cards
You’re right — some terms were missing. Here’s a 7th-grader-friendly scenario guide that now covers every term listed in your uploaded sheet, grouped by section. (I’m pulling the official term list from your file so we don’t miss anything. )
1) Stereotyping in the Mass Media
Social justice attainment: A news series about unfair school funding leads your city to change the budget.
Differences between people: A show highlights how two families from different cultures celebrate the same holiday differently.
Power of words: Calling one group “thugs” and another “teens” makes viewers feel differently about similar actions.
Media racial representations: A movie mostly shows one race as heroes and another as villains.
Priming & cognitive accessibility: After many crime stories showing the same race, your brain too quickly links that race to “danger.”
Entertainment images: A sitcom always makes the Latina character the nanny.
Advertising images: A sneaker ad only shows boys playing sports, so people assume boys are the athletes.
Music images: A video only shows girls as backup dancers, hardly ever as the rapper.
News constructions of culture, race, ethnicity: A broadcaster talks about immigrants using only money and crime stats, not families or jobs.
Images of African Americans, Latinos, & Women: A network often shows Black boys as suspects, Latinas as maids, women as “love interests.”
Stages of portrayal: Old shows ignored certain groups → later added side roles → now some get main roles.
Discursive practices / typology: A magazine uses “exotic beauty” to describe a woman of color, turning culture into a stylized “type.”
Definition/function of stereotypes: Shortcut characters (e.g., “nerd,” “mean girl”) make stories quick but can be unfair.
Prominent media stereotypes: A sports broadcast says “athletic but not smart” about a certain group—repeats a harmful trope.
Cultivation: Watching tons of TV where cities seem dangerous makes you think your town is unsafe.
Social identity theory (applied): Kids feel proud when they see someone like them shown as the hero.
2) Children as a Special Audience
Recommendation algorithms: You like one slime video; your feed floods with slime.
Content moderation: A platform removes videos with bad words.
Censorship: A government blocks protest videos online.
Shadow-ban: A creator’s posts quietly stop being shown even though they’re not told.
Duets: You record a side-by-side reaction to your friend’s TikTok.
Tweens: 10–12 year-olds who love apps and group chats.
POPC (Permanently Online, Permanently Connected): You feel weird if you can’t check your phone every few minutes.
Multitasking: Homework → text → YouTube → back to homework (kinda).
FOMO: You check stories because you’re scared of missing a hangout.
Cognitive development theory: How kids’ thinking grows by stages.
Assimilation: “All tablets work like iPads.”
Accommodation: “Oh, Kindles are different; I have to adjust what I thought.”
Sensorimotor: Babies poke the screen and expect sound.
Preoperational → perceptual dependency / egocentrism / animism: A 5-year-old believes the cartoon dog hears them; thinks mostly from their own point of view.
Concrete operational → conceptual thought / role taking: An 8-year-old understands ads try to persuade; can imagine what others feel.
Formal operational: A teen debates whether influencers should label ads.
Criticism of CDT: Not every kid fits cleanly into exact “age boxes.”
Information processing theory: Attention and memory are like limited “brain-RAM.”
Popular (passive) vs active attention: Auto-playing videos (passive) vs choosing and pausing to think (active).
Disclaimers & premium offers: “Ask a parent!” or “No ads if you pay.”
Transfer deficit: A kid can count on TV but can’t count real apples yet.
Fisch’s capacity model: If a show is too flashy, kids miss the lesson.
Theory of mind: Realizing “others have thoughts different from mine.”
Limitations of agenda setting (for kids): Parents and platforms can’t fully control what kids think is important.
Parental mediation: Parents discuss a video; kid still sees other versions at a friend’s house.
3) News, Politics, and Media
Mediality: We see a “media version” of events, not the raw event.
Mirror image theory: News tries to show both sides equally (like a mirror).
Partisan bias theory: A channel favors one political side.
Diversity: A newsroom brings in people from many backgrounds to cover stories fairly.
Agenda setting: If news talks about wildfires daily, people rank it as a top issue.
Media campaigns: Ads and messages planned to win votes.
Types of news (talk shows, soft news): A funny late-night bit about a serious topic.
Need for cognition: Some people love deep, detailed news.
Political sophistication: Knowing how government and policies work.
Spiral of silence & fear of isolation: You stay quiet if your opinion seems unpopular.
Train test: Would you speak up to strangers on a train?
Selective exposure: You pick news that agrees with you.
