Using the power of research to inform ICT integration in education

Posts tagged ‘digital natives’

How and Why Do Teenagers Use Video Chat?

Tatiana Buhler, Carman Neustaedter, and Serena Hillman (2013) How and Why Teenagers Use Video Chat, Proceedings of the Conference on Computer Supported Cooperative Work and Social Computing, ACM Press

Teenagers are increasingly using video chat systems to communicate with others, however, little research has been conducted to explore how and why they use the technology. To better understand this design space, we present the results of a study of twenty teenagers and their use of video chat systems such as Skype, FaceTime, and Google Hangouts. Our results show that video chat plays an important role in helping teenagers socialize with their friends after school and on weekends where it allows them to see emotional reactions and participate in activities like shared homework sessions, show and tell, and performances over distance.

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What Do Students Use Their Laptops for During Teacher Instruction?

Marte Blikstad-Balas (2012) Digital Literacy in Upper Secondary School – What Do Students Use Their Laptops for During Teacher Instruction? Nordic Journal of Digital Literacy, Vol 7, 2012, Nr 02, 81-96

Many schools assume that the technology will fit into school practices, and thus use the computer as a supplement to the “regular” instruction. However, the students have their own vernacular practices concerning the use of the same technology, which they bring to school and wherever they go. This means that if schools fail to create the need of relevant educational Internet-based practices, the students will continue to use the Internet mainly for their personal vernacular practices, even at school. It goes without saying that banning Internet activity will not contribute to developing students’ literacy skills. What might need more explicit attention, is that neither will allowing unlimited Internet access without any guidance or clear educational purpose.

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Does Digitalk build a Community?

Kristen Hawley Turner (2012) Digitalk as Community, English Journal 101.4 (2012): 37–42

With the increasing popularity among today’s teens of email, texting, and instant messaging, a recognizable change has occurred in the language that students use in their writing. “Audience, Purpose, and Language Use in Electronic Messages” explores the language of electronic messages and how it affects other writing. Further, it explores the freedom and creativity for using Internet abbreviations for specific purposes and examines the impor- tance of a more formal style of writing based on audience.

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What tools do teens use to communicate?

Amanda Lenhart (2012) Teens, Smartphones & Texting, Pew Research Center’s Internet & American Life Project

Teens are fervent communicators. Straddling childhood and adulthood, they communicate frequently with a variety of important people in their lives: friends and peers, parents, teachers, coaches, bosses, and a myriad of other adults and institutions. This report examines the tools teens use to communicate, with a particular focus on mobile devices, and then places the use of those tools in the broader context of how teens choose to communicate with people in their lives.

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Is multitasking of technology a support or a distraction to learning?

Ajao, Peter Olayinka Oluwasegun (2012)  Multitasking-Impact of ICT on learning, Case Study (LUAS), Lahti University of Applied Sciences, Degree programme in Business Information Technology

The purpose of this paper is to use a questionnaire/survey, interview, and observations, and a test to examine how multitasking using various technologies impact or affects students. Multitasking of technology becomes a distraction when it is not managed well, such as when multitasking is heavily done, it leads to ineffectiveness, inefficiency, and affect productivity because the brain is subject to many things. Heavy multitasking is reported to cause even stress to the multitasker. In the case of students, more mental work is required since there is divided attention and concentration. So, it is possible that the education productivity goes on the dwindling side. On the other hand, multitasking that is done moderately, and that is controlled, is seen as a support.

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How does media multitasking impact children’s learning and development?

Wallis, C. (2010). The impacts of media multitasking on children’s learning and development: Report from a research seminar, New York, NY: The Joan Ganz Cooney Center at Sesame Workshop.

New technology sometimes brings change that is so swift and so sweeping, that the impact and implications are hard to grasp. So it is with the rapid expansion of media use by children and adults—at work and at play, alone and in groups, for ever larger portions of their waking hours. Media multitasking—engaging in more than one media activity at a time—has rapidly become a way of life for American youth, accord- ing to a 2005 report from the Kaiser Family Foundation (Roberts, Foehr, & Rideout, 2005), and yet little is known about how this behavior affects their learning and development, their ability to attend, to plan, to think, and to relate to other people. The same may be said for adults, many of whom have taken to media multitasking to the point of “crackBerry” obsession. Aside from the recent alarming reports about the dangers of cell phone use while driving1 or the impact of web surfing on worker productivity, little is known about the larger implications of this now ubiquitous behavior. To begin to address this gap in knowledge and to frame a coherent research agenda, a multidisciplinary group of scholars in the emerging field of multitasking assembled for a one-day seminar on media multitasking and its impact on children’s learning and development at Stanford University on July 15, 2009.

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How can Competency in Visual Literacy Enhance Student Learning?

Anneliese Tillmann (2012) What We See and Why It Matters: How Competency in Visual Literacy can Enhance Student Learning,  Honors Projects, Educational Studies Department, Illinois Wesleyan University

In today’s world, we use more visuals than ever before. Research suggests that the balance between words and images has shifted considerably calling for new forms of literacy (Brumberger, 2011). Visual literacy goes above and beyond the traditional concepts of reading and writing, expanding literacy to include visuals. The analysis and review of current visual literacy research suggests teaching visual literacy is necessary for students to become capable of navigating the visually driven world in which we live. The research highlights the importance of incorporating visuals into the literacy curricula and explores practical uses of visual literacy in present day society. Findings suggest that developing the ability to create images will help students better learn to decipher, understand and communicate with images. If there is a better understanding of how and why visuals are developed, then the use of visuals can become more effective, ergo enhancing student learning.

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What makes new literacies new?

Colin Lankshear and Michele Knobel (2012) ‘New’ literacies: technologies and values, article extracted and edited from the book “New Literacies” Third Edition, by Colin Lankshear and Michele Knobel. McGrawHill, Open University Press, 2011, chapter 3, pp. 51-92.

It is too easy to make light of ‘new literacies’ by saying things like: “Well, there are always newer ones coming along”. Such remarks suggest new literacies have a similar kind of life trajectory to an automobile: new in 2009, semi-new in 2010, and old hat by 2011. Against this kind of “that’s so yesterday” perspective, we suggest in this article that ‘new literacies’ are best understood in terms of an historical period of social, cultural, institutional, economic, and intellectual change that is likely to span many decades – some of which are already behind us. We associate new literacies with an historical conjuncture and an ascending social paradigm. From this perspective we suggest that the kinds of practices we currently identify as new literacies will cease to be ‘new’ once the social ways characterizing the ascending paradigm have become sufficiently established and grounded to be regarded as conventional. Furthermore we suggest that at the heart of the idea of new ethos stuff is the idea of technological change aligning with a range of increasingly popular values.

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How information literate are students in the mobile environment?

Yarmey, K. (2011) Student information literacy in the mobile environment, Educause Quarterly Magazine, 34(1).

The results of the Scranton Smartphone Survey indicate that, while students are interested in using their phones for academic purposes, they still require guidance from educators to choose the most appropriate mobile resource and to evaluate mobile websites and mobile apps. As Agnes Kukulska-Hulme noted, “Learners tend to move between using desktop computers and mobile devices, and maybe touch-screen displays in public areas, often for different parts of a learning task.” The information literacy world would benefit from a closer parsing of when and why users switch between devices. The existing data nonetheless permit a few generalizations and recommendations: Information literacy instructors should become familiar with new search methods (such as quick response codes) to help students use them effectively and efficiently; Students should be encouraged to review a range of search results, particularly when searching for academic information; Information literacy instructors should help students understand how to evaluate information, especially when it is presented in a nontraditional form, such as a native app; Students may need assistance from educators in applying information literacy skills they have learned while searching on a laptop or desktop to the mobile environment.

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Does digital immersion improve students digital literacy skills?

Land, J. (2012). Does digital immersion improve students digital literacy skills? Computers in New Zealand Schools: Vol. 24, No 1. pp. 4-20.

When introducing a 1:1 programme or similar, you need to allow time to teach the students how to use the tools. A study by Dunleavy, Dextert and Heinecket (2007) concluded by saying that, “In order to create effective learning environments, teachers need opportunities to learn what instruction and assessment practices, curricular resources, and classroom management skills work best in a 1:1 student to networked laptop classroom setting” (p. 450). We need to bear this in mind when introducing any programme, and allow time to teach the teachers as well as the students.

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How can traditional literacies and media literacies be connected?

