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1

Stockman, Caroline. "The Changing Meaning of Teenagers in Today’s Digital Education and Economy". Journal of Education and Culture Studies 6, n. 3 (1 settembre 2022): p60. http://dx.doi.org/10.22158/jecs.v6n3p60.

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Teenagers or adolescents are complex cultural constructions. This paper will trace a brief history on the origin of the notions as relevant to the Global North. It considers related UK educational policy, and the specific economic interest in ‘the teenage consumer’. The consideration of young people for their significant economic value sparked direct marketing and advertising strategies. Concerns over unconscious manipulation of adolescents were stilled by reassurances of autonomy and freedom of choice. In today’s digital economy, similar meaning-making occurs. However, this paper argues that a young person’s freedom and autonomy is systematically undermined. Instead, the teenager loses autonomy in becoming a direct commodity. Today’s digital culture further complicates the concrete legal and social assurance of autonomy. This is illustrated by a critique of educational technology integration in schools. Specifically, the use of young people’s data for product development or third-party business data exchange is critically discussed to show this cultural dynamic. It captures the changing conceptualisation of teenagers in society and education, from autonomy to commodity. Renewing young people’s voice and agency in digital rights activism, as well as critical digital literacy in the curriculum is now needed for teenagers to renegotiate their meaning in digital culture and education.
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Larsen, Malene Charlotte. "Sociale netværkssider og digital ungdomskultur: Når unge praktiserer venskab på nettet [Social Network Sites and Digital Youth Culture: When young people practice friendship online]". MedieKultur: Journal of media and communication research 25, n. 47 (10 dicembre 2009): 20. http://dx.doi.org/10.7146/mediekultur.v25i47.1474.

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During the past few years, hundreds of thousands of Danes have created personal profiles on websites such as Arto, Facebook and MySpace. With the emergence and popularisation of these sites, we have witnessed a new media concept: social network(ing) sites. As is often the case with new media, teenagers have been the first to take social network sites to heart. In this paper I discuss the concept of online social networking and describe how social network sites are used as part of everyday teenage life to maintain social relations. I do this, firstly, by presenting a number of concepts that I consider to be important in relation to young people's use of social network sites. Secondly, I highlight some results from my own research on 12-18-year-old children and adolescents’ use of various social network sites, including Arto.com, which has been Danish teenagers’ preferred venue on the Internet for a relatively long time. Using empirical examples, I analyse and discuss how social network sites are an integral part of the young users' friendships and social lives. The article is based on four years of ethnographic studies.
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Mutiah Dina Maya, Agnes Veronika, Riani Tazkia Hadi, Reginata Thesalonika, Shaqilla Rizky D.A, Adela Siregar, Siti Aulia Daulay e Muhammad Rif’an. "Analisis Dampak Media Digital terhadap Persepsi Identitas Nasional di Kalangan Remaja". Jurnal Motivasi Pendidikan dan Bahasa 2, n. 4 (3 dicembre 2024): 200–209. https://doi.org/10.59581/jmpb-widyakarya.v2i4.4328.

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This research aims to analyze the impact of digital media on perceptions of national identity among teenagers. In the midst of globalization and technological advances, digital media—especially social media—plays a significant role in shaping teenagers' views and information behavior, including their understanding of national identity. Through a qualitative approach involving in-depth interviews and content analysis from various digital platforms, this research identifies how digital media both strengthens and changes teenagers' perceptions of cultural and national values. The findings show that digital media can be a positive channel for introducing local and national cultural riches, but it also carries the risk of "cultural disorientation" due to the more massive dominance of foreign culture. This research emphasizes the importance of critical educational media and wise use of digital media to ensure that youth's national identity is maintained and develops in accordance with strong national values.
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Sembiring, Tamaulina Br, e Sabil Mokodenseho. "The Impact of Online Interactions on Mental Health among Adolescents in West Java". Eastasouth Journal of Social Science and Humanities 1, n. 01 (31 ottobre 2023): 1–9. http://dx.doi.org/10.58812/esssh.v1i01.142.

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Using a quantitative methodology, this study explores the complex relationship between teenage psychological wellness and digital social networking in West Java. A varied group of 250 teenagers took part, offering insights on their use of digital devices and mental well-being. The study identifies complex relationships between online experiences and psychological wellbeing, emphasizing both positive and negative correlations. The results highlight the importance of context-specific knowledge, given the diversity of West Java's culture and population. With implications for theory, practice, and future research, the study adds to the expanding body of knowledge regarding the effects of digital social networking on the mental health of adolescents.
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Olson. "Tensions in the Third Space: Examining the Digital Visual Culture of Teenagers". Visual Arts Research 42, n. 1 (2016): 8. http://dx.doi.org/10.5406/visuartsrese.42.1.0008.

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6

Zhang, Mengru. "Research on the Ways the Big Data Affecting Youth and Its Impact on Society". Lecture Notes in Education Psychology and Public Media 3, n. 1 (1 marzo 2023): 1076–80. http://dx.doi.org/10.54254/2753-7048/3/2022609.

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With the popularization of digital products, their functions improve all the time, not only just the performance of these products but also improved function via getting knowing more about users. This realization of acquiring familiarization with users belongs to the technique of analyzing big data. Naturally, teenagers serving as one of the main parts of various ages users must have been affected by the growth of the developing digital market in both positive and negative ways. When enjoying the convenience brought by it, teenagers also face the problems of leak privacy, being addicted to the Internet, and changed to be shallow. The essay discusses big data penetrates contemporary youth through fragmented time under Thumb culture by the data and characteristics of teenagers and interviewing high school students in Wuhan San new school. In the short run, teenagers keep enjoying the convenience brought by digital products and being addicted to them at the same time, while the long-term effects to them are related to their values, life goals, and economic development.
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Maeni, Purmaningrum. "Social Campaign Design about the Story of Sundanese Pantun Ciung Wanara for Teenagers in Bandung". Jomantara: Indonesian Journal of Art and Culture, Vol. 3 No. 1 January 2023 (31 gennaio 2023): 14–46. http://dx.doi.org/10.23969/jijac.v3i1.7066.

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Teenagers are the next generation that will have to bequeath culture to the next generation. Without sufficient understanding, the influence of incoming foreign cultures could replace the local culture. The era of digitalization and culture that also continues to develop should be harmonized. In the sphere of literacy, the era of digitalization brings influence and change to comics. Digital comics that elevate the stories and cultural traditions of a particular region is one example of a form of cultural rejuvenation. Like Metalu Kyoyuzuki's digital comics, 7 Wonders which tells the story of Jaka Tarub, has been liked 9.7 million times with a rating of 9.82 out of 10 since its first airing in July 2016 (cnnindonesia.com: 2020). Folklore itself is a cultural expression of a society through the language of speech that is directly related to various aspects of culture. Broadly speaking, the values in Sundanese culture are reflected through the daily life of the people who live the philosophy of living silih asah, silih asih and silih asuh. In addition, unlike Pantun Melayu, Sundanese pantun story is part of mythical folklore and is considered sacred because it contains a moral message; emotionally; and other life values. The data supporting this research were obtained through literature studies and interviews of resource persons to understand about Ciung Wanara culture and stories. While the determination and data of target audience segmentation is obtained through questionnaires and observations. The rejuvenation of the form and media that packaged the story was conveyed through a social campaign aimed at the late teenagers in Bandung. This campaign is a forum to remind, invite and encourage targets to pay more attention and understand the local culture through exciting new forms of media.
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Berdi, Dinara, Gulzhan Niyazova, Nurbanu Bayterekova, Gulnazira Koshanova e Indira Usembayeva. "Digital hygiene skills and cyberbullying reduction: a study among teenagers in Kazakhstan". International Journal of Evaluation and Research in Education (IJERE) 13, n. 6 (1 dicembre 2024): 4170. http://dx.doi.org/10.11591/ijere.v13i6.28418.

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<span>Cyberbullying is a growing concern among teenagers, leading to adverse psychological and emotional consequences. To address this issue, this study aimed to identify the role of digital hygiene skills in reducing cyberbullying experiences among teenagers in Kazakhstan. A quantitative research approach was employed, and the data were collected using a questionnaire with items related to digital hygiene skills and cyberbullying experiences, which were measured on a 5-point Likert scale. A stratified random sample of 238 students from town and district middle schools in the Turkistan region participated in the study. The data were analyzed using partial least squares structural equation modeling with SmartPLS 4.0. The findings revealed that privacy protection, critical thinking, phishing and scam awareness, and digital footprint awareness were significant factors associated with reduced cyberbullying experiences. However, safe reporting, positive online behavior, and online etiquette did not significantly impact cyberbullying reduction. This study underscores the importance of promoting specific digital hygiene skills to create a safer and more supportive digital environment for teenagers. Policy recommendations are provided to enhance cyberbullying prevention efforts and foster a positive online culture.</span>
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Wang, Xiaoyi, Ziwei Xie e Yuan Zhu. "Research on the Influence of International Communication of Chinese Literature on Teenagers’ Physical and Mental Health in the Digital Humanistic Environment". Journal of Environmental and Public Health 2022 (28 settembre 2022): 1–6. http://dx.doi.org/10.1155/2022/2464083.

