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Catalina Titcomb

Four ways technology can help disabled people - Reason Digital - 0 views

  • The portability and affordability of tablets has made them a popular tool for speech and language therapists. Apps such as Speak for Yourself and Augie AAC allow therapists to work with individuals to help them access a vocabulary of over 13,000 words – all with just a few taps of the screen.
Jessica Casey

Can social networking boost literacy skills? - 1 views

  • The National Literacy Trust found that social networking sites and blogs help students to develop more positive attitudes toward writing and to become more confident in their writing abilities.
  • According to one of the studies, 49 per cent of young people believe that writing is “boring.” However, students who use technology-based texts such as blogs have more positive attitudes toward writing.
  • The study also showed that students who write blogs or maintain a profile on a social networking site tend to be more confident about their writing ability. More than 60 per cent of students who blog and 56 per cent of students who have a profile on a social networking site claim to be “good” or “very good” writers, compared with only 47 per cent of those who don’t use online formats.
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  • Students who are active online are significantly more likely to keep a journal or write short stories, letters or song lyrics than those without a social networking presence.
  • Of the five kinds of writing that students engaged in most regularly, four were technology based: 82 per cent of students sent text messages (77 per cent of these messages were notes, answers to questions asked in class or remarks about homework assignments), 73 per cent used instant messaging, 67 per cent sent e-mails and 63 per cent wrote on social networking sites.
  • Dr. Spencer Jordan, a creative writing teacher in the School of Education at the University of Wales, notes that web ­technologies encourage young people to write confidently about things they enjoy.
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    Social Networking and Literacy Skills
Catalina Titcomb

Web 2.0 and classroom research: What path should we take now? Educational Researcher, 3... - 0 views

  • Since the mid-1990s, the percentage of publicschools connected to the Internet exploded from 35% to 100%.Public instructional classrooms with Internet access grew to 94%,up from 14% a decade earlier, and the ratio of students perInternet-connected instructional computer decreased from 12:1to 3.8:1 (Wells & Lewis, 2006). Outside of schools, more thantwo thirds of people in the United States have Internet connec-tions at home, more than half of which are broadband (Horrigan, Educational Researcher, Vol. 38, No. 4, pp. 246–259DOI: 10.3102/0013189X09336671© 2009 AERA. http://er.aera.net  Web 2.0 and Classroom Research: What PathShould We Take Now?  Christine Greenhow, Beth Robelia, and Joan E. Hughes Learning, Teaching, andScholarship in a Digital AgeResearch Newsand Comment educational ReseaRcheR  246  by on June 17, 2009http://er.aera.netDownloaded from  (function() { var pageParams = {"origHeight": 1171, "origWidth": 902, "fonts": [4, 9, 8, 0, 7, 12, 6, 5], "pageNum": 2}; pageParams.containerElem = document.getElementById("outer_page_2"); pageParams.contentUrl = "http://html4.scribdassets.com/9qxvunnpogs3ko6/pages/2-470280afa2.jsonp"; pageParams.blur = false var page = docManager.addPage(pageParams); })();   May 2009 247 2008), and by 2014, it is estimated that 90% of all people in theUnited States will be online with dramatically faster, high-speednetworks (Fox, Anderson, & Rainie, 2005).
  • Web 2.0,” a term coined in 2004, characterizes a transitionfrom the predominantly read-only Web 1.0 into a “read-and-write” Web 2.0 (McManus, 2005, para. 1). Web 2.0 facilitates “participa-tory,” “collaborative,” and “distributed” practices within Web2.0–enabled formal and nonformal spheres of everyday activities(Lankshear & Knobel, 2006, p. 38). Other terms used to charac-terize Web 2.0 include “relationship” technologies (Schrage, 2001,para. 6), “participatory media” (Bull et al., 2008, p. 106), and“social digital technologies” (Palfrey & Gasser, 2008, p. 1). Web 2.0 is both a platform on which innovative technologieshave been built and a space where users are as important as thecontent they upload and share with others
Jason McNee

The era of online classes | KETK | East Texas News, Weather and Sports | Tyler, Longvie... - 0 views

