Beyond Grammar: Tracking Perceptions of Quality in Student E-mail

2017 ◽  
Vol 48 (4) ◽  
pp. 412-440
Author(s):  
Brian D. Blackburne ◽  
Carroll Ferguson Nardone

This research explores a presumed link between today’s use of digital media and an ever-increasing lack of rhetorical awareness in students. Specifically, the study pilots a method for measuring rhetorical awareness through students’ e-mail transactions with faculty in technical writing service courses, questioning whether rhetorical awareness has decreased in the preceding 10 years. The findings indicate that students might be more rhetorically aware today than they were 10 years ago, but levels remain below expectations.

2014 ◽  
pp. 1175-1195
Author(s):  
Michael J. Moore ◽  
Tadashi Nakano ◽  
Tatsuya Suda ◽  
Akihiro Enomoto

Face-to-Face bullying is a traditional form of bullying in which bullies attack victims through physical, verbal, or social attacks. Cyberbullying is a new form of bullying. Cyberbullies abuse digital media to attack victims (such as attacks through websites, social networking services, blogging, e-mail, instant messaging, chat rooms, and cell phones). Cyberbullying and face-to-face bullying share many similarities. For example, bullies achieve power over a victim in both cyberbullying and face-to-face bullying. On the other hand, cyberbullying has differences from face-to-face bullying that arise from characteristics of digital media such as anonymity and rapid spreading of attacks. This chapter highlights key concerns of cyberbullying stemming from the use of digital media and discusses existing models of face-to-face bullying which may aid in model cyberbullying. This chapter then introduces state-of-the-art research in automated tools to detect cyberbullying. Finally, this chapter concludes with future perspective of research in automated tools to detect cyberbullying.


Author(s):  
Michael J. Moore ◽  
Tadashi Nakano ◽  
Tatsuya Suda ◽  
Akihiro Enomoto

Face-to-Face bullying is a traditional form of bullying in which bullies attack victims through physical, verbal, or social attacks. Cyberbullying is a new form of bullying. Cyberbullies abuse digital media to attack victims (such as attacks through websites, social networking services, blogging, e-mail, instant messaging, chat rooms, and cell phones). Cyberbullying and face-to-face bullying share many similarities. For example, bullies achieve power over a victim in both cyberbullying and face-to-face bullying. On the other hand, cyberbullying has differences from face-to-face bullying that arise from characteristics of digital media such as anonymity and rapid spreading of attacks. This chapter highlights key concerns of cyberbullying stemming from the use of digital media and discusses existing models of face-to-face bullying which may aid in model cyberbullying. This chapter then introduces state-of-the-art research in automated tools to detect cyberbullying. Finally, this chapter concludes with future perspective of research in automated tools to detect cyberbullying.


2018 ◽  
Vol 7 (4.36) ◽  
pp. 817
Author(s):  
S. Saravanan ◽  
S. Govindarajan

Internet, e-mail and other social networks like Myspace, Facebook, twitter, LinkedIn are the indispensable components in today's world. These social networking makes the human to addict into the digital world. Digital world has become the integral part of our society. Addiction to the digital world slowly develops the negative symptoms in the area of physical, physiological, emotional and psychological.  The most affected of all is the change in Emotional behaviour of the Humans.  Emotions plays an important role in our day today life.  The existing research work, based on subjective self-reports shows prolonged use of Digital Media induce negative emotions for Humans.  There are several techniques are used to extract the human emotions from brain such as Electroencephalography (EEG), functional Magnetic Resonance Imaging (fMRI), or Positron Emission Tomography (PET).  Many of the researchers are extensively used to extract the brain waves using EEG.  The negative emotions are controlled by human through meditation.  In this paper, the Mind Wave device has been used to extract the EEG signal using different range of age people during they use the Digital Medias and after they perform mediation. The proposed method identify the stress level of the human while they are using social media with meditation and without meditation.  It evidently proved that the meditation reduces the stress level of human.  


Author(s):  
David Casacuberta

The main aim of this chapter is to analyse the contradictions among several verdicts in Spain about the legality of digital monitoring in the workplace, more specifically, the legal viability of reading workers’ e-mails. These contradictions arise mostly because of the use of two incompatible metaphors: e-mail as a company instrument and e-mail as a system to deliver letters. Nevertheless, the existence of these two metaphors is not mostly due to the judges’ lack of knowledge about digital media, but to political interests towards completely informating the workplace. If my analysis is correct, Spanish legal background does not allow the company instrument reading of the situation. E-mail as a letter is the only interpretation that should prevail.


2018 ◽  
Vol 57 (6) ◽  
pp. 1351-1375 ◽  
Author(s):  
Dongwan Ryu ◽  
Jiwon Jeong

With the help of digital media and networking technologies, today's learners are increasingly participating in the consuming, producing, and disseminating of new meanings in various modes such as text, image, sound, video, or all together—particularly in online communities—forming new identities as knowledge producers. By using online ethnography coupled with qualitative data collection instruments including participant observation and e-mail interview, the study explored (a) how game players participated in learning how to make mods a fan-programmed game feature and (b) why they created and shared mods with others. Findings revealed that game players participated in learning through collaboration, appreciation and validation, and mentoring. Moreover, affiliation, offline interests, and increased enjoyment motivated them to participate in making and sharing mods with their peers. The findings also unveiled that gaming culture has been overlooked or neglected as a form of possible applications for informal online learning, which can provide many rewarding benefits—especially to teachers, researchers, and school reformers—with a new understanding toward today's learners' multiple identity formation.


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