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Research Background. With the enhancement of China’s international influence, China has stepped into the international ecological environment in the fields of economy, politics, culture, art, and so on, accompanied by the spread of China’s culture and literature. China’s 5000-year-old cultural history and artistic characteristics are integrated into the ecological field of the international environment. Research Purpose. The international spread of Chinese literature also has a certain impact on the physical and mental health of teenagers. This paper studies and discusses the impact of international communication of Chinese literature on teenagers’ physical and mental health in the digital humanistic environment. Under the development environment of Digital Humanities in China, the impact of Chinese literature on the healthy psychology of teenagers, the impact content, and the characteristics of each were evaluated. Through the comparison of physical and mental health growth of adolescents in different ages, the characteristics of physical and mental health of adolescents are explored. The coupling degree of physical and mental health of adolescents in different development environments is compared and analyzed. Research Results. Through the research, it is found that with the development of Digital Humanities, the spread of Chinese literature with internationalization has a positive impact on the physical and mental health and psychological quality construction of teenagers and plays a promoting role in promoting mental health, increasing personal quality, and improving teenagers’ correct values. The various ideological and moral qualities of Chinese literature can play a greater role in helping and growing up the physical and mental health education of young people in the new era and are also the literary value of promoting the quality education of the next generation of young people in the world.
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Mishra, Anubhav, Satish S. Maheswarappa e Charles L. Colby. "Technology readiness of teenagers: a consumer socialization perspective". Journal of Services Marketing 32, n. 5 (13 agosto 2018): 592–604. http://dx.doi.org/10.1108/jsm-07-2017-0262.

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Purpose The purpose of this study is to explore the role of culture-specific socialization factors such as antecedents to technology readiness index (TRI) scale to understand the adoption of cutting-edge technologies among teenagers. Design/methodology/approach The conceptual model was empirically tested using survey data from 381 teenagers. The data were analyzed using structural equation modeling. Findings Parent–child communication, peers, media and self-construal have varying influence on technology readiness of teenagers. The effects of parent–child interactions are mediated by self-construal, which reaffirms the importance of identity during adolescence. Research limitations/implications The culture-specific characteristics are critical antecedents to teenagers’ TRI. Moreover, the TRI 2.0 scale needs minor refinement to address culturally diverse marketplace where people are less familiar with the technical terms used in developed countries and display low levels of technology awareness. Practical implications Marketers need to tailor their communication strategies to have a strong presence on digital media to engage with teenagers. Firms should utilize media for providing information and develop content that should resonate with teens and potentially enhances their online impression to increase the adoption of technology. Originality/value This is the first study to investigate the antecedents of technology readiness of teenagers in an emerging market. The study uses a multidisciplinary approach to examine culture-dependent factors using theories from marketing literature (consumer socialization theory) and developmental psychology (self-construal).
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Boffone, Trevor. "Marketing a (high school) musical on TikTok". Studies in Musical Theatre 18, n. 2 (1 ottobre 2024): 127–37. http://dx.doi.org/10.1386/smt_00157_1.

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This article explores the intersections between TikTok, musical theatre and youth cultures. Since its international debut in 2017, TikTok has become closely associated with teenagers and twenty-somethings who use the social media platform as a critical site to create, present and experience identities and generational culture at large. Musical theatre has been central to this cultural work. Teenage theatre makers, for example, use TikTok as a marketing tool that can be replicated by professional theatre companies and productions. I present an autoethnographic account of my work with high school students to market an all-school production of the musical Grease and use the experience to question the ways emerging digital platforms such as TikTok inform new, accessible ways of collaborating, experiencing, appreciating, conceptualizing and documenting musical theatre.
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Miljković, Ljubomir, e Dragana Trnavac. "Development of competences for a democratic society in the digital age". Bastina, n. 51 (2020): 299–313. http://dx.doi.org/10.5937/bastina30-27135.

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The subject of the research is the development of competencies for democratic culture in the digital age through the analysis of youth media culture. The aim of the research is that on the basis of the obtained results adequate solutions to the problem of media influence on the culture of communication and culture in general among young people can be proposed, and theoretically to determine how much the media influence the culture of communication and the development of youth awareness. young people. The paper concludes that the surveyed group of teenagers, 300 of them from Belgrade high schools, mostly watch television and follow an entertainment program, that the media in Serbia promote violence and hate speech, and that most of them enrich their language and culture of expression using electronic media, not a book. The results obtained confirm that the media, as they are today, have a very negative impact on the language culture and the culture of behavior of young people in general.
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Munangintyas, Karin, Joko Samodra e Arif Sutrisno. "Perancangan Komik Digital sebagai Media Edukasi Slow Fashion untuk Remaja". JoLLA: Journal of Language, Literature, and Arts 2, n. 7 (28 luglio 2022): 925–43. http://dx.doi.org/10.17977/um064v2i72022p925-943.

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Abstract: The behavior of teenagers who tend to be followers and want to be accepted by the environment can encourage the emergence of the desire to consume or buy fashion goods not based on needs, but as a status symbol. This can lead to excessive consumption of fast fashion, where the fashion industry produces clothes in large quantities in a short amount of time to meet market demand at low prices. This consumptive culture can lead to excessive textile waste. For this reason, the term slow fashion appears. In contrast to fast fashion, slow fashion favors quality over quantity. The goal to be achieved in this design is to produce a digital comic that can create awareness, especially among teenagers to immediately prevent textile waste and immediately start slow fashion. By using the 4D (Define, Design, Development, Disseminate) method, this design produces a digital comic entitled Sudden Whim. It tells the story of a teenager who has a consumptive nature because she wants to look beautiful. This comic was uploaded on the digital comic platform Line Webtoon. Based on data taken from 41 respondents with a final percentage of 90.1 percent, it can be concluded that this design produces a comic that can be one of the efforts to educate teenagers about slow fashion. Keywords: comic, fashion industry, teenagers, lifestyle Abstrak: Perilaku remaja yang cenderung suka ikut-ikutan dan ingin diterima oleh lingkungan dapat men­dorong munculnya keinginan untuk mengonsumsi atau membeli barang fashion bukan didasarkan oleh kebutuhan, melainkan sebagai sebuah simbol status. Hal ini dapat menyebabkan terjadinya konsumsi fast fashion berlebih, dimana industri fashion memproduksi pakaian dengan jumlah banyak dan cepat demi memenuhi permintaan pasar dengan harga yang murah. Budaya konsumtif ini dapat menyebabkan sampah tekstil berlebih. Untuk itu, muncul istilah slow fashion. Berbanding terbalik dengan fast fashion, konsep slow fashion adalah quality over quantity yaitu mengedepankan kualitas daripada kuantitas. Tujuan yang ingin dicapai dalam perancangan ini yaitu menghasilkan sebuah komik digital yang dapat menyadarkan masyarakat khususnya remaja untuk segera mencegah sampah tekstil dan segera memulai slow fashion. Dengan menggunakan metode 4D (Define, Design, Development, Disseminate), perancangan ini menghasilkan komik digital berjudul Sudden Whim yang bercerita tentang seorang remaja yang memiliki sifat konsumtif karena ingin terlihat cantik. Komik ini diunggah di platform komik digital Line Webtoon. Berdasarkan data yang diambil dari 41 responden dengan persentase hasil akhir sebesar 90,1 persen dapat disimpulkan bahwa perancangan ini menghasilkan komik yang dapat menjadi salah satu upaya untuk meng­edukasi remaja tentang slow fashion. Kata kunci: komik, industri fashion, remaja, gaya hidup
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Jazilah, Jazilah, e Ririh Megah Ririh Megah Safitri. "From Togetherness to Individualism: The Evolving Meaning of Ngabuburit Among Teenagers". JISPO Jurnal Ilmu Sosial dan Ilmu Politik 14, n. 1 (28 dicembre 2024): 77–98. https://doi.org/10.15575/jispo.v14i1.39495.

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The tradition of ngabuburit among teenagers has experienced significant transformation due to advancements in technology and the influence of popular culture. This study employs qualitative methods to (1) explore how teenagers interpret the ngabuburit tradition in the digital era, (2) identify the factors driving changes in its meaning, and (3) analyze the social impacts of these changes on teenagers' lives. Findings reveal that ngabuburit activities have shifted toward individualistic and consumerist tendencies, such as spending time in trendy locations and showcasing moments on social media, rather than fostering spirituality and togetherness. This study highlights the deep influence of digitalization on local traditions and underscores the challenges of preserving traditional values in an evolving cultural landscape.
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Masol, V. V., N. V. Kharchenko e T. S. Skirda. "Formation of digital competences of older teenagers in the process of sports and recreational activities". Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), n. 1(173) (15 gennaio 2024): 89–93. http://dx.doi.org/10.31392/udu-nc.series15.2024.1(173).20.

