Searching for "social media"

The Young and the Digital

Watkins, S. C. (2009). The Young and the Digital: What the Migration to Social-network Sites, Games, and Anytime, Anywhere Media Means for Our Future. Beacon Press.

Book review

The young and the digital: What migration to social-networking sites, games, and anytime, anywhere media means for our future, by S. Craig Watkins
http://journal.transformativeworks.org/index.php/twc/article/view/357/227

p. 1 Digital Migration: young people’s historic move to the online world
p. 8 broadband adoption in 2005-6. p. 9 before broadband, Internet was more textual then visual. p. 11 broadband more then just expand technical capabilities paved the way for profund behavioral shifts and social transformation
Broadband did not create radically new online activities. But expand a relatively small collection of early adopting technophiles into a massive but highly differentiated public of netizens, world builders, blogger, gamers, social networkers, content creators

p. 19 Social Media 101 what schools are learning about themselves and young technology users.
p. 20 DOPA (the Delete Online Predators Act), p. 21 brought the elimination of most interactive web applications from public schools and libraries. Social-Web enthusiasts strongly opposed DOPA. ALA also.
p. 24 MacArthur Foundation’s white paper: Living and Learning with New Media”
p. 30 NTIA National Telecommunications and Information Administration
p. 36 mother allowed her teenage daughter to use Facebook. The one caveat: the mother would be able to access her daughter’s profile. A common practice. A mother of a fifteen year old boy who recently started using FB occasionally looks at his page. 2007 Pew writes that “41% of today’s teens believe that their parents monitor them after they’ve gone online.” This is not unusual.
p. 41 schools cannot punish for what happened at home. But what about what happened online? Referring to social media: when kids get into disagreements via FB, it often spills over into the schools.
p. 44 sexting.
p. 47 the very well connected: friending, bonding and community in the digital age
p. 52 Malcolm Wiley and Stuart Rice 1933 argued that technology such as the automobile and telephone hastened the unraveling of the social fabric of the American life.
p. 72 phatic exchanges. Vetere, Howward and Gibbs. Brief but sencere. Katz James E and Mark Aakhus call “perpetual contact.”
p. 75 Digital Gates
How race and class distinctions are shaping the digital world
dana boyd 2007 article “Viewing American Class Divisions through FB and MySpace.”
p. 77 Hargittai Facebook is more white then MySpace.
p. 99 television and social network sites represent two fundamentally different kinds of mediated experiences. Whereas television is about watching and consuming, SNS are primarily about doing and sharing.
p. 100 Paul Eastwick and Wendi Gardner There.com – the virtual world may not prove to be a perfect utopian gateway from the real world.
p. 103 We Play: the allure of social games, synthetic worlds and secnd lives.
p. 106 a growing number of young men are turning to interactive entertainment like games rather than television and movies as their first source for leisure and a desired choice for social interaction with their friends.
p. 131 heavy users of virtual worlds differ from the 68% of young people, who believe that online-only relationships can be as fulfilling as off-line relationships. Synthetic world users are much more likely to believe that online relationships can be just as fulfilling as off-line relationships.
p. 133 Hooked Rethinking the Internet addition debate
p. 134 valid mental disorder. Journal of American Psychiatry 2007 – Internet Addiction Disorder (IAD) for DSM-IV. P. 136 some of the problems researchers

 

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more about youth teenagers and social media in this IMS blog
https://blog.stcloudstate.edu/ims/2018/10/08/media-literacy-backfire/

suggestions for academic writing

these are suggestions from Google Groups with doctoral cohorts 6, 7, 8, 9 from the Ed leadership program

How to find a book from InterLibrary Loan: find book ILL

Citing someone else’s citation?:

http://library.northampton.ac.uk/liberation/ref/adv_harvard_else.php

http://guides.is.uwa.edu.au/c.php?g=380288&p=3109460
use them sparingly:
http://www.apastyle.org/learn/faqs/cite-another-source.aspx
Please take a look at “Paraphrasing sources: in
http://www.roanestate.edu/owl/usingsources_mla.html
it gives you a good idea why will distance you from a possibility of plagiarizing.
n example of resolution by this peer-reviewed journal article
https://doi.org/10.19173/irrodl.v17i5.2566
Ungerer, L. M. (2016). Digital Curation as a Core Competency in Current Learning and Literacy: A Higher Education Perspective. The International Review of Research in Open and Distributed Learning17(5). https://doi.org/10.19173/irrodl.v17i5.2566
Dunaway (2011) suggests that learning landscapes in a digital age are networked, social, and technological. Since people commonly create and share information by collecting, filtering, and customizing digital content, educators should provide students opportunities to master these skills (Mills, 2013). In enhancing critical thinking, we have to investigate pedagogical models that consider students’ digital realities (Mihailidis & Cohen, 2013). November (as cited in Sharma & Deschaine, 2016), however warns that although the Web fulfils a pivotal role in societal media, students often are not guided on how to critically deal with the information that they access on the Web. Sharma and Deschaine (2016) further point out the potential for personalizing teaching and incorporating authentic material when educators themselves digitally curate resources by means of Web 2.0 tools.
p. 24. Communities of practice. Lave and Wenger’s (as cited in Weller, 2011) concept of situated learning and Wenger’s (as cited in Weller, 2011) idea of communities of practice highlight the importance of apprenticeship and the social role in learning.
criteria to publish a paper

Originality: Does the paper contain new and significant information adequate to justify publication?

Relationship to Literature: Does the paper demonstrate an adequate understanding of the relevant literature in the field and cite an appropriate range of literature sources? Is any significant work ignored?

Methodology: Is the paper’s argument built on an appropriate base of theory, concepts, or other ideas? Has the research or equivalent intellectual work on which the paper is based been well designed? Are the methods employed appropriate?

Results: Are results presented clearly and analyzed appropriately? Do the conclusions adequately tie together the other elements of the paper?

Implications for research, practice and/or society: Does the paper identify clearly any implications for research, practice and/or society? Does the paper bridge the gap between theory and practice? How can the research be used in practice (economic and commercial impact), in teaching, to influence public policy, in research (contributing to the body of knowledge)? What is the impact upon society (influencing public attitudes, affecting quality of life)? Are these implications consistent with the findings and conclusions of the paper?

Quality of Communication: Does the paper clearly express its case, measured against the technical language of the field and the expected knowledge of the journal’s readership? Has attention been paid to the clarity of expression and readability, such as sentence structure, jargon use, acronyms, etc.

mixed method research

http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ971947%26site%3dehost-live%26scope%3dsite

Stanton, K. V., & Liew, C. L. (2011). Open Access Theses in Institutional Repositories: An Exploratory Study of the Perceptions of Doctoral Students. Information Research: An International Electronic Journal16(4),

We examine doctoral students’ awareness of and attitudes to open access forms of publication. Levels of awareness of open access and the concept of institutional repositories, publishing behaviour and perceptions of benefits and risks of open access publishing were explored. Method: Qualitative and quantitative data were collected through interviews with eight doctoral students enrolled in a range of disciplines in a New Zealand university and a self-completion Web survey of 251 students. Analysis: Interview data were analysed thematically, then evaluated against a theoretical framework. The interview data were then used to inform the design of the survey tool. Survey responses were analysed as a single set, then by disciple using SurveyMonkey’s online toolkit and Excel. Results: While awareness of open access and repository archiving is still low, the majority of interview and survey respondents were found to be supportive of the concept of open access. The perceived benefits of enhanced exposure and potential for sharing outweigh the perceived risks. The majority of respondents were supportive of an existing mandatory thesis submission policy. Conclusions: Low levels of awareness of the university repository remains an issue, and could be addressed by further investigating the effectiveness of different communication channels for promotion.

PLEASE NOTE:

the researchers use the qualitative approach: by interviewing participants and analyzing their responses thematically, they build the survey.
Then then administer the survey (the quantitative approach)

How do you intend to use a mixed method? Please share

paraphrasing quotes

https://youtu.be/MiL4H09v0gU

statement of the problem

Problem statement – Wikipedia

 
Metaphors: A Problem Statement is like… 
metaphor — a novel or poetic linguistic expression where one or more words for a concept are used outside normal conventional meaning to express a similar concept. Aristotle l 
The DNA of the research l A snapshot of the research l The foundation of the research l The Heart of the research l A “taste” of the research l A blueprint for the study
 
 
 
Here is a good exercise for your writing of the problem statement:
Chapter 3
several documents, which can be helpful in two different ways:
– check your structure and methodology
– borrow verbiage
http://education.nova.edu/Resources/uploads/app/35/files/arc_doc/writing_chpt3_quantitative_research_methods.pdf 
http://education.nova.edu/Resources/uploads/app/35/files/arc_doc/writing_chpt3_qualitative_research_methods.pdf
http://www.trinitydc.edu/sps/files/2010/09/APA-6-BGS-Quantitative-Research-Paper-August-2014.pdf

digital object identifier, or DOI

digital object identifier (DOI) is a unique alphanumeric string assigned by a registration agency (the International DOI Foundation) to identify content and provide a persistent link to its location on the Internet. The publisher assigns a DOI when your article is published and made available electronically.

