Pediatricians may receive up to three credit hours in Category I for the Physician's Recognition Award of the American Medical Association by reading the material in this issue and successfully answering the questions in the quiz below. To obtain credits, follow these instructions.
1. Read each of the articles carefully. Do not neglect the tables and other illustrative materials, as they have been selected to enhance your knowledge and understanding.
2. The following questions have been designed to provide a useful link between the articles in the issue and your everyday practice. Read each question, choose the correct answer, and record your answer on the CME Registration Form at the end of the quiz. Retain a copy of your answers so that they can be compared with the correct answers that will be sent to you later.
3. Type or print your full name and address and your Social Security number in the spaces provided on the CME Registration Form.
4. Send the completed form, with your check or money order for $25 made payable to PEDIATRIC ANNALS CME CENTER. I 1 7 Old Alumni Ctr. DCO 345.00. Columbia. MO 65212.
5. Your answers will be graded, and you will be advised that you have passed (or failed). An answer sheet containing all correct answers will be mailed to you. Review the parts of the articles dealing with any questions you have missed, and read the supplemental material on this aspect of the subject listed in the references in this issue.
6. Be sure to mail the form on or before the deadline listed on the CME Registration Form so that credit can be awarded. (After that date, the quiz will close, and correct answers will appear in the journal.) Unanswered questions will be considered incorrect and so scored. A minimum score of 70 must be obtained in order for credits to be awarded.
The office of Continuing Education. School of Medicine. University of Missouri-Columbia is accredited by the Accreditation Council for Continuing Medical Education (ACCME) to provide CME programs for physicians. This activity is designated for up to 3 hours of credit for the Physician's Recognition Award.
Children, Adolescents, and the Media
1. The most effective television advertising for health:
A. Has the highest production values and looks the most like regular advertising.
B. Uses fear appeals to motivate the viewer.
C. Explains complex skills in a detailed manner.
D. Is only part of a comprehensive community program to promote behavioral change.
2. All of the following are things that television advertising does well except:
A. Raise awareness.
B. Help set agendas.
C. Direct people to resources.
D. Teach complex skills.
3. Modeling health behavior change on television would be expected to be most effective when:
A. The viewer is able to imagine him- or herself in the same situation.
B. Models always look and act perfectly
C. Success is achieved easily on the first attempt to change behavior.
D. The modeled behavior results in a long, healthy life.
4. Fear appeals are generally not effective unless:
A. They are linked to specific solutions.
B. They scare people enough to give them nightmares.
C. They create anxiety in the viewer.
D. They emphasize serious, long-term health effects.
5. Adolescents rate what as their most preferred source of information about sexuality?
6. According to the theory of "mediasociety interaction":
A. The media merely reflects the existing values and attitudes of a society.
B. The media not only reflects current society, but also supports and strengthens preexisting attitudes and perceptions.
C. The media determines society's attitudes and perceptions of reality.
D. The media and society have no measurable influence on one another.
7. Images of sexuality on television primarily provide teens knowledge about:
A. The mechanics of sex.
B. The consequences of sex.
C. The expression of sex.
8. All of the following are true except.
A. Letters to producers and network executives influence the messages aired on television.
B. Conversations about sexuality should be appropriate to the child's developmental level.
C. As is recommended by the American Academy of Pediatrics, most parents restrict or limit their children's television viewing to no more than 1 to 2 hours a day.
D. Parents watching television with children should express their personal opinions.
9. Which of the following statements is most accurate concerning media violence and its effect on children?:
A. The studies are contradictory.
B. Most studies point to media violence as one cause of aggressive behavior among children.
C. No researchers have examined this important issue yet.
D. The television industry has been concerned about this issue for many years.
10. The impact of media violence:
A. Has been well studied.
B. Is relatively difficult to study.
C. Is less significant as a cause of societal violence than poverty and socioeconomic status.
D. All of the above.
11. Media violence has an impact on aggressive behavior because:
A. Aggression is a multiply determined behavior, and media violence contributes to it.
B. Television violence arouses children to a heightened state of tension.
C. Children learn social norms by watching TV characters.
D. All of the above.
12. Playing violent video games:
A. Has no impact, according to conclusive research.
B. Is often a substitute for violent actions.
C. Has been found to increase aggressive behavior in laboratory situations.
D. Is clearly a benign activity.
13. Potential benefits of playing video games do not include:
A. General improvements in eye-hand coordination.
C. Rehabilitation of bum victims.
D. Distraction during chemotherapy.
14. Video game-related seizures (VGRSJ:
A. Occur primarily in adolescents.
B. Respond best to carbamazepine.
C. Appear to be more common among female players.
D. Are a form of photosensitive epilepsy.
15. All of the following are true except.
A. Virtual reality games integrate the player into the game scenario using first person visual perspective and other special effects.
B. More research is needed to understand the impact of playing video games.
C. There are very few video games with educational value.
D. Super Nintendo games that teach health education and self-care for individuals with chronic conditions are available.
16. Video game playing:
A. Usually has an adverse impact on school performance.
B. Does not affect blood pressure or heart rate.
C. Exposes the player of the most popular games to considerable violence.
D. Never causes musculoskeletal injury.
17. Rock music is:
A. Increasingly graphic in its lyrics.
B. An important badge of identity for some adolescents.
C. Used by many teenagers as background noise.
D. All of the above.
18. Heavy metal music:
A. Is not very popular among teenagers.
B. Is popular, particularly among black teenagers.
C. Could be an important "marker" for behavioral disturbances in some teenagers.
D. Has been officially endorsed by the American Academy of Pediatrics and the National PTA.
19. Which of the following statements about rock p roll music is true?:
A. Most teenagers know the lyrics.
B. Violent lyrics have been proven to have a de\eterious impact on adolescent behavior.
C. Is not a very significant medium in adolescence.
D. None of the above.
20. Music videos:
A. Are probably more "potent" in their behavioral impact than rock music is.
B. Are popular with teenagers.
C. Contain a lot of sex and violence.
D. All of the above.