Academic literature on the topic 'Digital uses and practices'

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Journal articles on the topic "Digital uses and practices":

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Khanchel, Hanen. "Intertwining Practices and Uses of ICT: A Cultural Digital Analysis." Journal of Business Administration Research 9, no. 1 (June 8, 2020): 21. http://dx.doi.org/10.5430/jbar.v9n1p21.

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National culture is a central principle in understanding employees, their work and how to do it. When communication practices are incompatible with the values of employees, they are likely to feel dissatisfied, distracted, uncomfortable and uncommitted. As a result, they may have less ability or desire to perform. Instead, consistency between practices of communication and the characteristics of the national culture leads to better performance. This study highlights some elements of cultural analysis by identifying the behavior of groups of individuals by combining their communication practices, their ICT equipment and the uses they make of it. We identify five very distinct profiles ranging from “univores” to “multi-omnivores”, whose membership factors we test. It seems that the more diverse the use of ICT, the more the individual has a diversified consumption of the time budget. More finely, the “culture of digital networks” positively explains the degree of technophilia. The difficult start of digital communication models can be explained by the generally limited profile of "multi-omnivores" and the geographic location.
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Lee, John K., and Peter E. Doolittle. "Social Studies and History Teachers’ Uses of Non-Digital and Digital Historical Resources." Social Studies Research and Practice 1, no. 3 (November 1, 2006): 291–311. http://dx.doi.org/10.1108/ssrp-03-2006-b0002.

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A gap in the literature on digital history was explored through the use of a survey of 104 high school social studies teachers, administered in a large urban/suburban school district in the southeastern United States. The survey examined the extent to which social studies teachers were using non-digital and digital historical resources and the ways in which they were using them. Results indicated that social studies and history teachers were using primary historical sources, but important questions remained regarding the nature of this use. Specifically, it was found that while the teachers in this survey reported using digital and non-digital primary historical sources in their classrooms, they did not report using these resources in a manner consistent with literature-based best practices for social studies and history education.
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Brett, Clare. "Educational Perspectives on Digital Communications Technologies." E-Learning and Digital Media 6, no. 3 (January 1, 2009): 281–91. http://dx.doi.org/10.2304/elea.2009.6.3.281.

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This article examines key issues in how new technologies are impacting upon how we teach, learn and collaborate, and uses an educational research project called GRAIL (Graduate Researcher's Academic Identity Online) under development to illustrate some fundamental issues in adopting new technologies. A significant challenge to the effective use of new technologies in education is the evolution of social practices around those technologies and the discrepancies between broader social uses of new technologies and how those same technologies can be used in educational contexts. The article describes challenges to design along the dimensions of public/private and individual/collaborative and uses data from a series of project research studies to illustrate the nature of these challenges and possible solutions. The taking up of new technologies in new ways requires the evolution of social practices of use – these practices simultaneously reflect and change our culture, and the evolution of such processes takes time.
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Passey, Don. "Digital Technologies—And Teacher Wellbeing?" Education Sciences 11, no. 3 (March 11, 2021): 117. http://dx.doi.org/10.3390/educsci11030117.

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The concept of teacher wellbeing, the importance of considering teacher wellbeing, concerns for developing digital wellbeing and concerns for using digital technologies to support teaching practices have all been previously studied. The idea that uses of digital technologies can support teacher wellbeing (or not) and ways that uses might do this have not been studied to the same extent. Indeed, it can be argued that this topic requires a complete and focused area of study in its own right. This methodologically focused paper takes an initial step in this direction, exploring existing research and backgrounds to wellbeing, teacher wellbeing, digital wellbeing and uses of digital technologies to support teachers’ practices. The paper reviews conceptions of digital technologies supporting teacher wellbeing and offers a newly developed outline conceptual model and framework for this research field. The framework is tested, identifying influencing factors from evidence presented in a number of existing relevant case studies where digital technologies have been used to support teacher practices. The efficacy of the proposed framework is assessed, and the paper concludes by offering a proposed research instrument and strategy to advance knowledge in this area.
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Millard, J., J. Havlíček, and I. Tichá. "Good practice in the digital SMEs." Agricultural Economics (Zemědělská ekonomika) 50, No. 1 (February 24, 2012): 13–19. http://dx.doi.org/10.17221/5161-agricecon.

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The article summarizes findings drawn form the research carried on within the European project “Best e-European Practices” with a focus on digital SMEs only. Case studies are used to describe good practices. Cases studies are coded structurally using a set of indicators for each success factor and thus provide for learning of the potential users. Synthesis and generalization has been done on factors explaining motivations for introducing e-practices, the results firms seek to achieve and the benefits from the adoption of digital technologies.
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Cozma, Raluca, and Tom Hallaq. "Digital Natives as Budding Journalists: College TV Stations’ Uses of Twitter." Journalism & Mass Communication Educator 74, no. 3 (October 7, 2018): 306–17. http://dx.doi.org/10.1177/1077695818805899.

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This content analysis examines how award-winning student-run TV stations use Twitter to promote their work and to communicate with followers on campus and beyond. As digital natives and budding professionals, broadcast journalism students should showcase some of the best practices in social-media use. Variables under scrutiny include levels of activity and interactivity on Twitter feeds, popularity of accounts, and focus of tweets. The findings are alarming and suggest that journalism education lags behind shifts in the industry.
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Severina, Elena M., Anastasiya A. Bonch-Osmolovskaya, and Anastasiya M. Kudin. "Digital Philological Practices: the Project “Chekhov Digital”." Current Issues in Philology and Pedagogical Linguistics, no. 2 (June 25, 2022): 153–65. http://dx.doi.org/10.29025/2079-6021-2022-2-153-165.

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The article examines the role of “digital practices” in the formation of interdisciplinary humanitarian knowledge, the peculiarities of the development of digital humanitarian projects in the field of philology. The model of development of a digital project in the field of preparation of semantic markup of literary publications “Chekhov Digital”, which is a digital publication of the academic Сomplete works and letters of A. Chekhov, is considered. The goal of the project is to develop machine-readable (semantic) markup of the writer’s texts based on the standards of digital publication Text Encoding Initiative (TEI). Within the framework of the project, standards for the preparation of digital Russian-language publications are being clarified, conceptual and technical conditions for implementation are being formulated, and infrastructure and new research methods are being developed. The structure of machine-readable annotation of documents has been developed, which enables marking up semantic entities in Chekhov’s texts, notes and comments for building semantic search within the corpus of the writer’s texts. To clarify the markup of semantic entities in the works of A. Chekhov the methods of automatic text processing were used, including topic modeling and vector semantic models to analyze the most important author’s concepts in the texts; corpus methods for studying the contexts of the use of verbal representations of concepts. The conceptual analysis made it possible to reconstruct the author’s concepts in the context of the markup of semantic entities. To mark up the names of real people and objects, a special database, based on pointers to letters, has been created. The project implements the principle of Open data, one of the goals of which is to create scientific communities around data. The work on the project has led to the development of scientific cooperation between the Centers for Digital Humanities of the HSE and the SFedU.
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Nowak, Raphaël, and Andy Bennett. "Music Consumption and Technological Eclecticism: Investigating Generation Y’s Adoption and Uses of Music Technologies." YOUNG 28, no. 4 (January 27, 2020): 347–62. http://dx.doi.org/10.1177/1103308819896173.