Why do we need it?

2010 Changes to APA for Electronic Materials Digital object identifier (DOI). DOI available. If a DOI is available you no longer include a URL. Example: Author, A. A. (date). Title of article. Title of Journal, volume(number), page numbers. doi: xx.xxxxxxx

http://www.stcloudstate.edu/writeplace/_files/documents/working-with-sources/apa-electronic-material-citations.pdf

Mendeley (vs Zotero and/or RefWorks)

https://www.brighttalk.com/webcast/11355/226845?utm_campaign=Mendeley%20Webinars%202&utm_campaignPK=271205324&utm_term=OP28019&utm_content=271205712&utm_source=99&BID=799935188&utm_medium=email&SIS_ID=46360

Online Writing Tools: FourOnlineToolsforwriting

social media and altmetrics

Accodring to Sugimoto et al (2016), the Use of social media platforms for by researchers is high — ranging from 75 to 80% in large -scale surveys (Rowlands et al., 2011; Tenopir et al., 2013; Van Eperen & Marincola, 2011) .
There is one more reason, and, as much as you want to dwell on the fact that you are practitioners and research is not the most important part of your job, to a great degree, you may be judged also by the scientific output of your office and/or institution.
In that sense, both social media and altimetrics might suddenly become extremely important to understand and apply.
Shortly altmetrics (alternative metrics) measure the impact your scientific output has on the community. Your teachers and you present, publish and create work, which might not be presented and published, but may be widely reflected through, e.g. social media, and thus, having impact on the community.
How such impact is measured, if measured at all, can greatly influence the money flow to your institution
For more information:
For EVEN MORE information, read the entire article:
Sugimoto, C. R., Work, S., Larivière, V., & Haustein, S. (2016). Scholarly use of social media and altmetrics: a review of the literature. Retrieved from https://arxiv.org/abs/1608.08112
related information:
In the comments section on this blog entry,
I left notes to
Thelwall, M., & Wilson, P. (2016). Mendeley readership altmetrics for medical articles: An analysis of 45 fields. Journal of the Association for Information Science and Technology, 67(8), 1962–1972. https://doi.org/10.1002/asi.23501
Todd Tetzlaff is using Mendeley and he might be the only one to benefit … 🙂
Here is some food for thought from the article above:
Doctoral students and junior researchers are the largest reader group in Mendeley ( Haustein & Larivière, 2014; Jeng et al., 2015; Zahedi, Costas, & Wouters, 2014a) .
Studies have also provided evidence of high rate s of blogging among certain subpopulations: for example, approximately one -third of German university staff (Pscheida et al., 2013) and one fifth of UK doctoral students use blogs (Carpenter et al., 2012) .
Social data sharing platforms provide an infrastructure to share various types of scholarly objects —including datasets, software code, figures, presentation slides and videos —and for users to interact with these objects (e.g., comment on, favorite, like , and reuse ). Platforms such as Figshare and SlideShare disseminate scholars’ various types of research outputs such as datasets, figures, infographics, documents, videos, posters , or presentation slides (Enis, 2013) and displays views, likes, and shares by other users (Mas -Bleda et al., 2014) .
Frequently mentioned social platforms in scholarly communication research include research -specific tools such as Mendeley, Zotero, CiteULike, BibSonomy, and Connotea (now defunct) as well as general tools such as Delicious and Digg (Hammond, Hannay, Lund, & Scott, 2005; Hull, Pettifer, & Kell, 2008; Priem & Hemminger, 2010; Reher & Haustein, 2010) .
qualitative research
“The focus group interviews were analysed based on the principles of interpretative phenomenology”
 
