• Title/Summary/Keyword: 비판적 데이터 리터러시

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Analyzing the Main Paths and Intellectual Structure of the Data Literacy Research Domain (데이터 리터러시 연구 분야의 주경로와 지적구조 분석)

  • Jae Yun Lee
    • Journal of the Korean Society for information Management
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    • v.40 no.4
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    • pp.403-428
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    • 2023
  • This study investigates the development path and intellectual structure of data literacy research, aiming to identify emerging topics in the field. A comprehensive search for data literacy-related articles on the Web of Science reveals that the field is primarily concentrated in Education & Educational Research and Information Science & Library Science, accounting for nearly 60% of the total. Citation network analysis, employing the PageRank algorithm, identifies key papers with high citation impact across various topics. To accurately trace the development path of data literacy research, an enhanced PageRank main path algorithm is developed, which overcomes the limitations of existing methods confined to the Education & Educational Research field. Keyword bibliographic coupling analysis is employed to unravel the intellectual structure of data literacy research. Utilizing the PNNC algorithm, the detailed structure and clusters of the derived keyword bibliographic coupling network are revealed, including two large clusters, one with two smaller clusters and the other with five smaller clusters. The growth index and mean publishing year of each keyword and cluster are measured to pinpoint emerging topics. The analysis highlights the emergence of critical data literacy for social justice in higher education amidst the ongoing pandemic and the rise of AI chatbots. The enhanced PageRank main path algorithm, developed in this study, demonstrates its effectiveness in identifying parallel research streams developing across different fields.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

A Qualitative Research of Children's Mental Model on Media Environment and the Use (미디어 환경과 사용에 관한 아동의 심성모형 질적 연구)

  • Lee, Ran;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.601-613
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    • 2016
  • The purpose of this study is to present the mental model of young adolescents' media environment and the use and to provide several educational suggestions drawing on the revealed model. For this, the data were collected through 4 activities such as interview, picture drawings, word association experiment, and sentence completion task with ten 4-5th graders in elementary schools; they were qualitatively analyzed by 2 researchers. First, the meaning components driven by sentence completion task, word association experiment were totally 6 components: media device, connection(alienation), competence(provision), entertainment, adverse effects, ambilaterality. Second, the components of media mental model driven by pictures were 4 components: functions/competence, entertainment, conflict with paper books/sharing, harmfulness/ambilaterality. Third, the components from interview consisted of conflict between paper books and electronic media, communication-centeredness, fear(addiction) and users' qualification. Based on those results, careful examination in cyber talk, necessity of addiction prevention, active development of learning media and their balanced utilization with books, and healthful media literacy education and reinforcement of critical thinking were suggested.