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The educational process, among other important tasks, should be directed to the formation of digital competences of children and school youth, including in the process of sports and health activities, since information technologies open up wide opportunities for the introduction of new modern forms and methods in working with children and school youth. The formation of digital competences of older teenagers in the process of sports and health activities is an integral part of the process of forming a mature personality, prepared for life, ready for self-analysis and self-realization, able to resist the unwanted effects of information flow and manipulation. A methodological toolkit aimed at forming the digital competences of older teenagers in the process of sports and recreational activities can be: cloud services in education, Web 2.0 services, creation of presentations; conducting video lessons, online training; development of online travel; involvement of older teenagers in research and information projects aimed at popularizing a healthy lifestyle, expanding knowledge about physical culture and sports, hygiene, etc.; use of interactive tasks; conducting fitness battles and other activities. The advantages of forming digital competences in the process of sports and health activities for older teenagers are: formation of critical and analytical thinking skills; popularization of a healthy lifestyle through the use of digital technologies; development of information literacy and data processing skills; development of search activity; development of cooperation and interaction skills; the opportunity to be involved in sports and health activities (increase one's own physical health indicators) in the online mode.
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Yılmaz, B. "Reading Culture in the Digital World". Book. Reading. Media 2, n. 1 (15 luglio 2024): 17–26. http://dx.doi.org/10.20913/brm-2-1-2.

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The purpose of this study is to explore and to identify the existing problems of modern reading and to suggest possible solutions. The study focuses on the role of different forms of reading in development and shaping of personality in the digital age. Radical and rapid technological developments in the world, especially after the 2000s, including devices such as computers, internet, smartphones, tablets, e-books and e-readers, have also changed the reading people behavior. Digital reading has started to become a popular type of reading in the digital world. Important issues such as popularity of digital reading he world, reading preference trends in printed and digital formats, reading preferences by age groups and how future developments in this regard need to be examined. This study defines and examines first the basic concepts of digital reading and also the advantages and disadvantages of digital reading. In addition some statistical data regarding printed and digital reading in various countries around the world were interpreted as well as the results of the research conducted in Turkey were evaluated in the study. It can be said that digital reading is becoming increasingly popular in the world in general, but not very quickly. All age groups still prefer printed formats primarily. It can be said that the preferred reading type may vary depending on the purpose of reading, and in general, digital reading is preferred choice for academic-scientific and educational reading. Printed reading is favored for leisure reading. At the end of the study, some predictions and suggestions were made regarding the future trends of digital reading. The main result shows that reading under the influence of the socio-cultural environment is changing all over the world. These transformational phenomena manifest themselves in both positive and negative senses. The author drew our attention to the fact that children and teenagers should develop both types of reading. The author noted that families, teachers, schools and libraries should play an important role in this case.
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Boldizsár, Boglárka. "Teenagers and New Media: Impact on Foreign Language Proficiency and Cultural Sustainability". European Journal of Sustainable Development 10, n. 2 (1 giugno 2021): 301. http://dx.doi.org/10.14207/ejsd.2021.v10n2p301.

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There is a wide range of evidence to support the view that new technologies serve an integral part of teenagers’ life. However, in Hungary, it seems that even though the facilities are provided in most of the educational institutions, these are not in regular use due to teachers’ lack of competence, the willingness of using them or their constant operational problems. Using a qualitative, small-scale study conducted in semi-structured focus group interviews (N=8) with 15 participants in five Hungarian primary schools, the study primarily aims to uncover how teenagers can relate their foreign language advancement to their use of digital devices in their free time. Furthermore, the paper examines their views on foreign language (FL) instruction supported by ICT at school as well as which digital devices and for what purposes they would preferably use them in FL classes. The study implicitly raises the issue of cultural sustainability and tries to find evidence to what extent mass culture affects the Hungarian language proficiency of students. According to the results, teenagers’ attitude towards institutional foreign language learning seems to be quite traditional, as they cannot relate their free time activities spent with digital devices to study purposes at school. Although participants are conscious about the effectiveness of ICT promoting language learning, they think that watching films, instructional videos, or working with projected tasks connected to course books are the major reasons for using digital devices for classroom purposes. Regarding cultural sustainability even within this small-scale study, there is some evidence that English as one of the most influential languages of mass culture can have an impact on the mother tongue language maintenance.
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Rahmawati, Titik, Eka Yulia Sari, Agung Priyanto, Anjasmara Tanjung Sakti e Fredimus Kasang. "Sosialisasi Cyber Ethics Dalam Membangun Budaya Literasi Digital di SMK Bina Harapan". Journal of Community Development 5, n. 2 (3 agosto 2024): 289–95. http://dx.doi.org/10.47134/comdev.v5i2.255.

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The current development of information technology has led to digital interactions which are often known as cyberspace. Cyberspace is a notional environment where communication via computer networks occurs, in this case via the Internet, which can be in the form of text, images, audio, video, animation or anything in digital form. The virtual world now has almost the same intensity as the real world. With recent technological advances making it possible to have more intensity than the real world in the future. This has created new problems in social life, especially among teenagers who are the biggest users of cyberspace. Many bad things happen in teenagers' interactions in cyberspace, such as cyber bullying, or accessing content that is not suitable for teenagers to consume. This certainly cannot be allowed. To be able to overcome this problem, the outreach team carried out cyber ethics outreach activities in building a digital literacy culture. The aim of this service activity is to help increase understanding of cyber ethics among SMK Bina Harapan students. The number of participants in the socialization was 63 students consisting of class X and class XI of SMK Bina Harapan. From this activity, an evaluation was carried out in the form of a post-test using a multiple choice questionnaire via Google Form. The questions are written in essay form consisting of two answers Yes or No. The results of the Google Form questionnaire show that 90% of Bina Harapan Vocational School students understand the cyber ethics socialization material. Thus, it can be concluded that after conducting socialization, it can help increase students' understanding of Bina Harapan Vocational School about the importance of cyber ethics in building a digital literacy culture, so that their digital literacy activities become safer and healthier.
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I Komang Sudirga, I Gede Yudarta, Ni Made Ruastiti,. "“THE APPRECIATION OF THE INNOVATIVE WAYANG WONG PERFORMING ARTS THROUGH DIGITAL MEDIA". Psychology and Education Journal 58, n. 1 (15 gennaio 2021): 5241–52. http://dx.doi.org/10.17762/pae.v58i1.2080.

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The paper aims to analyze the appreciation of Innovative Wayang Wong performing arts. It is interesting to know because the Innovative Wayang Wong performing arts through digital media is appreciated by Bali's millennial generation. The primary data obtained through observation and interviews with representatives of the Wayang Wong and Wayang Wong ‘Cupu Manik Astagina’ audience in Denpasar. The data analysis was carried out in qualitative manner. The results show that: (1) The innovative Wayang Wong performance art through digital media is staged by presenting a new Wayang Wong model equipped with advanced technology for the preservation of Balinese culture, the promotion of entertaining and educational culture; (2). The innovative Wayang Wong performance through digital media received a positive response especially Balinese teenagers from the millennial generation. Although audience cannot enjoy Wayang Wong performances directly, they can enjoy them through digital channels.
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Domazet, Sanja. "How digital age shapes the mind of modern youth". Kultura, n. 176 (2022): 77–87. http://dx.doi.org/10.5937/kultura2276077d.

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The paper explores changes that occur in the human mind as a consequence of life in digital age. The specific subject of the analysis is the impact on the human mind and overall human activity of human existence dominated by screen culture, where mobile phones, tablets, iPods, computers have become inevitable parts of everyday life. Through the analysis of the thought process of teenagers, who are now refered to in literature as "screenagers" and whose life is characterised by copy-paste education, decline of reading culture and new forms of addiction to technology and its impact on their behaviour, this paper will show that this new high-tech culture has led to emergence of increasingly difficult direct, offline interpersonal communication and to a decline of social skills. The main goal of the research is to determine how the mind of a modern man works today in the age of electronic markets, web-economy, social networking, cybercrime, love at first "site" and how the human mind reacts to the effect of technology on our privacy.
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Rizka Rachma Wahdani, Firda, e Ari Abi Aufa. "CONCERNING K-POP: PENGENALAN SINGKAT TENTANG KOREAN WAVE (HALLYU STAR)". An-Nas 5, n. 2 (7 dicembre 2021): 51–63. http://dx.doi.org/10.36840/annas.v5i2.497.

