Pursuing a Career in Psychology, Education, and Interactive Media

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I always enjoy getting questions from people interested in integrating media applications into their field of study or in pursuing a career in media psychology. The questions come from around the world and are always full of enthusiasm for learning, the potential of media technologies, and making a positive contribution to society. It is always a chance for me to remember not only how much I love the field of media psychology, but why I think it is so very important.

Media psychology is a broad field. Recently I received a question from a new graduate in the Middle East about how to follow a path that integrates psychology and education using interactive technologies, particularly for special needs populations. I am posting my response since many people may have similar questions and this is a good way to get a conversation going.

You can learn how to actually build the interactive programs by studying gaming and software development or how to implement them by studying education and curriculum development—either way, you must learn how and why they are effective and when their use is appropriate. The latter is particularly important if you are working with a clinical population such as handicapped, mentally-challenged, or psychologically distressed, either from pathology or trauma. In order to serve that population adequately and ethically, you will need clinical background that involves the study of psychopathology, personality development and disorders, cognitive and developmental psychology and an understanding of physical and mental handicaps. An alternative route is to pursue what in the U.S. is referred to as special education. It is a track within an education degree that focuses on teaching special needs kids. It is more about learning and educational pedagogy than psychology.

But the really important thing to clarify is your goal. Media technologies are just tools to get something done. The tools change very quickly. First figure out what you are trying to do and then you can learn the reasons why different technological tools work (or don’t) in achieving the goal Tools to help humans must be designed in a human-centered way. I know that seems obvious, but you’d be surprised how many things are designed with no apparent thought to human use. (Check out The Design of Everyday Things).

Once you have decided on your emphasis (the technology, the education, or the psychology), you will be better able to decide your path.

As a psychologist, my bias is toward understanding the how and why and letting someone with good technical skills build the media. As a media psychologist, I have input into the development process but do not do any of the engineering, programming or physical generation of the tools. I will be looking at things like developmental appropriateness, the experience of using the tools (such as whether or not the child not only learns something but feels positive about the learning in a way that supports their self-confidence and motivation), and the cognitive and emotional aspects of the interface such as perception of objects, attention, and engagement.

Another approach to media education, such as public education through mass media, public service announcements, programs that appear as entertainment but are embedded with lessons and values.  These are more general and do not target individual users as much as a group who might benefit from the information, such as teens learning about smoking, alcohol abuse, or drug use.

If your interest is in the use of interactive programs to support special needs children, however, I would recommend either pursuing a masters in education or clinical psychology and taking additional classes in media development—not media studies about content analysis but about the ways people interact with and are influenced by media. There are very few programs that officially integrate media and psychology (or media and education, for that matter) so you may need to build your own curriculum in whatever program you choose.

At the master’s level, most programs in the U.S. will demand a good command of written English because scholarly writing has more rigorous standards at the master’s level than at the undergraduate level. This is also true of the program where I teach at Fielding Graduate University, the Master’s Degree in Media Psychology and Social Change. You may find it interesting to look a the website and curriculum to get ideas about what sounds interesting so you can further hone your search.  The New School in New York is doing some very exciting work in gaming, for example.

You might also want to read:
Gee, J. P. (2004). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.

Brown, J. S. (2000). Growing Up Digital: How the Web Changes Work, Education, and the Ways People Learn. Change, March/April, 10-20. Retrieved August 29, 2007 from http://www.usdla.org/html/journal/FEB02_Issue/article01.html.

Buckingham, D., & Burn, A. (2007). Game Literacy in Theory and Practice. Journal of Educational Multimedia and Hypermedia, 16 (3), 323-349.

The following article in online and breaks down some of the theoretical bases of different aspects of interactivity:
Sims, Rod. (2000) An interactive conundrum: Constructs of interactivity and learning theory. Australian Journal of Educational Technology. 16, (1), p. 45-57 http://www.ascilite.org.au/ajet/ajet16/sims.html

I wish people great success pursuing their passion for media psychology. If you have other questions, please don’t hesitate to ask.

