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Jim Ward

http://print-bingo.com/ - 10 views

A free web based bingo card generator used by hundreds of people every day! Print-Bingo.com is a completely web based program for printing many types of bingo cards, including those with your own c...

started by Jim Ward on 01 Dec 11 no follow-up yet
Roland Gesthuizen

There Are No Technology Shortcuts to Good Education « Educational Technology ... - 73 views

  • “At its best, the fascination with ICT as a solution distracts from the real issues. At its worst, ICT is suggested as substitute to solving the real problems, for example, ‘why bother about teachers, when ICT can be the teacher’. This perspective is lethal.”
  • some uses of computers in education can be justified, although with the ever-applicable caution that while technology can augment good schools, it hurts poor schools.
  • Though children are naturally curious, they nevertheless require ongoing guidance and encouragement to persevere in the ascent. Caring supervision from human teachers, parents, and mentors is the only known way of generating motivation for the hours of a school day
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    There are no technology shortcuts to good education. For primary and secondary schools that are underperforming or limited in resources, efforts to improve education should focus almost exclusively on better teachers and stronger administrations. Information technology, if used at all, should be targeted for certain, specific uses or limited to well-funded schools whose fundamentals are not in question.
Tricia Hunt

How to Use New-Media Tools in Your Classroom (Video Playlist) | Edutopia - 1 views

    • Tricia Hunt
       
      Not really finding this video as helpful.  Twitter has been a round for a while and I am very acquainted with its uses.  Note - video was created in 2009...four years ago!
    • Tricia Hunt
       
      There is NO WAY it is acceptable to friend our students on facebook.  I agree that we should not make social media the elephant in the room.  I just do not see how it is appropriate to be friends with a student on facebook.
    • Tricia Hunt
       
      I would challenge kids to use their OWN digital devices (iPhones, etc) and see if they can make connections with what they see to what they are learning in school!
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    • Tricia Hunt
       
      Again...youtube...snore...been around forever!  I already know to use it all the time in the classroom.
    • Tricia Hunt
       
      Globe on Wii for Geography is obviously a HUGE engagement for kids!  Internet browser...so what...they can do that on a computer.  Wii Sports....of course the kids enjoy it, but who has time for it?
Roy Sovis

The Mindset List: 2017 List - 89 views

shared by Roy Sovis on 20 Aug 13 - No Cached
  • As they started to crawl, so did the news across the bottom of the television screen.
  • As their parents held them as infants, they may have wondered whether it was the baby or Windows 95 that had them more excited.
  • Having a chat has seldom involved talking.
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  • They could always get rid of their outdated toys on eBay.
  • Their TV screens keep getting smaller as their parents’ screens grow ever larger.
  • Plasma has never been just a bodily fluid.
  • Jurassic Park has always had rides and snack bars, not free-range triceratops and velociraptors.
  • With GPS, they have never needed directions to get someplace, just an address.
  • As they slept safely in their cribs, the Oklahoma City bomber and the Unabomber were doing their deadly work.
  • Their favorite feature films have always been largely, if not totally, computer generated.
  • They have never really needed to go to their friend’s house so they could study together.
  • They have always been able to plug into USB ports
  • Their parents’ car CD player is soooooo ancient and embarrassing.
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    Want to feel old? Read this list about the college class of 2017.
Mariusz Leś

Tools for Writers: Wikis | SFWA - 30 views

  • If you simply want a personal wiki for your computer, try Tiddlywiki.
    • Mariusz Leś
       
      I generally love tiddlywiki, but it takes too much time to set it up, as far as I am concerned.
Maughn Gregory

