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Social & Psycho-social Environments

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The Four Negative Sides of Technology. The Benefits of Facebook “Friends:” Social Capital and College Students’ Use of Online Social Network Sites - Ellison - 2007 - Journal of Computer-Mediated Communication. Digital Divide: The Technology Gap between the Rich and Poor — Digital Responsibility. Even as technology becomes more affordable and internet access seems increasingly ubiquitous, a “digital divide” between rich and poor remains.

Digital Divide: The Technology Gap between the Rich and Poor — Digital Responsibility

The rich and educated are still more likely than others to have good access to digital resources according to the Pew Internet & American Life Project. The digital divide has especially far-reaching consequences when it comes to education. For children in low-income school districts, inadequate access to technology can hinder them from learning the tech skills that are crucial to success in today’s economy. According to the 2012 Pew Report “Digital Differences,” only 62% of people in households making less than $30,000 a year used the internet, while in those making $50,000-74,999 that percentage jumped to 90.Smart phones have helped bridge the divide, as they provide internet access to populations previously at a digital disadvantage.

--Liz Soltan. Technology Use and Work-Life Balance. Too much face and not enough books: The relationship between multiple indices of Facebook use and academic performance - ScienceDirect. <div pearltreesdevid="PTD138" role="alert" class="alert-message-container"><div pearltreesdevid="PTD139" aria-hidden="true" class="alert-message-body"><span pearltreesdevid="PTD140" style="display: inline-block;" class="Icon IconAlert"><svg pearltreesDevId="PTD141" style="width: 100%; height: 100%;" width="24" height="24" focusable="false" tabindex="-1" fill="currentColor"><path pearltreesDevId="PTD142" fill="#f80" d="M11.84 4.63c-.77.05-1.42.6-1.74 1.27-1.95 3.38-3.9 6.75-5.85 10.13-.48.83-.24 1.99.53 2.56.7.6 1.66.36 2.5.41 3.63 0 7.27.01 10.9-.01 1.13-.07 2.04-1.28 1.76-2.39-.1-.58-.56-1.02-.81-1.55-1.85-3.21-3.69-6.43-5.55-9.64-.42-.52-1.06-.83-1.74-.79z"></path><path pearltreesDevId="PTD143" d="M11 8h2v5h-2zM11 14h2v2h-2z"></path></svg></span><!

Too much face and not enough books: The relationship between multiple indices of Facebook use and academic performance - ScienceDirect

-- react-text: 58 -->JavaScript is disabled on your browser. Please enable JavaScript to use all the features on this page. <! Nosedive Featurette [HD] Generation Like. Instafame. Love Child. Play Again. The Secret World of Tinder. The Outrage Machine. Facebook: Cracking the Code. 10 tips to use Technology as a Learning Tool. Living in the era of technology, can you get away the purview of this thing?

10 tips to use Technology as a Learning Tool

Technology has devoted our days in vast methods. We are reliant upon it to complete every single irrelevant need of ours. Can we consider our lives without technology? Can we evoke a single day where we haven’t used technology in some variety or the other? If technology has saturated each and every phase of our life, why should we depart education out of it? Making a worldwide Platform No longer restricted to a single platform, education assisted by technology has crossed boundaries and continents.

Competent judgment More and more institutions have now digitalis their evaluation process. Enhanced Student-Teacher communication More and more professors are now using technical aids to keep in touch with their students. Immediate Access to Information. Education. 4428. Examining the impact of off-task multi-tasking with technology on real-time classroom learning - ScienceDirect. Theconversation. The video gaming industry has transitioned from a group of backyard innovators to an industry of multi-billion dollar companies, hiring psychologists, neuroscientists and marketing experts to turn customers into addicts.

theconversation

The latest trend is the creation of “whales,” people so addicted to games that they spend their entire life savings to keep playing. But the video gaming industry, today one of the fastest growing industries in the US, has more humble origins. In the 1980s and 1990s, the early video gaming industry was dominated by backyard hobbyists. Sierra Entertainment - creators of the famous King’s Quest series - was founded by a husband and wife team. Gabe Newell, founder of Valve Software, was already rich from his days at Microsoft when he launched his hobby project Half-Life. But in the last ten years something changed. The rise of mobile gaming and sequels The creation of ‘Free to Play’ addictive games The use of casino techniques by games companies. The smart home could worsen domestic abuse. But the same technology may also make us safer.

