The ability to locate, organize, understand, evaluate, and analyze information using digital technology.
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Digital literacy - 0 views
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Digitally literate people can communicate and work more efficiently, especially with those who possess the same knowledge and skills.
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It involves a working knowledge of current high-technology, and an understanding of how it can be used.
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Digital Literacy is the ability to understand information and to evaluate and integrate information in multiple formats that the computer can deliver.
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Digital Literacy is the ability to understand information and to evaluate and integrate information in multiple formats that the computer can deliver.
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Digital Literacy is the ability to understand information and to evaluate and integrate information in multiple formats that the computer can deliver.
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Digital Literacy is the ability to understand information and to evaluate and integrate information in multiple formats that the computer can deliver. Digital Literacy: The awareness, attitude and ability of individuals to appropriately use digital tools and facilities to identify access, manage, integrate, evaluate, analyze and synthesize digital resources, construct new knowledge, and create media. http://cleach.wordpress.com/what-is-digital-literacy/
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1. Digital Literacy: Digital Literacy is the ability to understand information and to evaluate and integrate information in multiple formats that the computer can deliver. http://cleach.wordpress.com/what-is-digital-literacy/ Paul Gilister Digital Literacy: The awareness, attitude and ability of individuals to appropriately use digital tools and facilities to identify access, manage, integrate, evaluate, analyze and synthesize digital resources, construct new knowledge, and create media. http://cleach.wordpress.com/what-is-digital-literacy/
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Digital Literacy: Digital Literacy is the ability to understand information and to evaluate and integrate information in multiple formats that the computer can deliver. http://cleach.wordpress.com/what-is-digital-literacy/ Paul Gilister Digital Literacy: The awareness, attitude and ability of individuals to appropriately use digital tools and facilities to identify access, manage, integrate, evaluate, analyze and synthesize digital resources, construct new knowledge, and create media. http://cleach.wordpress.com/what-is-digital-literacy/
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Digital Literacy: Digital Literacy is the ability to understand information and to evaluate and integrate information in multiple formats that the computer can deliver. http://cleach.wordpress.com/what-is-digital-literacy/ Paul Gilister
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CNN - Does technology make the grade? - August 3, 1998 - 0 views
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schools are rising to the challenge of bringing technology into the classroom and trying to figure out what to do with it once it's there. In
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his brave new high-tech world, art teachers can take students on a digital trip to the Louvre in Paris for a look at the Mona Lis
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more computers means fewer kids sharing each one--an average of 7.3 students per computer in 199697, compared with 19.2 students per terminal just five years earlier, according to Market Data Retr
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The system delivers information where and when it's needed, and we get the most value for the dollars spent,"
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In the 1996-97 school year, 6.3 million computers were used for instruction in U.S. public schools, a whopping 186-percent increase from just five years earlier, according to the most recent figures from Market Data Retrieval, which surveys schools on technology use.
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teachers use a remote control to access video, satellite, cable and laser- disc technology from the school district's media distribution center without leaving their students.
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78 percent of public schools had at least one computer hooked up to the Internet, as did 27 percent of classrooms, up from only 3 percent of classrooms in 1994,
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malware definition - Google Search - 0 views
www.google.com/#hl=en&sclient=psy-ab&q=malware+definition&oq=+Malware+de&gs_l=serp.1.0.0l4.887.1320.1.3104.2.2.0.0.0.0.194.388.2j1.3.0...0.0...1c.1.8.psy-ab.dQ_-gcYG0mY&pbx=1&bav=on.2,or.r_qf.&fp=224b1cd839b2e194&biw=1280&bih=923
DGL Vocabulary
shared by Michael Fritzel on 11 Apr 13
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mal·ware /ˈmalˌwe(ə)r/NounSoftware that is intended to damage or disable computers and computer systems.
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Digital literacy - Wikipedia, the free encyclopedia - 0 views
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"to recognize and use that power, to manipulate and transform digital media, to distribute pervasively, and to easily adapt them to new forms"
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Research around digital literacy is concerned with wider aspects associated with learning how to effectively find, use, summarize, evaluate, create, and communicate information while using digital technologies; not just being literate at using a computer.
