TL;DR: It is suggested that digital competence is a useful boundary concept, which can be used in various contexts and consists of technical competence, the ability to use digital technologies in a meaningful way for working, studying and in everyday life, and motivation to participate and commit in the digital culture.
Abstract: Digital competence is an evolving concept related to the development of digital technology and the political aims and expectations of citizenship in a knowledge society. It is regarded as a core competence in policy papers; in educational research it is not yet a standardized concept. We suggest that it is a useful boundary concept, which can be used in various contexts. For this study, we analysed 76 educational research articles in which digital competence, described by different terms, was investigated. As a result, we found that digital competence consists of a variety of skills and competences, and its scope is wide, as is its background: from media studies and computer science to library and literacy studies. In the article review, we found a total of 34 terms that had used to describe the digital technology related skills and competences; the most often used terms were digital literacy, new literacies, multiliteracy and media literacy, each with somewhat different focus. We suggest that digital competence is defined as consisting of (1) technical competence, (2) the ability to use digital technologies in a meaningful way for working, studying and in everyday life, (3) the ability to evaluate digital technologies critically, and (4) motivation to participate and commit in the digital culture.
TL;DR: This paper reviews how 10 different countries have approached introducing computer science into their K-12 education and finds that the studied countries either emphasize digital competencies together with programming or the broader subject of computer science or computing.
Abstract: Computer science is becoming ever increasingly important to our society. Computer science content has, however, not traditionally been considered a natural part of curricula for primary and secondary education. Computer science has traditionally been primarily a university level discipline and there are no widely accepted general standards for what computer science at K-12 level entails. Also, as the interest in this area is rather new, the amount of research conducted in the field is still limited. In this paper we review how 10 different countries have approached introducing computer science into their K-12 education. The countries are Australia, England, Estonia, Finland, New Zealand, Norway, Sweden, South Korea, Poland and USA. The studied countries either emphasize digital competencies together with programming or the broader subject of computer science or computing. Computational thinking is rarely mentioned explicitly, but the ideas are often included in some form. The most common model is to make computer science content compulsory in primary school and elective in secondary school. A few countries have made it compulsory in both, while some countries have only introduced it in secondary school.
TL;DR: It is indicated that it is feasible to deliver eHealth interventions specifically designed to improve health literacy skills for people with different health conditions, risk factors, and socioeconomic backgrounds.
Abstract: Implementation of eHealth is now considered an effective way to address concerns about the health status of health care consumers. The purpose of this study was to review empirically based eHealth intervention strategies designed to improve health literacy among consumers in a variety of settings. A computerized search of 16 databases of abstracts (e.g. Biomedical Reference Collection, Cochrane Central Register of Controlled Trials, Computers & Applied Sciences Complete, Health Technology Assessments, MEDLINE) were explored in a systematic fashion to assess the presence of eHealth applications targeting health literacy. Compared to control interventions, the interventions using technology reported significant outcomes or showed promise for future positive outcomes regarding health literacy in a variety of settings, for different diseases, and with diverse samples. This review has indicated that it is feasible to deliver eHealth interventions specifically designed to improve health literacy skills for people with different health conditions, risk factors, and socioeconomic backgrounds.
TL;DR: The authors examined the current beliefs, practices and barriers concerning technology integration of Kindergarten through Grade Six teachers in the midwestern United States, and found that a majority of the teachers held constructivist pedagogical beliefs about technology integration.
Abstract: The purpose of this mixed-methods study was to examine the current beliefs, practices and barriers concerning technology integration of Kindergarten through Grade Six teachers in the midwestern United States. The three data collection methods were online surveys with 152 teachers as well as interviews and observations with 8 teachers. The findings indicated that a majority of the teachers held constructivist pedagogical beliefs about technology integration. This study found that the teachers who held constructivist pedagogical beliefs about technology use had high self-efficacy beliefs about technology use, placed positive value on the use of technology, and had two or more practices of high-level learning in their lessons. Language arts was the subject that gained the most attention for technology integration. Four barriers were students’ lack of computer skills, teachers’ lack of training in technology, teachers’ lack of time to implement technology-integrated lessons, and teachers’ lack of technical support.
