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Ecology of the Mass Media - Coggle Diagram
Ecology of the Mass Media
Types of Media
Books
Radio
Magazines
Apps on tablets and cell phones
Movies
Computer applications
Videos
newspaper
Music
Television
Socialization Media Affects
Beliefs
Attitudes
Values
Behavior
Mass Media is
Spreaders of culture
Transformers of culture
Shapers of culture
Variables that determine outcome from mass media on children
Family variables that include economics, media purchased, time, alternative leisure activities pursued, mediation, adult supervision accompanied media exposure
Bidirectional variables which include what the child brings to the media experiences to chant ti and how the media experiences changes the child.
Child variable including age, cognitive ability, gender, social experience, and psychological needs.
Media Environment Affecting Children
Availability
Variety of Choices
Proliferation of Portable Devices
Facility of Use
Affordability
Media Regulated
Federal Communication Commission (FCC)
Jurisdiction over policies and restrictions on content and ownership
Federal Trade Commission (FTC)
In charge of consumer protection
TV uses
Entertainment
News
Education
Consumer information
Changes created by TV
Leisure time
Meal arrangements
Sleep Habits
Converstation patterns
Theories How Media Affects Children
Cultivation Theory
Motivation Theory
Social Cognitive Theory
Displacement Theory
What watching TV & Movies has impact on
Cognitive development and behavior
Psychological development and behavior
Physical development and health
Moral development and values
Socioemotional development and relationships
Risks for Viewing Violence
Being fearful of being attacked
Becoming desensitized to violence
Learning to behave violently
Selective Attention
Preschoolers like animation, strange voices. lively music, rhyming, repetition auditory changes, alliteration.
Older children like action, adventure and family situation comedies
Infants and toddlers like loud noise, bright colors, and movement
How Parents Can Mediate TV
Checking ratings and evaluating what kind of programs may be viewed
Viewing and discussing programs with children
Controlling number of hours of TV exposure
Arranging other activities for the family
Mesosystem links from TV
Community
School
Peer group
Family
Educational TV in the classroom
Aides in the common base knowledge among students
Enhances student comprehension and discussion
Reinforces reading and lecture material
Provides greater accommodation of diverse learning styles
Increases student motivation and enthusiasm
Promotes teacher effectiveness
Print Media Teaches
Morals
Ideas
History
Values
Attitudes
Books Enhance
Comprehension
Overall cognitive development
Reading skills
Language
Psychosocial development that books provide
Values
Cope with problems
Role models
Understand feelings
Reasons Books are Challenged
Unsuited to age group
Offensive language
Sexually explicit
Problems with Internet Technology
The capacity to hack into unauthorized information
Viruses and worms that can destroy data on computers
Privacy issues regarding the ability to track online usage patterns and personal data
Unsolicited junk mail or spam
Piracy issues over illegal transfer of copyrighted material
Risks of children surfing the web
Being exposed to online information that promotes hate, violence, and pornography
Being misled and bombarded with intense advertising
Accessin areas that are inappropriate or overwhelming
Being invited to register for prizes or join a club where they are providing personal or household information to an unknown source
Positive uses of video game playing on children
Some games provide practice in problem solving and logic
Games provide practice in use of fine motor and spatial skills
Games can give practices in following directions
Games can provide an opportunity for adult and child to play together
Games provide an introduction to information technology
Negative influences of video gaming on children
More often, games do no present opportunities for independent thought or creativity
Games can confuse reality and fantasy
Games are often based on plots of aggression, competition, and stereotyping
Academic achievement may be negatively related to overall time spent playing video or computer games
Practiing violent acts may contribute more to aggressive behavior than passive viewing of violent