Article

Knowledge society and digital media literacy: Foundations for social inclusion and realization in bulgarian context

Authors:
To read the full-text of this research, you can request a copy directly from the authors.

Abstract

In Bulgaria there is serious research and regulatory deficits to justify the need for digital media literacy, which corresponds to modern education 3.0. as well as the challenges for different types of interpretations and creativity that, put constantly, innovate digital communication products in all spheres of society. This article is aimed at: “mapping” significant theoretical efforts and applied practices in promoting various aspects of digital media literacy, as well as to explore its dimensions and projections in the society. The analysis is based on several sociological surveys of the education process at South-West University (Bulgaria) revealed different aspects of the relationship between Bulgarian young people and ICT: positions, opinions, and attitudes; and their significance in education, as well as an understanding of high-qualified people. The basic conclusion of the present article is that the adapting of students to the challenges of the digital society and new training practices requires the determining of more effective ways to attract, encourage and motivate students towards the utilization of quality theoretical and applied knowledge and skills in ICT.

No full-text available

Request Full-text Paper PDF

To read the full-text of this research,
you can request a copy directly from the authors.

... Digital media literacy is a set of competencies that constitutes by the abilities of accessing, evaluating and analysing, creating, reflecting, and acting. It aims for the effectiveness of using new media among online users (Hobbs, 2010;Peicheva & Milenkova, 2017). Accessing refers to the ability of searching and collecting information effectively through various media platforms or technology tools, and sharing the relevant information with others (Hobbs, 2010(Hobbs, , 2011Literacy, 2011). ...
... The probability of encountering cyberbullying would be high if they fail to exercise respect in online communication or have inadequate knowledge to differentiate between online behaviour that is ethical and that is not (Lai et al., 2017). Working in the same vein, the frequency of using technological tools, the right to produce media content, and the opportunity to work with computers could not guarantee that the individual is literate and possesses high levels of maturity in exercising the power of communication online (Hobbs, 2010;Lee, 2014;Peicheva & Milenkova, 2017). 250 Therefore, building up a good understanding to media, the production of message, and its effects to individual or society will assist an individual in developing his or her own perception and interpretation of the world instead of entirely accepting the current events that are delivered by news organizations, thus becoming an active citizen in digital media (Eristi & Erdem, 2017;Potter, 2004b). ...
... When the world becomes more connected, engagement between people becomes interrelated. The presence of digital media technology permits individuals to search for information, produce content, or be involved in dialogue with regards to civic or political topics (Peicheva & Milenkova, 2017). Everyone is a producer, collaborator, distributor, and even a participant with the availability of hardware and software technology (Jenkins, 2014). ...
Conference Paper
Full-text available
The number of Malaysian smartphone and internet users has substantially increased within the past few years. Current university students who are considered as Generation Z or the Millennial Generation constitute the major technological gadget users under the growth rate. Their landing changed the landscape of education from passive to active learner. Nonetheless, low self-awareness of internet use, inadequate digital guidance and knowledge justification towards online behaviour, and incompetent exercise of online communication practises are among the factors that might affects this generation's learning in digital media. This paper discusses digital media literacy among Generation Z by understanding their traits and concept of digital media literacy. Quantitative research method would be applied to this study to examine the competence digital media literacy of generation z, in further, to examine the relation between digital media literacy and learning of generation Z. A questionnaire is the instrument for data collection. Pearson's Correlation Coefficient is applied for data analysis. The expected finding aims to provide a guideline for educators in identifying students' learning issues, eventually leading to enhanced teaching pedagogy in the digital age.
... Digital media literacy is a set of competencies that constitutes by the abilities of accessing, evaluating and analysing, creating, reflecting, and acting. It aims for the effectiveness of using new media among online users (Hobbs, 2010;Peicheva & Milenkova, 2017). Accessing refers to the ability of searching and collecting information effectively through various media platforms or technology tools, and sharing the relevant information with others (Hobbs, 2010(Hobbs, , 2011Literacy, 2011). ...