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“K-Pop is an actual phenomenon nowadays. Widely spread through Korean dramas, pop songs, boy and girl bands, this Korean culture has become a symbol of today's youth life. Teenagers in Indonesia, even in other parts of the world, are competing to imitate the lifestyle of Korean artists, emulating the culture and almost making it as their own culture. This article is a library research. Writings on Korean popular culture serve as the main source of this research. Writings in the form of a book or journal is analyzed in order to get a complete understanding of the theme under study. Based on the research conducted, it is concluded that Korean popular culture is a new culture that adopts American culture. The new culture is then made into the identity of Korean youth and then disseminated through various ways, such as dramas, songs, films, and so on. Utilizing digital technology, social media applications and various other digital platforms, Korean popular culture has finally managed to spread widely and become a phenomenon that has caught the world's attention.”
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22

Rianto, Puji, Nanum Sofia e Banatul Murtafi’ah. "Peningkatan Literasi Digital untuk Budaya Partisipasi di Media Sosial untuk siswa SMA". PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat 9, n. 4 (30 aprile 2024): 688–95. http://dx.doi.org/10.33084/pengabdianmu.v9i4.7057.

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Abstract (sommario):
Teenagers are one of Indonesia's most significant gadget and social media users and even the world. The use of gadgets by these teenagers has both positive and negative impacts. Some positive impacts of using gadgets on social media include the opportunity to make good friends, enrich their knowledge, obtain information, and improve self-competence. This community service program aimed at building the positive impact of social media among senior high school students, especially to build a participatory culture. The program was conducted in the form of digital literacy training for students at SMA Muhammadiyah 2 Yogyakarta. The training covers knowledge and skills for producing social media content or messages. Before the training, a pre-test was given to the students to check their level of digital literacy to formulate more appropriate training materials. After six meetings, then, the students were asked to complete the post-test to check the impact of the training on them. The results of the tests showed that the digital literacy training for students at SMA Muhammadiyah 2 Yogyakarta was successful. This was shown by the improved scores of the student's digital literacy skills even after the training.
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23

Henderson, Lyn, Yoram Eshet-Alkalai e Joel Klemes. "Digital Gaming: A Comparative International Study of Youth Culture in a Peaceful and War Zone Country". Eludamos: Journal for Computer Game Culture 2, n. 1 (29 febbraio 2008): 73–103. http://dx.doi.org/10.7557/23.5973.

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Abstract (sommario):
This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes and preferences of 716 teenagers aged 13-14 years who are part of the international digital games culture. The rationale was threefold: (a) this age group is not singled out in other surveys; (b) examination of gaming across five platforms would contribute new insights; and (c) the premise that a comparison between eGamers in a war zone and a peaceful country would produce striking contrasts. Virtually all participants played digital games for an average of 10-12 hours per week, the majority using all gaming platforms daily. Notable country differences were identified, particularly game genre preferences but there was also commonality as digital gamers. Digital games remain “boys’ games”, with males devoting more time to playing across five game platforms than did the females who, however, demonstrated a narrowing gap. Isolation and unfitness due to digital gaming proved contrary to popular media reports even though playing digital games was one of two top-rated leisure activities across country and gender.
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24

Susanti, Hevi, Ali Salman e Asrinda Amalia. "NAVIGATION OF SOCIAL COMMUNICATION TRANSFORMATION OF MALAY TEENAGERS PETALANGAN RIAU IN THE DIGITAL ERA". International Journal of Law, Government and Communication 9, n. 35 (21 marzo 2024): 109–22. http://dx.doi.org/10.35631//ijlgc.935010.

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Abstract (sommario):
Technological progress towards digitization is now accelerating. In the current era of digitalization, most people have embraced a new lifestyle that is inseparable from electronic devices. The advent of the digital age has brought about many beneficial changes that can be fully utilized. Nevertheless, the emergence of the digital era has brought many adverse effects, thus creating new challenges in human existence throughout this period. The advent of the digital era has brought issues in various fields, including political, business, socio-cultural, defense, security, and information technology aspects. One of the purposes of the study is to manalysis of the influence of digitization on the metamorphosis of Malay culture in Petalangan, Indonesia. The investigation was inspired by the fact that people in Penang mostly ignored their traditional customs, which led to the identification of further goals in this area. Investigation of the current study This study uses qualitative techniques. This study was conducted in Petalawan village, which is located in the busy Pelalawan area of Riau province. In this particular study, participants used snowball sampling along with sample methods to collect data by observing individuals and conducting interviews. The data collected was analyzed using a specially developed interactive model created by Huberman and Miles. The result of this study is an understanding of the social dynamics of the Malay population of Petalangan, especially obtained from the digitization process. The digitization process has facilitated the emergence of new cultural expressions among the Malay population of Petalangan. Local artists and musicians can use internet platforms to disseminate their work, create music or art that combines traditional and contemporary elements, or innovate in fresh digital art forms influenced by their cultural heritage.
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25

Firmansyah, Lutfi, e Taufan Hidayatullah. "Design of Wayang Show With 360° Video (Virtual Reality) as a Media to Intoduce Teenage About Wayang Cepak Tegal". Proceeding of International Conference on Business, Economics, Social Sciences, and Humanities 3 (1 dicembre 2022): 518–23. http://dx.doi.org/10.34010/icobest.v3i.181.

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Abstract (sommario):
Nowadays, wayang cepak in Tegal City are increasingly rarely known by young people, especially teenagers wayang performances being rarely attended. From this study, it is known that adolescents tend to be more interested in westernized modern culture so that they are indicated to have less respect and are increasingly unfamiliar with their own existing traditional culture. The purpose of this research is to reintroduce the wayang cepak in the form of digital media which is shown to teenagers in Tegal City aged 15-21 years. The delivery of story content through Virtual Reality has the potential to provide an immersive viewing experience that can be viewed from a 360° video perspective using the Luther-Sutopo version of the Multimedia Software Development Method for the segmentation of teenagers aged 15-21 years. To find out and collect data the researchers used qualitative methods. The results of this study are expected to help re-introduce and invite teenagers to generate a sense of love for wayang cepak. As well as looking for alternative ways to watch wayang shows from a 360° perspective as a whole for Virtual Reality users. Virtual Reality is an effective promotional media that utilizes new technology to add to the audience's new experience of an environment as a whole, so that here it is hoped that the audience will enjoy the Wayang Cepak performances that contain the values of good moral teachings through various stories.
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26

Wantini Widaningsih, Erni, e Khaerul Syobar. "DIGITAL MARKETING TO BUILD THE ENTEPRENEURIAL SPIRIT OF TRADITIONAL CULINARY". International Conference on Aplied Social Sciences in Education 1, n. 1 (30 agosto 2024): 188–97. https://doi.org/10.31316/icasse.v1i1.6837.

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Abstract (sommario):
The study focuses on Kampung Adat Cireundeu, a community considered a stronghold of Sunda culture in West Java. It examines the role of digital marketing in fostering entrepreneurship, especially among teenagers. This research gathers and analyzes various relevant sources to understand how digital marketing can help the growth of entrepreneurship in Indigenous villages that maintain the Sunda Wiwitan tradition. This is done using literary study methods and ethnographic approaches. Research results show that digital marketing effectively promotes traditional culinary services, such as cannabis treatments. It also gives local entrepreneurs the tools and platforms to adapt and quickly change the market. Digital marketing helps reach a wider audience at a low cost and analyzes data in real-time to support better decision-making.
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27

Wangsa, Edelin Sari. "Spoof Trailer Sebagai Representasi Remaja Tahun 2019: Studi Kasus Spoof Trailer Dilan 1991 dengan Konten Mobile Game Di Youtube". Urban: Jurnal Seni Urban 3, n. 1 (7 aprile 2019): 73–83. http://dx.doi.org/10.52969/jsu.v3i1.32.

