The document discusses the differences between "digital immigrants" and "digital natives". Digital immigrants are those who were not born in the digital world and had to learn to assimilate to the new technology, while digital natives have grown up with technology being ubiquitous. Some key differences highlighted are that digital natives view technology as normal and useful, while digital immigrants still see it as "new" and "fascinating". Digital natives are also more positive towards digital life and use of social media when it is useful to them.
The document discusses the differences between digital immigrants and digital natives. Digital immigrants are not born in the digital world, are fascinated by new technology, and remember a time before widespread digital influence. Digital natives have always lived with technology, see it as normal rather than fascinating, and expect technology to be useful. The document also contrasts analogue values like control and collective mindsets with digital values like transparency and individualism.
Bryan Alexander's: Emerging technologies for teaching and learning: a tour of...Alexandra M. Pickett
SLN SOLsummit 2010
http://slnsolsummit2010.edublogs.org
February 25, 2010
Bryan Alexander, Director of Research, National Institute for Technology in Liberal Education.
Emerging technologies for teaching and learning: a tour of the 2010 horizon
How is the landscape for teaching and learning with technology changing this year? We begin with an overview of current methods for apprehending emergent technologies, including Delphi, futures markets, networks, and scenarios. Drawing on those methods we identify a series of emerging trends, from interface changes to open content to gaming. Next we delve into several high-impact fields. Social media has already transformed the general cybercultural world, and is reshaping the academy. Mobile devices have begun to revolutionize many levels of our technological interactions.
I research and develop programs on the advanced uses of information technology in liberal arts colleges. My specialties include digital writing, weblogs, copyright and intellectual property, information literacy, wireless culture and teaching, project management, information design, and interdisciplinary collaboration. I contribute to a series of weblogs, including NITLE Tech News, MANE IT leaders, and Smartmobs, when not creating digital learning objects (like Gormenghast). I’ve taught English and information technology studies at the University of Michigan and Centenary College.
http://blogs.nitle.org/let
http://twitter.com/BryanAlexander
http://www.slideshare.net/BryanAlexander
The problem with ‘digital generation’: A study of adult digital content creat...Middlesex University
The problem with ‘digital generation’: A study of adult digital content creators
Karl Mannheim (1952 [1928]) wrote about problems associated with use of the term ‘generation’. He argued that generational consciousness within a generation is not necessarily homogeneous or coherent, as there will be divergent views and practices within any group. Indeed one of the main criticisms arising from comparisons and differentiation between people in pre-defined generational groups is that standardised assumptions and pre-conceptions are made about how they behave and their ability to learn. This is particularly problematic in the digital era when use of the terms ‘digital generation’ and ‘net generation’ (Tapscott, 2008) are used for the categorisation of age delineation (Buckingham, 2006).
This research investigates 36 UK adults using digital technology as they participate in the practices of content creation, distribution and sharing online as a form of vernacular creativity. It views participants not as members of a pre-defined generation, but as individuals within an age range. Consequently, generational preconceptions were suspended in favour of an approach linked to the modes of communication and technologies available and familiar to them in their early life and to their own personal circumstances and backgrounds. Research revealed that adopting digital technologies acted as enablers in facilitating the unlocking of suppressed behaviour and creative desires across the age spectrum. In addition the research findings offer a nuanced set of conclusions where both commonly held actions of purpose and age related circumstances are important. These are alternative to the over-simplistic and sometimes polemical perception that the so-called ‘digital generation’ are more digitally adept and literate than older internet users.
Bibliography
Buckingham, D. (2006), Is there a Digital Generation? In: David Buckingham & Willett, R. (eds.) Digital Generations: Children, Young People and New Media. Mahwah, NJ: Erlbaum.
Mannheim, K. (1952 [1928]), The Problem of Generations. In: Kecskemeti, P. (ed.) Essays on the Sociology of Knowledge. New York, NY: Oxford University Press.
Tapscott, D. (2008), Grown Up Digital, New York, NY, McGraw-Hill.
The Media Technology MSc program encourages students to develop creative approaches to science through translating personal interests into unconventional research projects. The program is open to unusual questions, research methods, and outputs beyond traditional theses. Students create actual products to gain new scientific insights by doing and creating. The document then provides examples of old new media technologies and icons that pioneered hardware, interfaces, immersive experiences, and narrative forms, laying the groundwork for modern media.