... The probability of encountering cyberbullying would be high if they fail to exercise respect in online communication or have inadequate knowledge to differentiate between online behaviour that is ethical and that is not (Lai et al., 2017). Working in the same vein, the frequency of using technological tools, the right to produce media content, and the opportunity to work with computers could not guarantee that the individual is literate and possesses high levels of maturity in exercising the power of communication online (Hobbs, 2010;Lee, 2014;Peicheva & Milenkova, 2017). 250 Therefore, building up a good understanding to media, the production of message, and its effects to individual or society will assist an individual in developing his or her own perception and interpretation of the world instead of entirely accepting the current events that are delivered by news organizations, thus becoming an active citizen in digital media (Eristi & Erdem, 2017;Potter, 2004b). ...
... When the world becomes more connected, engagement between people becomes interrelated. The presence of digital media technology permits individuals to search for information, produce content, or be involved in dialogue with regards to civic or political topics (Peicheva & Milenkova, 2017). Everyone is a producer, collaborator, distributor, and even a participant with the availability of hardware and software technology (Jenkins, 2014). ...
... Nevertheless, there is no doubt that specific low-skilled jobs will be eliminated (Dirican, 2015). It should be realized that the massive increase in the use of technology aims to facilitate activities and speed up processes in the Industry (Peicheva & Milenkova, 2017). In dealing with the Industrial 4.0 era, the development and maintenance of competencies for workers are very important to innovate. ...
... Through adequate research skills, it is expected that every individual in the industry understands the patterns of disease and benefits existing materials. Digital skills are indispensable to face the era characterized by cyber-physical systems (CPS) as well as machine-to-machine (M2M) communication through the Internet of Things (IoT) (Buda et al., 2015;Peicheva & Milenkova, 2017). Digital skills are the ability to follow digital developments, understand, and use them effectively (Juwita et al., 2020). ...
Article
Full-text available
This research aims to conduct competency mapping and sub-competencies quantitatively through Delphi method in two rounds to provide comprehensive results. The application of Delphi's approach then refers to several rounds of expert surveys based on existing questionnaires. The first round involved 15 practitioners from the Pharmaceutical Industry. In the first phase, the research explores what competencies are most needed through questionnaires. Furthermore, in phase two, a greater number of participants are obtained through research relations. The second round involves the participation of 71 experts, including practitioners from 19 Pharmaceutical Industries and academics. The results of the study were processed using Exploratory Factor Analysis and produced six factors representing six competencies: learning and innovation skills, research skills, digital skills, bioinformatics, data ethics, and regulatory compliance. In addition, this study produced 44 sub-competencies that representing 6 core competencies. Competencies and sub-competencies achieved can be used as a referral for pharmaceutical practices in the Era of Pharmaceutical 4.0. More research on competencies in the Pharmaceutical Industry is needed to achieve reliable and valid instruments. © 2021, Czestochowa University of Technology. All rights reserved.
... About 15% of them say they have been worried or afraid of something they've seen online in the past year. An alarmingly high percentage of social networking accounts are public, with the percentage being highest for an average age group (12)(13)(14). About 87% of children use social networks (following the results from the national survey conducted in 2016), which is significantly above 54% in 2010. ...
... In this way, the digital divide goes beyond the issue of access to computers and internet. Important factors implying the emergence of digital divide include: digital technology usage skills; resources and literacy; training; lifestyle (Peicheva and Milenkova, 2017). There is also digital inequality between age groups as well as between genders. ...
