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Understanding the appeal of user-generated media: a uses and gratification perspective - 0 views

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    User-generated media (UGM) incorporates traditional media (i.e., newspapers, radio, television) as well as non-traditional media like the Internet (i.e., blogs, wikis, picture- and video-sharing sites, and social networking platforms). This article examines three usages of UGM from the uses and gratifications (U&G) perspective, which are separate but interdependent concepts. The first use, consuming, satisfies the information, entertainment, and mood management needs. Participation, the second use, fosters interaction with content and people to enhance social connections in virtual communities. The final use, producing, encompasses content that is created for both self-expression and self-actualization. This article analyzes the appeal of UGM via the lens of U&G. U&G is used to explain the psychological needs of the individual consumer and why an audience consciously chooses a specific medium to fill recognized needs. These needs can be divided into five categories to help us understand media consumption on user-generated sites: 1) cognitive needs, 2) affective needs, 3) personal integrative needs, 4) social integrative needs, and 5) tension release needs.
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Learning theories Part 4: Connectivism - eLearning wiki: Connectivism - 4 views

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    This article gives an overview of what Connectivism is and how learning happens in the digital age. Siemans describes the basic principles of how learning is a network of information sources referred to as "nodes." It doesn't describe how learning occurs within but how learners connect with the networked world of people and information.
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