The document summarizes the history and development of digital storytelling from its origins in the late 1980s through its adoption in various contexts over time. It traces how digital storytelling was pioneered by artists Dana Atchley and Joe Lambert and later developed at organizations like the Center for Digital Storytelling. It then analyzes the diffusion and adoption of digital storytelling using Rogers' innovation diffusion theory, identifying innovators, early adopters, and categorizing adopters over time. Key factors like perceived attributes and the roles of change agents in its adoption are also discussed.
Mapping is characterized as a collaborative creative practice shaped by free software culture. The process of creating mappings involves parallel work between creative/audiovisual teams and computer engineers producing code. This iterative process involves moments of collaboration and problem solving. The members of Telenoika organize flexible work teams around projects while sustaining themselves through paid work for institutions alongside personal projects. For them, creative practices and digital media are constitutive of mapping as a collaborative practice requiring sharing through open software.
The document discusses the differences between digital immigrants and digital natives. Digital immigrants are not born in the digital world, are fascinated by new technology, and remember a time before widespread digital influence. Digital natives have always lived with technology, see it as normal rather than fascinating, and expect technology to be useful. The document also contrasts analogue values like control and collective mindsets with digital values like transparency and individualism.
Bryan Alexander's: Emerging technologies for teaching and learning: a tour of...Alexandra M. Pickett
SLN SOLsummit 2010
http://slnsolsummit2010.edublogs.org
February 25, 2010
Bryan Alexander, Director of Research, National Institute for Technology in Liberal Education.
Emerging technologies for teaching and learning: a tour of the 2010 horizon
How is the landscape for teaching and learning with technology changing this year? We begin with an overview of current methods for apprehending emergent technologies, including Delphi, futures markets, networks, and scenarios. Drawing on those methods we identify a series of emerging trends, from interface changes to open content to gaming. Next we delve into several high-impact fields. Social media has already transformed the general cybercultural world, and is reshaping the academy. Mobile devices have begun to revolutionize many levels of our technological interactions.
I research and develop programs on the advanced uses of information technology in liberal arts colleges. My specialties include digital writing, weblogs, copyright and intellectual property, information literacy, wireless culture and teaching, project management, information design, and interdisciplinary collaboration. I contribute to a series of weblogs, including NITLE Tech News, MANE IT leaders, and Smartmobs, when not creating digital learning objects (like Gormenghast). I’ve taught English and information technology studies at the University of Michigan and Centenary College.
http://blogs.nitle.org/let
http://twitter.com/BryanAlexander
http://www.slideshare.net/BryanAlexander
The problem with ‘digital generation’: A study of adult digital content creat...Middlesex University
The problem with ‘digital generation’: A study of adult digital content creators
Karl Mannheim (1952 [1928]) wrote about problems associated with use of the term ‘generation’. He argued that generational consciousness within a generation is not necessarily homogeneous or coherent, as there will be divergent views and practices within any group. Indeed one of the main criticisms arising from comparisons and differentiation between people in pre-defined generational groups is that standardised assumptions and pre-conceptions are made about how they behave and their ability to learn. This is particularly problematic in the digital era when use of the terms ‘digital generation’ and ‘net generation’ (Tapscott, 2008) are used for the categorisation of age delineation (Buckingham, 2006).
This research investigates 36 UK adults using digital technology as they participate in the practices of content creation, distribution and sharing online as a form of vernacular creativity. It views participants not as members of a pre-defined generation, but as individuals within an age range. Consequently, generational preconceptions were suspended in favour of an approach linked to the modes of communication and technologies available and familiar to them in their early life and to their own personal circumstances and backgrounds. Research revealed that adopting digital technologies acted as enablers in facilitating the unlocking of suppressed behaviour and creative desires across the age spectrum. In addition the research findings offer a nuanced set of conclusions where both commonly held actions of purpose and age related circumstances are important. These are alternative to the over-simplistic and sometimes polemical perception that the so-called ‘digital generation’ are more digitally adept and literate than older internet users.
Bibliography
Buckingham, D. (2006), Is there a Digital Generation? In: David Buckingham & Willett, R. (eds.) Digital Generations: Children, Young People and New Media. Mahwah, NJ: Erlbaum.
Mannheim, K. (1952 [1928]), The Problem of Generations. In: Kecskemeti, P. (ed.) Essays on the Sociology of Knowledge. New York, NY: Oxford University Press.
Tapscott, D. (2008), Grown Up Digital, New York, NY, McGraw-Hill.