1. What are  interpretative phenomenology?
Here is an excellent article in ResarchGate:
 
https://www.researchgate.net/publication/263767248_A_practical_guide_to_using_Interpretative_Phenomenological_Analysis_in_qualitative_research_psychology
 
and a discussion from the psychologists regarding the weaknesses when using IPA (Interpretative phenomenological analysis)

https://thepsychologist.bps.org.uk/volume-24/edition-10/methods-interpretative-phenomenological-analysis

2. What is Constant Comparative Method?

http://www.qualres.org/HomeCons-3824.html

Nvivo shareware

https://blog.stcloudstate.edu/ims/2017/01/11/nvivo-shareware/

Qualitative and Quantitative research in lame terms
podcast:
https://itunes.apple.com/us/podcast/how-scientific-method-works/id278981407?i=1000331586170&mt=2
if you are not podcast fans, I understand. The link above is a pain in the behind to make work, if you are not familiar with using podcast.
Here is an easier way to find it:
1. open your cell phone and go find the podcast icon, which is pre-installed, but you might have not ever used it [yet].
2. In the app, use the search option and type “stuff you should know”
3. the podcast will pop up. scroll and find “How the scientific method works,” and/or search for it if you can.
Once you can play it on the phone, you have to find time to listen to it.
I listen to podcast when i have to do unpleasant chores such as: 1. walking to work 2. washing the dishes 3. flying long hours (very rarely). 4. Driving in the car.
There are bunch of other situations, when you may be strapped and instead of filling disgruntled and stressed, you can deliver the mental [junk] food for your brain.
Earbuds help me: 1. forget the unpleasant task, 2. Utilize time 3. Learn cool stuff
Here are podcasts, I am subscribed for, besides “stuff you should know”:
TED Radio Hour
TED Talks Education
NPR Fresh Air
BBC History
and bunch others, which, if i don’t go a listen for an year, i go and erase and if i peruse through the top chart and something picks my interest, I try.
If I did not manage to convince to podcast, totally fine; do not feel obligated.
However, this podcast, you can listen to on your computer, if you don’t want to download on your phone.
It is one hour show by two geeks, who are trying to make funny (and they do) a dry matter such as quantitative vs qualitative, which you want to internalize:
1. Sometimes at minute 12, they talk about inductive versus deductive to introduce you to qualitative versus quantitative. It is good to listen to their musings, since your dissertation is going through inductive and deductive process, and understanding it, can help you control better your dissertation writing. 
2. Scientific method. Hypothesis etc (around min 17).
While this is not a Ph.D., but Ed.D. and we do not delve into the philosophy of science and dissertation etc. the more you know about this process, the better control you have over your dissertation. 
3. Methods and how you prove (Chapter 3) is discussed around min 35
4. dependent and independent variables and how do you do your research in general (min ~45)
Shortly, listen and please do share your thoughts below. You do not have to be kind to this source offering. Actually, be as critical as possible, so you can help me decide, if I should offer it to the next cohort and thank you in advance for your feedback. 

 

 

The monopoly of the tech giants

Here’s the real danger that Facebook, Google, and the other tech monopolies pose to our society

Jamie Bartlett, October 1, 2018, https://blog.ed.ted.com/2018/10/01/heres-the-real-danger-that-facebook-google-and-the-other-tech-monopolies-pose-to-our-society/

distributed computing + power encryption = the future of Internet

the Dark Net is going mainstream, liberty, freedom, democracy; neither entirely dark, not entirely light, both things

The threat that tech monopolies pose to democracies is about more than the prices they charge: it’s the concentration of power, data and control over the public space — and their ability to wield this power over a growing number of economic activities, especially in the infrastructure and technologies of the future. The following companies operate as either monopolies or oligopolies in their respective fields: Google, Facebook, Uber, Airbnb, Amazon, Twitter, Instagram, Spotify. Integrated into everything, everywhere, their technology will blanket the world.

cultural hegemony.” That is, where domination can be achieved through controlling the ideas and assumptions available to the public. The idea, associated with philosopher and politician Antonio Gramsci

In 1995, left-wing academics Richard Barbrook and Andy Cameron detailed the philosophy and ideas of the new tech wunderkinds, christening it “The Californian Ideology.” This ideology represented a fusion of the cultural bohemianism of San Francisco and entrepreneurial free market zeal.

All you needed to get to utopia was a belief in “disruption,” the idea that progress is achieved through smashing up old industries and institutions and replacing them with something new and digital.

