1,076,704 research outputs found

    Digital Literacy Circulation: Adolescents and Flows of Knowledge about New Media

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    The aim of this paper is to discuss the output of an empirical research on digital skills in order to develop a typology of skills circulation among young digital users. Relying on research on digital literacy in media studies and on users in STS, in this article we start criticizing the concepts of \u201cdigital divide\u201d, \u201cdigital inequalities\u201d and \u201cdigital competencies\u201d. Then, we present the principal results of a research study involving 50 adolescents in Italy about how they acquired their competences in the use of digital media. This gave us the opportunity to focus on the digital skills of young people and the development of their abilities in using digital media. The research outlines the patterns of circulation in digital competences among young people in relation to family, school and peer group, defining four kinds of \u201cflows\u201d: parental flow (involving fathers and mothers), peer flow (connected to friends and people of the same age), educational flow (referring to formal education) and technological flow (involving technological devices, such as computers, laptops, smartphones, tablets, etc.). The aim is to understand the interactions between digital skills and the social, institutional and technological conditions that influence the youth\u2019s digital literacy for the everyday use of digital media

    Co-creative media: theorising digital storytelling as a platform for researching and developing participatory culture

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    This paper considers the question, 'what is co-creative media, and why is it a useful idea in social media research'? The term 'co-creative media' is now used by Creative Industries researchers at QUT to theoretically frame their use of digital storytelling as an action research platform for investigating participatory new media culture. Digital storytelling is a set of collaborative digital media production techniques that have been used to facilitate social participation in numerous Australian and international contexts. Digital storytelling has been adapted by Creative Industries researchers at QUT as a platform for researching the potential of vernacular creativity in a variety of contexts, including social inclusion of marginalized and disadvantaged groups; inclusion in public histories of narratives that might be overlooked; and articulation of voices that otherwise remain silent in the formulation of social and economic development strategies. The adaption of digital storytelling to different contexts has been shaped by the reflexive, recursive, and pragmatic requirements of action research. Amongst other things, this activity draws attention to the agency of researchers in facilitating these kinds of participatory media processes and outcomes. This discussion serves to problematise concepts of participatory media by introducing the term 'co-creative media' and differentiating these from other social media production practices

    Toward Digital, Critical, Participatory Action Research: Lessons From The #BarrioEdProj

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    The Education in our Barrios project, or #BarrioEdProj, is a digital critical participatory action research (D+CPAR) project that examines the interconnected remaking of public education and a New York City Latino core community in an era of racial capitalism. This article is a meditation on the ongoing development of #BarrioEdProj as an example of strategically coupling digital media with the theories and practices of critical participatory action research (CPAR). The author describes the project and the theoretical and political commitments that frame this project as a form of public and participatory science. The author then discusses some of the lessons that have been learned as the research group implemented the project and decided to move to a digital archiving model when our digital media design was initially ineffective. The author argues that rather than dropping digital media, engaged scholars must continue to explore the potentially transformative work that can come from carefully devised D+CPAR

    Digital Voltmeter Trainer As A Learning Media Of Digital Technique Sequential On The Competency Skills Of Audio Video Technique In SMK Negeri 2 Yogyakarta

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    The purpose of this study is to know about the design, performance, and the eligibility level of the Digital Voltmeter Trainer as a learning media of digital technique sequential on the competency skills of Audio Video technique in SMK Negeri 2 Yogyakarta. Research and Development method is the method that be used in this research. The object of this study is the digital voltmeter trainer. The cycles of the research are : 1) analysis, 2) design, 3) implementation, 4) test, 5) validation, 6) and the using test. In order to collect the data, the research used some methods, they are: 1) test and performance observation, 2) questionnaire, in order to know the eligibility level of the media, based on the content validity and construct validation and also the using test by students of SMK N 2 Yogyakarta. Describtive analysis is used as the technique to analyse the data. The results of the research showed that digital voltmeter trainer as a learning media of digital technique sequential including some cycles: 1) pulse generator, 2) control the input pulse, 3) decimal and hexa counter, 4) decoder BCD, 5) display, 6) overflow, 7) DAC, 8) comparator, 9) selector, and 10) power supply. Test results of the test and performance observations of each circuit board trainer showed that it can work properly and when used as a gauge voltmeter to measure voltage up to 220V AC or DC. The eligibility level media trainer can be seen from the validation test of contents the result up to 88.41%, the validation test of construct up to 80.11% and the using test by the student up to 82.14%, then the digital voltmeter trainer be used as a learning media in SMK N 2 Yogyakarta. Keywords: learning media, trainer, digital voltmete

    Exploration of Digital Media Integration and Development Path under Internet + Environment

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    With the continuous popularization of the Internet and the ongoing development of digital technology, the application of digital media in the environmental field is becoming increasingly widespread. This article explores the development path of digital media integration in the Internet Plus environment and proposes future trends and challenges for digital media in the environmental field. Through research and analysis, this article believes that the development of digital media integration in the environmental field should focus on the following aspects: strengthening technological research and development to enhance the application level of digital media in environmental monitoring, early warning, and governance; strengthening information construction to enhance the role of digital media in environmental information sharing, dissemination, and communication; strengthening talent training to cultivate interdisciplinary talents with backgrounds in environmental science and digital technology, and promote innovation and application of digital media in the environmental field. This article aims to provide references and insights for the development of digital media in the environmental field, promote the deep integration of digital media and environmental science, and make greater contributions to the cause of environmental protection

