1. Sign up securely online.
2. Read/watch/listen to articles, videos, audios & PowerPoint.
3. Submit evaluation & post-test.
4. Print your certificate.
This course includes materials consisting of:
Some MP3s are included in this course. Instructions: Listening to MP3s
Transcripts are available for PPTs and are provided in format.
To order this Course now
GENERAL COURSE DESCRIPTION
Some of the questions that this unique course explores are: What is the impact of technology on children, families and the relationships between parents and children? What are the positive, neutral and negative psychological, educational and relational aspects of the Internet and online gaming? How can we help children reap the benefits of technology and gaming and avoid the pitfalls? How do various generations differ in their views and use of technology? Does multitasking reduce concentration, focus, comprehension and retention? How do we make sure that young children do not have access to harmful material online? Can online gaming be educational? How can we treat excessive self-destructive or addictive use of the Internet or online gaming? What are the effects on families and work environments when young people have greater mastery of technology than people of older generations? How do we achieve balance between virtual and non-virtual or online and offline lives?
The course includes articles by ground-breaking pioneers in the evolving field of Psychology of the Internet, Internet Addiction and online gaming. It includes the work of Dr. Larry Rosen, coiner of the term "techno-stress," Dr. Kimberly Young from netaddiction.com on Internet Addiction, Dr. John Grohol from psychcentral.com on Internet Addiction, Dr. John Suler on Psychology of the Internet, and Dr. Ofer Zur on digital natives and digital immigrants. The course also includes articles and videos by some of the most innovative and forward-thinking in the field of education and psychology of online gaming. This includes Dr. David Williamson Shaffer and Dr. James Paul Gee on the educational value of games for children's development and how games facilitate learning; and Mark Prensky on the digital divide and incorporating technology into our lives in a productive way.
Educational Objectives:
This course will teach psychotherapists to:
Apply therapy techniques to Internet and online gaming, with sensitivity to the specific needs of gamers and Internet addicts.
Compare the communication tactics of older and younger generations, looking especially at their relationships with technology in order to heal disharmony in families and the workplace.
Identify possible triggers for Internet and gaming over-use, with a focus on what the Internet and gaming have to offer people, especially youth.
Review treatment options for Internet and online gaming over-use in order to provide a balanced, current perspective on what is available and appropriate.
Utilize educational games to harness the interest young people have in technology and use it for their betterment rather than their detriment.
Course Syllabus:
Psychology of Technology
How speed of life affects us
Psychology of Techno-stress
Psychology of Cyberspace
How interactions are shaped by medium
How psychotherapists can help parents
The Digital Divide
Parent generation and Baby Boomers versus children and young of Generations X, Y & Z and their relationships to technology
Communication in the workplace and families in the context of the Digital Divide
Baby Boomers (older people) as Digital Immigrants in a world of Digital Natives
The nature and meaning of multi-tasking
Social networking sites: Psychology and sociology
Internet Addiction
Is it a disorder?
Alternate views
Assessment
Treatment
Growing and Learning in the Digital Age and Through Gaming
What gaming has to offer education and development
How to utilize 21st century technology to help young people prepare for the world they inherit
Using games to teach management, creativity and healthy development