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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Bygga broar över digitala klyftor : En kvantitativ studie om upplevd digital kompetens och behov av stöd inom teknikämnet inför digitaliseringstillägget till läroplanen 2018/2019

Andersson, Tobias, Evertsson, David January 2018 (has links)
Syftet med studien var att få fördjupad kunskap om teknikämnets möjliggörande inför digitaliseringstillägget 2018/2019. Dessa frågor har besvarats genom ett kvantitativt metodval i form av online-enkäter. Resultatet visade att lärare generellt skattar sin digitala kompetens gällande programmering som lågt. Äldre lärare skattar sin digitala kompetens lägre än yngre lärare, samtidigt som de skattar sitt stödbehov högre.
12

Developing programming skills on digital native children through the interaction with smart devices

ROCHA, José Rafael Moraes Garcia da 15 January 2016 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2017-03-02T12:35:33Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação_JRMGR (2).pdf: 5709787 bytes, checksum: 202e0d4b953f954e36da5e22b1d9c53d (MD5) / Made available in DSpace on 2017-03-02T12:35:33Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação_JRMGR (2).pdf: 5709787 bytes, checksum: 202e0d4b953f954e36da5e22b1d9c53d (MD5) Previous issue date: 2016-01-15 / Nowadays the computational thinking is one of the most important skills a person should develop to be more well prepared for the near future. By the middle of this century, this ability will probably have the same level of importance of fundamental skills like reading and writing, and people will need to learn programming and problem solving with computational thinking from an early age. Studies are trying to stimulate the introduction of this skill set to young children, and this has been done since 1967 when the Massachusetts Institute of Technology created the first language aiming this kind of public called LOGO. Although the studies in the area of developing computational thinking on children started almost six decades ago, the importance of teaching programming in schools is not widely spread, in places like Brazil, this skill is starting to be introduced to children older than 10 yearsold. In contrast, the United States and some european countries are using a variable set of approaches to introduce these concepts to young children varying from 4 to 12 years old, usually by creating toys and games which these concepts can be developed within them. Unfortunately most of approaches are aimed for already literate children, very few of them do not require reading skills, limiting the minimum age of users to approximately 6 years old. This work has the intention to argue that toddlers are not only able to develop algorithms and initiate the development of computational thinking skills, but also this practice will be quite profitable for their future. A survey involving 9 children with between 4 and 6 years old is presented, where the selected children played a game developed specially for this work, and their performance was able to produce data that is going to be analyzed further to test the main hypothesis which is " Toddlers can develop algorithmic thinking by playing programming games ", additionally, while reviewing the literature, problems related to the effects of letting children use smart devices and internet without supervision were identified, in order to advocate the usage of this technology by young children, possible causes and risks of these problems are presented and ways to avoid them as well, the results of this work are encouraging, all toddlers involved were able to play the game developed. / Nos dias de hoje o pensamento computacional é uma das habilidades mais importantes que uma pessoa deve desenvolver para se preparar melhor pro futuro próximo. Em poucos anos essa habilidade será tão importante como ler e escrever, pessoas precisarão aprender a programar e resolver problemas com pensamento computacional desde cedo. Estudos que tentam estimular a introdução dessas habilidades para crianças são feitos desde 1967 quando o Institudo de Tecnologia de Massachusetts criou a primeira linguagem para esse público chamada LOGO. Embora os estudos na area de desenvolvimento do pensamento computacional em crianças tenha começado a mais de seis décadas atrás, a importância de ensinar programação em escolas não é amplamente difundida, em lugares como Brasil, essa habilidade está começando a ser introduzida a crianças com mais de 10 anos de idade. Por outro lado, nos Estados Unidos e em alguns países europeus diversas abordagens vem sendo usadas para introduzir esses conceitos para crianças de 4 a 12 anos de idade, normalmente são criados brinquedos e jogos que podem ajudar a desenvolver tais conceitos. Infelizmente a maioria dessas abordagens são focadas em crianças alfabetizadas, poucas não requerem a habilidade de leitura, limitando a idade mínima a 6 anos de idade. Esse trabalho argumenta que crianças muito novas não somente são capazes de desenvolver algoritimos e iniciar o desenvolvimento de habilidades do pensamento computacional, como essa prática será bastante proveitosa para o futuro deles. É apresentada uma pesquisa envolvendo 9 crianças com idade entre 4 e 6 anos, onde as crianças selecionadas jogam um jogo desenvolvido especialmente para este trabalho, e a performance deles foi capaz de produzir dados que foram analisados para testar a hipótese principal que é " Crianças muito novas podem desenvolver pensamento algoritimico jogando jogos de programação ", adicionalmente, enquanto a literatura foi revisada, problemas relacionados aos efeitos de permitir crianças a usar dispositivos móveis e internet sem a supervisão dos responsáveis foram identificados, para defender o uso desse tipo de tecnologia na educação de crianças as possíveis causas e meios de evitar esses problemas foram levantados, os resultados desse trabalho são encorajadores, todas as crianças envolvidas foram aptas a jogar o jogo desenvolvido com uma boa performance.
13

Student Attitudes toward Social Media Technology as an Enhancement to Language Acquisition

