Searching for "digital media"

Digital Citizenship Symposium

We invite you to join us on Monday, March 12, 2018, in Washington, DC, for the 2018 Global Symposium on Digital Citizenship.
$129. Select CoSN Member or Non-member, change the “0” next to the “Symposium on Educating for Digital Citizenship ONLY” to a “1”. Click “next” and complete your registration.
CoSN and UNESCO, in partnership with the Global Education Conference, HP, ClassLink, Participate, Qatar Foundation International, Partnership for 21st Century Learning, ISTE, iEARN-USA, The Stevens Initiative at the Aspen Institute, World Savvy, Wikimedia, TakingITGlobal, Smithsonian Institute, and Project Tomorrow, are hosting this event to bring together thought leaders from across the world to explore the role of education in ensuring students are responsible digital citizens.

Internet safety has been a concern for policymakers and educators since the moment technology, particularly the Internet, was introduced to classrooms. Increasingly many school systems are evolving that focus from simply minimizing risk and blocking access, to more responsible use policies and strategies that empower the student as a digital citizen. Digital citizenship initiatives also seek to prepare students to live in a world where online hate and radicalization are all too common.

 

Join us for a lively and engaging exploration of what are the essential digital citizenship skills that students need, including policies and practices in response to the following questions:
  • How can technology be used to improve digital citizenship and to what extent is technology providing new challenges to digital citizenship?
  • How should we access information effectively and form good evaluate its accuracy?
  • How should we develop the skills to engage with others respectfully and in a sensitive and ethical manner?
  • How should we develop an appropriate balance between instruction and nurturing student behaviors that ensure ICT (Information and communications technology) is used safely and responsibly?

open access symposium 2018 digital libraries

The ACM/IEEE Joint Conference on Digital Libraries in 2018 (JCDL 2018L:
https://2018.jcdl.org/) will be held in conjunction with UNT Open Access
Symposium 2018 (https://openaccess.unt.edu/symposium/2018) on June 3 – 6, 2018
in Fort Worth, Texas, the rustic and artistic threshold into the American
West. JCDL welcomes interesting submissions ranging across theories, systems,
services, and applications. We invite those managing, operating, developing,
curating, evaluating, or utilizing digital libraries broadly defined, covering
academic or public institutions, including archives, museums, and social
networks. We seek involvement of those in iSchools, as well as working in
computer or information or social sciences and technologies. Multiple tracks
and sessions will ensure tailoring to researchers, practitioners, and diverse
communities including data science/analytics, data curation/stewardship,
information retrieval, human-computer interaction, hypertext (and Web/network
science), multimedia, publishing, preservation, digital humanities, machine
learning/AI, heritage/culture, health/medicine, policy, law, and privacy/
intellectual property.

General Instructions on submissions of full papers, short papers, posters and
demonstrations, doctoral consortium, tutorials, workshops, and panels can be
found at https://2018.jcdl.org/general_instructions. Below are the submission
deadlines:

• Jan. 15, 2018 – Tutorial and workshop proposal submissions
• Jan. 15, 2018 – Full paper and short paper submissions
• Jan. 29, 2018 – Panel, poster and demonstration submissions
• Feb. 1, 2018 – Notification of acceptance for tutorials and workshops
• Mar. 8, 2018 – Notification of acceptance for full papers, short papers,
panels, posters, and demonstrations
• Mar. 25, 2018 – Doctoral Consortium abstract submissions
• Apr. 5, 2018 – Notification of acceptance for Doctoral Consortium
• Apr. 15, 2018 – Final camera-ready deadline for full papers, short papers,
panels, posters, and demonstrations

Please email jcdl2018@googlegroups.com if you have any questions.

digital humanities

7 Things You Should Know About Digital Humanities

Published:   Briefs, Case Studies, Papers, Reports  

https://library.educause.edu/resources/2017/11/7-things-you-should-know-about-digital-humanities

Lippincott, J., Spiro, L., Rugg, A., Sipher, J., & Well, C. (2017). Seven Things You Should Know About Digital Humanities (ELI 7 Things You Should Know). Retrieved from https://library.educause.edu/~/media/files/library/2017/11/eli7150.pdf

definition

The term “digital humanities” can refer to research and instruction that is about information technology or that uses IT. By applying technologies in new ways, the tools and methodologies of digital humanities open new avenues of inquiry and scholarly production. Digital humanities applies computational capabilities to humanistic questions, offering new pathways for scholars to conduct research and to create and publish scholarship. Digital humanities provides promising new channels for learners and will continue to influence the ways in which we think about and evolve technology toward better and more humanistic ends.

