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Mrs.Harris Research cards
n/a
27
Language - English
8th Grade
03/02/2016

Additional Language - English Flashcards

 


 

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Term
sources
Definition
1)http://www.ijern.com/journal/September-2013/23.pdf
2)http://www.redorbit.com/news/technology/1112821454/facebook-social-media-use-poor-academic-performance-bad-grades-041113/
3)https://www.academia.edu/attachments/34060804/download_file?s=regpath
4)http://national.deseretnews.com/article/5515/effects-of-technology-on-teens-are-not-all-doom-and-gloom.html
5)http://www.huffingtonpost.com/2013/10/17)/teens-on-screens_n_4101758.html
6)http://www.teenink.com/hot_topics/all/article/161989/The-Effects-of-Technology-on-Teens/
8)http://boston.cbslocal.com/2012/02/07/how-technology-impacts-physical-and-emotional-health/
9)http://science.opposingviews.com/cellphone-positive-impacts-society-4752.html
10)http://fit.webmd.com/teen/recharge/article/teens-screen-time
Term
1)Basic Info
Definition
~Our generation is called "The Age of Technology"
~A 2012 study stated that
~78% of teens had cellphones
~47% of those these had smartphones
~23% of teens had laptops
Term
1)Basic Info
Definition
~95% of teens had access to the internet
~93% of those teens had a home computer or access to one
~Approximately half of internet using teen used social media
~ The internet allows teens to have access to a "fully informed evidence-base"
Term
1)Basic Info
Definition
~"Marshal (2002) cited in
Honey, Culp and Spielvogel (2005), found strong evidence that modern technology complements
what a great teacher does naturally, extending their reach and broadening their students’
experiences beyond the classroom."
~Approximately 16 million use social media
~78% of them admit to using online messaging to talk about classwork, homework, etc.
~Cognitive Researcher stated that some computer games could help children to learn how to read and helps children acquire problem solving skills
~A study stated that technology gave teens another outlet to complete assignments in and motivated them
Term
1)Basic Info
Definition
~Word processing is highly accessible and accepted amongst many learning facilities
~Spreadsheet programs promote teens to develop organizational skills
~Modelling software promotes science and mathematics skills
~A primary source of learning is technologically based
~Examples: Integrated Learning Systems and Computer-Based Instruction
Term
1)Basic Info
Definition
~The Centre for Children and Technology stated that every form of technology has the potential to be used for learning
~Technological media can be used for inquiry, Communication, construction, and expression
~The amount of time adolescents are using technology increases over time
~Technology can influence bad behavior as well
~Examples: Violent videos, sexually explicit texts, buy drugs, etc.
Term
2)Negative Points + 1 positive point
Definition
~The Miriam Hospital Centers for Behavioral and Preventive Medicine stated that texting, tweeting, and social media negatively impacts a student's GPA
~That study found that Freshmen women spend 12 hours a day texting(approximately)
~Listening to music and reading news online are positive to academic performance
~Facebook could cause alcohol use and anxiety
~The use of social media very negatively affects studying time
~Teenage women used approximately 12 hours of social media a day in a study which graphed how long they used differing forms of social media daily
Term
2)Negative points
Definition
~Female students who used certain forms of social media had lower academic standards
~Social media could be used in a classroom setting
~Social media is mainly a distraction during class
~As teenagers grow more independent the more distracted they seem to get with technology
~Lower GPA's are connected to illogical amounts of technology usage
Term
3)Positives
Definition
~Social media can be used to communicate
~Social media can be used to express yourself and share media
~Social media helps people make friends
~People seem to prefer communicating via social media
~Comments posted via social media can be helpful while inappropriate ones can be blocked
Term
3)Facts
Definition
~Some teens use more online communication then face to face communication
~Some users feel a pressure to have a social media profile
~Between the ages of 14 and 22 the online environment affects personality characteristics
~People with internet in their house use social media more than those without it (proved by an official study)
~51% students have access to internet at school
Term
4)Positives
Definition
~Multiple people report using videogames for communication primarily
~Gamers were reported to have large groups of friends and be very social in a study
~“The big take-away here is that these digital tools are really important to teens and their relationships,” said Amanda Lenhart, Pew’s associate director for research and the study’s co-author.
~Technological advancements are connected to advancements in the use of technology
~“All the sudden, social media was much safer because sites like Facebook created a closed network of friends rather than a chat room, where anyone can talk to anyone,” Uhls said.
Term
4)Positives
Definition
~A study from Pew states that 52% of teens play videogames with friends
~13% of those people say they play with friends on a daily basis
~89% of the people say that they only play with friends that they know
~54% of people play with friends they only met online
~52% of people play with stranger online
Term
4)Positives
Definition
~78% of gamers felt closer to their friends in real life
~52% said that they felt closer to other gamers
~Teenage gamer report that they feel like a "tight knit community"
~“It’s sort of like when you made a friend at camp and would never talk to person again — social media keeps these relationships going as a way for people far away to know you care about them,” Uhls said. “Nothing can replace face-to-face communication, but kids do have to learn how to communicate in these forums, and social media is a great way to do it.”
~Social media is reported to give teens a safe place" to improve social skills in
Term
4)Positives
Definition
~Technology is beginning to prove that it improves relationships instead of alienating and isolating teenagers
~Gaming has become more social and therefor more healthy
