Thursday, June 25, 2015



Social capital

In sociologysocial capital is the expected collective or economic benefits derived from the preferential treatment and cooperation between individuals and groups. Although different social sciences emphasize different aspects of social capital, they tend to share the core idea "that social networks have value". Just as a screwdriver (physical capital) or a university education (cultural capital or human capital) can increase productivity (both individual and collective), so do social contacts affect the productivity of individuals and groups.

Social capital: a new name from an old idea

The modern emergence of social capital concept renewed the academic interest for an old debate in social science: the relationship between trust, social networks and the development of modern industrial society. Social Capital Theory gained importance through the integration of classical sociological theory with the description of an intangible form of capital. In this way the classical definition of capital has been overcome allowing researchers to tackle issues in a new manner (Ferragina, 2010:73). Through the social capital concept researchers have tried to propose a synthesis between the value contained in the communitarian approaches and individualism professed by the 'rational choice theory.' Social capital can only be generated collectively thanks to the presence of communities and social networks, but individuals and groups can use it at the same time. Individuals can exploit social capital of their networks to achieve private objectives and groups can use it to enforce a certain set of norms or behaviors. In this sense, social capital is generated collectively but it can also be used individually, bridging the dichotomized approach 'communitarianism' versus 'individualism' (Ferragina, 2010:75).
Explore KNOWLEDGE CAPITAL?
Knowledge management (KM) is the process of capturing, developing, sharing, and effectively using organizational knowledge. It refers to a multi-disciplined approach to achieving organisational objectives by making the best use of knowledge.
(https://en.wikipedia.org/wiki/Knowledge_management)
  • Techno-centric with a focus on technology, ideally those that enhance knowledge sharingand creation.
  • Organisational with a focus on how an organisation can be designed to facilitate knowledge processes best.
  • Ecological with a focus on the interaction of people, identity, knowledge, and environmental factors as a complex adaptive system akin to a natural ecosystem.
Different frameworks for distinguishing between different 'types of' knowledge exist. One proposed framework for categorizing the dimensions of knowledge distinguishes between tacit knowledge and explicit knowledge.


Human capital is the stock of knowledgehabits,social and personality attributes, including creativity, embodied in the ability to perform labor so as to produce economic value.
Alternatively, Human capital is a collection of resources—all the knowledge, talents, skills, abilities, experience, intelligence, training, judgment, and wisdom possessed individually and collectively by individuals in a population. These resources are the total capacity of the people that represents a form of wealth which can be directed to accomplish the goals of the nation or state or a portion thereof.
The concept of Human capital has relatively more importance in labour-surplus countries. These countries are naturally endowed with more of labour due to high birth rate under the given climatic conditions. The surplus labour in these countries is the human resource available in more abundance than the tangible capital resource. This human resource can be transformed into Human capital with effective inputs of education, health and moral values. The transformation of raw human resource into highly productive human resource with these inputs is the process of human capital formation. The problem of scarcity of tangible capital in the labour surplus countries can be resolved by accelerating the rate of human capital formation with both private and public investment in education and health sectors of their National economies. The tangible financial capital is an effective instrument of promoting economic growth of the nation. The intangible human capital, on the other hand, is an instrument of promoting comprehensive development of the nation because human capital is directly related to human development, and when there is human development, the qualitative and quantitative progress of the nation is inevitable. This importance of human capital is explicit in the changed approach of United Nations towards comparative evaluation of economic development of different nations in the World economy.
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Digital Commerce

Digital Commerce: primarily refers to the activity of buying and selling goods or services through digital channels, however can also incorporate the entire process of developing, marketing, servicing, selling and ultimately paying for products.



History of eCommerce:

The difference between the ‘electronic’ part of the term vs. the ‘digital’ part of the term? the main difference, is that electronic commerce relates to the selling and buying of goods and services through the use of Internet and computer activities, whereas d-commerce is an ‘evolution of the phrase’ and encompasses this but is broader. d-commerce makes use of all digital channels to provide the platform and space for transactions

Importance of being informed:

You would not buy stocks in the stock market without knowing something about the company, its financial status, its general business practice and what others say about it.
So in saying that you would not buy products from a company you do not know you will go back to the local grocery store that you always go to because you trust their products.
  • When purchasing online, it is important to be informed has to what you are purchasing. Your purchase should be seen as an investment (Ecommerce Land, 2015) (The Independent Institute of Education, 2015). These investments can be subdivided into categories namely, higher quality, safe, money saving, ethical and responsible investments. By making sure and making responsible investments you are purchasing things that are appropriate (The Independent Institute of Education, 2015).
  • There are a number of consequences if you are not informed, these can include loss of finances, impact on health and even poor quality products (The Independent Institute of Education, 2015)