Article
Full-text available
Objectives. This article aims to analyze the digitization of the society and some changes that occur in the family upbringing process when digital devices enter, such as: computers, tablets, internet, mobile phones. Material and methods. The analysis focuses on the challenges of online child behavior and some of its negative effects, such as: aggression, high anxiety, insecurity and emotional discomfort. The paper is based on results obtained through qualitative methods in the course of research project "Digital Media Literacy in the context of "Knowledge Society": state and challenges" (KП-06-H25/4, with team leader V. Milenkova). The main methods for obtaining information were in-depth interviews (30) and focus groups (2) with parents in Blagoevgrad. Results. This study reveals the positive aspects of digitization as well as it focuses on the problems that accompany digitization in social processes and people's personal lives, especially children's contact with digital tools and their protection against the different risks of online communication. Another consequence is the fact that long online time does not make children more digital and media literate. In this sense, parents have to seriously reconsider their children's access to digital devices, which affects children's personal potential and psychological comfort. Conclusions. The participation in modern digital environment includes access to different e-ressources, devices and information products and services. It should be taken into account that the acquiring of digital skills for work in interactive environment improves their efficiency with respect to creativity and innovatively pursuing education activity.
... Digital media literacy is positioned as the combination of media literacy and digital literacy that aimed for the effectiveness of using new media, especially it advocates the right of communication and freedom of expression that indispensable in democratic societies (Peicheva & Milenkova, 2017). The literacy comprises with five essential competencies, including competence of (i) access, (ii) analyze and evaluate, (iii) create, (iv) reflect, and (v) act (Hobbs, 2010(Hobbs, , 2011. ...
... For teenagers and young adults, digital media literacy equips them in coping with the challenges that happen in rapid ageing information environment and different social value significance (Peicheva & Milenkova, 2017). ...
Article
Full-text available
There is an increment of Malaysian internet users in recent year. Younger user, specifically the generation Z, also named as ′internet generation′ is considered as the category who actively participate and share content through social media or group messaging. When the world becomes more interconnected, the adoption to technological gadgets is increasing. It changes the identity of audience from passive to active recipient while processing the message. In fact, to utilize digital gadgets and manage with information competently are a set of skills that essential for every individual. However, fundamental understanding of digital media literacy remains unclear. Therefore, this paper outlines the concept of digital media literacy from various literature. The discussion is based on five competencies, namely (i) competence of access, (ii) analyse and evaluation, (iii) create, (iv) reflect, and (v) act. This study aims to provide a guideline for educators by identifying the issues that related of digital media literacy and competencies among students while conducting the class. Besides, further information on the existing frameworks of digital literacy will also be elaborated and refined.
... Digital media literacy is positioned as the combination of media literacy and digital literacy that aimed for the effectiveness of using new media, especially it advocates the right of communication and freedom of expression that indispensable in democratic societies (Peicheva & Milenkova, 2017). The literacy comprises with five essential competencies, including competence of (i) access, (ii) analyze and evaluate, (iii) create, (iv) reflect, and (v) act (Hobbs, 2010(Hobbs, , 2011. ...
... For teenagers and young adults, digital media literacy equips them in coping with the challenges that happen in rapid ageing information environment and different social value significance (Peicheva & Milenkova, 2017). ...
... Digital media literacy is positioned as the combination of media literacy and digital literacy that aimed for the effectiveness of using new media, especially it advocates the right of communication and freedom of expression that indispensable in democratic societies (Peicheva & Milenkova, 2017). The literacy comprises with five essential competencies, including competence of (i) access, (ii) analyze and evaluate, (iii) create, (iv) reflect, and (v) act (Hobbs, 2010(Hobbs, , 2011. ...
... For teenagers and young adults, digital media literacy equips them in coping with the challenges that happen in rapid ageing information environment and different social value significance (Peicheva & Milenkova, 2017). ...