The Media Technology MSc program encourages students to develop creative approaches to science through translating personal interests into unconventional research projects. The program is open to unusual questions, research methods, and outputs beyond traditional theses. Students create actual products to gain new scientific insights by doing and creating. The document then provides examples of old new media technologies and icons that pioneered hardware, interfaces, immersive experiences, and narrative forms, laying the groundwork for modern media.
The document summarizes the history and development of digital storytelling from its origins in the late 1980s through its adoption in various contexts over time. It traces how digital storytelling was pioneered by artists Dana Atchley and Joe Lambert and later developed at organizations like the Center for Digital Storytelling. It then analyzes the diffusion and adoption of digital storytelling using Rogers' innovation diffusion theory, identifying innovators, early adopters, and categorizing adopters over time. Key factors like perceived attributes and the roles of change agents in its adoption are also discussed.
Mapping is characterized as a collaborative creative practice shaped by free software culture. The process of creating mappings involves parallel work between creative/audiovisual teams and computer engineers producing code. This iterative process involves moments of collaboration and problem solving. The members of Telenoika organize flexible work teams around projects while sustaining themselves through paid work for institutions alongside personal projects. For them, creative practices and digital media are constitutive of mapping as a collaborative practice requiring sharing through open software.
A recap of the 2009 Singularity Summit convention in New York City, authored and presented by Sandy Santra at the New York Semantic Web Meetup on December 10, 2009
This document summarizes a meeting about connecting people on the social web using open standards. It discusses the history of semantic web projects like FOAF and RDF that aim to make web documents machine-readable and link people and information. It also addresses disagreements between groups working on these issues and emphasizes finding common ground through collaboration and focusing on shared goals of a more decentralized and interconnected web.
This presentation explains the work being done by Digital Democracy and VozMob and our ideas for collaboration between our two organizations, for N2Y4 Featured Projects Pitch Series
This document discusses the concept of virtuous learning in the context of ubiquitous, open, and creative learning environments. It defines virtuous learning as relying on ubiquity, openness, and creativity to encourage social and epistemic learning virtues. It discusses how commons-based peer production can provide a context for positive character formation by allowing people to engage in virtuous behaviors through collaboration. Finally, it examines how new technologies are blurring boundaries of education and shifting the balance of agency toward more open, collaborative, and personalized learning.
The document discusses computer-mediated communication (CMC) and its role in language learning. It provides definitions of CMC and explores how CMC can be used to promote language production through tools like chat, email, and video conferencing. The document also examines online intercultural exchange programs that pair language learners from different countries to develop both language skills and intercultural competence through collaborative online tasks.
HYBRIDITY AND INTERDISCIPLINARITY IN DIGITAL CULTURE AND PRACTICETalan Memmott
A talk on issues around hybridity and interdisciplinarity as it applies to digital culture and practice. Something of a meander through various topics...
Be here when - communities and how they use technology to design themselvesJohn David Smith
Using the example of a church that is both a community and an organization to examine how technology shapes identity, togetherness, and competence. Brings together Hidalgo's framework on computation with Wenger's community of practice theory. Discusses how organizations can be intimately intertwined with the communities that they serve.
This document provides an introduction to social media basics. It discusses Annika Lidne, an entrepreneur and consultant who works in business development, the internet, and social media. It also advertises an upcoming conference on December 3, 2008 at Näringslivets Hus about business and communication in new media for communicators and business leaders. Finally, it includes a quote about the inevitability of change from General Eric Shinseki.
Geekgirl Meetup: Hur man startar en startupAnnika Lidne
The document is a summary of a Geek Girl Meet Up discussion on startups hosted by Annika. It provides tips on starting a startup including building a team, defining your niche, conducting market research, prototyping, focusing on products not features, copying ideas, and growing traction. It emphasizes the importance of networking and overdelivering on customer experience over half the price.
This document discusses how companies can increase attention and sales through social media. It provides an overview of key concepts in social media marketing including how social media has democratized content creation, examples of popular social media platforms, and how marketing is shifting from broadcasting to conversation-based engagement. The document also highlights important changes in how people connect through social graphs and interest graphs rather than geography. It emphasizes that social media strategies should focus on building relationships through useful, engaging conversations rather than direct selling.
My talk of the rise of the micronationals, a new customer group for most companies, but also a view on European unemployment and the importance of entrepreneurship and innovation for future jobs.
