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Kerrie D

Virtual Worlds - Wikipedia - 0 views

  • A virtual world is a genre of online community that often takes the form of a computer-based simulated environment, through which users can interact with one another and use and create objects[1].
    • stephanie j
       
      definition of a virtual world
  • Virtual worlds are intended for its users to inhabit and interact, and the term today has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others graphically
  • One perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual world
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  • According to K Zero, a virtual world consultancy service, there are nearly 1 billion (1,009,000,000) people worldwide registered in virtual worlds today.[33]
  • I envision virtual worlds evolving for business and cultural development as the medium becomes more ubiquitous."
  • "synthetic worlds" is a better term for these cyberspaces
  • can encompass computer conferencing and text based chatrooms.
  • Such modeled worlds and their rules may draw from the reality or fantasy worlds.
  • Massively multiplayer online games depict a wide range of worlds, including those based on fantasy, science fiction, the real world, super heroes, sports, horror, and historical milieus.
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    Virtual Worlds summary. Virtual Worlds; better term for cyberspaces "synthetic worlds". Help people learn about Virtual Worlds and how they are used.
Blakelee H

Internet Addiction Left My Brother Homeless - Newsweek and The Daily Beast - 0 views

  • Internet addiction sounds like a punch line. But it ruined my brother's life. Print Email Comments (Page 1 of 3) Last Friday I walked into the most recent inpatient Internet addiction treatment center to open in the United States and asked a really dumb question. "Do you have Wi-Fi here?" I bumbled, prompting an awkward smile from the man who opened the door at the Fall City, Wash.-based ReSTART Internet Addiction Recovery Program. It was the equivalent of walking into an Alcoholics Anonymous meeting and asking for a single-malt Scotch.It was also revealing. I hadn't checked my e-mail, Facebook, or Twitter accounts for nearly 14 hours by the time I showed up at the wooded five-acre retreat, situated with some irony less than 15 miles from Microsoft Corp.'s Redmond headquarters. That drought had begun to eat away at me enough that by the time I walked through the door I was so fixated on plugging back in that my brain was able to push past the blatant insensitivity it took to ask such a question.Most of my friends smirked when I told them I was heading up to Washington to write a story about the newly opened center, which sits on a wooded parcel of property adorned with a 3,500-square-foot craftsman house, Western red cedar treehouses, chicken coops, and goat pens. We all kid about being hooked on Facebook, but it doesn't really seem like the kind of thing anybody would need to drop $14,000 (the cost of a 45-day stay at ReSTART) on to quit cold turkey. The fact is, though, I have believed for some time now that Internet addiction is a very real phenomenon. And not just because I've read stories about the well-established and at-capacity treatment centers in China and South Korea, or because I know antisocial kids who routinely put in 14-hour shifts playing World of Warcraft. Internet addiction is the reason my 36-year-old brother has been homeless for most of his adult life.I hadn't really understood this until recently, because having a homeless brother always terrified me too much to make any real effort to understand why Andrew could never get his life together. A couple of years ago I decided I'd protected myself from this depressing truth long enough. I contacted my brother and said I wanted to spend a day with him, from the moment he awoke to the time he went to sleep, to see what his life was like. I approached the trip with a journalist's curiosity and method—a pen and steno pad—but it was obviously going to be a personal expedition.Andrew, who is four years older than I am, sleeps in a roomy tent, atop three mattresses he's acquired from one place or another, between a set of railroad tracks and Oregon State Highway 99, in a clearing ringed by blackberry bushes. He lives most days the same way. He gets up when he feels like it, walks to the local Grocery Outlet, and uses food stamps to buy a microwaveable meal. Then he treks over to the local soup kitchen and enjoys a free lunch, answering the greetings of his other homeless pals, who speak to me highly of the obese, bearded man they call "Ace."When the rest of his buddies head off to the park to suck down malt liquor or puff weed, Andrew eyes a different fix at the Oregon State University computer lab, which is open to the public. He'll spend the next 10 hours or so there, eyes focused on a computer screen, pausing only to heat up that microwaved meal. He plays role-playing videogames such as World of Warcraft, but he's also got a page of RSS feeds that makes my head spin, filled with blogs he's interested in, news Web sites, and other tentacles into cyberspace. He goes "home" only when the lab closes. He's recently acquired a laptop, after much fundraising from sympathetic relatives, so he can now stay connected day and night, if he can find an open Wi-Fi hot spot.Through the day I peppered him with questions, all meant to answer this one: why had he failed to make something of himself, and I hadn't? It was a complicated question, but it
William B

