Final exam Flashcards
Commitment and Exploration
identity achievement
Commitment and No exploration
identity foreclosure
No commitment and Exploration
moratorium
No commitment and no exploration
identity diffusion
False-Self Behaviour
Behaviour that intentionally presents a false impression to others
People high in self-esteem variability tend to
increased in concern about self-view
being reliant on social sources of evaluation
react to evaulation with anger and hostility
Variability of self-esteem
In the moment self-esteem how we feel in the face of circumstances (after a test, after a date .. )
Ethic Identity
Belonging to a particular group or community
Shared via customs, traditions, language, religious practice, and cultural values
Forms of Identity
INDIVIDUAL
RELATIONAL
COLLECTIVE
Big class size consequence
attention of teacher is divided. You can’t give individualized teaching which leads to students who gets behind and eventually drop out because they fail a lot
Example of exceptionalities
- giftedness
-learning disabilities like dyslexia
or twice exceptional (both at the same time
Generational knowledge (difference in term of importance)
Important to adults but not children: getting a check book at the bank. Getting married at a certain age. Kids have different matters of importance.
Some ceremonies were more important for adults than kids.
what are some expectatons to adolescents as they are about to enter adulthood
Organize self
Socialization
Romantic partnerships
Work
Contributing to household
Why some young adults feel like moving backwards?
It can feel like it because compared to earlier generations you are still in school and not getting a job, having kids, bought a house etc…
Results of study week 9 - Does video game play in adolescence reduce the likelihood of obtaining adulthood markers
Video game play was not generally found to have a negative association with transition marker attainment
Concept of moderate play:
Adolescents who played 1-4 hours/week more likely to obtain bachelor’s degree
Adolescents who played 14+ hours/week less likely to obtain bachelor’s degree
Women who played more video games in adolescence were more likely to have full time employment by Wave 4 than those who played less
Men were less likely to have full employment by Wave 4, the more video games they played