Conference Paper
Full-text available
There is an increment of Malaysian internet users in recent year. Younger user, specifically the generation Z, also named as ′internet generation′ is considered as the category who actively participate and share content through social media or group messaging. When the world becomes more interconnected, the adoption to technological gadgets is increasing. It changes the identity of audience from passive to active recipient while processing the message. In fact, to utilize digital gadgets and manage with information competently are a set of skills that essential for every individual. However, fundamental understanding of digital media literacy remains unclear. Therefore, this paper outlines the concept of digital media literacy from various literature. The discussion is based on five competencies, namely (i) competence of access, (ii) analyse and evaluation, (iii) create, (iv) reflect, and (v) act. This study aims to provide a guideline for educators by identifying the issues that related of digital media literacy and competencies among students while conducting the class. Besides, further information on the existing frameworks of digital literacy will also be elaborated and refined.
... Digital media literacy refers to people's qualifications to cope with socially applied aspects of communication technologies and the new digital environment (Peicheva & Milenkova, 2017). Digital literacy is a group of basic skills that include information retrieval and processing, production and use of digital media, a wide range of professional computing skills, and participation in social networks for knowledge creation and sharing (Karpati, 2011). ...
... Digital media literacy refers to people's qualifications to cope with socially applied aspects of communication technologies and the new digital environment (Peicheva & Milenkova, 2017). Digital literacy is a group of basic skills that include information retrieval and processing, production and use of digital media, a wide range of professional computing skills, and participation in social networks for knowledge creation and sharing (Karpati, 2011). ...
Article
Full-text available
Online distance learning policies were formulated and implemented among some Malaysian universities long ago, but their value emerged since COVID- 19. Emanating from the diffusion of innovation theory, this study examined the perception of higher education students on the influence and relationship between six independent variables (compatibility, observability, relative advantage, complexity, trialability, and digital skills) and one dependent variable (digital literacy). A total of 524 respondents were sampled, comprising students from six public and private Malaysian universities. The findings from the correlation analysis show a significant positive relationship between the six independent variables and the dependent variable. Meanwhile, in the regression analysis, three of the independent variables (observability, trialability, and digital skill) have a significant and positive effect on digital literacy. This study placed the diffusion of innovation in a specific context that supports designing online distance learning and digital literacy policies.
... The implications of digitization on skills are a much-debated topic, given the complex nature of the changes involved. The digital age has brought many changes to professions and jobs (European Commission et al., 2018;Peicheva & Milenkova, 2017). An individual may have various competencies unmatching the qualifications, so it is crucial to have a competency benchmark (Abel, 2008;Mitchelmore & Rowley, 2010;Sliter, 2015). ...
Article
Full-text available
Purpose This paper aims to explore core competencies and analyze the digital leveling implementation of Pharma 4.0 in Indonesian Pharmaceutical companies. Method This study uses a mixed-method Delphi study conducted in the first two rounds. The first and second rounds aimed to determine the core competencies of the Pharmaceutical Industry to face the Pharma 4.0 era. In the first round, FGD was conducted involving 12 participants, and semi-structured interviews were carried out with 10 participants in the second round. Alongside Delphi, this research also employs NVIVO as a tool for content analysis. Furthermore, in the third round, a survey was conducted to determine the leveling of the digital implementation of Pharma 4.0, involving 215 senior management participants representing 34 national pharmaceutical industries. Result The study revealed eight core competencies needed by human capital in the pharmaceutical industry to face the Pharma 4.0 era: critical thinking, bioinformatics, entrepreneurial thinking, digital skills, intrapreneurial skills, research skills, regulatory compliance, and data ethics. Regarding digital leveling implementation, this study found five main levels: level 1 (simplification), level 2 (automatization), level 3 (integrated system), level 4 (digital transformation), and level 5 (disease prediction). This study also affirms that most of the pharmaceutical industries in Indonesia are at level 2 (mean = 4.2) and level 1 (mean = 4.0). Several pharmaceutical industries are at level 3 (mean = 3.5), and a few others are at level 4 (mean 3.2) and level 5 (mean = 1.4). Research implication This study is the first to analyze the leveling of digital implementation in Pharma 4.0. The results showed that core competencies could be used as a benchmark to develop employee skills. This current study provides the essential data for core competency development and digital leveling implementation for the pharmaceutical industry and government in preparing Pharma 4.0.