Top 10 Cases of Extreme Game Addiction - 1 views

  • Video games can be very addicting; in fact, some people accuse developers of making the games addictive on purpose. The following are 10 cases of video game addiction that get more and more extreme. 10 Skipping School I’ve skipped school before, but this kid takes the cake for the most elaborate excuse. A 15-year-old from Perth, Australia, skipped school to play online games for over 16 hours a day, over a full three weeks. How did he do this? Every morning he put on his school uniform until his mother went to work. As soon as she left, he would change out of it and started playing. His mother would return home after he was supposed to have come home from school. To cover for himself at school, he had informed the school he was having surgery. His parents finally caught on to his ruse when the school contacted them to check up on him. 9 Teen Burns Classmate How many of us have gotten into a schoolyard scuffle? We’ve all been there, but a boy in Beijing took it to the next level. Apparently having lost himself in the game, World of Warcraft, he “became” a fire mage in his mind, and set his classmate on fire. For those who don’t play World of Warcraft, I’m sure it’s fairly easy to deduce what a fire mage does by putting two and two together. 8 Fifty-Hour Starcraft Session I’ve pulled all-nighters before while playing games, but a man in South Korea almost pulled off three all-nighters…in a row. After a 50-hour Starcraft session, the South Korean man collapsed and died from heart failure. It was presumed that his death was caused by exhaustion, because he had only stopped to use the washroom and for short periods of sleep. There have been other cases in China where people have been playing anywhere from 3 to 15 days. However I chose to include this one because it received attention from a major news agency. 7 Suicide over a Game On December 27, 2004, Xioyi left a suicide note saying he wanted “to join the heroes of the game he worshiped.” The thirteen-year-old then jumped off a tall building after playing World of Warcraft for 36 hours straight. His parents are now suing the Chinese distributors of the game for $12,500. 6 Girl Dies Because of Neglect A three-year-old South Korean girl died of neglect when her parents spent more time raising a virtual girl than her. The game they had been playing was Prius Online, a game similar to Second Life where players work virtual jobs and well… live a second, virtual, life. The couple had left for a 12-hour gaming session at an internet café, leaving their daughter unattended. Upon returning home, they found her dead. googletag.display('div-gpt-ad-1350520431768-2');
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    Video games can be very addicted. It can cause people to hurt themselves and kill themselves because they are so addicted. Many people eat so addicted to a game they only care about the game and nothing else. "Video games can be very addicting; in fact, some people accuse developers of making the games addictive on purpose. The following are 10 cases of video game addiction that get more and more extreme. 10 Skipping School skipping school.jpg I've skipped school before, but this kid takes the cake for the most elaborate excuse. A 15-year-old from Perth, Australia, skipped school to play online games for over 16 hours a day, over a full three weeks. How did he do this? Every morning he put on his school uniform until his mother went to work. As soon as she left, he would change out of it and started playing. His mother would return home after he was supposed to have come home from school. To cover for himself at school, he had informed the school he was having surgery. His parents finally caught on to his ruse when the school contacted them to check up on him. 9 Teen Burns Classmate firemage.jpg How many of us have gotten into a schoolyard scuffle? We've all been there, but a boy in Beijing took it to the next level. Apparently having lost himself in the game, World of Warcraft, he "became" a fire mage in his mind, and set his classmate on fire. For those who don't play World of Warcraft, I'm sure it's fairly easy to deduce what a fire mage does by putting two and two together. 8 Fifty-Hour Starcraft Session starcraft-2-logo.png I've pulled all-nighters before while playing games, but a man in South Korea almost pulled off three all-nighters…in a row. After a 50-hour Starcraft session, the South Korean man collapsed and died from heart failure. It was presumed that his death was caused by exhaustion, because he had only stopped to use the washroom and for short periods of sleep. There have been other cases in China where people have bee
Matthew T