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Digital literacy researchers explore a wide variety of topics, including how people find, use, summarize, evaluate, create, and communicate information while using digital technologies. Research also encompasses a variety of hardware platforms, such as computer hardware, cell phones and other mobile devices and software or applications, including web search or Internet applications more broadly. As a result, the area is concerned with much more than how people learn to use computers. In Scandinavian English as well as in OECD research, the term Digital Competence is preferred over literacy due to its holistic use. A digitally literate person may be described as a digital citizen.
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Issues to Consider When Implementing Digital and Media Literacy Programs | KnightComm - 0 views
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concern is whether people will be able to transfer their self-developed digital skills beyond their affinity groups, fan communities or local social cliques.
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, we should not assume they are digitally literate in the sense that we are discussing it here (Vaidhyanathan, 2008).
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For young people today, it is vital that formal education begin to offer a bridge from the often insular and entertainment-focused digital culture of the home to a wider, broader range of cultural and civic experiences that support their intellectual, cultural, social and emotional development.
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simply buying computers for schools does not necessarily lead to digital and media literacy education. Schools have a long way to go on this front. Access to broadband is a substantial issue as diffusion is uneven across American cities and towns (Levin, 2010).
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andatory Internet filtering in schools means that many important types of social media are not available to teachers or students. And though there are computers with Internet access in most classrooms, fewer than half of American teachers can display a website because they do not have a data projector available to them.
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Many American parents mistakenly believe that simply providing children and young people with access to digital technology will automatically enhance learning.
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the “soccer mom” has been replaced by the “technology mom” who purchases a Leapfrog electronic toy for her baby, lap-surfs with her toddler, buys a Wii, an xBox and a Playstation for the kids and their friends, puts the spare TV set in the child’s bedroom, sets her child down for hours at a time to use social media like Webkinz and Club Penguin, and buys a laptop for her pre-teen so she will not have to share her own computer with the child.
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In many American homes, the computer is primarily an entertainment device, extending the legacy of the television, which is still viewed for more than 3 hours per day by children aged 8 to 18, who spend 10 to 12 hours every day with some form of media (Kaiser Family Foundation, 2010). The computer is used for downloading music, watching videos, playing games and interacting on social networks.
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Content risks – This includes exposure to potentially offensive or harmful content, including violent, sexual, sexist, racist, or hate material. Contact risks – This includes practices where people engage in harassment, cyber bullying and cyber stalking; talk with strangers; or violate privacy. Conduct risks – This includes lying or intentionally misinforming people, giving out personal information, illegal downloading, gambling, hacking and more.
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For example, when it comes to sexuality, both empowerment and protection are essential for children, young people and their families. Young people can use the Internet and mobile phone texting services to ask difficult questions about sexuality, get accurate information about sexual heath and participate in online communities. The Internet also enables and extends forms of sexual expression and experimentation, often in new forms, including webcams and live chat. Pornography is a multibillion dollar industry in the United States. In a country with the highest teenage pregnancy rate of all Western industrialized countries in the world, a recent report from the Witherspoon Institute (2010) offers compelling evidence that the prevalence of pornography in the lives of many children and adolescents is far more significant than most adults realize, that pornography may be deforming the healthy sexual development of young people, and that it can be used to exploit children and adolescents. Teens have many reasons to keep secret their exposure to pornography, and many are unlikely to tell researchers about their activities. But about 15 percent of teens aged 12 to 17 do report that they have received sexually explicit images on their cell phones from people they knew personally (Pew Internet and American Life Project, 2009).
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Expanding the Concept of Literacy. Make no mistake about it: digital and media literacy does not replace or supplant print literacy. At a time when the word “text” now means any form of symbolic expression in any format that conveys meaning, the concept of literacy is simply expanding. Literacy is beginning to be understood as the ability to share meaning through symbol systems in order to fully participate in society. Print is now one of an interrelated set of symbol systems for sharing meaning. Because it takes years of practice to master print literacy, effective instruction in reading and writing is becoming more important than ever before. To read well, people need to acquire decoding and comprehension skills plus a base of knowledge from which they can interpret new ideas. To write, it is important to understand how words come together to form ideas, claims and arguments and how to design messages to accomplish the goals of informing, entertaining or persuading.