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This article is interested in a techno-cultural moment usually summarized by the phrase ‘digital age’. We explore how people who belong to Generation Y and were young at the time of the development of digital music technologies have adopted and used those new technological possibilities while maintaining a relationship with other media and technologies, such as the compact disc (CD), the vinyl disc and, eventually, the cassette tape. We situate our approach against arguments that either frame digital technologies as a ‘revolution’ that swept across all other technologies or stipulate that generations are tied to particular technological innovations. Drawing on qualitative methods, we defend an argument of technological eclecticism to understand the intra-variations and nuances that define individuals’ adoption and uses of music technologies in their consumption practices. This article provides a sociocultural perspective on the uses of music technologies by individuals whose music consumption practices have been largely essentialized.
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(CIPIT), Centre for Intellectual Property and Information Technology. "Privacy and Data Protection Practices of Digital Lending Apps in Kenya." Journal of Intellectual Property and Information Technology Law (JIPIT) 1, no. 1 (June 4, 2021): 131–69. http://dx.doi.org/10.52907/jipit.v1i1.68.

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The Centre for Intellectual Property and Information Technology Law (CIPIT) has been studying the impact of digital identities on society. This has included policy research on the legal and technical aspects of the national digital ID system Huduma Namba under which the Government is integrating all its identification documents. This research shows that the national digital identity system also integrates with privately issued digital identities such as mobile phone numbers and social media accounts. We anticipate that as national digital ID uses increase, so will the linkage with private systems. This is already evident from e-government services, where payments for Government services, such as passport applications, drivers’ licences, national health insurance and hospital bills in public hospitals are made using mobile money platforms. We also appreciate that private digital ID is more developed and has more uses than national digital ID. For example, a 2019 survey, undertaken by the Central Bank of Kenya (CBK), estimates that access to financial products had risen from 26.7% in 2006 to 89% of the population in 2019. This is attributed partly to the availability of digital products such as “mobile banking, agency banking, digital finance and mobile apps”. These products make use of personal data, which broadly falls under digital identities. This study seeks to understand the privacy implications of digital ID by looking at digital lending apps.
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Copeland, Andrea J. "Analysis of public library users' digital preservation practices." Journal of the American Society for Information Science and Technology 62, no. 7 (May 4, 2011): 1288–300. http://dx.doi.org/10.1002/asi.21553.

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Dissertations / Theses on the topic "Digital uses and practices":

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Shakeri, Moozhan. "The use of digital games in participatory planning practices." Thesis, University of Manchester, 2017. https://www.research.manchester.ac.uk/portal/en/theses/the-use-of-digital-games-in-participatory-planning-practices(125107e9-761d-45ea-978d-7fe81369db8f).html.

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The past decade has seen a gradual but steady increase in the use of games in participatory planning practices. Since the 'Gamification' gained momentum, the thoroughly thought-through simulation and gaming discipline of the 1970s has been replaced by an amalgam of confusion and optimism about the role and added value of games in planning practice. The lack of clarity about what games really are and the scarcity of studies on how they can be used in dealing with contemporary participatory planning concerns have limited the use of digital games in planning to pedagogic and communication purposes. This research contributes to debates on the role and added value of digital games in participatory planning practices by unravelling the types of knowledge that can be produced by digital games and the many ways in which data flows happen between the real world and the imaginary world of games. To do so this research focuses on the epistemological analysis of digital games and core concepts of participatory planning, democracy and power, using a four-staged problem-centred Design Science Research (DSR) approach; 1) it first explores the existing limitations and potentials of the use of games in scientific fields in general; 2) it reviews the role of knowledge in participatory planning practices and its consequent effect on the defined role of games; 3) it proposes a new framework for using games as a research tool in participatory planning which conceptualizes games as artefacts with embedded information system; 4) it validates the framework by designing, testing and evaluating a game, called Mythoplastis with the aim of capturing the perception of the public about various locations in Manchester, UK. The study concludes that while games are powerful tools for capturing mental model of their players, the dominant gaming and simulation legacy and the emphasis on the scientific validity measures cease planners to be open or receptive to the artistic values of digital games and their potential in being used as research tools. It shows that by bridging the gap between commonly ignored theoretical and practical efforts of main stream game designers with the serious game design frameworks, new conceptions and roles of games can be explored. The designed game, Mythoplastis, shows how real world data can be abstracted in the game world for research purposes. It is also argued that for participatory planning to move beyond generalized and deterministic discourses about the role of planners and supporting tools, it is crucial for planners to re-examine the role of knowledge and validity measures in the conception of participation in planning.
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Sandford, Lynette. "Factors influencing the use of digital technologies in transforming learning practices." Thesis, Australian Catholic University, 2017. https://acuresearchbank.acu.edu.au/download/8971cec6e787d8075fd3cde9f3deb16159812aa2dc5df55929bd9959ff0c75f2/8772383/Sandford_2017_Factors_influencing_the_use_of_digital.pdf.

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This is an age where information is accessed, shared and communicated in new and increasingly different ways. Students have more access at home to digital devices and their applications than ever before and are entering school much more digitally literate. However, there remain many primary school teachers who are applying Information Communication Technology (ICT) in the classroom, but are not yet integrating it into classroom practice in a way that will transform learning. ICT continues to be used in ways that support current pedagogical practice rather than transform their practice. Despite the expectations of government, school systems and society to develop 21st century learning skills through ICT integration, this is not being realized. Teachers’ slow uptake of pedagogical practices required to transform learning is still widespread and, considering the increase of digital devices in primary schools, remains an issue of concern. This study explores ICT integration and transformative practices of five primary school teachers. It examines the complex set of factors that influence transformative learning practices at two Sydney Catholic schools. The study identifies lack of time, teacher attitudes and beliefs, the level of ICT resourcing and teachers’ knowledge and skills of ICT pedagogical practice as the four major factors influencing transformative ICT practices. The study concludes that taking advantage of teachers’ positive attitudes to drive transformative learning practices using digital pedagogies is best supported by strategically planned opportunities providing time for teachers’ personal learning as well as professional development. Furthermore, it concludes that knowledge and skills development of ICT pedagogical practices that actively engage students in creating knowledge to transform learning is enhanced in Stage 2 classrooms by an increase in the number of devices available to students and teachers to support opportunities for teacher professional learning and importantly support the implementation of transformative learning experiences for students.
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Andrade, Johnson Maria Dulce Silva. "Potential of One-to-One Technology Uses and Pedagogical Practices| Student Agency and Participation in an Economically Disadvantaged Eighth Grade." Thesis, Loyola Marymount University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10619370.