TL;DR: In this article, matched surveys of subjective self-assessment and objective assessment on seven domains of digital competence for preservice teachers at a large Southwest public university were conducted to compare the two domains.
Abstract: This study compares matched surveys of subjective self-assessment and objective assessment on seven domains of digital competence for preservice teachers at a large Southwest public university. The...
TL;DR: It is demonstrated how poor access to technology, limited support networks and their current situation prevent these young people from gaining the experiences they need to support the development of their digital skills; and how lack of experience and inadequate skills limit the extent to which they perceive the internet to be valuable in their lives.
Abstract: Digital skills are an important aspect of ensuring that all young people are digitally included. Yet, there tends to be an assumption in popular discourse that young people can simply learn these skills by themselves. While experience of technologies forms an important part of the learning process, other resources (i.e., access to technology and support networks) plus clear motivations are required. Through in-depth interviews with 20 young people who are digitally excluded, this paper highlights the kinds of digital skills these young people find problematic, and the reasons why they find developing these skills so challenging. We demonstrate how poor access to technology, limited support networks and their current situation prevent these young people from gaining the experiences they need to support the development of their digital skills; and how lack of experience and inadequate skills limit the extent to which they perceive the internet to be valuable in their lives. These individual experiences, sha...
TL;DR: In this paper, a pilot study looked at N=45 children in kindergarten through second grade who completed an eight-week robotics and programming curriculum using the KIWI robotics kit.
Abstract: Prior work demonstrates the importance of introducing young children to programming and engineering content before gender stereotypes are fully developed and ingrained in later years. However, very little research on gender and early childhood technology interventions exist. This pilot study looks at N=45 children in kindergarten through second grade who completed an eight-week robotics and programming curriculum using the KIWI robotics kit. KIWI is a developmentally appropriate robotics construction set specifically designed for use with children ages 4 to 7 years old. Qualitative pre-interviews were administered to determine whether participating children had any gender-biased attitudes toward robotics and other engineering tools prior to using KIWI in their classrooms. Post-tests were administered upon completion of the curriculum to determine if any gender differences in achievement were present. Results showed that young children were beginning to form opinions about which technologies and tools would be better suited for boys and girls. While there were no significant differences between boys and girls on the robotics and simple programming tasks, boys performed significantly better than girls on the advanced programming tasks such as, using repeat loops with sensor parameters. Implications for the design of new technological tools and curriculum that are appealing to boys and girls are discussed.
TL;DR: Investigating how individual differences in students' skills in comprehending digital text can be explained by their navigation behavior and various underlying skills confirmed the hypothesized mediation between linear reading, navigation behavior, and digital reading.
TL;DR: The demographic factors show that the probability of an individual being eHealth literate decreases when the individual ages and increases when he or she acquires higher level of education, and physical exercise appears to be strongly and positively associated with the level of eHealth literacy.
