Review: Digital Media, Culture and Education: Theorising Third Space Literacies, by John Potter and Julian McDougall Palgrave Macmillan, Worried About the Wrong Things: Youth, Risk, and Opportunity in the Digital World, by Jacqueline Ryan Vickery and Create to Learn: Introduction to Digital Literacy, by Renee Hobbs

2017 ◽  
Vol 45 (2-3) ◽  
pp. 60-62
Author(s):  
Holly Willis
2021 ◽  
Vol 13 (2) ◽  
pp. 1-10
Author(s):  
Simona Ferrari ◽  
Serena Triacca ◽  
Gianluca Braga

Abstract Many educational agents offer paths that allow school to turn itself into a ‘third space’. Caritas Ambrosiana, based on a ‘pedagogy of facts’, proposes interventions to promote soft skills in schools. This non-formal education agency committed Research Center about Media Education, Innovation and Technology (CREMIT) of Catholic University for a project to improve their school programme and training effectiveness. We chose the participatory action research paradigm to verify how to design an educational path by applying third-space principles in the school context and how digital media can be embedded into the practice to enable a more porous exchange of experiences and expertise between students, educators and the school curriculum. The accompanying plan was designed on the basis of the initial questionnaire data analysis: sociomateriality was the main focus because it was considered by Caritas educators as one of the least important elements to include in the design process. The second reason is the need to rethink on-site training formats to face the challenges of the Covid-19 emergency. As expected, after the training intervention, sociomateriality had a significant growth in the design practices. The other third-space pedagogy elements (peering, experiential orientation, motivation, pleasure of making together) are maintained and reinforced, thanks to digital literacy.


2019 ◽  
Vol 8 (5) ◽  
pp. 214
Author(s):  
Feri Sulianta ◽  
Sapriya Sapriya ◽  
Nana Supriatna ◽  
Disman Disman

The growth of the digital world brings positive and also negative influences in the society, For example, the overwhelmed of uneducated material, provoking news, the contents teaches unhealthy behavior, or hoaxes. Most of the people do not have abilities to recognize quality contents or well written contents. Those conditions are really matter, in the 21st century, people must have digital literacy the competencies. In order that the societies will be ready to deal with technology and to address the usefulness of digital content.The community must act as a smart content consumer, and also as a good content producer, so that people have ability to create good digital content and get the benefit of information. However, due to the lack of digital content framework, people have difficulty assessing the quality of digital content, and it is difficult to create content with good criteria. Therefore, it is important to create digital content standards that have a positive goal in the age of technology.To make digital content standards a digital content model was developed which was developed with Research and Development methods, involved students and cyber society on the internet. The digital content framework contains several elements, such as: pillar of social studies education, writing, knowledge, digital media, search engine optimization, and digital copyrights, which will be published in User Generated Content Platform. Furthermore, digital content model framework has been tested and has a useful principle that is used as a guidance for making high quality digital content which considers the virtue of society and the art of state of information technology.


Author(s):  
Linda Daniela ◽  
Arta Rudolfa

The digitalization of the world has brought with it changes in the mutual relationship of parents and children, upbringing traditions, and challenged the parents' role. Parents' attitudes towards the digital world could be described as “fear and fascination,” where a fraction treats the possibilities provided by the digital environment with uncritical adoration, while another fraction is convinced that the digital environment poses a variety of risks, which is why children should be deterred from the use of digital media for as long as possible. None of the approaches is productive in helping the development and growth of children born in the digitalization era. That is why an objective for the study was set out – to identify parents' competence in promoting children's digital literacy in order to seek solutions and make recommendations for parents to promote children's digital literacy. The chapter summarizes the results of a part of an ongoing study of parental competence in raising kids of the digital era.


Author(s):  
Yavuz Kömeçoğlu ◽  
Zumrut Muftuoglu ◽  
Can Umay ◽  
Aysin Tasdelen ◽  
Sebnem Ozdemir

A digital literate person is identified as competent person in the three dimensions of digital technologies, defined as technical, cognitive, and socio-emotional. In particular, under the technical dimension, the person is able to use the tools of the digital world in a competent way. Considering this definition given in technical dimension, it is seen that the individual being a good digital literate is also related to the tools of the digital world. However, no matter how good a digital literate can be, she/he is suffocated in the information if there is no tool to help in accessing information in a certain area, because of the size of digital world. The purpose of this study is to strengthen the technical dimension of digital literacy by developing a tool for reaching the correct visuals by using deep learning techniques. In order to fulfill that purpose, transferring cultural heritage to the next generation by avoiding disturbing visuals, was focused.


2021 ◽  
Vol 14 (2) ◽  
pp. e905
Author(s):  
Jordi Castellví Mata ◽  
Breogán Tosar Bacarizo ◽  
Antoni Santisteban Fernández

Critical citizenship education must consider the global and digital context in which we live. Digital media and global processes have a decisive influence on people’s daily lives. However, digital literacy programs rarely go beyond teaching technological skills. Similarly, critical thinking approaches to education focus on developing cognitive skills, omitting the weight of values and emotions in decision making. This research analyses Spanish secondary school students’ narratives and reflections about two publications on Twitter that present biased information to encourage undemocratic attitudes. The results show that most students are far from being critical of the information they read on the internet, and they easily fall into the trap of defending undemocratic discourses.