Money and ideas in Silicon Valley have a very complicated relationship. Silicon Valley runs according to a Faustian pact: money in exchange for world-changing ideas.

Over the years, the big tech firms have very carefully cultivated the Californian Ideology. Even though they are massive multi-billion-dollar corporations with huge PR teams, they pitch themselves as anti-establishment.The worse these companies behave and the richer they become, the more they spend on looking cool and talking about fairness and community.

And to whom do we look in order to solve our collective social problems? It’s no longer the state, but the modern tech-geek superhero.

Total victory for the monopoly is not over economics or politics. It’s over assumptions, ideas and possible futures.

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more on social media in this IMS blog
https://blog.stcloudstate.edu/ims?s=social+media

gamification and learning

Student Perceptions of Learning and Instructional Effectiveness in College Courses

https://www.ets.org/Media/Products/perceptions.pdf

Students’ Perception of Gamification in Learning and Education.

https://link.springer.com/chapter/10.1007%2F978-3-319-47283-6_6

College students’ perceptions of pleasure in learning – Designing gameful gamification in education

investigate behavioral and psychological metrics that could affect learner perceptions of technology

today’s learners spend extensive time and effort posting and commenting in social media and playing video games

Creating pleasurable learning experiences for learners can improve learner engagement.

uses game-design elements in non-gaming environments with the purpose of motivating users to behave in a certain direction (Deterding et al., 2011)

How can we facilitate the gamefulness of gamification?

Most gamified activities include three basic parts: “goal-focused activity, reward mechanisms, and progress tracking” (Glover, 2013, p. 2000).

gamification works similarly to the instructional methods in education – clear learning and teaching objectives, meaningful learning activities, and assessment methods that are aligned with the objectives

the design of seven game elements:

  • Storytelling: It provides the rules of the gamified activities. A good gamified activity should have a clear and simple storyboard to direct learners to achieve the goals. This game-design element works like the guidelines and directions of an instructional activity in class.
  • Levels: A gamified activity usually consists of different levels for learners to advance through. At each level, learners will face different challenges. These levels and challenges can be viewed as the specific learning objectives/competencies for learners to accomplish.
  • Points: Points pertain to the progress-tracking element because learners can gain points when they complete the quests.
  • Leaderboard: This element provides a reward mechanism that shows which learners are leading in the gamified activities. This element is very controversial when gamification is used in educational contexts because some empirical evidence shows that a leaderboard is effective only for users who are aggressive and hardcore players (Hamari, Koivisto, & Sarsa, 2014).
  • Badges: These serve as milestones to resemble the rewards that learners have achieved when they complete certain quests. This element works as the extrinsic motivation for learners (Kapp, 2012).
  • Feedback: A well-designed gamification interface should provide learners with timely feedback in order to help them to stay on the right track.
  • Progress: A progress-tracking bar should appear in the learner profile to remind learners of how many quests remain and how many quests they have completed.

Dominguez et al. (2013) suggested that gamification fosters high-order thinking, such as problem-solving skills, rather than factual knowledge. Critical thinking, which is commonly assessed in social science majors, is also a form of higher-order thinking.

Davis (1989) developed technology acceptance model (TAM) to help people understand how users perceive technologies. Pleasure, arousal, and dominance (PAD) emotional-state model that developed by Mehrabian (1995) is one of the fundamental design frameworks for scale development in understanding user perceptions of user-system interactions.

Technology Acceptance Model from Damian T. Gordon

Introduction of the basic emotional impact of environments from Sekine masato

Van der Heijdedn (2004) asserted that pleasurable experiences encouraged users to use the system for a longer period of time
Self-determination theory (Deci & Ryan, 1985) has been integrated into the design of gamification and addressed the balance between learners’ extrinsic and intrinsic motivation.

Self determination theory from Jeannie Maraya
Ryan and Deci (2000) concluded that extrinsic rewards might suppress learners’ intrinsic motivation. Exploiting the playfulness and gamefulness in gamification, therefore, becomes extremely important, as it would employ the most effective approaches to engage learners.
Sweetser and Wyeth (2005) developed GameFlow as an evaluation model to measure player enjoyment in games
Fu, Su, and Yu (2009) adapted this scale to EGameFlow in order to measure college students’ enjoyment of e-learning games. EGameFlow is a multidimensional scale that consists of self-evaluated emotions.