As defined by Johanna Drucker and colleagues at UCLA, the digital humanities is “work at the intersection of digital technology and humanities disciplines.” An EDUCAUSE/CNI working group framed the digital humanities as “the application and/or development of digital tools and resources to enable researchers to address questions and perform new types of analyses in the humanities disciplines,” and the NEH Office of Digital Humanities says digital humanities “explore how to harness new technology for thumanities research as well as those that study digital culture from a humanistic perspective.” Beyond blending the digital with the humanities, there is an intentionality about combining the two that defines it.

digital humanities can include

  • creating digital texts or data sets;
  • cleaning, organizing, and tagging those data sets;
  • applying computer-based methodologies to analyze them;
  • and making claims and creating visualizations that explain new findings from those analyses.

Scholars might reflect on

  • how the digital form of the data is organized,
  • how analysis is conducted/reproduced, and
  • how claims visualized in digital form may embody assumptions or biases.

Digital humanities can enrich pedagogy as well, such as when a student uses visualized data to study voter patterns or conducts data-driven analyses of works of literature.

Digital humanities usually involves work by teams in collaborative spaces or centers. Team members might include

  • researchers and faculty from multiple disciplines,
  • graduate students,
  • librarians,
  • instructional technologists,
  • data scientists and preservation experts,
  • technologists with expertise in critical computing and computing methods, and undergraduates

projects:

downsides

  • some disciplinary associations, including the Modern Language Association and the American Historical Association, have developed guidelines for evaluating digital proj- ects, many institutions have yet to define how work in digital humanities fits into considerations for tenure and promotion
  • Because large projects are often developed with external funding that is not readily replaced by institutional funds when the grant ends sustainability is a concern. Doing digital humanities well requires access to expertise in methodologies and tools such as GIS, mod- eling, programming, and data visualization that can be expensive for a single institution to obtain
  • Resistance to learning new tech- nologies can be another roadblock, as can the propensity of many humanists to resist working in teams. While some institutions have recognized the need for institutional infrastructure (computation and storage, equipment, software, and expertise), many have not yet incorporated such support into ongoing budgets.

Opportunities for undergraduate involvement in research, provid ing students with workplace skills such as data management, visualization, coding, and modeling. Digital humanities provides new insights into policy-making in areas such as social media, demo- graphics, and new means of engaging with popular culture and understanding past cultures. Evolution in this area will continue to build connections between the humanities and other disci- plines, cross-pollinating research and education in areas like med- icine and environmental studies. Insights about digital humanities itself will drive innovation in pedagogy and expand our conceptualization of classrooms and labs

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

academic dishonesty plagiarism in the digital age

Ercegovac, Z., & Richardson, J. J. (2004). Academic Dishonesty, Plagiarism Included, in the Digital Age: A Literature Review. College & Research Libraries65(4), 301-318.

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what constitutes plagiarism, how prevalent plagiarism is in our schools, colleges, and society, what is done to prevent and reduce plagiarism, the attitudes of faculty toward academic dishonesty in general, and individual differences as predictors of academic dishonesty

the interdisciplinary nature of the topic and the ethical challenges of accessing and using information technology, especially in the age of the Internet. Writings have been reported in the literatures of education, psychology, and library and information studies, each looking at academic dishonesty from different perspectives. The literature has been aimed at instructors and scholars in education and developmental psychology, as well as college librarians and school media specialists.

Although the literature appears to be scattered across many fields, standard dictionaries and encyclopedias agree on the meaning of plagiarism.

