Loading presentation...

Present Remotely

Send the link below via email or IM


Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.


Media and Child Development

No description

Meghan O.

on 2 May 2013

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of Media and Child Development

Research on Media Media and
Child Development Television Violence and Its Effects on Young Children Books Thoughts on Media Social Development Brain Development Behavior Identity Works Cited Rafael Castaned
Gesline Dalys
Olivia Haddad
Nicole Klukken
Meghan Odendaal
Ben Voitl Simmons, Betty Jo, Kelly Stalsworth, and Heather Wentzel. "Television Violence and Its Effects on Young Children." Early Childhood Education Journal 26.3 (1999): 149-153. Academic Search Premier. Web. 21 Nov. 2012. Strasburger, Victor C. "Media and Children." JAMA: Journal Of The American Medical Association 301.21 (2009): 2265-2266. Web. 9 Nov. 2012. Buckingham, D. (2008). Youth, Identity, and Digital Media. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. MIT Press Fisherkeller, J. (2002). Growing Up With Television: Everyday learning among young adolescents. Philadelphia: Temple Univeristy Press. Jones, G. (2003). Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-believe Violence. New York: Basic Books Gee, J.P. (2003). What Video Games Have To Teach Us About Learning and Literacy. New York: Palgrave MacMillan. Youth, Identity, and Digital Media by D. Buckingham

Growing Up With Television: Everyday Learning Among Young Adolescents by J. Fisherkeller

Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence by G. Jones

What Video Games Have to Teach Us About Learning and Literacy by J.P. Gee “Children who watched Power Rangers committed 7 times more aggressive acts than those who did not” Media and Children: What Needs To Happen Now "The media [is] not the leading cause of any pediatric health problem in the United States, but they do make a substantial contribution to many health problems, including the following: violence, aggressive behavior, eating disorders, sex, and drugs" "I find media to be more of a positive outlook for individuals because it keeps the world connected and technology gives us opportunity to learn, create and grow."
~NICOLE "...the most negative influence is social networking... [it takes] up a lot of my time and adds to my procrastination."
~Ben "...the age of the individuals that are watching plays a huge role. It’s important to understand the difference between bad and good..."
~Rafael "Media can be both good and bad but it also depends on how much media one individual is using."
~Olivia Identity dilemmas, - like Madonna consciously constructed, ironic sexual image
J. Fisherkeller

“Sports segregated the kids who excelled from the kids who didn’t. So did card games and complicated make-believe games, for that matter. But anyone could shoot and fall down dead.”
G. Jones

“Not all children are born into new technologies…there are still homes without computers or internet access; not every adolescent has a cell phone, an MP3 player, and a Game Cube or Play Station…it would be naïve to assume that all life is digital. Sports, arts, books, camping, bicycles, hobbies, offline games, and hanging out with friends offline are still a part of childhood for many.”
D. Buckingham Educational, pro-social requirements influenced "them" in preference for talk shows
J. Fisherkeller

“Today images, symbols, graphs, diagrams, artifacts, and many other visual symbols are particularly significant. Thus, the idea of different types of visual literacy is an important one”
J.P. Gee.

“What does it take just to play a game as an active learner? To do this the player must understand and produce situated meanings in the domain that this game, and games like it, constitutes”
J.P. Gee.

“Children are usually taught to compartmentalize their communication into either linear narrative or static portraits, but storytelling that is both visual and verbal leads them to transcend the compartments, to experience their thoughts and feelings more completely.
G. Jones

"Video games are potentially particularly good places where people can learn to situate meanings through embodied experiences in a complex semiotic domain and mediate on the process"
J.P. Gee Came to use TV basketball as a means of developing and supporting his identity as a male peer
J. Fisherkeller

“The child, through action and reflection, becomes a ‘self-teacher,’ ‘training’ his or her own mental networks of associations”
J.P. Gee

“As it turned out, I did grow up fairly cultured—or civilized, at least. I was as cooperative, bookish, and conscientious my parents could have wanted. But I carried that monster-slaying hero inside me the whole time.”
G. Jones Watching television for images to better their "future life”
J. Fisherkeller

A gamer takes on new identities when entering into virtual worlds.
J.P. Gee

“The boundaries between teens and babies are blurred and adults seem out of the loop altogether.”
D. Buckingham

“Like your identity, new technologies keep changing, converging, morphing—seemingly always in flux and like youth identities.”
D. Buckingham
Full transcript