Learning at Home: Families' Educational Media Use in America
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Confronting the Challenges of Participatory Culture: Media Education for the 21St Century
An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology with Katie Clinton Ravi Purushotma Alice J. Robison Margaret Weigel Building the new field of digital media and learning The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life.Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations. The initiative is both marshaling what it is already known about the field and seeding innovation for continued growth. For more information, visit www.digitallearning.macfound.org.To engage in conversations about these projects and the field of digital learning, visit the Spotlight blog at spotlight.macfound.org. About the MacArthur Foundation The John D. and Catherine T. MacArthur Foundation is a private, independent grantmaking institution dedicated to helping groups and individuals foster lasting improvement in the human condition.With assets of $5.5 billion, the Foundation makes grants totaling approximately $200 million annually. For more information or to sign up for MacArthur’s monthly electronic newsletter, visit www.macfound.org. The MacArthur Foundation 140 South Dearborn Street, Suite 1200 Chicago, Illinois 60603 Tel.(312) 726-8000 www.digitallearning.macfound.org An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology with Katie Clinton Ravi Purushotma Alice J. -
MEDIA CONSUMPTION HABITS DURING the LOCKDOWN Impact Assessment of Media Usage During Quarantine - April 2020
MEDIA CONSUMPTION HABITS DURING THE LOCKDOWN Impact Assessment of Media Usage During Quarantine - April 2020 ©2020 IpsosKE_AUM_ Media Consumption Habits I April 2020 SNAPSHOT SUMMARY This report snapshot highlights the situational analysis on media access and consumption habits at a time when a significant proportion of the continent population is either in lockdown and for some, working from home due to the Covid-19 crisis. From our analysis, here are some interesting observations: Increased media time; high consumption of TV programing Increased levels of anxiety and Online activities Increased household Increased spend on food and expenditure; school going healthcare hence less saving. children are at home CRISIS • Media is awash with stories of job loses meaning budgetary Increased idle time for constraints at the family level family bonding • Reduced consumer purchase power With heavy media consumption by a hungry audience, therein SO WHAT? lies the opportunity for creative content development. ©2020 IpsosKE_AUM_ Media Consumption Habits I April 2020 METHODOLOGY AND SAMPLING Survey Demographic Profile Rift Valley 1 25% National survey achieved a total sample of Eastern 2 15% 2,049 respondents 1 Central 3 13% 2 8 Nyanza 4 13% The representative sample covered the 18+ 37% 6 URBAN 63% Nairobi 5 11% population across all regions of Kenya 4 3 RURAL Western 6 10% 5 Coast 7 9% The survey was conducted telephonically 7 N. Eastern 8 4% (CATI) from 9th to 19th April 2020 49% 51% MALE FEMALE AGE SOCIAL ECONOMIC CLASS Refused 2% 45yrs + 23% LSM -
The Effect of Media Literacy Training on the Self-Esteem and Body-Satisfaction
Walden University ScholarWorks Walden Dissertations and Doctoral Studies Walden Dissertations and Doctoral Studies Collection 2016 The ffecE t of Media Literacy Training on the Self- Esteem and Body-Satisfaction Among Fifth Grade Girls Holly Mathews Walden University Follow this and additional works at: https://scholarworks.waldenu.edu/dissertations Part of the Psychiatric and Mental Health Commons, and the Social Psychology Commons This Dissertation is brought to you for free and open access by the Walden Dissertations and Doctoral Studies Collection at ScholarWorks. It has been accepted for inclusion in Walden Dissertations and Doctoral Studies by an authorized administrator of ScholarWorks. For more information, please contact [email protected]. Walden University College of Social and Behavioral Sciences This is to certify that the doctoral dissertation by Holly Mathews has been found to be complete and satisfactory in all respects, and that any and all revisions required by the review committee have been made. Review Committee Dr. Hedy Dexter, Committee Chairperson, Psychology Faculty Dr. Brandon Cosley, Committee Member, Psychology Faculty Dr. Neal McBride, University Reviewer, Psychology Faculty Chief Academic Officer Eric Riedel, Ph.D. Walden University 2016 Abstract The Effect of Media Literacy Training on the Self-Esteem and Body-Satisfaction Among Fifth Grade Girls by Holly Mathews MS, Walden University, 2010 BS, The Pennsylvania State University, 2000 Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Clinical Psychology Walden University December 2016 Abstract Repeated exposure to media images that portray women as sex objects can have negative long-term effects on self-esteem beginning in preadolescence. -