Digital technology is increasingly used in domestic and family violence, and the so-called “smart home” could make it worse.

The smart home could worsen domestic abuse. But the same technology may also make us safer

Recent case studies and research show that almost any technology can be used for abusive purposes, from social media to GPS-trackers. Read More: Domestic violence and Australian churches: why the current data have limitations The smart home, complete with its network of sensors, smart locks and internet-connected cameras, will complicate the situation further and especially increase the potential for surveillance-based abuse. In the context of domestic and family violence, smart homes have a Jekyll and Hyde quality: a smart home could become a vector for technology-facilitated aggression, but it could also be part of the solution.

What is technology-facilitated abuse? Technology-facilitated abuse is the use of tools such as social media, mobile phones and tracking devices to stalk, monitor, threaten and abuse. Giving your child a smartphone is like giving them a gram of cocaine, says top addiction expert. Giving your child a smartphone is like “giving them a gram of cocaine”, a top addiction therapist has warned.

Giving your child a smartphone is like giving them a gram of cocaine, says top addiction expert

Time spent messaging friends on Snapchat and Instagram can be just as dangerously addictive for teenagers as drugs and alcohol, and should be treated as such, school leaders and teachers were told at an education conference in London. Speaking alongside experts in technology addiction and adolescent development, Harley Street rehab clinic specialist Mandy Saligari said screen time was too often overlooked as a potential vehicle for addiction in young people. “I always say to people, when you’re giving your kid a tablet or a phone, you’re really giving them a bottle of wine or a gram of coke,” she said. “Are you really going to leave them to knock the whole thing out on their own behind closed doors? “Why do we pay so much less attention to those things than we do to drugs and alcohol when they work on the same brain impulses?”

Gadgets and tech news in pictures Reuse content. Theconversation. Some experts say technologies such as social media and video games are like drugs.

theconversation

Others disagree. This debate is really about whether technologies are addictive. But the defining property of a psychoactive drug is not “addictiveness”, but the ability to change a user’s mental and emotional state. This ability - sometimes beneficial, sometimes dangerous - has made drugs an important influence on the human story. Now some technologies have this ability too. Rather than debate whether or not technologies are addictive (some can be, for some people), I believe there is value in understanding (and exploiting) their role as mood-regulators. In this light, I reviewed drug research to understand the complex roles that “mood-regulating artefacts” can play. What drugs do Many people use drugs, for reasons and with consequences that are broader and more varied than addiction. Caffeine, a very widely used drug, powers the working day by reducing fatigue and increasing motivation.

Technology in the classroom can improve primary mathematics. Many parents are beginning to demand less technology use in the primary classroom due to the amount of screen time children have at home.

Technology in the classroom can improve primary mathematics

This raises questions about whether technology in the classroom helps or hinders learning, and whether it should be used to teach maths. Blaming the calculator for poor results We often hear complaints that children have lost the ability to carry out simple computations because of the reliance on calculators in primary schools. This is not the case. In fact, there has been very little research conducted on the use of calculators in classrooms since the 80’s and 90’s because they are not a significant feature of primary school maths lessons. Electronic games: how much is too much for kids?

Most parents view their children’s playing of electronic games as potentially problematic – or even dangerous.

Electronic games: how much is too much for kids?

Yet many children are engaging with electronic games more frequently than ever. Concerns about electronic gaming do not stack up against the research. So, how much gaming is too much for young children? Electronic games (also called computer or digital games) are found in 90% of households in Australia. 65% of households have three or more game devices.

Given this prevalence, it’s timely to look more closely at electronic game playing and what it really means for children’s development and learning. A study of more than 3,000 children participating in the Growing Up in Australia: Longitudinal Study of Australian Children explored children’s electronic gaming. The study had two phases: How much time do kids spend gaming? As the table below shows, there was wide variation in the number of hours per week the children spent playing electronic games. Are some games better than others? How virtual reality technology is changing the way students learn. For many years, schools and universities have had to change the way they work and teach in order to fit in with technology.

How virtual reality technology is changing the way students learn

Software like PowerPoint, for example, which has long been used as an education tool, wasn’t designed for education. Nonetheless, it has been a staple tool in education settings, used as a way to present information in template, bite-size formats. But this isn’t always a good thing. The use of digital technologies sees some teachers and students presenting information using templates, which means much of the individual character of teachers’ practices can be lost.