Adolescence: Work, Leisure, Media, and Peer Relationships

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Description and Tags

Vocabulary practice flashcards covering adolescent work, leisure time, screen and social media, youth development models, and peer group structures.

29 Terms

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Experience Sampling Method (ESM)

A research method of collecting data about adolescents' emotional states, in which individuals are signaled at random intervals and asked to report on their mood and activity.

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Routine Activity Theory

A perspective on adolescence viewing unstructured, unsupervised time with peers as a primary cause of misbehaviour, delinquency, and substance use.

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Positive Youth Development

The goal and framework of youth programs designed to facilitate healthy psychosocial development and build strengths rather than solely deterring problem behaviour.

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Five Cs of Positive Youth Development

A model of adolescent development emphasizing five core psychological strengths: Competence, Confidence, Connection, Character, and Caring/Compassion.

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Competence

A positive view of one's actions in domain-specific areas, including social, academic, cognitive, and vocational skills.

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Confidence

An internal sense of overall positive self-worth and self-efficacy representing an individual's global self-regard.

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Connection

Positive bonds with people and institutions reflected in bidirectional exchanges between the individual and peers, family, school, and community.

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Character

Respect for societal and cultural rules, possession of standards for correct behaviours, integrity, and a sense of right and wrong (morality).

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Caring/Compassion

A developmental asset characterized by a sense of sympathy and empathy for others.

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EPOCH Model

A positive youth development model that stresses five key psychological factors: Engagement, Perseverance, Optimism, Connectedness, and Happiness.

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Screen Media

Any form of digital media that is viewed on a display screen, such as a smartphone, tablet, computer, or television.

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Cultivation Theory

A perspective on media use that emphasizes the impact direct media exposure has on shaping individuals' attitudes, worldviews, and behaviours.

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Uses and Gratifications Approach

A perspective on media use that emphasizes the active role consumers play in deliberately choosing and selecting the media to which they are exposed.

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Media Practice Model

A perspective on media use emphasizing that adolescents not only choose which media they are exposed to but also interpret that media in ways that shape its impact.

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Correlation

The extent to which two variables vary systematically in relation to each other.

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Causation

A relationship in which a correlation between two variables is directly attributable to the effect that one variable has on the other.

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Fear of Missing Out (FOMO)

An excessive worry that other people are having rewarding experiences from which an individual is excluded.

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Social Media Addiction

A problematic behavioural pattern defined by six diagnostic symptoms: salience, mood change, tolerance, withdrawal, conflict, and relapse and reinstatement.

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Cyberbullying

Intentional, repeated harm inflicted through digital technologies, typically occurring within peer groups rather than anonymously.

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Sexting

The digital exchange—either consensual or non-consensual—of sexually explicit text messages, photos, or video recordings.

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Cyberdating Violence (CDV)

Abusive behaviours in adolescent romantic relationships via digital technology, including sexual coercion, harassment, and monitoring or controlling a partner's online activities.

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Self-Care Children

Adolescents or children who care for themselves without adult supervision during after-school hours.

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Cliques

Small, friendship-based peer groups that provide the primary setting for social interaction, typically evolving from same-gender to mixed-gender during adolescence.

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Crowds

Large, reputation-based or stereotype-based adolescent groups that serve as reference groups and become less rigid and less influential by late adolescence.

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Sociometric Popularity

A dimension of popularity defined by how well-liked an adolescent is by their peers, typically associated with positive social competence.

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Perceived Popularity

A dimension of popularity defined by status, prestige, and visibility in the peer group, which can coexist with aggressive behaviours.

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Relational Aggression

Non-physical behaviours intended to harm others by manipulating social standing or interpersonal relationships (such as exclusion or gossip), which can coexist with perceived popularity.

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Postfigurative Culture

A culture where socialization is primarily adult-led, with knowledge, norms, and traditions transmitted from older generations to younger generations.

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Configurative/Prefigurative Culture

A culture in which socialization has shifted toward significant peer influence, and younger generations may teach or socialise older generations due to rapid change.