Research suggests students' use of information and communication technology (ICT) may be more a matter of digital literacy and access rather than a generational trait. We sought to identify ICT preferences of post-secondary students (N = 580) through a Digital Propensity Index (DPI), investigating communication methods, Internet practices and the creation of online content. Age, gender and socioeconomic status were examined as factors which might explain why students use ICT. Results suggest age is a factor in ICT use but that it is not the most important consideration; the gender gap and gaps between socioeconomic groups in terms of ICT use may be closing. The findings raise a variety of implications for institutions training pre-service teachers, curriculum developers designing instructional materials and educational leaders developing ICT policy for schools.
The abundance of opinions about Millennials has made it very difficult to separate reality from conjecture, especially with regard to the suppositions made about their propensity towards technology. Labeled as digital natives, Millennials are thought to possess learning traits never before seen as a result of growing up in the digital information age. In this chapter, we present the findings of a study in which postsecondary students (N = 580) were surveyed to quantitatively investigate the differences between digital natives and digital immigrants. Findings revealed that of the ten traits investigated, only two showed significant difference, and of these two traits, only one favored the digital native notion, shedding doubt on the strong digital propensity claims made about today’s Millennials. Although differences were found, we cannot say with any certainty that there is an unambiguous delineation that merits the digital native and digital immigrant labels. The findings raise a variety of implications for institutions training pre-service teachers; educators interested in using digital media, devices, and social networks in their classroom; curriculum developers designing instructional material; educational leaders developing information and communication technology policy for school; and researchers investigating digital propensity with today’s youth.
It has been suggested that game technology can be successfully used to aid in social skills development among those with special needs. Based on the body of research available, such technology has been used in social skills development with children with Autism Spectrum Disorders (ASD). Furthermore, there is research to suggest that certain game technology, such as simulation-based games, can enhance learning and the retention of knowledge, which is of important benefit, given children with ASD show great difficulty in generalizing newly learned skills and knowledge from the instructional to the functional setting. However, at the time of this publication, very little empirical evidence exists that has specifically investigated the use of simulation-based games as interventions in the promotion of social skill development among children with ASD.
It has been suggested that game technology can be successfully used to aid in social skills development among those with special needs. Based on the body of research available, such technology has been used in social skills development with children with Autism Spectrum Disorders (ASD). Furthermore, there is research to suggest that certain game technology, such as simulation-based games, can enhance learning and the retention of knowledge, which is of important benefit, given children with ASD show great difficulty in generalizing newly learned skills and knowledge from the instructional to the functional setting. However, at the time of this publication, very little empirical evidence exists that has specifically investigated the use of simulation-based games as interventions in the promotion of social skill development among children with ASD.
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