Joslyn Sarles Young (2012) Voices from the Field: Linking Learning: Connecting Traditional and Media Literacies in 21st Century Learning, The National Association for Media Literacy Education’s Journal of Media Literacy Education 4:1 (2012) 70 – 81

Today’s youth are failing to meet measures of traditional literacy, but they are quickly and easily acquiring skills using new tools for communication.  Many youth today fail in traditional measures of literacy, but participate in new forms of communication, and see those worlds of “literacy” and “communication” as completely separate from one another. Like many students, educators also tend to view literacy and communication as separate skill sets, so schools emphasize the testing regulations and demands focused on traditional literacy. As a result, today’s educational environment is moving away from the inclusion of media literacy education in academic literacy instruction even though youth need media literacy skills at an ever-increasing rate.

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Are young learners ready for virtual learning?

Leppisaari, I., & Lee, O. (2012) Modeling Digital Natives’ International Collaboration: Finnish-Korean Experiences of Environmental Education. Educational Technology & Society, 15 (2)

A new generation of young learners often described as digital native school children are attitudinally and technically equipped to employ social media as a social process in learning. However, few international virtual learning projects have been implemented and researched. This article examines a trial which aimed to combine viable technology with future pedagogic solutions for primary students from Korea and Finland and create an international collaboration model in virtual learning for environmental education. The results show various challenges of the operational model and suggest effective implementation strategies. The challenges were organisational, language, technical and collaboration barriers. The operational model illustrates possibilities of implementing cyber space pedagogy, visualization of knowledge using technology, cyber spaces for collaboration, and the motivational impetus provided by the model. This pilot study demonstrates the need to increase greater interactivity between teachers from the partner countries during the planning phase and provide more authentic interaction for inter-learner dialogue.

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Is school participation good for children?

Aingeal de Ro ́iste, Colette Kelly, Michal Molcho, Aoife Gavin and Saoirse Nic Gabhainn (2012) Is school participation good for children? Associations with health and wellbeing, Health Education Vol. 112 No. 2, 2012

There is increasing recognition of children’s abilities to speak for themselves. School democracy, as demonstrated by genuine participation, has the potential to benefit both teachers and students; leading to better relationships and improved learning experiences. The aim of this study is to investigate whether participation in schools in Ireland is linked with perceived academic performance, liking school and positive health perceptions. Findings – Participation in school was significantly associated with liking school and higher perceived academic performance, better self-rated health, higher life satisfaction and greater reported happiness.

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How is internet safety promoted and managed within schools?

Don Passey  (2011) Internet Safety in the Context of Developing Aspects of Young People’s Digital Citizenship, Department of Educational Research, Lancaster University

In the study reported here, specific evidence has been gathered about perceived and real risks of using the internet and digital devices, how issues are managed, issues concerned with access to and uses of social networking sites, the use of mobile telephones or handheld devices, and how internet safety is promoted and managed within schools.

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How is technology allowing students to become engaged citizens in a global age?

Brad M. Maguth (2012) Investigating Student Use of Technology for Engaged Citizenship in A Global Age, Education Sciences 20122(2), 57-76

This study undertook a five month qualitative investigation into technology use amongst twelve high school social studies students in two different sites in the Midwestern United States. This study examined students’ use of technology and its relationship to three dimensions of citizenship in a global age: understand global events, issues, and perspectives, participate in global networks to communicate and collaborate with global audiences, and advocate on global problems and issues to think and act globally. Collecting data through semi-structured student interviews, online-threaded discussions and document analysis, I triangulated findings, and employed a qualitative approach. The study finds a relationship between student participants’ use of technology and their serving as engaged citizenship in a global age. In using technology, students accessed international news and information, joined global networks to communicate and collaborate with global audiences, and produced digital content for international audiences.

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How can Google Apps be used to develop an online Community of Practice (CoP)?

Katya Toneva, Kathy Doncaster (2012) Using Virtual Spaces for Learning Communities to Facilitate Project Development and Collaborative Learning, eLmL 2012 : The Fourth International Conference on Mobile, Hybrid, and On-line Learning

The purpose of this paper is to introduce ways that Google Apps and other Web 2.0 technologies can be used to develop an integrated virtual space for a learning community by putting in place an online Community of Practice (CoP). This project has been developed and is presently being in trial at the Institute for Work Based Learning, Middlesex University with the intended aim to ―progress its online learning activities (including an increased use of social media) from individual, Programme- based initiatives to an institution-wide, strategic project which will be core to realising strategic objectives in learning and teaching.

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Should we redefine the literary classroom as a learning commons?

Beach, R. (2012), Constructing Digital Learning Commons in the Literacy Classroom. Journal of Adolescent & Adult Literacy, 55: 448–451

Redefining the literary classroom as a learning commons means that students, teachers, peers, counselors, experts, administrators, and parents are learning to use digital annotation, collaborative writing/discussion, or professional learning network tools for a collaborative, crowd-sourcing construction of knowledge that can redefine the boundaries of the classroom. Learning how to participate in the learning commons to share ideas and alternative perspectives for addressing problems leading to change is an essential 21st-century digital literacy.

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What is the value of intrinsic integration in educational games?

Hagbood, MP Jacob and Ainsworth, Shaaron E (2011) Motivating children to learn effectively: exploring the value of intrinsic integration in educational games, Journal of the Learning Sciences, 20 (2), 169-206.

The concept of intrinsic motivation has been considered to lie at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar-coating for learning content. This paper tests the concept of intrinsic integration as a way of creating a more productive relationship between educational games and their learning content. Two studies assessed this approach by designing and evaluating an educational game for teaching mathematics to seven to eleven year olds called Zombie Division. The results of these studies showed that children learned more from the intrinsic version of the game under fixed time limits and spent seven times longer playing it in free time situations. Together they offer evidence for the genuine value of an intrinsic approach for creating effective educational games. The theoretical and commercial implications of these findings are discussed.

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How negative is media multitasking on the Well-Being of 8- to 12-Year-Old Girls?

Pea, R., Nass, C., Meheula, L., Rance, M., Kumar, A., Bamford, H., Nass, M., Simha, A., Stillerman, B., Yang, S., & Zhou, M. (2012). Media Use, Face-to-Face Communication, Media Multitasking, and Social Well-Being Among 8- to 12-Year-Old Girls. Developmental Psychology. Advance online publication.

An online survey of 3,461 North American girls ages 8–12 conducted in the summer of 2010 through Discovery Girls magazine examined the relationships between social well-being and young girls’ media use—including video, video games, music listening, reading/homework, e-mailing/posting on social media sites, texting/instant messaging, and talking on phones/video chatting—and face-to-face communication. This study introduced both a more granular measure of media multitasking and a new comparative measure of media use versus time spent in face-to-face communication. Regression analyses indicated that negative social well-being was positively associated with levels of uses of media that are centrally about interpersonal interaction (e.g., phone, online communication) as well as uses of media that are not (e.g., video, music, and reading). Video use was particularly strongly associated with negative social well-being indicators. Media multitasking was also associated with negative social indicators. Conversely, face-to-face communication was strongly associated with positive social well-being. Cell phone ownership and having a television or computer in one’s room had little direct association with children’s socioemotional well-being. We hypothesize possible causes for these relationships, call for research designs to address causality, and outline possible implications of such findings for the social well-being of younger adolescents.

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Just how negative is Facebook’s effect on students’ overall academic performance?

Reynol Junco (2011) Too much face and not enough books: The relationship between multiple indices of Facebook use and academic performance,  Computers in Human Behavior

Because of the social media platform’s widespread adoption by college students, there is a great deal of interest in how Facebook use is related to academic performance. A small number of prior studies have examined the relationship between Facebook use and college grade point average (GPA); however, these studies have been limited by their measures, sampling designs and failure to include prior academic ability as a control variable. For instance, previous studies used non-continuous measures of time spent on Facebook and self-reported GPA. This paper fills a gap in the literature by using a large sample (N = 1839) of college students to examine the relationship among multiple measures of frequency of Facebook use, participation in Facebook activities, and time spent preparing for class and actual overall GPA. Hierarchical (blocked) linear regression analyses revealed that time spent on Facebook was strongly and significantly negatively related to overall GPA, while only weakly related to time spent preparing for class. Furthermore, using Facebook for collecting and sharing information was positively predictive of the outcome variables while using Facebook for socializing was negatively predictive.

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How do players manage moral concerns to make video game violence enjoyable?

