Youth, Digital Media, and Technology Use in Egypt

Author(s):  
Ibrahim Karkouti
2019 ◽  
Vol 7 (2) ◽  
pp. 137-147 ◽  
Author(s):  
Priscila Berger ◽  
Jens Wolling

The intense use of digital media among children and adolescents raises concerns about online risks. In response, digital literacy frameworks for formal education usually include a set of protective skills. Considering that teachers have the responsibility to implement such frameworks, this study investigates factors associated with teachers’ practices of fostering students’ digital protective skills. Therefore, data from a survey conducted with 315 teachers in the state of Thuringia, Germany, was analyzed. The findings indicate positive associations between the importance teachers attribute to digital protective skills, the knowledge they have about guidelines for media education, their formal media training, and their media and technology use in class. Besides, the analysis revealed associations with school type, subject taught, and teacher age. Conversely, the factors of human and technological resources did not yield significant effects in the regression model. The final model explained 48% of the variance in the teachers’ practices of fostering protective skills.


2021 ◽  
Author(s):  
Taylor A. Burke ◽  
Emily R. Kutok ◽  
Shira Dunsiger ◽  
Nicole R. Nugent ◽  
John V. Patena ◽  
...  

Preliminary reports suggest that during COVID-19, adolescents’ mental health has worsened while technology and social media use has increased. Much data derives from early in the pandemic, when schools were uniformly remote and personal/family stressors related to the pandemic were limited. This cross-sectional study, conducted during Fall 2020, examines the correlation between mental wellbeing and COVID-19-related changes in technology use, along with influence of COVID-19-related stressors, school status (in-person versus remote), and social media use for coping purposes, among 978 U.S. adolescents. Results suggest self-reported daily social media and technology use increased significantly from prior to COVID-19 through Fall 2020. Increased social media use was significantly associated with higher levels of anxiety and depressive symptoms regardless of other theoretical moderators or confounders of mental health (e.g., demographics, school status, importance of technology, COVID-19-related stress). Despite literature suggesting that remote learning may result in adverse mental health outcomes, we did not find local school reopening to be associated with current depressive/anxiety symptoms, nor with COVID-19-related increases in technology use. Self-reported use of social media for coping purposes moderated the association between increased social media use and mental health symptoms; in other words, some social media use may have positive effects. Although much prior research has focused on social media use as a marker of stress, we also found that increased video gaming and TV/movie watching were also associated with internalizing symptoms, in accordance with others' work. Future research should explore in more granular detail what, if any, social media and technology use is protective during a pandemic, and for whom, to help tailor prevention efforts.


2018 ◽  
Vol 18 ◽  
pp. 98-105
Author(s):  
N. V. Pavliuk

The issues related to the introduction of innovative methods, technologies and technological means in the investigation of crimes are considered. It is noted that one of the main directions of the development of Criminalistics is the assimilation of the virtual reality associated with computerization of spheres of life, implementation of modern technologies and their use in law enforcement. Technology use of laser scanning of terrain and objects resulting in 3D model is produced allows several times to increase informative value of data collected at the incident scene, provides a visual and convenient visualization in three-dimensional form. As against photo and video images, 3D model has a stereoscopic image and the ability to freely change the angle while viewing. Besides to scanning results can be stored on any digital media without the possibility of changes or adjustments. Attention is focused on the technological capabilities of 3D-visualization systems on examples of their use in foreign countries as technological means of capturing the situation of the scene and the subsequent of a crime reconstruction. Thus, using a portable three-dimensional imaging system for working with volumetric traces at a crime scene, it is possible to obtain accurate three-dimensional images of traces of protectors or footprints (shoes) on soil and snow. This system is an alternative to traditional methods of fixing evidence: photofixing and making plaster casts. Unlike other systems, new approach does not require the use of lasers. The expediency of expanding the range of 3D laser scanning system use in modern investigative and judicial practice of our state with the aim of increasing the level of provision of pre-trial investigation authorities with technological means and bringing it closer to European standards is argued.


