."
The focus was on the positive psychology of social technologies and how that influences the sense of individual and collective agency and self-efficacy.
Audience Theory Introduction - Effects, Uses and Gratification, ReceptionJohn DF
Overview of the common audience theories looked at for AS Media Studies:
Effects Theory
Uses and Gratification Theory
Reception Theory
This is not specific to any board, and can apply to Film Studies as well in certain cases.
Parasocial interaction is an intriguing communication theory that explains how individuals relate with celebrities and other personalities known only through the media. This presentation focuses of the influencing factors of parasocial interacton and expalins its implication for theory and research.
Digital Leadership - Culture, Values and TechnologiesMax Jester
Digital Transformation means a cultural shift for every organization. New (digital) tools might force them into new values - but will this work? What does this mean for management and leadership?
Audience Theory Introduction - Effects, Uses and Gratification, ReceptionJohn DF
Overview of the common audience theories looked at for AS Media Studies:
Effects Theory
Uses and Gratification Theory
Reception Theory
This is not specific to any board, and can apply to Film Studies as well in certain cases.
Parasocial interaction is an intriguing communication theory that explains how individuals relate with celebrities and other personalities known only through the media. This presentation focuses of the influencing factors of parasocial interacton and expalins its implication for theory and research.
Digital Leadership - Culture, Values and TechnologiesMax Jester
Digital Transformation means a cultural shift for every organization. New (digital) tools might force them into new values - but will this work? What does this mean for management and leadership?
The psychology of story by Dr. Pamela Rutledge to explore impact of social media innovations such as Intel's social films (i.e. The Beauty Inside) and Sony's Chefs and Musicians, Culinary Beats series presented at SoMe Awards, 2014, Portland.
Presentation to WorldComp12: Engagement is the new standard of usability. Identity project as task-based versus experientially-based, then design for Flow and Narrative Transportation using research-based techniques. Introduces the Positive Engagement Evaluation Model.
A persona is a way of stepping out of your own perspective and cognitive biases to develop a more accurate and empathetic view of your customer or audience. Articulating a persona also exposes places where teams' visions don't align, at the product and even corporate level.
Psychology of Website Design - Dr. Pamela RutledgePamela Rutledge
Media Psychology uses psychological theory to assess and develop effective media applications. Successful websites benefit from an understanding of cognition, emotion, and personal meaning.
Pamela Rutledge: Professional's Guide to Navigating Social MediaPamela Rutledge
Presentation from American Psychological Association National Convention 2012 Symposium. Guidelines for social media for clinicians, practitioners and professionals.
Content Analysis Overview for Persona DevelopmentPamela Rutledge
After developing an Ad Hoc persona as the core of your engagement strategy, it's important to test your assumptions against real people and real data. Content analysis is a methodology for evaluating text-based data that can be gathered from social media tools.
Developing and Using Case Studies: A Hero's Journey ApproachPamela Rutledge
A case study is an explanatory narrative that presents a problem and lets the readers participate in the journey to the conclusion. The hero’s journey provides a metaphor for effectively and coherently structuring a case study.
SoMe Awards Presentation by Dr. Pamela Rutledge and Dr. Jerri Lynn Hogg on the science of audience engagement. Highlights persona development and role of deep metaphors for engagement.
Design Matters: Design Basics for Leadership CommunicationPamela Rutledge
Leaders no longer have the luxury of letting others communicate for them. Many things go into successful communication, among them understand how and when visuals can facilitate your message. This presentation introduces some of the practical aspects of design and the concept of the experience of communication. The goal is to develop an awareness of the multi-sensory aspects of communication, such as the use of visuals, environment, timing, body language, and style. These elements are important if you want to make a meaningful connection with an audience. A meaningful connection is necessary if you want to influence people.
Pamela Rutledge: Social Media, Glue for CommunicationsPamela Rutledge
Social media is shorthand for a globally networked society with peer-to-peer connections across a complex portfolio of media channels. This has changed communications structurally and psychologically. There is no such thing as a “consumer” in the traditional sense of the word. Technology has unleashed a new set of expectations that impacts multiple assumptions, such as trust, speed, access, and the ability to take action both individually and collectively. It changes the emphasis from brand loyalty to experience.
This radical shift in psychology can be challenging in an organization because it has internal and external implications for managing and communicating at all levels. The focus on psychology, however, can lead you how to ask the right questions in strategy and development.
As technology becomes increasingly ubiquitous, mediated communications become more prevalent. Social technologies increase the quality of face-to-face communications for two reasons: 1) they facilitate the fundamental human drive for connection, and 2) they capitalize on how the human brain processes information.
Social media enriches and expands human relationships. It provides a ‘glue’—a continuing fabric of context and connection— that strengthens business and social relationships by filling the places in between other methods of contact.