The document outlines 11 tenets for successful startups: 1) Live your passion and brand, 2) Decide your scope, 3) Create products, not just features, 4) Solve problems rather than pitching solutions, 5) Appeal to customers' desires to get laid, paid, or powerful, 6) Find your minimal viable product, 7) Borrow and buy rather than reinventing, 8) Create a "wow factor", 9) Make your product self-growing, 10) Create contacts before needing them, and 11) Undercut competition with half the price and twice the experience.
Marketing through APIs can help companies reach new customers. APIs allow sharing of data and services which enables collaboration. Companies now must embrace a cultural shift to create open environments where employees share and collaborate virtually. To succeed, APIs need to address real customer needs, be well documented and easy to access. Marketing APIs requires understanding market dynamics and business models through continuous testing and monitoring of customer data.
Kursdokumentation för Confex kurs "Effektiv marknadsföring med Facebook och sociala medier" Göteborg 3 november 2011, Stockholm 8 november 2011.
OBS! Version för utskrift finns också uppladdad.
This document discusses trends in social media and distributed contact surfaces. It notes that social media allows for automated publishing to meet target audiences where they are found. Examples mentioned include blogs, status updates, images, video and presentations. Retweeting on platforms is highlighted as a way to gain approval. The document also provides contact information for Annika Lidne, CEO of Disruptive Media.
Digital Divide - the emerging differences between prosumers and the dying bre...Annika Lidne
The document discusses the emerging digital divide between "prosumers" who actively engage with and contribute digital content, and passive consumers. It notes that younger people only want to interact with valuable, meaningful content and will avoid wasting time. The document then examines changing media habits of the next generation, including sharing content across multi-channel distribution and moving away from traditional newspapers and television to platforms driven by aggregation, curation and sharing of content.
A recap of the 2009 Singularity Summit convention in New York City, authored and presented by Sandy Santra at the New York Semantic Web Meetup on December 10, 2009
This document summarizes a meeting about connecting people on the social web using open standards. It discusses the history of semantic web projects like FOAF and RDF that aim to make web documents machine-readable and link people and information. It also addresses disagreements between groups working on these issues and emphasizes finding common ground through collaboration and focusing on shared goals of a more decentralized and interconnected web.
This presentation explains the work being done by Digital Democracy and VozMob and our ideas for collaboration between our two organizations, for N2Y4 Featured Projects Pitch Series
This document discusses the concept of virtuous learning in the context of ubiquitous, open, and creative learning environments. It defines virtuous learning as relying on ubiquity, openness, and creativity to encourage social and epistemic learning virtues. It discusses how commons-based peer production can provide a context for positive character formation by allowing people to engage in virtuous behaviors through collaboration. Finally, it examines how new technologies are blurring boundaries of education and shifting the balance of agency toward more open, collaborative, and personalized learning.
The document discusses computer-mediated communication (CMC) and its role in language learning. It provides definitions of CMC and explores how CMC can be used to promote language production through tools like chat, email, and video conferencing. The document also examines online intercultural exchange programs that pair language learners from different countries to develop both language skills and intercultural competence through collaborative online tasks.
HYBRIDITY AND INTERDISCIPLINARITY IN DIGITAL CULTURE AND PRACTICETalan Memmott
A talk on issues around hybridity and interdisciplinarity as it applies to digital culture and practice. Something of a meander through various topics...
Be here when - communities and how they use technology to design themselvesJohn David Smith
Using the example of a church that is both a community and an organization to examine how technology shapes identity, togetherness, and competence. Brings together Hidalgo's framework on computation with Wenger's community of practice theory. Discusses how organizations can be intimately intertwined with the communities that they serve.
This document provides an introduction to social media basics. It discusses Annika Lidne, an entrepreneur and consultant who works in business development, the internet, and social media. It also advertises an upcoming conference on December 3, 2008 at Näringslivets Hus about business and communication in new media for communicators and business leaders. Finally, it includes a quote about the inevitability of change from General Eric Shinseki.
Geekgirl Meetup: Hur man startar en startupAnnika Lidne
The document is a summary of a Geek Girl Meet Up discussion on startups hosted by Annika. It provides tips on starting a startup including building a team, defining your niche, conducting market research, prototyping, focusing on products not features, copying ideas, and growing traction. It emphasizes the importance of networking and overdelivering on customer experience over half the price.
