Digital Visitor And Resident
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Digital Visitor And Resident
The Digital Visitor and Resident (V&R) model provides a framework to depict how user preference and habit motivates engagement with technology and the web. V&R is commonly described as a continuum, with two modes of online engagement at either end, making a separation between different approaches to engagement. People operating in Visitor mode have a defined goal or task, and select an appropriate online tool to meet their needs as they arise. For example, using a smartphone to search the internet for directions to a local bookstore, thus finding a particular piece of information online and then going offline to complete the task. There will be little in terms of social visibility or trace when online in Visitor mode. People operating in Resident mode are online to connect to, or to be with, other people. For example, posting to the wall in Facebook, tweeting, blogging, or posting comments on blogs. The web supports the projection of their identity and facilitates relationships. In ...
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Conceptual Framework
A conceptual framework is an analytical tool with several variations and contexts. It can be applied in different categories of work where an overall picture is needed. It is used to make conceptual distinctions and organize ideas. Strong conceptual frameworks capture something real and do this in a way that is easy to remember and apply. Isaiah Berlin used the metaphor of a "fox" and a "hedgehog" to make conceptual distinctions in how important philosophers and authors view the world. London: Weidenfeld & Nicolson; 1986 New York: Simon and Schuster, introduction by M. Walzer. Berlin describes hedgehogs as those who use a single idea or organizing principle to view the world (such as Dante Alighieri, Blaise Pascal, Fyodor Dostoyevsky, Plato, Henrik Ibsen and Georg Wilhelm Friedrich Hegel). Foxes, on the other hand, incorporate a type of pluralism and view the world through multiple, sometimes conflicting, lenses (examples include Johann Wolfgang von Goethe, James Joyce, William S ...
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Digital Native
The term digital native describes a person who has grown up in the information age. Often grouped into Millennials, Generation Z, and Generation Alpha, these individuals can consume digital information and stimuli quickly and comfortably through electronic devices and platforms such as computers, mobile phones, and social media. Digital natives are distinguished from digital immigrants, people who grew up in a world dominated by print and television because they were born before the advent of the Internet. These two terms are often used to describe the digital generation gap in terms of the ability of technological use among people born after 1980 and those born before. The term digital native is a highly contested concept, being considered by many education researchers as a persistent myth not founded on empirical evidence and many argue for a more nuanced approach for understanding the relationship between digital media, learning and youth. Origin Native–immigrant analogy ter ...
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Digital Divide
The digital divide is the unequal access to digital technology, including smartphones, tablets, laptops, and the internet. The digital divide creates a division and inequality around access to information and resources. In the Information Age in which information and communication technologies (ICTs) have eclipsed manufacturing technologies as the basis for world economies and social connectivity, people without access to the Internet and other ICTs are at a socio-economic disadvantage, for they are unable or less able to find and apply for jobs, shop and sell online, participate democratically, or research and learn. Historical background The historical roots of the digital divide in Europe reach back to the increasing gap that occurred during the early modern period between those who could and couldn't access the real time forms of calculation, decision-making and visualization offered via written and printed media. Within this context, ethical discussions regarding the relatio ...
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Cultural Generations
Culture () is an umbrella term which encompasses the social behavior, institutions, and norms found in human societies, as well as the knowledge, beliefs, arts, laws, customs, capabilities, and habits of the individuals in these groups.Tylor, Edward. (1871). Primitive Culture. Vol 1. New York: J.P. Putnam's Son Culture is often originated from or attributed to a specific region or location. Humans acquire culture through the learning processes of enculturation and socialization, which is shown by the diversity of cultures across societies. A cultural norm codifies acceptable conduct in society; it serves as a guideline for behavior, dress, language, and demeanor in a situation, which serves as a template for expectations in a social group. Accepting only a monoculture in a social group can bear risks, just as a single species can wither in the face of environmental change, for lack of functional responses to the change. Thus in military culture, valor is counted a typical be ...
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Online Identity
Internet identity (IID), also online identity or internet persona, is a social identity that an Internet user establishes in online communities and websites. It may also be an actively constructed presentation of oneself. Although some people choose to use their real names online, some Internet users prefer to be anonymous, identifying themselves by means of pseudonyms, which reveal varying amounts of personally identifiable information. An online identity may even be determined by a user's relationship to a certain social group they are a part of online. Some can be deceptive about their identity. In some online contexts, including Internet forums, online chats, and massively multiplayer online role-playing games (MMORPGs), users can represent themselves visually by choosing an avatar, an icon-sized graphic image. Avatars are one way users express their online identity. Through interaction with other users, an established online identity acquires a reputation, which enables oth ...