How to Fix Our Math Education - NYTimes.com - 63 views

  • the assumption that there is a single established body of mathematical skills that everyone needs to know to be prepared for 21st-century careers. This assumption is wrong. The truth is that different sets of math skills are useful for different careers, and our math education should be changed to reflect this fact.
  • Today, American high schools offer a sequence of algebra, geometry, more algebra, pre-calculus and calculus (or a “reform” version in which these topics are interwoven). This has been codified by the Common Core State Standards, recently adopted by more than 40 states. This highly abstract curriculum is simply not the best way to prepare a vast majority of high school students for life.
  • A math curriculum that focused on real-life problems would still expose students to the abstract tools of mathematics, especially the manipulation of unknown quantities. But there is a world of difference between teaching “pure” math, with no context, and teaching relevant problems that will lead students to appreciate how a mathematical formula models and clarifies real-world situations.
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  • For instance, how often do most adults encounter a situation in which they need to solve a quadratic equation? Do they need to know what constitutes a “group of transformations” or a “complex number”? Of course professional mathematicians, physicists and engineers need to know all this, but most citizens would be better served by studying how mortgages are priced, how computers are programmed and how the statistical results of a medical trial are to be understood.
  • Imagine replacing the sequence of algebra, geometry and calculus with a sequence of finance, data and basic engineering.
  • Traditionalists will object that the standard curriculum teaches valuable abstract reasoning, even if the specific skills acquired are not immediately useful in later life. A generation ago, traditionalists were also arguing that studying Latin, though it had no practical application, helped students develop unique linguistic skills. We believe that studying applied math, like learning living languages, provides both useable knowledge and abstract skills.
  • In math, what we need is “quantitative literacy,” the ability to make quantitative connections whenever life requires (as when we are confronted with conflicting medical test results but need to decide whether to undergo a further procedure) and “mathematical modeling,” the ability to move practically between everyday problems and mathematical formulations (as when we decide whether it is better to buy or lease a new car).
Frances Brisentine

Ghotit Free Online Service, Text-To-Speech Feature for Microsoft Explorer 7 - 43 views

  •  
    I tried this at our school on a student system. I had hoped that it might make typing more efficient for really young users in addition to helping our special needs. It made Word load too slowly for the general population, and our special needs students receiving their own computers with co-writer or other word prediction software supported through our LEA. It had a nice interface (big icons, text is big, etc.), but it won't server our needs at this time.
Mary Beth  Messner

Grading essays: Humans vs. machine - USATODAY.com - 28 views

  • The testing service compared the results of E-Rater evaluations of students' papers to human grading, and to students' scores on the SAT writing test and the essay portion of the SAT writing test (which is graded by humans). ETS found very high correlations between the E-Rater grades and the SAT grades and, generally, to the human grades of the placement test.
  • In fact, Ramineni said, one of the problems that surfaced in the review was that some humans doing the evaluation were not scoring students' essays on some prompts in consistent ways, based on the rubric used by NJIT.
D. S. Koelling

Embracing the Cloud: Caveat Professor - The Digital Campus - The Chronicle of Higher Ed... - 37 views

  • My work as chief privacy and security officer at a large public university has, however, given me pause to ask if our posture toward risk prevents us from fully embracing technology at a moment of profound change.
  • Consequently, faculty members are accepting major personal and institutional risk by using such third-party services without any institutional endorsement or support. How we provide those services requires a nuanced view of risk and goes to the heart of our willingness to trust our own faculty and staff members.
  • The technologically savvy among us recognize that hard physical, virtual, and legal boundaries actually demark this world of aggressively competitive commercial entities. Our students, faculty, and staff often do not.
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  • But can we embrace the cloud? Can the faculty member who wears our institution's name in her title and e-mail address, to whom we've entrusted the academic and research mission of the institution, be trusted to reach into the cloud and pluck what she believes is the optimal tool to achieve her pedagogical aims and use it? Unfortunately, no. Many faculty and staff members simply use whatever service they choose, but they often do not have the knowledge or experience needed to evaluate those choices. And those who do try to work through the institution soon find themselves mired in bureaucracy.
  • First we review the company's terms of service. Of course, we also ask the company for any information it can provide on its internal data security and privacy practices. Our purchasing unit rewrites the agreement to include all of the state-required procurement language; we also add our standard contract language on data security. All of this information is fed into some sort of risk assessment of varying degrees of formality, depending on the situation, and, frankly, the urgency. That leads to yet another round of modifications to the agreement, negotiations with the company, and, finally, if successful, circulation for signatures. After which we usually exhume the corpse of the long-deceased faculty member and give him approval to use the service in his class. We go through this process not from misguided love of bureaucracy, but because our institutions know of no other way to manage risk. That is, we have failed to transform ourselves so we can thrive and compete in the 21st century.
  • But our faculty and staff are increasingly voting with their feet—they're more interested in the elegance, portability, and integration of commercial offerings, despite the inability to control how those programs change over time. By insisting on remaining with homegrown solutions, we are failing to fall in lockstep with those we support.
  • Data security? Of course there are plenty of fly-by-night operations with terrible security practices. However, as the infrastructure market has matured (one of the generally unrecognized benefits of cloud services), more and more small companies can provide assurances of data security that would shame many of us even at large research-intensive institutions.
  • If higher education is to break free of the ossified practices of the past, we must find ways to transfer risk acceptance into the faculty domain—that is, to enable faculty to accept risk. Such a transformation is beyond the ability of the IT department alone—it will require our campus officials, faculty senates, registrars, and research and compliance officers working together to deeply understand both the risks and the benefits
rief61