Dual-coding theory: Words + pictures help you remember better.
Werther effect: After a famous suicide story, more people copy it.
Repositioning/rescheduling effect: Media coverage changes when people act.
Additive effect: Heavy repeated coverage piles on risk.
4) Videogame Audiences & Internet Searching
Search engines (recency, sales, popularity): “New” and “hot” results rise to the top.
Key difference vs legacy media: Games are interactive; TV isn’t.
Top-down approaches: The game’s story is fixed (Mario).
Bottom-up approaches: Players build worlds (Minecraft).
Social cognitive theory: You copy cool moves you see rewarded in games.
General aggression model: Lots of violent play can make angry thoughts pop up faster.
Competitive or cooperative interaction: Teaming up vs battling each other.
Meta-analyses: Big studies that combine many smaller studies.
Downward spiral of media effects: Aggressive kid picks violent games → gets more aggressive → keeps choosing them.
Portrayals of social reality in games: Games can make certain groups look always weak or always powerful.
5) Music and Mass Media Audiences
Taste public: A group that likes the same kind of music for similar reasons.
Gender / cultural–lifestyle expectations: A video says “girls should look this way,” “boys act that way.”
Meta-genre: A mix of styles (rap + pop + rock).
Interpretive community: Fans who share a way of “reading” lyrics.
Polysemic: One song = many meanings to different people.
Inter-textuality: A new video references an old classic video.
Third-person effect: “Lyrics won’t change me, but they’ll change other kids.”
Dominant ideology: The “usual” message (money/fame = success).
Oppositional reading: A fan sees it as criticizing greed instead.
Patent offensiveness / prurient appeal / artistic merit: Debates about whether a video is too sexual, and if it still has art value.
Knowledge of Black culture (e.g., disaffection to mainstream): A rapper pushes back against “fitting in.”
Dixon et al. findings / afrocentric features / collective self-esteem / cultural lens / ethnic identity: Fans who share culture decode videos differently and may feel pride seeing their style represented.
Uses & gratifications / social learning / desensitization / schema theory; Fried findings: Hype music to gain energy; copy dances; get used to harsh lyrics; rely on mental “templates” when viewing; a class study reports how students actually reacted.
Anti-social vs pro-social themes / selective exposure / Billboard more anti-social / Facebook more pro-social: Charts push edgy themes; friends share kinder songs.
6) Evolving Audiences & New Technology
Demassification / fragmentation / segmentation: Instead of one giant audience, many small niche groups.
Asynchronicity: You comment now; someone replies later.
Interactivity: You click, post, remix.
Multimedia: Text + audio + video together.
Steps to adoption: Hear → try → keep.
Internet as medium / internet audiences: Online is its own “place” with its own crowd.
CMC defined (impoverished): Online chat may miss tone or facial cues.
Deaux’s model of social identity: Who we are depends on group roles (student, gamer, teammate).
Cloak of anonymity: Hidden identity can make people brave or rude.
7) Internet Addiction
Definition/symptoms: Can’t stop scrolling; sleep suffers; cranky without Wi-Fi.
Predictors / general model: Easy access + stress + habits can push overuse.
ACE model: Accessibility, Control, Excitement keep you hooked.
FOMO: Fear of missing out fuels checking.
I-PACE / internet-related expectancies / POPC as amplifier: Personality + feelings + beliefs (“this will make me feel better”) + being always online → stronger pull to keep scrolling.
8) New Conceptualizations of Audience
AI challenges / deepfakes (synthetic media): A fake speech looks real—hard to know the truth.
Degree of activity/passivity & interactivity/interchangeability: Lurking vs posting; watching vs co-creating.
Size & duration; locatedness in space: A quick 50-person stream vs a long-running million-member subreddit; local vs global.
Group character (social/cultural identity): A fandom shares slang and values.
Simultaneity of contact with source: Live chat with the streamer, right now.
Heterogeneity of composition: A mix of ages/places/backgrounds in one audience.
Sociability of context of use: Watching alone vs with friends in Discord.
Social relations between sender and receiver: Creator and fans trade DMs.
Degree of social presence: A Zoom class feels more “together” than email.
Produsers / user-generated content / crowdsourcing / big data impact: Fans help make content; platforms learn what you like to target ads.
Checkpoint (super quick):
Which section (1–8) still feels the fuzziest to you so I can give you 5 mini-practice questions at a 7th-grade level just for that part?