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Emilie Johnson's List: DGL Vocabulary

  • Jan 13, 13

    Another PDF article of a program of 80 female college students from Saudi Arabia to promote critical thinking.

    • This study aims to investigate the effect of a proposed critical thinking program on developing the critical thinking skills of college students.
  • Jan 13, 13

    PDF article that explains how technological advancement has changed education, with blogging being a large part of that advancement.

  • Jan 12, 13

    PDF article; "The article presents methods for gauging and predicting the popularity of internet news stories and videos, drawing examples from the web sites Digg and YouTube."

  • Jan 12, 13

    PDF article explaining plagiarism and ways to change test around to help ensure academic honesty and prevent cheating.

  • Jan 12, 13

    A PDF article explaining the issues of plagiarism in schools and possible preventions.

  • Jan 09, 13

    A PDF article explaining the good and bad aspects of public personal information on the web and discusses the example of personal information online for mental health counselors and their patients.

  • Jan 09, 13

    Article explains concept of digital citizenship and addresses issues concerning digital lifestyle and socialization mixing with school and education, as well as offers ideas for solutions.

    • Two lives or one? That's the question that should drive our desire to help children develop a sense of perspective about living in the digital age, which views success in terms of community and humanity, as well as abundance and bandwidth.

        

      The "two lives" approach assumes that students should unplug when they enter school, and then plug back in when they leave and reenter the zone of continual connectivity that had no place during the school day. This approach assumes that the digital technology so integral to their lives is too costly or distracting to use responsibly or effectively while at school. Most important, it assumes that studying issues related to the personal, social, and environmental effects of a technological lifestyle have no place in school. This leaves our children to fend for themselves as they come to grips with issues of digital citizenship, cyber safety, and the responsible use of technology.

        

      On the other hand, the "one life" perspective assumes the opposite -- that the most important job before us is to help students understand issues of digital responsibility, and to do so at school as part of a digital health initiative. It assumes that such an initiative should be largely dedicated to helping our digital kids balance the individual empowerment of digital technology with a sense of personal, community, and global responsibility. Above all, the onelife perspective invites students to bring their digital lives into our schools so that we can pursue these objectives in ways that are meaningful to them. This can only happen if we help them live one life, not two.

    • The "two lives" approach assumes that students should unplug when they enter school, and then plug back in when they leave and reenter the zone of continual connectivity that had no place during the school day. This approach assumes that the digital technology so integral to their lives is too costly or distracting to use responsibly or effectively while at school. Most important, it assumes that studying issues related to the personal, social, and environmental effects of a technological lifestyle have no place in school. This leaves our children to fend for themselves as they come to grips with issues of digital citizenship, cyber safety, and the responsible use of technology.

        

      On the other hand, the "one life" perspective assumes the opposite -- that the most important job before us is to help students understand issues of digital responsibility, and to do so at school as part of a digital health initiative. It assumes that such an initiative should be largely dedicated to helping our digital kids balance the individual empowerment of digital technology with a sense of personal, community, and global responsibility. Above all, the onelife perspective invites students to bring their digital lives into our schools so that we can pursue these objectives in ways that are meaningful to them. This can only happen if we help them live one life, not two.

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    • Creating virtual worlds necessitates the articulation of physical and interaction rules that we take for granted in the physical world. Virtual worlds designers have to explicitly state how far voices carry, in what ways two people can help each other, and how many people can be in a group.
    • This paper explores how the social architectures in virtual worlds can lead to behavioral changes at the community level by shaping norms and expectations.

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  • Jan 09, 13

    This article explains the teaching of digital literacy to immigrants that have moved to America from another country (most specifically Twin Falls and Boise, Idaho), giving examples of how some of these new Americans gained their knowledge in digital literacy.

    • The Idaho Commission for Libraries, in partnership with the Idaho Office for Refugees, developed a program that trains foreign language speakers to, in turn, teach digital literacy to others in their language groups.

        

      With an "Online @ your library" project grant (funded by the Broadband Technology Opportunities Program of the US Department of Commerce), commission staff trained 12 new Americans to use library tools to transfer digital literacy skills to others. The trainers now offer workshops and one-on-one coaching sessions in library facilities and in their communities using library resources. "Individuals are getting the skills they need to apply for jobs, find information for their families, help their kids with school, and live in our 21st-century America, where technology know-how is very important," said Gina Persichini, consultant for the Idaho Commission for Libraries.

    • Commission staff members pulled together a collection of digital literacy tools available through Idaho's statewide database program (LiLI.org), the "Online @ your library" project, and other free online resources. The tools were organized into digital literacy guides addressing the following: finding a job, education, family and health information, access to e-government services, using a computer, and using the internet.

    3 more annotations...

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