The Impact of Social Media on Women's Self-Image and Self-RepresentationPamela Rutledge
Presentation from APA National Convention in San Diego: the impact of social media on women's self-image and self-representation. Part of a symposium co-sponsored by Division 46 (Media Psychology) and Division 35 (Psychology of Women) by Dr. Pamela Rutledge
Transmedia Storytelling as a Content Marketing StrategyPamela Rutledge
Presentation at the Integrated Marketing Forum 2013, Tustin. Transmedia storytelling for brands is strategic story-based content development that links the psychological power of story with the creative potential and reach of media technologies.
10 Things We Know about Designing Games for Learning From ResearchKarl Kapp
This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session!
Learn to apply:
-Findings from game-based research to create effective learning content.
-Three principles for adding game elements to online and stand up instruction.
-Four motivational aspects of games to improve learning recall and application.
Karl Kapp - Identifying the “Learning” Elements in GamesSeriousGamesAssoc
Presenter: Karl Kapp, Co-Founder, 2K Learning
We know that under the right conditions, learning occurs in games…but learning doesn’t occur in all games—even ones intended to lead to learning. Why? What makes a game effective from a learning perspective? What elements lead to learning and what elements detract from learning? This decidedly unacademic presentation provides research-based recommendations and guidelines for creating a game that leads to positive learning outcomes. Learn the best method for including a game into a corporate or K-12 curriculum, discover the number one game feature that leads to impactful learning outcomes and uncover game elements that have been directly linked to learning. Find out how to use empirically-based guidelines to create the outcomes you want to achieve with your serious game.
Designing for Resilience and Compassionate ActionHopeLab
At the inaugural Compassion and Technology Conference hosted by The Center for Compassion and Altruism Research and Education at Stanford, Fred Dillon, Director of Product Development, and Janxin Leu, Ph.D., Director of Product Innovation, presented HopeLab's innovative approach to product development.
This presentation discusses identifying the “Learning” Elements of Instructional, Learning-Focused Games. It will look at such elements as the best method for including a game into a corporate curriculum and game features that lead to impactful learning outcomes. It also discusses game elements that have been directly linked to learning.
Learning to Win: Digital Based Games in EducationNancy Konopka
Overview of digital based games in education including history, advantages, considerations for design and development, leading tools and open source options, bibliography
Reaching the Engagement Horizon in Virtual WorldsKarl Kapp
Games, gamification and game-based learning have entered into the vocabulary of educators, eLearning developers and instructional designers from around the global in the past few years. Games have a seductive force and are seen as a great tool in creating engaging and interactive instruction. But are they effective for learning? What does the research tell us? We’ll explore some of the research around games, gamification and virtual worlds while creating links between research and virtual world actions and interactions.
The use of games for learning seems like a good match, but we can’t blindly take it for granted. Instead, we need to explore questions to make sure the intuitive link between games, gamification and virtual worlds reaches its full potential. In this keynote, we’ll answer questions like: How does one mix virtual world and game-based learning experiences? How should games be integrated into a curriculum? Can attitudes and behavior change result from playing a game in a virtual world? What elements of games can learning designers borrow from game designers? Can flying around as a superhero in a virtual world make you a nicer person? Discover evidence-based techniques for increasing online engagement, interactivity and, most importantly, learning.
Have you ever considered reading the book "Mindset"? Ever wondered if you can use it for your staff development? Here's my take on it...this is a book review regarding its strengths and weaknesses. I am simply expressing my own opinion. Let me know if it helps...
Positive Computing: Technology for wellbeing Dorian Peters
Presented at Stanford's Center for Compassion and Altruism Research and Education - this version includes my slides on design for affiliative emotion and compassion. Presented with Rafael Calvo.
Seminar on Positive Computing (Technology for Psychological Wellbeing) at Stanford's Center for Compassion and Altruism Research and Education (CCARE). Presented with Dorian Peters (slideshare.net/DorianPeters)
Positive Computing: Technology for Psychological Wellbeing. Includes design for empathy, and affiliative design. Presented at Stanford's Center for Compassion and Altruism Research and Education (CCARE). Presented with Rafael Calvo (slideshare.net/RafaelACalvo)
The prevalence of virtual-based teams have increased significantly within recent decades as a result of expanding corporate globalization. This rapid growth has exacerbated communication issues within the global virtual team setting. Issues related to poor work-life balance due to variance in work time zones, poor dissemination of team decisions and discussions, and insufficient use of collaborative tools, are common issues within the global diverse virtual team. Challenges exist even in virtual teams that are based in a single region, as differences in functional backgrounds and departmental cultures create challenges which are difficult to address within their virtual setting. Although interdependent constructs appear to be straight-forward and clear, the challenges teams face in accomplishing a shared goal is complex. Research in the area of team dynamics has provided support and guidance on improving interpersonal relationships, communications, and planning; thereby, enhancing team efficiencies. This presentation will review emotional intelligence (EI) and how it relates to the current team efficacy research. The related attributes and challenges at the individual, team, leadership, and organizational level will be reviewed with a focus on enabling the virtual-based team to succeed.