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The accelerated growth of 1:1 educational computing initiatives has challenged digital equity with a three-tiered, socioeconomic digital divide: (a) access, (b) higher order uses, and (c) user empowerment and personalization. As the access gap has been closing, the exponential increase of 1:1 devices threatens to widen the second and third digital divides. Using critical theory, specifically, critical theory of technology and critical pedagogy, and a qualitative case study design, this research explored the experiences of a middle school categorized under California criteria as “socioeconomically disadvantaged”. This study contributes to critical theory on technology within an educational setting, as well as provides voice to the experiences of teachers and students with economic disadvantages experiencing the phenomena of 1:1 computing.

Using observational, interview, and school document data, this study asked the question: To what extent do 1:1 technology integration uses and associated pedagogical practices foster Margins of Maneuver in an eighth grade comprised of a student population that is predominantly economically disadvantaged? Probing two key markers of Margins of Maneuver, student agency and participation, the study found: (a) a technology-enhanced learning culture; (b) a teacher shift to facilitator roles; (c) instances of engaged, experiential, and inquiry learning and higher order technology uses; (d) in-progress efforts to strengthen student voice and self-identity. Accompanying the progress in narrowing economically based digital divides, the data also demonstrated some tension with the knowledge economy. Nevertheless, sufficient margins existed, associated with one-to-one uses and practices, to result in micro-resistances characterized by assertion of student agency and democratization potential.

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Topol, Ruth. "Manipulating affordances in practice : a hermeneutic phenomenological study of mobility impairment and uses of digital technologies in work." Thesis, Lancaster University, 2016. http://eprints.lancs.ac.uk/82491/.

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This qualitative, interpretive study uses a triad of theoretical lenses - affordance theory, hermeneutic phenomenology and the social barriers model of disability - through which to gain an understanding of how people with mobility impairments use digital technologies in their work practices. A hermeneutic phenomenological methodology is used to reveal the phenomena, then to interpret the subsequent text through understandings of accessibility and use-potential which derive from the social barriers model and from affordance theory respectively. The significance of the study for policy, practice and research is a better understanding of how mobility impairment impacts workers who have historically and currently, been and remain, un- and under-employed. Eleven participants, all with mobility impairments, some self-employed and others employed, but all white-collar professionals or management-level ‘knowledge workers’, constitute the purposive sample used in the study. The participants all work in a variety of configurations of ‘flexible work arrangements’. What was found was that the primacy of space, place and the objects and technologies in that space has heightened significance for people with mobility impairments. When confronted with negative affordances which amount to potential or actual barriers to access and participation in workplaces, people consciously set about finding specific, unique and personal solutions in order to participate. What they learn, through metacognitive processes and in response to potential or actual barriers, is how to manipulate negative and non-affordances of space, place and technologies into positive affordances, by doing things differently, by doing things better, or by doing different things, in order to participate in work practices.
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Santiago, Larisse Barreira de Macedo. "Use of artifacts and virtual digital technology in practice of educational literacy." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=11494.

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The use of technological resources in education becomes ever more present. With this, new educational practices are designed to achieve a major goal of the school which is to teach literacy and letter. This paper presents the study of Technological Artifacts and Virtual Digital (ATVD) that, through the use of technologies in education, enable different educational literacy practices. We search for research by understanding how educational practices, from the use of virtual and digital technological artifacts can contribute to literacy, which, consequently, will be digital. However, our goal is to investigate the contributions of these artifacts to the literacy practices. On the path followed to answer the research question we draw the following specific objects Sort virtual and digital technological artifacts that can contribute to literacy; investigate which aspects of teaching with the use of virtual technological artifacts in digital literacy actions; Investigate possibilities and limitations of virtual technological artifacts in digital literacy actions under the vision of teachers. From the study of conceptual categories: virtual and digital technological artifacts, educational practices, literacy and digital literacy, as well as exploration of the field of research that will be the Internet. We will conduct a search through the virtual ethnography methodology for the analysis of research data and selection of artifacts that will be understood by observing and open to meet the educational practices developed that could serve as an example and encouragement to the literacy process questionnaires. The daily digital field was divided into three categories: blogs, software and video channels. Each with five representations that are closer to the subject. From the questionnaires it was possible to open educational practices developed by teachers, and know what artifacts to use literacy skills and what think they need to have to use these features. The surveys conducted enable us to understand that cyberspace and its artifacts have yet been little explored in order to publicize the actions of literacies developed by schools. Teachers recognize the importance of using these artifacts and that also require continuing education to perform meaningful work.
O uso de recursos tecnolÃgicos na educaÃÃo se faz cada vez mais presente. Com isso novas prÃticas educativas sÃo desenvolvidas para alcanÃar um dos principais objetivos da escola, que à alfabetizar e letrar. Este trabalho traz o estudo dos Artefatos TecnolÃgicos Virtuais e Digitais (ATVD) que, por meio do uso das tecnologias na educaÃÃo, possibilitam prÃticas educativas de letramento. Tem-se por investigaÃÃo a busca pela compreensÃo de como as prÃticas educativas, com o uso dos artefatos tecnolÃgicos virtuais e digitais, podem contribuir para o letramento, que, consequentemente, serà digital. O objetivo, contudo à investigar as contribuiÃÃes desses artefatos para as prÃticas de letramento. No caminho percorrido para responder à questÃo de pesquisa, foram traÃados os seguintes objetos especÃficos: classificar os artefatos tecnolÃgicos virtuais e digitais que podem contribuir para o letramento; investigar aspectos do ensino com o uso de artefatos tecnolÃgicos virtuais e digitais nas aÃÃes de letramento e averiguar possibilidades e limitaÃÃes dos artefatos tecnolÃgicos virtuais e digitais nas aÃÃes de letramento sob a visÃo dos professores. Com base no estudo das categorias conceituais: artefatos tecnolÃgicos virtuais e digitais, prÃticas educativas, letramento e letramento digital, bem como a exploraÃÃo do campo de pesquisa que serà a Internet realizar-se-à uma pesquisa por intermÃdio da metodologia etnografia virtual para o levantamento dos dados da pesquisa e seleÃÃo dos artefatos que serÃo compreendidos mediante da observaÃÃo e questionÃrios abertos para conhecer as prÃticas educativas desenvolvidas, que poderÃo servir de exemplo e incentivo ao processo de letramento. O diÃrio de campo digital foi dividido em trÃs categorias: âblogsâ, âsoftwaresâ e canais de vÃdeos. Cada uma delas tem cinco representaÃÃes que mais se aproximam da temÃtica. Com base nos questionÃrios abertos, foi possÃvel conhecer as prÃticas educativas desenvolvidas pelas professoras, quais artefatos conhecem e utilizam para o letramento e quais competÃncias acham que precisam ter para utilizar esses recursos. Os levantamentos realizaram nos permitem compreender que o ciberespaÃo e seus artefatos ainda sÃo pouco explorados para divulgar as aÃÃes de letramentos desenvolvidas pelas escolas. Os professores reconhecem a importÃncia de se utilizar esses artefatos e entendem que tambÃm necessitam de formaÃÃo continuada para realizar um trabalho significativo.
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Herteliu, Agnos Millian. "Usages et pratiques des médias sociaux numériques et appropriation de la culture numérique dans les organisations semi-fermées." Thesis, Montpellier 3, 2018. http://www.theses.fr/2018MON30027.

