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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.
31

Syncing up with the iKid portrait of seven high school teacher leaders transforming the American high school through a digital conversion of teaching and learning /

Davis, Annie Wilson. January 1900 (has links)
Dissertation (Ed.D.)--The University of North Carolina at Greensboro, 2009. / Directed by Ulrich Reitzug; submitted to the Dept. of Educational Leadership and Cultural Foundations. Title from PDF t.p. (viewed Jun. 4, 2010). Includes bibliographical references (p. 131-146).
32

Networked generation youth's information seeking process: An examination of cognitive, affective and physical behaviors and problem solving techniques.

Peterson, Janet Walker 05 1900 (has links)
This study investigated the information seeking process of the networked generation youth. Specifically, I examined the cognitive, affective, and physical information seeking behaviors and problem solving techniques adolescent student users of the networked environment utilize to solve information needs. Grounded in the theoretical context of the information seeking process in the networked environment, the research extended the user-centered approach to modeling the information seeking process of networked generation youth. A mixed model research design was used to address the research questions. Phase 1 used an online questionnaire to solicit information from 125 students in Grades 7-12 regarding their understanding and use of networked environments, information seeking skills, and problem solving techniques. Phase 2 observed 12 students, two from each grade level, to gain an understanding into the information seeking process of networked generation youth. Participants completed information seeking scenarios of varying levels of complexity. As the participants completed the scenario, they engaged in talk-aloud verbal protocol to describe and explain their behaviors and techniques as they advanced through their information seeking process. Semi-structured interviews were conducted which provided an opportunity for the participants to clarify their information seeking experience. A profile of students' networked environment knowledge and use in relationship to their information seeking process was created. Findings suggested that knowledge and experience influence networked generation youth's information seeking process in the networked environment. A subset of students were found to be experienced information seekers who applied various cognitive, affective, and physical information seeking behaviors and behavioral actions that guide them through their information seeking process. The study presented a preliminary model of the networked generation youth's information seeking process. The model provides a detailed map to networked generation youth's information seeking and problem solving. I bring to light experienced users successful behaviors, as well as areas where all students need assistance in understanding networked environments and their own information seeking. The study suggests ways in which educators can evaluate students and integrate the successful behaviors as well as assist students with the behaviors that hinder their process.
33

Sleep in Early Adolescence: an Examination of Bedtime Behaviors, Nighttime Sleep Environment, and Parent-set Bedtimes Among a Racially/ethnically Diverse Sample

Marczyk Organek, Katherine D. 08 1900 (has links)
Early adolescence (e.g., 10-14 years old) is a time during which health habits and behaviors first develop that carry over into adulthood. This age range is also a time when changes are often first observed in typical sleep patterns, such as a delay in bedtimes, decreased total sleep times, and increased sleep problems. Electronic media and social networking have become essential to adolescent interpersonal communication and are negatively associated with adolescent sleep. Room and/or bed sharing practices and having a parent-set bedtime are still common in this age range, though no study has examined the relationship between these culturally influenced practices and the sleep of racially/ethnically diverse early adolescents. The current study examined if differences exist between 1272 Caucasian, Hispanic/Latino, and African American early adolescents (ages 10-14 years) on self-reported bedtime, SOL, TST, and sleep efficiency, and whether these differences persist when taking into account presence of electronic media in the bedroom (i.e., TV, videogame console, computer, cellphone), media use at bedtime (i.e., watching TV, playing video/computer games, social networking, texting), room sharing, and parent-set bedtimes. Preliminary results showed that females reported worse sleep than males (i.e., longer sleep onset latency, shorter TST, and lower sleep efficiency, with a trend for having a later bedtime), and that African Americans and Hispanics reported later bedtimes than Caucasians, Hispanics reported shorter sleep onset latency and longer sleep efficiency than Caucasians, and African Americans reported shorter total sleep time than Caucasians. Presence of any type of media in the bedroom or use of any type of electronic media at bedtime was associated with later bedtimes and shorter total sleep times, but not with SOL or sleep efficiency. Parent-set bedtimes were associated with earlier bedtimes, longer sleep onset latency, longer TST, and lower sleep efficiency. After controlling for significant bedtime factors, only the main effects for TST became non-significant, while the interaction became significant. Hispanic females reported shorter TST than Hispanic males, African American females reported shorter TST compared to Caucasian females, and Caucasian males reported shorter TST compared to Hispanic males. Intervention strategies such as parent education and sleep education in schools targeting the bedtime behaviors and sleeping habits of adolescents are discussed.
34

