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media technology and well being

Kushlev, K. (2018). Media technology and well-being: A complementarity-interference model. In E.Diener, S. Oishi, & L. Tay (Eds.), Handbook of well-being. Salt Lake City, UT: DEF Publishers. DOI:nobascholar.com.  Retrieved from https://www.academia.edu/35761357/Media_Technology_and_Well-Being_A_Complementarity-Interference_Model
Media technology—from mass media to social media and from video gaming to computer-mediated communication—plays an increasingly central role in people’s lives. Due to exponential increases in computing power, people now carry incredibly powerful computers—their smartphones—everywhere they go. This ever-greater access to media technology is generating an ever-greater conflict between media activities and the unmediated activities critical for psychological well-being—from our face-to-face conversations and family time to our down time and work lives. What are the costs and benefits of people’s modern media technology use for psychological well-being? Using a complementarity-interference (CI) framework, I review research to illuminate key psychological processes (i.e., mediators) and conditions (i.e., moderators) of the relationship between media technology and psychological well-being. Based on the existing evidence, I propose an initial theoretical CI model of the effects of media technology on psychological well-being. I use this CI model to outline important directions for future research, providing guidelines for an integrated, theoretically informed research on media technology.
Keywords: Media, Communication technology, Computer-mediated communication (CMC), Subjective well-being, Human-computer interaction (HCI)
Definition Media Technology
Media technology. In this chapter, we will explore psychological well-being in the context of modern media technology. In common parlance, we often think of the word ‘media’ as referring to mass media, such as news media (e.g., TV, radio), and more recently, to social media (e.g., Facebook, Twitter, Instagram). But media—the plural of medium—broadly refers to any technological tool that serves as a bridge or conduit to stimuli not otherwise available in the immediate physical environment. Thus, media technology refers to books and newspapers, radio and television, video and computer games—or to any device or method people use to transcend the constraints of their immediate physical environment: from yesterday’s dial-up telephone to the today’s smartphone, and from writing a hand-written letter to texting a friend (c.f., Okdie et al., 2014). Related terms also exist in the literature including information and communication technology, or ICT, as well as computer-mediated communication, or CMC. Most of the findings discussed here apply to—and in fact come from—the literature on ICT and CMC
While using the broad term, media technology, this chapter will focus primarily on the effects of media technology developed in the past century or so, including television, video games, and, most recently, mobile computers such as smartphones. In other words, we will be focusing on screen media technology. I will use the term mediated to refer to the stimuli afforded by the media technology, and the term unmediated to refer to behavior that does not involve the use of media (e.g., face-to-face interactions). Even though media technology itself is physical, I will use the term immediate physical environment to refer to the environment in which the media technology use occurs.

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more on contemplative computing in this IMS blog
https://blog.stcloudstate.edu/ims?s=contemplative+computing

Principalship EDAD

Link to this blog entry: http://bit.ly/principaledad

Fri, Feb. 2, 2018, Principalship class, 22 people, Plymouth room 103

Instructor Jim Johnson  EDAD principalship class

The many different roles of the principals:

Communication

Effective communication is one critical characteristics of effective and successful school principal. Research on effective schools and instructional leadership emphasizes the impact of principal leadership on creating safe and secure learning environment and positive nurturing school climate (Halawah, 2005, p. 334)

Halawah, I. (2005). The Relationship between Effective Communication of High School Principal and School Climate. Education, 126(2), 334-345.

http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ765683%26site%3dehost-live%26scope%3dsite

Selection of school principals in Hong Kong. The findings confirm a four-factor set of expectations sought from applicants; these are Generic Managerial Skills; Communication and Presentation Skills; Knowledge and Experience; and Religious Value Orientation.