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Abstract (sommario):
Spoof trailer is a video with trailer format made to imitate the original film trailer. Its materials are usually taken from the original film, digital artefact, and/or original footage. This kind of trailer is published on user generated content video platforms. This research took off with the hypothesis that a spoof trailer represents its makers’ identities. The research employs text analysis method using publicized spoof trailer Dilan 1991 on YouTube. By using cultural studies concepts, particularly Circuit of Culture theory, I read and analysed the data. The result shows that spoof trailers Dilan 1991 are made to represent teenager’s identity in 2019. It indicates there are significant changes in behaviour and lifestyle in teenagers from 1991 to 2019. Besides, spoof trailer Dilan 1991 represents cultural issues in digital society, specifically the teenagers.Spoof trailer merupakan video dengan format trailer yang dibuat untuk meniru trailer dari film asli. Materi spoof trailer biasanya diambil dari film asli, materi digital yang ada di internet, atau materi buatan sendiri. Trailer seperti ini biasanya ditayangkan di platform video dalam jaringan dengan sistem user generated content. Penelitian ini berangkat dengan hipotesis spoof trailer merepresentasikan identitas para pembuatnya. Penelitian ini dilakukan dengan metode analisis teks spoof trailer Dilan 1991 yang dipublikasikan di platform YouTube. Saya menggunakan pendekatan cultural studies, teori Circuit of Culture dalam membaca dan membedah hasil pengumpulan data. Hasilnya menunjukkan bahwa spoof trailer Dilan 1991 dibuat untuk menunjukkan representasi dan identitas remaja tahun 2019. Hal ini menandakan adanya perubahan perilaku dan gaya hidup remaja tahun 1991 ke tahun 2019. Selain itu, spoof trailer Dilan 1991 pun merepresentasikan isu budaya digital masyarakat, khususnya remaja kini.
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28

Firdaus, Dwi Rini Sovia, Djuara Lubis, Endriatmo Soetarto e Djoko Susanto. "POTRET BUDAYA LOKAL MASYARAKAT TANJUNG RAYA, KABUPATEN AGAM - SUMATERA BARAT DI ERA DIGITAL". Jurnal Komunikasi Pembangunan 16, n. 2 (25 giugno 2018): 248–65. http://dx.doi.org/10.29244/jurnalkmp.16.2.248-265.

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Abstract (sommario):
The people of West Sumatra, who have been adhering to the Minangkabau matrilineal cultural tradition, are currently experiencing cultural decay. Many studies speculate that the unique Minangkabau culture will not be too much disturbed by the influx of globalization because in essence the only part that will be eroded is the peripheral part, while the core will remain preserved for all time. This study photographed the people of Tanjung Raya District based on existing family typologies, then saw a shift in norms passed on to teenagers using the six Hofstede cultural dimensions. This study surveyed five types of families with calculations using a simple addition operation. The results of the questionnaire were made high and low criteria, then presented in cobweb graphical form. The assessment indicators are based on the six dimensions of Hofstede's culture. Shifting the teachings of exemplary teachings from Minangkabau culture is determined using the ANOVA test. The results of this study are to map the portrait of Minangkabau culture according to Hofstede and a portrait of each of Hofstede's dimensions in each type of family in Tanjung Raya District. From there, it can be seen how far away the approach of the values taught by the family towards Minangkabau culture is approaching.
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29

Firdaus, Dwi Rini Sovia, Djuara Lubis, Endriatmo Soetarto e Djoko Susanto. "Potret Budaya Lokal Masyarakat Tanjung Raya, Kabupaten Agam - Sumatera Barat di Era Digital". Jurnal Komunikasi Pembangunan 16, n. 2 (25 giugno 2018): 248–65. http://dx.doi.org/10.46937/16201826339.

Testo completo
Abstract (sommario):
The people of West Sumatra, who have been adhering to the Minangkabau matrilineal cultural tradition, are currently experiencing cultural decay. Many studies speculate that the unique Minangkabau culture will not be too much disturbed by the influx of globalization because in essence the only part that will be eroded is the peripheral part, while the core will remain preserved for all time. This study photographed the people of Tanjung Raya District based on existing family typologies, then saw a shift in norms passed on to teenagers using the six Hofstede cultural dimensions. This study surveyed five types of families with calculations using a simple addition operation. The results of the questionnaire were made high and low criteria, then presented in cobweb graphical form. The assessment indicators are based on the six dimensions of Hofstede's culture. Shifting the teachings of exemplary teachings from Minangkabau culture is determined using the ANOVA test. The results of this study are to map the portrait of Minangkabau culture according to Hofstede and a portrait of each of Hofstede's dimensions in each type of family in Tanjung Raya District. From there, it can be seen how far away the approach of the values taught by the family towards Minangkabau culture is approaching.
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30

Mussin, A. "MOTIVATIONAL FACTOR OF ANIME AND MANGA IN THE CONTEXT OF INDIVIDUAL IDENTIFICATION". Al-Farabi 78, n. 2 (15 giugno 2022): 134–48. http://dx.doi.org/10.48010/2022.2/1999-5911.10.

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Abstract (sommario):
This article is devoted to the study of the problem of the influence of anime on the identity of the younger generation. Anime is an important problem not only for Japanese society, as it has been developed within the country for a long time, but also occupies a certain place in the cultural space of the world during the period of globalization, shaping the self-awareness of adolescents. The aim of the study is to determine the influence of anime and manga on the identity of Kazakhstani youth. Research objectives: To identify the motivational factors of the anime and manga storyline; characterize the values ​​of anime and manga; assess the degree of influence of anime and manga on Kazakh teenagers. The study focuses on the plot of anime and manga as a means of motivating the younger generation. The potential of Japanese animation in modern pop culture and multiculturalism is determined. As a result of a sociological survey, the effect of anime and manga as an extraordinary approach to educating young people was revealed. We found out that anime inspires and encourages viewers to pursue their dreams. We clarified which characters leave a special imprint in the mind of a teenager. In fact, anime is the digital media language of today's youth. Anime forms the otaku subculture, where teenagers discuss their favorite animated series, this is the language of communication in the context of globalization.
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31

MARTYNOVA, M. D., e I. A. BACHKOVA. "TRANSFORMATION OF YOUTH MORAL VALUES IN THE FIELD OF DIGITAL COMMUNICATION". Primo aspectu, n. 3(55) (settembre 2023): 55–64. http://dx.doi.org/10.35211/2500-2635-2023-3-55-55-64.

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Abstract (sommario):
The article is devoted to the analysis of the use of digital technologies by young people to achieve their goals, in violation of generally accepted norms of morality. The digital environment, due to its specifics of building relationships between people, can reduce the limitations of moral behavior when using digital tools. Young people often resort to one or another type of cyber aggression, which causes significant moral and psychological damage to the person it is directed at. It is obvious that teenagers and young people do not always know how to resort to self-regulation in the digital space, which differs significantly in stereotypes of building relationships from real life. Digital culture as a task of digital socialization includes the education of behavioral stereotypes based on special social responsibility in the digital environment. As a research methodology, the concepts of social education and social development of a person in a digital society, as well as the concepts of life strategies of a person focused on basic values - deontological, consequentialist, contractarian and existentialist - were used in the work...
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32

Syahda, Alda Widya, e Angayar Kanni Ramaiah. "Sexual Violence in Virtual World: The Unaddressed Legal Protection Issue for Victims". Neoclassical Legal Review: Journal of Law and Contemporary Issues 2, n. 2 (18 gennaio 2024): 47–56. http://dx.doi.org/10.32734/nlr.v2i2.14057.

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Abstract (sommario):
Technology, the internet and social media are essential parts of our daily life. Society has become an important actor and witness to the surge in digital interactions, creating new platforms for communicating, playing games and social networking. Cyberspace's offer of creativity, connection, and entertainment turns out to have a risky side—the spread of sexual violence in digital spaces. This research argues the complex interactions between social media, adolescence, and sextortion. The study of the risks posed by online platforms and their impact on teenagers found in this research seeks to address the need for intervention in education and legal protection of the youth and vulnerable generation in the digital era. Furthermore, this paper would contribute to a safer online environment for teens and responsibility in using social media while fostering a culture of respect, consent, and awareness regarding sexual violence.
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33

D'Andrea, Alessia, e Arianna D'Ulizia. "A participatory approach for sustainable local food development: Evidence and digital perspectives from a rural area in Italy". Journal of Infrastructure, Policy and Development 8, n. 8 (5 agosto 2024): 4599. http://dx.doi.org/10.24294/jipd.v8i8.4599.

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Abstract (sommario):
The main objective of the study is to discuss the application of a participatory approach that involves the community of a small rural area in Italy to develop and maintain a sustainable local food system based on a very ancient and high-quality typical local bean. The efficacy of the approach in terms of the active involvement of local actors (farming communities, local administration, social associations, and civil society) and knowledge transfer for preserving the local food culture has been demonstrated. Possible improvements to the approach through digital technologies for stimulating the effective engagement of teenagers have also been discussed.
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34

Mataram, S., e R. Margaretha. "Disaster mitigation comics as a communication medium for youth regarding the impact of water pollution". IOP Conference Series: Earth and Environmental Science 1314, n. 1 (1 marzo 2024): 012119. http://dx.doi.org/10.1088/1755-1315/1314/1/012119.