Christoph Klimmt, Hannah Schmid, Andreas Nosper, Tilo Hartmann, Peter Vorderer (2006) How players manage moral concerns to make video game violence enjoyable, Communications Volume: 31, Issue: 3, Publisher: De Gruyter, Pages: 309-328

Research on video game violence has focused on the impact of aggression, but has so far neglected the processes and mechanisms underlying the enjoyment of video game violence. The present contribution examines a specific process in this context, namely players strategies to cope with moral concern that would (in real-life settings) arise from violent actions. Based on Banduras (2002) theory of moral disengagement, we argue that in order to maintain their enjoyment of game violence, players find effective strategies to avoid or cope with the moral conflict related to their violent behaviors in the game world (moral management). Exploratory interviews with ten players of violent video games revealed some relevance of moral reasoning to their game enjoyment, and several strategies that help players to manage moral concern. Most importantly, respondents referred to the game-reality distinction and their focus on winning the game when explaining how violent action is a by-product of good performance. Findings are discussed in light of further theorizing on moral management and potential links to the media violence debate.

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What is the role of context on students’ performance on map tasks?

Lowrie, Tom, Diezmann, Carmel M., & Logan , Tracy (2011) Primary students’ performance on map tasks : the role of context. In Ubuz, Behiye (Ed.) Proceedings of the 35th Conference of the International Group for the Psychology of Mathematics Education: Developing Mathematical Thinking, PME, Cultural and Convention Center, Ankara, pp. 145-152.

Being numerate in today’s society requires increased demands on our capacity to represent, manipulate and decode information in various graphical forms (e.g., graphs, maps). New technologies allow data to be transformed into detailed and dynamic graphic displays (e.g., Google Earth) with increased complexity (and detail), and consequently, there is greater need for students to become proficient in decoding maps. At the same time, the tasks students are required to solve are becoming more authentic and realistic. The purpose of this paper is to  investigate the effect that students’ lived experiences (in terms of geographic locality) have on their ability to decode maps.

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How do children influence their parents’ purchasing of high-technology products?

Justin Beneke, Grant Silverstone, Alastair Woods, Greg Schneider (2011) The influence of the youth on their parents’ purchasing decisions of high-technology products,  African Journal of Business Management Vol.5 (10), pp. 3807-3812, 18 May 2011

This paper examines the influence of children’s choices on parents’ purchasing decisions of high- technology products. Various demographic variables such as age, gender, race, family size and family type were considered to assess the significant impact of the magnitude of a child’s influence on his/her parent’s purchasing decisions during the ‘initiation’ and ‘search and decision’ phases. The study was conducted using two samples (youth and parent respondents) for each of the aforementioned phases. It was found that during the ‘initiation’ stage, the youth sample perceived gender and family structure to significantly affect the magnitude of influence that children wield over their parents when purchasing high-technology products. The sample from the parents group perceived gender, family structure and family type to significantly affect the magnitude of a child’s influence in this respect. Furthermore, during the ‘search and decision’ stage, the youth sample perceived gender, race, family type, child’s age, average age and family size to affect the magnitude of influence that children wield over their parents when purchasing high-technology products. Finally, the parent sample perceived race, income, family type, child’s age, average age and family size to significantly affect the magnitude of a child’s influence in this context.

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Does Second Life allow for a constructivist approach to learning?

Mallan, Kerry M. and Foth, Marcus and Greenaway, Ruth and Young, Greg T. (2010) Serious playground : using Second Life to engage high school students in urban planning. Journal of Learning, Media and Technology, 35(2).

Virtual world platforms such as Second Life have been successfully used in educational contexts to motivate and engage learners. This article reports on an exploratory workshop involving a group of high school students using Second Life for an urban planning project. Young people are traditionally an under-represented demographic when it comes to participating in urban planning and decision making processes. The research team developed activities that combined technology with a constructivist approach to learning. Real world experiences and purposes ensured that the workshop enabled students to see the relevance of their learning. Our design also ensured that play remained an important part of the learning. By conceiving of the workshop as a ‘serious playground’ we investigated the ludic potential of learning in a virtual world.

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Can a Virtual World be culturally sensitive and support language learning?

Michael Gardner, Adela Ganem-Gutierrez, John Scott, Bernard Horan and Vic Callaghan (2011) Immersive Education Spaces Using Open Wonderland: From Pedagogy Through to Practice , Published as chapter in IGI Global book ““Multi-User Virtual Environments for the Classroom: Practical Approaches to Teaching in Virtual Worlds”, 2011

This chapter presents a case study of the use of a Virtual World environment in UK Higher Education. It reports on the activities carried out as part of the SIMiLLE (System for an Immersive and Mixed reality Language Learning) project to create a culturally sensitive virtual world to support language learning (funded by the UK government JISC programme). The project built on an earlier project called MiRTLE, which created a mixed-reality space for teaching and learning. The aim of the SIMiLLE project was to investigate the technical feasibility and pedagogical value of using virtual environments to provide a realistic socio- cultural setting for language learning interaction. The chapter begins by providing some background information on the Wonderland platform and the MiRTLE project, and then outlines the requirements for SIMiLLE, and how these requirements were supported through the use of a virtual world based on the Open Wonderland virtual world platform. We then present the framework used for the evaluation of the system, with a particular focus on the importance of incorporating pedagogy into the design of these systems, and how we can support good practice with the ever-growing use of 3D virtual environments in formalised education. Finally we summarise the results from the formative and summative evaluations, and present the lessons learnt which can help inform future uses of immersive education spaces within Higher Education.

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How do second graders perceive blogging?

Jenny Tanaka (2012) How do second graders perceive blogging? Scholarly communication: An action research study. Powerpoint presented at the 17th Annual Technology, Colleges, and Community Worldwide Online Conference.

An action research study was conducted at a public elementary school in Hawaii, where second grade students’ perceptions of blogging for the first-time were gathered. Prior to the implementation period, students were introduced to basic computer skills that are necessary for blogging. Field notes and observations, daily reflection, a small group interview, and a post survey were used to collect data. Results revealed that students were very receptive and positive toward blogs. In fact, although blogging was not required outside of class time, some were blogging at home and even on vacation in another state and country. The students were not afraid to share their work, which portrayed a sense of authorship and ownership of their work, rather than apprehensiveness. However, some students encountered challenges with some basic computer skills, such as keyboarding and computer navigation. Despite some setbacks, this action research project yielded valuable feedback that could help the researcher and other educators to integrate blogging throughout many content areas.

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What should a touch keyboarding program look like?

Mark A. Ertl (2007) The Effects of Initial Touch Keyboarding Speed Achievement of Fifth Graders and Touch Keyboarding Skill Retention in Seventh Grade , A Paper Presented to the Faculty of Viterbo University In Partial Fulfillment Of the Requirements for the Degree Master of Arts in Education

The purpose of this study was to examine the relationship of initial touch speed achievement of fifth grade keyboarding students on their touch keyboarding skill retention in seventh grade. The conclusion that can be drawn from this study is students keying 20 or more words per minute by touch were more likely to retain their skill 2 years later than students who initially keyed less than 20 words per minute by touch. Students who keyed less than 20 words and stated they had 2 or less hours of computer usage a week were highly unlikely to retain their keyboarding skill 2 years later. An implication of the findings is the importance of developing initial touch skill level above 20 words a minute. If the question were posed as to how long a training program should be this researcher would answer, “One that allows students to acquire a touch skill level of 20 words a minute or better.”

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How does the millennial generation search for information?

Taylor, A. (2012) “A study of the information search behaviour of the millennial generation” Information Research17(1) paper 508

Statistically significant findings suggest that millennial generation Web searchers proceed erratically through an information search process, make only a limited attempt to evaluate the quality or validity of information gathered, and may perform some level of ‘backfilling’ or adding sources to a research project before final submission of the work. These findings indicate that the search behaviour of millennial generation searchers may be problematic. Existing search models are appropriate; it is the execution of the model by the searcher within the context of the search environment that is at issue.

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How does technology lead individuals to disclose sensitive information?

Laura Brandimarte, Alessandro Acquisti, George Loewenstein (2010) Misplaced Confidences: Privacy and the Control Paradox, In: Ninth Annual Workshop on the Economics of Information Security (WEIS) June 7-8 2010 Harvard University, Cambridge, MA

We introduce and test the hypothesis that increasing perceived control over the release of private information will decrease individuals’ concern about privacy and increase their propensity to disclose sensitive information, even when the objective risks associated with such disclosures do not change or worsen. Three online experiments manipulated participants’ control over information release, but not over access and usage by others. The experiments show paradoxical effects whereby increased (decreased) control over the release of private information increases (decreases) willingness to publish sensitive information, even when the probability that strangers will access that information stays the same or increases (decreases). Our findings highlight how technologies that make individuals feel more in control over the release of personal information may have the unintended consequence of eliciting greater disclosure of sensitive information.

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How does informed learning go beyond information literacy?