Gamification and Flow from Martin Sillaots
Eppmann, Bekk, and Klein (2018) developed gameful experience scale (GAMEX) to measure gameful experiences for gamification contexts. one of the limitations of GAMEX to be used in education is that its effects on learning outcome has not been studied
the Big Five Model, which has been proposed as trait theory by McCrae & Costa (1989) and is widely accepted in the field, to measure the linkages between the game mechanics in gamification and the influences of different personality traits.

The Big Five Personality Model from Devina Srivastava

Storytelling in the subscale of Preferences for Instruction emphasizes the rules of the gamified learning environments, such as the syllabus of the course, the rubrics for the assignments, and the directions for tasks. Storytelling in the subscale of Preferences for Instructors’ Teaching Style focuses on the ways in which instructors present the content. For example, instructors could use multimedia resources to present their instructional materials. Storytelling in the subscale of Preferences for Learning Effectiveness emphasizes scaffolding materials for the learners, such as providing background information for newly introduced topics.

The effective use of badges would include three main elements: signifier, completion logic, and rewards (Hamari & Eranti, 2011). A useful badge needs clear goal-setting and prompt feedback. Therefore, badges correlate closely with the design of storytelling (rules) and feedback, which are the key game design elements in the subscale of Preferences for Instruction.

Students can use Google to search on their laptops or tablets in class when instructors introduce new concepts. By reading the reviews and viewing the numbers of “thumbs-up” (agreements by other users), students are able to select the best answers. Today’s learners also “tweet” on social media to share educational videos and news with their classmates and instructors. Well-designed gamified learning environments could increase pleasure in learning by allowing students to use familiar computing experiences in learning environments.

 

Encyclopedia of Criminal Activities and the Deep Web

>>>>>>> Publishing Opportunity <<<<<<<<<<<<<<

Encyclopedia of Criminal Activities and the Deep Web

Countries all over the world are seeing significant increases in criminal activity through the use of technological tools. Such crimes as identity theft, cyberattacks, drug trafficking, and human trafficking are conducted through the deep and dark web, while social media is utilized by murderers, sex offenders, and pedophiles to elicit information and contact their victims. As criminals continue to harness technology to their advantage, law enforcement and government officials are left to devise alternative strategies to learn more about all aspects of these modern criminal patterns and behavior, to preserve the safety of society, and to ensure that proper justice is served. Regrettably, the lack of adequate research findings on these modern criminal activities is limiting everyone’s abilities to devise effective strategies and programs to combat these modern technology-related criminal activities.

In an effort to compile the most current research on this topic, a new major reference work titled Encyclopedia of Criminal Activities and the Deep Web is currently being developed. This comprehensive Encyclopedia is projected to encompass expert insights about the nature of these criminal activities, how they are conducted, and societal and technological limitations. It will also explore new methods and processes for monitoring and regulating the use of these tools, such as social media, online forums, and online ads, as well as hidden areas of the internet including the deep and dark web. Additionally, this Encyclopedia seeks to offer strategies for predicting and preventing criminals from using technology as a means to track, stalk, and lure their victims.

You are cordially invited to share your research to be featured in this Encyclopedia by submitting a chapter proposal/abstract using the link on the formal call for papers page here. If your chapter proposal is accepted, guidelines for preparing your full chapter submission (which should be between 5,000-7,500 total words in length) can be accessed at: http://www.igi-global.com/publish/contributor-resources/ (under the “For Authors” heading – “Encyclopedia Chapter Organization and Formatting”).

Recommended topics for papers include, but are not limited to:

  • Bitcoin and Crime
  • Botnets and Crime
  • Child Exploitation
  • Contract Killing
  • Criminology
  • Cryptocurrency
  • Cyber Espionage
  • Cyber Stalking
  • Cybercrime
  • Cybercriminals
  • Cybersecurity Legislation
  • Cyberterrorism Fraud
  • Dark Web
  • Dark Web Vendors
  • Darknets
  • Data Privacy
  • Dating Websites and Crime
  • Deep Web
  • Drug Trafficking
  • E-Banking Fraud
  • Email Scams
  • Fraud and Internet
  • Gaming and Crime
  • Government Regulations of the Dark Web
  • Hacking and Crime
  • Hacktivism
  • Human Trafficking
  • Identity Theft
  • International Regulations of the Dark Web
  • Internet Privacy
  • Internet Regulations
  • Internet Safety & Crime
  • Online Advertisement Websites and Crime
  • Online Blackmail
  • Online Forums and Crime
  • Online Hate Crimes
  • Online Predators
  • Online Privacy
  • Social Media Deception
  • Social Networking Traps
  • Undercover Dark Web Busts
  • Undercover Operations
  • Vigilante Justice
  • Virtual Currencies & Crime
  • Whistleblowing

