000 | 05692cam a22004337i 4500 | ||
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001 | 23199469 | ||
003 | ZET-ke | ||
005 | 20250220131018.0 | ||
008 | 230624t20222022mauad b 001 0 eng d | ||
010 | _a 2023277411 | ||
020 |
_a9781637003923 _q(hardcover) |
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020 |
_a1637003927 _q(hardcover) |
||
035 | _a(OCoLC)on1315601115 | ||
040 |
_aDLC _beng _erda _cDLC _dZET-ke |
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060 | 4 |
_aQA76.9.C64 _bD54 2022 |
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_a004 _223 |
245 | 0 | 0 |
_aDigital literacy : _bskills & strategies / _ceditors, Laura Nicosia, PhD, James F. Nicosia, PhD. |
246 | 3 | 0 |
_aDigital literacy : _bskills and strategies |
260 |
_aMassachusetts: _bGrey House Publishing, _c2022 |
||
300 |
_axv, 743 pages : _bill., charts ; _c26 cm. |
||
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aPublisher'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. | |
520 | _aAims 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.-- | ||
650 | 0 |
_aComputer literacy. _927732 |
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650 | 0 |
_aInformation technology. _9931 |
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650 | 0 |
_aDigital media. _98553 |
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650 | 2 |
_aComputer Literacy. _927733 |
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650 | 2 |
_aInformation Technology. _9931 |
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650 | 7 |
_aComputer literacy. _2fast _927732 |
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650 | 7 |
_aDigital media. _2fast _98553 |
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_aInformation technology. _2fast _9931 |
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655 | 7 |
_aReference works. _2lcgft _96155 |
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700 | 1 |
_aNicosia, Laura M., _eeditor. _927734 |
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700 | 1 |
_aNicosia, James F., _eeditor. _927735 |
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