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What is Database (DB)? Webopedia - 0 views
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a database is basically a collection of information organized in such a way that a computer program can quickly select desired pieces of dat
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A database is information organized in such a way that a computer program can quickly select pieces of data. You can think of it as an electronic filing system.
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A database is information organized in such a way that a computer program can quickly select pieces of data. You can think of it as an electronic filing system.
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How to Become a Game Designer | Schools.com - 0 views
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You’ve been called a “gamer” for as long as you can remember, so you might as well make a career out of it, right? Well, it might all sound like fun and games, but game design has evolved from the days of scribbling a great idea on the back of a napkin into an elaborate process involving a specialists trained in a variety of disciplines who collaborate and sometimes work long hours to create great computer or video games replete with state-of-the-art animation and visual effects. According to the U.S. Bureau of Labor Statistics, 59 percent of multimedia artists and animators, which includes computer and video game designers, are self-employed, often working from home but also in offices. It goes without saying that it is helpful to possess artistic ability and talent, but people lacking in those areas may compensate with robust technical and computer skills, preferred by some employers. Likewise, those who do not have strong computer skills may make up for it through demonstrable artistic talent. The demand for more realistic video games continues to increase, but growth may be tempered by companies hiring lower-paid animators overseas, and by stiff competition as large numbers of game designers enter the field. Individuals interested in pursuing this career may benefit from a solid blend of education, hands-on experience, and a combination of artistic and technical skills. Learn more about working in the field of game design, i.e., what game designers do, how to become a game designer, career paths, and career outlook, in the following infographic. Sources: Career Skills, GameDegree.comNew Reports Forecast Global Video Game Industry Will Reach $82 Billion By 2017, Forbes, July 2012So You Wanna Be a: Game Designer, GameSpot For a complete list of sources, please view the infographic.
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Jennifer J. Preece | Maryland's iSchool - College of Information Studies - 0 views
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Research Interests: Computer-mediated communication, human-Computer interaction, online communities, management and design of social media, motivation for participation in social media, mobile communication Her two most recent books are: Preece, J. (2000). Online Communities: Designing Usability, Supporting Sociability. Chichester, UK: John Wiley & Sons. Preece, J. Rogers, Y. & Sharp, H. (2007) Interaction Design: Beyond Human-Computer Interaction. 2nd Edition. New York, NY: John Wiley & Sons.
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databases definition - Google Search - 0 views
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DGL Vocabulary
shared by Michael Fritzel on 11 Apr 13
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databases plural of da·ta·base NounA structured set of data held in a computer, esp. one that is accessible in various ways.
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Digital native - Wikipedia, the free a encyclopedia - 0 views
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a digital native as a person who understands the value of digital technology and uses this to seek out opportunities for implementing it with a view to make an impact.
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Marc Prensky coined the term digital native in his work Digital Natives, Digital Immigrants published in 2001
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Due to the obvious divide set between digital natives and digital immigrants, sometimes both generations are forced to meet which commonly results in conflicting ideologies of digital technology. The everyday regime of worklife is becoming more technologically advanced with improved computers in offices, more complicated machinery in industry etc. With technology moving so fast it is hard for digital immigrants to keep up.
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This creates conflicts among older supervisors and managers with the increasingly younger workforce. Similarly, parents clash with their children at home over gaming, texting, YouTube, Facebook and other Internet technology issues. The Pluralist Generation is made up of digital natives
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Education, as Marc Prensky states, is the single largest problem facing the digital world as our Digital Immigrant instructors, who speak an outdated language (that of the pre-digital age), are struggling to teach a population that speaks an entirely new language. Immigrants suffer complications in teaching natives how to understand an environment which is "native" to them and foreign to Immigrants. Prensky's own preference to this problem is to invent computer games to teach digital natives the lessons they need to learn, no matter how serious. This ideology has already been introduced to a number of serious practicalities.
