Content text IT & MASS MEDIA .pdf
PREVIOUS YEAR QUESTIONS https://t.me/upscpsychology PSYCHE-SIMPLIFIED WWW.PSYCHESIMPLIFIED.COM Self-Discipline Required: Distance learning demands a high degree of self-motivation, time management, and organizational skills. Students need to be proactive in managing their workload and staying engaged in the absence of a structured classroom environment. Technical Challenges: Technical difficulties like internet connectivity issues, power outages, or lack of access to necessary hardware can disrupt the learning process. Limited Hands-on Learning: Certain subjects, particularly those with a strong practical component, may not be well-suited for a purely online format. Laboratory experiments, field trips, and workshops are difficult to replicate virtually. Critical Considerations: The effectiveness of distance learning hinges on the quality of the instructional design. Engaging content, clear communication, and readily available support services are crucial for student success. Not all students thrive in a virtual environment. Assessing an individual's learning style, access to technology, and self-motivation is essential before opting for distance learning. Conclusion IT and mass media have transformed distance learning from a marginal concept into a mainstream educational tool. While limitations like social isolation and the need for self-discipline exist, the benefits of accessibility, flexibility, and cost-effectiveness are undeniable. By critically evaluating both the strengths and weaknesses, and harnessing the power of IT and mass media effectively, distance learning can empower individuals to pursue knowledge and education on their own terms. 3. What explanations are offered by psychological theories about the manner in which media influences antisocial behaviour? (B/7b/2013/20) Ans. Several psychological theories explore the connection between media and antisocial behavior. Here's a breakdown of some key explanations: 1. Social Learning Theory (SLT) by Albert Bandura: Core Idea: People learn by observing and imitating others. Media Influence: Exposure to aggressive behavior in media (violent video games, movies, TV shows) can be seen as a model for how to behave. Children, especially, may be more likely to imitate what they see, potentially increasing their own aggression. Example: A child who watches a cartoon character resolve conflicts through violence might be more likely to use aggressive behavior themselves when faced with a disagreement. 2. General Aggression Model (GAM) by Leonard Eron: Core Idea: Media violence can increase aggressive thoughts, feelings, and physiological arousal, which can lead to aggressive behavior. Media Influence: Repeated exposure to violence desensitizes viewers to its negative consequences. This, combined with increased arousal, can make aggressive behavior seem more acceptable and easier to resort to. Example: Watching a movie with graphic violence might initially be shocking, but with repeated exposure, the viewer becomes less disturbed and more likely to see violence as a viable solution.