This article presents the preliminary findings of GamiLearning (2015-2018), a research project that aims to promote critical and participative dimensions of Media and Information Literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that MIL can be promoted through the process of creation and development of videogames. Students ages 9 to 14 years old from Portugal and Austin, Texas (USA) participated in the study. which included an intervention at school, was based on a constructivist/project-based approach. Fieldwork was conducted at four schools and a MIL questionnaire was used, based in a theoretical framework, and were administered before and after the project's intervention. Results from the four schools indicate statistically significant differences between pre and post questionnaires, considering MIL skills in general, and in several groups of skills, namely Operational Skills, Editorial Skills, Digital Identity Management Skills, Critical Media Literacy, Learning and Social Interaction.
Any technology adoption is shaped by a myriad of factors that sometimes conflict in their ultimate goals and outcomes. So is the case with mobile Internet (m-Internet) adoption and diffusion. This paper discusses this process from the stakeholders' and users' perspectives and confronts their understanding and attitudes towards this technology with three complementary theoretical models: network theory, activity theory, and the technology acceptance model (TAM).The study presents results for the use of m-Internet in a southern European country and frames those in light of the activities, here understood as effects of the network, undertaken by the users. We seek to assess whether individuals perform a different set of activities when using m-Internet and how different forms of access result in different network effects, adoption processes, and distinct forms of interaction. The depicted study involved a qualitative stage, consisting of a set of interviews to stakeholders of the mobile communications industry and a quantitative study that involved the survey of a nationally representative sample of individual users. The findings of
The United Nations (UN) Convention (1989) on the Rights of the Child changed the way children are viewed and treated worldwide. The Convention has been affecting governments, civil society and the private sector. ICT driven companies on the internet should not be an exception. According to Livingstone, Carr and Byrne (2015), Internet governance bodies have given little consideration and reflection to children's rights. In this paper, it is proposed that in order for youth actively participate in an increasingly digital environment; they need to know better their rights to privacy and freedom of expression, among others. Although the understanding of the digital environments principles lies beyond the scope of average children's school curricula, they can however play and discover simple technological concepts in the classroom. Thus, by early developing their literacy on digital identity management, they will be able to navigate, communicate, play and learn online more safely, achieving a responsible connected presence. A qualitative study on a visually oriented encrypted learning activity (game) among a group of students aged 16-18 years old, of the third cycle of Basic Vocational Education has been conducted with the following aims: a) to understand how knowledge about security technological processes can improve youth's capability for managing their digital identities; b) to understand the value of pedagogies of play. Using participant observation, focus group and interviews, youth behaviours and attitudes towards this game based learning approach as well as their perceptions of their digital rights are presented.
This paper provides an interdisciplinary perspective concerning the role of prosumers on future Internet design based on the current trend of Internet user empowerment. The paper debates the prosumer role, and addresses models to develop a symmetric Internet architecture and supply-chain based on the integration of social capital aspects. It has as goal to ignite the discussion concerning a socially-driven Internet architectural design.
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