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Worksheets

Digital Media and Your Brain

Total questions: 12

Worksheet time: 6mins

Name
Class
Date
1.

Sam downloaded a meditation app to help him mentally prepare for soccer games. The app allows Sam to choose whether he would like alerts and how many he wants each day. The alerts suggest tips for relaxing and focusing based on Sam's goals. They suggest things he can do on his own, like taking five deep breaths to relax or doing stretches to relieve stress.  Which of these features is an example of humane design?

a)

Sam gets to choose if and how many alerts he gets each day.

b)

Suggests that Sam log in frequently.

c)

Offers Sam bonuses the longer he stays in the app.

d)

Suggests other apps Sam might like.

2.

Lisa uses a messaging app to chat with her friends. When Lisa is doing homework, she uses the Do Not Disturb setting on the app. It blocks alerts during times Lisa sets. Her friends receive a message letting them know she is not available until her chosen end time. The app also keeps track of how many minutes Lisa is using it. She can check the app at the end of each day to see her total screen time. She can also set goals to help her use the app more or less. Lisa can win badges for meeting those time limit goals. Which of the following is an example of addictive design?

a)

Do Not Disturb mode.

b)

She can share her badges on social media to brag.

c)

She logs in daily.

3.

Which of the following best describes a feedback loop?

a)

A set of design features that helps users keep media balance.

b)

A personal habit that you develop when you start using social media.

c)

A response to something you do online that causes your brain to expierience a temporary moment of pleasure.

d)

When you and a classmate give feedback on each other assignment.

4.

Regular alerts asking you if you want to quit.

a)

Humane Design

b)

Addictive Design

5.

Suggestions for offline activities.

a)

Humane Design

b)

Addictive Design

6.

Rewards increase as you play more.

a)

Humane Design

b)

Addictive Design

7.

Settings to control the number of notifications.

a)

Humane Design

b)

Addictive Design

8.

Penalties for leaving the app.

a)

Humane Design

b)

Addictive Design

9.

Autoplay and countdown features.

a)

Humane Design

b)

Addictive Design

10.

Marie downloaded an app that lets her connect with friends who like to run. The app has a leaderboard, and each person gets points based on how much they run during the week. What should Marie consider when thinking about whether to receive notifications from the app?

a)

Do the notifications motive her to go for a run?

b)

Do the notifications distract her from doing other things she needs to do?

c)

Do the notifications make her feel like she always needs to check the app?

d)

All of the above

11.

Lin wants to play an online game with her friends. She reads the description of the game and realizes it contains features like rewards for completing levels and penalties for quitting the game early. She likes the game but doesn't want to get sucked in and skip her homework. (This has happened before!) What can Lin do to balance playing the game and doing her homework?

a)

Invite more friends to play the game.

b)

Play the game and finish her homework late at night.

c)

Set a timer so she plays for a specific amount of time.

d)

Watch her favorite show instead of playing the game.

12.

How confident do you feel in understanding how digital media tries to hook you and what you can do about it?

a)

I feel confident.

b)

I feel somewhat confident.

c)

I do not feel confident.