The World Wide Web and Digital Culture: New Borders, New Media, New American Studies

Author(s):  
Matthias Oppermann
2011 ◽  
Vol 4 (14) ◽  
pp. 201-208 ◽  
Author(s):  
Jamal Hasan

Analysis of E-marketing Strategies The Internet has led to an increasingly connected environment, and the growth of Internet usage has resulted in declining distribution of traditional media: television, radio, newspapers and magazines. Marketing in this connected environment and the use of that connectivity to market is e-marketing. E-Marketing embraces a wide range of strategies, but what underpins successful e-marketing is a user-centric and cohesive approach to these strategies. While the Internet and the World Wide Web have enabled what we call New Media, the theories that led to the development of the Internet have been developed since the 1950s. This paper focuses on only e-marketing strategies, not the plan of e-marketing.


First Monday ◽  
1996 ◽  
Author(s):  
Corrina Perrone ◽  
Alexander Repenning ◽  
David Clark

The World Wide Web is widely considered a successful new media for communication of ideas, a hotbed for commerce, and, more quietly, a new research media that can bring hundreds of gigabytes of useful information to classrooms around the world. However, without a structuring mechanism that allows focus on specific learning domains, the usefulness of the WWW to students is questionable. The huge information "cyberspace" is, to our children, more like having 500 channels of TV. Surfing the WWW is largely a passive consumer activity, multimedia and java applets notwithstanding. We have found that the effectiveness of the WWW as a learning tool can be significantly increased by combining it with constructive tools. This paper presents WebQuest, a system combining the WWW with the notion of an interactive quest game. Using WebQuest, students not only read information on the WWW, but learn to think critically about it as they use it to construct educational simulation games about the themes of their research. They set up complex worlds containing interesting objects obtained by navigating tricky obstacles and landscapes. These objects are needed to solve a quest, or go on to a new level. This approach offers several learning opportunities to students using the World Wide Web. Students can be players or authors of quest games. As players, students learn by finding websites and forming answers to questions to acquire important objects needed to progress through and finish the game. Authors learn by creating the worlds, formulating challenging yet solvable questions, and providing (or not) helpful hints and clues to lead players to sites on the web that will answer the questions. Both players and authors use the quest game-either by constructing or by playing-to focus their research on the web. Used by multiple groups in the same classroom, a dialog is started between authors and players, which facilitates reflective learning. Players help authors to understand what works and what doesn't in a learning game; how much information should be given in a clue, which questions are good or bad, and perhaps provide new topic-related websites. In this paper, WebQuest is described, the roles of teachers and students in the classroom are outlined, and we present our initial classroom tests with middle school, high school, and undergraduate students. We conclude with a description of WebQuest's future development.


2007 ◽  
Vol 06 (01) ◽  
pp. C03 ◽  
Author(s):  
Bruce Lewenstein

Why should we care about science books? After all, we live in a "new media" world where students, researchers, and the public use the World Wide Web for all their information needs. Cutting edge research appears on "preprint archives" or "open access" online journals, text"books" appear as online sites with interactive presentations and links to presentation, for creating public discussion and dialogue, and even for archiving current research. In that kind of world, what’s the purpose of looking at "old fashioned" books?


Author(s):  
Sharon Leon

Since the popular emergence of the World Wide Web in the early 1990s, nothing has been clearer about the digital environment than that it changes at a breakneck pace, making it a constant challenge of adaptation for content providers. Public historians who may have come of age in the context of writing either concise wall labels for the public or extended scholarly articles and conference papers for their fellow historians might find the pace and the level of flexibility and interactivity of the Web disconcerting, but in the end, the advantages for the practice of public history are extensive. Breaking the constraints of a physical site by effectively using the Web leaves public historians constrained only by their time, resources, and imagination. This chapter deals specifically with the various modes of communication that are available to public historians through the use of new media.


Author(s):  
Jud Copeland

While the world wide web created opportunities for marginalized groups to have a real voice, it also created a venue for scammers, and for malicious, deliberate intent, such as hacking, criminal behavior, sexting, and cyberbullying. It becomes a question of how should we act when we are online, and what should be taught to the next generation of users? Parents often feel overwhelmed with the challenges and risks that digital culture presents to children. They want their children to take advantage of all technology has to offer; however, they also want them to stay safe and act responsibly. Parents can make sure their children are both safe and responsible by educating them about how to appropriately use technology. There is a need to openly discuss responsible use of technology. Digital citizenship is a concept providing guidelines for appropriate digital behavior. It can be an effective tool in addressing cyberbullying, sexting, security, and safety in the online environment.


2009 ◽  
Author(s):  
Blair Williams Cronin ◽  
Ty Tedmon-Jones ◽  
Lora Wilson Mau

2019 ◽  
pp. 3-6
Author(s):  
D. A. Bogdanova

The article provides an overview of the activities of the European Union Forum on kids' safety in Internet — Safer Internet Forum (SIF) 2019, which was held in Brussels, Belgium, in November 2019. The current Internet risks addressed by the World Wide Web users, especially children, are described.


Sign in / Sign up

Export Citation Format

Share Document