Literature DB >> 19119220

Technology and informal education: what is taught, what is learned.

Patricia M Greenfield1.   

Abstract

The informal learning environments of television, video games, and the Internet are producing learners with a new profile of cognitive skills. This profile features widespread and sophisticated development of visual-spatial skills, such as iconic representation and spatial visualization. A pressing social problem is the prevalence of violent video games, leading to desensitization, aggressive behavior, and gender inequity in opportunities to develop visual-spatial skills. Formal education must adapt to these changes, taking advantage of new strengths in visual-spatial intelligence and compensating for new weaknesses in higher-order cognitive processes: abstract vocabulary, mindfulness, reflection, inductive problem solving, critical thinking, and imagination. These develop through the use of an older technology, reading, which, along with audio media such as radio, also stimulates imagination. Informal education therefore requires a balanced media diet using each technology's specific strengths in order to develop a complete profile of cognitive skills.

Entities:  

Mesh:

Year:  2009        PMID: 19119220     DOI: 10.1126/science.1167190

Source DB:  PubMed          Journal:  Science        ISSN: 0036-8075            Impact factor:   47.728


  11 in total

1.  Radiologist Digital Workspace Use and Preference: a Survey-Based Study.

Authors:  Arjun Sharma; Kenneth Wang; Eliot Siegel
Journal:  J Digit Imaging       Date:  2017-12       Impact factor: 4.056

2.  Effects of video-game play on information processing: a meta-analytic investigation.

Authors:  Kasey L Powers; Patricia J Brooks; Naomi J Aldrich; Melissa A Palladino; Louis Alfieri
Journal:  Psychon Bull Rev       Date:  2013-12

3.  Children, wired: for better and for worse.

Authors:  Daphne Bavelier; C Shawn Green; Matthew W G Dye
Journal:  Neuron       Date:  2010-09-09       Impact factor: 17.173

Review 4.  Removing brakes on adult brain plasticity: from molecular to behavioral interventions.

Authors:  Daphne Bavelier; Dennis M Levi; Roger W Li; Yang Dan; Takao K Hensch
Journal:  J Neurosci       Date:  2010-11-10       Impact factor: 6.167

5.  Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits.

Authors:  Amanda E Staiano; Sandra L Calvert
Journal:  Child Dev Perspect       Date:  2011-05-10

6.  Online teaching tool simplifies faculty use of multimedia and improves student interest and knowledge in science.

Authors:  John P Walsh; Jerry Chih-Yuan Sun; Michelle Riconscente
Journal:  CBE Life Sci Educ       Date:  2011       Impact factor: 3.325

7.  The association between self-esteem and happiness differs in relationally mobile vs. stable interpersonal contexts.

Authors:  Kosuke Sato; Masaki Yuki
Journal:  Front Psychol       Date:  2014-10-09

Review 8.  The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review.

Authors:  Daniela Smirni; Elide Garufo; Luca Di Falco; Gioacchino Lavanco
Journal:  Pediatr Rep       Date:  2021-07-14

9.  Larger right posterior parietal volume in action video game experts: a behavioral and voxel-based morphometry (VBM) study.

Authors:  Satoshi Tanaka; Hanako Ikeda; Kazumi Kasahara; Ryo Kato; Hiroyuki Tsubomi; Sho K Sugawara; Makoto Mori; Takashi Hanakawa; Norihiro Sadato; Manabu Honda; Katsumi Watanabe
Journal:  PLoS One       Date:  2013-06-11       Impact factor: 3.240

Review 10.  Television Is Still "Easy" and Print Is Still "Tough"? More Than 30 Years of Research on the Amount of Invested Mental Effort.

Authors:  Frank Schwab; Christine Hennighausen; Dorothea C Adler; Astrid Carolus
Journal:  Front Psychol       Date:  2018-07-03
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