2021 ◽  
Vol 41 (1) ◽  
pp. 1-19
Author(s):  
Łukasz Tomczyk ◽  
Katarzyna Potyrała

In this article we present the level of knowledge and literacy held by the parents of primary school students regarding internet safety (online safety, digital safety) in the context of digital literacy (DL) in terms of both technical skills and knowledge. The study reported on here was conducted in Poland, and was commissioned by the Ministry of National Education. The research involved measuring the knowledge and skills regarding the prevention of electronic threats (e-threats) which are defined as problematic situations and behaviour mediated by digital media and the internet. E-threats are related to mental and physical health, social aspects and technical matters related to the use of information and communication technologies (ICTs). In order to narrow down the research area, 6 components related to e-threats were selected, namely: the ergonomics of using digital media; the evaluation of the reliability of online information; the influence of advertising on consumers’ choices; risky online relationships; understanding the mechanisms of secure logging-in; and protection against malware. The DL level was measured using a competence test. An analysis of 514 tests revealed that the most neglected areas were the protection of children against unwanted communication with other users, and secure logging-in. The strongest component was the ergonomics of using ICT. We also noted that more than one fifth of parents showed a satisfactory level of DL related to online safety. Another observation was that DL is a complex and heterogeneous concept. The DL components are related with one another to different extents. Some DL elements are determined by the level of education, place of living, subjective sense of own well-being or intuitive perception (self-evaluation).


Obra digital ◽  
2016 ◽  
pp. 33-50
Author(s):  
Ana Cristina Nunes Gomes Müller ◽  
Dulce Márcia Cruz

A formação docente para a cultura midiática é fundamental nos dias de hoje, especialmente porque as mídias digitais integram e definem a vida das crianças e jovens dentro e fora do espaço escolar, especialmente com relação aos jogos eletrônicos. No entanto, mesmo que façam parte desta cultura, os professores encontram muitos obstáculos para inserir essa mídia na sua prática pedagógica. No Brasil, poucas são as ofertas para formar docentes para a inclusão dos jogos eletrônicos na escola. Buscando diminuir essa lacuna, a proposta deste artigo é analisar uma proposta de formação para professores da educação básica baseada na proposta da pedagogia de multiletramentos. Os resultados mostraram que, ao jogar e refletir de modo guiado sobre os jogos eletrônicos, socializando suas práticas e reflexões em grupo, os professores conseguem ir além do usuário funcional, começando a compreender os diferentes textos e tecnologias (como criadores de sentidos) e a entender e pensar usos do que foi aprendido de novos modos (como analistas críticos e transformadores).Training teachers for inclusion of games in basic education: an experience reportAbstractTeacher training for media culture is crucial these days, especially as digital media, and particularly electronic games, define and are an integral part of the lives of children and young people inside and outside the school environment. However, even if they are part of this culture, teachers face many obstacles to including this medium in their teaching practice. In Brazil, few courses train teachers on how to include electronic games in school. To reduce this gap, this paper analyzes a proposal for training basic education teachers, based on the proposal of teaching multiliteracies. The results show that, when playing or reflecting in a guided way on electronic games, and sharing practices and reflections with the group, teachers can go beyond the functional user, and begin to understand the different texts and technologies (as direction makers) and understand and think about what was learned in new ways (as critical analysts and transformers).Keywords: Digital literacy, multiliteracies, electronic games, teacher training, media.


2017 ◽  
Vol 19 (1) ◽  
pp. 63 ◽  
Author(s):  
Laura Teichert

We know many children are using digital tools, such as mobile phones and tablets. Much has been debated about the appropriateness of these tools in the lives of young children (e.g., American Academy of Pediatrics, 2001, 2011; National Association for the Education of Young Children, 2012). Yet, parents are engaged in digital practices. Adults’ beliefs about the appropriateness of digital media for children influence the environments they create for young children and potentially influence children’s exposure to and interactions with digital tools. This paper describes the digital literacy practices of three families and reports on the tensions mothers felt in whether to allow their children to participate in these practices.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Yan Hong ◽  
Jingjing Fu ◽  
Dehui Kong ◽  
Siqi Liu ◽  
Zhu Zhong ◽  
...  

Abstract Background With the development of digital media, online activities are increasingly becoming part of the daily life of older adults. Widowed older adults generally would face changes in social interactions and activities due to widowhood; thus, the importance of online participation may be more prominent in this population. However, a detailed evidence on the experiences of online social participation among widowed older adults is relatively sparse. This study aimed to explore widowed older adults’ perceptions regarding online social participation in southwestern China. Methods This study adopted a qualitative approach. Semi-structured, in-depth individual interviews were conducted with 19 widowed older adults between September–December 2020. Thematic analysis was applied to analyse the data. Results Two major themes, “benefits” and “barriers” were identified from the original data analysis. Subcategories concerning the theme “benefits” were “benefit perception (convenience, flexible time, supplementation)”, “health promotion”, “emotional comfort”, and “social connection”. Subcategories of “barriers” were “worries: personal economic loss”, “concerns: security of digital device”, “troubles: the diversity of online social participation”, and “difficulties: using digital media”. Conclusions Social participation of widowed older adults in southwestern China has begun to be integrated into the digital world; however, it remains at an early stage with the simple purpose of engagement. The older adults may face many challenges for online social participation. Although there are barriers and challenges in online social participation, widowed older adults can reap its benefits, which can be used as an important measure to facilitate a fulfilling life and successful ageing. There is no doubt that online social participation will become a trend within the foreseeable future. Family, friends and health care professionals should pay more attention to the needs of online social participation in widowed older adults and provide adequate support for them to achieve a meaningful life.


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