... e use of new media and image processing technologies has allowed displays that were previously impossible for human people to realize, resulting in unusual sentiments and happiness among spectators [7]. Peicheva [8] believes that we must continue to accept a variety of difficulties and create digital communication solutions in a variety of industries. Digital media, according to Romer and Moreno [9], gives greater options for product and behavior marketing and social communication, and information technology has resulted in several developments. ...
Article
Full-text available
With the rapid development of digital technology, the development speed of digital media is also relatively fast. Digital media technology has a great impact on people’s lifestyles and aesthetic concepts, and it also has a greater impact on visual art, creative thinking communication methods, and expression methods. In this study, the quality enhancement of digital images has been intensively studied based on the guidance of big data of eye-movement gaze points. A large amount of visual data are collected from public social resources, and the optimization research of image sensory quality is carried out in-depth using the acquired big data. Next, the region of interest (ROI) is obtained by combining the data with a two-dimensional Gaussian distribution model-fitting method, and the obtained data clustered and improved based on the K-means clustering algorithm to obtain ROI fixation points. Finally, discontinuities in the choice of sharpness in graphics and video playback are pointed out, and the final fixation data analysis is utilized. Results show that targeted optimization is very effective in improving the quality of digital images and saving space, enabling users to enjoy higher-quality visual digital images. The proposed method can be used to improve the dynamic resolution of images and videos.
... Important factors implying the emergence of digital divide include: digital technology usage skills; resources and literacy; training; lifestyle (Peicheva and Milenkova, 2017). There is also digital inequality between age groups as well as between genders. ...
... In Bulgaria, there are serious research and regulatory gaps to justify the need for digital media literacy, which corresponds to Modern Education 3.0, as well as the challenge of interpretation and creativity of different types, and it continues to innovate digital communication products in all areas of society. Peicheva and Milenkova aimed to "mapping" major theoretical efforts and applied practices promoting various aspects of digital media literacy, as well as exploring its dimensions and predictions in society [3]. Learner-Generated Digital Media (LGDM) has been incorporated into learning tools for evaluating students in higher education over the past decade. ...
Article
Full-text available
Research Purposes. The performance characteristics of traditional digital media art have been gradually accepted by people, which is not innovative enough for people, so this paper mainly studies the design performance characteristics of a new digital media art design relying on computer technology. Research Method. This paper analyzes the concept and characteristics of digital media art based on the relevant theory of computer, combined with computer-aided technology and IRT theory. This paper finally designs the digital media art form based on computer technology. This paper also designs the USB trace feature extraction experiment, computer technology development investigation, and experimental test, and finally optimizes by analyzing the data obtained from the experiment. In order to verify the difference between the representation designed in this paper and the traditional representation, this paper also designs a set of control experiments. Research Result. The results show that the expression of artistic creation based on the digital media art expression designed in this paper is 14.12% higher than that of the traditional artistic expression. However, the innovative effect of the artistic creation based on the digital media art expression designed in this paper is 20.27% higher than that of the traditional expression.
... Peicheva D believes that we must continue to accept different types of challenges and continue to innovate digital communication products in various fields of society. Aims: "Mapping" promotes major theoretical efforts and applied practice in all aspects of digital media literacy, as well as exploring its dimensions and predictions in society, more effective methods need to be identified to engage, encourage, and motivate students to utilize high-quality theoretical and applied knowledge and skills [1]. Forestal believes that the problem of the virus exemplifies the challenges of building democratic communities [2]. ...