Abstract: Background: Understanding the factors that influence eHealth in a country is particularly important for health policy decision makers and the health care market, as it provides critical information to develop targeted and tailored interventions for relevant patient–consumer segments, and further suggests appropriate strategies for training the health illiterate part of the population. Objective: The objective of the study is to assess the eHealth literacy level of Greek citizens, using the eHealth Literacy Scale (eHEALS), and further explore the factors that shape it and are associated with it. Methods: This empirical study relies on a unique sample of 1064 citizens in Greece in the year 2013. The participants were requested to answer various questions about their ability to solve health-related issues using the Internet, and to provide information about their demographic characteristics and life-style habits. Ordered logit models were used to describe a certain citizen’s likelihood of being eHealth literate. Results: The demographic factors show that the probability of an individual being eHealth literate decreases by 23% (P=.001) when the individual ages and increases by 53% (P<.001) when he or she acquires higher level of education. Among the life-style variables, physical exercise appears to be strongly and positively associated with the level of eHealth literacy (P=.001). Additionally, other types of technology literacies, such as computer literacy and information literacy, further enhance the eHealth performance of citizens and have the greatest impact among all factors. Conclusions: The factors influencing eHealth literacy are complex and interdependent. However, the Internet is a disruptive factor in the relationship between health provider and health consumer. Further research is needed to examine how several factors associate with eHealth literacy, since, the latter is not only related to health care outcomes but also can be a tool for disseminating social inequalities. [Interact J Med Res 2016;5(2):e16]
TL;DR: Perceptions of who does computer science were narrow and stereotypical (White, male, smart), but there was high value and demand for computer science across all populations, particularly among parents, and barriers to access were identified.
Abstract: Through surveys of 1,673 students, 1,685 parents, 1,013 teachers, 9,693 principals, and 1,865 superintendents across the United States, this study explores perceptions, access, and barriers to computer science education at the K-12 level. We found most respondents were unable to distinguish computer literacy activities from computer science, with female, Black, or Hispanic respondents even less likely to do so. Perceptions of who does computer science were narrow and stereotypical (White, male, smart), but there was high value and demand for computer science across all populations, particularly among parents. Results indicate discrepancies in access to technology and computer science. Over 75% of principals reported their school did not offer computer science with programming/coding, but Hispanic students reported lower exposure to computers at home and in school and Black students and lower income students reported less access to computer science learning in school. Hispanic students and female students were also less likely to have learned computer science or have confidence to learn computer science compared to their counterparts. Finally, we explored barriers to access and identified a harsh disconnect: parent and student demand for computer science education was high while administrators' perceptions of this demand was low. Additionally, the most common barriers to offering computer science cited by principals and superintendents were the need to dedicate time to other courses and testing requirements and the lack of qualified teachers, with technology less common of a barrier.
TL;DR: In this article, the authors examined the relationship between certain factors of online learning readiness and learners' end-of-course achievements and found that students' motivation for online learning was higher than both their computer/Internet self-efficacy and their orientations to self-directed learning.
Abstract: This study aimed to examine the relationship between certain factors of online learning readiness and learners’ end-of-course achievements. The study was conducted at a twoyear post-secondary Turkish military school within the scope of the course titled Computer Literacy, which was designed and implemented in a blended way. The data were collected from 155 post-secondary military students through an online questionnaire. Three sub-scales of Hung et al.’s Online Learning Readiness Scale were used to collect the data during the first two weeks of the course. Descriptive and inferential statistics, such as Pearson correlation coefficients and linear regression analyses were performed to analyze the data. The descriptive results of the study indicated that students’ motivation for online learning was higher than both their computer/Internet self-efficacy and their orientations to self-directed learning. The inferential results revealed that the students’ end-of-course grades had significantly positive relationships with their computer/Internet self-efficacy and self-directed learning orientations. Finally, the students’ self-direction towards online learning appeared to be the strongest predictor of their achievements within the course; whereas computer/Internet self-efficacy and motivation for learning did not predict the learner achievement significantly.
TL;DR: In this paper, the benefits of digital storytelling in a preschool as a basis for the formal ICT education were investigated. But the results showed that children were more motivated by digital storytelling, succeeding to complete all stories with an incredible amount of engagement and enthusiasm.
Abstract: Our case study from Croatia showed the benefits of digital storytelling in a preschool as a basis for the formal ICT education. The statistical analysis revealed significant differences between children aged 6 – 7 who learned mathematics by traditional storytelling compared to those learning through digital storytelling. The experimental group that used digital storytelling showed significant improvement in their abilities to solve computational and mathematical problems, which suggests that this method was age-appropriate and versatile. Also, the observations of educators from both the experimental and the control group showed that children were more motivated by digital storytelling, succeeding to complete all stories with an incredible amount of engagement and enthusiasm. These findings indicate that interactive multimedia storytelling, compared to the traditional one, can be used as an effective tool for improving child’s mathematical and computer literacy skills in the preschool context in which ICT is being introduced for the first time.