Measuring the News and Its Impact on Democracy COLLOQUIUM PAPER Duncan J
Measuring the news and its impact on democracy COLLOQUIUM PAPER Duncan J. Wattsa,b,c,1, David M. Rothschildd, and Markus Mobiuse aDepartment of Computer and Information Science, University of Pennsylvania, Philadelphia, PA 19104; bThe Annenberg School of Communication, University of Pennsylvania, Philadelphia, PA 19104; cOperations, Information, and Decisions Department, University of Pennsylvania, Philadelphia, PA 19104; dMicrosoft Research, New York, NY 10012; and eMicrosoft Research, Cambridge, MA 02142 Edited by Dietram A. Scheufele, University of Wisconsin–Madison, Madison, WI, and accepted by Editorial Board Member Susan T. Fiske February 21, 2021 (received for review November 8, 2019) Since the 2016 US presidential election, the deliberate spread of pro-Clinton articles.” In turn, they estimated that “if one fake misinformation online, and on social media in particular, has news article were about as persuasive as one TV campaign ad, generated extraordinary concern, in large part because of its the fake news in our database would have changed vote shares by potential effects on public opinion, political polarization, and an amount on the order of hundredths of a percentage point,” ultimately democratic decision making. Recently, however, a roughly two orders of magnitude less than needed to influence handful of papers have argued that both the prevalence and the election outcome. Subsequent studies have found similarly consumption of “fake news” per se is extremely low compared with other types of news and news-relevant content. -
Henry Jenkins Convergence Culture Where Old and New Media
Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands. -
Leapster Explorer
FOLD FOLD FOLD FOLD InstructionsInstructions For For Care Care WARNING: WARNING: It is rare It is but rare possible but possible for seizures for seizures to be triggeredto be triggered by light by fl lightashes fl ashesor patterns or patterns such such For Indoor,For Indoor, Dry-Location Dry-Location Use Only.Use Only. as thoseas thoseon computer on computer or TV orscreens. TV screens. To reduce To reduce exposure exposure to this to potential this potential hazard, hazard, play/watch play/watch TV in TVa in a well-lit room, sit an appropriate distance from the screen and take 10- to 15-minute breaks every hour. Keep Keepfood andfood beverages and beverages away awayfrom fromproduct. product. Do not Do spill not liquid spill liquid of any of kind any onkind this on this well-lit room, sit an appropriate distance from the screen and take 10- to 15-minute breaks every hour. productproduct as it mayas it rendermay render it inoperative. it inoperative. Clean Clean with awith slightly a slightly damp damp cloth cloth(cold (coldwater). water). AVERTISSEMENT : Il peut arriver que certaines personnes soient sujettes à une Do notDo use not soap, use soap, detergent detergent or other or other chemicals. chemicals. Never Never submerge submerge the unit the in unit water. in water. Allow Allow AVERTISSEMENT : Il peut arriver que certaines personnes soient sujettes à une attaqueattaque sous l’effetsous l’effet d’une d’une lumière lumière vive ou vive d’un ou jeud’un de jeu lumières de lumières provenant provenant de l’écran de l’écran d’un d’un to dryto before dry before reuse. -
Making Sense of Gender from Digital Game Play in Three-Year-Old Children’S Everyday Lives: an Ethnographic Case Study
JOURNAL OF COMPARATIVE RESEARCH IN ANTHROPOLOGY AND SOCIOLOGY Copyright © The Author(s), 2015 Volume 6, Number 1, Summer 2015 ISSN 2068 – 0317 http://compaso.eu Making sense of gender from digital game play in three-year-old children’s everyday lives: An ethnographic case study Youn Jung Huh1 Abstract This study explores very young children performing and talking about game characters in their everyday life. In this study, young children’s digital game play is considered as a hybrid and complex site for the children to meet popular culture and their everyday family experiences. This article represents a case study of six three-year-old children and their families, which combines ethnographic methods (spending time with the families, being a participant observer) and critical perspectives analysis with Bakhtinian perspectives to construct analyses that have the potential to understand how young children make sense of their everyday roles as a boy or a girl through their game play. This