Bruce, Christine S., Hughes, Hilary E., & Somerville, Mary M. (2012) Supporting informed learners in the 21st century. Library Trends, 60(3), pp. 522-545.

The idea of informed learning represents and advances understandings of information literacy that incorporate the broader concept of using information to learn: those understandings that go beyond the functional or generic information literacy paradigm and draw attention to the transformational, situated and critical aspects of information literacy. Using information to learn is a natural, but often implicit part of all formal and informal learning environments, and is a vital component of the lifelong learning agendas of many nations worldwide. Supporting informed learning requires conscious attention to the use of information in the learning process, by educators, managers, trainers, and policy makers in all sectors. It requires a far reaching response to policy directions involving a wide range of stakeholders.

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What are the psychological and sociological barriers to the learning of new technology?

Paschalina (Lilia) Ziamou, Stephen Gould, Alladi Venkatesh (2010) “Am I Getting It or Not?” The Practices Involved in “Trying to Consume” a New Technology, Journal of Product Innovation Management, Volume 29, Issue 2, pages 216–228, March 2012

In recent years, high rates of failure of technology-based products have spurred interest in understanding the psychological and sociological barriers to consumer learning of technological innovations. We conducted a real-time study of consumers’ initial interactions with a new technology using verbal protocols in order to understand consumers’ learning experience. We identified three major factors that hinder the consumer’s learning process: (a) interface and functionality practices, (b) social influence, and (3) causal attributions. The results show how each factor hinders the learning process and suggest how managers can influence consumer learning of technological innovations.

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Multimodal literacy: What does it mean for classroom practice?

Maureen Walsh (2010) Multimodal literacy: What does it mean for classroom practice?, Australian Journal of Language and Literacy, Vol. 33, No. 3, 2010, pp. 211–239

Changes to literacy pedagogy are gradually occurring in classrooms in response to contemporary communication and learning contexts. These changes are diverse as teachers and educational researchers attempt to design new pedagogy to respond to the potential of digital technologies within existing curriculum and assessment policies. This paper discusses evidence from recent classroom research where 16 teachers worked in teams in nine primary school classrooms to develop new ways of embedding technology for literacy learning. Data from the nine case studies provides evidence that teachers can combine the teaching of print-based literacy with digital communications technology across a range of curriculum areas. Findings from this research confirm that literacy needs to be redefined within current curriculum contexts, particularly in light of the emergence of a national curriculum. New descriptors of language and literacy criteria are proposed within the framework of multimodal literacy, the literacy that is needed in contemporary times for reading, viewing, responding to and producing multimodal and digital texts.

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How might technology be transforming the literacies of children entering the classroom?

Joanne O’Mara, Linda Laidlaw (2011) Living in the iworld: Two literacy researchers reflect on the changing texts and literacy practices of childhood, English Teaching: Practice and Critique, December, 2011, Volume 10, Number 4,  pp. 149-159

Within the article we demonstrate, using media links and images, the ways in which our own children have begun to navigate digital devices and texts and to create new sorts of narratives that open possibilities for literacies in multiple ways, as “creators”, “designers”, and experts. We argue that, once translated into classroom practice, technological tools tend to be “domesticated” by practices that resist the transformative affordances of these tools, and may even provide barriers to student engagement and practice. Finally, we conclude the article by making some practical suggestions for creating opportunities for transformative technology use in education.

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How do teachers understand students’ digital learning at home?

Honan, Eileen (2012) A whole new literacy’: Teachers’ understanding of students’ digital learning at home [online]. Australian Journal of Language and Literacy, The, Vol. 35, No. 1, Feb 2012: 82-98.

This paper reports on an analysis of data collected through interviewing four teachers about their understandings of young people’s uses of new digital technologies at home and outside school. The teachers display some understanding and knowledge of their students’ access to new technologies, the skills they have developed using these technologies and the learning that occurs when using digital texts. However, it seems that these teachers cannot perceive the learning in terms of any educational affordance, or cannot see that students’ knowledge of digital texts used outside of school could be useful or have any place in the literacy classroom. The paper concludes with some questions that may start teachers thinking in different ways about their incorporation of digital texts into their literacy classrooms.

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Can 3D virtual worlds be literacy learning environments?

MERCHANT, G. H. (2010). 3D virtual worlds as environments for literacy learning. Educational research, 52 (2), 135-150.

Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems – or even what such a transformation might look like in the classroom. 3D virtual worlds offer a range of opportunities for children to use digital literacies in school, and suggest one way in which we might explore changing literacy practices in a playful, yet meaningful context. From a Foucauldian perspective, the article suggests that social control of pedagogical practice through the regulation of curriculum time, the normalisation of teaching routines and the regimes of individual assessment restricts teachers‟ and pupils‟ conceptions of what constitutes literacy. The counternarrative, found in recent work in new litearcies (Lankshear & Knobel, 2006) provides an attractive alternative, but a movement in this direction requires a fundamental shift of emphasis and a re- conceptualisation of what counts as learning.

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How does mobile text messaging allow youth to overcome adult-control?

Mizuko Ito, Daisuke Okabe (2004) Intimate Connections: Contextualizing Japanese Youth and Mobile Messaging, Forthcoming in Richard Harper, Leysia Palen and Alex Taylor Eds., Inside the Text: Social Perspectives on SMS in the Mobile Age

This paper describes social, cultural, and historical contexts that structure current mobile text messaging practices of Japanese youth. First are ways in which mobile messaging has been structured by the power geometries of existing places of home, school, and public places. Second, the paper presents the central social context in which youth peer messaging practice is situated, that of the intimate peer group. Finally, the paper describes how these practices are situated in a postwar history of intergenerational struggle and cultural politics over youth street and communication cultures. Our central argument is that youth technology use is driven not only by certain psychological and developmental imperatives, but also by youths’ position in historically specific social structures. Mobile messaging provides a mechanism through which youth can overcome some of the adult-controlled power structures that govern their everyday lives.

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What is the impact of Media on the lives of 8- to 18-year-olds?

Victoria J. Rideout, Ulla G. Foehr, Donald F. Roberts, (2010) Generation M2: Media in the Lives of 8- to 18-Year-Olds, Kaiser Family Foundation

Over the past five years, young people have increased the amount of time they spend consuming media by an hour and seventeen minutes daily, from 6:21 to 7:38—almost the amount of time most adults spend at work each day, except that young people use media seven days a week instead of five. Use of every type of media has increased over the past 10 years, with the exception of reading. In just the past five years, the increases range from 24 minutes a day for video games, to 27 minutes a day for computers, 38 minutes for TV content, and 47 minutes a day for music and other audio. During this same period, time spent reading went from 43 to 38 minutes a day, not a statistically significant change. Today, 20% of media consumption (2:07) occurs on mobile devices—cell phones, iPods or handheld video game players.

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Why should games have a place in formal education?

Thorkild Hanghøj (2008) Playful Knowledge: An Explorative Study of Educational Gaming, PhD Dissertation, Institute of Literature, Media and Cultural Studies University of Southern Denmark

This dissertation can be read as an attempt to explore the widespread assumption that games have educational value within the context of formal schooling. More specifically, this study tries to answer a number of questions related to this assumption: Why should games have a place in formal education? How should educational games support teaching and learning? And what characterises “good” educational game design? These questions are repeatedly being addressed by game designers, policy makers, educators, news media and researchers in an attempt to explore – and often promote – the assumed learning potential of games. To bring matters to a head, such questions are often driven by an attempt to legitimise the educational use of games instead of actually exploring whether this goal is desirable or how it can be achieved.

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What does Peer-Based Learning in a Networked Age look like?

Mizuko Ito  (2010) Peer-Based Learning in a Networked Age, Keynote address for University of Michigan’s Enriching Scholarship 2010

Networked media offers an unprecedented opportunity to support learning that is highly personalized and learner-centered, driven by passionate interest and social engagement. But very few learners and educators are taking advantage of this opportunity. And the reason for this is that too often we separate the worlds of young people and adults, play and education. We hold onto the old boundaries between schooling, peer-culture, and home life, between what looks and feels like learning and education that we grew up with, and what looks and feels like socializing, hanging out, and playing. Even if those boundaries were never that real to begin with, in today’s networked world, they are even more untenable.

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Is Mobile Communication leading to a New Insularity?

Kenneth J. Gergen (2010) Mobile Communication and the New Insularity,  QWERTY 5, 1 (2010) 14-28

This paper focuses on the reverberations of mobile communication, and most particularly the mobile phone. It examines the role of mobile phone usage in bringing about transformations in communal life. It introduces the metaphor of the floating world, which will facilitate an understanding of a new form of communal life made possible by the mobile phone. The creation of floating worlds generates a new form of insularity. It is not an insularity of individuals, of organizations, or nations, but an informal, micro-social fragmentation. There are implications of this insularity for the socio-political landscape. Cell phone technology may effectively reduce political engagement. However, where political issues are highly salient, it may serve to both harden political divisions and reduce potentials for dialogue.

