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WVU COMM 105 - Exam 2 Study Guide

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COMM 105 1st Edition Exam #2 Study Guide: Chapters 6, 7, & 8Learning through Television- By the 1960s, as many as 97% of US households had a television set…- …and children spend as much as 27 hours per week watching TV.- At the time, many wondered: how was this new (and popular) communication technology impacting children? - What really upset parents were that the only thing on TV was sitcoms; there was nothing educational. - The kids from wealthier households were learning more and doing better in school; kids from lower socio-economic households were lagging behind o Said that kids with lower incomes watched more TV than kids from higher income households- because kid gets home from school and lets self into house and entertains him/herself while parents are at work. Children from higher income homes were entertained by parents who were not working constantly.Sesame Street and the learning gap - Launched November 10, 1969- Developed by The Children’s Television Workshop - Successful at teaching academic lessons, but did lead to an unexpected achievement gap.Cognitive Learning - the act of storing and understanding new information- Children’s TV viewing was an autotelic processo Autotelic Process- A process or activity that is intrinsically motivated, having no external reward associated with its completion.- Children’s TV Workshop worked to develop educational programming- November 10, 1969: Sesame Street launched- Popular with children of all demographics- Successful at teaching academic lessons, but did lead to an unexpected achievement gapAffective Learning - the feelings associated with the learning process- There is more to childhood development than academic lessons…These notes represent a detailed interpretation of the professor’s lecture. GradeBuddy is best used as a supplement to your own notes, not as a substitute.- …and Mr. Rogers worked to teach children about their social world- Imagination- Inquisitiveness- Inspirationo Some of the emotional themes Mr. Rogers dealt with included divorce, death, and even war! “Learning would be exceeding laborious, not to mention hazardous, if people had to rely solelyon the effects of their own actions to inform them what to do.” – Psychologist Albert BanduraSocial Learning Theory- Learning from TV is an example of a vicarious experienceo Vicarious Experience- The notion that humans can experience the world through observing others rather than through direct experience.- Bandura noticed that children learn by modeling witnessed behaviors:- Attention (view it)- Retention (remember it)- Reproduction (replicate it)- Motivation (desire it)o Reproduction is when learning has occurred - Later, renamed to social cognitive theory to reflect the cognitive (rather than behavioral) focus of the theory- Results of modeling is the learning of cognitive or behavioral scripts- Does social cognitive theory suggest that children learn all witnessed behaviors?- No, the child has to find something attractive or appealing. The person has to think they can actually accomplish the behavior. There also has to be something rewarding about the behavior, or they’re not going to follow that behavior. - Posts that learning is a cognitive process that takes place in a social context and can occur purely through observation or direct instruction, even in the absence of motor reproduction or direct reinforcement.- Learning vicariously through others // seeing someone do something wrong and being punished teaches you not to do itVideo Games and Learning- As of 2010, nearly 70% of US households play video games on a regular basis- Jones (2003) argues that games are a ubiquitous part of childhood development- So, can we learn from games? One key feature lies in their interactivityo Interactivity - having control of both the form and content of a media message.- Is it still social learning if you’re doing rather than watching? Yes.- Games require and encourage multimodal learning to be played successfully (e.g., visual, textual, and behavioral-based learning)- Multimodal Learning– incorporating several different learning styles (i.e. visuallearners, textual learners, etc.) into a single lesson plan or activity- Games can often provide accurate simulations of complex phenomenon (e.g., circulatory system, airline cockpit)- Other games are made as serious games (e.g., Oregon Trail, Darfur is Dying)o Serious games- a specific category of video games that usually aims to teach a particular educational or social lesson.- Social media programs allow digital natives to learn from each other, in spaces natural to their normal social interactions- Digital natives- people who can’t remember a time when there wasn’t an internet; known as anyone before 1980 o Individuals born into a technological age who are experts at using and adapting to technology for a variety of end goals included a preference forcommunicating through technological devices.- Facebook and learning:- Con: Facebook usage can distract students from studying (displacement hypothesis)o Displacement Hypothesis: A theory that suggests that time spent using entertainment media might take away from our time spent with other people- Pro: Using class-specific Facebook groups can increase cognitive and affective learning ARPAnet– advanced research project agency network started in 1969 with funding and oversight from the U.S. military. (Created by UCLA, Stanford, UC Santa Barbara, and Utah)- Set up for research sharing purposes- However, after their research was shared, people reported making friends (even lovers) through the system.- How? Technologies tend to connect people with similar interests - Early form of e-mailo E-mail -a form of electronic communication in which users can send each other private messages to digital mailboxes, similar to sending a letter through a traditional mail service.Putnam argues that technology replaces authentic social interactions … but aren’t your social media contacts real people?o Social Interactions- conversations between people central to the human communication process.SNS (Social Network Sites)– web based services that allow individuals to:- Construct (semi) public profiles- Articulate a list of social connections- View other users’ profiles and listso What makes SNS different from past technology?o It allows for a greater scope of


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