IMPORTANT DATES: Chapter Proposal Submission Deadline: October 15, 2018; Full Chapters Due: December 15, 2018

Note: There are no publication fees, however, contributors will be requested to provide a courtesy to their fellow colleagues by serving as a peer reviewer for this project for at least 2-3 articles. This will ensure the highest level of integrity and quality for the publication. 

Should you have any questions regarding this publication, or this invitation, please do not hesitate to contact: EncyclopediaCADW@igi-global.com

Mehdi Khosrow-Pour, DBA
Editor-in-Chief
Encyclopedia of Criminal Activities and the Deep Web
EncyclopediaCADW@igi-global.com

Hoaxy

Interview with the Creators of Hoaxy® from Indiana University

Interview with the Creators of Hoaxy® from Indiana University

Falsehoods are spread due to biases in the brain, society, and computer algorithms (Ciampaglia & Menczer, 2018). A combined problem is “information overload and limited attention contribute to a degradation of the market’s discriminative power” (Qiu, Oliveira, Shirazi, Flammini, & Menczer, 2017).  Falsehoods spread quickly in the US through social media because this has become Americans’ preferred way to read the news (59%) in the 21st century (Mitchell, Gottfried, Barthel, & Sheer, 2016). While a mature critical reader may recognize a hoax disguised as news, there are those who share it intentionally. A 2016 US poll revealed that 23% of American adults had shared misinformation unwittingly or on purpose; this poll reported high to moderate confidence in one’s ability to identify fake news with only 15% not very confident (Barthel, Mitchell, & Holcomb, 2016).

Hoaxy® takes it one step further and shows you who is spreading or debunking a hoax or disinformation on Twitter.

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more on fake news in this IMS blog
https://blog.stcloudstate.edu/ims?s=fake+news

Teachers on Instagram

Teachers Are Moonlighting As Instagram Influencers To Make Ends Meet

One teacher in Texas told BuzzFeed News she makes a $50,000 a year, but made over $200,000 in a year through Instagram.

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more on social media in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=social+media+education

Data Privacy Lessons in Alternative Reality Games

How Data Privacy Lessons in Alternative Reality Games Can Help Kids In Real Life

https://www.kqed.org/mindshift/51772/how-data-privacy-lessons-in-alternative-reality-games-can-help-kids-in-real-life

Ubiquitous social media platforms—including Facebook, Twitter and Instagram—have created a venue for people to share and connect with others. We use these services by clicking “I Agree” on Terms of Service screens, trading off some of our private and personal data for seemingly free services. While these services say data collection helps create a better user experience, that data is also potentially exploitable.

The news about how third parties obtain and use Facebook users’ data to wage political campaigns and the mounting evidence of election interference have shined a spotlight on just how secure our data is when we share online. Educating youth about data security can fall under the larger umbrella of digital citizenship, such as social media uses and misuses and learning how not to embarrass or endanger oneself while using the internet.

Darvasi’s students in Toronto can pool together 55 faux bitcoins to purchase and launch the BOTTING protocol against an opponent. The student targeted at Fallon’s school in Connecticut would then have 48 hours to record audio of 10 words of Darvasi’s students choosing and send it back to them through an intermediary (Darvasi or Fallon). For a higher price of 65 faux bitcoins, students can launch MORPHLING, which would give the opponent 48 hours to record a one-minute video explaining three ways to stay safe while using Facebook, while making their school mascot (or a close approximation of) appear in the video in some way during the entire minute.