~Teens who are not able to make friends easily can use video games as an enjoyable medium to find online friends and improve social skills in real life
~It's reported that for every negative "troll" comment there are many more positive reinforcing comments.
~People can use technology in general to share their opinions, thoughts, and beliefs
Term
5)Negative points (Health)
Definition
~84% of teens admit to having neck and back problems due to looking down at their phones
~A nickname for this is quite appropriately called "iposture"
~61% of overweight boys and 63% of obese girls report to watching TV for over 2 hours a day
~Only 20% of teens get 9 hours of sleep (the recommended amount of sleep) 45% report to having 8 hours or less mostly due to technological devices
~Teenager who spend too much time on Facebook have been reported to get depressed this phenomenon is called "facebook depression"
Term
5)Negatives
Definition
~Teens who spend time in front of screens have thinner blood vessels in their eyes which can be a sign of cardiovascular disease in adults
~97% of teens have an electronic device in their bedroom
~The average amount of text messages that teenagers send is 3,417 text messages a month
~Technology had diminished the attention span of adolescents greatly
~Sitting down using a computer rounds a person's shoulders and sticks their neck forward at an awkward and uncomfortable angle
Term
5)Negatives
Definition
~Child hood obesity has been linked to the overuse of technology
~"David Epley, a pediatric ophthalmologist in Kirkland, Wash., and a spokesman for the American Academy of Ophthalmology. Whenever someone spends time in front of a screen their "blink rate" goes down, which can lead to dry, itchy eyes and eye strain. While teens' eyes can get used to screens, Epley said, damage can develop over time and even cause myopia, or nearsightedness."
~teens send an average of 34 texts after bedtime
~4 out of 5 teens bring their phones to bed
~ The light can confuse the brain since our circadian pacemaker does not differentiate between the sun and a computer screen. "Teens are getting this bright light and it's making them go to bed later and want to sleep later,"
Term
5) Negative
Definition
~Impaired social skills and memory loss caused from the lack of sleep due to teens using their technology past bedtime can affect their academics
~1/5 of teens suffer hearing loss most likely due to music players
~Social media is proven to contribute to some psychological problems
~The bright screen of technological devices can be extremely harmful to eyes, cause psychological problems, etc
~Although there are many studies and strong opinion their is no hard proof that technological devices "rot" brains
Term
6)Positives
Definition
~Problems "caused" by technology are simply misuses of it
~The internet allows many more opportunities than drawbacks
~The web can open up a whole new way to learn
~You can look up articles, stream videos, write papers, make graphs, create, presentations, etc. with technology
~You can also share a large quantity of things with the touch of a button
Term
6) Positives
Definition
~Technology is used to increase people's sociability
~An example of this is using video chat to keep in contact with someone who's far away
~Being able to chat with other anonymously can increase a teenager's social skills
~Technology also allows important moments to be captured (like pictures)
~Devices such as iPods can also improve social skills allowing teens to bond over shared musical taste
Term
7)Negatives (Health)
Definition
~The irritation of the eyes from looking to long at a bright screen without blinking is nicknamed "computer-vision syndrome"
~Since earbuds don't block out noise people turn them up louder which can lead to hearing loss
~Doctor Smullen recommends noise cancelling headphones since they block outside sounds
~Due to the increase of online work students spend even more time sitting at a desk which can overtime cause health issues
~Stanford University that girls as young as 8 who spend a lot of time on digital devices have lower self confidence and social skills
Term
8)Phone positives
Definition
~Mobile phones allow portable communication in entirely different places
~Due to mobile phones' versatility it has many ways to entertain us on the go
~Examples: games, videos, books, etc.
~Phones are useful academically due to their ability to look things up quickly, their calculators, and other productive apps
~Phones can be used in everyday life other than in just communication, you can buy tickets for movies, keep notes, set alarms, and many more
Term
8)Negative Effects of Mobile Phones
Definition
~Distracts students while studying or while doing work
~Puts people into emergency situations simply due to the fact that they're distracted by their phone
~Some people have walked into on coming traffic while on their phones
~Mobile phones also cause all of the health problems that have been previously mentioned for technology
~It can also cause people to be anti social due to being able to be distracted by their phone anywhere due to its mobility
Term
9)Positives
Definition
~"Cellphone market penetration in the U.S. approaches 9 in 10 citizens."
~Cellphones can be used to contact the authorities in emergency situations
~Text messaging can help those with vocal problems
~They're small and effective with many uses
~Cellphones allow people to keep in contact with loved ones
Term
10)Negative
Definition
~Teens who spend too much time in front of a screen grow fatter faster
~Phones are the number 1 distraction from going to sleep
~Violent videogames make people more aggressive and less sympathetic
~Videogames can lessen a person's patience
Term
10) Negative
Definition
~Texting and or gaming obsessively can lead to a thumb injury called "gamer's thumb"
~Watching too much TV can lead to depression
~Watching too much TV deprives you from time to spend with friends
~Excessive gaming can cause some people to become violent
~Technology in general has the potential to distract people from more important things
Term
sources
Definition
8)http://boston.cbslocal.com/2012/02/07/how-technology-impacts-physical-and-emotional-health/
9)http://science.opposingviews.com/cellphone-positive-impacts-society-4752.html
10)http://fit.webmd.com/teen/recharge/article/teens-screen-time
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