According to Webster’s, plagiarism is equated with kidnapping and defined as “the unauthorized use of the language and thoughts of another author and the representation of them as one’s own.”(FN10) The Oxford English Dictionary defines plagiarism as the “wrongful appropriation or purloining, and publication as one’s own, of the ideas, or the expression of the ideas (literary, artistic, musical, mechanical, etc.).”(

plagiarism is an elusive concept and has been treated differently in different contexts.

different types of plagiarism: direct plagiarism; truncation (where strings are deleted in the beginning or ending); excision (strings are deleted from the middle of sentences); insertions; inversions; substitutions; change of tense, person, number, or voice; undocumented factual information; inappropriate use of quotation marks; or paraphrasing.

defined plagiarism as a deliberate use of “someone else’s language, ideas, or other original (not common-knowledge) material without acknowledging its source.”(FN30) This definition is extended to printed and digital materials, manuscripts, and other works. Plagiarism is interrelated to intellectual property, copyright, and authorship, and is discussed from the perspective of multiculturalism.(FN31)

Jeffrey Klausman made three distinctions among direct plagiarism, paraphrase plagiarism, and patchwork plagiarism

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Cosgrove, J., Norelli, B., & Putnam, E. (2005). Setting the Record Straight: How Online Database Providers Are Handling Plagiarism and Fabrication Issues. College & Research Libraries66(2), 136-148.

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None of the database providers used links for corrections. Although it is true that the structure of a particular database (LexisNexis, for instance) may make static links more difficult to create than appending corrections, it is a shame that the most elemental characteristic of online resources–the ability to link–is so underutilized within the databases themselves.

Finding reliable materials using online databases is difficult enough for students, especially undergraduates, without having to navigate easily fixed pitfalls. The articles in this study are those most obviously in need of a correction or a link to a correction–articles identified by the publications themselves as being flawed by error, plagiarism, or fabrication. Academic librarians instruct students to carefully evaluate the literature in their campuses’ database resources. Unfortunately, it is not practical to expect undergraduate students to routinely search at the level necessary to uncover corrections and retractions nor do librarians commonly have the time to teach those skills.

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more on academic dishonesty, plagiarism in this IMS blog
https://blog.stcloudstate.edu/ims?s=academic+dishonesty

digital access to nonprint collections

Digital Access to Non-Print Collections

University libraries have held collections of books and printed material throughout their existence and continue to be perceived as repositories for physical collections.  Other non-print specialized collections of interest have been held in various departments on campus such as Anthropology, Art, and Biology due to the unique needs of the collections and their usage.  With the advent of electronic media, it becomes possible to store these non-print collections in a central place, such as the Libray.

The skills needed to curate artifacts from an archeological excavation, biological specimens from various life forms, and sculpture work are very different, making it difficult for smaller university libraries to properly hold, curate, and make available such collections.  In addition, faculty in the various departments tend to want those collections near their coursework and research, so it can be readily available to students and researchers. With the expansion of online learning, the need for such availability becomes increasingly pronounced.

With the advent of 3 dimensional (3D) scanners, it has become possible for a smaller library to hold digital representations of these collections in an archive that can be curated from the various departments by experts in the discipline.  The Library can then make the digital representations available to other researchers, students, and the public through kiosks in the Library or via the Internet.  Current methods to scan and store an artifact in 3Dstill require expertise not often found in a Library.

We propose to use existing technology to build an easy-to-use system to scan smaller artifacts in 3D.  The project will include purchase and installation of a workstation in the Library where the artifact collection can be accessed using a large touch-screen monitor, and a portable, easy-to-use 3D scanning station.  Curators of collections from various departments on the St. Cloud State University campus can check out the scanning station, connect to power and Internet where the collection is located, and scan their collection into the libraries digital archives, making the collection easily available to students, other researchers and the public.

The project would include assembly of two workstations previously mentioned and potentially develop the robotic scanner.  Software would be produced to automate the workflow from the scanner to archiving the digital representation and then make the collection available on the Internet.

This project would be a collaboration between the St. Cloud State University Library (https://www.stcloudstate.edu/library/  and  Visualization Laboratory (https://www.facebook.com/SCSUVizLab/). The project would use the expertise and services of the St. Cloud State Visualization Laboratory.  Dr. Plamen Miltenoff, a faculty with the Library will coordinate the Library initiatives related to the use of the 3D scanner. Mark Gill, Visualization Engineer, and Dr. Mark Petzold, Associate Professor of Electrical and Computer Engineering will lead a group of students in developing the software to automate the scanning, storage, and retrieval of the 3D models.  The Visualization Lab has already had success in 3D scanning objects for other departments and in creating interactive displays allowing retrieval of various digital content, including 3D scanned objects such animal skulls and video. A collaboration between the Library, VizLab and the Center for Teaching and Learning (, https://www.stcloudstate.edu/teaching/) will enable campus faculty to overcome technical and financial obstacles. It will promote the VizLab across campus, while sharing its technical resources with the Library and making those resources widely available across campus. Such work across silos will expose the necessity (if any) of standardization and will help faculty embrace stronger collaborative practices as well as spur the process of reproduction of best practices across disciplines.