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more on digital citizenship in this IMS blog
https://blog.stcloudstate.edu/ims?s=digital+citizenship

Teacher Brand and Digital Reputation

Rise and Shine! How to Boost Your Teacher Brand and Digital Reputation

By Kasey Bell     Apr 5, 2016

https://www.edsurge.com/news/2016-04-05-rise-and-shine-how-to-boost-your-teacher-brand-and-digital-reputation

Five tips to help you create a personal brand and a positive digital reputation

1. What will they find when they Google you?

2. What is branding?

Your brand is what you represent, the content that you share, your audience, your Personal Learning Network (PLN), and your teaching philosophy. You want your brand to demonstrate that you are trustworthy, and offer quality content, insightful comments, and experience. Your brand tells your audience that what you offer is of value. Together, the elements that create your brand should communicate a distinct, cohesive story. For instance, when you visit any of my social media profiles, you will see a consistent message. The avatar and logo for my website Shake Up Learning are more recognizable than my face, and that’s intentional. That isn’t to say that every brand needs an avatar. But do find a creative way to tell your personal story.

3. Choose the right platforms

There is no right or wrong platform. Choosing where you want to build your online presence depends on the audience that you want to engage. If you want to reach parents and school community stakeholders, Facebook is a strong bet. If you want to reach other educators, Twitter and Pinterest are big winners. The bottom line is that you don’t have to use them all. Find and connect with your audience where your audience resides.

4. Claim your social media real estate

Before you settle on a username, check that it’s available on all of the social media platforms that you want to use—and then keep it consistent. You will lose your audience if you make it hard to find you. Also keep your handle simple and short, and try to avoid special characters. When a new platform arrives, claim your username early even if you aren’t sure that you will maintain a presence there.

5. Optimize your social media profiles

Guy Kawasaki, co-author of The Art of Social Media, khas nearly 1.5 million followers on Twitter alone, and he offers effective social media tips in his book. Here are the basics:

  • Add a picture of your face or logo. Your picture validates who you are. No more eggheads! Using the default egg avatar on Twitter says you don’t have a brand, and doesn’t tell your audience that you are trustworthy.
  • Use your real name. Sure, you can lie, but that isn’t going to help you build a brand and online presence. Many platforms allow you to show your name as well as your handle.
  • Link to your website, blog or About.me page. Don’t have one? Get one! You may not be ready to start a blog, but anyone can easily set up an About.me page—which is like an online resume.
  •  Compose a meaningful bio, which will help others find and follow you. It should describe your experience in the field of education and highlight topics that you follow like Maker EdGoogle Apps, or edtech.
  • Add a cover image. Choose an image that tells your story. Who are you? What do you do that sets you apart? Canva is a graphic design tool that makes creating a cover image easy. It offers ready-made templates in the right size for all of the major social media platforms.
  • Be consistent across all mediums. You want your followers to see the same brand on all of your social media profiles. This also means you shouldn’t change your profile picture every five minutes. Be recognizable.

Tools to build your brand and online presence

  •  About.me: A quick and easy personal homepage that shows your audience who you are and how to connect with you.
  •  Canva: An easy-to-use design tool for creating images, with templates for social media.
  •  Fiverr: A marketplace for services that you can use to commission a logo, avatar, or web design.
  •  Wix: A free website builder.
  •  Weebly: A free website builder.
  •  Buffer: A free web tool for sharing and scheduling content across multiple social media platforms.
  •  Nuzzel: A free web tool that lets you see the content trending among the people you follow.
  •  The Art of Social Media: A guide to creating a compelling social media presence, by Guy Kawasaki and Peg Fitzpatrick.
  •  What Happens in Vegas Stays on YouTube: Tips for preserving your digital reputation, by Erik Qualman.
  •  What Happens on Campus Stays on YouTube: Advice for students on protective their digital reputations, by Erik Qualman.

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more on digital citizenship in this IMS blog
https://blog.stcloudstate.edu/ims?s=digital+citizenship

also:

https://www.pinterest.com/pin/628252216744698154/
social media cheat sheet and content calendar

web site evaluation

A Game, a Video, and a Framework for Teaching Website Evaluation

In this age of fake and misleading news being spread through social media, it is more important than ever to teach students how to view websites with a critical eye. Here are three good resources

The RADCAB website offers short explanations of each of the aspects of evaluation and why they are significant. The site also provides a rubric (link opens PDF) that you can download and print for your students to use to score the credibility of a website.

Website Evaluation Explained by Common Craft teaches viewers to think like an editor when reviewing the claims made in articles on websites.

http://factitious.augamestudio.com/#/

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more on fake news in this IMS blog
https://blog.stcloudstate.edu/ims?s=fake+news

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