There are a few benefits of being an informed customer:
Higher Quality Investments

  • Safe Investments
  • Money-Saving Investments
  • Ethical Investments
  • Responsible Investment 

Plagiarism guidelines:

  1. When researching or doing an assignment make sure you are saying where you get your information from.
  2. even if it is an idea you need to reference where you may have found it.
  3. anything you borrow needs to be in "quotation" marks so that it is easy to know that you are quoting someone.
  4. when taking a paragraph and using it make sure you use your own works and find out what the synonyms are for the words.
  5. make sure you keep you recourse names clear and near the quotations or paragraphs.
  6. Have a clear understanding of what plagiarism is
  7. Develop good referencing techniques
  8. Take not of reference marking rubrics
  9. Make sure you referencing is correct
  10. Compile a bibliography while working


Online Auctions and Tips:



  1. The estimate is just an indication
  2. Do your research
  3. choose your limits
  4. Look out for extra charges
  5. It is a contract to buy
  6. Place an absentee bid
  7. Keep an eye on the deadlines
  8. Pay up quickly
  9. Go with your heart
  10. Remember the date


https://www.thinglink.com/search?query=news+for+the+day&list=Search

The Telegraph, top 10 tips for buying at an online auction, Briget Galton, 02 October 2013. http://www.telegraph.co.uk/sponsored/culture/barnebys-auctions/10344379/online-auction-tips.html [Accessed on 18 / 05 / 2015]

references

References

Anderson, C., 2006. Ethical Decision Making for Digital Libraries Chandos Information Professional Series. 2nd ed. Oklahoma: Elsevier.


Animal Planet Media, 2012. Animal Planet Beta. [Online]
Available at: http://www.animalplanet.com/tv-shows/mermaids/about-this-show/about-mermaids/
[Accessed 18 July 2015].


Brown University, 2015. Policies. [Online]
Available at: https://it.brown.edu/computing-policies/acceptable-use-policy#21
[Accessed 05 May 2015].

Government of Saskatchewan, 2012. Education. [Online]
Available at: http://www.education.gov.sk.ca/communitynet-acceptable-use-policy
[Accessed 22 June 2015].


Institute of International Education, 2015. Terms and Conditions. [Online]
Available at: http://www.iie.org/Terms-and-Conditions
[Accessed 05 May 2015].

Knapton, K., 2009. Cyber Safety: Maintaining Morality in a Digital World. 2nd ed. Chicago: Cedar Fort.

Kokemuller, N., 2007. Chronicle. [Online] 
Available at: http://work.chron.com/penalties-breach-code-conduct-7294.html
[Accessed 22 June 2015].

Mitra, A., 2010. Digital Security: Cyber Terror and Cyber Security. illustrated ed. Urbana: Infobase Publishing.

Ribble, M., 2009. Raising a Digital Child: A Digital Citizenship Handbook for Parents. Reprint ed. New York: HomePage Books.

Ribble, M., 2011. Digital Citizenship in Schools. 2nd ed. Kansas: International Society for Technology in Education.


The Independent Institute of Education, 2015. Digital Citizenship Module Manual 2015. 1st ed. s.l.:The Independent Institute of Education.
Webopedia, 2015. Digital Footprint. [Online]

Web Pro News Staff, 2012. Web Pro News. [Online]
Available at: http://www.webpronews.com/mermaid-body-found-peopled-fooled-by-faux-documentary-once-again-2012-07
[Accessed 18 July 2015].

Weckerle, A., 2013. Code Of Conduct Violation. In: A. Weckerle, ed. Civility in the Digital Age: How Companies and People Can Triumph over Haters, Trolls, Bullies and Other Jerks. New York: Que Publishing, p. 70.

Digital Security

Digital security, health and well being

practical-advice-on-digital-citizenshipWhen it comes to children and technology they do not yet know how do use it properly so there are 20 rules you should teach your child at home or if you are a teacher and teaching very young students teach them the following:


Children do not yet know what the physical and Psychological Issues being in front of any technology for too long. The following are examples of what could happen:

Physical Issues
  • Ergonomics:
    • Sitting at a desk to ling can increase the risk of diseases such as heart disease, diabetes, cancer and obesity
    • Ergonomics is ‘”the science of designing environments and products to match the individuals who use them”
  • Repetitive Strain Injury Syndrome (RSI):
    • The most common RSI's are
      • Carpel Tunnel Syndrome
      • Tennis Elbow
      • Trigger Finger
      • Tendinitis
      • Blackberry Thumb
  • Eye Strain:
    • looking at a screen to long or being on technology the whole day can impact your eye sight
    • It could be impacted by the following:
      • blurred vision
      • Double vision
      • Dry, red eyes
      • Eye irritation
      • Headaches
      • Neck and back pains
  • Obesity:
    • Sitting in front of technology all day everyday with no form of exercise and you are eating junk food such you will be exposed to the risk of becoming obese.
Psychological Issues
  • Addiction:
    • People get addicted to technology because they have everything they need at the pal of their hand and become addicted to the feeling of having a smart device in your hand this can lead to learning how to gamble online in the comfort of your own home or actually more accurate wherever you are you can log onto a gambling site and get addicted.
  • Online Disinhibiting Effect:
    • People get comfortable to who they want to be online instead of how they are in real life so they will be in social relationships but not ones in reality and thus people become more antisocial with people around them.
  • Cyber Bullying:
    • It is a lot easier to be a bully now online all it takes is one comment or one thing you post of someone and they are a cyber bully.

  • Cyber stalking:
    • Because we post everything everywhere, we use Facebook, twitter, bbm, whats app, tinder you are then an "easy" target and people can access these platforms and stalk you

Digital Rights and Responsibilities



DIGITAL RIGHTS AND RESPONSIBILITY

http://dylaniceburgofficial.weebly.com/uploads/2/9/1/3/29131443/8869805.jpg

Rights and Responsibilities
The definition of digital rights and responsibilities is having the right and freedom to use all types of digital technology while using the technology in an acceptable and appropriate manner. As a user of digital technology, you also have the right to privacy and the freedom of personal expression.

All the students has the right to an education, but it is their responsibility to come to class, do their homework and assignment and to study for tests.
All users must protect VC's E-Resources from unauthorized access. Specifically, all users must:
 Take responsibility for the security and integrity of information stored on any personal or assigned     desktop, laptop, or handheld system;
 Take care to access E-Resources only from secure environments and to log out of sessions before leaving any computer unattended;
 Take all appropriate precautions when accessing confidential or restricted College data to protect the data from unauthorized disclosures and from threats to its accuracy or integrity;
 Comply with requests from the IT Staff and other authorized personnel to cease use of E-Resources  that compromises the E-Resources or the College; and,
 Cooperate with system administrators during investigations of improper use.

AUP for IIE and penalty guideline
The College makes E-Resources available to support its academic and administrative goals, and uses of E-Resources to advance those goals take precedence over all others.
The staff of the Varsity College's Information Technology department ("IT Staff") is responsible for the administration of this policy.

This Policy applies to all information-technology and other electronic resources of Varsity College ("E-Resources"), including without limitation:
All computers, systems, equipment, software, networks, and computer facilities owned, managed, or maintained by the College for the handling of data, voice, television, telephone, or related signals or information;
Any access or use of the College's electronic resources from a computer or other system not controlled or maintained by the College; and,
The creation, processing, communication, distribution, storage, and disposal of information under the College's control.

All use of VC's E-Resources must comply with:
 All College policies, procedures, and codes of conduct, including those found in the student, faculty, and employee handbooks;
 All laws and regulations applicable to the user or the College; and,
 All relevant licenses and other contractual commitments of the College, as modified from time to time.

(http://robyngigc.weebly.com)

Rights and Responsibilities of Responsible Digital Citizens


Quite often students do not understand the severity of offending their fellow online users. The IIE has set a number of rules when it comes to plagiarism when doing academic work but it was noted that students only followed these rules when academic work was done and their online behaviour was incredibly appauling. The Acceptable Use Policy was then created: 


Rights:
    • Right to freedom of speech
    • Right to digital access
    • Right to an identity 
    • Right to privacy
Responsibilities:

    • Responsibility to report criminal activities online
    • Responsibility to avoid and stop cyber bullying
    • Responsibility to keep personal information safe
    • Responsibility to use various websites accordingly and not violate the rules
Penalties:

    • First offenders will be suspended from social media sites for a week
    • Second offenders will be suspended from social media sites for six months
    • Third offenders will be charged a fine depending on the severity of their offence and they will be banned from using any social media for at least five years.