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La présente thèse de doctorat porte sur la médiatisation de la religion et l'utilisation des réseaux sociaux numériques dans la culture professionnelle du clergé ainsi que sur l'intégration de l'innovation numérique dans les organisations religieuses semi-fermées. Stout (2012) aborde la problématique des systèmes ouverts versus fermés par rapport aux médias, suggérant que le clergé et les paroissiens devraient «développer des compétences critiques pour évaluer les messages religieux partout où ils apparaissent» (Stout, 2012, p.66). Il analyse la capacité et la volonté des communautés religieuses d'établir leurs propres médias, que ce soit les médias traditionnels ou les nouveaux médias, d'une part, et le degré d'ouverture en ce qui concerne l'exposition aux médias laïques, y compris les produits et contenu de la culture pop, mettant ainsi en place le cadre de discussion pour l'utilisation des médias dans les organisations religieuses semi-fermées.En outre, cette recherche est appliquée au cas du clergé et des croyants roumains de l'Église Adventiste du Septième Jour (SDAC) et vise à souligner comment l'Internet et les nouveaux médias sont vécus par les pasteurs adventistes dans leur activité religieuse ainsi que par les croyants adventistes. la vie religieuse quotidienne. La communication des doctrines, des enseignements religieux et spirituels, sous forme écrite ou verbale, sont les activités principales des groupes pastoraux et paroissiaux. La recherche montre également une mentalité pro-technologique significative du SDAC tout au long du siècle dernier, et sa motivation - liée à la possibilité de répandre le message évangélique
The present doctoral thesis is focused on the mediatisation of religion and the use of digital social networks in the professional culture of the clergy as well as on the integration of digital innovation in semi-closed religious organizations. The problematic of open versus closed systems in relation to media is approached by Stout (2012), who suggests that clergy and parishioners ought to “develop critical skills to assess religious messages wherever they appear” (Stout, 2012, p. 66). He analyses the capacity and willingness of religious communities to establish their own media, whether it’s traditional or new media, on the one hand, and on the other hand, the degree of openness when it comes to exposure to secular media, which includes products and content of pop culture, thus setting-up the frame of discussion for the use of media in semi-closed religious organizations.Furthermore, this research is applied to the case of the Romanian Seventh-Day Adventist Church (SDAC) clergy and believers and intends to highlight how the Internet and new media are experienced by Adventist pastors in their religious activity as well as by Adventist believers in their everyday religious life. Communication of doctrines, religious and spiritual teachings, in written or verbal form are the main activities of the both pastoral and parishioners’ groups. The research also shows a significant pro-technological mentality of the SDAC throughout the last century, and its motivation – related to the opportunity to spread the evangelical message
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Zewdie, Hailemelekot Negussie. "IT Strategic considerations regarding refugees and asylum seekers : A study of digital practices among asylum seekers in Umeå, Sweden." Thesis, Umeå universitet, Institutionen för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-132124.

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The refugee crisis is currently a major world event. However, not much is known about the technology adoption and digital skills of those fleeing these conflicts and seeking asylum in foreign countries. To study this, a qualitative study was conducted in Umeå, Sweden. Data was collected through interviews, written responses and observations. The results show that refugees and asylum seekers have positive attitude towards digital technology adoption. However, they perceived digital technology primarily as tools to fulfil their recreational needs. A strategic use of technology for improving productivity was not evident. While formal internet skills were generally common among every user, most interviewees were not able to carry out more complex tasks, such as finding facts online, as they found it particularly challenging to select appropriate search systems and to construct meaningful queries. This research wants to contribute to the literature in IT and social inclusion. The findings reported here suggest that digital divide can be conceptualized as digital illiteracy because of lacking awareness over data management and information processing capabilities. Moreover, identifying the digital practices of these minority groups could be extremely meaningful for the digital inclusion strategy efforts of Sweden and for a better design of public services.
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Granados, Sánchez Cristian. "Innovation processes in creative industries: new practices and the use of technology in the digital entertainment industry." Doctoral thesis, Universitat de Barcelona, 2018. http://hdl.handle.net/10803/663729.

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In the last few decades Creative Industries (CIs) have been gaining ground as an important topic in academic and political agendas. CIs have their origin in creativity and individual talent to produce content, services or products with symbolic value, e.g. design, music, video games, among other sectors. The rationale in grouping these rather diverse activities together was said to be that individual creativity and intellectual capital were the primary drivers for these sectors. Moreover, digital technologies play an important role as they provide new forms of expressions of creativity (such as in music, movies or video games). In the academic literature, these activities have been widely studied as new industries in developed countries. Nevertheless, there is a gap with regards to studying their innovation processes. After conducting the literature review (second chapter), I argue that research on creative industries has analyzed innovation from different perspectives but in a separate way, without in-depth analysis of their innovation process. Furthermore, the role of new digital technologies in the innovation process has not been analyzed, which play a major role in these industries. In this regard, this doctoral thesis aims to contribute to the literature by exploring different topics of the innovation process in creative industries from the perspective of the use of new technologies (technological change) and the emergence of new practices (organizational change). The case of the mobile games sector (i.e. games to be played on portable devices) has been used as study context. In pursuit of the objective, it is proposed a compendium of four articles corresponding to the central chapters of this thesis. The first article (Chapter 2) is a literature review. In this paper, the existing innovation process literature in creative sectors is reviewed, and a theoretical model for the entire innovation process is proposed. In essence, it explains how innovation occurs and what managerial practices are commonly used. Based on the proposal, an agenda for future research is presented. The research agenda leads us to focus on the second paper (Chapter 3) on the innovation process in a specific creative sector, mobile games, and new practices that have been introduced due to technological and market changes. Based on a qualitative approach of 14 case studies, the paper proposes a data-driven innovation process model. This model explains how mobile companies explore, develop and commercialize new products/services in an iterative way, and the role of technological and market changes on the emergence of this model. The Chapter 4 presents an exploratory study on how digital platforms, as internet technologies, have changed and introduced new innovation practices. Using qualitative data from 50 interviews with professional, the results show that digital platforms have introduced some practices such as a creation process in real time, and they have reorganized others, such as internal structures. This research aims to contribute to the literature by improving the knowledge on how technologies change managerial practices (in this case the innovation process) and organizations. The last paper (Chapter 5) presents an inductive study on how hackathons, as new innovation and collaborative practices, contribute to innovation in large organizations. Drawing on a single case of a large company from a creative sector (mobile games), and based on analytical interviews and non-participant observation, the results suggest that hackathons contribute by promoting exploration activities, and by enhancing some preconditions for innovation, such as attracting talent. This paper aims to contribute to the existing research on new innovation practices by positioning the results in innovation literature. Finally, the conclusions section (Chapter 6) reflects on the results obtained and it presents some future research lines to continue developing the creative industry and innovation process literature.
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Nauman, Saadia Ishtiaq. "News usage practices of Pakistani university students in the networked media environment." Thesis, University of Stirling, 2017. http://hdl.handle.net/1893/25463.