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    "Nowak said one of the perks is he saved money on books because they were all online. "You could use your IPad or IPhone or e-reader and you can download it that way even if you weren't at home you could still study." The cost was the same as classes on campus. But, he saved money not having a 40-minute commute. Nowak also says employers had no problem with an online degree.  "With all the interviews I've had, I've never had any employer ask that question." Junior Martinez is a junior at University of Texas at Tyler. He has taken at least one online class every year since he has been in school. "Taking online classes is kind of like a double edge sword," said Martinez. Martinez says you have to learn how to manage your time. "You have to have self motivation to do it online." Martinez says he likes mixing his schedule up with some online classes and some traditional, so he still has the face to face interaction with his teacher. "I couldn't do all online classes you wouldn't have people to help you out with of course you can email them but it's very impersonal." But for those students like Junior who are still on the fence on whether or not online classes are right for them, some schools now offer half and half classes. You spend half of the class online and half in the classroom. Tyler Junior College offers this type of program. It's called hybrid classes."
Catalina Titcomb

What are literacy skills? | Thoughtful Learning: Curriculum for 21st Century Skills, In... - 0 views

  • What are literacy skills? Literacy skills help students gain knowledge through reading as well as using media and technology. These skills also help students create knowledge through writing as well as developing media and technology.
  • Technology Literacy We are living through a technological revolution, with huge changes taking place over brief spans of time. A decade ago, Facebook didn't exist, but now many people could not live without it. The average cellphone is now more powerful than computers from several years ago. We are surrounded by technology, and most of it performs multiple functions. In Growing Up Digital: How the Net Generation Is Changing Your World, Don Tapscott outlines the following eight expectations that students have of technology. Freedom to express their views, personalities, and identities Ability to customize and personalize technology to their own tastes Ability to dig deeper, finding whatever information they want Honesty in interactions with others and with organizations Fun to be part of learning, work, and socialization as well as entertainment Connecting to others and collaborating in everything Speed and responsiveness in communication and searching for answers Innovation and change, not settling for familiar technologies but seeking and using what is new and better
Justin Dyson

Facebook: The Making of 1 Billion Users - Businessweek - 0 views

  • Around noon on Sept. 14, the second floor was packed. In one of the common areas, a giant screen showed the number of active Facebook users worldwide. About 100 people, including Mark Zuckerberg and his top lieutenants, watched the numbers run up by about a thousand users per minute: 999,980,000 … 999,990,000 … 1,000,000,000. The counter paused for a moment when it rounded 10 digits, as if to emphasize the point: 1 billion users.
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    facebook hits a billion users
Justin Dyson

World Population Clock: 7 Billion People (2013) - Worldometers - 0 views

  • According to the United Nations, world population reached 7 Billion on October 31, 2011.
AshLee Walker

The Benefits of Video Games - ABC News - 1 views

  • Educational Benefits for Students A recent study from the Education Development Center and the U.S. Congress-supported Ready To Learn (RTL) Initiative found that a curriculum that involved digital media such as video games could improve early literacy skills when coupled with strong parental and teacher involvement. Interestingly, the study focused on young children, and 4- and 5-year-olds who participated showed increases in letter recognition, sounds association with letters, and understanding basic concepts about stories and print. The key for this study was having high-quality educational titles, along with parents and teachers who were equally invested in the subject matter. That way kids could discuss and examine the concepts that they were exposed to in the games. Also interesting is the value that video games are proven to have even for very young players. A study by the Education Department Center further found that low-income children are “better prepared for success in kindergarten when their preschool teachers incorporate educational video and games from the Ready to Learn Initiative.” Older children such as teens and tweens can benefit from gameplay as well. Even traditional games teach kids basic everyday skills, according to Ian Bogost, associate professor at the Georgia Institute of Technology and founder of software maker Persuasive Games. “Look at ‘World of Warcraft’: You’ve got 11-year-olds who are learning to delegate responsibility, promote teamwork and steer groups of people toward a common goal.” Games that are designed to help teach are having an impact on college-age pupils as well. Following a recent 3D virtual simulation of a US/Canadian border crossing, wherein students assumed the role of guards, Loyalist College in Ontario reported that the number of successful test scores increased from 56 percent to 95 percent.
  • As mentioned earlier, research underway by the Office of Naval Research (ONR) indicates that video games can help adults process information much faster and improve their fundamental abilities to reason and solve problems in novel contexts. In fact, results from the ONR study show that video game players perform 10 percent to 20 percent higher in terms of perceptual and cognitive ability than non-game players.
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