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
Q

Critical audience characteristics are: (2x)

A
  1. Children’s development capabilities
  2. Children’s understanding of story schema
26
Q

Lessons from EMC for Younger children (3X):

A
  1. Academic
  2. Social-emotional
  3. Creativity
27
Q

Lessons from EMC for tweens and teens

A
  1. Prosocial
  2. Social-emotional
28
Q

How can EMC play an incredibly powerful role in supporting the development of youth?

A

Capitalizing on the power of narrative entertainment

29
Q

the cognitive model of device difficulty (Strommen)

A
  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
Q

Easiest device for young children?

A

Touch screen

31
Q

how to improve children’s efficiency and accuracy with the Mouse?

A

Increase target size

32
Q

Interfaces that have particularly child-appropriate attributes? (3x)

A
  1. Tangible interfaces
  2. Touch screens
  3. Whole body movement
32
Q

Interfaces that have particularly child-appropriate attributes? (3x)

A
  1. Tangible interfaces
  2. Touch screens
  3. Whole body movement
33
Q

embodied cognition

A

idea that thinking and learning are heavily influenced by the physical form and movement of the human body

34
Q

The use of full-body physical movement in game play has also been linked to (3x)

A
  1. Increased engagement
  2. Social interaction
  3. Motor development
35
Q

How is scaffolding incorporated into games? (2x)

A
  1. Leveling: increasing difficulty, less scaffolding each level
  2. Hints/clues
36
Q

Children’s view on intelligence? (2X)

A
  1. fixed quantity of smartness
  2. Incremental and subject to growth
37
Q

Praise for one’s effort and progress is more likely to encourage:

A

growth mindset

38
Q

Praise for task performance or ability is more likely to encourage

A

Fixed mindset

39
Q

Specific aspects of the digital media that are most likely to affect learning outcomes:

A

capture and maintain child’s attentional and emotional engagement

40
Q

parasocial

A

One-sided

41
Q

Playing certain types of cognitively demanding video games can produce enhancements to skills? : (3x)

A
  1. Perceptual
  2. Motor
  3. Cognitive
42
Q

Virtual doppelganger

A

t looks like the user, but a computer algorithm controls it, users can see themselves from a third-person point of view