TL;DR: This study conducts a study with three groups of grade 6 students using Game Maker to construct their own games and theorizes game construction as an educational tool that directly engages foundational literacy and numeracy, and connects to wider STEM-oriented learning objectives in ways that can benefit both boys and girls in the classroom.
Abstract: While advances in game‑based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on game construction pedagogy as a vehicle for enhancing computational literacy in middle and high school students. Essentially, game construction‑based curriculum takes the central question do children learn from playing games to the next stage by asking (what) can children learn from constructing games? Founded on Seymour Papert s constructionist learning model, and developed over nearly two decades, there is compelling evidence that game construction can increase student confidence and build their capacity towards ongoing computing science involvement and other STEM subjects. Our study adds to the growing body of literature on school‑based game construction through comprehensive empirical methodology and evidence‑based guidelines for curriculum design. There is still debate as to the utility of different software tools for game construction, models of scaffolding knowledge, and evaluation of learning outcomes and knowledge transfer. In this paper, we present a study we conducted in a classroom environment with three groups of grade 6 students (60+ students) using Game Maker to construct their own games. Based on a quantitative analysis and a qualitative discussion we organize results around several core themes that speak to the field of inquiry: levels of computational literacy based on pre‑ and post‑tests; gender‑based attitutdes to computing science and programming based on a pre‑ and post‑survey; and the relationship between existing media literacy and performance in programming as part of the game construction curriculum. Significant results include some gender differences in attitudes towards computers and programming with boys demonstrating slightly higher confidence and performance. We discuss the complex reasons potentially contributing
TL;DR: In this paper, the authors conducted face-to-face interviews with 20 low-income community members to explore experiences and perceptions of Internet access and computer use and found that the lack of internet access, affordability of computers and Internet access, exposure to information on the internet, increasing access to the Internet, training on computer use, benefits for job searching, and networking.
Abstract: We recruited 20 community members in Ido Local Government Area, Oyo state and Yewa Local Government Area, Ogun state in Nigeria to explore experiences and perceptions of Internet access and computer use. Face-to-face interviews were conducted using open-ended questions to collect qualitative data regarding accessibility of information and communication technology. Twenty low-income community members volunteered to participate in the study. The results centered around affordability of computers and Internet access, exposure to information on the Internet, increasing access to the Internet, training on computer use, benefits for job searching, and networking. The results indicated the lack of Internet access, affordability of computers and Internet usage, poverty, lack of computer skills, and poor infrastructures were contributors to the digital divide.
TL;DR: In this paper, a task-driven framework for digital literacy is proposed, comprising six practice domains grounded in constructionism and social constructivism: Create, Manage, Publish, Socialize, Research, Surf.
Abstract: This paper offers a newly conceptualized modular framework for digital literacy that defines this concept as a task-driven “social constructivist digital literacy,” comprising 6 practice domains grounded in Constructionism and social constructivism: Create, Manage, Publish, Socialize, Research, Surf. The framework articulates possible instructional design and research operationalizations for the concept, based upon a coordinated set of activities centering on student game design. The paper then reports on results of an implementation study involving game design drawing upon the framework, addressing ways in which the practice domains inter-operate when the specified instruction is offered as a coordinated intervention. The study reports change in student engagement in activities within each of the framework’s practice domain, as a result of participating in a comprehensive game design learning program, and reports ways in which change in activities at school contribute to change in activities at home, when no homework is required, suggesting transfer. Findings indicate that the 6 practice domains factor and inter-correlate, and that for several practice domains, change in engagement at school correlates to change in at-home engagement. The theoretical perspectives underscoring the definition and conceptualization presented are supported by the empirical findings. Researchers may draw upon this study’s framework approach, and specific definition for social constructivist digital literacy, in building towards a more coordinated agenda of comparative research on this concept.