Rethinking the impact of social networking service (SNS) from network perspective: social capital, uses and gratifications, passion, and social well-being. / CUHK electronic theses & dissertations collection

January 2013 (has links)
Zhang, Yin. / Thesis (Ph.D.)--Chinese University of Hong Kong, 2013. / Includes bibliographical references (leaves 164-180). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstracts also in Chinese; appendix includes Chinese.
35

The Internet and adolescent social capital: who benefits more from Internet use?

Lee, Sook-jung, 1972- 29 August 2008 (has links)
The purpose of this study was (1) to capture the digital divide in adolescent specific computer and online activities, and (2) to understand each online activity's meanings in adolescent social development or social capital. To assess the issue of the digital divide, the present study examined the sociodemographic, neighborhood, family, and child characteristic factors which influence each type of computer and online activity. To identify how online and computer activities can influence social capital, the present study examined diverse outcomes related to social capital which could be obtained from each online activity, and tested models explaining the relationships among sociability, Internet use, and social outcomes. The data used in the present study came from the Panel Study of Income Dynamics Child Development Supplement. The sample was 1,312 adolescents ages 12 to 18. This nationally representative dataset includes measures of computer and Internet use, diverse indicators of adolescent social behaviors and social relations, and time diaries that provide records of how and with whom they spent their time. The data were analyzed by regression and structural equation modeling. According to the findings, social economic status including family income to needs ratio, parental education, and neighborhood quality was a significant factor explaining frequent use of the Internet and a computer. However, among users, these factors were not significant in predicting the amount of time spent using a computer. Race, maternal employment, gender, and age explained adolescent different type of computer and Internet use. Analysis of the social impacts of Internet and computer use suggests that Internet and computer use have different impacts depending on the purpose individuals use them for and social outcomes examined. For instance, while adolescent Internet use for educational purposes was related to cohesive relationships with parents, their use of online communication was associated with cohesive friendship and school connectedness. Furthermore, it supports the rich get richer model, indicating that those who have strong social ties will have an increased ability to enhance their social capital by using the Internet and a computer as tools for social interaction than those who have weak social ties.
36

Möjligheternas arena? : barns och ungas samtal om tjejer, killar, känslor och sexualitet på en virtuell arena /

Löfberg, Cecilia, January 2008 (has links)
Disputats, Stockholms universitet, 2008. / Med litteraturhenvisninger.
37

Reconsidering deviance, power and societal reaction: a case of Hong Kong net-bar youth. / CUHK electronic theses & dissertations collection

January 2013 (has links)
Liao, Xueting. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2013. / Includes bibliographical references (leaves 116-128). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstracts also in Chinese.
38

Online game playing and early adolescents' online friendship and cyber-victimization. / 青少年與網絡遊戲、網上友誼及網絡欺凌 / CUHK electronic theses & dissertations collection / Qing shao nian yu wang luo you xi, wang shang you yi ji wang luo qi ling