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Is photo sharing via handheld devices about communication or co-presence?

Mizuko Ito (2005) Intimate Visual Co-Presence, Position paper for the Seventh International Conference on Ubiquitous Computing, Tokyo, 11–14 September 2005

Photo sharing via handheld devices has unique limitations and affordances that differ from paper-based sharing and PC-based archive and moblog sites. Based on studies of camphone use in Japan, this paper suggests an emergent visual sharing modality that is uniquely suited to the handheld space. Intimate visual co- presence involves the sharing of an ongoing stream of viewpoint- specific photos with a handful of close friends or with an intimate other. The focus is on co-presence and viewpoint sharing rather than communication, publication, or archiving.

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What does a social and cultural archeology of the internet look like?

Geert Willem Lovink (2009) Dynamics of Critical Internet Culture (1994-2001), Submitted in total fulfillment of the requirements of the degree of Doctor of Philosophy, November 2002 English Department University of Melbourne

Unlike much of the cultural studies literature and early media theory, I will not describe what an email is, what MUDs and MOOs are and compare the Internet with book culture or television. In my view the question of what the Internet is all about has been sufficiently dealt with. It is time for critical research to move on, away from the general level of functionality. It is no longer the technical possibilities that characterize the medium. Instead of, yet again, going through general possibilities my research is based on empirical data: emails, webpages, events and personal encounters with the players in the field—both real and virtual. Where possible and useful I have made references to other (online) literature. It is my aim to write a contemporary form of media archeology in which I map the social and cultural usages of the Internet. I am writing early histories of a selected group of techno-cultural networks.

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How is Digital Media changing the way young people learn?

Mizuko Ito (2011) Mobilizing the Imagination in Everyday Play: The Case of Japanese Media Mixes, Draft of a chapter to appear in the International Handbook of Children, Media, and Culture, edited by Sonia Livingstone and Kirsten Drotner

The spread of digital media and communications in the lives of children and youth have raised new questions about the role of media in learning, development and cultural participation. In post-industrial societies, young people are growing up in what Henry Jenkins (2006) has dubbed “convergence culture”—an increasingly interactive and participatory media ecology where Internet communication ties together both old and new media forms.  My focus in this chapter is on outlining the contours of these shifts. How do young people mobilize the media and the imagination in everyday life? And how do new media change this dynamic?

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Hanging Out, Messing Around, and Geeking Out. How do kids live and learn with new media?

Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr-Stephenson, Heather A. Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martinez, C. J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims and Lisa Tripp (2009) Hanging Out, Messing Around, and Geeking Out, The MIT Press

Despite the widespread assumption that new media are tied to fundamental changes in how young people are engaging with culture and knowledge, there is still relatively little research that investigates how these dynamics operate on the ground. This book reports on a three-year ethnographic investigation of youth new media practice that aims to develop a grounded, qualitative evidence base to inform current debates over the future of learning and education in the digital age.

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Are Instructional Design and Educational Technology Overlooked by Academic Library Administrators?

John D. Shank, Nancy H. Dewald (2012), Academic Library Administrators’ Perceptions of Four Instructional Skills, College & Research Libraries vol. 73 no. 1 78-93

The profession is in the midst of an unprecedented paradigm shift, moving from print-based to digital-based information. This dramatic change is impacting, and will continue to impact, the academic library. Clearly, it is vital to have highly skilled employees who are able to rapidly adapt to the changes as well as drive the innovations within the field. This study raises a very big question: who is responsible for driving that process? If, as the authors suppose, library administrators are key players in facilitating the hiring of new or redefined positions, then, based on the survey data, library administrators might be restraining change within the educational role of the library because of their biases.

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How can Libraries Support Students Live and Learn with Digital Media?

C. Shoemaker, H. Martin, B. Joseph (2010) How Using Social Media Forced a Library to Work on the Edge in Their
Efforts to Move Youth From “Hanging Out” to “Messing Around,  Journal of Media Literacy Education 2:2 (2010) 181 – 184

In 2009, Mimi Ito released Hanging Out, Messing Around and Geeking Out: Living and Learning with New Media, a book composed of 23 related studies. These ethnographic studies interrogated how learning is being experienced by teens via informal uses of digital media. The title refers to the framework around how youth learn through digital media and networked spaces, a kind of learning that is quite often invisible to adults who often confuse it with playing, wasting time or, at worst, as undermining youth’s ethical values and social competencies. This collection of studies, however, finds that these three different modes of participation with digital media, in fact, support the development of a wide range of new media literacies. This is the challenge offered by Ito and the one recently taken up by the New York Public Library. This worked example is not designed to report the successes or failure of this pilot project. Rather, it is intended to explore and take a critical look at the obstacles encountered along the way and discuss how they were negotiated. Finally, it will leverage Ito’s framework to provide context to understand what it means to use digital media for learning and how to apply these lessons learned, both for this organization and others.

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Should school policies protect students from social networking?

Jacqueline Vickery (2011) Why can’t we be (Facebook) friends? Social Networking, risk & school policies, Presented at the EU Kids Online ConferenceLondonSept22-232011

This paper analyzes educational policies within the United States in order to assess how risk is constructed in various social media policies. Policies tend to overstate the role of technology as both the problem and the solution which leads to techno-phobic policies. Additionally, such policies shut down opportunities for student and teacher engagement in both the formal and informal learning spaces. A more nuanced understanding of risk and the role of teachers as mediators is needed to ensure policies are empowering rather than hindering kids’ online engagement.

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How Has YouTube Provided New Ways to Consume, Create, and Share Music?

Christopher Cayari (2011) The YouTube Effect: How YouTube Has Provided New Ways to Consume, Create, and Share Music, International Journal of Education & the Arts, 12(6).

This case study about a teenage musician, Wade Johnston, suggests how YouTube has affected music consumption, creation, and sharing. A literature review connects education, technology, and media. Informal learning, digital literacy, and twenty-first century technology are also connected in the review. Data reveals how Wade started his channel, gained popularity, interacted with others, and promoted his musical career through YouTube. Original songs, covers, collaborations, documentaries, self- interviews, video blogs (vlogs), and live performances are observed by the researcher. Interviews with the subject, key actors in his life, fans, and first time listeners were transcribed and results were used to triangulate. Previous musical media research is expanded upon to include YouTube and video sharing. The idea of amateur and professional musician, musical venue, and audience member are being changed through YouTube. Current practices of how YouTube is used in the classroom are discussed, and future research is suggested.

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Why Bother Theorizing Online Literacies?

Donna E. Alvermann (2008) Why Bother Theorizing Adolescents’ Online Literacies for Classroom Practice and Research? Journal of Adolescent & Adult Literacy 52(1) September 2008

Teachers, teacher educators, and researchers cannot turn their backs on the inevitable. When school work is deemed relevant and worthwhile, when opportunities exist for students to reinvent themselves as competent learners (even rewrite their social identities), then literacy instruction is both possible and welcomed. But theorizing adolescents’ penchant for creating online content is merely a start—half the task. The other half involves asking the young people whom we teach, conduct research on and with, and teach about in our teacher education classes for their input into how, or for that matter whether, their online literacies should be embraced in the regular curriculum. As Kirkland so deftly reminded us, “The work of [literacy] instruction [is] as much about listening and learning as it is about telling and teaching”

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Can engaging students in digital image tagging help them with information literacy?

Zorana Ercegovac (2012) Digital Image Tagging: A Case Study with Seventh Grade Students, School Libraries Worldwide, Volume 18, Number 1, January 2012

Results of this exploratory study suggested engaging students in digital image tagging can have analytical and educational importance. The study was designed to gauge middle school students’capacities to describe digital images from two digital libraries that they used in an information literacy activity. When describing the image attributes, students (N=81) freely chose single words and multiword phrases to describe the interpretations, feelings, and questions evoked by the images. These descriptors were used to derive conceptual categories for the seventeen digital images. Results demonstrated that students acknowledged the responsibility of indexers to choose index terms for objects in collections that enable identification, organization and retrieval. The study sheds light on the potential to improve age-appropriate access to images by means of offering a multi-tiered approach to image representation. It also introduces a transparent approach to teaching information literacy concepts through creative thinking about the meaning of resources and their relationship in a broader information cycle context.

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Can a Virtual Reality Library help students develop information literacy skills?