Sorensen, Meghan Marie 18 March 2013 (has links) (PDF)
Language students today have grown up with a plethora of technology tools at their fingertips, which has in some cases earned them the title of "digital native". 'Students' high use of technology outside the classroom has led teachers and researchers to believe that technology could be highly effective for language learners when used appropriately. Yet little is known about how students actually react to technology-based tools for language learning purposes. This study seeks to not only understand student attitudes toward technology in general, but also to see how those attitudes might affect student attitudes toward online language learning tools in a social media context. Using a design-based research approach, we implemented a curriculum that utilizes a social networking environment in which students could consume authentic language samples and practice using the language in a controlled environment. Through the analysis of pre and post surveys, it was discovered that age was the most significant predictor of student attitudes toward technology, but that the extent to which students use technology proves to be a more significant predictor when other variables are factored in. Furthermore, it was discovered that general attitudes toward technology do affect the ways in which students will react to a technology-based curriculum. Nevertheless, the way in which a curriculum is presented can be a stronger factor in predicting how the curriculum will be received.
14

#Förstårdumig? : En kvalitativ studie om hur digitaliseringen påverkat kommunikationen och relationen mellan yngre och äldre generationer / #Doyouunderstandme? : A qualitative study of how digitization has influenced the communication and relationship between younger and older generations

Appelberg, Erik, Larsson, Linus January 2012 (has links)
Purpose/Aim: Our purpose with this study is to examen the differences in communication between digital immigrants and digital natives, how the digitization has changed our way to communicate in an interpersonal matter. Main Results: Through our study we have concluded that barriers do exist between students (natives) and teachers (immigrants), but not to the extent we first predicted. The digitization has resulted in a change in the way we communicate and our relation to each other. But in a purely communicative matter, the digitization hasn’t made it harder for natives and immigrants to understand each other, but it has contributed to new vocabulary and the use of the language. New codes has been developed, but thanks to the younger generations ability to adapt to change - this linguistic difference it is not a problem for the understanding of the code used by the immigrants. Through our study, we discovered, however, an unwillingness or fear of the immigrants to adapt to the younger code, and adapt to the technological change. Key Words: digital native, digital immigrant, digitization, communication, interpersonal, barriers, code, encoding, decoding, context, culture
15

Young Adult Literature 2.0: Stephenie Meyer’s Twilight and Digital Age Literary Practices

Skinner, Leah C. M. Unknown Date
No description available.
16

Young Adult Literature 2.0: Stephenie Meyer’s Twilight and Digital Age Literary Practices

Skinner, Leah C. M. 06 1900 (has links)
This study examines the progress of young adult (YA) literature in the twenty-first century, as influenced by Web 2.0 social networking technology and sliding structural temporalities of age and maturity in these digital times. The context is Stephenie Meyer’s popular Twilight saga, a pioneering example of an author purposefully engaging with online social networking communities and there encouraging derivative creativity, including Twilight fan fiction. This successful integration of YA literature with Web 2.0 is considered by first appraising tensions between traditional theoretical notions of the genre (and its readers) and contemporary manifestations of the same. Second is an investigation of the genre’s evolving readership and textual practices using the Twilight series, focusing on literary activities of Digital Natives (young adults) in online social arenas. A concentration on the integration of national identity into Canadian Twilight fan fiction examines such evolving practices in reference to an American product (a threat of Americanization) being re-coded in a Canadian reader’s personal, public and online spaces.
17

The Lisbon Strategy and Europe 2020:Where is the information society?

Connelly, Philip January 2012 (has links)
In the period 2005-2010 the Czech Republic has exhibited a growth in computer and Internet usage across society. As is to be expected from the literature, younger generations, especially what has been termed Generation Z, show significantly higher levels of computer literacy than older generations. Computer literacy is also at the highest level among the most highly educated and among households with children. Government policies to increase computer literacy have had positive effects, however they have only been a partial success. All schoolchildren have access to computers and the Internet, however there have been no effective policies for increasing computer literacy among the adult population. The result of this lack of policy is that the Czech Republic, in a position common to much of Europe, failed to meet the challenges of the Lisbon Strategy and will likely fail to meet the targets of Europe 2020.
18

