Year: 2018
Type: article
Abstract: Since the advent of the Internet, the world has entered the Digital Age-an age in which information about any topic can be easily accessed with a click of a mouse or a tap on a touchscreen.This means that university students who have laptops, smartphones, or tablets have practically unlimited access to information.However, having the ability to use these tools does not mean that they have the ability to use them for educational purposes (Mehran, Mehrasa, Koguchi & Takemura, 2017).This may be due to the fact that they often use computers and digital devices for entertainment purposes, and have comparatively fewer experiences with these tools in educational settings (OECD, 2015).Another aspect of the Digital Age is that the educational needs of students are different.Merely possessing knowledge is not sufficient for participation in an increasingly competitive and connected global economy.They must be able to process the knowledge that they possess by engaging in critical thinking, and through this process create new ideas and knowledge (Soffel, 2016;Zwiers & Crawford, 2011;Casner-Lotto & Barrington, 2006).This need to create is particularly important because the use of the Internet has led to the rise of a participatory culture in which members need to contribute to the knowledge base of their communities, whether online or offline (Jenkins, Purushotma, Weigel, Clinton & Robison, 2009).When students are using digital tools for entertainment purposes, they are consuming rather than creating, so the digital skills they acquire are inadequate to face the creative challenges of life in a participatory culture.Therefore, it is important that educators provide students with opportunities Todd Hooper ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Author: Hooper, Todd
Language: English
Subfield: Education
Field: Social Sciences
Domain: Social Sciences
SDG: Quality education
Open Access status: green
OpenAlex ID: W7144465120
