Lecture 3 Flashcards

chapter 11 Revelle Blumberg Brooks Bailey Araiza

1
Q

Core aim of Sesame street

A

Foster the school-readiness skills of
preschool children

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2
Q

Reason for acceleration in (educational) media use in early childhood?

A

Increased marketing efforts directed toward the youngest age group (diaper demographic)

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3
Q

Most common goals for educational media (3x)

A

Academic skills
Social-emotional learning
Creativity

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4
Q

Social cognitive theory (Bandura)

A

Predicts that children are more likely to learn from a model in the media if they are able to identify with the model or if they perceive the model to be similar to themselves

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5
Q

The Capacity Model (Fisch)

A
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6
Q

The Capacity Model (Fisch)

A

Children’s working memory is limited, cognitive demands of the embedded educational content should not be more than the available working memory space.

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7
Q

Forms of content (Capacity Model) 2x

A
  1. Narrative
  2. Embedded educational content
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8
Q

Tangential (capacity model)

A

educational content and the narrative compete (parallel) for children’s limited resources in working memory –> possibly impaired learning

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9
Q

Integral (capacity model)

A

comprehension of the educational content is expected to improve

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10
Q

General learning model (Buckley & Anderson)

A

effects of prosocial video games

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11
Q

Features of games that make them great teachers (general learning model) 5x

A
  1. Games easily attract attention
  2. Highly motivating
  3. Allow people to actively participate instead of passively watch
  4. Show all steps necessary to perform a specific behavior
  5. Allow repetitive practicing
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12
Q

Key argument General Learning Model

A

prosocial media, in which the characters (or players in games) help one another, can increase both short- and long-term prosocial behavior

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13
Q

How General Learning Model increase both short- and long-term prosocial behavior? (2x)

A

Cognitive route
Emotional route

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14
Q

Can children learn academic skills from educational media?

A

Yes, but depends on 3 C’s

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15
Q

How to neutralize/reduce video deficit? (2x)

A
  1. Repeated viewing
  2. child being familiar with a character
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16
Q

Scaffolding/parental mediation?

A

adult provides additional information to the child in order to help with learning. Aids in deconstructing video deficit.

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17
Q

zone of proximal development (Vygotsky)

A

The space between what children can achieve alone and what they can achieve with support of a competent other

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18
Q

Prosocial behavior

A

positive interactions such as friendly play or peaceful conflict resolutions, altruism and stereotype reduction

19
Q

self-regulatory skills

A

ability to resist impulses and temptations that keep them from achieving their long-term goals. Children under 18 months are incapable of it

20
Q

stimulation hypothesis (Valkenburg & Calvert)

A

well-designed educational media can enrich the store of ideas from which children can draw when engaged in imaginative play or creative tasks

21
Q

For younger children, comprehension is enhanced when:

A

simple, prototypical story line

educational content is explicitly modeled (that is, every step is clearly demonstrated)

Advance organizers are used

22
Q

For older children, a developmentally appropriate story line:

A

Violates some of the rules of the prototypical story (ex. flashbacks)

a balance of explicit and implicit modeling of the embedded
educational lessons

23
Q

Program characteristics that enhance children’s learning from media (2x):

A
  1. Appropriate degree of content complexity
  2. Repetition of the educational lesson
  3. Ability to participate
  4. Entertainment
24
Q

Types of repetition (2x)

A
  1. Repetition within the program
  2. Repeated exposure to program
25
Critical audience characteristics are: (2x)
1. Children’s development capabilities 2. Children’s understanding of story schema
26
Lessons from EMC for Younger children (3X):
1. Academic 2. Social-emotional 3. Creativity
27
Lessons from EMC for tweens and teens
1. Prosocial 2. Social-emotional
28
How can EMC play an incredibly powerful role in supporting the development of youth?
Capitalizing on the power of narrative entertainment
29
the cognitive model of device difficulty (Strommen)
1. The degree to which movement of the device for cursor control parallels the movements used in human pointing 2. The number of “rules-of-use” of the device
30
Easiest device for young children?
Touch screen
31
how to improve children's efficiency and accuracy with the Mouse?
Increase target size
32
Interfaces that have particularly child-appropriate attributes? (3x)
1. Tangible interfaces 2. Touch screens 3. Whole body movement
32
Interfaces that have particularly child-appropriate attributes? (3x)
1. Tangible interfaces 2. Touch screens 3. Whole body movement
33
embodied cognition
idea that thinking and learning are heavily influenced by the physical form and movement of the human body
34
The use of full-body physical movement in game play has also been linked to (3x)
1. Increased engagement 2. Social interaction 3. Motor development
35
How is scaffolding incorporated into games? (2x)
1. Leveling: increasing difficulty, less scaffolding each level 2. Hints/clues
36
Children's view on intelligence? (2X)
1. fixed quantity of smartness 2. Incremental and subject to growth
37
Praise for one’s effort and progress is more likely to encourage:
growth mindset
38
Praise for task performance or ability is more likely to encourage
Fixed mindset
39
Specific aspects of the digital media that are most likely to affect learning outcomes:
capture and maintain child's attentional and emotional engagement
40
parasocial
One-sided
41
Playing certain types of cognitively demanding video games can produce enhancements to skills? : (3x)
1. Perceptual 2. Motor 3. Cognitive
42
Virtual doppelganger
t looks like the user, but a computer algorithm controls it, users can see themselves from a third-person point of view