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Evolving Psychological and Educational Perspectives on Cyber Behavior

Book Description

Online education and social interaction is on the rise. This new vehicle for human learning and communication opens the door for the latest exploration in emerging cyber fields. Evolving Psychological and Educational Perspectives on Cyber Behavior identifies learners’ online behavior based on the theories in human psychology, defines online education phenomena as explained by the social and cognitive learning theories and principles, and interprets the complexity of cyber learning. This title offers a multi-disciplinary approach that incorporates the findings from brain research, biology, psychology, human cognition, developmental theory, sociology, motivation theory, and social behavior perfect for school teachers, counselors, researchers, and online designers.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Preface
    1. THE STATUS QUO OF RESEARCH ON CYBER BEHAVIOR
    2. RECENT ADVANCES IN CYBER BEHAVIOR RESEARCH
    3. THE CONTRIBUTION OF THIS BOOK
    4. THE ORGANIZATION OF THE BOOK
  5. Section 1: Cyber Behavior and Research: A Theoretical Perspective
    1. Chapter 1: Growing From Childhood into Adolescence
      1. ABSTRACT
      2. WHAT IS THE INTELLECTUAL STAGE OF THE SCIENCE OF CYBER BEHAVIOR?
      3. WHAT DO WE KNOW ABOUT HUMAN BEHAVIOR?
      4. WHAT DO WE KNOW ABOUT CYBER BEHAVIOR?
      5. WHAT DO WE KNOW ABOUT CYBER BEHAVIOR RESEARCH?
      6. WHAT ARE FUTURE RESEARCH PROGRAMS OF THE SCIENCE OF CYBER BEHAVIOR?
    2. Chapter 2: Online Social Networking and Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. SOCIAL NETWORKING SITES AND LEARNING: AN OVERVIEW OF RESEARCH
      4. SOCIAL NETWORKING SITES AND LEARNING: QUESTIONS FOR RESEARCH
  6. Section 2: Motivation and Online Social Behavior
    1. Chapter 3: Interest and Performance When Learning Online
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODS
      4. RESULTS
      5. DISCUSSION
      6. CONCLUSION
    2. Chapter 4: Effects of Narcissism, Leisure Boredom, and Gratifications Sought on User-Generated Content Among Net-Generation Users
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL FRAMEWORK
      4. METHOD
      5. FINDINGS
      6. CONCLUSION AND DISCUSSION
      7. LIMITATIONS AND SUGGESTIONS FOR FUTURE RESEARCH
    3. Chapter 5: Gamers’ Motivations and Problematic Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL BACKGROUND
      4. PURPOSE OF THE STUDY
      5. METHOD
      6. RESULTS
      7. DISCUSSION AND CONCLUSION
      8. CONCLUSION
    4. Chapter 6: An Empirical Study of Problematic Internet Use and Self-Esteem
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. RESULTS
      5. DISCUSSION
  7. Section 3: Cognitive Processes in Cyber Learning and Cyber Behavior
    1. Chapter 7: How Does Prior Knowledge Impact Students’ Online Learning Behaviors?
      1. ABSTRACT
      2. INTRODUCTION
      3. PRIOR KNOWLEDGE AND COMPREHENSION
      4. PRIOR KNOWLEDGE AND ONLINE LEARNING TASKS
      5. METHOD
      6. RESULTS
      7. GENERAL DISCUSSION
    2. Chapter 8: Effects of Feedback on Learning Strategies in Learning Journals
      1. ABSTRACT
      2. INTRODUCTION
      3. RESEARCH HYPOTHESES
      4. METHOD
      5. RESULTS
      6. DISCUSSION
    3. Chapter 9: Attention Versus Learning of Online Content
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. RESULTS
      5. DISCUSSION
      6. CONCLUSION
      7. APPENDIX A
      8. APPENDIX B
      9. APPENDIX C
      10. APPENDIX D
  8. Section 4: Gaming and Gambling in the Cyber World
    1. Chapter 10: Effects on Gambling Behaviour of Developments in Information Technology
      1. ABSTRACT
      2. INTRODUCTION
      3. THE STUDY
      4. RESULTS AND PRELIMINARY DISCUSSION
      5. GENERAL DISCUSSION
      6. CONCLUSION
    2. Chapter 11: Game Transfer Phenomena in Video Game Playing
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. RESULTS
      5. DISCUSSION
      6. CONCLUSION
    3. Chapter 12: Poker Gambling Virtual Communities
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. RESULTS
      5. DISCUSSION
      6. CONCLUSION
    4. Chapter 13: A Second Life Within Second Life
      1. ABSTRACT
      2. INTRODUCTION
      3. THE CURRENT STUDY
      4. METHOD
      5. RESULTS
      6. DISCUSSION
      7. CONCLUSION
  9. Section 5: Educational Practices in the Cyber World
    1. Chapter 14: Does Credibility Count?
      1. ABSTRACT
      2. INTRODUCTION
      3. STUDY 1
      4. SUMMARY AND CONCLUSIONS FOR STUDY ONE
      5. STUDY 2
      6. SUMMARY FOR STUDY 2
      7. DIRECTIONS FOR FUTURE RESEARCH
    2. Chapter 15: Cyberbullying Among High School Students
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL BACKGROUND OF CYBERBULLYING
      4. PURPOSE OF THE STUDY
      5. METHOD
      6. RESULTS
      7. DISCUSSIONS AND CONCLUSION
    3. Chapter 16: Comparing the Characteristics of Text-Speak Used by English and Japanese Students
      1. ABSTRACT
      2. INTRODUCTION
      3. RESEARCH QUESTIONS
      4. METHOD
      5. RESULTS
      6. DISCUSSION
      7. CONCLUSION
  10. Compilation of References
  11. About the Editor