Digital Etiquette

Digital Etiquette

Digital Etiquette


  10 points of netiquette
  1. When communicating or connecting with people electronically always be respectful . Treat others as you want to be treated.
  2. Don’t stray from your norms and values act online as you will in real life.
  3. Know your environment (cyberspace) and act or discuss accordingly.
  4. Respect peoples time online, say what you want to say and don’t overload on information, people are always time limited.
  5. Online physical appearance don’t matter that much so it is important to ‘look good’ with your language usage and writing.
  6. Share your expert knowledge , communicate and share about subjects you have knowledge or is interested in.
  7. People sometimes disagree online but it is important to control these ‘wars’ and look for a positive outcome.
  8. Respect privacy, people block or privatize certain information for a reason and it is important to keep your nose out of such information.
  9. It is easy to be cruel or mean when you’re sitting behind a computer screen with anti-hack software, this power you have is a privilege and should not be abused.
  10. Just like in real life people make mistakes and it is important to forgive people when they make these mistakes even online.


Digital Code of Conduct

1. Behave in a ethical way in the digital world as I do the real world.
2. Use technology in an appropriate manner.
3. DO NOT break any laws or rules dealing with the use of technology.
4. Be responsible when using technology.
5. Respect yourself and others when using technology.
6. Do not use technology in a harmful or degrading  manner.
7. Have consideration of, and respect for, school and peer technological resources and use them appropriately.
8. Act safely in the digital world to prevent disruption or harm to myself and others.
9. Have a balanced, healthy lifestyle relationship with technology.
10. Protect yourself and others by reporting digital abuse of people and property.
11. Ensure the privacy of your own information.
12. Do not invade anyone’s digital profile and do not abuse it.(www.nisd.net/digitalcitizen/sec_digcit/etiquette)


Penalties
1. When you do not adhere to these requirements you will not be able to use this institutes technology any longer.
2. Based on your actions and the seriousness thereof, a hearing will be held to determine whether or not you will be allowed to finish your course at this institute.
3. If your actions has serious consequences you will be asked to pay a fine to correct your wrongs.

 Penalties for failing these points
  • Blocking people from certain groups, sites etc.
  • Billing people misbehaving
  • Human rights laws against cyber-bullying
  • Banning people permanently from certain groups or sites etc.
  • give people the opportunity to report bad behaviour
  • Having people agree to terms and conditions before entering certain sites to protect the site, group etc. against court cases or false accusations.
  • Educate people on netiquette
  • Copyright laws and anti-plagiarism sites or groups keeping watch.


Enforcing and Managing
In the beginning of each school year the Digital Code of Conduct will be discussed with the students and on the registration contract both student and parent/guardian has to read and sign this. The devices at the college will be kept an eye on for any suspicious doings from the students

How to enforce and manage this in your Business
  1. Block certain sites on the computers
  2. Restrict internet usage
  3. Fees for disobeying
  4. Cameras tracing what people watch on their computers( IT business)
  5. Have employees sign a contract agreeing to internet usage laws etc.
  6. Applications that control netiquette on business computers such as Custom Cloud etc.

Digital Communication

Digital communication is the ability to create persuasive
communications in different media, be it websites, video, audio, text, or
animated multimedia. Digital communication is a foundation skill for most
careers today, as most people will be involved in some form of conceptualizing,
producing, delivering, and receiving such communications in their jobs and
lives.

Clash of Clans is strategic action game whereby you position players against both virtual intelligence characters and real-world challengers. The game is made up of battles amongst users due to the games main functionality being a ‘multiplayer mode’. Users will build an empire hoping that it does not get attacked in the process. In order to improve your villages you will need to have enough credits which cost money or you can earn money within the game.


Troops

Troops are divided into Tier 1, Tier 2, Tier 3, Dark Elixir Troops, and Heroes.
  • Tier #1 - Consists of Barbarians, Archers, and Goblins.
Barbarians- Barbarians are elixir troops that are the fastest to create (20 seconds) in the barracks. Barbarians also known as Barbs in CoC. Barbarians have decent hit points for the amount of elixir that they take to create.
Archers- Archers are elixir troops that are fairly quick (30 seconds) to make in a barracks and are the second troop to become available once a barracks has been upgraded to level two.
Goblins- Goblins are useful for looting bases at lower levels. They have double hit points on resource type buildings including both gold and elixir storage and gold mines and elixir collectors. Goblins are made using elixir and are created in 30 seconds.
  • Tier #2 - Consists of Giants, Wall Breakers, that carry bombs), Balloons, (Wall Breakers in hot air balloons that drop bombs), and Wizards.
  • Tier #3 - Consists of Dragons, Healers, and P.E.K.K.As (heavily armored sword-wielding warriors whose exact identity is unconfirmed).
  • Dark Elixir Troops - Consists of Minions, Hog Riders, Valkyries, Golems, Witches, and Lava Hounds (a group of flying fiery hound-like golems that target air defenses). These troops are created by using "dark elixir", a special type of elixir that is only available at higher levels, and are also trained in their own "dark barracks".
  • Heroes - Consists of the Barbarian King and the Archer Queen. Heroes are immortal and are only trained once. They are summoned by an altar rather than being trained in the barracks (or dark barracks) like the other troops. They are trained and upgraded exclusively with dark elixir.

