54 Cards in this Set
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Cognitive Learning
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-Childrens TV viewing was an autotelic process
- Childrens television workshop worked to developed educational programming
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Nov 10 1969, Sesame Street launched
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-popular w children of all demographics
-successful at teaching academic lessons, but lead to an unexpected achievement gap
-cognitive learning
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Autotelic Process
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Process or activity that is intrinsically motivated , having no external reward associated with its completion
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Affective Learning
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-focus on personal growth
- Mr. Rodgers
-imagination, inquisitiveness, inspiration
- dealt with divorce, death, even war
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"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"
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Albert Bandura
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Social Learning Theory
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-learning from TV is an example of vicarious experience
- bandura noticed that children learn by modeling witnessed behaviors
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Attention
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View it
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Reproduction
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Replicate it
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Retention
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remember it
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Motivation
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desire it
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vicarious experience
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notion that humans can experience the world through observing others rather than through direct experience
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Modeling
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process of learning a behavior by observing others
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Script
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A cognitive shortcut that we rely on to understand how a sequence of events takes place in a given circumstance
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Social Learning Theory (II)
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-later renamed social cognitive theory to reflect the cognitive (rather than behavioral) focus of the theory
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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
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Steven Jones (2003)
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Interactivity
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Having control of both the form and content of a media message
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Multimodal Learning
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Incorporating several different learning styles (visual learners, etc.) into a single lesson plan or activity
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Simulation
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A virtual environment that is meant to replicate an actual environment or situation
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Serious Games
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A specific category of video games that usually aims to teach a particular educational or social lesson
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Social media programs allow digital natives to learn from each other in spaces natural to their social interactions: Pros and cons
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Pro: Using class specific Facebook groups can increase cognitive and affective learning
Con: Facebook usage can distract students from studying (displacement hypothesis)
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Affective Learning
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The feelings associated with the learning process
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Cognitive learning
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The act of storing and understanding new information
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Extended Learning
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Educational endeavors (such as classes or workshops) that attempt to provide training to individuals across physical and temporal boundaries
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ARPAnet (Advanced Research Projects Agency Network)(UCLA, UC Santa Barbara, Utah) 1969 with funding from US military
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-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)
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Online Interactions: Boone or Bane
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-we spend more and more time with technology, but this is a bad thing
- Putnam argued that technology replaces authentic social interaction
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Social Networking Sites
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-Boyd and Ellington 2007
-1)construct (semi) public profiles
-2) Articulate a list of social connections
-3) View other user's profiles and lists
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What makes SNS different from past technology
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-allow for greater scope of interactions among users
-provide for public displays of connection between users
-users represent most all demographics and psychographics
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Why do we use Social networking sites?
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-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
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Goldilocks Effect
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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
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Context Collapse
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-Information created for a specific audience is shared with multiple audiences at the same time
- info you post can be viewed by unexpected audiences
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Telepresence
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We must feel tele present while using social media in order to feel social presence
=Content * Channel * User
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Telepresence
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when using communication technology, a feeling that one is interacting in a mediated environment w/o consciously thinking about this mediation
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Social Presence
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When using communication technology, a feeling that one is engaging another person in a non mediated way
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Continuum
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-rather than "in or out"
-present or absent
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Psychological state
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-perception, not technology
- can be experienced through any channel
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Dynamic
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Changes at any given moment
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The Media Equation
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-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…
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Deceiving others online
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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
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Impression Management
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Act of disclosing and concealing personal information in order to control the impressions that others form of you
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Haptic Communication
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sending meaning through the use of non-verbal cues associated with touch
ex) stuffed/wired monkeys
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Expectancy Violation
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A situation in which our assumptions about anticipations of another's thoughts, actions, or behavior are not met
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Homophily
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the extent to which two people (or two things) are similar to one another
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What is social networking
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-fostering connections with others
- technology didn't create the concept, but it has sped it up considerably
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Node
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In social networking, it is the basic unit of analysis- usually any given person in a larger network of people
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Bucket Brigades
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- each person is linked to one (or two) other persons in (in a line)
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Telephone Trees
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each person is linked one way to several others who are similarly- linked (think of chain letter)
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Connection VS Influence
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-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
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Media Richness Theory
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-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 &…
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Equivocality
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Information that has more than one potential meaning or interpretation
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Social Information Processing Theory
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-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…
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Chronemics
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-Using a sense of time, such as response latency or pausing during a conversation, to communicate nonverbally
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Emoticons
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Using combinations of keyboard symbols to represent facial expressions
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SIPT (social information processing theory)
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-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
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Hyperpersonalrelationships
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-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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