First year composition: a site of conflicting values

Roach, Abigail Grace 11 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Marc Prensky’s digital natives theory became popular, because it supplied teachers with answer as to why students were unresponsive to their curriculums. In essence, Prensky’s theory asks: what has changed? In most cases, it is not the teachers’ curriculums that have changed, so it has to be something else. Prensky points to digital technologies, because teachers are now having to teach students who never knew a world without digital technologies—Prensky, of course, asserting that this changes the way students think, which naturally transfers over to how they learn. In short, it is the students that have changed due to digital technologies. According to Prensky, students, within the digital natives generation, would value their courses more if teachers utilized digital technologies in their classroom. However, critics of the digital natives theory assert that Prensky has not considered many variables that could have an effect on how students use digital technologies, such as socio-economic factors, gender, education, and geographic location, and ultimately there is no empirical evidence to support the use of digital technologies in Prensky’s pedagogy (see Sue Bennett and Karl Maton, Chris Jones et al., Anoush Margaryan et al., and Neil Selwyn). Although, I mostly agree with the critics evaluations of the digital natives theories, I believe that there are larger economic variables, such as Gee et al.’s new capitalism, that influence how students value digital technologies as well as literacy and learning. This concept was reflected in the survey that I conducted in order to examine how students value W131 in general, the writing done in W131, and writing done in social digital technologies. The survey demonstrated that students do not understand social digital writing to be writing; therefore, utilizing digital technologies in the writing classroom, as Prensky suggest, would not be beneficial, because it would take a great deal of class time for students to come to the understanding that social digital writing is writing. More importantly, the survey indicated that students are highly career motivated, which influences how students value their courses. For students, a course’s value is determined by how applicable it is to students’ career goals. The survey results suggest that while students recognize that first-year composition (FYC) has value, they do not necessarily see it specifically valuable to their primary goals. Although I believe it is important for students to be able to find value in a course, I am not suggesting that FYC should be tailored to cater to students; on the contrary, I believe that the ideal FYC course would acknowledge the values of the field of study that it pertains to, and attempt to demonstrate to students how those values relate to their own. This is ideal—however, by using the Writing about Writing pedagogy, designed by Douglas Downs and Elizabeth Wardle, this kind of value system may be possible. Downs and Wardle’s pedagogy also has the potential to bridge the value systems of the students, and writing studies, because Downs and Wardle’s pedagogy focuses on students gaining a better understanding of writing studies as a field of study, by engaging and exploring texts that represent writing studies’ central beliefs and important works. Through texts that come out of the writing studies discipline students can gain a better understanding of concepts that come out of writing studies, as well as build a bridge between students’ values and the values of the writing studies discipline. Texts such as chapter six (“The Means of Production: Literacy and Stratification as the Twenty-First Century) of Deborah Brandt’s Literacy in American Lives, James Paul Gee’s “The New Literacy Studies and the ‘Social Turn,’” and Harvey Graff’s “The Literacy Myth at Thirty,” offers students a new perspective on the economic climate that effects the job market, as well as provide a meaningful way into writing studies. In this chapter, I will discuss Downs and Wardle’s Writing about Writing pedagogy, how I would implement their pedagogy in a FYC course, and what would be the ideal learning outcomes for this course.
19

鄉民全都「讚」出來:初探反國光石化運動的青年網路實踐 / Everybody "Like": Exploring internet practices in youth in Anti Guo-Kuang Petroleum Plant social movement

盧沛樺 Unknown Date (has links)
評估探究網路社運的研究結果紛雜,與其說結果歧出,不如重新檢視用以分析的路徑。我認為著眼於技術形式的分析路徑可能有所不足,因此,本研究切換視角,自科技與社會研究中汲取養分,從使用中科技(technology in-use)的角度切入,藉機勾勒數位科技在善於把玩者手中所形成的各色風貌,及其打造有別於傳統社運的抗爭戲碼。文中便整理多樣數位科技在社會運動中快或慢地跳脫原先功能與使用方式的情形,突顯全青盟成員是以長期的網路使用經驗為基礎,才能深具創意地將特定科技依運動階段轉換角色,或是有技巧地應運動階段帶進不同的科技,並在多元的科技間加以協調、組合,或是勝任翻譯者的角色,在運動的聲援者與網路使用者之間快速轉換,將嚴肅的運動資訊應數位平台的特色與文化裁剪為引人共鳴的文本。簡言之,用於加強社交的強勢腳本已在愛用且善用的使用者手中退位,數位科技重新以社會運動科技的姿態登場。事實上,這正反映網路世代對社會運動的想像與行動已難排除長期耽溺的網路經驗,於是,無論是社會對話、群眾串聯、組織形式均深受數位參與文化的潛移默化,開創有別於傳統的社運圖像。 / The findings of cyber activism research that focus on technical forms are diverse and confusing. Thus, I believe it is better to reexamine the way of analysis. The article uses the perspective of technology in-use which draws from Society, Technology, and Science (STS) approach to trace the dynamic of young activists using digital technologies in social movement, as well as the characteristics of contemporary internet-embedded social movements beyond traditional ones. The study shows that digital technologies have departed from original scripts in different degrees. Based on the long-term experiences of using internet, members of National Youth Alliance Against KuoKuang Petrochemical Project creatively changed roles of technologies and tactically composed multiple technologies according to the stages of movement. Moreover, they successfully reedited the campaigns which widely disseminated in digital environment based on their capacity for switching identities between activists and internet users. In short, digital technologies were originally used to strengthen human relations. The skilled users/activists of digital technologies have, however, utilized these technologies to promote social movements. In fact, as mentioned above, it also reveals that the imagination and actions of social movements by net generation cannot exclude their long-term experiences of internet use. Therefore, regardless of social dialogue, mobilization and organization structure which are critical elements of social movement, they all have been deeply influenced by digital participatory culture.
20

iPad 2 Applications and Emergent Literacy: Do They Have an Impact on the Acquisition of Early Literacy Skills?

Cubelic, Cathleen J. 04 June 2013 (has links)
No description available.

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