Media Master Document - Montgomery County Public Schools
The Healthy Use of Technology Did you know 2011 Fragmented by multiple definitions (addiction vs. compulsion; Internet use vs. video games) Bias due to samples of convenience Cross cultural differences Literature is fragmented across many sources and many disciplines
State of the literature Do you feel preoccupied with the Internet (think about previous on-line activity or anticipate next on-line session)? Criteria for Internet Addiction Disorder (IAD)
Young (1996) Do you feel the need to use the Internet with increasing amounts of time in order to achieve satisfaction? Criteria for Internet Addiction Disorder (IAD)
Have you repeatedly made unsuccessful efforts to control, cut back, or stop Internet use? Criteria for IAD Young (1996) Do
you feel restless, moody, depressed, or irritable when attempting to cut down or stop Internet use? Criteria for IAD Do you stay on-line longer than originally intended?
Have you jeopardized or risked the loss of significant relationship, job, educational or career opportunity because of the Internet? Criteria for IAD Young (1996) Have
you lied to family members, therapist, or others to conceal the extent of involvement with the Internet? Criteria for IAD Young (1996) Do you use the Internet as a way of escaping from
problems or of relieving a dysphoric mood (e.g., feelings of helplessness, guilt, anxiety, depression)? Criteria for IAD Sleep problems. A
decrease in ones level of functioning at school or at work. A significant constriction in the ones extracurricular activities or social network. A lack of balance in your life.
Other Warning Signs Prevalence rates vary greatly across studies (1.5 to 20%). Many studies use samples of convenience. Of
those who use the Internet excessively, 51.2% primarily play MMORPGs (massive multiplayer Online Role-Playing Games) Desai, RA, et al. (2010). Prevalence The
comorbidity of IAD with other disorders is so high that many argue that IAD does not warrant its own diagnostic label in the DSM. Comorbidity ADHD Depression Anxiety Low
self-esteem PDD OCD Comorbidity Technology Introversion Poor social skills
Learning Disability or processing quirks ADHD or other problems with executive functioning skills Untreated or undertreated emotional
problems such as Anxiety, Depression, or low self-esteem Vulnerability Kids with Learning Disabilities tend to play games for more hours per week. Kids with ADHD, LD, or other emotional
issues are more likely to play games in order to feel less lonely, to get their emotions out and because they like guns and weapons. (Kutner and Olson, 2008) Vulnerability: the need to connect and cope. Compulsive Novelty tendencies
seeking, sensation seeking Mehroof, M and Griffiths, MD (2010). Vulnerability Interfamilial Poor conflict
school performance Vulnerability Smile frown (ineffective problem solving) Inpatient, Residential, and Hospital Settings Cognitive
Behavioral Therapy 12 step programs such as Online Gamers Anonymous (OLGA) Harm Reduction Therapy Self-help
books Treatment Video Games ESRB ratings have two equal parts: 1. rating symbols suggest age appropriateness for the game. 2. content descriptors indicate elements in a game that may have triggered a
particular rating and/or may be of interest or concern. Rating Systems ESRB Rating Symbols: EARLY CHILDHOOD Titles rated EC (Early Childhood) have content that may be suitable for ages 3 and older. Contains no material that
parents would find inappropriate. Ratings ESRB Rating Symbols: EVERYONE Titles rated E (Everyone) have content that may be suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of
mild language. Ratings ESRB Rating Symbols: EVERYONE 10+ Titles rated E10+ (Everyone 10 and older) have content that may be suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language and/or
minimal suggestive themes. Ratings ESRB Rating Symbols: TEEN Titles rated T (Teen) have content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or
infrequent use of strong language. Ratings Batman arkam city ESRB Rating Symbols: MATURE Titles rated M (Mature) have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and
gore, sexual content and/or strong language. Ratings Call of Duty ADULTS ONLY Titles rated AO (Adults Only) have content that should only be played by persons 18 years and older. Titles in this
category may include prolonged scenes of intense violence and/or graphic sexual content and nudity. Ratings What causes violence? Many variables mediate how children interpret and are impacted by violent media.
Exposure to violent media is only one piece of the puzzle. For every problem there is a solution that is simple, neat and wrong. H.L. Mencken (1880-1956) from Kutner and Olson (2008) Video Games: What is Normal? 97%
play some kind of video game 99% of boys say they are gamers 94% of girls report that they play games Lenhart, Middaugh, et al. (2008)
Game Play Habits Boys Girls Less than 1 hour/week 8% 32% 6 or more hours/week
45% 14% 15 or more hours/week Often/always alone 63% 13% 2%
46% Too much of a good thing? Kutner and Olson (2008) 72% of parents check the rating. 31% play with their children.
62% of parents say video games have no effect. What is Normal? Parental Monitoring Lenhart, Middaugh, et al. (2008) Well designed video games are great teachers.
Risk free learning environment. One can employ trial-and-error learning and use the scientific model to solve problems. Learning is active.
Newly acquired skills are immediately applied to the next level. The ideal learning environment Gee, P (2003) The Well Tailored Suit The game is infinitely patient.
Reinforcement for learning is consistent, immediate, and clear. The player is usually on the ideal portion of the learning curve. Gee, P (2003)
How electronic media may make you smarter benefits of video gaming for visual attention, including greater attentional capacity, quicker attention deployment, and faster processing. (Schmidt and Vandewater, 2008) Video games may positively affect a variety of visual spatial skills. (Schmidt and
Vandewater, 2008) How electronic media may make you smarter. May develop problem solving skills and inductive reasoning. Laparoscopic The surgeons.
Justice system Set limits. Help find alternative ways of feeling powerful I.R.L. Address
the problems that are driving a child to escape. What parents can do. Young (1999). Family therapy Individual
therapy: External stoppers Delay Set realistic goals Cultivate alternative activities Support groups What Helps? Young (1999).
If you are at dinner with someone, under what circumstances should your phone be on the table? Should your phone be in your bedroom, should your phone ever be under your pillow? How often should you be checking your social networking site?
At what point in the evening should you stop checking in with your technology? Setting limits on the virtual world Should you buy your child a game that is rated for older children because his/her friends are all playing it?
Should you allow your childs emails, texts, or Facebook entries to be private and unmonitored? What technology should be allowed in a childs room? Setting limits on the virtual world
Coursera experiences from the University of Maryland'sfirst MOOC Dr. James V. GreenDirector, Entrepreneurship EducationMaryland Technology Enterprise Institute (Mtech)A. James Clark School of EngineeringApril 4, 2013. Maryland Technology Enterprise Institute · A. James Clark School of Engineering · University of Maryland
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Mission: With respect for tribal sovereignty, NAEPC is dedicated to providing technical assistance, environmental education, professional training, information networking and intertribal coordination as directed by the member tribes.
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