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Information Society
An information society is a society where the usage, creation, distribution, manipulation and integration of information is a significant activity. Its main drivers are information and communication technologies, which have resulted in rapid information growth in variety and is somehow changing all aspects of social organization, including education, economy, health, government, warfare, and levels of democracy. The people who are able to partake in this form of society are sometimes called either computer users or even digital citizens, defined by K. Mossberger as “Those who use the Internet regularly and effectively”. This is one of many dozen internet terms that have been identified to suggest that humans are entering a new and different phase of society. Some of the markers of this steady change may be technological, economic, occupational, spatial, cultural, or a combination of all of these. Information society is seen as a successor to industrial society. Closely relat ...
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Homo Ludens
''Homo Ludens'' is a book originally published in Dutch in 1938 by Dutch historian and cultural theorist Johan Huizinga. It discusses the importance of the play element of culture and society. Huizinga suggests that play is primary to and a necessary (though not sufficient) condition of the generation of culture. The Latin word is the present active participle of the verb , which itself is cognate with the noun . has no direct equivalent in English, as it simultaneously refers to sport, play, school, and practice. Reception ''Homo Ludens'' is an important part of the history of game studies. It influenced later scholars of play, like Roger Caillois. The concept of the magic circle was inspired by ''Homo Ludens''. Foreword controversy Huizinga makes it clear in the foreword of his book that he means the play element ''of'' culture, and not the play element ''in'' culture. He writes that he titled the initial lecture on which the book is based, "The Play Element of Culture". Thi ...
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Generation Z
Generation Z (or more commonly Gen Z for short), colloquially known as zoomers, is the Western world, Western demography, demographic Cohort (statistics), cohort succeeding Millennials and preceding Generation Alpha. Researchers and popular media use the mid-to-late 1990s as starting birth years and the early 2010s as ending birth years. Most members of Generation Z are children of Generation X. As the first Generation#Social generation, social generation to have grown up with access to the Internet and portable digital technology from a young age, members of Generation Z, even if not necessarily Digital literacy, digitally literate, have been dubbed "digital natives". Moreover, the negative effects of screen time are most pronounced in adolescents compared to younger children. Compared to previous generations, members of Generation Z tend to live more slowly than their predecessors when they were their age; have lower rates of teenage pregnancies; and Alcohol consumption by yo ...
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Generation Y
Millennials, also known as Generation Y or Gen Y, are the Western demographic cohort following Generation X and preceding Generation Z. Researchers and popular media use the early 1980s as starting birth years and the mid-1990s to early 2000s as ending birth years, with the generation typically being defined as people born from 1981 to 1996. Most millennials are the children of baby boomers and older Generation X; millennials are often the parents of Generation Alpha. Across the globe, young people have postponed marriage. Millennials were born at a time of declining fertility rates around the world, and are having fewer children than their predecessors. Those in developing nations will continue to constitute the bulk of global population growth. In the developed world, young people of the 2010s were less inclined to have sexual intercourse compared to their predecessors when they were at the same age. In the West, they are less likely to be religious than their predecessors, ...
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Networked Learning
Networked learning is a process of developing and maintaining connections with people and information, and communicating in such a way so as to support one another's learning. The central term in this definition is connections. It adopts a relational stance in which learning takes place both in relation to others and in relation to learning resources. In design and practice, networked learning is intended to facilitate evolving sets of connections between learners and their interpersonal communities, knowledge contexts, and digital technologies. Networked learning can offer educational institutions more functional efficiency, in that the curriculum can be more tightly managed centrally, or in the case of vocational learning, it can reduce costs to employers and tax payers. However, it is also argued that networked learning is too often considered within the presumption of institutionalised or educationalised learning, thereby omitting awareness of the benefits that networked learning ...
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Moodle
Moodle is a free and open-source learning management system written in PHP and distributed under the GNU General Public License. Moodle is used for blended learning, distance education, flipped classroom and other online learning projects in schools, universities, workplaces and other sectors. Moodle is used to create custom websites with online courses and allows for community-sourced plugins. Overview Moodle was originally developed by Martin Dougiamas with the goal of helping educators create online courses and a focus on interaction and collaborative construction of content. The first version of Moodle was released on , and it continues to be actively developed. The Moodle Project is led and coordinated by Moodle HQ, an Australian company, that is financially supported by a network of eighty-four Moodle Partner service companies worldwide. Development is also assisted by the open-source community. Moodle is a learning platform used to augment and move existing learning ...
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Continuum (measurement)
Continuum theories or models explain variation as involving gradual quantitative transitions without abrupt changes or discontinuities. In contrast, categorical theories or models explain variation using qualitatively different states. In physics In physics, for example, the space-time continuum model describes space and time as part of the same continuum rather than as separate entities. A spectrum in physics, such as the electromagnetic spectrum, is often termed as either continuous (with energy at all wavelengths) or discrete (energy at only certain wavelengths). In contrast, quantum mechanics uses quanta, certain defined amounts (i.e. categorical amounts) which are distinguished from continuous amounts. In mathematics and philosophy A good introduction to the philosophical issues involved is John Lane Bell'essayin th''Stanford Encyclopedia of Philosophy'' A significant divide is provided by the law of excluded middle. It determines the divide between intuitionist ...
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