Budget:

Hardware Cost
42” Touch Screen Monitor $2200
Monitor Mount $400
2 Computer Workstations $5000
Installation $500
Cart for Mobile 3D Scanner $1000
3D Scanner (either purchase or develop in-house) $2000
Total $11100

 

The budget covers two computer workstations.  One will be installed in the library as a way to access the digital catalog, and will include a 42 inch touch screen monitor mounted to a wall or stand.  This installation will provide students a way to interact with the models in a more natural way.  The second workstation would be mounted on a mobile cart and connected to the 3D scanner.  This would allow collection curators from different parts of campus to check out the scanner and scan their collections.  The ability to bring the scanner to the collection would increase the likelihood  the collections to be scanned into the library collection.

The 3D scanner would either be purchased off-the shelf or designed by a student team from the Engineering Department.  A solution will be sought to use and minimize the amount of training the operator would need.  If the scanner is developed in-house, a simple optical scanner such as an XBox Kinect device and a turntable or robotic arm will be used.  Support for the XBox Kinect is built into Microsoft Visual Studio, thus creating the interface efficient and costeffective.

Timeline

Task Start Time End Time
Catalog Software October 2017 December 2017
Scanner Interface October 2017 March 2018
Web Interface January 2018 May 2018
System Installation March 2018 May 2018

Personnel

Plamen Miltenoff, Ph.D., MLIS

pmiltenoff@stcloudstate.edu

320-308-3072

Dr. Miltenoff is part of a workgroup within the academic library, which works with faculty, students and staff on the application of new technologies in education. Dr. Miltenoff’s most recent research with Mark Gill is on the impact of Video 360 on students during library orientation: http://web.stcloudstate.edu/pmiltenoff/bi/

 

Mark Petzold, Ph.D.
mcpetzold@stcloudstate.edu
320-308-4182
Dr. Petzold is an Associate Professor in Electrical and Computer Engineering.  His current projects involve visualization of meteorological data in a virtual reality environment and research into student retention issues.  He is co-PI on a $5 million NSF S-STEM grant which gives scholarships to low income students and investigates issues around student transitions to college.

Mark Gill

mcgill@stcloudstate.edu

320-308-5605

Mr. Gill is a Visualization Engineer for the College of Science and Engineering and runs the Visualization Laboratory.  He has worked for several major universities as well as Stennis Space Center and Mechdyne, Inc.  He holds a Masters of Science in Software Engineering.

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University of Nevada, Reno and Pennsylvania State University 41 campus libraries to include collaborative spaces where faculty and students gather to transform virtual ideas into reality.

Maker Commons in the Modern Library: Six Reasons 3D Printers Should be in Your School’s Library

Maker Commons in the Modern Library 6 REASONS 3D PRINTERS SHOULD BE IN YOUR LIBRARY

1. Librarians Know How to Share 2. Librarians Work Well with IT People 3. Librarians Serve Everybody 4. Librarians Can Fill Learning Gaps 5. Librarians like Student Workers 6. Librarians are Cross-Discipline

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more on grants in this IMS blog
https://blog.stcloudstate.edu/ims?s=grant

social media algorithms

How algorithms impact our browsing behavior? browsing history?
What is the connection between social media algorithms and fake news?
Are there topic-detection algorithms as they are community-detection ones?
How can I change the content of a [Google] search return? Can I? 

