scholarly journals Access To Informatıon And Use Of Dıgıtal Instruments In Educatıon And Student Opinions

2021 ◽  
Vol 9 (SPE1) ◽  
Author(s):  
Sinem KASIMOĞLU ◽  
Mustafa Ufuk ÇELİK

In this research, the students' level of awareness about the use of digital tools in education, their perspectives on digital education tools, their feelings and thoughts about the course processes carried out with interactive course applications were examined. According to the results of the study, it is seen that the student profile, which meets the digital world at the time of birth, e-mails, chats, uses social media, and access to research resources in new media where information is used freely, is also prone to the use of digital tools in education. It has been observed that students prefer online, online and interactive applications instead of traditional education models.

2021 ◽  
Vol 15 (48) ◽  
pp. 137-162
Author(s):  
Jovana Nikolić

New media is essential part of everyday practices of individuals. Research shows that 80% respondents on the territory of Serbia checks their social media accounts several times a day. For average consumer this means that they are in constant contact with friends and that they have easy access to information and news. For companies continuous presence is a source of significant data about habits and opinions of consumers. Question remains: How can users create their own digital footprints in various ways? How big companies can abuse data? If data became oil of 21st century, does that mean users have become commodities? The aim of this paper is to show what is happening with users' privacy when engaging with new media, through mapping characteristics of new media, current centers of power in digital world, defining the concepts of digital footprints and privacy in online sphere and through case study of privacy violations.


Author(s):  
Catherine Dwinal

This book is a resource on projection systems for any music teacher’s treasure chest of tools. Educators, from brand new to seasoned veterans, can discover new lessons, activities, and resources involving the projection systems already in their classrooms. From conventional projectors to streaming media players, beginners to the digital world will find tips and tricks to start using new systems. More experienced users will discover new resources and activities, from learning how to create VR worlds to demonstrate knowledge of music venues from around the world, to going on an outside safari to find missing instruments of the orchestra. This book also includes a resource index with app and website recommendations for going further and appendices that make it easier to find the activities and resources to fit any type of instruction. This book is a toolbox for teachers to keep on their desks to use every day to incorporate their digital tools in a meaningful way.


2020 ◽  
Vol 8 (1) ◽  
pp. 63-83
Author(s):  
Damian Gascoigne

My drawn animation practice has always focused on the gestural mark and messy materiality. This article is about what happened to that practice in the transition from analogue to digital animation, questioning what was lost forever and what might still be worth fighting for. This practitioner’s account of a ‘before digital, after digital’ career describes the experience of making work, as work itself changed forever. Ushered in with little reflection or resistance in the mid-1990s, the new digital doctrine slowly consumed hand-drawn 2D animation production to the point where few but the most determined independent makers keep this vital practice alive. My contention is that a reckoning on why and how we engage with digital technology is long overdue. The article will set out why – after working with digital tools for more than twenty years – I have now abandoned all but the most cursory engagement with new media tools and taken the long walk back to a material analogue practice. The ideas under discussion here can be traced back to one overriding concern – the unsolvable relationship between movement in drawing and drawing for movement. This dichotomy is unique to 2D animation, because freedom of gesture in drawing does not produce continuity of movement in animation. Mining this seam drives my independent animation practice as I try to reconcile the page and the frame.


2019 ◽  
Vol 5 (02) ◽  
pp. 159
Author(s):  
Jokhanan Kristiyono ◽  
Hernani Sirikit