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Abstract (sommario):
Abstract Water is an important natural resource in life, and its quality decreases in meeting human needs. This happens because human activities do not care about the environment, resulting in various disasters due to water pollution. This condition occurs in several countries, including Indonesia, with abundant water quantities at sea and on land. In education, preventive action in disaster mitigation efforts is needed, especially for teenagers, to instill knowledge and concern in the new generation. A media approach in the form of comics was used in this educational effort. The comic, a popular culture product, raised the theme of mitigating water pollution disasters and was created using a popular visual approach and digital platforms. The use of comic media has yet to produce a significant impact on mitigation actions. However, this effort has been able to generate enthusiasm from teenagers because the issue of concern for water pollution is conveyed using language that is understandable and interesting for them.
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35

Nasar, Ismail, Fitri Nurdianingsih, Elvi Rahmi e Muhammad Bambang Purwanto. "Values Of Character Education: Study of Strengthening the Culture of Digital Literacy for Youth in Disruptive 5.0 Era". Gema Wiralodra 15, n. 1 (30 aprile 2024): 596–604. http://dx.doi.org/10.31943/gw.v15i1.688.

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Abstract (sommario):
This study aims to instill the values ​​of character education in strengthening the culture of digital literacy for teenagers at State Vocational Schools in Palembang City. This research uses educational, historical, and sociological approaches where research data is sourced from primary and secondary data from literature or reference books and documents as supporting data. The researchers were the essential instruments, and they then developed new instruments, namely observation guidelines, interview guidelines, and documentation. All three are used to collect data in the field. For this study, two main factors play a vital role in the reinforcement of the results of the data analysis study: supporting factors and inhibiting factors. The results of this study indicate that the values ​​of character education in strengthening the culture of digital literacy, which are carried out at State Vocational Schools in Palembang City, are still shallow, even though there are 15 minutes of extensive reading movements which are carried out every day but this is due to the lack of time allotted for the implementation of literacy culture. The character values ​​instilled in students are bright, honest, responsible, disciplined, and caring.
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36

Riyanti, Menul, e Dodi Setianto. "THE DIGITAL COMIC DEVELOPMENT IN INDONESIA (A CASE STUDY ABOUT THE STORY OF “SI PITUNG”)". International Journal of Research -GRANTHAALAYAH 6, n. 1 (31 gennaio 2018): 107–17. http://dx.doi.org/10.29121/granthaalayah.v6.i1.2018.1599.

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Abstract (sommario):
Indonesia is an archipelago. It is one of the biggest archipelagos in the world. Indonesia it is 14th. Indonesia is devided by territories and each territory has its own culture. Indonesia has 245. 000.000 people as the inhabitant. The capital city of Indonesia is Jakarta and the original culture of Jakarta is Betawi. Betawi as the original culture of Jakarta has a lot of stories and one of the popular stories is “Si Pitung”. The story of “Si Pitung” is being told very often by Indonesian community and becomes a legend and an inheritance from Betawi or Indonesia. Si Pitung” sometimes is beingtold as a ballad, a poem or a folk thetare. Koesasi(1992), “Si Pitung” is identified as a prominent figure from Betawi who is very humble. He is a Muslim. He is very patient and he likes to help people. He is also a person who works very hard. He is a model of social justice. Based on the folktale from Betawi culture, the authors would like to introduce the story of “Si Pitung” to be well known by people from other cities in Indonesia. The authors also hope that children and teenagers from Indonesia know the story of “Si Pitung” as he is one of the hero in Indonesia. The digital comic of “Si Pitung” can be downloaded through electronic media such as mobile phone, PC Tablet or other gadgets easily.
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37

Hamdiah, Magfirotul, e Fatih Holis Ahnaf. "THE ROLE OF DIGITAL MEDIA IN MAINTAINING LOCAL CULTURE INDONESIA IN THE ERA OF GLOBALIZATION". ASMARALOKA : Jurnal Pendidikan, Linguistik dan Sastra Indonesia 2, n. 1 (24 giugno 2024): 62–74. http://dx.doi.org/10.55210/asmaraloka.v2i1.418.

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Abstract (sommario):
The era of globalization is marked by advances in information and communication technology that have an impact on the spread of information that can take place quickly and widely, not limited to developed countries with high economic growth, but also across the borders of poor and developing countries with low economic growth. For Indonesia, the influx of western values is a ride on the wave of globalization for Indonesian society which is a threat to the indigenous culture that describes the distinctive locality of the regions in this country. For example, young children may see pornographic images, teenagers who are supposed to be the cultural milestones of a nation that upholds hedonism and modernity. According to Dr. Hench, strategies are needed that actually take advantage of the role of digital media in counteracting negative influences from outside due to globalization, including websites, mobile applications, mobile games, and so on that can be used for the basis of the approach to spreading Indonesian culture through the internet with an emphasis on spreading through blogs and social media, making local media into national and international media capable of increasing the role of local culture in the world arena and finally implementing counter- culture, which is an effort from a local media to stem the influences from outside the media by highlighting the characteristics that come from the local community.outcomes of fourthgrade students of MI Ma'arif Slendro, Sragen Regency.
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38

Bischoff, Anca Violeta, e Adina Palea. ""A COMMUNICATIONAL ANALYSIS OF THE EVOLUTION OF SYMBOLIC LANGUAGE. CASE STUDY: EMOJIS "". Professional Communication and Translation Studies 12 (2019): 59–71. http://dx.doi.org/10.59168/wcxc3837.

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Abstract (sommario):
The paper tackles the evolution of the symbolic language, more precisely, it focuses on a novel form of digital communication known as emojis. It has been commonly accepted that in the post 2.0 web era few concepts have been so richly delineated, have become so visible and have spread so rapidly in both mainstream and niche culture. The aim of this study is to highlight intrinsic and extrinsic characteristics which led to the mass popularization and use of emojis, as well as communicational implications pertaining to this phenomenon. From the standpoint of communication studies, the emergence of the concept has brought about valuable and interesting changes in both global etymology and semantics, thus identifying an inherent necessity to examine it. The present paper also aims to identify how teenagers from Western Romania, ages 14 to 18, use this new way of communicating and the reasons behind opting for emojis. Furthermore, the research conducted in Arad seeks to establish the specific aspects which shape the way teenagers use emojis when interacting among themselves and outside the dynamic of their preferred group.
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39

Balya, Tonna, Sri Pratiwi e Reza Prabudi. "LITERASI MEDIA DIGITAL PADA PENGGUNAAN GADGET (Studi Deskriptif Penggunaan Gadget Pada Siswa SMK Broadcasting Bina Creative Medan Yang Berdampak Pada Pergeseran Nilai Kearifan Lokal)". JURNAL SIMBOLIKA: Research and Learning in Communication Study 4, n. 2 (22 ottobre 2018): 173. http://dx.doi.org/10.31289/simbollika.v4i2.1898.

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Abstract (sommario):
<pre><em>The generation of digital children from birth was referred to as Digital native</em><em>, at the same times </em><em>people </em><em>who was </em><em>born </em><em>at </em><em>the first media age were referred to as digital immigrants.</em><em> </em><em>There are differences in thinking and how to use his mind between these two generations when processing information,</em><em> </em><em>the emergence of a new culture due to the use of digital media encourages changes in values in local culture.</em><em> </em><em>The general objective to be achieved in this study is to increase the awareness of teenagers that new cultures born as a result of new technological developments must be able to be balanced by having the awareness and ability to filter the new culture and still maintain the cultural values that have been inherited from ancestors as a form of one characteristic nations have many positive values. The method used in this study was a qualitative method with descriptive analysis techniques,</em> <em>PRA (Participatory Rural Appraisal) and SWOT. The results of this research mention that; ability, and understanding of students, parents, and educators about how technology changes learning, playing, community</em> <em>then an understanding of the importance of critical discussion on technological development to the stages of new media literacy that should be carried out is still in its early stages (</em><em>just know it</em><em>) and not yet applied.</em></pre>
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40

Torres, José Airton Albuquerque, e Walter Matias Lima. "Virtual games and social networks, barriers for autonomy education and enlightenment". CONTRIBUCIONES A LAS CIENCIAS SOCIALES 17, n. 2 (19 febbraio 2024): e5252. http://dx.doi.org/10.55905/revconv.17n.2-177.

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Abstract (sommario):
In this study, we will analyze some inherent aspects to the entertainment industry, specifically regarding digital media and virtual games. These are widely disseminated in society, particularly among high school teenagers. As a consequence, they promote alienation to the consumption culture, which is full of multiple intentionalities. Furthermore, we can establish the cultural industry as a promoter of a culture of semi-information in the education of our youth, which creates barriers to support an emancipatory education. This study was conducted through Content Analysis on an online questionnaire applied to students of a public state high school, reinforcing and supporting the approaches presented in it. The analysis was based on the theories of ADORNO (1985), DARYELL (2014), LEVY (1993, 1996), BARDIN (1995), and ARROYO (2014) and rethinks the relationship between the cultural industry and youth practices in the field of high school education.
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41

Ulfah, Ulfah, e Surawan Surawan. "Literature Study: Building Adolescent Mental Health by Tackling Toxic Culture Among Teens on Social Media". Journal of Islamic Education and Ethics 2, n. 2 (8 agosto 2024): 163–76. http://dx.doi.org/10.18196/jiee.v2i2.60.