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This thesis aims to examine the News Usage practices of young Pakistani university students in the networked news media environment. The development of internet and its subsequent technologies have played a significant role in the transition from Mass Media towards Networked Media and this transition has directly influenced news usage practices. In Pakistan, almost 99% of the sample population of this research has mobile phones. The introduction of 3G and 4G mobile technologies in 2014 and recent ICT policy initiatives suggests that there are plans to subsidize smart phones in the country, which will further boost the digital environment. The news users in Pakistan now have more choices to follow news from multiple platforms and via multiple devices. There is a networked media ecosystem around users and it is continuously evolving and consequently transforming the news media institutions and the users’ news usage experience. The practice of using news is changing and transforming the user’s news usage experience but the available theoretical framework did not adequately address this, until the emergence of the ‘Theory of Mediatization’. The four main contributors to mediatization theory have been Lundby (2014) Hepp (2009), Hjarvard, (2008), Couldry (2008) and Krotz (2007) .Building on their contribution, and including the valuable addition by Winfried Schulz (2004), I am applying the framework of mediatization to a cohort of university students in Pakistan to investigate their changing news usage practices in the networked media environment. I have adopted a mixed method approach, following the double sequential loops method.
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Fredriksson, Anncharlotte, and Ramirez Vanessa Mårtensson. "Teacher attitudes and practices regarding the use of digital educational games for student motivation in the English language classroom." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43416.

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The purpose of incorporating digital educational games in educational settings is to engage the students' desire to learn. The aim of the syllabus for upper secondary school, as expressed by Skolverket (2011) is to support the students for lifelong learning and in order to do so, motivation is needed. However, a problematic gap can be found between “games” and “formal education” which are two different concepts which cross paths in this study. One path shows the foundation of the Swedish steering documents, and the other displays the motivational aspects of implementing digital educational games in educational settings. This qualitative research uses questionnaire surveys with structured questions and semi-structured follow-up interviews via email in order to examine to what degree digital educational games can be implemented in the English 6 classroom. It investigates the effectiveness of digital educational games in regard to English teaching and teachers’ attitudes and beliefs. The results display different approaches teachers could take when incorporating digital educational games in their classroom but also show significant factors such as teachers' experiences in the digital classroom. The research concludes that digital educational games can be used to encourage student motivation and in the teaching practices of upper secondary school teachers in Malmö. This is therefore an important area that should be further researched to ensure that teachers receive sufficient guidance and experience for using digital educational games in the English classroom.

Books on the topic "Digital uses and practices":

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Wagner, Ina, Dagny Stuedahl, and Tone Bratteteig. Exploring digital design: Multi-disciplinary design practices. London: Springer, 2010.

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J, Cho Kyung, and Hawkins Irvin F, eds. Carbon dioxide angiography: Principles, techniques, and practices. New York: Informa Healthcare, 2007.

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Broadhurst, Susan. Digital Practices. London: Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230589841.

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John, Hartley. The uses of digital literacy. St Lucia, Qld: UQP, 2009.

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John, Hartley. The uses of digital literacy. New Brunswick, N.J: Transaction Publishers, 2010.

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John, Hartley. The uses of digital literacy. New Brunswick, N.J: Transaction Publishers, 2010.

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Massanari, Adrienne, and Don Heider. Digital ethics: Research & practice. New York: Peter Lang, 2012.

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Wakerly, John F. Digital design: Principles and practices. 2nd ed. Englewood Cliffs, N.J: Prentice Hall, 1994.

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Brooks, Eva, Susanne Dau, and Staffan Selander. Digital Learning and Collaborative Practices. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003108573.

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Hjorth, Larissa, Kana Ohashi, Jolynna Sinanan, Heather Horst, Sarah Pink, Fumitoshi Kato, and Baohua Zhou. Digital Media Practices in Households. NL Amsterdam: Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789462989504.

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How are intergenerational relationships playing out in and through the digital rhythms of the household? Through extensive fieldwork in Tokyo, Shanghai and Melbourne, this book ethnographically explores how households are being understood, articulated and defined by digital media practices. It investigates the rise of self-tracking, quantified self and informal practices of care at distance as part of contemporary household dynamics.

Book chapters on the topic "Digital uses and practices":

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Srivatanakul, Thitima, and Nuwee Wiwatwattana. "Uses of Online Survey: A Case Study in Thailand." In The Emergence of Digital Libraries – Research and Practices, 243–51. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-12823-8_25.

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Dufva, Tomi Slotte. "Creative Coding as Compost(ing)." In Post-Digital, Post-Internet Art and Education, 269–83. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73770-2_16.

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AbstractThis chapter focuses on creative coding practices within a university-level art education context. Drawing from earlier literature and combining it with current research, the chapter takes a feminist approach to creative coding and examines the importance and possibilities of different code-related art educational practice in the post-digital world(ing)s. The chapter discusses how post-digital takes place and uses compost as a metaphor to look at post-digital art education practices. More specifically, it introduces three examples from courses taught at Aalto University that together form the digital compost: humus, care, and waste. The chapter closes with the discussion on further feminist approaches within post-digital within art education.
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Peng, Altman Yuzhu. "Digital practice as discriminatory discourse." In Discourse Approaches to Politics, Society and Culture, 38–59. Amsterdam: John Benjamins Publishing Company, 2023. http://dx.doi.org/10.1075/dapsac.100.03pen.

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This chapter incorporates and draws on the concept of affect to examine how users’ discursive practices are reshaped by the design of interactive digital platforms. An affective critical discourse analysis approach is developed to analyse the affective-discursive loop by using Internet users’ practice of regional discriminatory discourses against Henan people as a case study. Through a comparison between users’ differing practices on two major Chinese news portals – Tencent and NetEase – this chapter reveals the extent to which regional discrimination is amplified by the locative IP-address function of NetEase news portal’s user commentary system. This chapter makes a methodological contribution in response to the CDS notion of discursive power in the digital realm.
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Metakides, George. "Democracy in the Digital Era." In Introduction to Digital Humanism, 495–509. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-45304-5_31.

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AbstractDifferent studies on the state of democracy worldwide, each using different indices and related weights, all reach similar conclusions. Democracy is “backsliding” for the 16th year in a row. In this chapter, we take a very brief look at the history of democracy from fifth-century BC Athens to today as background to identifying the role and position of digital technologies and big tech platforms in particular among the main causes of its current decline. Possible actions to reverse this trend by empowering uses of digital technologies that entrance democratic practices while guarding against uses with negative impact via appropriate regulation are examined as well as the prevention of concentration of economic and political power.
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Di Virgilio, Francesca, Mohammad Soliman, Muhammad Anwar ul Haq, and Sara Fantini. "Analysing Users’ Engagement with eSports Team: Does Covid-19 Matter?" In HR Analytics and Digital HR Practices, 243–71. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-7099-2_10.

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Kanuka, Heather. "Big Science and Little Science in Open and Distance Digital Education." In Handbook of Open, Distance and Digital Education, 1–16. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-0351-9_13-1.

