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Summary Total summarization file: Youth Development in a Digital World 1 -8

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This total summary document gives: 1. A super short summary of all elements of the course Youth Development in a Digital World () 2. Main questions per course topic 3. A summary per article meant for each lecture 4. A bundle of all reading questions 5. A bundle of expected exam questions extr...

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  • 19 januari 2025
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  • 2024/2025
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8567719 Goedel, M.J. (Marcus) 17-01-2024



Total summarization file
Youth Development in a Digital World 1 -8
2024-2025 (201800006)

Abstract
This total summary document gives:

1. A super short summary of all elements of the course Youth Development in a Digital World
(201800006)
2. Main questions per course topic
3. A summary per article meant for each lecture
4. A bundle of all reading questions
5. A bundle of expected exam questions extracted from the papers and presetations
6. A summary of all lectures
7. A bundle of expected exam questions extracted from lectureslides
8. A bundle of most important lecture slides

All material is meant as preparation for the following subjects:

Media Effects on Youth
Examines myths and theories on how media influences youth development, with an emphasis on
developmental tasks and risk factors.

Identity Exploration in Digital Spaces
Explores how platforms like social media and gaming allow adolescents to experiment with identity
in ways that impact self-perception and social learning.

Gaming and Gambling Behaviours
Virtual communities play a dual role in fostering both positive and problematic behaviours in gaming
and gambling contexts.

Misinformation and Digital Literacy
Students struggle to assess online credibility, emphasizing the importance of digital literacy
education.

Parenting Practices
Effective parenting balances restrictions with responsiveness and autonomy, influencing adolescents'
online behaviours and well-being.

Mental Health and Social Media
The nuanced effects of social media on adolescent mental health highlight the need for personalized
research approaches.

Policy and Education
Details the development of a digital literacy curriculum in the Netherlands aimed at fostering critical
technological skills.

,8567719 Goedel, M.J. (Marcus) 17-01-2024


Index
Super short summary 1 - 8 .................................................................................................................... 1
Main questions per course topic ........................................................................................................... 3
Lecture 1 - Introduction ........................................................................................................................ 5
Lecture 2 - Media effect theories ........................................................................................................ 10
Lecture 3 - Online gaming culture ....................................................................................................... 12
Lecture 4 - Misinformation ................................................................................................................. 18
Lecture 5 - Parenting ........................................................................................................................... 24
Lecture 6 - Mental health .................................................................................................................... 27
Lecture 7 - Social media and substance use ........................................................................................ 30
Lecture 8 - Policy ................................................................................................................................. 32
Reading questions 1 - 8 ....................................................................................................................... 29
Expected exam questions from articles 1 - 8 ....................................................................................... 50
Slide highlights 1 - 7 ............................................................................................................................ 82
Expected exam questions from lectureslides 1 - 7 .............................................................................. 92
Key slights lecture 1 - 7 ..................................................................................................................... 104

,8567719 Goedel, M.J. (Marcus) 19-01-2025




Super short summary 1 - 8
Lecture 1: Introduction
1. Developmental Media Effects (Gentile & Semsa, 2003):
o Media effects are subtle, cumulative, and vary by individual traits (e.g., age, gender).
o Developmental Tasks Approach: Media affects children differently based on developmental
stages (e.g., identity formation in adolescence).
o Risk and Resilience: Media interacts with risk (e.g., violence) and protective factors (e.g.,
strong family ties).
2. Practical Takeaway: Tailoring research and interventions to developmental stages can improve
understanding of media effects on youth.

Lecture 2: Media Effects Theories
1. Evergreen Theories (e.g., Cultivation, Social Learning, Agenda Setting): These theories remain
influential because they address foundational questions of media impact.
2. Contemporary Features:
o Selectivity Paradigm: Users choose media based on personal needs.
o Conditionality: Media effects vary with context and personal factors.
o Transactionality: Media and audience mutually influence each other.
3. Emerging Insights: The Proteus Effect: Online avatars can shape users’ self-perceptions.

Lecture 3: Online Gaming Culture
1. Virtual Communities in Gambling and Gaming (Sirola et al., 2021): Communities normalize
gaming and gambling behaviourss but can also support recovery from addiction.
2. Rewards in Gaming (Pirrone et al., 2023): Types of rewards (e.g., random, social) drive
engagement but can exacerbate problematic gaming, especially in vulnerable individuals (e.g.,
ADHD traits).
3. Identity Development in Games (Sawyer, 2020): Avatars allow safe identity experimentation,
reflecting theories like Social Learning and Self-Discrepancy Theory.

Lecture 4: Misinformation
1. Digital Competency and Fact-Checking (Breakstone et al., 2021): High school students often
fail to verify online information. Fact-checkers excel due to lateral reading (using external
sources for verification).
2. Complexity of Misinformation (Tay et al., 2024): Three dimensions: Topic (what it concerns),
Type (e.g., “truthiness”), and Depth (distribution and repetition).
3. Expert Perspectives (Altay et al., 2023): Experts emphasize tailored solutions, such as digital
literacy and platform regulation, to combat misinformation.

Lecture 5: Parenting
1. Parenting Styles and Online Behaviours (Geurts et al., 2023):
o Supportive Parenting Profiles: Combining warmth, autonomy, and proactive internet use
guidance reduces problematic social media use (PSMU).
o Restrictive practices alone are less effective without emotional support.
2. Systematic Review of Parenting Practices (Vossen et al., 2024): Positive parenting (affection,
consistency) protects against PSMU, while reactive rules or parental "phubbing" can increase it.




1

, 8567719 Goedel, M.J. (Marcus) 19-01-2025


Lecture 6: Mental Health
1. Social Media and Adolescent Mental Health (Valkenburg et al., 2022):
o Associations between social media use (SMU) and mental health are weak or inconsistent.
Effects depend on context and user traits.
o Calls for longitudinal studies and person-specific approaches to clarify nuances.
2. Social Media and Well-Being (Kross et al., 2021):
o Mixed effects: SMU can enhance social connection but also fuel negative comparisons and
cyberbullying.
o Advocates for targeted interventions to maximize benefits while mitigating harm.

Lecture 7: Social Media and Substance Use
1. Hazardous Alcohol Use (Savolainen et al., 2020): Platforms like Instagram promote risky
drinking behaviours via social influence (e.g., image sharing).
2. Liking Alcohol Posts (Kurten et al., 2022): Peer approval through social media interactions
reinforces drinking behaviourss.

Lecture 8: Policy
1. Digital Literacy Curriculum in the Netherlands (Grgurina & Tolboom, 2024):
o Introduces a structured framework covering practical skills, ethical considerations, and
societal impacts of technology.
o Highlights the importance of interdisciplinary, iterative curriculum development.
o Emphasizes preparing students for critical engagement with AI, data, and media.




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