Technology and Media

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Understanding the impact of technology and media on youth development and learning. Knowing how to select and use digital resources, tools, and platforms effectively and safely. Learning how to design and implement technology-based programs and services for different age groups.

Digital Literacy: Understanding and using computers, mobile devices, and technology to access, create, and communicate information in a digital age.
Media Literacy: Understanding how to interpret, analyze, and create media messages in various forms such as audio, video, print, and digital media.
Youth Technology Programs: Planning, designing, and implementing technology-oriented programs for youth in libraries and museums, including coding, robotics, and game design.
Social Media: Understanding how social media platforms are used by youth, learning how to use them effectively, and managing social media profiles for the library or museum.
Digital Citizenship: Learning how to be responsible and ethical online, including topics such as cyberbullying, copyright, privacy, and online safety.
Maker Spaces: Understanding the concept of maker spaces and designing spaces for youth to build and create, including planning and managing maker space programs.
Information Literacy: Understanding how to find, evaluate, and use information effectively and responsibly, including evaluating sources, citing sources, and academic integrity.
Digital Storytelling: Understanding how to create multimedia stories using digital media tools, including video production, audio recording, and podcasting.
Gaming in Libraries and Museums: Understanding the role of gaming in libraries and museums, including developing and managing gaming programs, game design, and integrating games into other programs.
Curriculum Development: Designing and implementing technology-infused curriculums, including supporting blended learning, exploring educational technologies, and supporting educators in integrating technology into lesson plans.
Mobile Technology: Understanding the opportunities and challenges of mobile technology for libraries and museums, including developing mobile apps, adapting websites for mobile devices, and leveraging mobile technologies in programming.
Augmented and Virtual Reality: Understanding the uses and applications of augmented and virtual reality in libraries and museums, including developing immersive exhibits or educational programs.
User Experience Design: Understanding the principles of user experience design and how to apply it to designing technology solutions or programs for youth.
Data Management and Analysis: Understanding how to manage and analyze data for libraries and museums, including developing data-driven strategies, designing data collection mechanisms, and evaluating the impact of programs.
Virtual Reality: Computer-generated 3D environments that simulate reality and offer an immersive experience.
Augmented Reality: Overlaying digital content on the physical world to enhance or alter it.
Gaming Platforms: Games designed to engage and entertain children while teaching them valuable skills such as problem-solving, teamwork, and critical thinking.
Interactive Displays: Content displayed on a screen that can be interacted with through touch, sensors or other methods.
Digital Storytelling: Using digital tools such as video, audio, and images to convey a narrative or story.
Mobile Technologies: Portable devices such as smartphones and tablets that allow access to information and entertainment on the go.
Social Media: Platforms that allow users to connect and share information with others online.
E-Books and E-Reader Devices: Digital versions of print books that can be accessed on a variety of devices.
Podcasts: Audio content delivered on-demand to listeners through digital channels such as iTunes and Spotify.
Coding and Programming Tools: Resources designed to teach children how to write code and create digital content.
"Various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s"
"overuse phenomena, commonly known as 'digital addictions', or 'digital dependencies'"
"These phenomena manifest differently in many societies and cultures."
"The delineation between beneficial and pathological use of digital media has not been established."
"There are no widely accepted diagnostic criteria, although some experts consider overuse a manifestation of underlying psychiatric disorders."
"Guidelines for safer media use for children and families have been developed."
"The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) and the International Classification of Diseases (ICD-11) do not include diagnoses for problematic internet use and problematic social media use."
"the ICD-11 include diagnosis for gaming disorder (commonly known as video game addiction), whereas the DSM-5 does not."
"The use of the term addiction to refer to these phenomena and diagnoses has also been questioned."
"Digital media and screen time have changed how children think, interact and develop in positive and negative ways."
"researchers are unsure about the existence of hypothesized causal links between digital media use and mental health outcomes."
"Those links appear to depend on the individual and the platforms they use."
"Several large technology firms have made commitments or announced strategies to try to reduce the risks of digital media use." Please note that due to the limits of the AI model, I generated the answers based on the information provided in the paragraph. The paragraph does not contain specific quotes addressing some of the study questions.