January 2010 (has links)
Seventeen teens (mean age = 11.71. SD = 1.26) who had experiences in playing online games participated in the focus group interviews of Study 2. Their responses were collected in order to develop comprehensive scales to measure cyber-victimization and cyberbullying, so as to better understand the differences between online and real life friendship and also to reveal the reasons behind playing online games. Studies 3 and 4 were based on the same sample of six hundred twenty-six grade 5 and 6 students (mean age =10.81, SD = .83), but with different purposes. In Study 3, two scales, both ultimately (following test analyses) comprised of eight items were developed for measuring cyber-victimization and cyberbullying, They demonstrated satisfactory reliabilities and criterion validities. In Study 4, the relative quality of best friendship in online games versus in real life, as well as the relative importance of friendship, victimization, and bullying in real life and in online games in relation to early adolescents' overall psychosocial adjustment were examined. Online victimization and online bullying were negatively related to psychological well-being of early adolescents. After controlling demographics, computer gaming habits, school victimization and real life friendship, online victimization still significantly and negatively explained additional variance in friendship satisfaction, while online friendship still positively and significantly explained additional variance in social competence, friendship satisfaction, self esteem and life satisfaction after demographics, computer gaming habits, school victimization, and real life friendship were statistically controlled. Gender moderated the relationship between real life friendship and social competence and friendship satisfaction, but it did not moderate the relationship between online friendship and the other psychological constructs. This research demonstrated the theoretical and practical importance of investigating social experiences (both negative, i.e. being cyber-bullied, and positive, i.e. building up online friendship) in the online context. / The present research comprised four studies to investigate the relation of online game playing and correlates of three important aspects, namely friendship, victimization and bullying, of social development of Hong Kong Chinese grade 5 and 6 students. Comparisons of these correlates across two contexts, the real life and internet experiences, were also made. Four hundred ninety-four grade five and six students (mean age = 11.54, SD = .91) participated in Study 1. Average times spent on different types of different type of computer games and the importance of social functioning of online games were determined. Average time spent per day on Massively Multiplayer Online Games (MMOGs), solitary computer games, handheld video games e.g. NDS, PSP, and home video consoles (e.g., Wii) were 2.38 hours (SD =2.21), 1.66 hours (SD =1.86), 1.25 hours, (SD =1.54), and .67 hours (SD =1.15), respectively. Social functioning of online games was positively correlated with life satisfaction of early adolescents. / Leung, Nga Man. / Adviser: Catherine McBride-Chang. / Source: Dissertation Abstracts International, Volume: 72-04, Section: B, page: . / Thesis (Ph.D.)--Chinese University of Hong Kong, 2010. / Includes bibliographical references (leaves 109-119). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. Ann Arbor, MI : ProQuest Information and Learning Company, [200-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstract also in Chinese.
39

An investigation of online threat awareness and behaviour patterns amongst secondary school learners

Irwin, Michael Padric 29 April 2013 (has links)
The research area of this work is online threat awareness within an information security context. The research was carried out on secondary school learners at boarding schools in Grahamstown. The participating learners were in Grades 8 to 12. The goals of the research included determining the actual levels of awareness, the difference between these and self-perceived levels of the participants, the assessment of risk in terms of online behaviour, and the determination of any gender differences in the answers provided by the respondents. A review of relevant literature and similar studies was carried out, and data was collected from the participating schools via an online questionnaire. This data was analysed and discussed within the frameworks of awareness of threats, online privacy social media, sexting, cyberbullying and password habits. The concepts of information security and online privacy are present throughout these discussion chapters, providing the themes for linking the discussion points together. The results of this research show that the respondents have a high level of risk. This is due to the gaps identified in actual awareness and perception, as well as the exhibition of online behaviour patterns that are considered high risk. A strong need for the construction and adoption of threat awareness programmes by these and other schools is identified, as are areas of particular need for inclusion in such programmes. Some gender differences are present, but not to the extent that, there is as significant difference between male and female respondents in terms of overall awareness, knowledge and behaviour.
40

A study of Myspace and Facebook from the perspectives of uses and gratification and impression management

Urista, Mark A. 01 January 2008 (has links)
This thesis explored MySpace and Facebook, two popular social networking sites (SNS), from the perspectives of the uses and gratification model and impression management theory. As a qualitative exploratory study, this thesis had three objectives. First, it investigated why young people use SNS. Second, it sought to discover how members use SNS for self-presentation. Finally, it aimed to contribute to the current body of literature and serve as a basis for future qualitative and quantitative studies on SNS. The focus groups that were conducted for this thesis elicited ten themes that provided insights on the motivations and behaviors of individuals who use SNS for needs fulfillment and impression management. These themes included: 1) efficient communication, 2) convenient communication, 3) curiosity of others, 4) popularity, 5) relationship formation and reinforcement, 6) self-enhancement, 7) otherenhancement, 8) self-disclosure, 9) conformity and 1 0) identity-management. Based on the first five themes, the study suggested that an emerging theory of instant gratification is being developed. The theory helps researchers explain why young people use SNS and predict what factors motivate young people to get ,_ involved heavily in SNS. Based on the second five themes, this study confirmed the relevance of Goffi:nan's theories of the presentation of the self in explaining how young people manage their impressions through SNS. As a powerful socialization agent, SNS provide new opportunities and diverse ways of presenting one's self online. Though there are some evident differences between online and face-to-face social interaction, it is clear that Goffman's theories will continue to help researchers explain self-presentation within the context of SNS.

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