Hint | Answer | % Correct |
---|---|---|
Cyberbullying is an ___ intentional act carried out by a group or individual, using ___ forms of contact, ___ and over time against a victim who cannot easily ___ him or herself | aggressive, electronic, repeatedly, defend | 100%
|
Visual-Spatial Ability is the control of visual-spatial ___, memory for object ___, navigation, etc. | attention, locations | 100%
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EVG Classic Study Results: improvements in ___ skills and fluid intelligence, more ___ performance after the training | attention, mature | 100%
|
Executive Functions is the ability to focus ___, monitor the environment for task-___ information, maintain information in working ___ | attention, relevant, memory | 100%
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YSMW Inter: SNS generate both ___ and ___ social capital | bonding, bridging | 100%
|
EVG Classic Study: 4 to 6 year old ___, ___ version of cognitive tasks (Child Attention Network Test) vs. control group | children, gamified | 100%
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YSMW Decreases well-being: social ___ | comparison | 100%
|
CMTEM Classic Study (Participatory Cues and Program Familiarity Predict Young Children's Learning from Educational TV): explores the effect of participatory cues (program feature) and program familiarity (individual characteristic) on educational content ___ | comprehension | 100%
|
YSMW Classic Study: students reported most important ___ of the day by using questionnaire for one week | emotional events | 100%
|
CB Characteristics of bully: low self-___, lack of affective or cognitive ___ | esteem, empathy | 100%
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YSMW Intra: self-esteem is the result of global ___ people make of themselves, fluctuates | evaluations | 100%
|
CMTEM: when capacity of working memory is ___, subsequent information cannot be appropriately ___ and ___ | exceeded, processed, stored | 100%
|
Effects of Video Games: are learned skills transferable to contexts outside of ___? Goal is to build ___ video games for children | games, educational | 100%
|
We--Being is a state of ___, with low levels of ___, overall good physical and mental ___ | happiness, distress, health | 100%
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Interpersonal effects of well-being: stems from social ___ | interaction | 100%
|
CMTEM Conclusion: balance between making content ___ while leaving enough capacity for processing ___ content | interesting, educational | 100%
|
Capacity Model of Transferring Educational Media: do children learn from screen ___ and transfer it to everyday ___? | media, life | 100%
|
CMTEM: 3 main sources of cognitive load place demands on working memory resources while watching educational TV programs; 1. processing of ___ content, 2. processing of ___ content, 3. the degree to which both contents are ___ --> should be well ___ | narrative, educational, aligned, integrated | 100%
|
CMTEM: 1. Comprehension; when resources compete, ___ will win, 2. Representation; content must be ___ enough to apply to other situations, 3. Generalization; transferring learned information from a ___ screen context to ___ real life situation | narrative, flexible, 2D, 3D | 100%
|
CB Classic Study Results: social exlcusion led to higher levels of ___ effect, increase in ___, and higher levels of ___ strategies and emotion-focused ___ strategies | negative, distress, avoidance, coping | 100%
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CB Characteristics of bystander: most do ___, few choose to ___, people don't feel ___ | nothing, participate, responsible | 100%
|
CB Characteristics of victims: also victimized ___, negative mental ___ outcomes (low self-esteem, depression, anxiety), only few turn to others for ___ | offline, health, help | 100%
|
CMTEM Classic Study: preschool-aged children watched an episode of Dora the Explorer with or without ___ cues, ___ with the show was assessed beforehand, then educational content ___ after viewing the episode | participatory, familiarity, assessment | 100%
|
CMTEM Classic Study Results: no significant main effect for ___ cues, program familiarity was ___ associated with content comprehension, combination of ___ program familiarity and participatory cues led to the ___ educational content comprehension | participatory, positively, high, greatest | 100%
|
YSMW Intra: body image is the way individuals ___ and ___ about their bodies | perceive, feel | 100%
|
YSMW Intra: SNS are theorized to affect self-esteem through a) self-___ (browsing one's own profile), b) social ___ (like-buttons, comments, followers), c) social ___ | reflection, feedback, comparison | 100%
|
YSMW Increases well-being: self-___, social ___, social ___, social ___ | reflection, feedback, sharing, support | 100%
|
Youth, Social Media Use and Well-Being: social media helps adolescents form ___ with peers through communication outside of ___, identity ___ | relationships, school, exploration | 100%
|
YSMW Classic Study Results: over 70% of triggering events were ___ through at least one medium | shared | 100%
|
YSMW Classic Study (Social sharing through interpersonal media): investigated young people's ___ of social media for social sharing and the effects on ___ | use, well-being | 100%
|
CB: ___ or non-___, damaging or sabotaging someone's online ___, excluding a person from online ___, impersonation (___ accounts) | verbal, verbal, activities, groups, fake | 100%
|
EVG helpful features of custom designed learning games: in-game agents (___), individualization of game features to match the palyer's ___ / ___, highlight relevant ___ | coaches, needs, interests, stimuli | 0%
|
YSMW Inter: Social support is the assistance, ___, and reassurence people derive from social ___. Anonymity of SNS allows adolescents to discuss embarrassing or ___ topics, which leads to finding similar others through online | comfort, relationships, stressful | 0%
|
Fisch's Capacity Model: model for understanding children's ___ of educational ___ | comprehension, television | 0%
|
CB Classic Study (Affective and Stress Consequences of Cyberbullying): explores the effect of ___ on emotional ___ and coping ___ | cyberbullying, stress, responses | 0%
|
EVG Considerations: children unter the age of 3 show a ___ while learning screen-based compared to human-to-human | deficit | 0%
|
CB Classic Study: students played a ___ (cyberball) against alleged other students (in reality bots) with different conditions: base-line (___), social ___ in public vs. in private, social ___ in public vs. in private | game, neutral, exclusion, inclusion | 0%
|
YSMW Inter: Social sharing is the process of reaching out to relational ___ to discuss ___ that elicit substantial ___ ---> positive effect on psychological well-being | partners, life events, emotion | 0%
|
Intrapersonal effects of well-being: self-___ and self-___ process | perceptual, evaluative | 0%
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CB General Aggression Model: detail how ___ and ___ factors influence ___, ___, and ___. This in turn affects appraisal and ___ processes, which influence ___ or nonaggressive ___ outcomes | person, situation, cognition, affect, arousal, decision, aggressive, behavioral | 0%
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CB Classic Study: questionnaires measured emotional ___ and coping ___ | stress, response | 0%
|
CMTEM Key processes involved in children's transfer of information from educational media: 1. Comprehension (children's initital ability to ___ a lesson conveyed through media), 2. Representation (children's ability to ___ the learned information and create mental ___ for later retrieval), 3. Generalization (act of ___ the representation to a ___ situation) | understand, abstract, representation, extending, transfer | 0%
|
EVG Classic Study (Training, maturation and generic influences on the development of executive attention): examined the efficiency of attentional networks after 5 days of ___ based ___ training | video-game, attention | 0%
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