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Girls, Media and Online Gaming: Reflections on the Use of Popular Culture for Health Promotion Renee Hobbs  Temple University  April 10, 2007
My Six Hats ,[object Object],ADVOCATE RESEARCH SCHOLAR CURRICULUM DEVELOPER EDUCATOR PARENT CITIZEN Each role shapes my questions about girls, games, media  literacy and online media.
Launched in July 2006 http://mypopstudio.com
Creative Production  & Critical Analysis ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Overall Learning Goals   ,[object Object],[object Object],[object Object]
A Model of Program Impact Program Mediators Primary  Outcomes Secondary  Outcomes Media Literacy Activation of Critical Thinking Skills Activation of Creation Skills Sense of Mastery/ Competence Positive Developmental Outcomes Recognition of Constructedness of Messages Recognition of Values Messages Metacognitive Modeling Knowledge Transfer of Skills to Media Environment Awareness of Media’s Role in Health Proximal Distal Repeated Use Participation in an Online Community Activation of Creation Skills Enjoyment / Play Pleasure
 
 
 
 
 
 
 
 
 
 
 
The Balancing Act http://mypopstudio.com Play vs. learning
Key Concepts of  Media Literacy ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
The Balancing Act http://mypopstudio.com Play vs. learning Immersion/flow  vs. meta-cognition
Some Reflections & Implications  Games provide immersive experiences where users can experience flow states that  build a sense of mastery/competence, but… … immersion may work against  the process of developing meta-cognitive  thinking where critical distancing & analytic skills are important
A Model of Program Impact Program Mediators Primary  Outcomes Secondary  Outcomes Media Literacy Activation of Critical Thinking Skills Activation of Creation Skills Sense of Mastery/ Competence Positive Developmental Outcomes Recognition of Constructedness of Messages Recognition of Values Messages Metacognitive Modeling Knowledge Transfer of Skills to Media Environment Awareness of Media’s Role in Health Proximal Distal Repeated Use Participation in an Online Community Activation of Creation Skills Enjoyment / Play Pleasure
 
Eight Forums  Provide Conversation Places  for Users  Synchronous  Communication ie., IM/chatrooms
Eight Forums  Provide a Conversation Place  for Users  ,[object Object],[object Object],[object Object],[object Object]
Examples ,[object Object],[object Object],[object Object],[object Object]
Eight Forums  Provide a Conversation Place  for Users  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Examples ,[object Object],[object Object],[object Object],[object Object],[object Object]
Examples ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The Straws that Broke the  Camel’s Back ,[object Object],[object Object],[object Object],We moved from an unmonitored site (July 2006) to  a monitored site for 10 hours weekly (September 2006)  to pre-approving comments (March 2007)
Some Reflections & Implications  http://mypopstudio.com
The Balancing Act http://mypopstudio.com Play vs. learning Immersion/flow  vs. meta-cognition Freedom/exploration vs. control/safety
A Model of Program Impact Program Mediators Primary  Outcomes Secondary  Outcomes Media Literacy Activation of Critical Thinking Skills Activation of Creation Skills Sense of Mastery/ Competence Positive Developmental Outcomes Recognition of Constructedness of Messages Recognition of Values Messages Metacognitive Modeling Knowledge Transfer of Skills to Media Environment Awareness of Media’s Role in Health Proximal Distal Repeated Use Participation in an Online Community Activation of Creation Skills Enjoyment / Play Pleasure
Some Reflections & Implications  Self-disclosure and authenticity verification are normal communicative processes of  social interaction yet they are contradicted by the language of “privacy and safety” used by adults about online communication
Some Reflections & Implications  Sexual exploration is a natural  developmental milestone for adolescent girls  and IM/chat provides anonymity to practice or try out various identity roles … .but this doesn’t support our key learning outcomes for media literacy
Some Reflections & Implications  There was a more authentic sense of  community when there were no controls…
Some Reflections & Implications  There was a more authentic sense of  community when there were no controls… … .but IM/chat social interaction was  distracting from the educational goals of the site and creating potential safety hazards
Opportunities and Challenges for the Use of Popular Culture  in the Classroom ,[object Object],[object Object],[object Object]
Next Steps for Research ,[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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Girls, Media and Online Gaming

  • 1. Girls, Media and Online Gaming: Reflections on the Use of Popular Culture for Health Promotion Renee Hobbs Temple University April 10, 2007
  • 2.
  • 3. Launched in July 2006 http://mypopstudio.com
  • 4.
  • 5.
  • 6. A Model of Program Impact Program Mediators Primary Outcomes Secondary Outcomes Media Literacy Activation of Critical Thinking Skills Activation of Creation Skills Sense of Mastery/ Competence Positive Developmental Outcomes Recognition of Constructedness of Messages Recognition of Values Messages Metacognitive Modeling Knowledge Transfer of Skills to Media Environment Awareness of Media’s Role in Health Proximal Distal Repeated Use Participation in an Online Community Activation of Creation Skills Enjoyment / Play Pleasure
  • 7.  
  • 8.  
  • 9.  
  • 10.  
  • 11.  
  • 12.  
  • 13.  
  • 14.  
  • 15.  
  • 16.  
  • 17.  
  • 18. The Balancing Act http://mypopstudio.com Play vs. learning
  • 19.
  • 20.  
  • 21. The Balancing Act http://mypopstudio.com Play vs. learning Immersion/flow vs. meta-cognition
  • 22. Some Reflections & Implications Games provide immersive experiences where users can experience flow states that build a sense of mastery/competence, but… … immersion may work against the process of developing meta-cognitive thinking where critical distancing & analytic skills are important
  • 23. A Model of Program Impact Program Mediators Primary Outcomes Secondary Outcomes Media Literacy Activation of Critical Thinking Skills Activation of Creation Skills Sense of Mastery/ Competence Positive Developmental Outcomes Recognition of Constructedness of Messages Recognition of Values Messages Metacognitive Modeling Knowledge Transfer of Skills to Media Environment Awareness of Media’s Role in Health Proximal Distal Repeated Use Participation in an Online Community Activation of Creation Skills Enjoyment / Play Pleasure
  • 24.  
  • 25. Eight Forums Provide Conversation Places for Users Synchronous Communication ie., IM/chatrooms
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32. Some Reflections & Implications http://mypopstudio.com
  • 33. The Balancing Act http://mypopstudio.com Play vs. learning Immersion/flow vs. meta-cognition Freedom/exploration vs. control/safety
  • 34. A Model of Program Impact Program Mediators Primary Outcomes Secondary Outcomes Media Literacy Activation of Critical Thinking Skills Activation of Creation Skills Sense of Mastery/ Competence Positive Developmental Outcomes Recognition of Constructedness of Messages Recognition of Values Messages Metacognitive Modeling Knowledge Transfer of Skills to Media Environment Awareness of Media’s Role in Health Proximal Distal Repeated Use Participation in an Online Community Activation of Creation Skills Enjoyment / Play Pleasure
  • 35. Some Reflections & Implications Self-disclosure and authenticity verification are normal communicative processes of social interaction yet they are contradicted by the language of “privacy and safety” used by adults about online communication
  • 36. Some Reflections & Implications Sexual exploration is a natural developmental milestone for adolescent girls and IM/chat provides anonymity to practice or try out various identity roles … .but this doesn’t support our key learning outcomes for media literacy
  • 37. Some Reflections & Implications There was a more authentic sense of community when there were no controls…
  • 38. Some Reflections & Implications There was a more authentic sense of community when there were no controls… … .but IM/chat social interaction was distracting from the educational goals of the site and creating potential safety hazards
  • 39.
  • 40.
  • 41.