TL;DR: Perceptions of parents in Croatia towards advantages and disadvantages of computer use in general as well as their children’s computer use are investigated and parents’ concerns and opinions about digital technology (DT) education in kindergarten are revealed.
Abstract: The aim of this study is to investigate perceptions of parents in Croatia towards advantages and disadvantages of computer use in general as well as their children’s computer use and to reveal parents’ concerns and opinions about digital technology (DT) education in kindergarten. The paper reports on research findings from one of the large public kindergartens in the capital city of Croatia. A total of 152 parents of the children aged 3 to 7 enrolled at this early childhood education institution filled in the survey. Results show that although being very well equipped with digital technology hardware at home (99% of surveyed parents owns a computer, tablet or smartphone), parents feel anxious and are not always willing to allow their children to use DT. Results of our survey reveal young children’s ability to use DT, but they also show that mere possession of DT at home and enabling children to use computers does not guarantee development of computer literacy and/or information literacy skills.
TL;DR: In this paper, the authors explore graduate students' competencies in computer use and their attitudes toward online learning in asynchronous online courses of distance learning programs in a Graduate School of Education (GSOE) in Taiwan.
Abstract: The purpose of this study was to explore graduate students’ competencies in computer use and their attitudes toward online learning in asynchronous online courses of distance learning programs in a Graduate School of Education (GSOE) in Taiwan. The research examined the relationship between computer literacy and the online learning attitudes of these students. Data were collected via a survey through 252 GSOE students in Taiwan. Results revealed a significant positive relationship between computer literacy and online learning attitude among the students. Higher computer literacy was correlated with higher online learning attitude. However, no statistically significant difference was found in online learning attitude by gender or by age group. Suggestions and managerial implications were discussed in the study, and would provide contribution both to the body of knowledge in the filed of education management.
TL;DR: In this article, the authors investigated the relation between teachers' computer self-efficacy (CSE) and ICT integration from a frequency-based point of view, taking into account the moderating roles of age and gender.
Abstract: Teachers’ integration of information and communication technology (ICT) has been widely studied, given that digital competence is considered to be a crucial outcome of twenty first century education. In this context, research highlighted teachers’ computer self-efficacy (CSE) as one of the most important determinants of their ICT integration into teaching practices. Whereas previous research mainly focused on the relation between CSE and ICT integration from a frequency-based point of view, recent research suggests to investigate this relation using more qualitative measures of ICT integration such as the degree to which teachers emphasize developing students’ digital information and communication skills (TEDDICS). Consequently, the present study investigates the relations between these two constructs: teachers’ emphasis on developing students’ digital skills and their computer self-efficacy, taking into account the moderating roles of age and gender. We used a representative sample of 1071 Norwegian secondary school teachers who participated in the international computer and information literacy study (ICILS) in 2013. Our results provide evidence on the positive relation between CSE and TEDDICS. Furthermore, age positively moderated this relation between some factors of the two constructs, indicating that computer self-efficacy plays an even more important role for teachers of higher age in the context of emphasizing ICT skills in classrooms. The unique effect of gender was present for one correlation between CSE and TEDDICS, indicating that moderation by gender was apparent to a limited extent, and related to use of computers for instructional purposes. The interaction between age and gender did not reveal significant moderation effects. We discuss these results in light of the potential consequences for teacher training.
TL;DR: The perception of computer science needs to shift from its being considered a fringe, elective offering or a skills-based course designed to teach basic computer literacy or coding alone as discussed by the authors.
Abstract: Since computer science became an academic discipline in the late 1960s, the level of interest in the field and the number of students taking courses has grown in fits and starts. Currently in an upswing, computer science education in the United States looks poised for steady growth. However, there is the possibility that interest in the field could again wane like it did in 2003 following the burst of the tech bubble.