Jamshid Beheshti (2012) Teens, Virtual Environments and Information Literacy, Bulletin of the American Society for Information Science and Technology, Volume 38, Issue 3

As digital natives, the vast majority of teens are used to cellphones, text messaging, social networking sites and other forms of electronic communications and technologies. Though rooted in the digital world for many of their daily activities, teens lack basic information literacy skills for academic tasks and other demands. Specific instruction through the educational system may not be feasible, but it may be possible to build teens’ information competence through interactive virtual learning environments. Game-style virtual environments are highly motivating and engaging, providing opportunities for repeated practice and reward for persistence and achieving goals. A virtual reality library, VRLibrary, was constructed, collaboratively designed by young teens and adults, based on the metaphor of a physical library. Teens could wander the virtual space and browse links to age-appropriate websites presented as virtual books. VRLibrary was very positively received and succeeded at engaging teen users. A librarian avatar could be incorporated to provide help as needed with a user’s information seeking.

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What is the link between learning styles and self-perceived ICT skills?

Jef C. Verhoeven & Dirk Heerwegh & Kurt De Wit (2010) First year university students’ self-perception of ICT skills: Do learning styles matter?, Education and Information Technologies, Volume 17, Number 1

Do ICT skills of freshmen change in 6 months at the university? What is the contribution of learning styles (or patterns) to the explanation of the variance in self-perceived ICT skills and the possible change in these skills? And what is the contribution of learning styles and of gender, social class, and ICT course attendance to the explanation of the variance in these skills? To answer these questions, data were collected in a panel research project that recruited 714 freshmen at a large Belgian university. The data show that the ability of the students to maintain a computer and to develop a website improves at the university but not the ability to use the Internet or to apply basic ICT skills. The analyses show that there is a link, albeit weak, between learning styles and self-perceived ICT skills. Learning styles can partially explain differences between groups of students with different characteristics. The data show that having a certain learning style might influence the perception of students of their ICT skill, but learning styles do not allow one to predict the change in the self-perceived ICT skills of the students.

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Do ICT Competences Support Educational Attainment at University?

Kurt De Wit, Dirk Heerwegh (2012) Do ICT Competences Support Educational Attainment at University?, Journal of Information Technology Education: Research Volume 11, 2012

Taking into account that universities assume students will have at least some basic knowledge of the use of computers and the Internet, we hypothesize that the command of ICT skills by freshmen could have an influence on their educational attainment. To test this hypothesis an online questionnaire was used, which was answered by a representative sample of 1,529 freshmen studying at a large university. Four factors are very powerful in predicting a student’s educational attainment: the GPA in secondary school, the number of hours spent weekly on the study of maths in secondary school, the study of classical languages in secondary school, and any ambivalent feelings about the chosen study subject. Contrary to our expectations, ICT social contact skills and basic ICT skills do not provide a better prediction of educational attainment, whereas maintenance skills do.

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How information literate are the Google generation entering university?

Fiona Salisbury, Sharon Karasmanis (2011) Are they ready? Exploring student information literacy skills in the transition from secondary to tertiary education, Australian Academic & Research Libraries

How information literate are the Google generation, and what information literacy skills do they bring to university? For university libraries, understanding student prior knowledge provides a foundation on which to introduce appropriate learning activities during the first year. In 2009, in response to a new pedagogical model in health sciences, La Trobe University Library measured and analysed the entry-level information literacy skills of first year health science students. The data was gathered during the first week of semester and 1,029 responses were collected. This paper examines the results of the survey and its implications for programs that broaden and build on students’ existing knowledge base.

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Are young children surrounded by techno-optimist teachers and techno-pessimist parents?

Fox, Jillian L., Diezmann, Carmel M., & Grieshaber, Susan J. (2011) Teachers’ and parents’ perspectives of digital technology in the lives of young children. In Howard, Sarah (Ed.) AARE Annual Conference 2010, 28th November – 2nd December 2010, Melbourne, Australia. (Unpublished)

This paper examines teachers’ and parents’ perspectives and considers whether they are techno-optimists who advocate for and promote the inclusion of digital technology, or whether they are they techno-pessimists, who prefer to exclude digital devices from young children’s everyday experiences. The results of data analysis identified a misalignment among adults’ perspectives. Teachers were identified as techno-optimists and parents were identified as techno-pessimists with further emergent themes particular to each category being established. This is concerning because both teachers and mothers influence young children’s experiences and numeracy knowledge, thus, a shared understanding and a common commitment to supporting young children’s use of technology would be beneficial. Further research must investigate fathers’ perspectives of digital devices and the beneficial and detrimental roles that a range of digital devices, tools, and entertainment gadgets play in 21st Century children’s lives.

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Does age determine willingness to participate in online communities?

Jae Eun Chung, Namkee Park, Hua Wang, Janet Fulk, Margaret McLaughlin (2010) “Age differences in perceptions of online community participation among non-users: An extension of the Technology Acceptance Model”, Computers in Human Behavior 26 (2010) 1674–1684

This study examined age differences in perceptions of online communities held by people who were not yet participating in these relatively new social spaces. Using the Technology Acceptance Model (TAM), we investigated the factors that affect future intention to participate in online communities. Our results supported the proposition that perceived usefulness positively affects behavioral intention, yet it was determined that perceived ease of use was not a significant predictor of perceived usefulness. The study also discovered negative relationships between age and Internet self-efficacy and the perceived quality of online community websites. However, the moderating role of age was not found. The findings suggest that the relationships among perceived ease of use, perceived usefulness, and intention to participate in online communities do not change with age. Theoretical and practical implications and limitations were discussed.

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With Google Docs is it more effective for students to share or collaborate?

Ina Blau, Avner Caspi (2010) What Type of Collaboration Helps? Psychological Ownership, Perceived Learning and Outcome Quality of Collaboration Using Google Docs

One hundred and eighteen Open University of Israel undergraduate students participated in an experiment that was designed to test the differences between sharing and collaborating on a written assignment. Participants were randomly allocated to one of five groups that differ in types of collaboration: two groups share their draft with either an unknown audience or known peers, two other groups collaborated by either suggesting improvements to or editing each other’s draft, and an additional group in which the participants kept the draft for themselves served as a control group. Findings revealed differences between groups in psychological ownership, perceived quality of the document, but not in perceived learning. In addition, students believe that a document that was written collaboratively might have higher quality than a document written alone. Nonetheless, they reported that while their contribution improved a draft written by a colleague, the colleagues contribution deteriorated their own draft. Perceived quality of the document and the improvement from draft to final version predicted perceived learning. Thus, the present study implications are that collaboration is superior to sharing, that students prefer suggestion over editing.

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How can TAM explain student attitudes towards ICT in and out of school?

Edmunds, Rob; Thorpe, Mary and Conole, Grainne (2012). Student attitudes towards and use of ICT in course study, work and social activity: a technology acceptance model approach. British Journal of Educational Technology, 43(1), pp. 71–84

One of the most well known models investigating resistance to new technologies in the workplace was developed by Davis (1989) in the Technology Acceptance Model (TAM). In its simplest 1989 form, Davis devised a scale that produced measures on two factors, ease of use and perceived usefulness. The increasing use of information and communication technology (ICT) in higher education has been explored largely in relation to student experience of coursework and university life. Students’ lives and experience beyond the university have been largely unexplored. Research into student experience of ICT used a validated model – The Technology Acceptance Model (TAM) – to explore the influence of work and social/leisure contexts as well as course study, on attitudes towards and take up of technology. The results suggest that usefulness and ease of use are key dimensions of students’ attitudes towards technology in all three contexts but that ICT is perceived most positively in the context of work and technology use at work is an important driver for technology use in other areas.

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How do Alice, Greenfoot, and Scratch compare?

Ian Utting, Stephen Cooper, Michael Kölling, John Maloney, Mitchel Resnick (2010) “Alice, Greenfoot, and Scratch — A Discussion”, ACM Transactions on Computing Education (2010) Volume: 10, Issue: 4, Pages: 1-11

This article distills a discussion about the goals, mechanisms, and effects of three environments which aim to support the acquisition and development of computing concepts (problem solving and programming) in pre-University and non-technical students: Alice, Greenfoot, and Scratch. The conversation started in a special session on the topic at the 2010 ACM SIGCSE Symposium on Computer Science Education and continued during the creation of the resulting Special Issue of the ACM Transactions on Computing Education.

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How can we deal with Plagiarism in a Complex Information Society?