Kwan, P. (2012). Assessing school principal candidates: perspectives of the hiring superintendents. International Journal Of Leadership In Education, 15(3), 331-349. doi:10.1080/13603124.2011.617838

http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d77658138%26site%3dehost-live%26scope%3dsite

Yee, D. L. (2000). Images of school principals’ information and communications technology leadership. Journal of Information Technology for Teacher Education, 9(3), 287–302. https://doi.org/10.1080/14759390000200097

Catano, N., & Stronge, J. H. (2007). What do we expect of school principals? Congruence between principal evaluation and performance standards. International Journal of Leadership in Education, 10(4), 379–399. https://doi.org/10.1080/13603120701381782

Communication can consist of two large areas:

  • broadcasting information: PR, promotions, notifications etc.
  • two-way communication: collecting feedback, “office hours” type of communication, backchanneling, etc.

Further communication initiated by/from principals can have different audiences

  • staff: teachers, maintenance etc.

Ärlestig, H. (2008). Communication between principals and teachers in successful schools. DIVA. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1927

Reyes, P., & Hoyle, D. (1992). Teachers’ Satisfaction With Principals’ Communication. The Journal of Educational Research, 85(3), 163–168. https://doi.org/10.1080/00220671.1992.9944433

  • parents: involvement, feeling of empowerment, support, volunteering
  • students
  • board members
  • community

Epstein, J. L. (1995). School/family/community partnerships – ProQuest. Phi Delta Kappan, 76(9), 701.

  • Others

Communication and Visualization

The ever-growing necessity to be able to communicate data to different audiences in digestible format.

https://blog.stcloudstate.edu/ims/2017/07/15/large-scale-visualization/

So, how do we organize and exercise communication with these audiences and considering the different content to be communicated?

  • How do you use to do it at your school, when you were students 20-30 years ago?
  • How is it different now?
  • How do you think it must be changed?

Communication tools:

physical

  • paper-based memos, physical boards

Electronic

  • phone, Intercom, email, electronic boards (listservs)

21st century electronic tools

  • Electronic boards
    • Pinterest
  • Internet telephony and desktopsharing
    • Adobe Connect, Webex, Zoom, GoToMeeting, Teamviewer etc.
    • Skype, Google Hangouts, Facebook Messenger
  • Electronic calendars
    • Doodle, MS Offce365, Google Calendar
  • Social media / The Cloud
    • Visuals: Flickr, YouTube, TeacherTube, MediaSpace
    • Podasts
    • Direct two-way communication
      • Asynchronous
        • Snapchat
        • Facebook
        • Twitter
        • LinkedIn
        • Instagram
      • Synchronous
        • Chat
        • Audio/video/desktopsharing
      • Management tools

 

Tools:

https://blog.stcloudstate.edu/ims/2016/07/16/communication-tool-for-teachers-and-parents/

Top 10 Social Media Management Tools: beyond Hootsuite and TweetDeck

https://blog.stcloudstate.edu/ims/2013/11/17/top-10-social-media-management-tools-beyond-hootsuite-and-tweetdeck/

Manage control of your passwords and logons (Password Managers)

  • 1Password.
  • Okta.
  • Keeper.
  • KeePass.
  • Centrify Application Services.
  • RoboForm.
  • Zoho Vault.
  • Passpack.
  • LastPass

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class discussion Feb 2.

PeachJar : https://www.peachjar.com/

Seesaw: https://web.seesaw.me/

Schoology: https://www.schoology.com/

 

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Group Assignment

considering the information discussed in class, split in groups of 4 and develop your institution strategy for effective and modern communication across and out of your school.

>>>>>>>>>>> Word of the day: blockchain credentialing <<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>> K12 Trends 4 2018 <<<<<<<<<<<<<<<<<

 

 

free speech and privacy

IT’S THE (DEMOCRACY-POISONING) GOLDEN AGE OF FREE SPEECH

Jan 16, 2018

https://www.wired.com/story/free-speech-issue-tech-turmoil-new-censorship/

My note: the author uses the 1960 military junta in Turkey as an example. Here it is the 2014 “modern” ideological fight of increasingly becoming dictatorial Turkish Prime Minister Recep Erdogan against his citizens by shutting off Twitter: http://time.com/33393/turkey-recep-tayyip-erdogan-twitter/
Here is more on civil disobedience and social media: https://blog.stcloudstate.edu/ims?s=civil+disobedience

until recently, broadcasting and publishing were difficult and expensive affairs, their infrastructures riddled with bottlenecks and concentrated in a few hands.