Larson, S. (2016, July 8). What is an Algorithm and How Does it Affect You? The Daily Dot. Retrieved from https://www.dailydot.com/debug/what-is-an-algorithm/
Berg, P. (2016, June 30). How Do Social Media Algorithms Affect You | Forge and Smith. Retrieved September 19, 2017, from https://forgeandsmith.com/how-do-social-media-algorithms-affect-you/
Oremus, W., & Chotiner, I. (2016, January 3). Who Controls Your Facebook Feed. Slate. Retrieved from http://www.slate.com/articles/technology/cover_story/2016/01/how_facebook_s_news_feed_algorithm_works.html
Lehrman, R. A. (2013, August 11). The new age of algorithms: How it affects the way we live. Christian Science Monitor. Retrieved from https://www.csmonitor.com/USA/Society/2013/0811/The-new-age-of-algorithms-How-it-affects-the-way-we-live
Johnson, C. (2017, March 10). How algorithms affect our way of life. Desert News. Retrieved from https://www.deseretnews.com/article/865675141/How-algorithms-affect-our-way-of-life.html
Understanding algorithms and their impact on human life goes far beyond basic digital literacy, some experts said.
An example could be the recent outcry over Facebook’s news algorithm, which enhances the so-called “filter bubble”of information.
personalized search (https://en.wikipedia.org/wiki/Personalized_search)
Kounine, A. (2016, August 24). How your personal data is used in personalization and advertising. Retrieved September 19, 2017, from https://www.tastehit.com/blog/personal-data-in-personalization-and-advertising/
Hotchkiss, G. (2007, March 9). The Pros & Cons Of Personalized Search. Retrieved September 19, 2017, from http://searchengineland.com/the-pros-cons-of-personalized-search-10697
Magid, L. (2012). How (and why) To Turn Off Google’s Personalized Search Results. Forbes. Retrieved from https://www.forbes.com/sites/larrymagid/2012/01/13/how-and-why-to-turn-off-googles-personalized-search-results/#53a30be838f2
Nelson, P. (n.d.). Big Data, Personalization and the No-Search of Tomorrow. Retrieved September 19, 2017, from https://www.searchtechnologies.com/blog/big-data-search-personalization

gender

Massanari, A. (2017). #Gamergate and The Fappening: How Reddit’s algorithm, governance, and culture support toxic technocultures. New Media & Society19(3), 329-346. doi:10.1177/1461444815608807

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community detection algorithms:

Bedi, P., & Sharma, C. (2016). Community detection in social networks. Wires: Data Mining & Knowledge Discovery6(3), 115-135.

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CRUZ, J. D., BOTHOREL, C., & POULET, F. (2014). Community Detection and Visualization in Social Networks: Integrating Structural and Semantic Information. ACM Transactions On Intelligent Systems & Technology5(1), 1-26. doi:10.1145/2542182.2542193

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Bai, X., Yang, P., & Shi, X. (2017). An overlapping community detection algorithm based on density peaks. Neurocomputing2267-15. doi:10.1016/j.neucom.2016.11.019

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topic-detection algorithms:

Zeng, J., & Zhang, S. (2009). Incorporating topic transition in topic detection and tracking algorithms. Expert Systems With Applications36(1), 227-232. doi:10.1016/j.eswa.2007.09.013

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topic detection and tracking (TDT) algorithms based on topic models, such as LDA, pLSI (https://en.wikipedia.org/wiki/Probabilistic_latent_semantic_analysis), etc.

Zhou, E., Zhong, N., & Li, Y. (2014). Extracting news blog hot topics based on the W2T Methodology. World Wide Web17(3), 377-404. doi:10.1007/s11280-013-0207-7

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The W2T (Wisdom Web of Things) methodology considers the information organization and management from the perspective of Web services, which contributes to a deep understanding of online phenomena such as users’ behaviors and comments in e-commerce platforms and online social networks.  (https://link.springer.com/chapter/10.1007/978-3-319-44198-6_10)

ethics of algorithm

Mittelstadt, B. D., Allo, P., Taddeo, M., Wachter, S., & Floridi, L. (2016). The ethics of algorithms: Mapping the debate. Big Data & Society, 3(2), 2053951716679679. https://doi.org/10.1177/2053951716679679

journalism

Malyarov, N. (2016, October 18). Journalism in the age of algorithms, platforms and newsfeeds | News | FIPP.com. Retrieved September 19, 2017, from http://www.fipp.com/news/features/journalism-in-the-age-of-algorithms-platforms-newsfeeds

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https://blog.stcloudstate.edu/ims?s=algorithm
more on algorithms in this IMS blog

see also

NMC digital literacy

NMC Releases Second Horizon Project Strategic Brief on Digital Literacy

NMC Releases Second Horizon Project Strategic Brief on Digital Literacy

The New Media Consortium (NMC) has released Digital Literacy in Higher Education, Part II: An NMC Horizon Project Strategic Brief, a follow-up to its 2016 strategic brief on digital literacy.