study shows that young children do not directly receive ideological messages from the game media, but they make sense of the messages by decoding and interpreting the game media based on their own theories of everyday life. Keywords Gender performance, digital game, young children, everyday practice, ethnographic case study Introduction This article is a part of my dissertation that focuses on six three-year-old children playing digital games on a daily basis and their families. In this paper, I explore how very young children perform and talk about game characters in their everyday lives and how it is 1 Ph.D, Salem State University, Salem, United States of America, [email protected] 155 Journal of Comparative Research in Anthropology and Sociology, Volume 6, Number 1, Summer 2015 related to their gender identities. -
Leapster Games Also Work with the Leapster L-Max™Handheld for Learning on the Go
™ Leapster Games also work with the Leapster L-Max™Handheld for learning on the go. Disney Princess ` Bratz™ This enchanting educational Experience the funky and game features the beloved fabulous Bratz™ girls in a whole Disney Princesses in fi ve new way—through fun learning animated activities that teach games! Play fi ve games and fundamental early reading learn essential skills for third and math skills. and fourth grade! These protective backpacks hold all of © Disney Enterprises, Inc. TM & © MGA Entertainment, Inc. your Leapster gaming All Rights Reserved gear, including the The Leapster and Leapster L-Max™ Leapster handheld, Recharging System is the fast, kid-friendly AC adapter, TV cables way to recharge the Leapster learning and 10 cartridges! game system! It’s easy! Just insert the included rechargeable battery pack, ™ and then dock Leapster handheld to The Incredibles Batman™ Meet the Incredibles and engage recharge the batteries. In about 4 Venture into four foreboding hours, you’re ready for more action- in an extraordinary battle of Gotham City worlds to help wits and superpowers. This packed learning fun! An AC adapter The Batman battle villains in this is also included, so you can power the educational game teaches 2nd dynamic side-scrolling game. Leapster handheld directly and 3rd grade skills including Learn essential math skills for from an AC outlet! spelling, grammar, math and third and fourth grade! problem solving. Includes: • Recharging dock © Disney Enterprises, Inc./ © 2005 DC Comics • AC adapter Pixar Animation Studios All Rights Reserved • Rechargeable battery pack Actual package art may vary. All titles may not be available in all markets. -
A Literature Review Ofthe Effects Ofmedia on Children's Physical And
Childhood Development and Media Use: A Literature Review ofthe Effects ofMedia on Children's Physical and Psychosocial Development A Master's project submitted in partial fulfillment ofthe requirements for the degree of MASTERS OF NURSING By Brett Douglas 0'Connor WASHINGTON STATE UNIVERSITY-SPOKANE, WA College ofNursing August 2011 WaShington State University Snnl.... Rlverpoint Campus Ubra ""VRana RO. Box 1495 ry SPOkane. WA 99210-1495 To the Faculty of Washington State University: The members ofthe Comnlittee appointed to examine the master's project of BRETT DOUGLAS O'CONNOR find it satisfactory and recommend that it be accepted. Chair ii Childhood Development and Media Use: A Literature Review of the Effects of Media Technologies on Children's Physical and Psychosocial Development Abstract By Brett Douglas O'Connor, RN Washington State University August 2011 Chair: Dr. Mel Haberman Television, computers, and video games are among the most widely used media activities, which engage children and adolescents for increasing amounts of time. There is a sharp increase in both the time spent and the numbers of children who use media over the past 10 years. Parents, educators, and health care providers must understand the effects that media has on childhood development and learn ways to moderate negative effects and maximize positive effects. This literature review seeks to identify the physical and psychosocial effects that media has on children and the variables of media use, which are important Variables that effect media use by children, such as age, gender, time, and content of media, are teased out ofthe literature to identify those that to lead to health consequences. -
1 Media Literacy Unit Plan Essential Question