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For example, piloting an Unmanned Aerial Vehicle (UAV) in the army consists of someone sitting in front of a computer screen issuing commands to the UAV via a hand-held controller which resembles (in detail) the model of controllers that are used to play games on an Xbox 360 game console.
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The term suggests a familiarity with technology that not all children and young adults who would be considered digital natives have, though some instead have an awkwardness with technology that not all digital immigrants have.
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A digital native is a person who was born during or after the general introduction of digital technologies and through interacting with digital technology from an early age, has a greater understanding of its concepts.
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Digital Literacy - 0 views
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digital literacy means basic comfort and competence in using computers, smart phones, electronic tablets, and other web-accessible devices.
Computer Space and the Dawn of the Arcade Video Game - 1 views
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Information Literacy - 0 views
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The Evolution of Information Literacy The accepted definition of literacy has evolved from being able to read and write to the expanded and more elaborate ability to address the practices and outcomes of education in the Information Age. Literacy is referred to in different terms: math literacy, reading literacy, media literacy, print literacy, visual literacy, cultural literacy, computer literacy. Each literacy prescribes a particular process by which that content area can be more easily negotiated. But there is one -- Information Literacy -- under which all the other literacies reside because it is a tool of empowerment. Students who possess information literacy have a heightened capacity for doing meaningful, relevant work. "Regardless of where information literacy skills are employed, they are applicable in any school, play, or work situation."
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information literacy provides a conceptual framework and broad guidelines which describe the information-literate student.
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EBSCOhost: Educate students about consequences of online misconduct - 0 views
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It says that college administrators are seeking ways to prevent misbehavior of students on the Internet by imposing policies on computer use. General counsel Steven McDonald from Rhode Island School of Design states that instead of creating elaborate policies and procedures, these officials should teach students the basic principles in using computer like telling them that cyberspace is not free from law.
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What Is Malware? (with picture) - 1 views
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Malware is a portmanteau, a term combining "malicious" and "software" to describe a type of program designed to steal information from or cause damage to a computer.
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It includes things like spyware and adware programs, including pop-ups and even tracking cookies, which are used to monitor users' surfing habits without permission.
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It also includes more sinister hazards, such as keyloggers, Trojan horses, worms, and viruses. In simpler terms, it is any software that is intended by the developer to cause harm or exploit people's computers or private records without consent.
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The earliest well-known examples of malware, which appeared during the early to mid-1990s, were largely the result of experimentation and pranks by curious developers trying to expand their skills.
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Turnitin Systems: A Deterrent to Plagiarism in College Classrooms.: EBSCOhost - 0 views
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Note 1: Most researchers conclude that digital plagiarism - Internet pr computer-driven copying without attribution - is rampant(e.g., Macdonald & Carroll, 2006; Walker, 2010) and has been for some time. Note 2: In short, computer technology and the Internet now make plagiarism an easy enterprise. A major implication of this state of affairs is that faculty will need to be more diligent in their efforts to mitigate the practice, especially those who educate large number of students (Ledwith & Risquez, 2008) Note 3: Consequently,plagiarism detection systems offer educational research a direct empirical measurement of the behavior rather than speculation based on hearsay. Note 4: In addition to catching plagiarism when it occurs, detection systems also can be useful in deterring plagiarism outright. Note 5: a large body of evidence suggests that this software can be an effective tool in detecting plagiarism(e.g., Batane, 2010; Ogilvie & Stewart, 2010; Tackett et al, 2010; Walker, 2010).
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What is malware and how can we prevent it? | Security News - 1 views
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Malware is an abbreviated term meaning “malicious software.” This is software that is specifically designed to gain access or damage a computer without the knowledge of the owner.
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There are various types of malware including spyware, keyloggers, true viruses, worms, or any type of malicious code that infiltrates a computer.
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The best protection from malware continues to be the usual advice: be careful about what email attachments you open, be cautious when surfing and stay away from suspicious websites, and install and maintain an updated, quality antivirus program.