This document discusses how companies can increase attention and sales through social media. It provides an overview of key concepts in social media marketing including how social media has democratized content creation, examples of popular social media platforms, and how marketing is shifting from broadcasting to conversation-based engagement. The document also highlights important changes in how people connect through social graphs and interest graphs rather than geography. It emphasizes that social media strategies should focus on building relationships through useful, engaging conversations rather than direct selling.
My talk of the rise of the micronationals, a new customer group for most companies, but also a view on European unemployment and the importance of entrepreneurship and innovation for future jobs.
The document outlines 11 tenets for successful startups: 1) Live your passion and brand, 2) Decide your scope, 3) Create products, not just features, 4) Solve problems rather than pitching solutions, 5) Appeal to customers' desires to get laid, paid, or powerful, 6) Find your minimal viable product, 7) Borrow and buy rather than reinventing, 8) Create a "wow factor", 9) Make your product self-growing, 10) Create contacts before needing them, and 11) Undercut competition with half the price and twice the experience.
Marketing through APIs can help companies reach new customers. APIs allow sharing of data and services which enables collaboration. Companies now must embrace a cultural shift to create open environments where employees share and collaborate virtually. To succeed, APIs need to address real customer needs, be well documented and easy to access. Marketing APIs requires understanding market dynamics and business models through continuous testing and monitoring of customer data.
Kursdokumentation för Confex kurs "Effektiv marknadsföring med Facebook och sociala medier" Göteborg 3 november 2011, Stockholm 8 november 2011.
OBS! Version för utskrift finns också uppladdad.
This document discusses trends in social media and distributed contact surfaces. It notes that social media allows for automated publishing to meet target audiences where they are found. Examples mentioned include blogs, status updates, images, video and presentations. Retweeting on platforms is highlighted as a way to gain approval. The document also provides contact information for Annika Lidne, CEO of Disruptive Media.
Digital Divide - the emerging differences between prosumers and the dying bre...Annika Lidne
The document discusses the emerging digital divide between "prosumers" who actively engage with and contribute digital content, and passive consumers. It notes that younger people only want to interact with valuable, meaningful content and will avoid wasting time. The document then examines changing media habits of the next generation, including sharing content across multi-channel distribution and moving away from traditional newspapers and television to platforms driven by aggregation, curation and sharing of content.
This document discusses growth hacking and how it differs from traditional marketing. It explains that growth hacking focuses on using asymmetric advantages in the market to drive growth with limited resources. This is done through viral marketing, word-of-mouth promotion, and building products that provide value to both new and existing users. The document provides tips for converting existing channels into lead generation and emphasizes the importance of measuring goals and having an open, willing culture of innovation.
This document provides an overview of key concepts in digital anthropology from the book Digital Anthropology edited by Heather Horst and Daniel Miller. It discusses six principles of digital anthropology including how the digital intensifies culture's dialectical nature. The document also summarizes several chapters that address issues like disability and the digital world, how new media is incorporated into everyday life, and the challenges and potentials of digital technologies. It emphasizes that digital worlds are as culturally relative and material as analog worlds and should be studied using traditional anthropological methods like long-term ethnographic fieldwork.
The document summarizes the history and development of digital storytelling from its origins in the late 1980s through its adoption in various contexts. It traces how digital storytelling was pioneered by artists Dana Atchley and Joe Lambert and developed through their workshops and the founding of the Center for Digital Storytelling. It then discusses the diffusion of digital storytelling through early adopters like community organizations and colleges, followed by the early and late majorities of corporate and nonprofit users. Critical mass was reached in 1999, though K-12 education was slower to adopt, requiring ongoing training. Key factors in adoption rates included the complexity of tools and observability of results.
Urban Interaction Design: Exploring the Space between People and the CityMichael Smyth
Presentation at the Connecting Cities Urban Media Lab Event at iMal, Brussels, June 2014
Video of presentation can be viewed here https://www.youtube.com/watch?v=8xCxPlQoOa0
The document discusses several topics related to disruption in telecommunications and technology:
1) The telecommunications industry faces a crossroads, with one path leading to despair and extinction, while the other leads to total disruption ahead.
2) A billion people have billions of spare hours each day that could be used for creative and productive purposes, far exceeding the output of major industries.
3) Young people engage with new media primarily for entertainment, connectivity with peers, and to gain independence from adult supervision, which sometimes clashes with how parents view technology.
