Cyber Wellness & New Media Literacy

Jun 12, 2020 - Jun 16, 2020

08:08 AM - 11:08 AM

Phnom Penh

Social media, online videos & video games are primary entertainment options for young people. The average teenager logs about 75hrs of screen time per week. In some countries today, almost 10% of Internet users are found to be pathological users.
This programme allow students to understand their intrinsic motivations for Internet use & also critically examine extrinsic motivators in apps, mobile devices, social media & games. With these foundations, participants are able to identify (at a personal level) how the processes in which one loses control of their behaviour and learn tips for self-regulation & healthy diversification.

 

Social media, online videos & video games are primary entertainment options for young people. The average teenager logs about 75hrs of screen time per week. In some countries today, almost 10% of Internet users are found to be pathological users.
This programme allow students to understand their intrinsic motivations for Internet use & also critically examine extrinsic motivators in apps, mobile devices, social media & games. With these foundations, participants are able to identify (at a personal level) how the processes in which one loses control of their behaviour and learn tips for self-regulation & healthy diversification.

 

Social media, online videos & video games are primary entertainment options for young people. The average teenager logs about 75hrs of screen time per week. In some countries today, almost 10% of Internet users are found to be pathological users.
This programme allow students to understand their intrinsic motivations for Internet use & also critically examine extrinsic motivators in apps, mobile devices, social media & games. With these foundations, participants are able to identify (at a personal level) how the processes in which one loses control of their behaviour and learn tips for self-regulation & healthy diversification.