MB004/MB004: The Basics of Educational Podcasting: Enhancing the Student Learning Exper... - 5 views

  • Although there are numerous professional podcasting software packages currently available ($100 - $1000+), beginning podcasters may want to start with a freeware program. One of the most widely used free podcasting software programs is Audacity (http://audacity.sourceforge.net/), an open source sound recording and editing program with versions available for PC, Mac, and Linux operating systems. For Mac users another free podcasting program is GarageBand, found within the iLife package that comes with all new Mac OS X computers. Although older versions of GarageBand do not have the podcasting function, upgrades to the new, podcasting-ready GarageBand 4.1 are available in the iLife08 package for $90 (educational discounts available; http://www.apple.com/ilife/garageband/). For specific instructions on using GarageBand, an online video tutorial is available from Apple at http://www.apple.com/ilife/garageband/.
    • rief61
       
      Software
  • Really Simple Syndication (RSS) feed
  • However, if the objective, for example, is to create a database of reusable lecture materials, then synchronizing the slides with the audio portion of the lecture and adding special effects (e.g., sound, video) may be required and will likely take at least as long as the lecture itself.
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  • For educators, podcasting offers an opportunity to bridge the traditional classroom setting with progressive state-of-the-art technologies. There are several advantages of bringing podcasting into the classroom for lectures and student assignments. First, podcasting is an exciting and novel means for students to take a more active role in their own learning experience. As students realize their podcast assignments may be published online with potentially hundreds of listeners through free podcast directories, their attention to the quality and detail of their assignments may improve. Second, podcasting is adaptable to the students' learning needs. Students can access the material whenever and as often as they would like, thereby reinforcing critical concepts or details they may have missed in the original classroom lecture. Finally, assignments that require students to generate, edit, and publish their own podcasts reinforce critical communication skills such as writing text that will be orally presented online or in a classroom.
    • rief61
       
      1. Studetns take more active role in learning experience. 2. Adaptable to student's learning needs. 3. Develop communication skills.
  • These results clearly show students' perceptions of podcasting in the classroom dramatically improved after using this technology
  • Although podcasting was popular amongst most of the students, there was one student who opposed podcasting in the class
    • rief61
       
      Interesting. I wonder why.
maureen greenbaum

Edu-Traitor! Confessions of a Prof Who Believes Higher Ed Isn't the Only Goal | HASTAC - 52 views

  • many brilliant, talented young people are dropping out of high school because they see high school as implicilty "college prep" and they cannot imagine anything more dreary than spending four more years bored in a classroom when they could be out actually experiencing and perfecting their skills in the trades, the skills, and the careers that inspire them.
  • The abolishing of art, music, physical education, tech training, and shop from grade schools and high schools means that the requirement for excellence has shrunk more and more right at the time when creativity, imagination, dexterity, adaptability to change, technical know-how, and all the rest require more not less diversity. 
    • Peg Mahon
       