To maintain the field’s current momentum, the perception of computer science needs to shift from its being considered a fringe, elective offering or a skills-based course designed to teach basic computer literacy or coding alone. Instead, it is time for computer science to be seen as a core science on par with more traditional high school offerings such as biology, chemistry and physics, which have been the focus since the 1890s. Furthermore, universities should capitalize on the growing interest in computer science and expand their offerings to accommodate the growing demand for courses in the field.
TL;DR: In this paper, the authors examined the extent to which science teachers in Israel who identify themselves as using ICT in their classrooms, actually integrate ICT, and use ICT to promote higher order thinking.
Abstract: The communications revolution reaches all sectors of the population and makes information accessible to all. This development presents complex challenges which require changes in the education system, teaching methods and learning environment. The integration of ICT (Information and Communications Technology) and science teaching requires innovative teaching methods based on a constructivist approach. This study examines the extent to which science teachers in Israel who identify themselves as using ICT in their classrooms, actually integrate ICT in their practice, and use ICT to promote higher order thinking. The findings indicate that most teachers in this study use ICT tools primarily for visual aspects of their teaching, such as upgrading classroom demonstrations. Further, they are unaware of the need to change their teaching methods by adopting sophisticated computer applications relevant to science teaching. Even the minority who felt the need to change teaching methods do not know how to achieve this end.
TL;DR: The paper gives a simple non-technical introduction and overview for clinicians, managers, policy-advisors and improvers of what is possible and the challenges, and highlights the need to shape the design and implementation of digital infrastructures in healthcare services to serve users.
Abstract: Purpose The purpose of this paper is to describe how clinical registers were designed and used to serve multiple purposes in three health systems, in order to contribute practical experience for building learning healthcare systems. Design/methodology/approach Case description and comparison of the development and use of clinical registries, drawing on participants' experience and published and unpublished research. Findings Clinical registers and new software systems enable fact-based decisions by patients, clinicians, and managers about better care, as well as new and more economical research. Designing systems to present the data for users' daily work appears to be the key to effective use of the potential afforded by digital data. Research limitations/implications The case descriptions draw on the experience of the authors who were involved in the development of the registers, as well as on published and unpublished research. There is limited data about outcomes for patients or cost-effectiveness. Practical implications The cases show the significant investments which are needed to make effective use of clinical register data. There are limited skills to design and apply the digital systems to make the best use of the systems and to reduce their disadvantages. More use can be made of digital data for quality improvement, patient empowerment and support, and for research. Social implications Patients can use their data combined with other data to self-manage their chronic conditions. There are challenges in designing and using systems so that those with lower health and computer literacy and incomes also benefit from these systems, otherwise the digital revolution may increase health inequalities. Originality/value The paper shows three real examples of clinical registers which have been developed as part of their host health systems' strategies to develop learning healthcare systems. The paper gives a simple non-technical introduction and overview for clinicians, managers, policy-advisors and improvers of what is possible and the challenges, and highlights the need to shape the design and implementation of digital infrastructures in healthcare services to serve users.
TL;DR: This paper constructed a structural equation model (SEM) to explore the variance in the basic Information and Communication Technologies (ICT) skill levels of science students and found that science students score high on basic ICT skills and that their SEM explains a large part of the variation in the ICT skill levels.
Abstract: Computers have taken an important place in the training of science students and in the professional life of scientists. It is often taken for granted that most students have mastered basic Information and Communication Technologies (ICT) skills; however, it has been shown that not all students are equally proficient in this regard. Starting from theories of socialization and technology acceptance we report how we constructed a structural equation model (SEM) to explore the variance in the basic ICT skill levels of science students. We also present the results of a test of this model with university bachelor’s science students. Basic ICT skills were measured using a new, elaborate instrument allowing students to rate their skills in detail. Our results show that science students score high on basic ICT skills and that our SEM explains a large part of the variation in the ICT skill levels of these students. The most explanatory power is coming from four variables: the perceived ease of use and the perceived usefulness of a personal computer, the anxiety for using a personal computer, and students’ belief that ICT is necessary for scientific research.