When protests broke out in Ferguson, Missouri, in August 2014, a single livestreamer named Mustafa Hussein reportedly garnered an audience comparable in size to CNN’s for a short while. If a Bosnian Croat war criminal drinks poison in a courtroom, all of Twitter knows about it in minutes.

In today’s networked environment, when anyone can broadcast live or post their thoughts to a social network, it would seem that censorship ought to be impossible. This should be the golden age of free speech.

And sure, it is a golden age of free speech—if you can believe your lying eyes. Is that footage you’re watching real? Was it really filmed where and when it says it was? Is it being shared by alt-right trolls or a swarm of Russian bots?
My note: see the ability to create fake audio and video footage:
https://blog.stcloudstate.edu/ims/2017/07/15/fake-news-and-video/

HERE’S HOW THIS golden age of speech actually works: In the 21st century, the capacity to spread ideas and reach an audience is no longer limited by access to expensive, centralized broadcasting infrastructure. It’s limited instead by one’s ability to garner and distribute attention. And right now, the flow of the world’s attention is structured, to a vast and overwhelming degree, by just a few digital platforms: Facebook, Google (which owns YouTube), and, to a lesser extent, Twitter.

at their core, their business is mundane: They’re ad brokers

They use massive surveillance of our behavior, online and off, to generate increasingly accurate, automated predictions of what advertisements we are most susceptible to and what content will keep us clicking, tapping, and scrolling down a bottomless feed.

in reality, posts are targeted and delivered privately, screen by screen by screen. Today’s phantom public sphere has been fragmented and submerged into billions of individual capillaries. Yes, mass discourse has become far easier for everyone to participate in—but it has simultaneously become a set of private conversations happening behind your back. Behind everyone’s backs.

It’s important to realize that, in using these dark posts, the Trump campaign wasn’t deviantly weaponizing an innocent tool. It was simply using Facebook exactly as it was designed to be used. The campaign did it cheaply, with Facebook staffers assisting right there in the office, as the tech company does for most large advertisers and political campaigns.

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more on privacy in this IMS blog
https://blog.stcloudstate.edu/ims?s=privacy

more on free speech in this IMS blog
https://blog.stcloudstate.edu/ims?s=free+speech

SOE workshop gamification

School of Education workshop on gaming and gamification

shortlink: http://bit.ly/soegaming

Join us for a LIVE broadcast:

Live broadcast on Adobe Connect:
https://webmeeting.minnstate.edu/scsuteched
Live broadcast on Facebook:
https://www.facebook.com/events/1803394496351600

 

Outline:
The Gamification of the educations process is not a new concept. The advent of educational technologies, however, makes the idea timely and pertinent. In short 60 min, we will introduce the concept of gamification of the educational process and discuss real-live examples.

Learning Outcomes:

  • at the end of the session, participants will have an idea about gaming and gamification in education and will be able to discriminate between those two powerful concepts in education
  • at the end of this session, participants will be able search and select VIdeo 360 movies for their class lessons
  • at the end of the session, participants will be able to understand the difference between VR, AR and MR.

if you are interested in setting up a makerspace and/or similar gaming space at your school, please contact me after this workshop for more information.