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AbstractThis chapter provides a discussion of big science and little science. An overview of the definitions and uses of each is provided, as well as data collection and analysis practices, inclusive of a range of digital data analysis tools for research projects in open, distance, and digital education. A discussion is also provided on the promises, opportunities, controversies, and complications of big data and little data, as well as the possibilities of working with both forms of data collection. Insights based on the literature are highlighted, providing suggestions for practice when working with big data and/or little data. The chapter concludes with questions and suggestions for further research and implications for open, distance, and digital education that arise from the literature.
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Kanuka, Heather. "Big Science and Little Science in Open and Distance Digital Education." In Handbook of Open, Distance and Digital Education, 221–36. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-2080-6_13.

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AbstractThis chapter provides a discussion of big science and little science. An overview of the definitions and uses of each is provided, as well as data collection and analysis practices, inclusive of a range of digital data analysis tools for research projects in open, distance, and digital education. A discussion is also provided on the promises, opportunities, controversies, and complications of big data and little data, as well as the possibilities of working with both forms of data collection. Insights based on the literature are highlighted, providing suggestions for practice when working with big data and/or little data. The chapter concludes with questions and suggestions for further research and implications for open, distance, and digital education that arise from the literature.
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Pascual, Daniel, Ramón Plo-Alastrué, and Isabel Corona. "Digital Scholarly Practices in Scientific Communication: Paths and Goals in Research Dissemination." In Digital Scientific Communication, 3–30. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-38207-9_1.

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AbstractThis chapter has been conceived as a general introduction to the volume Digital Scientific Communication: Identity and Visibility in Research Dissemination. It draws attention to the coexisting models, approaches and practices that are gaining relevance in research dissemination. Many of the key concepts that permeate the analyses presented in the volume are first introduced or revisited here. The final section adds an overview of the contributions, recapitulating the main insights offered for a better understanding of scientific communication. The plurality of approaches presented in the analysis of scientific digital discourse has been grouped into five parts which articulate the structure of the volume. Thus, after the first introductory section (Part I), Part II reflects upon the notion of stance and the processes of construction of identity and expertise through an analysis of professional practices in the digital context. Part III focuses on the dissemination of scientific knowledge and delves into some of the challenges inherent in this process, such as the existing ‘knowledge asymmetries’, or those external challenges brought about by emerging ‘predatory’ practices. Part IV includes complementary visions of the popular genre of the Three-Minute Thesis (3MT) presentations which analyse how the combination of certain multimodal resources and a restriction in the allocated time are used as key elements to engage the audience. The concluding chapter in Part V sets out to identify those positive and negative aspects of the current academic digital practices shown in previous chapters and finally puts forward desirable future directions in this varying context.
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van den Berg, Marc. "Digital Technology Use Cases for Deconstruction and Reverse Logistics." In Circular Economy and Sustainability, 197–212. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-39675-5_11.

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AbstractThe transition towards a circular built environment challenges dismantling firms to revisit their practices. These firms traditionally demolish buildings with crushing force, essentially creating poorly recyclable waste. This practice leads to a loss of economic value and has several negative social and environmental consequences. Deconstruction, defined as construction in reverse, represents an alternative practice in which as many materials are recovered as possible. Deconstruction is particularly challenging because responsible firms need to process more information to organise various reverse logistics options efficiently. This chapter, therefore, reviews reverse supply chain practices in construction and illustrates how digital technologies could support dismantling firms and their partners during essential deconstruction activities. Through evidence-based insights and examples from practice, the chapter presents a state-of-the-art overview of digital deconstruction technology use cases for identifying, harvesting, and distributing reusable building elements. It shows that digital technologies have been developed for separate deconstruction activities but are rarely used in an integrated manner. Further integration through aligning the digital technologies with practitioners’ information needs will, accordingly, unlock new opportunities for closed-loop material flows.
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Hjorth, Larissa, Kana Ohashi, Jolynna Sinanan, Sarah Pink, Heather Horst, Fumitoshi Kato, and Baohua Zhou. "Introduction." In Digital Media Practices in Households. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789462989504_ch01.

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In this introductory chapter we begin with one of our participants, Rika, as she uses her smartphone practices to help create a sense of care at a distance with her aging mother—what we call Digital Kinship. We then turn to contextualizing the methods deployed over the three years in three locations and how each of the three cultural contexts informs different rituals around data use. We discuss how Digital Kinship can make sense of the paradoxical role of surveillance in an age of datafication through “friendly surveillance” and “care at a distance.”

Conference papers on the topic "Digital uses and practices":

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Fontenla, Marta Toribio, Hassina El-Kechai, and Jean-Francois Cerisier. "Digital Culture of Educational Administrators in French National Education: What Uses for What Practices?" In 2012 IEEE 12th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2012. http://dx.doi.org/10.1109/icalt.2012.46.

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Otto, Ryan. "Building to Last: Experiences & Best Practices from a Long-Standing ETD Program." In Digital Commons Heartland Users Group 2018. Fort Hays State University, 2018. http://dx.doi.org/10.58809/jaqr9891.

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Those who support the Electronic Thesis and Dissertation (ETD) program at Kansas State University have learned much since starting the journey in 2004. Organizational structures, policies and procedures, and technology have changed dramatically over the years and have made supporting ETDs through periods of change challenging but by no means insurmountable. This presentation will provide an overview of K-State’s ETD program including personnel roles, submission and review workflow, support services, preservation, and how the infrastructure has evolved over the years. K-State’s ETD program and supporting services are decentralized with various organizational units providing support in specific areas but cooperating closely to ensure the 450+ theses, dissertations, and reports created every year are processed, preserved, and made openly accessible through the K-State Research Exchange, the institutional repository. The presentation will provide key pieces of good practices related to copyright (including author rights) services, ETD licensing, formatting assistance services, and how to build and maintain support services, even in a decentralized environment. Graduate students are being asked more and more to publish prior to thesis and dissertation completion and to work closer with private industry, potentially involving corporate intellectual property and trade secrets, to be more competitive post-graduation. The presentation will touch on ways to manage risk while maintaining a commitment to open-access. The presentation will conclude with considerations for the future and possible plans for the improvement of K-State’s ETD program.
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Saito, Yoko. "Adapting Prior Educational Practices in Materials to Current Educational Practices: Use of Digital Archives." In 2017 International Conference of Educational Innovation through Technology (EITT). IEEE, 2017. http://dx.doi.org/10.1109/eitt.2017.51.

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Panisoara, Georgeta, Cristina Sandu, and Silvia Fat. "CURRENT SPEECH THERAPY PRACTICES BASED ON DIGITAL RESOURCES." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-028.