TL;DR: The findings suggest the need for eHealth education and support to health consumers from healthcare professionals, in particular, how to access and evaluate the quality of health information.
Abstract: The increasing amount of health information available on the Internet highlights the importance of eHealth literacy skills for health consumers. Low eHealth literacy results in disparities in health consumers' ability to access and use eHealth information. The purpose of this study was to assess the perceived eHealth literacy of a general health consumer population so that healthcare professionals can effectively address skills gaps in health consumers' ability to access and use high-quality online health information. Participants were recruited from three public library branches in a Northeast Florida community. The eHealth Literacy Scale was used. The majority of participants (n = 108) reported they knew how and where to find health information and how to use it to make health decisions; knowledge of what health resources were available and confidence in the ability to distinguish high- from low-quality information were considerably less. The findings suggest the need for eHealth education and support to health consumers from healthcare professionals, in particular, how to access and evaluate the quality of health information.
TL;DR: In this article, the authors examined pre-service teachers' self-efficacy beliefs and found a significant increase in preservice teachers' beliefs in all three aspects of selfefficacy.
Abstract: This paper reports on two studies designed to examine pre-service teachers’ selfefficacy beliefs. Study I investigated the measurement properties of a self-efficacy beliefs questionnaire comprising scales for computer self-efficacy, teacher self-efficacy, and self-efficacy towards technology integration. In Study I, 200 pre-service teachers completed the self-efficacy questionnaire. Confirmatory factor analyses resulted in a modified measurement model consisting of the three hypothesized self-efficacy scales. Study II reports on an intervention to clarify the effects of digital video composition experiences on these same three self-efficacy variables. Participants were 22 pre-service teachers and 16 adult education students enrolled in a Finnish univeristy education course. Data comprised preand post-measures of self-efficacy with the instrument validated in Study I. The results showed, in particular, a significant increase in preservice teachers’ beliefs in all three aspects of self-efficacy. Provision of hands-on engagement with technologies appears to be an effective way to enhance pre-service teachers’ confidence in using technology in their teaching.
TL;DR: A higher likelihood of computer use and lower levels of computer anxiety were commonly observed among individuals with younger age, male gender, advanced education, more positive ratings of health, and higher levels of acculturation.
Abstract: Responding to the limited literature on computer use in ethnic minority older populations, the present study examined predictors of computer use and computer anxiety in older Korean Americans. Separate regression models were estimated for computer use and computer anxiety with the common sets of predictors: (a) demographic variables (age, gender, marital status, and education), (b) physical health indicators (chronic conditions, functional disability, and self-rated health), and (c) sociocultural factors (acculturation and attitudes toward aging). Approximately 60% of the participants were computer-users, and they had significantly lower levels of computer anxiety than non-users. A higher likelihood of computer use and lower levels of computer anxiety were commonly observed among individuals with younger age, male gender, advanced education, more positive ratings of health, and higher levels of acculturation. In addition, positive attitudes toward aging were found to reduce computer anxiety. Findings provide implications for developing computer training and education programs for the target population.
TL;DR: In this study, males were twice more likely than females to feel comfortable while learning about computer technologies, and individuals who had computers and access to the Internet from home were more likely to believe that having computers and accessing the Internet would make them more productive.
Abstract: The purpose of this study was to analyze students' and instructors' perceptions about computer technologies in developing countries. Using Jordan as a case study, this paper examined computer usage, computer literacy, attitude toward computer technologies, and perceptions about computers and productivity. A questionnaire was distributed to a random sample of students and instructors at three universities in Jordan during the spring of 2002. Results showed that approximately one-third of students and two-thirds of instructors had computers at home, used computers mostly for word processing, had a mixed attitude toward computer technologies, felt confident about their ability to learn about these technologies, and agreed that technology increased their productivity. While students reported using the Internet primarily for communication (such as e-mails), instructors utilized the Internet for research activities. Students were more likely to avoid using computer technologies than instructors. In this study, ...