Debbie Wheeler, David Anderson, (2010) Dealing with plagiarism in a complex information society, Education, Business and Society: Contemporary Middle Eastern Issues, Vol. 3 Iss: 3, pp.166 – 177

Academic integrity is not something innate, it is something that needs to be learned. Efforts to deal with plagiarism must be systematic, equitable, process-oriented and pervasive at all institutional levels otherwise there is a risk that punitive measures may seem unpredictable, and so will not send a clear message to stakeholders. If this is the case, students are even less likely to appreciate the centrality of academic integrity in the educational context.

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What do students believe about the influence of the Internet on their learning?

Yifat Ben-David Kolikant (2010) Digital natives, better learners? Students’ beliefs about how the Internet influenced their ability to learn, Computers in Human Behavior xxx (2010) xxx–xxx

In the literature students are sometimes assumed to feel empowered with respect to learning because of their familiarity with and access to ICT. However, after interviewing 25 students from post-elementary schools, it was found that the majority of the students, although they use the Internet and other ICT for school purposes, believed that their generation is not as good at learning as the pre-ICT generation. Several students explained the situation in terms of the school’s failure to build on their abilities. Nonetheless, the majority believed that the Internet over-simplifies schoolwork (perceived primarily as the traditional processing of textual sources), which in turn diminishes learning abilities. These results carry important implications regarding school, given that low self-efficacy might make students less likely to apply themselves to learning.

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Is there Equity in the Access to Digital Technology?

Mark Warschauer and Tina Matuchniak (2010) New Technology and Digital Worlds: Analyzing Evidence of Equity in Access, Use, and Outcomes, Review of Research in Education 2010; 34; 179

There is a widespread belief that the falling cost of computers and Internet access is rapidly narrowing a digital divide in U.S. society. However, as this review shows, gaps in home access to digital media are still substantial, and inequalities in technology usage and outcomes are even greater. Unfortunately, many of the measures most frequently used for analyzing technology-related access, use, and outcomes are insufficient. Though technology-related access, use, and outcomes are difficult to measure, all available evidence suggests they are critically important factors in shaping social futures. As we rethink how to measure evidence of equitable resources, conditions, and outcomes of student learning, continued close attention to the role of technology in both school and out-of-school environments is urgently needed.

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How can Libraries use iPads to survey students?

Jennifer Link Jones, Bryan Sinclair (2011) Assessment on the Go: Surveying Students With an iPad, Library Innovation Volume 2, Issue 2, 2011

Ongoing assessment in academic libraries, particularly the measurement of student perceptions, preferences, and satisfaction, can be a challenge to schedule and execute. This paper describes a pilot project at Georgia State University Library that combined assessment with the portability of the tablet computer. A tablet computer–in this case, Apple’s iPad–loaded with survey software became a digital clipboard with the added benefit of automatic data compilation. Subjects were surveyed quickly in the library buildings, maximizing convenience for both subjects and researchers alike. The result was a model that other libraries, as well as campus student services divisions and classroom instructors, can easily adopt. Methodology, benefits, lessons learned, and ideas for future projects are discussed.

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What does research say about how young people experience privacy online?

Alice E. Marwick, Diego Murgia Diaz, John Palfrey (2010) Youth, Privacy, and Reputation, Harvard Law School Public Law & Legal Theory Working Paper Series Paper No. 10-29

Much popular writing (and some research) includes descriptions of young people, online technologies, and privacy in ways that do not reflect the realities of most children and teenagers’ lives. Our review of the literature suggests that young people care deeply about privacy, particularly with regard to parents and teachers viewing personal information. Young people are heavily monitored at home, at school, and in public by a variety of surveillance technologies. Children and teenagers want private spaces for socialization, exploration, and experimentation, away from adult eyes. Posting personal information online is a way for youth to express themselves, connect with peers, increase popularity, and bond with friends and members of peer groups. Subsequently, young people want to be able to restrict information provided online in a nuanced and granular way.

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Why is the UK banning ICT from schools?

The Royal Society (2012) Shut down or restart? The way forward for computing in UK schools, The Royal Academy of Engineering, January 2012

This report analyses the current state of Computing education in UK schools and sets out a way forward for improving on the present situation. The report states that the term ICT as a brand should be reviewed and the possibility considered of disaggregating this into clearly defined areas such as digital literacy, Information Technology and Computer Science. There is an analogy here with how English is structured at school, with reading and writing (basic literacy), English Language (how the language works) and English Literature (how it is used). The term ‘ICT’ should no longer be used as it has attracted too many negative connotations.

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Why is it more difficult for students to conduct research in the digital age?

Head, A.J. & Eisenberg, M.B. (2009). Finding context: What today’s college students say about conducting research in the digital age, Project Information Literacy Progress Report, February 2009

So far, we have found that no matter where students are enrolled, no matter what information resources they may have at their disposal, and no matter how much time they have, the abundance of information technology and the proliferation of digital information resources make conducting research uniquely paradoxical: Research seems to be far more difficult to conduct in the digital age than it did in previous times. In this progress report we share some of the perceptions that led to this conclusion and several of the trends in problem-solving strategies that have emerged. The findings and analysis presented here should not be viewed as complete, but rather as part of our ongoing research that will be explored further and tested more rigorously.

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How are learners’ ICT literacy skills influenced by their economic, social and cultural capital?

Tiffani Cameron, Sue Bennett & Shirley Agostinho (2011) ICT literacy and the second digital divide: Understanding students’ experiences with technology, AACE, Edmedia 2011

This work in progress paper reports on a doctoral research study investigating the ICT literacy skills of contemporary learners across primary and high school settings, in order to understand the influence of their economic, social and cultural capital to explain their relationship with and use of ICTs. Data collection will comprise a background questionnaire, an ICT proficiency test followed by semi structured interviews and series of in-class activities that will focus on exploring students’ technology use and background. This paper is structured as follows: firstly a review of the related research is presented to describe the context for the study; the research design for the study is then explained, followed by a brief discussion of the studies significance and expected outcomes.

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Are students with higher grades better at multitasking?

Harman, Brittany A., Sato, Toru (2011) Cell phone use and grade point average among undergraduate university students, College Student Journal

The present study examined whether cell phone use frequency is correlated with academic performance as measured by grade point average among undergraduate university students. Participants completed a survey about their cell phone use and also reported their grade point average. Results revealed that text messaging frequency was negatively correlated with grade point average and variables such as academic level while cell phone call frequency was not. The results of this study suggest that the more an individual sends or receives text messages, the lower his or her grade point average typically is. Surprisingly, individuals with higher grade point averages are more comfortable text messaging in class. No significant results were found in regards to individuals placing phone calls on cell phones.

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What is the effect of multitasking on students’ grades?

Yvonne Ellis, Bobbie Daniels, Andres Jauregui (2010) The effect of multitasking on the grade performance of business students, Research in Higher Education Journal (2010) Volume: 8, Issue: 1, Pages: 1-11

Multitasking refers to the concurrent processing of two or more tasks through a process of context switching. However, research by neuroscientists show that multitasking reduces the brain’s ability to effectively retrieve information. The purpose of this study is to empirically examine whether multitasking in class affects the grade performance of business students. Our findings indicate that the exam scores of students who text in class are significantly lower than the exam scores of students who do not text in class. Thus, multitasking during class is considered a distraction that is likely to result in lower grade performance.

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How can digital backchannels support student participation?

François Bry, Vera Gehlen-Baum, Alexander Pohl (2011) Promoting Awareness and  Participation in Large Class Lectures: The Digital Backchannel Backstage, Proceedings of the IADIS

This article reports on the conception of a novel digital backchannel, code name Backstage, dedicated to large classes aiming at empowering not only the audience but also the speaker, at promoting the awareness of both audience and speaker, and at promoting an active participation of students in the lecture. The backchannel supports different forms of inter-student communication via short microblog messages, social evaluation and ranking of messages by the students themselves, and aggregation of student’s opinions aiming at increasing the students’ community feeling, strengthening the students’ awareness of and co-responsibility for the class work aiming at promoting the students’ participation in the lecture. The backchannel further supports immediate concise feedback to the lecturer of selected and aggregated students’ opinions aiming at strengthening the lecturer’s awareness for students’ difficulties.

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What is the effect of Twitter on student engagement and grades?

R. Junco, G. Heiberger, E. Loken (2011) The effect of Twitter on college student engagement and grades, Journal of Computer Assisted Learning, Volume: 27, Issue: 2, Pages: 119-132

Despite the widespread use of social media by students and its increased use by instructors, very little empirical evidence is available concerning the impact of social media use on student learning and engagement. This paper describes our semester-long experimental study to determine if using Twitter the microblogging and social networking platform most amenable to ongoing, public dialogue for educationally relevant purposes can impact college student engagement and grades. The results showed that the experimental group had a significantly greater increase in engagement than the control group, as well as higher semester grade point averages. Analyses of Twitter communications showed that students and faculty were both highly engaged in the learning process in ways that transcended traditional classroom activities. This study provides experimental evidence that Twitter can be used as an educational tool to help engage students and to mobilize faculty into a more active and participatory role.

