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MYTHBUSTERS:

Debunking Social Media Myths and Maximizing Global Communication Potential

Dr. Virginia Duncan Ethan Duncan

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Ethan Duncan/Glitcher

@ethan_mc_duncan

glitcher1313@gmail.com

Dr. Virginia Duncan

@DrGinnyD

drginnyd@gmail.com

bit.ly/TheInnovationFactory

Presentation Slides: https://bit.ly/MythbustersDrGinnyD

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Quick Poll

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How do you feel about using social media?

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  • Why are you here?
  • What are you hoping to gain from this session?

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Session Outcomes

Attendees will leave the session with:

  • an understanding of the importance of adults integrating and modeling effective global communication skills at an early age.
  • a process for facilitating student growth in global communication skills.
  • ideas on partnering with parents and/or becoming a student advocate to encourage and reinforce becoming effective global communicators.
  • ideas to coach students to build their “brand” and professional reputations.

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GAMING:�BECAUSE IT’S COOL

EVERYONE IS DOING IT

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SKEPTICAL MOM �IS SKEPTICAL

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WHO�WHAT �WHEN�WHERE

WHY�HOW

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GLOBAL COMMUNICATION

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DANCER�“DANSEUR”

Voice

Skill

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GROWING UP GLOBAL

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Myth:

What the research says:

Examples:

Rock-n-Roll is the devil.

When we work to integrate music across all subject areas, our brains are more engaged and more easily able to remember content.

Math jingles, rhythm and poetry, historical context

Television rots your brain.

The usage of videos in the classroom has been related to higher cognitive results and learning outcomes.

With the help of videos, you can integrate the outside world into the classroom. That alone makes it very easy for you to create authentic, unique, and immersive lessons for your students.

Treat video like text. It is a form of literacy. How-to videos; historical context videos; increased accessibility (ESL and SPED - use the captions!).

Video games are evil.

Games link content with low-stakes competition and can provide a more collaborative, engaging classroom experience—especially for students who may struggle to focus or find their niche in learning. Using games relevant to the learning objective can help increase student participation, foster social and emotional learning, and motivate students to take risks.

Gamify Your Lessons - Role playing games, leaderboards, Kahoot, Quizizz, Blooket, Gimkit

MYTHBUSTERS

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Myth:

What the research says:

Social media causes poor mental health and leads to suicide, depression, and anxiety.

The effects of social media depend on pre-existing strengths and vulnerabilities and the context in which they grow up. Not all findings apply equally to all teenagers. What the research does show is that social media puts a spotlight on concerns that already existed — and it makes it more public.

Needs to be in moderation - adolescents who spend 3.5+ hours on social media per day begin to see harmful effects - less sleep and physical activity which IS impacting mental health. While limits on the use of social media have resulted in mental health benefits for adolescents and adults.

Teenagers cannot communicate effectively because of social media.

Adolescents using digital and social media professionally in an integrated and strategic way have an advantage. They’re getting better jobs and better internships. (Jennifer Casa-Todd, Social LEADia)

7/10 adolescent girls of color report encountering positive or identity-affirming content related to race across social media platforms. 58% of adolescents report social media helps them feel more accepted, 67% report they have people who can support them through tough times, 71% that they have a place to show their creative side, and 80% that they are more connected to what’s going on in their friends’ lives.

Social media is not useful in education.

Students need social media literacy and coaching — like many other areas of their lives — and social media and/or simulated social media platforms can be used as a tool to enhance instruction.

Analyzing for credible sources or using platform templates for critical responses, reflections, one word summaries, etc.

MYTHBUSTERS

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My story 6h

Red Right Hand - Take a little walk to the edge of town and go across the tracks…

...

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Caption: Tapper about town.

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“Any social media tool can be used to lift someone up or tear them down — it isn’t the tool, but the tool’s user, that makes the difference.”

—Jennifer Casa-Todd

Social LEADia

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One Word Summary

Come up with one word to summarize your take-away from this session.

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Supporting Research/Additional Information

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Ethan Duncan/Glitcher

@ethan_mc_duncan

glitcher1313@gmail.com

Dr. Virginia Duncan

@DrGinnyD

drginnyd@gmail.com

bit.ly/TheInnovationFactory

Presentation Slides: https://bit.ly/MythbustersDrGinnyD