<p>ABSTRACT</p><p>This study aims to find out how factual and digital reality are depicted in film.Castells’ theory on new media is taken for the base theory, subjectivity-identity and power and knowledge by Foucault. Narrative analysis by Lacey is applied to seek answer for the research problem. The advancement of Communication Technology has enabled human beings to have freedom in imagination and make it real. Digital technology and virtual realm are enriched with emerging faked realities and identities. Film, becomes a platform for practising this kind of freedom, making fantasy feels like reality. Film Ready Player One? directed by Steven Spielberg depicts real and virtual world. This study aims to elaborate how real life and digital life are narrated and described in this film. A new identity created in The OASIS,the digital world that a place where mankind escape from reality. Units to be analysed in eight structures of analysis are story, plot, and character. Concludesis factual reality and digital reality are described well in this film, it even tends to hyper-reality. Moreover, conflict in digital world and in the future (2045) are still the same with problems in the history of mankind.</p><p>Keywords; Film; Digital reality; Identities; Narrative.</p><p>ABSTRAK</p><p>Penelitian ini bertujuan mengetahui bagaimana realitas faktual dan realitas digital digambarkan dalam film. Menggunakan teori new media Castells, subjektivitas dan identitas serta power dan knowledge Foucault. Penelitian film ini menggunakan pendekatan deskriptif kualitatif, dengan metode Analisa Naratif Film (Lacey, 2017). Kemajuan teknologi informasi dan komunikasi membuat manusia memiliki keleluasaan dalam berimajinasi dan merealisasikannya. Teknologi digital dan alam virtual semakin diperkaya dengan munculnya realitas dan identitas semu. Film, sebagai salah satu medium komunikasi massa, merupakan wadah kebebasan berimajinasi. Film Ready Player One?.Film besutan sutradara Steven Spielberg menggambarkan pergesekan antara dunia nyata dan dunia digital. Film ini menunjukkan kehidupan masyarakat moderen pada tahun 2045, dengan adanya perkembangan teknologi yang luar biasa. Suatu piranti yang mengubah manusia menjadi sangat tergantung dengan teknologi. Teknologi informasi dan komunikasi yang menciptakan dunia baru yaitu dunia digital. OASIS, dunia tempat pelarian manusia modern dan menciptakan identitas baru yaitu identitas virtual. Masyarakat informasi yang menciptakan realitas digital. Unit analisis story, plot, dan karakter dianalisis secara naratif dengan delapan struktur. Hasil analisis memberikan jawaban bahwa realitas nyata dan realitas digital digambarkan secara baik dalam film ini, bahkan cenderung berlebihan (hyper-reality). Selain itu, konflik di dunia digital di tahun 2045 tetap sama dengan konflik dalam sejarah manusia.</p><p>Kata Kunci; Film; Digital Reality; Identitas; Naratif.</p>


2019 ◽  
pp. 379-393
Author(s):  
Mike Dillon

American news organizations have long been criticized for failing to anticipate, appreciate and exploit the Internet as it became a fact of daily life in the mid-1990s. This chapter explores and analyzes the lack of planning that stymied the development of journalism on the Web and cast doubt on the viability of traditional public-service journalism with its enduring values of accuracy, fairness and advocacy. Specifically, the essay documents and analyzes the online debuts of two venerable “old media” news outlets (The New York Times and The Los Angeles Times) and two “new media” Web news outlets (Salon and Slate) in the mid-1990s by exploring the claims they made about their aims, purposes and expectations as they introduced themselves to the public via their salutatory editorials. It is a cautionary tale for a digital world that reconfigures itself in ever-quickening cycles.


Author(s):  
Seran Demiral

This paper refers to a selected fragment in an ethnographic study on children’s subjectivization processes through digital technologies concerning children’s interaction with the digital world and how their different cultural tendencies reflect virtual space. Children’s digital world experiences, and their new media preferences have become an important part of their peer culture. Studies on children’s peer cultures and on the effects of technological devices on human beings commenced in the 1990s within various disciplines, for example, Aarsand studied children’s interest in computer games, while Turkle focused on human-machine relations. During the 2000s, virtual space changed the trajectories of those studies into other fields. However, studies focusing on people’s interaction with technology have rarely been directly related to children’s agency, or the sociology of childhood. Therefore, this research presents a new approach to childhood studies by using traditional concepts with changing perspectives. The main purpose of this study is to reveal how children’s peer cultures and also individual agencies have been shaped through digital technologies including online activities. For this whole study, various techniques were used to analyse children’s interactions with the virtual world by focusing on their opinions regarding technological development in the world. The parts selected for this paper are based on several clips of interviews, the topics of which are: freedom in virtual space in a comparison with real – virtual worlds on the basis of their limit(less)ness; the possible relations between humans and machines; the possibilities of surviving on ‘internetlessness’; children’s relations with online games according to social media preferences, and interaction with virtual spaces in general.


Author(s):  
N.A. Khlebnikova ◽  
T.I. Okonnikova ◽  
L.V. Batalova

The article presents the results of a study conducted to analyze and evaluate the new pedagogical experience of teachers, received by them in the conditions of distance learning during the period of self-isolation in the spring of 2020. The study was carried out by the method of questionnaires. It was revealed that the majority of teachers assess this period as more difficult in comparison with the period of traditional education, but at the same time consider the experience gained as positive and useful for the future. The teachers noted that they had to master modern digital tools suitable for distance learning (video conferencing services, recording audio and video lectures, online test constructors, etc.), as well as take a fresh look at the capabilities of social networks and messengers and e-learning systems of Udmurt State University. In assessing the degree of mastering by students of educational material in conditions of distance learning, the opinions of teachers differed: most of them believe that students have mastered the material at the same level as in offline conditions or even better, but almost half (44.4 %) noted that there was a decrease in this level. The need to ensure the appropriate quality of education requires finding ways to solve problems arising in the process of distance learning.


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