The Psychology of Website Design – PowerPoint Overview

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This slide show was originally created for a presentation in 2006 but was updated for a group of student web site developers at NYU a few months ago. Web technologies continue to rocket along and the tools have become more flexible, innovative and sophisticated. The fundamental psychological issues of effective design, however, haven’t changed, because now, more than ever, information must be delivered with a client or user-centric perspective. Social media and extensive ability to interact and paricipate in new media has made us less tolerant of any medium, website or otherwise, that does not address our needs.

The Native Tongue of Teens: Social Media

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(This was posted June 5, 2009 on my blog “Positively Media” at PsychologyToday.com)

Ralph Waldo Emerson said:

“No man should travel until he has learned the language of the country he visits. Otherwise he voluntarily makes himself a great baby – so helpless and so ridiculous.”

Think of the tech-saavy younger generation as another country with a different language. Their lives are inseparable from technology and they are connected to each other and to information flows in ways many of us will never understand. We can learn to speak their language or we can look ridiculous and irrelevant.

No where is learning to speak the language of technology more important than when you’re trying to educate young people. At a time when one in five American students drops out of high school, we parents and educators need to work on our language skills. This is why I love to see educational institutions embrace media technologies. At Azusa Pacific University (APU), my friend David Peck is leading a team doing some really cool things to connect with this generation of digital natives by creating conversations in the language of the users. Sounds simple enough, but it is surprisingly rare.

APU is smartly and simply integrating game play and information delivery. Their website contains games starring Stickman Bob where you must protect the campus from comets and, although I am embarrassed to say that I destroyed the campus several times due to my lack of gaming skills, I now know what the Cougar Dome and Wilden Hall look like and I’ve never been to APU. After flattening the place, I also feel a little responsible for the protection of the campus. Pretty good emotional engagement for 15 minutes of play.

Games like Stickman Bob can also normalize experiences, such as the anxiety of the admissions and entry process, such as where you help Stickman Bob dodge crazed admissions counselors by leaping wildly and arming him with book bags. (I’m sorry to say that my Stickman Bob was resoundingly trampled.) This injection of humor allows APU to humanize their institution. They also invite engagement by letting you customize your own personal Stickman Bob avatar (in either gender) and keep track of your score. And they don’t stop there. You can “Join the Stickman Bob Facebook Group” or Twitter your opinions to @azusapacific. While marketers will be all excited about the website’s “stickiness” (ability to hold visitor’s attention), the real value comes in the brand perception of APU and in beginning to build a relationship with prospective students that will last long beyond graduation. These games are the equivalent of saying “Hey, we get you!” If it were my school, I’d put Stickman Bob on the home page.

As technologies emerge, the boundaries between platforms become more porous and things cross over. Think texting your Twitters and iPhoning your Facebook page. What many consider to be Internet applications are hitting the road. Mobile devices are an under-25 appendage and Blackberries and iPhones are no longer the tools of tech-dilettantes and Type A workaholics. In the summer of 2008, Hot Lava Software working with the Kauffman Foundation used the ubiquity of mobile devices to deliver Science, Technology, Engineering and Mathematics education as a ‘Sports Bytes’ contest to teens’ mobile phones with the hope of sparking their interest in the math and science at a time when many teens turn away. They asked questions like: Which ball has the slower speed when thrown: a softball or a baseball? Over 70,000 teens registered to play over the series of sporting events.

Teaching mobile game development is also emerging as a motivational tool to engage students, according to researchers like Kurkovsky, and can help students see the connections between Computer Science and real-world technology.

Where many educators demand the incapacitation of mobile devices during class, schools like APU have faculty that say “Turn on your cell phones. Text me with questions.” They are actively going mobile with access to school information like sports scores and calendars available to students via mobile devices with plans to integrate administrative chores. Compared to India, however, the US is a bit behind in adoption of mobile applications. New startups are doing everything from introducing mobile-based English language classes to companies like Find Guru who developing online classroom where you can get connected with teachers, assignments and texts. Love me, love my technology.