      AMEN!
  • we make education hell for so many kids, we undermine their skills and their knowledge, we underscore their resentment, we emphasize class division and hierarchy, and we shortchange their future and ours,
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  • There are so many viable and important and skilled professions that cannot be outsourced to either an exploitative Third World sweat shop or to a computer, that require face-to-face presence, and a bucketload of skills--but that  do not require a college education:  the full range of IT workers, web designers, body workers (ie deep tissue massage), yoga and pilates instructors, fitness educators, DJ's, hair dressers, retail workers, food industry professionals, entertainers,  entertainment industry professionals, construction workers, dancers, artists, musicians, entrepreneurs, landscapers, nanny's, elder-care professionals, nurses's aids, dog trainers, cosmetologists, athletes, sales people, fashion designers, novelists, poets, furniture makers, book keepers, sound engineers, inn keepers, wedding planners, stylists, photographers, auto mechanics, and on and on.  
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    Cathy Davidson
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    In general, I agree. However, novelists and poets don't need college?? And perhaps less so to artists and musicians? Perhaps... but what better way to learn the history and analysis of their Art, in order to place their own work in context?
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    I could not agree more with you Maureen. As a long time middle school teacher in Oakland and Mpls I am thoroughly convinced that our nation and our states are nuts to have cut all of the tech and arts classes out of elementary, middle and high schools. EVERY student should learn a trade/skill set in high school. The hs drop out rate is horrifying and no surprise that the crime rate follows. We have a nation of under achieving teens because the adults have not kept up with funding the myriad of opportunities that would capture and harness their interests and creativity. I look forward to reading your book Maureen and to following you on here.
Charity Fisher

Teachers Testimonials : TTS Online : Free Text to Speech : Read The Words - 83 views

  • find ReadTheWords.com to be one of the most useful services on the Internet today. Many LD (learning disabled) students struggle with auditory processing.
  • these students are very capable, they tend to favor auditory processing, versus the more common visual processing. It is important that these students learn how their mind works and modify their learning techniques accordingly.
  • 5 students incorporate this service for study of their weekly vocabulary words. We started by making an audio file of the words and definition, and turned it into an mp3 format. The students spent 10 minutes each day on the computer. Each student has averaged a minimum of a full letter grade higher. Two students have received perfect scores for the past 2 weeks.
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  • ReadTheWords.com been created to cater to these students.
  • ReadtheWords.com is an AMAZING SERIVCE for young students.
  • ReadTheWords.com allows me to create listening material for some learners that struggle a little bit. It allows my students to read along with the Virtual Avatar Reader. This saves a lot of time so I can focus on certain children without slowing down the rest of the class.
  • We create links to audio files that read our upcoming events, and we use it to help visually impaired patrons read anything - articles, letters they have received, emails that can be copy/pasted from their email account...the possibilities are endless! On a personal level, I have been using ReadTheWords toolbar plug in.
  • service with my university students who are learning English
  • brings the text to life, and stimulates my second language learners in a dynamic way. I would recommend this program to all foreign language teachers,
  • I have been assisting students to create audio files of study review materials. This greatly helps them decode and analyze the material for comprehension. I have seen a great improvement on test scores
  • Students listen to a piece of their own writing, so they can hear if what they wrote sounds correct. It helps students with comprehension, spelling, grammar and structuring sentences.
  • This service is godsend for many students, especially auditory learners. I cannot even begin to imagine how many people this will help in the future. We just received approval to offer this service to our entire school. (Email webmaster@readthewords.com to get a special deal like we did.
    • Charity Fisher
       
      I believe that the audio could act as a reinforcer of the written word as students read. This could be helpful not only with students who are Language Impaired, but also for students who struggle with reading comprehension.
    • Charity Fisher
       
      This website could be benefitical to students who are Hearing Impaired or Learning Disabled in Reading.
    • Charity Fisher
       