    Success of Digital Activism: Roles of Structures and Media Strategies

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    This research explored how the structures of digital activist movements (movement causes, target audience, and duration) and the strategic use of media applications affected their final outcomes. Survey data from the 2013 Global Digital Activism Data Set (Digital Activism Research Project) were supplemented with insights from four professional interviewees who had experience and knowledge about activism in both offline and digital fora as well as several case studies of successful and unsuccessful digital movements. The mixed methods analyses offered three insights. Digital activism about human right and political issues was less likely to succeed than ones about civic development concerns. Activism that targeted governments was also less likely to succeed than if the targets were informal groups/individuals or institutions/organizations. These findings were supported by the structural inequality axiom. In addition, as predicted by the value-added proposition in social movement theory, the strategic use of media applications (using public media applications for collaboration purposes) as well as multiple fora (combining online and offline) increased the possibility of activism’s success. Sample case studies were used to illustrate the broad contours of the survey findings

    Digital native identity development in virtual worlds

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    In the transition from childhood to adolescence, teens are engaged in defining who they are and finding a place in the wide world creates insecurity. Digital natives are growing up as part of digital generation where technology is ubiquitous in a young person’s life. One online technology commonly used by digital natives are virtual worlds. Increasingly, they have come to rely on this digital media to help them navigate the challenges and issues they face in this period of life. This paper presents a research framework designed to provide a road map for the IS community in conducting research into this new and exciting area of virtual worlds and their impact on digital native identity development

    Pengembangan Media Digital Storytelling pada Pembelajaran IPS SD untuk Membangkitkan Minat Belajar Generasi Millenial

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    This development research aims to contribute knowledge about the development of digital media storytelling for students and for elementary school teachers. In addition, it can be used as input and reference material in the implementation of learning using learning media and motivating students Digital storytelling media is developed using the Powtoon application which contains images, animation, audio, text and video into one unit. The test subjects in this study were class III students, through the validation of media experts, material experts and language experts. The method used in this research is Developmental Research using the ADDIE (Analylis, Design, Development, Implementation, and Evaluation) model. The results of the development show that Digital Storytelling media is feasible to use based on the validation results of material experts, media experts, and language experts with a percentage of 88.83% Implementation of Digital Storytelling media is carried out on 26 students The implementation results show an overall percentage of 93.1% that the digital storytelling media developed is in the very practical category

    Innovative Teaching and Digital Literacy in Preschool. App Content Analysis and Experimental Case Studies in a Sociological Perspective

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    The objective of this article is to illustrate, from the theoretical and methodological perspective, the construction of an experimental process of a “digital education app” in several preschools in the municipality of Rome. The general objective the project fits into is related to a sociological analysis, based on the relationship between theory and empirical research, of the effects of introducing digital media into preschool didactics. Preschools are a privileged site for observing and analyzing the formation and development of children’s capabilities (Nussbaum, 2000), since the plasticity of the child’s thought begins to be configured as early as preschool and evolves progressively taking into account the perceptive, sociocultural and behavioural conditions emerging from different educational agencies (Piaget, Inhelder, 1950). The article refers to the research project of the Mediamonitor Minori Observatory of the Sapienza University of Rome entitled “Media Usage in Pre-school. Analysis and Evaluation of the Influence of Digital Media on the Socialization of Children between 0-6”. The article retraces in particular the stages of the research strategy designed to structure a formative, experimental protocol to be experimented in some case studies in Rome and illustrates the main results

    TRAINER COLOR TELEVISION WITH DIGITAL SETTINGS AS A LEARNING MEDIA ON TELEVISION RECEIVER SYSTEM IMPROVEMENTS LESSON

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    This study aims to create a design trainer color television with digital settings, determine the performance of a trainer color television with digital settings, and to test the feasibility of a trainer color television with digital settings as a medium of learning in subjects receiving television repair system in vocational schools. This study uses a method of research and development. Object of this study is a trainer color television with digital settings. Product development phase includes 1) Analysis, 2) Design, 3) Implementation, 4) Testing, 5) Validation, and 6) the use of trial. Methods used in collecting data include 1) testing and observation of performance, 2) Questionnaire study. validation of a medium of learning involving two expert learning materials and three expert instructional media, test usage by 33 students. The results showed that the trainer color television with digital settings can be worked in accordance with the objective being able to demonstrate 16 simulated real damage to the television so that it can make students more careful and scrupulous in observing symptoms on color television. Results of the content validation test instructional media from this study obtained a percentage of 89.9% so it makes a very feasible category. Construct validation test in this study obtained the percentage of 88.99% thus categorized as very feasible. testing the use of vocational students, the percentage obtained was 76.44% so it makes a very feasible category Keywords: Research and Development, color television, TV trainer, learning medi
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