The brilliance of these projects, and the hopefully many like them, is that they aren’t using technology to replicate current educational experiences. They are using the technology to support ways of motivating and connecting with kids in the language they use every day. Not only will using technology help motivate and engage kids, it is also the only way to prepare them for problem-solving for jobs that haven’t been invented yet in a world full of technology.

Kurkovsky, S. (2009). Engaging students through mobile game development. SIGCSE Bulletin, 41(1), 44-48.
Photos: APU Public Relations, iStockphoto.com

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What Does a Media Psychologist Do?

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I get a lot of questions about career paths in media psychology, particularly among those thinking of pursuing a degree in the field. I certainly empathize with that confusion–and the desire to make sure someone will give you a job if you do all that work. Media psychology, as a new field, doesn’t offer up any quick and easy answers. It’s helpful to think about how to define media psychology broadly and then make it relevant to individual interests and goals. It the largest sense, media psychology is using psychological theory to understand how people use, consume, and produce media. It has applications to groups and individuals as well as nations. The word media is often assumed to be mass media, but media psychology looks at communication that is mediated by technology. Needless to say, the field paints with a pretty broad brush.

Some people start with their current or hoped-for career and then target their approach to the degree in a way that supports their needs. Someone who works with teens, for example, may be looking for ways to effectively communicate with or educate teens and therefore choose to focus on topics such as issues of developmental psychology, such as cognition, identity development, how teens are using technology, what narratives resonate, and how physical perceptions impact motivation and emotion. A designer or producer of media may focus on things such as perceptions, cognition, and how those are supported and challenged in different applications such as large screen/small screen. An educator may choose to focus on how different media applications interact with learning styles, multiple intelligences, engagement, self-efficacy, and individual strengths.

Other people start with a passion for an area and then seek a job that requires that knowledge set. For example, if you are skilled in using media to deliver factual information, there are roles in education (teaching teachers as well as teaching students), business communications (training internally as well as educating clients/customers), and healthcare (developing and promoting health education through media). Media psychology is relevant to advertising (for profit as well as nonprofit), applications and game developers.

Media psychology, like many other fields, requires some focus and specialization within areas of expertise. Much like a degree in any subject, from English to Economics (and I can’t speak the the hard sciences here, as I just don’t know), it gives you a good theoretical toolkit to apply to types of uses/development. But unlike a degree that is more vocationally oriented, such as education and teaching, there is not obvious immediate next step (like get a credential and teach elementary school.) To me, it makes the field very exciting. At the same time, it demands more of you to set your direction.

I’d be happy to talk about how any specific interests fit with my own experience in media psychology, as will most of my colleagues. There are different perspectives from different people, but we are all passionate about understanding how people and groups interact with media technologies and how that molds society. My own background has involved visual design, marketing, branding, country perceptions, health education, teaching, media messaging, and research on things like websites and digital games for kids. I love that it is always changing.

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Why LinkedIn Works: The Strength of Weak Ties

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From Advertising Age: LinkedIn Skyrockets as Job Losses Mounts. The impressive rise in LinkedIn participation shows the power of social media and the cognitive shift from hunting for “jobs” to connecting with people. Good time to reread Granovetter’s “The Strength of Weak Ties” or Barabasi’s Linked: How Everything Is Connected to Everything Else and What It Means.  These should be required reading for anyone working with or interested in social media applications. (BTW, Linked is available in audio for commuters and aural learners.) The strength of weak ties was one of the seminal papers in the development of network theory to social processes. Both Granovetter’s paper, and Barabasi’s book, which takes a broader look at the development of network theory, explain why social media networks have such tremendous reach and power, and why LinkedIn is such an effective resource for career change and employment opportunities. Granovetter’s original paper was published in 1973. A 1983 version where Granovetter reviews studies tested and elaborated on his hypothesis “The Strength of Weak Ties: A Network Theory Revisited” is available on the web if you Google it.

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