background preloader

Digital Nation - Life On The Virtual Frontier

Digital Nation - Life On The Virtual Frontier
Related:  Module 4: Screen Time and the Developing Brain

How much screen time is OK for my kid(s)? I agree with PiperBoj completely. With me, I get to play 1 hour on weekdays, and 2 hours on weekends, after chores, homework, and other related stuff. I've learned to deal with the time limit, even though I still disagree with it. But my biggest problem with my parents, especially my dad, is the automatic screen time limit put on my PC, and also time periods when I can play, which my dad never remembers to fix. Of course I don't agree with all these things. But if you want more time, stop complaining a lot, and yes, stop arguing with your parents about it, if you do.

What Kind Of Cyber Guide Are You? A Quiz For Parents And Caregivers | FRONTLINE About FRONTLINEWatch FRONTLINE OnlineScheduleSearch What Kind of Cyber Guide are You? A Quiz for Parents and Caregivers Social networking, chat rooms, online games, and instant messaging--kids are growing up online, and most parents find it challenging to manage their kids' multitasking on the Internet. What kind of approach do you take when it comes to your kids and the Internet? Take this quiz and find out! Which of the following describes a typical day in your child's online activity? Where in your home is the computer your child uses located? Susan and Michael notice their 14-year-old daughter Marissa is spending a lot of time on MySpace. Which of the following have you spoken about with your children? Which of the following best describes how you feel about your child being online? Katrina's 12-year-old son Jared gets pretty immersed in the online role-playing game Runescape. How familiar are you with the following things online? privacy policy . journalistic guidelines .

Henriette Cramer I’m a research scientist at Yahoo! Labs’ Mobile Sensing and User Behavior group in Sunnyvale, California. On a very general level, I’m interested in how people perceive technologies and integrate them into their daily lives. My research revolves around mobile location-based services and people’s perceptions of their surroundings, ‘Research in the Large’: using wide distribution channels and existing services for research purposes, and people’s perceptions of applications and ‘things’ that use data around -or about- them to adapt and personalize themselves. Before I joined Yahoo! Keywords: mobile interaction, personalization & context-adaptation, location-based services, urban informatics, instrumentation & data quality, services as design materials, interaction with (semi-) autonomous ‘things’, user control, trust and situated user experiences. I have a PhD from the Human-Computer Studies lab at the University of Amsterdam (April 2010). Program committees / juries Guest Editorship Awards

FRONTLINE: digital nation: watch the full program I wanted to wait a bit because it seemed like it'd be more interesting to listen to all of you. There used to be a name for what I was doing, "lurking" -- it dates back to a very different time in the net's history, when usenet and mailing lists were the main forms of communication. It was hard to talk about lurkers then, for the obvious reason that no one knew much about them; it hasn't gotten much easier since. The idea of lurkers has all but vanished now, buried by a succession of ways to try and slice and dice them: "eyeballs," pageviews, users, subscribers, friends, followers, etc, etc. That pessimistic view is closely related to perspective(s) of people who are trying to make money off of lurkers, because "monetizing" (a really ugly word) them and their actions sooner or later requires connecting whatever they're clicking on or reading or whatever to some kind of action -- preferably, some sort of expenditure. That's good and bad. But it definitely has downsides, too. Cheers, Ted

A Commitment to High Tech Education Narrator: Gulfport, Mississippi's Harrison Central High School hasn't changed much since it was founded in 1957. It still has sports teams and cheerleaders. It still offers practical courses in subjects like cooking and horticulture. But over the past several years there's been a quiet revolution going on that has transformed Harrison's curriculum. In almost every classroom cutting edge technology tools are facilitating a new way of learning. Student: [Inaudible] today is what could be said about national politics. Narrator: Now history lessons are as exciting as game shows. Student: What is your final answer? Narrator: Digital cameras help reveal the principles of physics. Donnie Lott: Are we collecting? Narrator: Probes and laptops are used in real world scientific explorations. They even use technology to improve their nationally ranked cheerleading squad. Dianne Denley: Okay, breathe three times. Narrator: Or taking virtual field trips around the world. Student: A, Colorado, B-

Sesame best practices guide for children's app development Touch screen technology is revolutionizing interactive digital experiences for children. No longer do our little ones need to wait to learn to navigate a mouse or press keyboard keys in order to access a host of interactive content designed for them. Instead, we see toddlers and preschoolers confidently navigating their parents’ iPhones, iPads, and other touch screen devices with astonishing agility and purpose. The explosion of apps for young children is not surprising; there is high demand and high appeal. Sesame Workshop, whose mission is to help children reach their highest potential, is learning as much as we can about these media platforms so that we can use them to best meet children’s educational and developmental needs. Surprisingly, there are very few resources that are publically available to help guide developers who make educational apps for young children. As with everything we do, we want to ensure that children learn from their digital experiences. See Also:

‘Recombinant art,’ life?: Parenting & the digital drama overload As Moby does with other people’s sounds and musical phrases, David Shields does with words, saying that mashing up other people’s words (or “recombinant” art) is much more interesting than creating fiction, which is sort of an appropriation of Mark Twain’s “reality is stranger [more interesting?] than fiction.” “Mr. Shields’s book consists of 618 fragments, including hundreds of quotations taken from other writers like Philip Roth, Joan Didion and Saul Bellow,” the New York Times reports. That’s a huge contentious subject – copyright, intellectual property, fair use, etc. – important and fascinating, but it’s only about content. We are remixing and creating a recombinant reality that is pressing in upon us with the same constancy, volume, and intensity as content is. Breathers.

Wikimedia Foundation projects Our projects are the core of the Wikimedia movement. All major projects of the Wikimedia Foundation are collaboratively developed by users around the world using the MediaWiki software. All contributions are released under a free Creative Commons license, meaning that any project content may be freely used, edited, copied, and redistributed, subject to the terms of the license. A full listing of Wikimedia projects is available here: Special:SiteMatrix. Please note: while other sites use the MediaWiki software (often giving them a similar visual appearance) or have a name that includes "Wiki-" or "-pedia", only the projects listed below are part of the Wikimedia Foundation. Wikipedia Wikipedia is a project to build free encyclopedias in all languages of the world. Wikipedia started in January 2001, and currently offers more than 24 million articles written in 284 languages. Wiktionary Wiktionary is a project to create a multilingual free content dictionary in every language. Wikiquote