PDF available here.
2017-nmc-strategic-brief-digital-literacy-in-higher-education-II-ycykt3

But what does it really mean to be digitally literate, and which standards do we use?” said Dr. Eden Dahlstrom, NMC Executive Director. “This report sheds light on the meaning and impact of digital literacy using cross-cultural and multi-disciplinary approaches, highlighting frameworks and exemplars in practice.

NMC’s report has identified a need for institutions and thought leaders to consider the ways in which content creation is unequally expressed throughout the world. In an examination of digital literacy within European, Middle Eastern, and African nations (EMEA), research has surfaced unequal access to information technology based on inequalities of economics, gender, race, and political divides.

2020 2015
1. Complex Problem Solving 1. Complex Problem Solving
2. Critical Thinking 2. Coordinating with Others
3. Creativity 3. People  Management
4. People  Management 4. Critical Thinking
5. Coordinating with Others 5. Negotiation
6. Emotional  Intelligence 6. Quality Control
7. Judgment and Decision Making 7. Service  Orientation
8. Service  Orientation 8. Judgment and Decision Making
9. Negotiation 9. Active Listening
10. Cognitive  Flexibility 10. Creativity

Digital tools themselves are merely enablers, pushing the envelope of  what learners can create. No longer is it acceptable for students to be passive consumers of content; they can contribute to the local and global knowledge ecosystem, learning through the act of producing and discussing rich media, applications, and objects. In the words of many institutional mission statements, students do not have to wait until they graduate to change the world.

Using readily available  digital  content  creation tools (e.g., video production and editing, web and graphic tools), students are evolving into digital storytellers,

digital literacy now encompasses the important skills of being able to coordinate with others to create something truly original that neither mind would fathom independently.

The ability to discern credible from inaccurate resources is foundational to digital literacy. my note: #Fakenews

A lack of broad consensus on the meaning of digital literacy still hinders its uptake, although a growing  body  of research is helping higher education professionals better navigate the continuous adjustments to the field brought about by emerging pedagogies and technologies.

Information literacy is a nearly universal component within these digital literacy frameworks. Critically finding, assessing, and using digital content within the vast and sometimes chaotic internet appears as a vital skill in almost every account, including those published beyond libraries. In contrast, media literacy is less widely included in digital literacy publications,  possibly  due  to  a  focus  on  scholarly, rather than popular, materials. Digital literacies ultimately combine information and media literacy.

United States digital literacy frameworks tend to  focus  on  educational  policy details and personal empowerment,  the  latter  encouraging  learners  to  become  more  effective students, better creators, smarter information consumers, and more influential members of their community.

National policies are vitally important in European digital literacy work, unsurprising for a continent well populated with nation-states and struggling to redefine itself… this recommendation for Balkan digital strategy: “Media and information education (with an emphasis on critical thinking and switching from consumption to action) should start at early ages, but address all ages.”

African digital literacy is more business-oriented. Frameworks often speak to job skills and digital entrepreneurship. New skills and professions are emphasized, symbolized by the call for “new collar” positions.

Middle Eastern nations offer yet another variation, with a strong focus on media literacy. As with other regions, this can be a response to countries with strong state influence or control over local media. It can  also  represent  a  drive  to  produce  more  locally-sourced  content,  as  opposed  to  consuming

Digital literacy is a complex phenomenon in 2017, when considered internationally. Nations  and regions are creating ways to help their populations grapple with the digital revolution that are shaped by their local situations. In doing so, they cut across the genealogy of digital literacies, touching on its historical components: information literacy, digital skills, and media literacy.

2017-nmc-strategic-brief-digital-literacy-in-higher-education-II-ycykt3

 

 

 

 

 

 

 

How Does Digital Literacy Change Pedagogy?

Students are not all digital natives, and do not necessarily have the same level of capabilities. Some need to be taught to use online tools (such as how to navigate a LMS) for learning. However, once digital literacy skills for staff and students are explicitly recognized as important for learning and teaching, critical drivers for pedagogical change are in place.

Pedagogy that uses an inquiry based/problem solving approach is a great framework to enhance the use and practice of digital skills/capabilities in the classroom.

The current gap between students’ information literacy skills and their need  to  internalize  digital literacy competencies creates an opportunity for academic librarians to support students  in  the pursuit of civic online reasoning at the core of NMC’s multimodal model of three digital literacies. Academic librarians need a new strategy that evolves information literacy to an expanded role educating digitally literate students. Let’s build a new model in which academic librarians are  entrepreneurial collaborators with faculty,55  supporting  their  classroom  efforts  to  help  students become responsible sharers and commentators of news on social media.