4) As communication becomes more about networks than content, digital skills and self-expression are key for youth online, who seek acknowledgment and control over their own
This document discusses emerging trends in media and technology. It notes that paradigms are shifting as broadcast media integrates with social media to create personal media. It also discusses how Moore's Law is driving increases in speed, connectivity, mobility and lowering costs. Finally, it suggests next generation thinkers value technology, expression, peer production and critical thinking over stored knowledge.
Baudrillard argues that digitality pervades modern society through messages and signs, most concretely seen in tests, questions/answers, and stimuli/responses. Digitality "haunts" contemporary communication.
This document discusses best practices for using digital media in museums. It outlines how museums have evolved from being places where objects, people and information come together on site, to also connecting with audiences off site through online platforms. It emphasizes the importance of understanding audience needs and goals for any digital initiative. Key questions are posed around who the museum wants to reach, where the audience will be, what the museum hopes to achieve, and whether a digital approach is actually necessary. A variety of digital tools are briefly outlined, including websites, social media, and online collections databases, noting both opportunities and challenges to improving access to collection data online. The document stresses that museums do not need all the answers up front and should ask questions and learn through trial
This document discusses different perspectives on junk data. It begins by defining data and byte as the basic units of information, but notes that data has no inherent meaning on its own. A survey is then mentioned that asked people what junk data means to them, with responses including viruses, entertainment, useful information, opportunities, and other variants. The document goes on to discuss how junk is perceived differently based on profession, age, region, and culture. It also outlines who generates, researches, and filters junk data. In conclusion, the survey showed that the perception of junk data is highly individual and dependent on various personal and demographic factors.
Digital Monism: Our Mode of Being At The Nexus of Life, Digital Media and ArtStéphane Vial
The document discusses the concept of "Digital Monism" which is presented as an alternative to "Digital Dualism". Digital Monism posits that the online and offline worlds are inseparable and form a single, continuous reality. It is argued that we have always lived in a digitally-mediated world and that terms like "augmented reality" are redundant under Digital Monism. Several scenarios of practice are presented as examples of how Digital Monism shapes our experiences, with museums highlighted as important sites for exploring these ideas. The talk concludes that recognizing our digital monist reality can help inform issues in culture, society and ethics.
Digital Monism: Our Mode of Being At The Nexus of Life, Digital Media and ArtNeal Stimler
The document discusses the concept of "Digital Monism" which is presented as an alternative to "Digital Dualism". Digital Monism posits that the online and offline worlds are inseparable and form a single, continuous reality. It is argued that we have always lived in a digitally-mediated world and that terms like "augmented reality" are redundant under Digital Monism. Several scenarios of practice are presented as examples of how Digital Monism shapes our experiences, with museums highlighted as important sites for exploring these ideas. The talk concludes that recognizing our digital monistic reality can help inform issues in culture, society and ethics.
Where the heart loves, there the legs walk.Rhea Myers
This document contains a collection of short quotes and passages on various topics related to technology and its impact on society. Some of the quotes discuss the relationship between technology and human behavior and culture, the challenges of controlling access to information and communication technologies, and the importance of individuals making their own hardware. The passages also address issues like privacy, representation of individuals in digital spaces, and how technology shapes how we see ourselves and relate to others.
Online Safety & Efficacy: Research MilestonesAnne Collier
A talk about 15+ years of Internet safety education (highlighting what are, for me, the key milestones in the US, Canadian and European youth-online-risk and social-media research literature), given March 19, 2013, in Sydney, Australia, at the World Congress on Family Law & Children's Rights. My subtitle: Helping our children navigate the unmapped whitewater of a networked world AND grow up at the same time!
Rachel Charlotte Smith and Ole Sejer Iversen, Centre for Participatory IT (PIT), Aarhus University, Denmark: Emerging Spaces for Participant Innovation in Museums
Nodem, CultureKick Research Seminar: Collaboration, partnership and participation – exploring methods for innovations in museums and cultural institutions
http://www.nodem.org/nodem-actions/culture-kick/activities/research-seminar-oslo-2-2013/
Digital Natives refers to students born into the digital world who think and process information differently than previous generations. They have spent their lives surrounded by digital technology like computers, video games, and cell phones. This contrasts with Digital Immigrants, who were not born into the digital world but later adopted digital technology. The key difference is that Natives grew up with technology and think differently, preferring graphics over text and multi-tasking. However, most educators are Digital Immigrants who are struggling to teach using outdated methods in a language the Natives don't understand, causing issues in education. To be effective, educators need to reconsider both their teaching methods and content to better reach Digital Native students.