Popular virtual worlds for tweens and teens - 0 views

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    This is some more of the virtual worlds teens are on. "Virtual worlds for teens Kids don't outgrow virtual worlds when they hit their teenage years. Many virtual worlds are geared toward the teenage set and they are gaining popularity every day. Meez - With over 80 casual games and multimedia sharing, Meez is a great site for teens. Avatars can navigate different neighborhoods, interact with friends, leave messages and watch videos. Teens can customize avatars that can be exported to other social networks and gaming sites. RuneScape - The RuneScape world is a medieval fantasy realm where players travel through different kingdoms and cities. Users create customizable avatars, fight monsters, complete quests, play games, chat and trade with others, and much more. Both free and premium memberships are available. IMVU - Intended for the teen crowd, IMVU boasts over 100 million users in 88 different countries and has a virtual goods catalog of over 10 million items. Users can search for people based on gender, location and age or join groups based on interests or personal opinions. SuperSecret - In SuperSecret, players start at age 10 and grow up to age 18 by achieving things in a variety of games. As users get older within the games, they get more privileges - at 16 they can drive a virtual car, at 18 they can vote, etc."
Matthew T

Virtual world, online world to play, chat and flirt in 3D | Smeet - 0 views

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    This is an example of a virtual world. "Show off your creativity by building and decorating your avatar world, a full 3D Home that expands as you play! You can also meet new people in public hangout spaces, attend live events within Smeet, try out items brought to you by our partnerships with popular artists and brands and complete fun tasks. In order to make Smeet a personalized and user-friendly experience, we also offer a special virtual world for teens where they can interact with other users their own age and chat about everything from Pop stars, music and movies to teachers, classes, and homework. The virtual world for adults allows users the opportunity to show off the latest Smeet styles, playfully meet and flirt with new people, and create an exciting online life."
Jerilyn J

Getting a Peek at Future of Virtual Worlds - CBS News - 0 views

  • Today, the term "virtual world" means a lot of things to a lot of people. To many, it means 2D online social games like Gaia Online or Club Penguin. To some, it means large-scale massively-multiplayer online games like World of Warcraft. And to others, it's open-ended 3D experiences like Second Life.
  • One could argue that virtual worlds have even taken a technological step backward, as most of the energy in the space these days is being put into building 2D Flash worlds for kids, or Facebook games played by the masses. It's big business, but hardly cutting edge.
  • The biggest danger at the moment for those who want to see rich, 3D virtual worlds take off right away is the massive popularity of social networks like Facebook and Twitter.
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  • the future's not going to be all text and Flash windows. The fact that it is right now speaks to the deep human desire for real life connections and instantaneousness that new types of virtual worlds have to learn from. But I can't see it stopping there...I see social networks like Facebook that put everyone in the real world one click away as the foundational piece that was missing from a lot of last generation virtual worlds. Now there's a new wheel to build on.
stephanie j

Virtual Worlds Online - 2 views

  • Virtual worlds online are computer-generated environments where users interact using avatars.
  • the user will be presented with various scenarios, realistic and imagined, in which he can interact.
  • Virtual worlds online can mimic the real world and real life situations or can be totally based on fantasy Rules and other measures usually exist in a virtual world to give directions to users.
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  • An avatar is a user’s online personality or a 3D figure created to represent the user while he is in virtual space. The ability to have avatars interact is the main impetus behind virtual worlds online.
  • Millions of users log onto virtual worlds every day. These users find alternative realities in a virtual world and use these online worlds for gaming and communicating with others.
stephanie j

The Watch - virtual worlds in the news - 0 views

  • Virtual world helps in murder case.
  • Virtual world Meez goes mobile with Android, iPhone and iPad apps.
  • Virtual world Habbo hits more than 200M registered users
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  • Army taps Second Life for troop and family support.
Ridge C

Social interaction of virtual worlds - 0 views

  • According to Daden, there were four basic types of virtual worlds three years ago — gaming worlds like World of Warcraft, 3D chat platforms like IMVU, open virtual worlds like Second Life, and proprietary simulations used for training in businesses, government and education settings. There are technical reasons why game engines are used for gaming worlds rather than virtual world platforms, due better graphics and scalability. Similarly, simulations are often created using simulation engines.
Tristan S

