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Digital Literacy: Skills & Strategies

  • Book

  • 400 Pages
  • July 2022
  • Grey House Publishing Inc
  • ID: 5702266

Digital Literacy: Skills & Strategies provides a comprehensive collection of essays that help students, educators, and researchers understand the key and fundamental terms associated with the ever-evolving term, “digital literacy.” Building a digital literacy skill set encompasses a diverse set of strategies, including:

  • the development of critical thinking, evaluative skills, and ethical practices,
  • the ability to understand how various media and technologies affect one’s thinking and assumptions,
  • the emergence of familiarity with new and developing technical terms and concepts, and
  • the ability to design, produce, deploy, and synthesize information and texts via digital means

This new volume explores a wide range of topics for those wishing to augment their technological skills and comprehension. Making sense of how devices, software, and digital platforms operate can help in navigating many of the technologies that have become part of daily life. Taking a look back at how computers and later technologies developed sheds light on how profound an effect digital technology has had on humanity, with developments such as artificial intelligence raising questions about what it even means to be human. Access to digital technology plays an important role in determining individual opportunity, and several efforts are underway to lessen the digital divide.

Digital Literacy: Skills & Strategies begins with a comprehensive introduction written by volume editors Laura Nicosia and James F. Nicosia that clarifies the scope of the volume in relation to the ever evolving nature of technology. This is followed by 174 entries written by technological, educational, and legal experts. Categories begin with a brief introduction, followed by a background on the topic, and end with a list of reference sources for readers to explore.

Topics include:

  • Assessing digital literacy
  • Coding in the curriculum
  • Data management
  • The Freedom of Information Act
  • Game-based learning
  • Identity theft
  • Open source
  • Social impacts of cybercrime
  • Virtual reality
  • Wearable technology

This work also contains helpful appendices, including: Charts and graphs from federal and other sources; Glossary; Timeline; Websites and Organizations; Bibliography; and Subject Index.

This collection of essays is designed to help high school students, undergraduates, and adult readers develop and put these social, emotional, and technical facets of digital literacy into action. This volume introduces readers to the fundamentals of digital literacy using easy-to-understand language without the use of technical jargon. It is our aim to provide deeper levels of understanding for this inexorable area of vital twenty-first-century life and workplace skills.

Table of Contents

  • Publisher’s Note
  • Introduction
  • Contributors
  • 3D Printing
  • Access to Communications Technology
  • Algorithms
  • Anchored Instruction
  • Android OS
  • Anonymity and Anonymizers
  • Apple
  • Apps/Applications
  • Artificial Intelligence
  • Assessing Digital Literacy
  • Assistive and Adaptive Technology
  • Assistive Technology in Education
  • Audio Streaming
  • Augmented Reality
  • Avatars and Simulation
  • Bandcamp
  • Binary Hexadecimal Representations
  • Blended Learning
  • Bloom’s Taxonomy
  • Bots
  • Boyd, Danah Michele
  • Brain-Computer Interfacing (BCI)
  • Browsers
  • Catfishing
  • Children’s Online Privacy Protection Act
  • Clickbait
  • Cloud Computing
  • Coding in the Curriculum
  • Collaborative Software (Groupware)
  • Community of Practice
  • Computer Addiction
  • Computer-Aided Design
  • Computer-Aided Design in Education
  • Computer-Assisted Instruction
  • Computer Ethics
  • Computer Fraud
  • Computer Fraud and Abuse Act
  • Computer Viruses and Worms
  • Constructivism
  • Creative Commons
  • Cyberbullying
  • Cybercrime
  • The Cyber Intelligence Sharing and
  • Protection Act
  • Cyber Monday
  • Cybersecurity
  • Cyberstalking
  • Cyberterrorism
  • Dark Web
  • Data Harvesting
  • Data Literacy
  • Data Management
  • Data Protection
  • Deepfake
  • Desktop and E-publishing
  • Digital Citizenship
  • Digital Divide
  • Digital Economy
  • Digital Footprint
  • Digital Forensics
  • Digital Libraries and Artifacts
  • Digital Natives and Digital Immigrants
  • Digital Storytelling
  • Discord
  • Doxing
  • DVDs
  • E-books and Education
  • Encryption
  • Ethics of Algorithms
  • Ethics of Social Media: Free Speech
  • Facebook
  • File Transfer Protocol
  • Firewalls
  • Firmware
  • Freedom of Information Act
  • Game-Based Learning
  • Gee, James Paul
  • Gmail
  • Google
  • Google Slides
  • Graphical User Interface
  • Graphics Formats
  • Graphics Technologies
  • Green Computing
  • Hacking
  • Holographic Technology
  • HTML
  • Human-Computer Interaction
  • Hypermedia in Education
  • Identity Theft
  • Image Editing
  • IMGUR
  • Information Ethics
  • Information Technology
  • Instagram
  • Instructional Design
  • Intellectual Property
  • Intelligent Tutoring Systems
  • Internet Privacy
  • Internet Safety
  • Intranet
  • iOS
  • iPads in the Classroom
  • iTunes
  • Jenkins, Henry
  • Keynote
  • Light-Emitting Diodes
  • LinkedIn
  • Liquid Crystal Technology
  • Mac OS
  • Malware
  • Media Literacy
  • Microscale 3D Printing
  • Microsoft Excel
  • Microsoft PowerPoint
  • Microsoft Word
  • Mobile Operating Systems
  • Music Editing
  • Myspace
  • Online Anonymity
  • Online Communication
  • Online Entertainment and Music Databases
  • Online Games: Roles, Rules, and Etiquette
  • Online Piracy
  • Online Safety
  • Open Source
  • Optical Storage
  • Peer-to-Peer Payment Apps
  • Phishing
  • Privacy Settings
  • QR Codes
  • Random-Access Memory
  • Ransomware
  • Reddit
  • Scientific Literacy
  • Search Engines
  • Sexting
  • Snapchat
  • Social Impacts of Cybercrime
  • Social Media
  • Social Media Addiction
  • Social Media and Depression
  • Social Media and Isolation
  • Social Media and Job Hunting
  • Social Media and Law Enforcement
  • Social Media and Religion
  • Social Media and the Self-Esteem of Its Users
  • Social Media as a Teaching and Learning Tool
  • Social Media Mining
  • Social Networking Services
  • Software Architecture
  • Spam
  • Spam Filters
  • Speech-Recognition Software
  • Spotify
  • Spyware
  • Technical Drawing
  • Technoethics and Society
  • Telecommunications
  • TikTok
  • Touch Screens
  • Transmedia Storytelling
  • Tumblr
  • Turkle, Sherry
  • Twitch
  • Twitter
  • Universal Design for Learning
  • UNIX
  • Virtual Reality
  • Wearable Technology
  • Web 2.0 in the Schools
  • Wikipedia
  • Windows Operating System
  • XML (Extensible Markup Language)
  • YouTube
  • Digital Literacy Appendix
  • Glossary
  • Timeline of Digital Literacy
  • Organizations and Websites
  • Bibliography
  • Index

Samples

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