With over 16 years of experience as a virtual team member, Christine Loch brings a wealth of experience and knowledge to the science of team dynamics. She is currently completing her PhD in organizational leadership at Northeastern University, Boston MA, with a research focus on team dynamics in the virtual-setting. As a past presenter at the national Drug Information Association Conference, and several times a presenter at the national Oncology Nursing Society Congress, Christine brings an engaging presence on this captivating topic, which will leave the audience with at least one new pearl of wisdom to try out on their own virtual-based teams at home.
Sal Freudenberg considers how our minds solve complex, non-tangible problems and how our workspaces might not support the kinds of thinkers we badly need.
A study shows that people are about 50% more likely to choose chocolate cake over fruit salad when a task demands more processing work from their brains, compared to the people who deal with a similar but easier task. Does your website demand too much from your users and encourage them to consume high-calorie, feel-good food because they are frustrated? In this presentation, I will introduce some basic cognitive theories as well as the basic concepts for web design to minimize the cognitive load and weight gain from our users.
Positive Media Psychology: Harnessing the Power of Media for GoodPamela Rutledge
Overview of positive media psychology by Dr. Pamela Rutledge for the Fielding Graduate University School of Psychology Colloquium, April 9, 2021. Positive Media Psychology is a specialized area within media psychology that emerged to promote the use and development of media technologies that support well-being and human flourishing. By using a positive psychology paradigm, researchers and developers will be better able to evaluate and harness the power of media technologies to impact lives and society for the better. This deck includes an overview of some theoretical constructs and real-world examples.
Healthy Media Use: Throw Out Everything You Know About Screen TimePamela Rutledge
Screen Time is a common measure of media use but the research has problems: no common definitions and no reliable measures. Mindful media use puts the emphasis on individual goals and emotions to create a healthy media plan for adults and kids.
VR and Personality: Ability to Experience Presence Pamela Rutledge
As a media psychologist, I look at Individual needs, goals and differences and what that means for media projects---use, impact and design. VR is so extraordinary, that it's easy to forget that one size doesn't fit all. Psychological immersion--what we call presence--defines VR success and is related to measurable personality traits.
The Olympics As A Public Relations Strategy: Americans Views About China Bef...Pamela Rutledge
Research examining Americans' perceptions of China before and after the 2008 Olympics. Implications for using Olympics as a public relation strategy to change global perceptions.
Masters in Media Psychology - Fielding Graduate UniversityPamela Rutledge
Join Dr. Pamela Rutledge to learn about media psychology and the MA degree program in media psychology at Fielding Graduate University. Session is online on Zoom. Questions from attendees welcome! Sign up here: http://www.fielding.edu/events/event/ma-in-media-psychology-information-session-4/
From Selfies to Fan Experience: Research Interests - Pamela RutledgePamela Rutledge
Overview of some of my research interests for Dan Sewell's PhD Research Course at Fielding Graduate University: honing a good research question, body image, social impact of Twilight fans and selfies.
Brief overview of Bruner's narrative framework for brand psychology and transmedia storytelling. Bruner's work is particularly important in transmedia projects to inform storyworld coherence.
Visiting lecture via Skype: Lipscomb University for Sandy Brownlee's Transmedia Storytelling. Discussing the cognitive and neuro underpinnings of the digital environment, the need to think "transmedia" with a 360 degree view for audience engagement, even when launching a single media project, such as an indie film. Includes explanation of flow channel for optimal engagement, comparable model for narrative, including narrative exit points. Examples include Three Little Pigs, East Los High and ISIL.
Psychology of Design: Brand Story & Virtual Reality - Media Summit 2016Pamela Rutledge
Dr. Pamela Rutledge, Media Summit 2016.
A brand is a virtual reality. If you're creating VR to sell your brand, don't screw up the brand story that already lives in the consumer's brain. Stories are essential to bridge the gap between human cognition and digital experience. Too much technology and not enough attention to consumer experience will result in #VRfail.
Media psychology is the application of psychological science--the study of human behavior, emotions, and cognitions--to all forms of mediated communications and technologies. It takes into account the spectrum of activity from production, content, and consumption to distribution and impact. It is a continually changing, multi-disciplinary field with implications for individuals, organizations and society. We apply it to technology design, such as augmented and mixed realities, marketing and brand development, with approaches such as transmedia storytelling, and usability and audience engagement based on core human goals, needs and motivations.
