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Cognitive Learning
-Childrens TV viewing was an autotelic process - Childrens television workshop worked to developed educational programming
Nov 10 1969, Sesame Street launched
-popular w children of all demographics -successful at teaching academic lessons, but lead to an unexpected achievement gap -cognitive learning
Autotelic Process
Process or activity that is intrinsically motivated , having no external reward associated with its completion
Affective Learning
-focus on personal growth - Mr. Rodgers -imagination, inquisitiveness, inspiration - dealt with divorce, death, even war
"Learning would be exceeding laborious, not to mention hazardous if people had to rely soley on the effects of their own actions to inform them what to do"
Albert Bandura
Social Learning Theory
-learning from TV is an example of vicarious experience - bandura noticed that children learn by modeling witnessed behaviors
Attention
View it
Reproduction
Replicate it
Retention
remember it
Motivation
desire it
vicarious experience
notion that humans can experience the world through observing others rather than through direct experience
Modeling
process of learning a behavior by observing others
Script
A cognitive shortcut that we rely on to understand how a sequence of events takes place in a given circumstance
Social Learning Theory (II)
-later renamed social cognitive theory to reflect the cognitive (rather than behavioral) focus of the theory
Argued that a childhood without video games could actually have a negative impact on a child's ability to socialize with his or her peers
Steven Jones (2003)
Interactivity
Having control of both the form and content of a media message
Multimodal Learning
Incorporating several different learning styles (visual learners, etc.) into a single lesson plan or activity
Simulation
A virtual environment that is meant to replicate an actual environment or situation
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 social interactions: Pros and cons
Pro: Using class specific Facebook groups can increase cognitive and affective learning Con: Facebook usage can distract students from studying (displacement hypothesis)
Affective Learning
The feelings associated with the learning process
Cognitive learning
The act of storing and understanding new information
Extended Learning
Educational endeavors (such as classes or workshops) that attempt to provide training to individuals across physical and temporal boundaries
ARPAnet (Advanced Research Projects Agency Network)(UCLA, UC Santa Barbara, Utah) 1969 with funding from US military
-set up for research purposes -users reported making friends (even lovers) through the system -technologies tend to connect people with similar interests (early forms of email)
Online Interactions: Boone or Bane
-we spend more and more time with technology, but this is a bad thing - Putnam argued that technology replaces authentic social interaction
Social Networking Sites
-Boyd and Ellington 2007 -1)construct (semi) public profiles -2) Articulate a list of social connections -3) View other user's profiles and lists
What makes SNS different from past technology
-allow for greater scope of interactions among users -provide for public displays of connection between users -users represent most all demographics and psychographics
Why do we use Social networking sites?
-Maintaining social connections -Building closer social connections -sns users have been found to be less socially isolated -seeking and giving social support -to argument interpersonal communication
Goldilocks Effect
number of friends you have online can impact your popularity offline - having too few or too many friends or contacts can result in others making negative judgements
Context Collapse
-Information created for a specific audience is shared with multiple audiences at the same time - info you post can be viewed by unexpected audiences
Telepresence
We must feel tele present while using social media in order to feel social presence =Content * Channel * User
Telepresence
when using communication technology, a feeling that one is interacting in a mediated environment w/o consciously thinking about this mediation
Social Presence
When using communication technology, a feeling that one is engaging another person in a non mediated way
Continuum
-rather than "in or out" -present or absent
Psychological state
-perception, not technology - can be experienced through any channel
Dynamic
Changes at any given moment
The Media Equation
-Reeves and Nass argue that for many people media equals real life for examples: - We cry during sad movies even though we know they are fake - We talk to computers when they aren't working properly (Siri) - We use interpersonal communication norms while using CMC.. including deception…
Deceiving others online
research suggests that deceptions online are more similar to impression management - we don't lie online- at least any more than we would face to face because we anticipate meeting each other in person - Catfish is an entertaining show but not an epidemic
Impression Management
Act of disclosing and concealing personal information in order to control the impressions that others form of you
Haptic Communication
sending meaning through the use of non-verbal cues associated with touch ex) stuffed/wired monkeys
Expectancy Violation
A situation in which our assumptions about anticipations of another's thoughts, actions, or behavior are not met
Homophily
the extent to which two people (or two things) are similar to one another
What is social networking
-fostering connections with others - technology didn't create the concept, but it has sped it up considerably
Node
In social networking, it is the basic unit of analysis- usually any given person in a larger network of people
Bucket Brigades
- each person is linked to one (or two) other persons in (in a line)
Telephone Trees
each person is linked one way to several others who are similarly- linked (think of chain letter)
Connection VS Influence
-Just because we are connected to somebody does not necessarily mean we are influenced by them -six degrees tend to separate any two people -yet three degrees seems to be the scope of influence between people
Media Richness Theory
-technologies differ in term of the cues for communication they provide -more equivocal information requires more cues - cues are required for relational communication -MRT claims that different communication channels can be cue- lean or cue-rich as a function of -bandwith (capacity &…
Equivocality
Information that has more than one potential meaning or interpretation
Social Information Processing Theory
-MRT argued that "more cues---> more intimate communication" -Walther (1992) challenged this with his social information processing theory - Theory that humans use information to reduce uncertainty in order to forge relationships, and that the medium they use can subsequently impact how…
Chronemics
-Using a sense of time, such as response latency or pausing during a conversation, to communicate nonverbally
Emoticons
Using combinations of keyboard symbols to represent facial expressions
SIPT (social information processing theory)
-argues that we can think of a drink straw as an exampled of communication via technology: -Face to face we tend to gulp lots of info at one time - CMC we tend to sip a little bit of information over a longer period of time
Hyperpersonalrelationships
-Relationships that develop online more than they would FtF -Senders use a lack of nonverbal cues to better frame themselves. receivers idealize senders, based on these idealized self-presentations - CMC allows for greater message control - Confirmatory feedback results in both parties…

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