Article
Full-text available
With the development of the economy, graphic design has become one of the main forms of commercial advertising. Designers design different graphic design schemes for different layouts and design requirements, which puts forward new requirements for graphic design process work. With the advancement of technology, graphic design (or visual communication design) supported by digital media technology is not limited to print media, and network media is also included. This research mainly discusses the visual space system in digital media art design. It can be said that the reconstructed space under virtual reality is based on interaction, has an immersive and imaginative space, and is combined with narrative to a certain extent to create a new form of expression for the information expression of space design. This paper first interprets the concept of “space” from psychology, painting art, and film art produced. Then explain the particularity of digital media art design, and it uses the design works to explain the content of the exposition. Connecting digital technology can bring people the uniqueness of aesthetics. This paper makes related theoretical research on the design practice of visual space. In this paper, visual perception in psychology is introduced into design thinking. The concept of visual space is not only expressed in art and culture but also involves the concept of space and time in physics and the scientific research theory of visual perception in psychology. It breaks through the level of perceptual cognition of space in art design. 31.85% of the respondents think that visual space design is attractive. Now is the era of new media interaction. The development of interactive technology and devices has brought infinite possibilities to visual communication design. We cannot accurately say its future development and changes. Because of the emergence of new technologies and media, visual communication design is also expanding its own types of works, and it is constantly developing and improving through the study of people’s emotions and the combination of design and technology. This research has positive significance for the development of the visuospatial system. The advancement of digital media technology has enriched the means of expression in space design creation and expanded people’s living spaces. Through the combination of modern digital media technology at multiple levels and multiple channels, various new spaces can be created to further meet the new needs of contemporary people.
... Peicheva and Milenkova believe that more effective ways to engage, encourage, and motivate students need to be identified if students are to adapt to the challenges of a digital society. Although the scholar found the importance of the digital society, he did not explain how to make students adapt to the challenges of the digital society [1]. Ceranoglu found that with the increasing use of digital media among teenagers, there are concerns that the use of digital media can adversely affect students. ...
Article
Full-text available
The main purpose of this paper is to analyze and study the digital media art (DMAT) display design through the acquisition technology of 3D point cloud data of sequence images. This paper integrates digital media art to the display design, making the display design more colorfulness and promoting the development of the display design. The main method adopted in this paper is the 3D reconstruction technology based on sequence diagram, which includes image segmentation method and sequence feature extraction method. Through experiments, it is found that 3D point cloud data acquisition technology based on sequence images can effectively combine DMAT and display design, so that both can develop healthily. In the era of digital media, new thinking on display design, including how display designers should deal with and maximize the development potential of digital media in the face of new technologies and future viewing models. Research into DMAT and display design will have a huge impact on display art. It can be seen from the data in of this article that the development percentage of digital media art 2018 ranges from 9.8% to 15%. The range of the development percentage of digital media art 2021 is 17%-36%. It can be seen how the development of DMAT is very rapid, so it is urgent to study the display design of digital media.
... Before the implementation of the digitisation of teaching and learning, a number of modalities had to be put in place, which was not a smooth-running process for many institutions, especially those that had not been traditionally using the e-learning platform for teaching. For instance, institutions had to run webinars to train and equip the faculty members and students with the necessary knowledge and skills to use the e-learning platform (Peicheva & Milenkova 2017;Milenkova & Manov 2019). The information technology and online experts in various institutions provided crash programmes for faculty to learn how to navigate the e-learning platforms with ease while providing virtual lessons and assessments to the students. ...
... It can track both hands at a speed of not less than 200 carats per second. This accuracy to a large extent guarantees that the user successfully completes the functions required for human-computer interaction [26]. ...
Article
Full-text available
Digital media application technology has become the main expression of digital information media in the era of society through the perfect combination of art design and technical language through digitalization and informatization platforms. This paper studies the reform of the training mode of digital media application technology in the VR and AR direction of tourism management majors. Here, digital media application technology is used to reform the training model of tourism management professionals, and the teaching method of the talent training model is analyzed. A comparative analysis of the talent training programs of various universities is also conducted, and the experimental results of the reform of the talent training model are summarized. It shows that through the reform of the talent training model in the VRAR direction of the tourism management major, the overall learning performance of talents has been improved by 13.2%, and the research investment in VR and AR technology has increased by 23.7%.