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Abstract (sommario):
Today's teenagers are active social media users. However, in interacting on social media, people often engage in negative behaviour on social media or toxic culture, which can interfere with adolescent mental health. If allowed to continue, it will be dangerous for the next generation. A toxic culture will cause moral decline in a nation, which will have an impact on the mental health of the community itself. Therefore, this study aims to provide a deeper understanding of how toxic culture on social media impacts the mental health of adolescents. This research uses a qualitative approach with a literature research method. Data analysis in this research uses the content analysis method of the literature that has been collected. The results showed that toxic culture on social media has a significant impact on adolescents' mental health. Forms of toxic culture that are often found on social media are body shaming, cyberbullying, addiction, and the spread of misinformation. It can have an impact on mental health, interpersonal relationships, and academic achievement and encourage risky behavior among adolescents. Therefore, efforts have been made to educate and improve digital literacy, parental guidance and supervision, content moderation, mental support, and community collaboration. These efforts have shown some degree of success. Factors influencing success include commitment and consistency from those involved, active involvement of parents, effective digital content moderation, adequate mental support, and strong community collaboration. However, there are failure factors such as lack of resources and funding, stigma and discrimination towards mental health issues, lack of coordination between stakeholders, resistance to change, and socio-cultural and economic factors.
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42

Rejter, Dorota, Hanna Paulouskaya e Angelina Gerus. "“It Never Hurts to Keep Looking for Sunshine”". Clotho 2, n. 2 (18 dicembre 2020): 127–54. http://dx.doi.org/10.4312/clotho.2.2.127-154.

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Abstract (sommario):
The paper analyzes a handful of works for children and youth that are based on mythology and deal with depression, a topic that is becoming more frequent in contemporary children’s and young adults’ culture, mainly because of the need to break the mental he­alth taboo. These are the newest edition of Laura Orvieto’s Storie di bambini molto antichi (2014, first published in 1937), Rachel Smythe’s digital comics Lore Olympus (2018–2020), Patricia Satjawatcha­raphong’s short animation Reflection (2010), and the webcomic series Therapy created by Anastasia Gorshkova (2019–2020). They provide examples from literary and audio-visual culture for very young re­aders and more adult teenagers and youth, raising the issue of deep sadness utilizing storytelling and not in a didactic way. Some of the protagonists struggling with the problem are far from lively chara­cters in conventional interpretations of the myths (including Hades, Hydra, or Medusa), so the texts play upon stereotypes entrenched in the culture. It appears that children’s works inspired by classical antiquity have significant interpretative potential and educational value – as well as the ability to surprise the audience.
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Shukur, Harith Yaseen, Naaman Th Mohamad Ameen e Hadyatallah Medhat Mohammed Awad. "Literature Challenges in Digital Platforms, the Wattpad Platform as a Model". Dirasat: Human and Social Sciences 51 (20 novembre 2024): 130–42. https://doi.org/10.35516/hum.v51i1.10042.

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Objectives: The study aims to shed light on the profound impact of the digital age on literature, its representation, and its impact in building a new identity for literature. It also explores the most important challenges undertaken by digital platforms that interested literature, after the tremendous development of technology has placed literature in front of abilities that no one imagined it would reach. Methods: The study relies on the data of the descriptive analytical method, which includes collecting texts and trying to analyze them in order to reach the desired goal of the study. Results:. The study finds that digital platforms release unleashed the positive and negative potentials of technology, and contribute to democratizing access to literature, especially for young generations, for whom digital culture has come to occupy an important part of their lives, with all the connotations and symbols it carries, rules of exchange and communication, and groups. Virtual, social relationships, etc. Conclusions: : The study concludes that the greatest challenge facing literary works in the age of digital platforms is allowing people of unknown parentage and teenagers to have open access to literature and write cheap and vulgar texts in the absence of serious electronic critical practice and experience so to speak.
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Mayolaika, Shelma, Valerie Victoria Effendy, Christian Delvin e Mohammad Aqila Hanif. "PENGARUH KEBEBASAN BERPENDAPAT DI SOSIAL MEDIA TERHADAP PERUBAHAN ETIKA DAN NORMA REMAJA INDONESIA". Jurnal Kewarganegaraan 5, n. 2 (24 dicembre 2021): 826–36. http://dx.doi.org/10.31316/jk.v5i2.2083.

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AbstrakPada zaman serba teknologi kini, media sosial tidak dapat lagi dilepaskan dari rutinitas hidup manusia. Media sosial berperan penting dalam globalisasi dan masuknya budaya luar ke Indonesia karena melalui platform ini, manusia terhubung satu sama lain dalam konteks apapun tanpa terbatas waktu, tempat, dan subjek. Budaya luar masuk ke Indonesia dengan adanya kebebasan berpendapat mengenai topik apapun, baik maupun buruk, di media sosial. Dengan inilah kami melakukan penelitian untuk mengidentifikasi pengaruh kebebasan berpendapat mengenai budaya luar di media sosial terhadap perubahan etika dan norma masyarakat Indonesia, khususnya pada remaja karena anak mudalah yang paling aktif menggunakan sosial media. Metode yang digunakan dalam jurnal ini adalah dengan menganalisis data yang didapatkan dari studi literatur dan penyebaran angket. Dengan melakukan penelitian pada penulisan jurnal ini, didapatkan bahwa remaja di Indonesia mayoritas berpikiran terbuka dengan masuknya budaya luar (yang cukup menyimpang dari budaya Indonesia). Mayoritas remaja juga setuju bahwa kebebasan berpendapat di Indonesia sudah baik, tetapi seringkali tidak kenal batas. Berpendapat secara relevan tanpa mencampuri urusan hidup orang lain disetujui sebagai tindakan yang tidak apatis (terhadap budaya yang menyimpang). Pada akhirnya, dapat disimpulkan bahwa kebebasan berpendapat di media sosial dapat mengubah norma dan prinsip Indonesia dan negara ini harus siap menghadapi perubahan akibat globalisasi.Kata Kunci: etika, globalisasi, kebebasan berpendapat, media sosial, remaja AbstractIn this digital era, social media can no longer be separated from our daily life. Social media plays an important role in globalization and the exchange of foreign cultural values to Indonesia because through this platform, humans are connected to each other without being limited by time, place, and subject. Through the freedom of speech allowed on social media, any foreign cultural values, either good or bad, can spread and influence Indonesian users. This is why we conduct this research to identify the influence of freedom of expression on social media regarding foreign culture on change in ethics and norms of Indonesian society, especially on teenagers because young people use social media the most. The method used in this journal is by analyzing the data obtained from the study of literature and the distribution of questionnaires. By conducting research on the writing of this journal, it was found that the majority of teenagers in Indonesia are open-minded with the inclusion of foreign cultures (which are quite deviant from Indonesian culture). The majority of teenagers also agree that freedom of expression in Indonesia is already guaranteed, but often knows no boundaries. Giving opinion without interfering with other people's lives is approved as an act of not being apathetic (towards a deviant culture). It can be concluded that freedom of expression on social media can and has changed the norms and principles in Indonesia and this country must be prepared to face changes due to globalization.Keywords: ethics, freedom of speech, globalization, social media, youth
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Susi Ratnawati. "Pendampingan Masyarakat Dusun Lidah Wetan dalam Pelestarian Budaya Literasi dengan Pembuatan Perpustakaan Mini dan Taman Baca di Surabaya". SOEROPATI 2, n. 2 (31 maggio 2020): 119–26. http://dx.doi.org/10.35891/js.v2i2.2062.

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villages in Surabaya that has a very dense population. In this digital era, children and young people are less aware of the need to read. In the tongue, teenagers are not so concerned with learning. Bhayangkara University in Surabaya held a Community Service program which took place in the Lidah Wetan Hamlet, Lakarsantri District, Surabaya City. With the theme "Preserving Literacy Culture". The program is inseparable from the vision and mission of local village officials. With the mini library created by Community Service Team, Bhayangkara University is expected to increase the enthusiasm and interest in reading in the surrounding community. This mini library provides a variety of books ranging from children's story books, learning books to read, learning books to write, learning books to draw, school materials, to religious nuances books and other books (food recipes, fiction stories, etc.). Some programs are directed at encouraging children's potential in reading culture and fostering youthful enthusiasm in organizing. Nowadays many young people are trying to challenge Karangtaruna. Several agendas are designed to solve these problems.
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Saputra, Kuriawan Ganda, e Asmoro Nurhadi Panindias. "PERANCANGAN GAME DESAIN "RETURN OF THE AJI SAKA" SEBAGAI UPAYA PELESTARIAN AKSARA JAWA". TEXTURE : Art and Culture Journal 4, n. 2 (2 dicembre 2021): 73–78. http://dx.doi.org/10.33153/texture.v4i2.4193.

