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ENGL 231 (MODULE 2 (Kranzberg’s First Law
“Technology is neither good,…
ENGL 231
MODULE 2
Kranzberg’s First Law
“Technology is neither good, nor bad, nor is it neutral.”
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Technological Singularity: the point at which artificial intelligence becomes autonomous and events become “unpredictable or even unfathomable to human intelligence
Online interaction is a double edged sword in that it can extend one's reach but eliminates the need for face to face socializing. “They are attempting to be several places at one. But I would argue that they are nowhere.” (Lightman 138)
Because of our reliance on using the internet to store data, our minds have been cultivated to see being disconnected from the internet as a crisis. As the authors of Google Effects on Memory puts it, “We must know what Google knows.” (Rumsey 138).
convergence: The "synthesis of the two histories" of historical communication technologies and new media
The 3 C's of Computing are: Computing, Communication, and Content
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Core Principles of Wikinomics: Acting Globally, Peering, Sharing, and Openness
collective intelligence: the idea that "none of us can know everything; each of us knows something; and we can put the pieces together if we pool our resources and combine our skills."
Creative Commons :a non-profit organization founded in 2001, "that is devoted to expanding the range of creative works available for others to legally build upon and share."
The term "digital divide" refers to inequity in access to computers and internet, but it also refers to the ability to use these technologies to participate in public life.
Hacking: the sharing and modifying of computer programs to explore how they work and explore them, as well as gaining entry (often illegally) into a security system.
rearviewmirrorism: experiences with any medium are conditioned by those media with which we are already familiar.
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As stated by Tuckle, “People want to be with each other, but also elsewhere—connected to all the different places they want to be.”
MODULE 5
Key Features of Games: Player-attached outcome, variable, rules, player effort, negotiable consequences, and valorisation of outcomes
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Gaming platforms include: PC-based games, handheld games, games withing social media, console games, mobile games, and arcade games.
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The decline of the Golden Age of Arcade Games was partially due to a shift towards home-based games, such as NES.
Game retailers, game publishers, game developers, game consumers, and game distributors are all major players in the traditional games industry.
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desensitization, aggression and fear are effects of sustained exposure to violent media
While Virtual Reality at the moment is more geared towards gaming and entertainment, there are many more potential uses for this kind of technology.
James Paul Gee believes that the key to the future of learning is in video games. Maybe not literally, but the informational richness and immersiveness is what could help future generations learn better.
psychopaths are not inherently violent, they just wouldn’t be bothered by violence and have a different incentive not to engage in it outside of morality like prison. In video games however, such incentive does not exist.
Constructivism is the idea of having the learner develop their understanding of a topic as they’re put in situations related to that topic.
MODULE 3
Technology and society exist in a sort of symbiosis in which they both contribute to the shaping to each other. Technology that comes to exist in the private space eventually shape the landscape of society and that in turn shifts the trajectory of technological advancement.
Technological determinism: The idea that new technologies are "self-generating" and are invented in an independent sphere that then create new societies
Social Shaping of Technology: the alternative view to technological determinism. It argues that technological innovation is a "social product."
Information Society Theories: creation, distribution, use, integration and manipulation of information is a significant economic, political, and cultural activity.
Informational Capitalism: Information is a capital asset.
Society is moving from industrial to informational.
Actor-Network Theory: Objects are all part of a social network.
Relationships are between things & between concepts
Media theorists Marshall McLuhan and Raymond Williams present completely opposite views of how media technologies are developed and used.
Income levels, gender, and socioeconomic status still exist as barriers to full and equal participation in new media.
Areas such as Silicon Valley in California, Bangalore in India, and Multimedia Super Corridor in Malaysia are considered technopoles
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Kranzberg's First Law is that "technology is neither good, nor bad, nor is it neutral."
The gaze was coined during the 1970’s as a technical term used in film. As time went on and technology advanced, the term evolved to refer to other forms of gaze within other forms of visual media.
MODULE 6
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The 5 P's are: Policy issues, personal issues, philosophical issues, practical issues, and pedagogcial issues
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The key features of a MOOC are: courses are not for academic credit, free to students, and courses are scalable to an unlimited size
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parents and students generally search for the best schools rather than the course. Students rely on building their reputation based on what schools they attend.
According to a survey, 70% of MOOC users in America already graduated college.
MODULE 4
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Metcalfe's Law: The equation [n x (n - 1) = n2 - n] means that membership in a network has a value to the user but is more valuable to other users.
"Modularity" is a property of a project that determines the extent to which it can be broken down into smaller components. A nuclear plant his low modularity, whereas Wikipedia has high modularity.
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One study has found the accuracy of entries in Wikipedia to be broadly comparable to the Encyclopedia Brittanica.
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One criticism of social networking is that it creates "public sphericles" and fragments public issues.
Clay Shirky proposed the idea of "cognitive surplus," meaning people choose to participate and engage in social media rather than engage in passive media.
The more bored you are the more creative you get. This is because when you’re daydreaming, it allows you to think beyond the conscious.
MODULE 1
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“New media evolves and morphs continuously. What it will be tomorrow is virtually unpredictable,” (Socha and Eber-Schmid, par. 1)
McLuhan also talks about trade off when it comes to advancements in technology and the people who adapt to rely on such advancements. McLuhan describes this phenomenon the technological extensions and amputations.