Buildings


Gameplay in Clash of Clans. A player is attacking another player's village. The amount of resources available for capture are on the top left. The troops available for deployment are along the bottom of the screen.
To earn and store gold and elixir, players must build gold mines and gold storages and elixir collectors and elixir storages, respectively. Elixir is used to train new troops, carry out research in the laboratory to upgrade troops and to build and upgrade certain buildings, mostly pertaining to buildings used in attacking another player's base. Gold is used to build defensive buildings and to upgrade the town hall, which allows access to more buildings and higher levels for existing buildings. At higher levels, dark elixir becomes available; this type of elixir is used to train and upgrade dark elixir troops and heroes, as well as fuel the "inferno tower", a defensive building that is available only at very high levels. To earn and store dark elixir, players must build dark elixir drills and dark elixir storages.
There are a number of buildings available to the player to defend their community, including cannonsmortars, bombs, traps, archer towers, and wizard towers. Players can also build walls, which can be upgraded as they increase in level.

    References


    ·         https://en.wikipedia.org/wiki/Clash_of_Clans 
    ·         "Clash of Clans". Slide to Play. Retrieved June 8, 2014.
    ·         Jump up to:a b Koueider, Adam (October 8, 2013). "Clash of Clans finally hits the Google Play Store". Androidauthority. Retrieved November 20, 2013.
    ·         Jump up^ Grundberg, Sven; Rossi, Juhana (March 8, 2013). "Finland's Newest Hit Maker: Supercell"The Wall Street Journal. Retrieved October 20, 2013.
    ·         Jump up^ Squires, Jim (October 1, 2013). "Clash of Clans: Now on Android (in Canada and Finland)"Gamezebo. Retrieved June 9, 2014.
    ·         rofitable apps". qz.com. Retrieved July 7, 2014
    ·         The Independent institute of Education.2015.Digital citizenship module manual 2015. First edition. Unpublished
    ·         Global digital citizen foundation. Digital citizenship school program.2015.[online].Available at: http://globaldigitalcitizen.org/digital-citizenship-school-program

    ·         Digital citizenship. Using technology appropriately.2015.[online].Available at:http://www.digitalcitizenship.net/Nine_Elements.html

    Wednesday, June 24, 2015

    Digital Literacy and Information Fluency


    Digital Literacy is “the process of teaching and learning about technology and the use of technology”. The importance aspect of technology is to understand how it can be used in an appropriate manner. However, teaching people on how to use technology appropriately is becoming history every day (Ribble, 2011). 

    The purpose of the site and series was to inform about the discovery of mermaids,this was started y some raw footage that was shared by people who discovered them. The footage ranged from spotting them from a distance to the discovery of a body. This caused a epidemic to form and being able to tell the difference between what was real and what was fake became paper thin. 
    This site and series would be to enlighten people of mermaids and to try and prove all myths wrong. They could also be trying to get more viewers to their page so that even though it could all be a hoax, they would still get publicity out of it and people seeing their site. This could be negative or positive publicity.
    And having the website about the findings of mermaids is so that everyone knows more about their surroundings and more about mermaids. Some people don't really know that mermaids exist, but they really do and the animal planet website is there to prove and give more information about them.
    Animal plane t with compiled amateur footage, including photos and video shot by deep-sea fisherman that never have been shown in the Us as well as cinema-quality CGI, to get some of the photo and videos
    Animal Planet got people to engage in this by getting them to use the hash tag #mermaids to reveal all the never seen before footage. They started to air a TV series based on this in two
    • They had to skim, scan and scour the resource
    • Analyse all the information and data
    • Separate facts from fiction and opinion
    • They apply all the information and knowledge
    • They go around the final product and if they are happy and satisfied
    The public on the other hand did not respond positively to this since many of the videos and evidence looked photo shopped or edited. This ended up not playing on their side because many people questioned it and didn’t believe it, giving animal planet a bad reputation and name for a while.
    The veracity of this series is very questionable since all the video are unclear or from a very far distance making it hard to see if it is real or not which makes it very questionable whether it has been edited or not. I as a person who has watched these videos and seen the evidence believe that none of it is true since there is no concrete evidence.
    The success of animal planets campaign, in my opinion is good. They have a lot of followers and believers. They have photos, videos, footages. They update the side whenever they have a new founding so for they are succeeding with their campaign.
    Image result for mermaids the body found