Virtual Worlds Review: What is a Virtual World? - 0 views

  • A virtual world is an interactive simulated environment accessed by multiple users through an online interface. Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG's." There are many different types of virtual worlds, however there are six features all of them have in common:
  • 1. Shared Space:
  • 3. Immediacy:
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  • 2. Graphical User Interface:
  • 4. Interactivity:
  • 5. Persistence:
  • 6. Socialization/Community:
Jerilyn J

Is Virtual Etiquette Different from Real World Etiquette? | Leading Virtually - 1 views

  • Should the rules of engagement from the real world carry over to the virtual? Finally, I’m left with the question of whether we should be conducting ourselves in the virtual world as if we are in the real world when asking others to contribute to our projects, presentations, or inviting speakers in-world to address our teams. My personal opinion is that we need some of these real world social norms to persist in the virtual world in order to maintain positive relationships and reputations. What do you think? I’d love to hear other experiences and opinions.
Asa N

Making The Most Of These Virtual Worlds For Kids - 0 views

  • The Role Of Parents And Kids In Virtual Worlds For Kids
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    The Role Of Parents and Kids in Virtual Worlds for Kids This Article talks about how Virtual Worlds can help kids, and hurt them.
Matthew T

A Look at the World's Largest Game Worlds | TravelInsurance.org - 2 views

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    shows the size of some of the game worlds. "If you're a true gamer, you know that size does matter - in the virtual world, that is. Here's a look at the largest land-based video games out there. "
Maggie H

iPredators: Cyberbullying to cyber-harassing troll cop from hell - 1 views

  • Newsletter Subscriptions Newsletter Archives White Papers Webcasts Podcasts This Week In Print IT Jobs Community Slideshows New Data Center Solution Centers Aruba Networks Bring Your Own Device (BYOD) Aerohive Enterprise Networking Solution Center BMC Control-M Workload Automation CA Technologies Executive Resource Center CA Technologies Transform Your IT Strategy Dell 12th Generation PowerEdge Servers Solution Center HP + Microsoft Data Management Appliances & Architectures Network World Accelerating the Cloud Challenge Network World Data Center Challenge 2012 Network World Next Generation Firewall Challenge Network World Wi-Fi Challenge Riverbed Accelerate Business Performance Solution Center Silver Peak's Virtual WAN Optimization Center View all Solution Centers // Network World #nww_header ul.top_nav li.dropdown ul { display:none; } #nww_header ul.top_nav li.dropdown_active ul { background:url("http://www.networkworld.com/includes/styles/r08/img/more-back.gif") repeat-x scroll left top black; cursor:pointer !important; border:1px solid black; position:absolute; margin-top:20px; display:block; width:150px; left:0; } #nww_header ul.top_nav li.dropdown span { background-position:right center; background-repeat:no-repeat; cursor:default !important; padding:0 0 0 6px; color:#000000; height:20px; width:37px; } #nww_header ul.top_nav li ul li { background:none repeat scroll 0 0 transparent; margin-left:0; padding:0; } #nww_header ul.top_nav li.dropdown_active ul li a { background:url("http://www.networkworld.com/includes/styles/r08/img/more-sep.gif") no-repeat scroll left bottom transparent; cursor:pointer !important; text-decoration:none; padding-bottom:5px; padding-left:10px; line-height:11px; padding-top:3px; color:#EEEEEE; display:block; width:130px; } #nww_header ul.top_nav li.dropdown_active ul li.noBackground a { background:none; } #nww_header ul.top_nav li.dropdown_active ul li a:hover { background:url("http://www.networkworld.com/includes/styles/r08/img/more-hi.gif") repeat-x scroll left bottom transparent; padding-right:10px; width:129px; } function isMoreHovering() { $("#morepopupcontainer").bind("mouseleave", function() { $("#morepopupcontainer").hide(); }); $("#morepopupcontainer").show(); } $(document).ready(function() { $('.dropdown').hover( function () { $(this).addClass("dropdown_active"); }, function () { $(this).removeClass("dropdown_active"); } ); }); News Blogs & Columns &lpos=Nav:Ut
  • Back to Microsoft SubnetPrivacy and Security FanaticMs. Smith -- Select Microsoft Subnet Blog --Author expert: Microsoft Expression Web 3Brian Egler's SQL Server StrategiesEssential SharePointManaging MicrosoftMicrosoft Explorer Microsoft InsightsMicrosoft, Google and cloud tech newsMostly MicrosoftPrivacy and Security FanaticRated Critical: A Microsoft Security BlogSecrets of Windows Back Office ServersSQL Marklar The Best Microsoft VideosThe Social EnterpriseWatch Your Assets Previous Article iPredators: Cyberbullying to cyber-harassing troll cop from hellOctober is pegged to raise awareness about cyberbullying, cybersecurity and domestic violence, but an iPredator can play a part in all three. While getting help from the authorities is not always easy, what about when the cyber-creep doing the harassing and trolling is a cop? By Ms. Smith on Wed, 10/24/12 - 12:24pm. window.fbAsyncInit = function() { FB.init({ appId : '147094931979429', //NWW appId channelUrl : '//www.networkworld.com/community/sites/all/modules/nwmisc/channel.html', status : true, // check login status cookie : true, // enable cookies to allow the server to access the session xfbml : true // parse XFBML }); FB.Event.subscribe('edge.create', function(response) { if(typeof(OPG.Tracking.omniture_tl) != 'undefined') OPG.Tracking.omniture_tl('Social Click Complete', 'default'); }); }; (function(d, s, id) { var js, fjs = d.getElementsByTagName(s)[0]; if (d.getElementById(id)) return; js = d.createElement(s); js.id = id; js.src = "//connect.facebook.net/en_US/all.js#xfbml=1"; fjs.parentNode.insertBefore(js, fjs); }(document, 'script', 'facebook-jssdk')); 4 Comments Print document.writeln(''); document.writeln(''); document.writeln(''); document.writeln(''); document.writeln(''); document.writeln(''); document.writeln(''); clas
  • When it comes to cyberbullying, there are thousands of articles online about the tragic suicide of 15-year-old Amanda Todd and how Anonymous may have unmasked the man who bullied her into sending pictures which he later posted online and sent to her friends. While the man responsible for tormenting the Canadian teenager was a creep and a bully, since an adult was involved then it technically wasn't cyberbullying, according to Stop cyberbullying.
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    October is cybersecurity month and bullying prevention awareness month.
Zachary D

