ISBN:
9783662465905
Language:
English
Pages:
1 online resource (159 pages)
Parallel Title:
Erscheint auch als
DDC:
302.231083
Keywords:
Technology ; Social aspects..
;
Technology ; Psychological aspects..
;
Technology and children..
;
Human-computer interaction
;
Electronic books
Abstract:
The first generation of Digital Natives (DNs) is now growing up. However, these digital natives were rather late starters since; their exposure to computers started when they could master the mouse and the penetration of computers in educational institutions was still very low. Today, a new breed of digital natives is emerging. This new breed includes those individuals who are being introduced from their first instances to the world of wireless devices. One year olds manage to master the intuitive touch interfaces of their tablets whilst sitting comfortably in their baby bouncers. The controller-less interfaces allow these children to interact with a machine in a way which was unconceivable below. Thus, our research investigated the paradigm shift between the different generations of digital natives. We analysed the way in which these two generations differ from each other and we explored how the world needs to change in order to harness the potential of these new digital natives.
Abstract:
Intro -- Acknowledgements -- Contents -- About the Authors -- List of Figures -- List of Table -- Acronyms -- Introduction -- Who Are the Digital Natives? -- 2.1 Introduction -- 2.2 Psychology of Digital Natives -- 2.3 Terminology -- 2.3.1 The Digital Natives -- 2.3.2 The Digital Immigrants -- 2.4 Classification -- 2.5 Digital Methodology -- 2.5.1 Social Identity -- 2.5.2 Travelling -- 2.5.3 Communicating -- 2.6 The Second Generation of Digital Natives -- Paradigm Shifts -- 3.1 Introduction -- 3.1.1 A Life Story -- 3.2 Notorious Paradigm Shifts -- 3.2.1 Paradigm Shifts in Astronomy - A Case Study -- 3.3 Paradigm Shifts in Computing -- 3.3.1 Going Electrical -- 3.3.2 Networking -- 3.3.3 The Online World -- 3.4 The Wireless Paradigm Shift and 2DNs -- 3.5 The Road Ahead -- Blended Realities -- 4.1 Introduction -- 4.2 Devices -- 4.2.1 Gaming Platforms -- 4.3 The Web -- 4.3.1 Web 2.0 -- 4.3.2 Cloud Computing -- 4.4 Applications -- 4.4.1 Games -- 4.4.2 Productivity Applications -- 4.5 Blending These Realities -- 4.5.1 Virtuality-Reality Continuum -- 4.5.2 Ubiquitous Computing -- 4.6 Future Blending -- Nurturing Digital Natives -- 5.1 Learning Styles -- 5.2 Game Based Learning -- 5.3 The Gamified Classroom -- 5.4 The Transition to the Workplace -- 5.5 Beyond the Workplace -- Designing for Digital Natives -- 6.1 Choosing the Process -- 6.1.1 Design Process -- 6.1.2 Participatory Design -- 6.2 Requirements of Digital Natives -- 6.2.1 What Do Digital Natives Want? -- 6.2.2 What Do Digital Natives Do? -- 6.3 Evaluating Applications with Digital Natives -- 6.3.1 Heuristic Evaluation -- 6.4 Its All about the User -- Smart Homes -- 7.1 Smart Homes Today -- 7.2 Home Automation -- 7.2.1 The Technologies -- 7.2.2 Smart Interfaces -- 7.2.3 Smart Devices -- 7.2.4 Smart Kitchens -- 7.2.5 Smart Bathrooms -- 7.2.6 Smart Bedrooms -- 7.3 Ambient Assisted Living.
Note:
Description based on publisher supplied metadata and other sources
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