369,283 research outputs found
Next Generation User Skills
The world is awash with statistics on the impact of the web on 21st century living, learning and working. They are accompanied by the pronouncements and predictions of experts from every camp, from those heralding a new brave new world of co-creation and choice, to warnings from the dark side in terms of ethics and educational standards, tempered by increasing recognition that âweâ may no longer be in control of such matters. Meanwhile, surveys report that around 80% of businesses have invested in IT and 60% have websites. Whilst the extent and value of adoption differs significantly across businesses and sectors, the foundations for new ways of working and doing business are broadly in place, with older and static businesses typifying the laggards. It would not be unsafe to project that, by 2013, even more people will be required to use ICT in the workplace and in their everyday lives, increasingly involving online communication and web-based applications. This represents a scenario to which those responsible for developing curricula and awards must respond â in the primary and secondary phases, vocational and applied learning, work based and adult community provision and higher education. To ensure the relevance of and to influence the ongoing enhancement of user ICT provision and the associated awards, Digital 2020 and the Scottish Qualifications Authority jointly commissioned Sero Consulting to develop a vision for ICT user skills in 2013 â âNext Generation User Skillsâ â taking account of: ⢠Skills that all employers will need, which they may not currently recognise. ⢠Skills that people (especially young people) will already have, but which may not be accredited. ⢠Essential skills for living and learning in a digital age. This paper is drawn from the resulting public report, âNext Generation User Skills â Working, Learning & Living Online in 2013â (September 2008), which provides: ⢠An overview of the current ICT user skills landscape. ⢠A model representing digital activities and competencies that might constitute the âNext Generation User Skillscapeâ. ⢠A mapping of that activity space onto tools and awards, with a gap analysis identifying weaknesses in provision. ⢠An overview of the recommendations to the report sponsors
Security and computer forensics in web engineering education
The integration of security and forensics into Web Engineering curricula is imperative! Poor security in web-based applications is continuing to cost organizations millions and the losses are still increasing annually. Security is frequently taught as a stand-alone course, assuming that security can be 'bolted on' to a web application at some point. Security issues must be integrated into Web Engineering processes right from the beginning to create secure solutions and therefore security should be an integral part of a Web Engineering curriculum. One aspect of Computer forensics investigates failures in security. Hence, students should be aware of the issues in forensics and how to respond when security failures occur; collecting evidence is particularly difficult for Web-based applications
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What did the Romans ever do for us? âNext generationâ networks and hybrid learning resources
Networked learning is fundamentally concerned with the use of information and communication technologies (ICT) to link people to people and resources, to support the process of learning. This paper explores some current and forthcoming changes in ICT and some potential implications of these developments for networked learning. Whilst we aim to avoid taking a technologically determinist stance, we explore the potential for future practice and how some educational and pedagogic practices are evolving to exploit and shape the digital environment. We argue that we can change both the ways in which connections between people (learners and other learners; learners and tutors) are made and the nature of the resources that learning communities (particularly distributed communities) can engage with. In doing this we draw on two strands of work. Firstly, we draw on the âIBZL Educationâ a UK Open University initiative to develop new scholarship in the context of STEM (Science, Technology, Engineering and Mathematics) through which educators are encouraged to think about technological change in the next five to ten years and ways in which we can intervene and shape these developments. We use problem-based learning as an example of a learning experience that can be difficult to implement in a networked learning environment. IBZL identified two broad strands of significant technological development. 'Superfast' broadband networks that are capable of supporting novel applications are being rolled in the UK (and elsewhere). Also, boundaries between the real and virtual worlds are becoming blurred as in the âinternet of thingsâ where, for example, RFID tags enable information about the real world to be brought into the virtual one. We use the term âartefactâ to describe designed components, whether entirely digital, such as a computer forum, or material, such as a tablet PC. Networked âhybridâ technologies of virtual and material components have may great potential for use in education.
Secondly, we illustrate how these changes may be beginning to happen in distance education using the example of TU100 My Digital Life, a new introductory Open University. . TU100 Students use an electronics board in their own homes to work on a programming problem in collaboration other students through a tutor-led tutorial in a web conferencing system. We also note some of the evident complexity that establishing such resources as part of wider infrastructures of networked learning would be likely to involve
Teensites.com: A Field Guide to the New Digital Landscape
A 2001 report from the Center for Media Education, provided here as background to work produced by Kathryn Montgomery after coming to American University and CSM (see http://www.centerforsocialmedia.org/resources/publications/ecitizens/index2.htm -- Youth as E-Citizens'), surveys the burgeoning digital media culture directed at -- and in some cases created by -- teens.This report surveys the burgeoning new media culture directed at -- and in some cases created by -- teens. TeenSites.com -- A Field Guide to the New Digital Landscape examines the uniquely interactive nature of the new media, and explores the ways in which teens are at once shaping and being shaped by the electronic culture that surrounds them
Educating generation next: screen media use, digital competencies and tertiary education
Investigates the use of screen media and digital competencies of higher education students in light of the growing focus on new media and e-learning in Australian universities.
Abstract
The authors argue that there is a need to resist the commonplace utopian and dystopian discourses surrounding new media technological innovation, and approach the issue of its potential roles and limitations in higher education settings with due care. The article analyses survey data collected from first-year university students to consider what screen media they currently make use of, how frequently these media are interacted with, and in what settings and for what purposes they are used. The article considers what implications the digital practices and competencies of young adults have for pedagogical programs that aim to engage them in virtual environments
Engaging the 'Xbox generation of learners' in Higher Education
The research project identifies examples of technology used to empower learning of Secondary school pupils that could be used to inform studentsâ engagement in learning with technology in the Higher Education sector.
Research was carried out in five partnership Secondary schools and one associate Secondary school to investigate how pupils learn with technology in lessons and to identify the pedagogy underpinning such learning. Data was collected through individual interviews with pupils, group interviews with members of the schoolsâ councils, lesson observations, interviews with teachers, pupil surveys, teacher surveys, and a case study of a learning event.
In addition, data was collected on studentsâ learning with technology at the university through group interviews with students and student surveys in the School of Education and Professional Development, and through surveys completed by students across various university departments.
University tutors, researchers, academic staff, learning technology advisers, and cross sector partners from the local authority participated in focus group interviews on the challenges facing Higher Education in engaging new generations of students, who have grown up in the digital age, in successful scholarly learning
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