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This article presents the results of a research recently collected in a PNCDI III project, named Multiplatform interactive information technologies with applications in Romanian language for speech therapy. TIMLOGORO project demonstrates that technology is an effective tool for learning and, in particular, in improving speech at any age stage, for different categories of users. In speech therapy, the computer was originally used to assess deficiencies. Nowadays it has become a useful tool in cognitive rehabilitation. There is no universal digital tool, but only individualized techniques. Design and development of TIMLOGORO provides an intuitive support through sound, image and movement as a source of learning. Since individualized therapy costs in Romania are quite high, lately increased interest in therapy with technology. Many speech therapists use informal assessments, but conceive a recovery plan addressed to digital users. This research aims to surprise perception on the effectiveness of new technologies in speech therapy. Through research based on a questionnaire, we investigate future practitioners, currently students. The study aims to show actual therapy practices, sustained by digital resources. The research provides relevant information about: advantages and disadvantages of technology in speech disorders therapy, optimal qualities required for digital resources, difficulties in speech therapy practice with the support of technology, familiarity of future practitioners with new methods. The information obtained will complete scientific and pedagogical argument of this project, as an argument both in design and in evaluating TIMLOGORO.
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Boletsis, Costas, and Amela Karahasanovic. "Immersive Technologies in Retail: Practices of Augmented and Virtual Reality." In Special Session on User Decision Support and Human Interaction in Digital Retail. SCITEPRESS - Science and Technology Publications, 2020. http://dx.doi.org/10.5220/0010181702810290.

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Ajer, Anne Kristin, and Egil Øvrelid. "Institutionalization of Digital Innovation Practices in Large and Complex User Organizations." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2023. http://dx.doi.org/10.24251/hicss.2023.376.

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TIMUŞ, Olga. "Practices of using ICT resources in music digital textbooks." In Probleme ale ştiinţelor socioumanistice şi ale modernizării învăţământului. "Ion Creanga" State Pedagogical University, 2022. http://dx.doi.org/10.46728/c.v2.25-03-2022.p197-201.

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The use of digital interactive textbooks in music education classes offers students multiple opportunities to interact with the world of sounds, increasing their ability to experiment and express themselves through music: listening to it, performing it, creating it. Although, at present, the use of digital textbooks is a growing trend in the Republic of Moldova, an analysis of them on the local market shows that they contain static, rigid educational elements. In this article, I will try to explain a number of practices that expand the possibilities of using digital music textbooks: including and manipulating audio/video files, using free dedicated software, adding hyperlinks, interactive web applications, and more.
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Markova, Mihaela. "DIGITAL TRANSFORMATION - THE BASIS FOR DEVELOPMENT AGRICULTURAL BUSINESS." In SUSTAINABLE LAND MANAGEMENT - CURRENT PRACTICES AND SOLUTIONS 2019. University publishing house "Science and Economics", University of Economics - Varna, 2021. http://dx.doi.org/10.36997/slm2019.186.

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In a dynamic market environment, the agrarian business follows trends for innovation, smart solutions, digital systems for precision agriculture, technology for saving resources and higher economic efficiency. The economy, of which the agricultural sector is part, is becoming a digital one. The main research objective of this development is to consider and interpret more significant aspects of the digital transformation of the economy, of which the agricultural business is a part, and to use this database to outline solutions as a factor for efficiency and development.
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Cox, Jenelys. "Understanding GDPR: Libraries, Repositories, & Privacy Policies." In Digital Commons Heartland Users Group 2018. Fort Hays State University, 2018. http://dx.doi.org/10.58809/ngrw4078.

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This presentation examines the impacts of the European Union’s General Data Protection Regulation (GDPR) on Digital Commons Institutional Repositories. It will briefly explore the history and requirements of GDPR, steps bepress has taken to comply with regulations, impacts on our bepress repositories, and best practices which libraries can implement at their institutions. It also includes an example of a data audit process at the University of Denver and the resulting privacy policy developed.
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Kaka, Sarah. "Digital Practice Spaces and Clinical Practice in Teacher Preparation: Current Uses and Future Possibilities." In 2021 AERA Annual Meeting. Washington DC: AERA, 2021. http://dx.doi.org/10.3102/1683173.

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Reports on the topic "Digital uses and practices":

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Mattheis, Ashley A. Atomwaffen Division and its Affiliates on Telegram: Variations, Practices, and Interconnections. RESOLVE Network, April 2022. http://dx.doi.org/10.37805/remve2022.1.

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This research brief details findings from a recent collaborative project exploring different groups related to Atomwaffen Division (AWD) on Telegram. The brief provides an initial foray into understanding the digital communicative practices these AWD-related groups use to maintain their loose structure as a transnational, digitally networked extremist culture. Groups affiliated with the meta-brand of AWD are continuing to develop globally and building a transnational, digital networked culture, despite increased scrutiny. This indicates that their structure as a digitally networked, transnational culture provides resilience to traditional policy and law enforcement approaches. Addressing this threat requires insight into the practices that such groups use to interconnect their now multi-nodal, supranational organization.
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Klosek, Katherine. Controlled Digital Lending. Association of Research Libraries, June 2022. http://dx.doi.org/10.29242/report.controlleddigitallending2022.

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This paper discusses ARL’s position on controlled digital lending of library materials and lays out considerations that may support research libraries in crafting their use case and preparing for a fair-use analysis. The paper also reflects a discussion of digital-lending practices, concerns, and opportunities held by the ARL Advocacy and Public Policy Committee and guests during the October 2021 Fall Association Meeting. That discussion, and subsequent conversations around an earlier version of this paper, informed ARL’s position on digital lending.
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Hicks, Jacqueline. Export of Digital Surveillance Technologies From China to Developing Countries. Institute of Development Studies, August 2022. http://dx.doi.org/10.19088/k4d.2022.123.

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There is evidence to show that Chinese companies, with some state credit backing, are selling digital surveillance technologies to developing countries, which are then sometimes used in authoritarian practices. However, there is little direct evidence to show that surveillance technologies sold by Chinese companies have more authoritarian potential than the technologies sold by non-Chinese companies. Some researchers define “surveillance technologies” as including any form of digital infrastructure. There is data to show that developing country governments are contracting Chinese companies to build digital infrastructures. Other researchers define “surveillance technologies” as smart city projects. It is estimated that in 2019, Chinese smart city technologies have been purchased in over 100 countries worldwide. Other researchers look at more specific elements of smart cities: There are estimates that the “AI surveillance” components of smart cities have been purchased in 47-65 countries worldwide, and the “data integration” security platforms in at least 80 countries. None of these figures imply anything about how these technologies are used. The “dual use” nature of these technologies means that they can have both legitimate civilian and public safety uses as well as authoritarian control uses. There is evidence of some governments in Africa using Chinese surveillance technologies to spy on political opponents and arrest protesters. Some authors say that some Chinese smart city projects are actually not very effective, but still provide governments with a “security aesthetic”. Research also shows that Chinese smart city technologies have been sold mostly to illiberal regimes. However, in the wider context, there is also ample evidence of non-Chinese surveillance technologies contributing to authoritarian control in developing countries. There is also evidence that UK companies sell surveillance technologies to mostly illiberal regimes. Some reports consulted for this rapid review imply that Chinese surveillance technologies are more likely to be used for authoritarian control than those sold by non-Chinese companies. This analysis is largely based on circumstantial rather than direct evidence. They rely on prior judgements, which are themselves subject to ongoing enquiry in the literature: Almost all of the reports consulted for this rapid review say that the most important factor determining whether governments in developing countries will deploy a particular technology for repressive purposes is the quality of governance in the country. No reports were found in the literature reviewed of Chinese state pressure on developing countries to adopt surveillance technologies, and there were some anecdotal reports of officials in developing countries saying they did not come under any pressure to buy from Chinese companies.
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Hickman McMahon, Lauren, Stefani Pautz Stephenson, and Seth Corrigan. The Promise of Digital Math Tools for Universally Accessible Mathematics Instruction. Digital Promise, May 2024. http://dx.doi.org/10.51388/20.500.12265/211.