1 Media Literacy Unit Plan Essential Question: What is the role of media in our society, and how can we become responsible consumers and producers of news and information in the digital age? Sub‐questions: What roles do confirmation bias, stereotyping, and other cognitive biases impact how we interpret events, news, and information? What is the role of social media on the traditional news cycle, and how does it influence public opinion and the press? Unit Goal: Develop critical thinking and news literacy skills to help students find reliable information to make decisions, take action, and responsibly share news through social media. Academic Texts (available in CCBC Library): Eagle, Lynne. "Commercial Media Literacy." Journal of Advertising 36.2 (2007): 101‐110. Business Source Premier. Web. 16 Jan. 2017. Mastro, Dana, et al. "Intervening In the Media's Influence on Stereotypes of Race and Ethnicity: The Role of Media Literacy Education." Journal of Social Issues 1 (2015): 171. Academic OneFile. Web. 16 Jan. 2017. Potter, W. James. "Review of Literature on Media Literacy." Sociology Compass 7.6 (2013): 417‐435. SocINDEX with Full Text. Web. 16 Jan. 2017. Strate, Lance. "Media Literacy as an Ethical Obligation: A General Semantics Approach." ETC.: A Review of General Semantics 2 (2014): 101. Literature Resource Center. Web. 16 Jan. 2017. TedTalks: Our Digital Lives Playlist Turkle, Sherry. “Connected, but alone?” Pariser, Eli. “Beware online ‘filter bubbles’”. Allocca, Kevin. “Why videos go viral”. Broadbent, Stefana. “How the Internet enables intimacy”. Blakley, Johanna. “Social Media and the end of gender”. Golbeck, Jennifer. “The curly fry conundrum: Why social media ‘likes’ say more than you might think”. -
Media Use, Attention, Mental Health and Academic Performance Among 8 to 12 Year Old Children
Media use, attention, mental health and academic performance among 8 to 12 year old children Pedro Cardoso-Leite1*, Albert Buchard2,3, Isabel Tissieres3, Dominic Mussack1 and Daphne Bavelier2,3 1. University of Luxembourg, Department of Behavioral and Cognitive Science, Esch-sur-Alzette, Luxembourg 2. Université de Genève, Faculté de Psychologie et Sciences de l’Education (FPSE), Genève, Switzerland 3. Campus Biotech, Genève, Switzerland * Corresponding Author: [email protected] Acknowledgement This research was supported by the Luxembourg National Research Fund (ATTRACT/2016/ID/11242114/DIGILEARN) to PCL and the Swiss National Funds 100014 140676 and 100014_159506 to DB. We thank the participating school, teachers, parents and students for their invaluable contribution to this research. We also thank Nuhamin Gebrewold Petros and Anna Flavia Di Natale for their help during the data collection process. The authors declare no conflict of interest regarding this publication. Daphne Bavelier declares she is a member of the scientific advisory board of Akili Interactive, Boston. keywords Media multitasking; Video game play; children; psychological network; cognition; well- being; academic achievement 1 Abstract The rise in digital media consumption, especially among children, raises the societal question of its impact on cognition, mental health and academic achievement. Here, we review the impact of three different ways of measuring technology use—total hours of media consumed, hours of video game play and number of media used concurrently—in a study surveying 156 eight-to-twelve year-old children. At stake is the question of whether different technology uses may have different effects, which could explain some of the past mixed findings. -
Video Game Systems Uncovered
Everything You Ever Wanted To Know About... VIDEO GAMES But Never Dared To Ask! Introduction: 1 With the holidays quickly approaching the odds are you will be purchasing some type of video game system. The majority of U.S. households currently have at least one of these systems. With the ever changing technology in the video world it is hard to keep up with the newest systems. There is basically a system designed for every child’s needs, ranging from preschool to young adult. This can overwhelming for parents to choose a system that not only meets your child’s needs but also gives us the best quality system for our money. With the holidays coming that means many retailers will be offering specials on video game systems and of course the release of long awaited games. Now is also the time you can purchase systems in bundles with games included. Inside you will learn about all of these topics as well as other necessities and games to accompany to recent purchase. What you’ll find here: 2 In this ebook you will learn about console and portable video game systems, along with the accessories available. You will also find how many games each system has to offer. You will get an in depth look at the pro’s and con’s of each current system available in stores today, and the upcoming systems available in the near future. As a concerned parent you should also be aware of the rating label of the games and what the rating exactly means.