  1. Gaming in education
    Minecraft.edu
    https://blog.stcloudstate.edu/ims/2017/10/26/pedagogically-sound-minecraft-examples/
    Simcity.com

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Here some online games suitable for educators:
http://www.onlinecolleges.net/50-great-sites-for-serious-educational-games/

https://www.learn4good.com/games/for-high-school-students.htm

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Let’s learn more about gaming and education with Kahoot (please click on Kahoot):

https://play.kahoot.it/#/k/78e64d54-3607-48fa-a0d3-42ff557e29b1

Let’s take a quiz together:

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  1. Gamification in education
    1. How would you define gamification of the educational process?
    2. Gaming and Gamification in academic and library settings (paper)
      Short URL: http://scsu.mn/1F008Re
      Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non-game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences (What is GBL (Game-Based Learning)?, n.d.).
      Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012). Gamification requires three sets of principles: 1. Empowered Learners, 2. Problem Solving, 3. Understanding (Gee, 2005).
    3. Apply gamification tactics to existing learning task
      split in groups and develop a plan to gamify existing learning task
    4. gamification with and without technology
      https://www.thespruce.com/board-games-for-college-kids-3570593

+++ hands-on ++++++++++++++++ hands-on ++++++++++++++++ hands-on ++++++

  1. Video 360 in the classroom (proposed book chapter)
    1. the importance of Video 360
      p. 46 Virtual Reality
      https://blog.stcloudstate.edu/ims/2017/08/30/nmc-horizon-report-2017-k12/
      p. 47 Google is bringing VR to UK kids
      http://www.wired.co.uk/article/google-digital-skills-vr-pledge
      Video 360 movies for education:
      http://virtualrealityforeducation.com/google-cardboard-vr-videos/science-vr-apps/
      Watch this movie on the big screen:

      from the web page above, choose a movie or click on this lin
      k:
      https://youtu.be/nOHM8gnin8Y (to watch a black hole in video 360)
      Open the link on your phone and insert the phone in Google Cardboard. Watch the video using Google Cardboard. 
    2. Discuss the difference between in your experience watching the movie on the big screen and using Google Cardboard. What are the advantages of using goggles, such as Google Cardboard?
      Enter your findings here:
      https://docs.google.com/document/d/1Nz42T6CaYsx8qVl9ee_IC25EyqS0A8aZcQdX2F6RMjg/edit?usp=sharing

Let’s learn more about gaming and education with Kahoot (please click on Kahoot):

https://play.kahoot.it/#/k/6c9e7368-f830-4a9c-8f5a-df1899e96665

  1. VR, AR, MR and Video 360.
    1. discuss your ideas to apply VR/AR/MR and Video 360 in real life and your profession
      https://docs.google.com/document/d/1Cq6zDXJ9xkN7h81RpiLkdflbAuX8y_my2VrbO3mZ5mM/edit?usp=sharing
  2. Creating your own games:
    https://blog.stcloudstate.edu/ims/2018/02/19/unity/

++++++ RESOURCES ++++++++++ RESOURCES ++++++++++ RESOURCES +++++++

https://blog.stcloudstate.edu/ims?s=games

https://blog.stcloudstate.edu/ims?s=gamification

https://blog.stcloudstate.edu/ims?s=virtual+reality

https://blog.stcloudstate.edu/ims?s=video+360

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For further information about Information Media:

IM Facebook Group https://www.facebook.com/groups/326983293392/
IM Facebook Page http://www.facebook.com/Informationmedia
IM Blog blog.stcloudstate.edu/im
IM LinkedIn https://www.linkedin.com/in/information-media-department-31360b28/
Twitter https://twitter.com/IM_SCSU
Youtube https://www.youtube.com/channel/UCIluhVNJLJYEJ7983VmhF8w

WhatsApp privacy France

French privacy watchdog raps WhatsApp over Facebook data sharing

 France’s data privacy watchdog may fine messaging app WhatsApp if it does not comply with an order to bring its sharing of user data with parent company Facebook into line with French privacy law.
Separately, Germany’s cartel office said on Tuesday it had found Facebook had abused its dominant market position, in a ruling that questioned the company’s model of monetizing the personal data of its users through targeted advertising.
My note: it seems the EU is gearing toward in increase scrutiny of social media giants regarding users’ privacy:
https://blog.stcloudstate.edu/ims/2018/01/05/tinder-dating-privacy/ 

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more on privacy in this IMS blog
https://blog.stcloudstate.edu/ims?s=privacy

 

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