Author(s):  
Nicholas C. Wilson

This chapter explores two critical areas essential to the implementation of next generation tools in formal learning settings: (1) persistent barriers to technology integration in schools and (2) supporting student agency through different forms of participation in technology and digital media activities. Concerns that the educational digital divide has evolved into an issue of equitable participation in producer-level technology-mediated activities have underscored the need to identify new barriers to integration and student engagement. While persistent barriers to integration continue to impact the frequency and purpose of technology use in the classroom, a re-centering of focus on agency and its relationship to students' identity development underscores the need to understand how the next generation of tools and technologies can be harnessed to overcome social and educational inequities.


2015 ◽  
Vol 1 (1) ◽  
pp. 21-38
Author(s):  
Tim Barker ◽  
Conor McKeown

Abstract Studies of media and ecology are often reduced to questions of representation: understanding the cultural mediation of nature means looking to screen based content. However, given recent work in materialist media studies from Doug Kahn, Lisa Parks and Eugene Thacker in particular, a new possibility comes into view. We now know that before nature is mediated through culture, it is often passed through layers of technology. With that in mind, this paper offers a radical rethinking of the technological mediation of the ecological. Through a study of the technical apparatus as an active system of knowledge, two different sections of the paper will illustrate the ‘tool-kit’ that makes possible a technical study of ecology. The first looks to historical developments of hardware such as the telegraph, radio, and satellites to pinpoint examples where media technology has been used to pick up signals from the natural world. Framed by the philosophy of Peter Sloterdijk, it explores the way nature has been given form through its transduction into communication systems. The second section of this paper, addressing ecology on a different register, looks past the surface of digital media to the manner in which ecologies are mediated via computer code. In this section, by conducting a reverse-engineering of the software based eco-media videogame Mountain (O’Reilly, 2014), we encounter the ecological structure of code systems which could be applied to other data visualisation systems. These two methods of analysis suggest the possibilities of a technologically focused study of eco-media: in coming to grips with both global and internal ecologies through what Sloterdijk terms ‘air conditioning’ systems - the material processes that provide the atmosphere of everyday life - we investigate the possibilities for innovative, post-human, approaches to a natural world entwined with media and technology.


2018 ◽  
Vol 81 ◽  
pp. 265-273 ◽  
Author(s):  
Tamara D. Afifi ◽  
Nicole Zamanzadeh ◽  
Kathryn Harrison ◽  
Micelle Acevedo Callejas

2015 ◽  
Vol 3 (3) ◽  
pp. 518-518
Author(s):  
Jennifer A. Manganello ◽  
Gena Gerstner ◽  
Kristen Pergolino ◽  
Yvonne Graham ◽  
David Strogatz

2021 ◽  
Vol 12 ◽  
Author(s):  
Maria Vedechkina ◽  
Francesca Borgonovi

The role of digital technology in shaping attention and cognitive development has been at the centre of public discourse for decades. The current review presents findings from three main bodies of literature on the implications of technology use for attention and cognitive control: television, video games, and digital multitasking. The aim is to identify key lessons from prior research that are relevant for the current generation of digital users. In particular, the lack of scientific consensus on whether digital technologies are good or bad for children reflects that effects depend on users’ characteristics, the form digital technologies take, the circumstances in which use occurs and the interaction between the three factors. Some features of digital media may be particularly problematic, but only for certain users and only in certain contexts. Similarly, individual differences mediate how, when and why individuals use technology, as well as how much benefit or harm can be derived from its use. The finding emerging from the review on the large degree of heterogeneity in associations is especially relevant due to the rapid development and diffusion of a large number of different digital technologies and contents, and the increasing variety of user experiences. We discuss the importance of leveraging existing knowledge and integrating past research findings into a broader organizing framework in order to guide emerging technology-based research and practice. We end with a discussion of some of the challenges and unaddressed issues in the literature and propose directions for future research.


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