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Christopher Sessums

Which Common Tablet Activities Vary in Popularity by Age? - 0 views

  • Among the 18-29 crowd, 63% say they play games on their tablets, a figure which drops to 56% among the middle-aged and 50% among the older group. Gaming actually emerges as the most popular activity among young tablet owners, although one would suspect that social networking would have been at least as popular an activity should it have been included as an option.
  • Video viewing on tablets tends to be a more youthful activity
  • GfK recently reported that in the US, Millennial tablet owners spend on average 23% of their total video viewing time (time spent watching video on any device, including TV, in a 7-day period) with their devices, about twice the proportion of time spent by tablet-owning Baby Boomers (11%).
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  • Email use on tablets is most prevalent among the 50-64 bracket, with 70% doing so, compared to 57% of 18-29-year-olds
  • older tablet owners are more likely than younger ones to check out the news (60% vs. 44%) and weather (52% vs. 41%).
Christopher Sessums

What's killing the less-educated white women of America? | Pew Research Center - 0 views

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    "How does having a job make you live longer? They suggest that employment may provide "both manifest (e.g., income) and latent benefits, such as social networks and supports and a sense of purpose; it enhances self-esteem; and it offers mental and physical activity.""
Christopher Sessums

Instructional Design Models - 0 views

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    "Models, like myths and metaphors, help us to make sense of our world. Whether derived from whim or from serious research, a model offers its user a means of comprehending an otherwise incomprehensible problem. An instructional design model gives structure and meaning to an I.D. problem, enabling the would-be designer to negotiate her design task with a semblance of conscious understanding. Models help us to visualize the problem, to break it down into discrete, manageable units. The value of a specific model is determined within the context of use. Like any other instrument, a model assumes a specific intention of its user. A model should be judged by how it mediates the designer's intention, how well it can share a work load, and how effectively it shifts focus away from itself toward the object of the design activity. -Martin Ryder "
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