more effects of virtual worlds - 0 views

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    people use it to fill a since of compliment that they don't have in the real world allows for people to have a relationship with complete strangers on the other side of the world may lead to a need of therapy
Tristan S

3D Virtual Worlds, build your own world in minutes, chat in 3d worlds. - 0 views

shared by Tristan S on 22 Feb 11 - Cached
  • Shop till you drop
  • Live in your very own home
  • Meet, greet and chat
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  • Schools from around the globe are using ActiveWorlds for education. Educational multi-user worlds reengage students in learning and retention by immersing them in a medium they are both familiar with and enjoy.
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    This site can help you meet new people, explore exotic worlds, and and have fun just about anywhere you can imagine.
stephanie j

Virtual Worlds Review: Virtual Worlds List By Category - 0 views

  • Best for Teens Coke Studios Dubit Habbo Hotel The Manor The Palace Playdo Second Life for Teens The Sims Online Sora City There TowerChat whyrobbierocks.com Yohoho! Puzzle Pirates
  • Free Access! Active Worlds Coke Studios Dreamville Dubit Habbo Hotel Mokitown Moove Muse The Palace Playdo Second Life Sora City There TowerChat Traveler Virtual Ibiza Virtual Magic Kingdom Voodoo Chat whyrobbierocks.com Whyville Worlds.com Yohoho! Puzzle Pirates
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    list of many different virtual worlds
stephanie j

Educational Frontiers: Learning in a Virtual World (EDUCAUSE Review) | EDUCAUSE - 1 views

  • Virtual worlds are engaging, stimulating spaces where students can meet online for normal class activities, including lectures, discussions, case studies, projects, papers, exams, and labs.
  • A virtual world class differs from a traditional course management system, such as Blackboard or Moodle, due to the three-dimensional (3D) graphical setting, the use of avatars to represent the class participants, and the sense of presence that puts the learner within the scene.
  • Virtual world classrooms are no less real than other online class environments, and if used for synchronous class sessions, they may simulate a campus-based class meeting.
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    What virtual worlds are and what goes on.
Maggie B