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In this report, we share insights from a Research-Practice-Industry Partnership (RPIP) that explored mathematics instructional practices with support of digital mathematics tools. RPIPs bring together researchers, practitioners, and product developers, with each party having an equal voice, in a rapid-cycle model for edtech research and development. We framed this RPIP using the principles of Universal Design for Learning (UDL): provide multiple means of Engagement, Representation, and Action & Expression. These principles support learner variability, improve accessibility, and are closely aligned with mathematics education research, which highlights the multimodal nature of mathematics and the need to use and connect multiple representations to help students develop understanding of mathematics concepts.
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Campbell, Heidi A., Sophia Osteen, and Grayson Sparks. 'We’re Still Here’: Reflections of the Post-Pandemic Digital Church. The Network for New Media, Religion & Digital Culture Studies, October 2023. http://dx.doi.org/10.21423/oak/1969.1/200172.

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This is the final research report of the "Tech in Churches During Covid-19" research project, a three-year study of churches in Indiana who received funds from the Center for Congregation's Connecting through Technology grant, which focused on the ways technology use during the global pandemic impacted churches experience and outlook. This report presents finding from a survey of 246 church leaders about technological decisions made during the global pandemic. The aim was to better understand churches' engagement with digital media, and compare their practices and attitudes toward technology before, during and after the pandemic. Findings from this report demonstrate a positive shift between 2020 and 2023 in congregational attitudes towards technology and online services. It also highlights how the size of the congregation and the age of religious leaders making technology decisions influenced the type of digital media used and how churches adapted to digital tools.
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Anis, Mohamad Saleem, and Mei Lan Tan. Investigating factors affecting drug purchasing behavior in light of digital practices used by Malaysian pharma companies to market and dispense their OTC products. Peeref, June 2023. http://dx.doi.org/10.54985/peeref.2306p2802384.

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Dominguez, Ximena, Elizabeth Rood, Danae Kamdar, Tiffany Leones, and Kayla Huynh. Splash and Bubbles for Parents App: Field Study Report. Digital Promise, June 2021. http://dx.doi.org/10.51388/20.500.12265/119.

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This report prepared for The Jim Henson Company shares findings of a field study examining the promise of the Splash and Bubbles for Parents app, a second-screen digital resource designed for parents and caregivers to support young children’s learning of ocean science. The study conducted in 2020 involved a two-group, quasi-experimental design in which family participants were randomly assigned to either the intervention condition (who watched the show and used the app) or the comparison condition (who watched the show but did not have access to the app). Findings from this study provided information about how the app supported families to talk about science together; what science concepts and practices children learned through engaging with the app and related science activities; and how families shifted their attitudes, beliefs, or practices around science and media. Another finding highlighted parents and caregivers’ need for support around ways to engage with and use the app given that this represents a new type of digital tool.
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Martyniuk, Oleksandr O., Oleksandr S. Martyniuk, and Ivan O. Muzyka. Formation of informational and digital competence of secondary school students in laboratory work in physics. [б. в.], June 2021. http://dx.doi.org/10.31812/123456789/4446.

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The article deals with the formation of informational and digital competence of high school students. First and foremost, the existing digitalization strategies for society already approved in the world and in Ukraine, including the implementation of STEM education and the Digital Agenda, are considered. On the other hand, attention is paid to the inconsistency of the level of ownership and frequency of use of digital technologies with the requirements of these initiatives. The concept of informational and digital competence is analyzed in detail. Existing publications identify key components, skills and competencies required to achieve this competence. A survey is conducted to better understand the current situation. One of the tasks is to determine the level of use of digital information in the classroom by teachers and in students’ preparation at home. The second task was to show how developing students’ informational and digital competence can be done by active introduction of existing software and hardware in the educational process in physics, in particular, a laboratory workshop. The example of laboratory work carried out in educational institutions shows how modern software can be used to analyze the movement of bodies and determine the physical characteristics of this movement. The concrete ways of performing laboratory work, analyzing its results and drawing conclusions are given. It is in the combination of existing teaching practices with modern gadgets, specialized and general programs that the basic way of forming informational and digital competence is seen. Further ways of modernization and improvement of described methods for increasing the level of information and digital competence are proposed.
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Iatsyshyn, Anna V., Iryna H. Hubeladze, Valeriia O. Kovach, Valentyna V. Kovalenko, Volodymyr O. Artemchuk, Maryna S. Dvornyk, Oleksandr O. Popov, Andrii V. Iatsyshyn, and Arnold E. Kiv. Applying digital technologies for work management of young scientists' councils. [б. в.], June 2021. http://dx.doi.org/10.31812/123456789/4434.

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The publication explores the features of the digital technologies’ usage to organize the work of the Young Scientists’ Councils and describes the best practices. The digital transformation of society and the quarantine restrictions caused by the COVID-19 pandemic have forced the use of various digital technologies for scientific communication, the organization of work for youth associations, and the training of students and Ph.D. students. An important role in increasing the prestige of scientific activity and encouraging talented young people to participate in scientific projects belongs to the Young Scientists’ Councils, which are created at scientific institutions and higher education institutions. It is determined that the peculiarities of the work of Young Scientists’ Councils are in providing conditions for further staff development of the institution in which they operate; contribution to the social, psychological and material support of young scientists and Ph.D. students; creating an environment for teamwork and collaborative partnership; development of leadership and organizational qualities; contribution to the development of digital competence. The advantages of using electronic social networks in higher education and research institutions are analyzed, namely: general popularity and free of charge; prompt exchange of messages and multimedia data; user-friendly interface; availability of event planning functions, sending invitations, setting reminders; support of synchronous and asynchronous communication between network participants; possibility of access from various devices; a powerful tool for organizing the learning process; possibility of organization and work of closed and open groups; advertising of various events, etc. Peculiarities of managing the activity of the Young Scientists’ Council with the use of digital technologies are determined. The Young Scientists’ Council is a social system, and therefore the management of this system refers to social management. The effectiveness of the digital technologies’ usage to manage the activities of the Young Scientists’ Council depends on the intensity and need for their use to implement organizational, presentation functions and to ensure constant communication. The areas to apply digital technologies for the work managing of Young Scientists’ Councils are sorted as the presentation of activity; distribution of various information for young scientists; conducting questionnaires, surveys; organization and holding of scientific mass events; managing of thematic workgroups, holding of work meetings. It is generalized and described the experience of electronic social networks usage for organizing and conducting of scientific mass events.
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Puspakesuma, Nabila, Gabriela Pavarini, Angeliki Kerasidou, and MacKenzie Isaac. Protocol for a scoping review to understand what is known about concepts and practices of responsibility of health in the use of digital health tools. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, November 2023. http://dx.doi.org/10.37766/inplasy2023.11.0111.

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