Shaping the Future of Digital Humanities: Off the Rails and Other Critical TalesMark Brown
This document summarizes a presentation on shaping the future of digital humanities. It discusses refocusing the lens on digital literacies from perspectives of knowledge economy versus learning society. It also addresses designing for better futures by moving digital humanities from online repositories to promoting education for active citizenry. The conclusion calls for questions about literacy definitions, recognizing technology is not an independent trajectory, and using digital humanities to promote citizenry for better outcomes.
The document discusses the digital divide between digital natives and digital immigrants. Digital natives are people who grew up with digital technology while digital immigrants adopted digital technology later in life. While digital natives are comfortable with technology, digital immigrants still have an "accent" from the pre-digital age. As technologies have become more ubiquitous, the divide has lessened, but differences remain in how the groups approach and use technology. The document advocates for bridging the divide by recognizing it, assessing skills on both sides, embracing new technologies, and providing education resources.
1. The document discusses "Collective Awareness Platforms" (CAPs), which use collective data and intelligence to support more sustainable and participatory decisions by individuals and groups.
2. It provides examples of how CAPs could promote health, energy savings, smart cities, and open participation. CAPs are enabled by trends in IoT, social networks, and collaborative production of knowledge.
3. The EU's Horizon 2020 program includes objectives to fund multidisciplinary pilots of CAPs, as well as coordination actions and research to better understand their technological and social impacts.
Adani Group's Active Interest In Increasing Its Presence in the Cement Manufa...Adani case
Time and again, the business group has taken up new business ventures, each of which has allowed it to expand its horizons further and reach new heights. Even amidst the Adani CBI Investigation, the firm has always focused on improving its cement business.
𝐔𝐧𝐯𝐞𝐢𝐥 𝐭𝐡𝐞 𝐅𝐮𝐭𝐮𝐫𝐞 𝐨𝐟 𝐄𝐧𝐞𝐫𝐠𝐲 𝐄𝐟𝐟𝐢𝐜𝐢𝐞𝐧𝐜𝐲 𝐰𝐢𝐭𝐡 𝐍𝐄𝐖𝐍𝐓𝐈𝐃𝐄’𝐬 𝐋𝐚𝐭𝐞𝐬𝐭 𝐎𝐟𝐟𝐞𝐫𝐢𝐧𝐠𝐬
Explore the details in our newly released product manual, which showcases NEWNTIDE's advanced heat pump technologies. Delve into our energy-efficient and eco-friendly solutions tailored for diverse global markets.
Prescriptive analytics BA4206 Anna University PPTFreelance
Business analysis - Prescriptive analytics Introduction to Prescriptive analytics
Prescriptive Modeling
Non Linear Optimization
Demonstrating Business Performance Improvement
Presentation by Herman Kienhuis (Curiosity VC) on Investing in AI for ABS Alu...Herman Kienhuis
Presentation by Herman Kienhuis (Curiosity VC) on developments in AI, the venture capital investment landscape and Curiosity VC's approach to investing, at the alumni event of Amsterdam Business School (University of Amsterdam) on June 13, 2024 in Amsterdam.
Discover the Beauty and Functionality of The Expert Remodeling Serviceobriengroupinc04
Unlock your kitchen's true potential with expert remodeling services from O'Brien Group Inc. Transform your space into a functional, modern, and luxurious haven with their experienced professionals. From layout reconfiguration to high-end upgrades, they deliver stunning results tailored to your style and needs. Visit obriengroupinc.com to elevate your kitchen's beauty and functionality today.
Ellen Burstyn: From Detroit Dreamer to Hollywood Legend | CIO Women MagazineCIOWomenMagazine
In this article, we will dive into the extraordinary life of Ellen Burstyn, where the curtains rise on a story that's far more attractive than any script.
The report *State of D2C in India: A Logistics Update* talks about the evolving dynamics of the d2C landscape with a particular focus on how brands navigate the complexities of logistics. Third Party Logistics enablers emerge indispensable partners in facilitating the growth journey of D2C brands, offering cost-effective solutions tailored to their specific needs. As D2C brands continue to expand, they encounter heightened operational complexities with logistics standing out as a significant challenge. Logistics not only represents a substantial cost component for the brands but also directly influences the customer experience. Establishing efficient logistics operations while keeping costs low is therefore a crucial objective for brands. The report highlights how 3PLs are meeting the rising demands of D2C brands, supporting their expansion both online and offline, and paving the way for sustainable, scalable growth in this fast-paced market.
