“Every single one of us, Indigenous and non-Indigenous alike, has been fed a series of lies, half-truths, and fantasies intended to create a cohesive national identity. What is most startling about this is that a great many people are aware of the errors and omissions present in our system of education and in our public discourse, yet there has not been a national attempt to rectify this.” (p 120)
“Combined, these discourses lead us to _the paradox of educational technology_: When something good happens, we praise technology; but when something bad happens, we blame the students (occasionally, this blame also extends to their teachers).” (p 1129)
“… the results strongly suggest that the majority of first-year students at the institution studied are investing more hours than are designed by teachers, some reaching more than double a full-time workload during the period studied.
“Overwork can be a serious issue and anecdotally students are susceptible in some disciplines, such as computer science, architecture and design, to overwork substantially beyond the expectations and requirements of courses.” (p 1226)
“Adolescents who spent more time on new media (including social media and electronic devices such as smartphones) were more likely to report mental health issues, and adolescents who spent more time on nonscreen activities (in-person social interaction, sports/exercise, homework, print media, and attending religious services) were less likely.” (p 3)
“The FBM asserts that for a person to perform a target behavior, he or she must (1) be sufficiently motivated, (2) have the ability to perform the behavior, and (3) be triggered to perform the behavior. These three factors must occur at the same moment, else the behavior will not happen.” (p 1)
“… as Silicon Valley’s parents increasingly panic over the impact screens have on their children and move toward screen-free lifestyles, worries over a new digital divide are rising. It could happen that the children of poorer and middle-class parents will be raised by screens, while the children of Silicon Valley’s elite will be going back to wooden toys and the luxury of human interaction.” (¶4)
“Persuasive technology is the design of digital devices and apps to influence human thoughts and behavior. While these techniques are used for positive purposes (e.g., more efficient website navigation), they are also employed with the guidance of psychologists and other behavior experts working in the tech industry to persuade users, many of whom are children, to spend long periods of time using social media and video game sites.” (¶4)