Nine Elements - 3 views

  • one has the opportunity to communicate and collaborate with anyone from anywhere and anytime. Unfortunately, many users have not been taught how to make appropriate decisions when faced with so many different digital communicatio
  • communicate with other people. In the 19th century, forms of communication were limited. In the 21st
  • Digital Citizenship
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  • citizenship can be defined a
  • to create rules and policy, we must teach everyone to become responsible digital ci
  • l uncomf
  • ic standards of conduct or procedure. Technology users often see this area as one o
  • oral goods and services are surfacing such as pornography and gambling. Users need to learn about how to be effective consumers in a new digital economy. 
  • t economy is being done electronically. Legitimate and legal exchanges are occurring, but the buyer or seller need
  • n electronic society. All people should have fair access to technology no matter who they are.  Places or organizations with limited connectivity need to be addressed as well.  To become productive citizens, we need to be committed
  • norms of appropriate, responsible behavior with regard to technology use. 
  • 1.   Digital Access:   full electronic participation in society. Technology users need to be aware of and support electronic access for all to create a foundation for Digital Citizenship.
  • s the
  • Digital
  • 2.   Digital Commerce:   electronic buying and selling of goods. Technology users need to understand that a large share of marke
  • 3.   Digital Communication:   electronic exchange of information.
  • One of the significant changes within the digital revolution is a person’s ability to
  • offer a wide variety of choices (e.g., e-mail, cellular phones, instant messaging).  The expanding digital communication options have changed everything because people are able to keep in constant communication with anyone else.
  • n options.
  • 4.   Digital Literacy:   process of teaching and learning about technology and the use of technology. While schools have made great progress in the area of technology infusion, much remains to be done. A renewed focus must be made on what technologies must be taught as well as how it should be used.
  • 5. Digital Etiquette:   electron
  • 9.   Digital Security (self-protection):   electronic precautions to guarantee safety.
  • We need to have virus protection, backups of data, and surge control of our equipment. As responsible citizens, we must protect our information from outside forces that might cause disruption or harm.
  • Digital Law:   electronic responsibility for actions and deeds
  • Digital Rights & Responsibilities:   those freedoms extended to everyone in a digital world
  • Digital Health & Wellness:   physical and psychological well-being in a digital technology world.
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    Most people make the wrong health decisions. When they make these decisions, they mess up their whole life. Online health is the same. If you mess up there, you mess up your life.
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    "Nine Themes of Digital Citizenship Digital citizenship can be defined as the norms of appropriate, responsible behavior with regard to technology use. 1. Digital Etiquette: electronic standards of conduct or procedure. Technology users often see this area as one of the most pressing problems when dealing with Digital Citizenship. We recognize inappropriate behavior when we see it, but before people use technology they do not learn digital etiquette (i.e., appropriate conduct). Many people feel uncomfortable talking to others about their digital etiquette. Often rules and regulations are created or the technology is simply banned to stop inappropriate use. It is not enough to create rules and policy, we must teach everyone to become responsible digital citizens in this new society. 2. Digital Communication: electronic exchange of information. One of the significant changes within the digital revolution is a person's ability to communicate with other people. In the 19th century, forms of communication were limited. In the 21st century, communication options have exploded to offer a wide variety of choices (e.g., e-mail, cellular phones, instant messaging). The expanding digital communication options have changed everything because people are able to keep in constant communication with anyone else. Now everyone has the opportunity to communicate and collaborate with anyone from anywhere and anytime. Unfortunately, many users have not been taught how to make appropriate decisions when faced with so many different digital communication options. 3. Digital Literacy: process of teaching and learning about technology and the use of technology. While schools have made great progress in the area of technology infusion, much remains to be done. A renewed focus must be made on what technologies must be taught as well as how it should be used. New technologies are finding their way into the work place that are not being used in schools (e.g., videoconfer
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    9 elements to digital citizenship
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    In order for students to be achieve digital citizenship, we must know how to communicate properly.
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    Nine Themes of Digital Citizenship Digital citizenship can be defined as the norms of appropriate, responsible behavior with regard to technology use. 1. Digital Access: full electronic participation in society. Technology users need to be aware of and support electronic access for all to create a foundation for Digital Citizenship.
Asa N

Virtual world activity (Summer 2010) | Virtual World Watch - 1 views

  • Virtual world activity in UK universities and colleges
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    Virtual World activity in UK universities and colleges.
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