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Stockholm School of Economics
1. Behaviours in digital networking
Stockholm School
of Economics
2009-03-03
Annika Lidne
www.disruptivemedia.se
Wednesday, March 4, 2009
2. “Social media is a democratization of the content and
understanding of the role people play in the process of
not only consuming and spreading information , but also
in how we share and create content for others to
participate in.
It is a radical change from a mass communication model
to a many-to-many model that have its root in the
conversation between author and audience.”
Wikipedia
www.disruptivemedia.se
Wednesday, March 4, 2009
4. Values guide our decisions, and our future.
www.disruptivemedia.se
Wednesday, March 4, 2009
5. Digital immigrants
‣ Not born in this world
‣ Fascinated with the new
‣ Might learn the language
‣ Might learn the culture
‣ Remembers “the old country”
‣ Nomadic
‣ Explorers
‣ Thirsts for experiences
Källa: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
6. ”Mum?
Which were your
favourite sites
when you were
a kid?”
www.disruptivemedia.se
Wednesday, March 4, 2009
7. Digital natives
‣ This is everyday stuff
‣ Technology doesn’t fascinate
‣ Focused on usefulness
‣ It’s always been this way
‣ Language & culture are natural
‣ Natives
‣ Critical
‣ Expects the best
Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
8. digital immigrants digital natives
VS.
non-assimilated assimilated
The choice to assimilate in a
No choice is necessary.
digital world is guided by the
Everything is self-evident.
incitament: what’s the use?
Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
9. VALUES
Analogue values Digital values
transparency
control
collective individual
tribe based on
lowest common opinions and
determinator values
Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
10. Digital immigrants
Analogue values
‣ Negative towards digital progress
‣ Seeks lowest common determinator in the local
‣ Digital - a necessary evil
Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
11. analogue values
‣ Negative towards digital
progress
‣ Seeks lowest common
determinator in the local
‣ Digital - a necessary evil
digital digital
immigrants natives
digital values Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
12. Digital immigrants
Digital values
‣ Postive towards digital progress
‣ It’s “new”!
‣ Seeks likeminded regardless of location = tribes
‣ Are facinated with new technology and loves to
try new things
Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
13. analogue values
‣ Negative towards digital
progress
‣ Seeks lowest common
determinator in the local
‣ Digital - a necessary evil
digital digital
immigrants natives
‣ Postive towards digital
progress
‣ It’s “new”!
‣ Seeks likeminded people
regardless of location = tribes
‣ Are fascinated with new
technology
digital values
Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
14. Digital natives
Analogue values
‣ Uninterested in digital life - have other interests.
‣ Use social media some times but just as likely
“analogue”
‣ Will use digital media when it’s useful.
Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
15. analogue values
‣ Uninterested in digital life - have
‣ Negative towards digital
other interests.
progress
‣ Use social media some times
‣ Seeks lowest common
but just as likely “analogue”
determinator in the local
‣ Will use digital media when it’s
‣ Digital - a necessary evil
useful.
digital digital
immigrants natives
‣ Postive towards digital
progress
‣ It’s “new”!
‣ Seeks likeminded people
regardless of location = tribes
‣ Are fascinated with new
technology
digital values Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
16. Digital natives
Digital values
‣ Positive towards a digital life
‣ Experienced & moderately curious of new channels
‣ Life is relations - independent of channel
Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
17. analogue values
‣ Uninterested in digital life - have
‣ Negative towards digital
other interests.
progress
‣ Use social media some times
‣ Seeks lowest common
but just as likely “analogue”
determinator in the local
‣ Will use digital media when it’s
‣ Digital - a necessary evil
useful.
digital digital
immigrants natives
‣ Postive towards digital
‣ Positive towards a digital
progress
life
‣ It’s “new”! ‣ Experienced &
moderately curious of new
‣ Seeks likeminded people
channels
regardless of location = tribes ‣ Life is relations -
independent of channel
‣ Are fascinated with new
technology
digital values Source: Niclas Strandh / Researcher.se
www.disruptivemedia.se
Wednesday, March 4, 2009
18. A tribal future
www.disruptivemedia.se
Wednesday, March 4, 2009
54. Your tribes furthers your thinking and knowledge.
Your tribes form your network.
Your network is your most valuable asset.
www.disruptivemedia.se
Wednesday, March 4, 2009