Findings from a survey of youthful Internet users that was designed to assess kids' beliefs about the credibility of online information. How well do children navigate the ocean of information that is available online? The enormous variety of Web-based resources represents both opportunities and challenges for Internet-savvy kids, offering extraordinary potential for learning and social connecti…
This volume presents the papers from the fifth biennial Information Systems Foundations Workshop, held at The Australian National University in Canberra from 30 September to 1 October 2010. The focus of the workshop was, as for the others in the series, the foundations of information systems as an academic discipline. The emphasis in the 2010 workshop was on theory building in information syste…
An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet ther…
Längst gibt es altersgerechte digitale Assistenzsysteme. Doch sind Umfang und Geschwindigkeit ihrer Verbreitung sowohl in Pflegeeinrichtungen als auch in privaten Haushalten weitgehend unbekannt. Informationen zu tatsächlich eingesetzten Systemen, realisierten Umsätzen und Marktvolumen sind kaum zu finden. Obwohl es viele Vermutungen hinsichtlich der Hindernisse bei der Einführung altersger…
A critical exploration of today's global imperative to innovate, by champions, critics, and reformers of innovation. The open access edition of this book was made possible by generous funding from the MIT Libraries. Corporate executives, politicians, and school board leaders agree—Americans must innovate. Innovation experts fuel this demand with books and services that instruct aspiring innov…
How emergent practices and developments in young people's digital media can result in technological innovation or lead to unintended learning experiences and unanticipated social encounters. Young people's use of digital media may result in various innovations and unexpected outcomes, from the use of videogame technologies to create films to the effect of home digital media on family life. This…
The geek is male. Or so it seems. As is well documented, there is a distinct under-representation of girls studying computing at high school level and, correspondingly, going on to have careers in IT. To address this problem, in 2007 the authors of this book, with backgrounds in secondary teaching or IT, trialled a new and revolutionary program in schools: "Digital Divas." The Digital Divas pro…
Are robots taking away our jobs? Those who ask this question have misunderstood digitalisation - it is not an industrial revolution by other means. Sabine Pfeiffer searches for the actual novelties brought about by digitalisation and digital capitalism. In her analysis, she juxtaposes Marx's concept of productive force with the idea of distributive force. From the platform economy to artificial…
Scientists have identified southern China as a likely epicenter for viral pandemics, a place where new viruses emerge out of intensively farmed landscapes and human--animal interactions. In Virulent Zones, Lyle Fearnley documents the global plans to stop the next influenza pandemic at its source, accompanying virologists and veterinarians as they track lethal viruses to China's largest freshwat…
Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan videomaking, fan fiction), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting). A gr…