Selfie Empowerment: The Positive Side of SelfiesPamela Rutledge
Presentation from American Psychological Association National Convention 2015 by Pamela Rutledge, PhD.
We live in the age of selfies. Is this a problem? No. On the contrary, selfies are instant visual communication, focusing on the process of life. They 'speak' to our brains on an emotional level, transmitting not just text but experience. They are also a new visual genre, distinct from all others in history. Portraiture is no longer restricted to the rich and famous and, for the first time in history, we are completely in charge of our own image. Selfies can be empowering and positive, inspiring personal change, increasing mindfulness and gratitude and enhancing social connection.
Overview of the media psychology certificate in Brand Psychology & Audience Engagement offered through Fielding Graduate University. Lead faculty Pamela Rutledge, PhD and Jerri Lynn Hogg, PhD
Redefining Learning Spaces: Online and Transmedia EducationPamela Rutledge
Presentation at APA National Convention 2015 in Toronto by Dr. Pamela Rutledge and Dr. Jerri Lynn Hogg.
Technology has changed the learning landscape. We can learn everywhere; it's time to teach everywhere too.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptx
Pamela Rutledge: Video games, Problem Solving and Self-Efficacy
1. Video games,
Problem Solving and Self-
Efficacy
Pamela Rutledge, PhD, MBA
Media Psychology Research Center
prutledge@mprcenter.org
August 3, 2012
@pamelarutledge
Symposium
Innovations for ADHD: Video Games and Digital
Media for Improving Academic and Executive Skills
2.
3.
4.
5.
6.
7. Hidden in every video
game are mastery
experiences waiting to be
conquered
8. Phone or Solution Portal?
• Mobile
• Personal
• On-Demand
• Social Connections
• Answers
• Advice
14. Communities of Practice
GamesCom 2011 computer game fair in Cologne, Germany. (AP Photo/Martin Meissner)
http://www.cbc.ca/news/yourcommunity/2011/09/are-you-satisfied-with-rogers-response-to-throttling-online-game-speeds.html
25. References
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the electronic era. [Journal; Peer Reviewed Journal;]. European
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Impact of Game Characteristics, Player Traits, and Player States.
Brandt, K. (2012). How Wizard 101 Actually Helped My Son. Simply Stated (March (PhD Dissertation), University of Central Florida, Orlando, FL.
16). Retrieved from
http://simplystated.realsimple.com/2012/03/16/how-i-learned-to-hate-wizard101-a-little-less/ A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M.
Przybylski,
(2012). The Ideal Self at Play : The Appeal of Video Games That Let
Csikszentmihalyi, M. (1991). Flow: The Psychology of Optimal Experience. New
You Be All You Can Be. Psychological Science, 23, 69-76.
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Cunliffe, A., & Coupland, C. (2012). From hero to villain to hero: Making experience Reeves, B., Malone, T. W., & O'Driscoll, T. (2008). Leadership’s Online Labs.
sensible through embodied narrative sensemaking. Human Relations, Harvard Business Review, May, 1-10.
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Rutledge, P. B. (2012). Augmented Reality: Brain-based Persuasion Model.
Dagirmanjian, S., Eron, J., & Lund, T. (2007). Narrative solutions: An integration of Paper presented at the 2012 EEE International Conference on e-
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doi: 10.1037/1053-0479.17.1.70
Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design
Erikson, E. (1956). The problem of Edo Identity. Journal of the American
Fundamentals. Cambridge, MA: The MIT Press.
Psychoanalytic Association, 4, 56-121.
Fredrickson, B. L. (2004). The broaden-and-build theory of positive emotions. Phil. Shirky, C. (2008). Here Comes Everybody. New York: Penguin Books.
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Garland, E., Fredrickson, B. L., Kring, A. M., Johnson, D. P., Meyer, P. S., & Penn, Learning. In K. Salen (Ed.), The Ecology of Games: Connecting
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spirals of negativity: Insights from the broaden-and-build theory and
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Scribner & E. Souberman (Eds.). Cambridge, MA: Harvard
University Press.
Editor's Notes
This chart shows the balance between the challenge of a task on the left and the person’s skills across the bottom. To remain in the FLOW zone, challenge and skill must constantly adjust to one another.
This chart shows the balance between the challenge of a task on the left and the person’s skills across the bottom. To remain in the FLOW zone, challenge and skill must constantly adjust to one another.
Social technologies have given people unprecedented control over their lives. We act and, because we are linked in real time, we see the actions others take and we can interact with them. Individual actions inspire group actions; groups inspire individuals. The most exciting thing is that we are training new generations to believe they can act; to believe that an individual can make a difference. It changes everyone’s expectations about their ability— and their responsibility—to contribute.