      Thsi tool can reinforce the written word and comprehension.
    • Charity Fisher
       
      Something not mentioned by these teachers is the possible benefit to Autistic and Aspergers students. I can this being used as a reward or incentive because the work could be done independently. Since these students generally feel more at ease working independently, it would a motivator to them.
    • Charity Fisher
       
      This could be a great tool for Language Impaired students, but also Learning Disabled in reading as well. The audio would act as a reinforcer of the written material. Even though this is learning or reading comprehension tool, students may see it as a reward thereby motivating them to read more. This could a aid to any teacher attempting to motivate reluctant or struggling readers.
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    readthewords.com for Special Ed, ESOL, Low Level Readers, Writing and More!
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    Read The Words could be a beneficial tool to students who are Language Impaired and/or Learning Disabled in Reading. The audio can reinforce the written word and increase comprehension. Also, it could be a valuable tool for autistic students who prefer to work independently. They can use this to aid comprehension and also it could be a reward. This tool could also add interest to text for any student.
Freddy R. Nunez

Interesting Things for ESL/EFL Students (Fun English Study) - 81 views

  •  
    This web site is for people studying English as a Second Language (ESL) or English as a Foreign Language (EFL). There are quizzes, word games, word puzzles, proverbs, slang expressions, anagrams, a random-sentence generator and other computer assisted language learning activities. Even though the primary focus is for ESL, native English speakers may also find some interesting things on this site. This site is non-commercial and has no advertising. TESL/TEFL teachers may want to recommend this site to their students.
Adrienne Michetti

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views

    • Adrienne Michetti
       
      This is, I think, why I'm more keen on today's social networks than I am on games -- games do not provide deep emotional support.
  • "bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
    • Adrienne Michetti
       
      Putnam - need to check this article. Interesting; not sure I agree.
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  • According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
  • The evidence to date is mixed
  • A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
    • Adrienne Michetti
       
      SO True
  • It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
  • combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
  • By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability much like the pubs, coffee shops, and other hangouts of old.
  • loosely structured by open-ended narratives
  • They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
  • from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
  • the conclusions of both studies were remarkably aligned.
  • the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
    • Adrienne Michetti
       
      Love this quote.
  • demonstrate the "effects" of game play vs. no game play.
  • first project was a traditional effects study
  • second project, a qualitative study of cognition and learning in MMOs (
  • ethnography
  • sociocultural perspective
  • as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
  • a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
    • Adrienne Michetti
       
      but I wonder why he chose these games -- this is not specified. Only their success in US and abroad?
  • brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
  • the exaggerated self-consciousness of individuals.
  • In what ways might MMOs function as new third places for informal sociability?
  • virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
  • in this section we analyze the structural form of MMOs that warrants this "third place" assertion.
  • eight defining characteristics of third places
  • there is no default obligation
  • To oblige any one person to play requires that explicit agreements be entered into by parties
  • the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
  • Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
    • Adrienne Michetti
       
      and this is why, in my opinion, you will never see games in school. The game cannot be the Third Place because school is a Second Place.
  • Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
  • the relationships that play-partners have with one another offline are often "leveled" within the online world
  • an individual's rank and status in the home, workplace, or society are of no importance
  • appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
  • conversation plays an analogous role
  • "In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
  • third places must also be easy to access
  • such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
  • accessible directly from one's home, making them even more accommodating to individual schedules and preferences
  • barriers to initial access.
  • "What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
  • "It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
  • affective sense
  • As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
  • engendering a sense of reliable mentorship and community stability.
  • Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
  • In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
  • Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
  • Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
  • The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
  • the home-like quality of third places in rooting people
  • Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
  • create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
  • Are virtual communities really communities, or is physical proximity necessary?
  • Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
  • Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
  • operates cyclically within social networks because of their associated norms of reciprocity
  • bridging social capital is inclusive.
  • This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
  • On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
  • bonding social capital is exclusive.
  • social superglue.
  • it can also result in insularity.
  • shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
  • Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
  • One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
  • While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
  • Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
  • It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
  • It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
  • In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
  • However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
  • Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
  • Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
  • Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
  • is to what extent such environments shift the existing balance between bridging and bonding
  • In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
  • Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
  • it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
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