TL;DR: In this article, the authors investigated faculty of education students' computer self-efficacy beliefs and their attitudes towards computers and implementing computer supported education and found that male students have higher computer selfefficacy belief; major and class level variables do not affect student's computer attitudes and selfefficacies; students who have their own PC have more positive computer attitudes; and the time spent on a computer each day and computer experience are correlated with computer attitudes.
Abstract: This study investigates faculty of education students‘ computer self-efficacy beliefs and their attitudes towards computers and implementing computer supported education. This study is descriptive and based on a correlational survey model. The final sample consisted of 414 students studying in the faculty of education of a Turkish university. The results show that male students have higher computer self-efficacy beliefs; major and class level variables do not affect students' computer attitudes and self-efficacies; students who have their own PC have more positive computer attitudes and higher computer self-efficacies; and the time spent on a computer each day and computer experience are correlated with computer attitudes and self-efficacies.
TL;DR: This study shows students have adequate knowledge and use of computers and introduces ICT in healthcare delivery to them to ensure their adequate preparedness to embrace new ways of delivering care.
Abstract: Background : Studies have shown that ICT adoption contributes to productivity and economic growth. It is therefore important that health workers have knowledge in ICT to ensure adoption and uptake of ICT tools to enable efficient health delivery. Objective : To determine the knowledge and use of ICT among students of the College of Health Sciences at the University of Ghana. Methods : This was a cross-sectional study conducted among students in all the five Schools of the College of Health Sciences at the University of Ghana. A total of 773 students were sampled from the Schools. Sampling proportionate to size was then used to determine the sample sizes required for each school, academic programme and level of programme. Simple random sampling was subsequently used to select students from each stratum. Results : Computer knowledge was high among students at almost 99%. About 83% owned computers (p < 0.001) and self-rated computer knowledge was also 87 % (p <0.001). Usage was mostly for studying at 93% (p< 0.001). Conclusions : This study shows students have adequate knowledge and use of computers. It brings about an opportunity to introduce ICT in healthcare delivery to them. This will ensure their adequate preparedness to embrace new ways of delivering care to improve service delivery. Funding : Africa Build Project, Grant Number: FP7-266474 Keywords : ICT, health professionals, knowledge, students
TL;DR: In this paper, the authors investigate relevant domain-specific beliefs and motivational orientations for teaching computer science and their consideration in curricula for computer science teacher education, based on an expert interview study based on the critical incident technique.
Abstract: How teachers are able to adapt to a changing environment is essentially dependent on their beliefs and motivational orientations. The development of these aspects in the context of professional competence takes place during teachers’ educational phase and professional practice. The overall understanding of professional competence for teaching computer science follows the notion of empirical educational research including beliefs and motivational aspects. This article aims to investigate relevant domain-specific beliefs and motivational orientations for teaching computer science and their consideration in curricula for computer science teacher education. Therefore, results of an expert interview study based on the critical incident technique lead to appropriate descriptions for domain-relevant beliefs and motivational orientations. Results of a broad curriculum analysis indicate how those aspects are normatively considered in computer science university and school education in Germany. The data were analyz...
TL;DR: The findings suggest the need to consider numeracy and graph literacy when presenting numerical information as well as the potential for tailoring numeric display types to an individual's cognitive strengths.
Abstract: We present findings of a comparative study of numeracy and graph literacy in a representative group of 60 practicing nurses. This article focuses on a fundamental concern related to the effectiveness of numeric information displayed in various features in the electronic health record during clinical workflow. Our findings suggest the need to consider numeracy and graph literacy when presenting numerical information as well as the potential for tailoring numeric display types to an individual's cognitive strengths.