“Digital literacy is not just about ensuring that students can use the latest technologies, but also developing skills to select the right tools for a particular context to deepen their learning outcomes and engage in creative problem-solving”

There is a disconnect between how students experience and interact with technology in their personal lives and how they use technology in their roles as  students.  Yes, students are digitally savvy, and yes,  universities  have  a  role  in  questioning  (insightfully  of  course) their sometimes brash digital savviness. We have a situation where students are expecting more, but (as I see it) cannot provide a clear demand, while faculty are unable to walk in  the  shoes  of  the students.

 

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

social media elearning

Mnkandla, Ernest, and Ansie Minnaar. 2017. “The Use of Social Media in E-Learning: A Metasynthesis.” The International Review of Research in Open and Distributed Learning 18 (5). http://www.irrodl.org/index.php/irrodl/article/view/3014.
This research represents a conceptual framework designed to explain the adoption of social media into e-learning by using online collaborative learning (OCL) in higher education. Social media in e-learning signals the end of distance education in higher education.
The proposed framework could be useful to instructional designers and academics who are interested in using modern learning theories and want to adopt social media in e-learning in higher education as a deep learning strategy.
The major paradigms underlying the theoretical frameworks that were investigated were included in social learning theory, social interactivity theory, constructionism and social constructivism, and online collaborative learning theory (Harasim, 2012). Collaboration and social constructivism were the main theoretical frameworks guiding the use of social media in e-learning in higher education that point towards a more integrative (collaborative) and co-constructivism peer supportive approach to learning in the digital age.
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safe social media

Tips Toward a Safe and Positive Social Media Experience

By Stephen Spengler 06/01/17

https://thejournal.com/articles/2017/06/01/tips-toward-a-safe-and-positive-social-media-experience.aspx

Family Online Safety Institute recommends that parents engage in “7 Steps to Good Digital Parenting”

1. Talk with your children.

2. Educate yourself.

3. Use parental controls. Check the safety controls on all of the Android and Apple devices that your family uses. On the iPhone, you can tap SETTINGS > GENERAL> RESTRICTIONS and you can create a password that allows you enable/disable apps and phone functions. On Android devices, you can turn on Google Play Parental Controls by going into the Google Play Store settings

parental monitoring software such as NetNanny, PhoneSherriff, Norton Family Premier and Qustodio.

4. Friend and follow your children on social media. Whether it’s musical.ly, Instagram or Twitter, chances are that your children use some form of social media. If you have not already, then create an account and get on their friends list.

5. Explore, share and celebrate.

6. Be a good digital role model.

7. Set ground rules and apply sanctions. Just like chore charts or family job lists, consider using a family social media or internet safety contract. These contracts establish ground rules for when devices are to be used; what they should and should not be doing on them; and to establish sanctions based on breaches of the family contract. A simple internet search for “family internet contract” or “family technology contract” will produce a wealth of available ideas and resources to help you implement rules and sanctions revolving around your family’s technology use. A good example of a social media contract for children can be found at imom.com/printable/social-media-contract-for-kids/.

Managing Your Digital Footprint

Your digital footprint, according to dictionary.com, is “one’s unique set of digital activities, actions, and communications that leave a data trace on the internet or on a computer or other digital device and can identify the particular user or device.” Digital footprints can be either passive or active. The passive digital footprint is created without your consent and is driven by the sites and apps that you visit. The data from a passive digital footprint could reveal one’s internet history, IP address, location and is all stored in files on your device without you knowing it. An active digital footprint is more easily managed by the user. Data from an active digital footprint shows social media postings, information sharing, online purchases and activity usage.

  • Search for yourself online
  • Check privacy settings.
  • Use strong passwords
  • Update software.
  • Maintain your device.
  • Think before you post