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Twitter: Intellectual Stimulator or Attention Distracter?

Beaudin, L. & Deyenberg, J. (2011). Twitter: Intellectual Stimulator or Attention Distracter. In M. Koehler & P. Mishra (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2011 (pp. 139-147).

This paper describes how Master’s students completed an informal investigation of the potential of using Twitter to reshape classroom participation in a summer graduate course on Leadership and Technology. As a group of high- technology users, it was natural for the group to be open to exploring the possibility of any new tool to increase their engagement and learning. This paper describes the informal case study and exploration of the potential of backchanneling to enhance seminar presentations in a graduate education course.

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Do school Libraries need to be flipped?

David Loertscher (2008) Flip This Library: School Libraries Need a Revolution, Not Evolution, School Library Journal

What has to happen for school libraries to become relevant? One of the biggest business battles of our time is between Microsoft and Google. The two have very different business models. Microsoft believes that if they build it, we will come—and buy their product. Google’s approach is different: if they build it, we will integrate it into our lives. We use Microsoft products on their terms, but we use Google products—from iGoogle to GoogleDocs—on our terms, to construct whatever we want. What does this have to do with school libraries? A lot. If we want to connect with the latest generation of learners and teachers, we have to totally redesign the library from the vantage point of our users—our thinking has to do a 180-degree flip. In short, it’s time for school libraries to become a lot less like Microsoft and a lot more like Google.  With this notion in mind, I collaborated with two of my colleagues, Carol Koechlin and Sandi Zwaan, Canadian educational consultants, to develop an idea we’re calling the school library learning commons.

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How is technology changing literacy?

Guy Merchant (2009) Literacy in virtual worlds, Journal of Research in Reading, Volume 32, Issue 1, 2009, pp 38–56

Introducing new digital literacies into classroom settings is an important and challenging task, and one that is encouraged by both policy-makers and educators. This paper draws on a case study of a 3D virtual world which aimed to engage and motivate primary school children in an immersive and literacy-rich on-line experience. Planning decisions, early experimentation and the experience of avatar interaction are explored. Using field notes, in-world interviews and observations I analyse pupil and teacher perspectives on the use of digital literacy and its relationship to conventional classroom literacy routines, and use these to trace the potential and inherently disruptive nature of such work. The paper makes the case for a wider recognition of the role of technology in literacy and suggests that teachers need time for experimentation and professional development if they are to respond appropriately to new digital literacies in the classroom.

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How can Digital Literacies make learning and teaching more effective?

Julia Gillen, David Barton (2010) Digital Literacies: A Research Briefing by the Technology Enhanced Learning phase of the Teaching and Learning Research Programme, English

The concept of digital literacies is fascinating both in its definition and its application. The term captures an arena of rapidly developing practices, as humans interact with technologies in new ways and for innovative purposes. Many time-honoured distinctions such as between producer and consumer, writer and reader blur or virtually disappear as new syntheses emerge. There are a number of valuable approaches to digital literacies that overlap with one another. Rather than look for clear distinctions to demarcate them, it is perhaps more helpful to look for continuities and commonalities.

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Why do we need to move towards a Transformative Pedagogy for School Libraries 2.0?

Marlene Asselin,  Ray Doiron (2008) Towards a Transformative Pedagogy for School Libraries 2.0, School Libraries Worldwide – Volume 14, Number 2, July 2008, 1‐18

Today’s students are no longer the people our education system was designed to teach. (Prensky, 2001). As more and more educators face the impact of Web 2.0, and as we see emerging what could be called a Learning 2.0 environment, it becomes urgent to extend teaching to meet the literacy and learning needs of the Net Generation. These ‘new’ learners and their expanding literacy needs have major implications for current models of school library programs which are largely focused on reading promotion and information literacy skills. We join others in recognizing the need to critically question long held tenets of school libraries and to create a new research‐based vision that will accord with the current economic and social directions driving educational change. This paper contributes to that process by proposing a framework for the work of school libraries in new times based on research in new literacies, today’s learners, and emerging concepts of knowledge.

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Are collaborative teaching and inquiry PjBL the best way to develop Information Literacy and IT skills?

Chu, S. K. W., Chow, K. & Tse, S. K. (2011). Developing Hong Kong primary school students‘ information literacy and IT skills through collaborative teaching and inquiry PjBL. Library & Information Science Research

Information literacy and information technology (IT) skills have become increasingly important in today’s knowledge society. However, many studies have shown that students across different educational levels from primary to postgraduate level actually lack crucial information literacy and IT skills, thus the need for an effective pedagogical approach that will develop these skills. This study investigated the effect of combining a collaborative teaching approach with inquiry project-based learning (PjBL) on the development of primary students’ information literacy and IT skills. Students in a Hong Kong primary school completed two inquiry-based group projects. A collaborative teaching approach involving three teachers in different subject areas (General Studies, Chinese, and IT) and the school librarian was adopted in guiding students through the two projects. Results indicated the positive impact of collaborative teaching and inquiry PjBL on the development of students’ information literacy and IT skills.

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How exposed are youth to unwanted material on the internet?

Kimberly J Mitchell, David Finkelhor, Janis Wolak (2003) The Exposure Of Youth To Unwanted Sexual Material On The Internet: A National Survey of Risk, Impact, and Prevention, Youth Society (2003) Volume: 34, Issue: 3, Publisher: Sage Publications, Pages: 330-358

This national survey of youth ages 10 to 17 yrs, and their caretakers has several implications for the current debate about young people and Internet pornography. Using an Internet survey, the authors found that 25% of youth had unwanted exposure to sexual pictures on the Internet in the past year, challenging the prevalent assumption that the problem is primarily about young people motivated seek out pornography. Most youth had no negative reactions to their unwanted exposure, but one quarter said they were very of extremely upset suggesting a priority need for more research on and interventions directed toward such negative effects. The use of filtering and blocking software was associated with a modest reduction in unwanted exposure suggesting that it may help but is far from foolproof. Various forms of parental supervision were not associated with any reduction in exposure.

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How has Facebook transformed the online habits of young Italians?

Cavalli, N.,Costa, E. I., Ferri, P., Mangiatordi, A., Micheli, M., Pozzali, A., Scenini, F., and Serenelli, F. (2011). Facebook influence on university students’ media habits: qualitative results from a field research, MIT7

Facebook has significantly transformed the online habits of young Italians. Our research assesses this change through a two-year survey conducted among undergraduate students. The data we collected in 2008 (N=1088) and 2009 (N=1123) allowed us to define profiles of media use based on indicators such as time spent online, consumption or creation of content, and familiarity with digital technologies as compared to analog media. Results have also shown the quick adoption of Facebook: in 2008, half of the students were completely unfamiliar with Facebook, while in 2009 all our respondents were aware of it and 59% of them were also using it on a regular basis. To grasp the magnitude of this change, we conducted a qualitative research study based on 30 semi-structured interviews with randomly selected university students (aged 19-24). Our research questions whether the massive adoption of Facebook, both in terms of frequency and time spent online, is really producing a change in how Italian students are using the Internet, or whether it is merely reproducing old forms of media consumption. To explore this issue, we will focus on how students are appropriating Facebook – in terms of uses and meanings they attach to it – and on the transformation of the relationship between more traditional forms of media consumption (like television) and digital media.

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Is the ‘digital native’ generation anything more than a myth?

Bennett, S., Maton, K., & Kervin, L. (2008). The “digital natives” debate: A critical review of the evidence. British Journal of Educational Technology39(5), 775-786

The idea that a new generation of students is entering the education system has excited recent attention among educators and education commentators. Termed ‘digital natives’ or the ‘Net generation’, these young people are said to have been immersed in technology all their lives, imbuing them with sophisticated technical skills and learning preferences for which traditional education is unprepared. Grand claims are being made about the nature of this generational change and about the urgent necessity for educational reform in response. A sense of impending crisis pervades this debate. However, the actual situation is far from clear. In this paper, the authors draw on the fields of education and sociology to analyse the digital natives debate. The paper presents and questions the main claims made about digital natives and analyses the nature of the debate itself. We argue that rather than being empirically and theoretically informed, the debate can be likened to an academic form of a ‘moral panic’. We propose that a more measured and disinterested approach is now required to investigate ‘digital natives’ and their implications for education.

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