Digital literacy : skills & strategies / editors, Laura Nicosia, PhD, James F. Nicosia, PhD.
Material type:
- 9781637003923
- 1637003927
- Digital literacy : skills and strategies
- 004 23
- QA76.9.C64
Item type | Current library | Call number | Status | Date due | Barcode | |
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Zetech Library - Mang'u Campus General Stacks | QA76.9.C64 .D54 2022 (Browse shelf(Opens below)) | Available | Z012424 |
Includes bibliographical references and index.
Publisher's Note -- Introduction -- Contributors -- 3D Printing -- Access to Communication 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 -- Digitial Storytelling -- Discord -- Doxing -- DVDs -- E-books and Education -- Encrypton -- 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 Privacy -- 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.
Aims to introduce users to explanations of cutting-edge, as well as everyday, technology, explaining these technologies and their primary elements through clear prose informed by expert analysis.--
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