Keep These Apps on Your Radar

  • Afterschool (minimum age 17) – The Afterschool App was rejected twice from the major app stores due to complaints from parents and educators. It is a well-known app that promotes cyberbullying, sexting, pornography and is filled with references to drugs and alcohol.
  • Blue Whale (minimum age 10) – IF YOU FIND THIS APP ON YOUR CHILD’S DEVICE, DELETE IT. It is a suicide challenge app that attempts to prod children into killing themselves.
  • BurnBook (minimum age 18) – IF YOU FIND THIS APP ON YOUR CHILD’S DEVICE, DELETE IT. It is a completely anonymous app for posting text, photos, and audio that promote rumors about other people. It is a notorious for cyberbullying
  • Calculator% (minimum age 4) – IF YOU FIND THIS APP ON YOUR CHILD’S DEVICE, DELETE IT. This is one of hundreds of “secret” calculator apps. This app is designed to help students hide photos and videos that they do not want their parents to see. This app looks and functions like a calculator, but students enter a “.”, a 4-digit passcode, and then a “.” again.
  • KIK (minimum age 17) – This is a communications app that allows anyone to be contacted by anyone and it 100 percent bypasses the device’s contacts list.
  • Yik Yak (minimum age 18) – This app is a location-based (most commonly schools) bulletin board app. It works anonymously with anyone pretending to be anyone they want. Many schools across the country have encountered cyberbullying and cyberthreats originating from this app.
  • StreetChat (minimum age 14) – StreetChat is a photo-sharing board for middle school, high school and college-age students. Members do not need to be a student in the actual school and can impersonate students in schools across the country. It promotes cyberbullying through anonymous posts and private messaging.
  • ooVoo (minimum age 13) – IF YOU FIND THIS APP ON YOUR CHILD’S DEVICE, DELETE IT. ooVoo is one of the largest video and messages app. Parents should be aware that ooVoo is used by predators to contact underage children. The app can allow users to video chat with up to twelve people at one time.
  • Wishbone (girls) & Slingshot (boys) (minimum age 13) – Both are comparison apps that allow users to create polls, including ones that are not appropriate for children. Many of the users create polls to shame and cyberbully other children, plus there are inappropriate apps and videos that users are forced to watch via the app’s advertising engine.

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Texas Teen May Be Victim in ‘Blue Whale Challenge’ That Encourages Suicide

Isaiah Gonzalez, 15, found hanging from his closet after an apparent suicide, as allegedly instructed by macabre online game

http://www.rollingstone.com/culture/news/texas-teen-latest-victim-in-challenge-that-promotes-suicide-w491939

Nationally, the Associated Press reports that educators, law enforcement officers and parents have raised concerns about the challenge, though these two back-to-back deaths mark the first allegations in the United States about deaths directly linked to the online game. Internationally, suicides in Russia, Brazil, and half a dozen other countries have already been linked to the challenge.

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more on social media in education in this IMS blog
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digital learning faculty support

Report: Faculty Support Lacking for Wide Adoption of Digital Learning

By Dian Schaffhauser 06/19/17

https://campustechnology.com/articles/2017/06/19/faculty-support-lacking-for-wide-adoption-of-digital-learning.aspx

new report produced by Tyton Partners in collaboration with the Babson Survey Research Group. two fall 2016 surveys of a national sample of 3,500 postsecondary respondents.

extent of digital learning implementation in support of strategic priorities

These gaps and others “suggest a disconnect, the report stated, “between the impacts that many administrators perceive and the reality of how digital learning is changing the market.” Open-ended responses suggested that expectations for the impact of digital learning were “set too high” or weren’t being “measured or communicated well.” Another common refrain: There’s inadequate institutional support.

While most administrators told researchers that “faculty are crucial to the success of digital learning initiatives — serving as both a bolster and a barrier to implementation success,” the resources for supporting faculty to implement digital learning are insufficient. Just a quarter of respondents said faculty professional development was implemented “effectively and at scale.” Thirty-five percent said implementation was in progress. And a third (33 percent) reported that faculty professional development was “incomplete, inconsistent, informal and/or optional.”

The report offered recommendations for improving and expanding digital learning adoption. Among the guidance:

  • Get realistic. While the data suggested that digital learning could improve scheduling flexibility and access, among other benefits, schools need to identify which goals are most important and “clearly articulate how and to what extent its digital learning programs are expected to help.”
  • Measure impact and broadcast it. Forget about small pilots; go for a scale that will demonstrate impact and then share the findings internally and with other institutions.
  • Use buying power to influence the market. Connect faculty with vendors for “education, product discovery and feedback.” Insist on accessibility within products, strong integration features and user friendliness.
  • Prepare faculty for success. Make sure there are sufficient resources and incentives to help faculty “buy into the strategy” and follow through on implementation.

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https://blog.stcloudstate.edu/ims?s=digital+learning

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