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This design aims to make games as a means of education, especially for the younger generation. This design focuses on game design by incorporating historical elements such as Javanese script. The process of designing the game "Return of the Aji Saka" is one of the approaches to learning about culture, especially Javanese script. This design method uses a sequential approach, where a progress as air flows through the phases namely planning, gathering the necessary requirements, knowledge, concepts, and designs. The results of this design can be in the form of promotional media such as artbooks, exhibition booths, online advertising as top-line media (Above the line) and posters, X-banners, stickers, T-shirts, mugs, pins, key chains as bottom-line media (Below the line). line). The design of this game is expected to increase a sense of concern for the younger generation of cultural preservation, especially Javanese script. In addition, it is expected to be an alternative for teenagers to learn Javanese script culture in the digital era like today.
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47

Kharlanova, E. M., N. V. Sivrikova, S. V. Roslyakova e E. G. Chernikova. "Educating the digital generation: the role of virtual communities". Education and science journal 26, n. 1 (14 gennaio 2024): 103–32. http://dx.doi.org/10.17853/1994-5639-2024-1-103-132.

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Introduction. Modern educational space, as well as socialisation, exists in the framework of two interrelated components: the real (material) and virtual (digital) world. Adolescent self-realisation takes place in this mixed, or hybrid, space employing its means. One of them is virtual communities, i.e. communities existing on the platforms of digital resources, using digital devices, information and communication technologies. According to forecasts related to the near future, interaction in communities through ones digital counterparts and artificial intelligence will become a prerequisite for successful performance. However, teachers, having no experience of growing up in the conditions of the unfolding digital world, cannot always objectively assess the role of its factors and apply them as means of education. Aim. The present research aimed to investigate the influence of virtual communities on adolescent self-realization, to determine the conditions that guarantee positive influence and, thus, to validate and justify the pedagogical guidelines that will foster constructive interaction in virtual communities. Methodology and research methods. The study was based on the cultural-historical theory by L. S. Vygotsky. According to it, virtual communities are considered as a way of self-realization for adolescents in the context of digital society culture. Through virtual communities an adolescent undergoes socialization in a mixed environment in the course of his/her own activities and interaction with representatives of certain cultures. The constructive approach sets a course to identify the principles of teaching staff support for the subsequent teenagers’ successful usage of this tool. Data collection was carried out in the form of an online survey using the Yandex Forms Internet service in 2022. 2996 school students of the Chelyabinsk region aged from 13 to 17 years took part in the survey. The authors employed the methods of mathematical data processing: Somers’ D-test, Kramer’s V-test, CHAID (Chi Squared Automatic Interaction Detection) analysis. Results. The majority of teenagers (87 %) are involved in various types of virtual communities (educational, cognitive, and entertaining). The participation in virtual communities has a direct relation to involvement in different types of activities and respective satisfaction with self-realization. It generally implies being involved in several types of virtual communities, spending moderate amount of time in virtual communities, participating in virtual learning societies. Virtual communities have undeniable educational potential. The realization of this potential ensures constructive interaction and self-realization of adolescents, and requires pedagogical support. Scientific novelty. It is proved that virtual communities influence adolescent self-realization. The article determines the conditions of the constructive virtual community influence on adolescent self-realization. The research also substantiates the pedagogical principles, which guarantee the educational potential fulfillment (polysubjectivity, productive online-offline interaction, and proactivity). Moreover, the article established that the strategy of digital educational transformation should set a course to the transition from ensuring accessibility and security in a virtual environment to managing virtual communities for the purpose of the self-development and self-realization. Practical significance. The research outcomes may be applied for the development of educational programmes and the implementation of educational activity in the realities of a digital world.
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Swarsa, I. Putu Yayan Praditya, Ida Bagus Ketut Trinawindu e Cokorda Alit Artawan. "PERANCANGAN BUKU ILUSTRASI DIGITAL TARI BARIS CINA SEBAGAI MEDIA EDUKASI UNTUK REMAJA DI KOTA DENPASAR". AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL 2, n. 02 (30 luglio 2021): 177–82. http://dx.doi.org/10.59997/amarasi.v2i02.248.

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Denpasar City is an urban area that is synonymous with pluralism. This is inseparable from the past history of Denpasar City, one of the acculturation of Balinese and Chinese culture, which is a form of non-physical culture, namely the Baris Cina dance which is still preserved by the Desa Pakraman Adat Renon and is included as one of the ten Balinese dances listed in UNESCO last year 2018. In correlation to cultural preservation to increase public knowledge, especially teenagers in Denpasar City, the form that can be used is a digital illustration book. The purpose of research is to find out how the design process behind the Baris Cina Dance digital illustration book. This research method uses qualitative analysis, with an approach through observation, interviews, documentation and review of relevant literature. Results and discussion: The illustration book media for the introduction of Baris Cina Dance will be designed with a size of 28cm x 21cm for print and digital formats packaged in e-book and PDF formats with 300 dpi quality. The type of illustration book that is designed belongs to Picture Books for Olders Readers. Conclusions and suggestions: that the author will design an illustration book, where the illustration book is a book that contains information in the form of text and images so that readers can more easily understand the information presented in detail. As well as getting an overview of the narrative stories presented by the author to build imagination and understanding for the younger generation. Key words : Illustration books, Denpasar Cultural, Education
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Zhu, Xuyi. "Exploration of Liangzhu Intangible Cultural Heritage Protection and Inheritance Path Based on Semiotics Theory". Journal of Education, Humanities and Social Sciences 41 (30 ottobre 2024): 233–42. http://dx.doi.org/10.54097/q240mx58.

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Liangzhu culture is a crucial heritage of ancient Chinese civilization. Its unique patterns are not only the crystallization of art, but also an important symbol with profound cultural connotation. To promote the inheritance and development of Liangzhu culture, with a focus laid on the special patterns of Liangzhu intangible jade and pottery, in combination with the comprehensive analysis method of semiotics, this paper analyzes the signifier of Liangzhu cultural patterns, that is, the visual language composed of intuitive features of patterns, and expounds on the signifier system, which is about how these patterns reflect the religious beliefs, social concepts, living customs and aesthetic pursuit of ancient society. Through systematic sorting and classification, a pattern classification table is established, which intuitively presents the diversity of Liangzhu patterns in themes and symbolic meanings. On this basis, in addition to exploring the protection and development of Liangzhu cultural patterns in modern society and emphasizing the combination of Liangzhu culture and aesthetic education, this paper cultivates the public cognition and love for Liangzhu culture, especially teenagers, uses digital technology to realize effective protection and wide dissemination of culture, and enhances the sustainable protection of intangible cultural heritage. Meanwhile, Liangzhu elements are integrated into the field of product design, so as to rejuvenate ancient patterns in modern design through cross-border cooperation and innovative design, thus promoting the inheritance and innovation of Liangzhu culture in the new era.
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Pevtsova, Elena A., e Vladimir M. Sapogov. "Formation of the Legal Culture of Minors in the Digitalization of Society's Legal Life". Vestnik Tomskogo gosudarstvennogo universiteta, n. 470 (2021): 242–52. http://dx.doi.org/10.17223/15617793/470/30.

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The formation of the legal culture and legal consciousness of minors in modern society has increasingly been influenced by the digital space in which modern teenagers and minors live and study, which can affect the emergence in the near future of essential changes in public legal consciousness. Such changes include, first of all, a new state of the logical-normative, emotional-figurative and behavioral components of legal consciousness. The aim of the study is to identify the characteristics of the formation of the legal culture and legal awareness of minors using cyberspace as a source of information about law and an environment for legal communication. The object of the study is the content, structure and basis for the formation of the legal culture and legal awareness of minors as an independent socio-demographic group. The article used a systematic and comprehensive approach to the study of the problem from the perspective of various sciences: jurisprudence, psychology, pedagogy, sociology, philosophy. The methodological basis of the study was the dialectical method of cognition, the general laws of the emergence, formation and development of legal phenomena, comparative legal and general scientific methods (analysis, synthesis, comparison and generalization). The article provides an analysis of possible approaches to the organization of the process of formation of cognitive, motivational-evaluative and activity components of the high level of a minor's legal culture in the digital space. The issues of creating an educational electronic space are disclosed. The problem of assessing the level of formation of a minor's legal culture and legal awareness through the lens of their participation in legal life is addressed. The authors believe that the formation of the legal culture and legal consciousness of a minor goes from the usual, practical level to the theoretical one, and in this development the leading role belongs to legal education and upbringing. The allocation of the ordinary virtual-game level of legal consciousness in minors is justified, which begins to dominate, replacing other levels of legal consciousness, in the digital world. In the context of consideration of the characteristics of the legal self-development of a minor, conclusions are drawn on the possibility of presenting the legal culture of minors as a combination of manifestations of the characteristics of their legal consciousness and legal solidarity mainly in the virtual space.
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