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1.
Cyberpsychol Behav Soc Netw ; 27(1): 47-56, 2024 Jan.
Article in English | MEDLINE | ID: mdl-38197842

ABSTRACT

Online environments, such as metaverses, provide distinct social environments for people to engage in complex, cognitive, and multidirectional learning and meaning-making experiences. These engaging and influential environments highlight important factors associated with the Social Learning Theory (a process through which external settings influence behavior in specific environments). According to this theory, environments provide a space for youth to engage in reciprocal interactions of interpersonal, behavioral, and environmental cues. Online environments designed by social media companies have been scrutinized, given their dependence on algorithms (artificial intelligence systems). Research has revealed the effects of systems that use machine learning to subversively maintain engagement on their platforms for as long as possible. Given the constant changes in socializing environments, younger generational cohorts need to be adequately prepared for systems that determine what type of content they are exposed to, and shape the timing, frequency, and agentic influencers they engage with. Therefore, this article proposes a necessity to expand our understanding about social learning and current technology design principles. This article demonstrates the need for a paradigm shift toward exploring an innovative construct referred to as the digital learning environment. We examine existing issues in the design of digital spaces, provide a positive developmental psychology framework that informs further research, and propose solutions for researchers, educators, policymakers, and caregivers as they navigate healthy technology use and predominant mental health issues in the 21st century.


Subject(s)
Artificial Intelligence , Social Learning , Adolescent , Humans , Algorithms , Cues , Technology
2.
Front Psychol ; 14: 1175740, 2023.
Article in English | MEDLINE | ID: mdl-37649688

ABSTRACT

The focus on the negative side of technology has become a prominent factor in the understanding of the interactions between humans and technology. However, there is a positive side to technology use that has been less investigated in scientific research. Well-being researchers have determined that it is not just the absence of negative emotions or experiences, but rather the presence and frequency of positive ones that matter most. Therefore, despite the scarcity of research on the positive side of technology, the present conceptual paper focuses on how technology may be used for the good to produce psychological benefits (e.g., greater happiness, lower loneliness, higher peer endorsement). Based on existing literature, we posit at least three directions for good interactions with technology: (1) "seeing good" by focusing on positive visual cues through technology use; (2) "feeling good" by focusing on good feelings that arise from technology use; and (3) "doing good" by focusing on positive actions that can be enacted via technology use. Based on the synthesis of these three components, we propose a framework for technology laden engagement in the good, dubbed as, the Engagement in the Good with Technology (EGT) Framework. Through this framework, we explain how these three distinct aspects of seeing, feeling, and doing good can co-occur and be interrelated, and in turn potentially lead to upward spirals of positive outcomes.

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