Chapter
With the diversified development of science and technology and social culture, digital technology provides a better platform for the high-speed dissemination of information, and the “screen-based” lifestyle is becoming more and more common in people’s daily life. This lifestyle has led to visual forms The way of viewing and disseminating language has undergone qualitative changes. Therefore, in order to meet people’s new aesthetic concepts in such an environment, the visual form language conforms to the times and combines with the time dimension. The main purpose of this paper is to conduct research on digital media (DM) art and visual communication design based on computer technology. The most essential difference from the traditional visual form language is the integration with the time dimension. The dimension of time makes visual design more quality and valuable, and allows the viewer’s senses to be extended indefinitely, which satisfies the diverse needs and dissemination needs of image information processing in the DM environment, and promotes visual design into a new era.KeywordsComputer TechnologyDigital MediaVisual CommunicationDM Arts
Article
Full-text available
Digital virtual technology with media survival as an important representation, with the rapid development of the new media technology represented by the Internet, digital virtual technology with its entertainment, personalized service, open sharing of content, form of real-time interaction and other characteristics strongly attract the young group. In the digital virtual era, teenagers’ digital media literacy has not only become one of the essential qualities for them to cope with global competition, but also an essential quality for college students to realize lifelong learning. Therefore, it is not only necessary but also urgent to carry out systematic digital media literacy education for adolescent groups. This study first discusses that the typical illegal phenomenon in the network is the problem caused by the lack of network legal awareness, and analyzes the level of media literacy of the subject media in these cases and whether the network legal awareness is weak. Finally, from the perspective of school education, social publicity and national system support, this paper puts forward some Suggestions on how to improve teenagers’ media literacy and cultivate their network legal literacy, so as to create a harmonious network environment. Establish a scientific and reasonable indicator system of youth network literacy, and build a youth network literacy training mechanism.
Chapter
The paper presents a primary analysis of the results of a sociological survey conducted by the authors about the first months of the management of the Covid-19 pandemic crisis in Bulgaria. The aim of the study was provoked not only by the exceptional significance and reflections of the pandemic on basic human values - life and health, but also by the fact that the pandemic provokes serious changes in many social spheres and activities, including boomerang effects among certain civic circles. On the other hand, due to the fact that it receives the largest and so far the longest media coverage. Thirdly, because of the deepening of the pandemic, in addition to limited health resources, are behavioral practices, often associated with carelessness, ignorance, including political opposition. Method: The main method used was an individual direct survey among 906 adult citizens of Bulgaria in April–May 2020.
Article
Full-text available
Linkedin и в SlideShare. От друга страна, се проучват елементите на дигиталната медийна грамотност в различна медийна среда и се установяват възможности за използване на дигиталните инструменти не само от професионални журналисти. Ключови думи: медийна екология, дигитална медийна грамотност, блогове, блоъгри, блогосфера, социални мрежи и онлайн медии. 1. ВЪВЕДЕНИЕ Един от начините за въвеждането на термини и понятия се осъществява чрез научни публикации, в които се оповестяват резултати о изследвания на учени от различни университети. След това се постига поетапното утвърждаване на понятията, наблюдават се промени в обема и съдържанието на някои термини, като така се осъществява актуализира се терминологичния апарат на една или друга наука. Целта в статията е да се установят пресечни точки и новости на два термина: медийна екология и дигитална медийна грамотност; текстът не е детайлно проследяване в диахронен план, а се поставя акцент върху промени в значенията в тези термините. Утвърждаването на едно научно поле и създаването на терминологична рамка
Chapter
Objectives of the article are: (1) to explore digital skills and media and information literacy, representing different aspects of the digital person who is responsible for how technology is used. (2) to present that these skills contribute to the development of identity, thinking and decision-making skills, and values. The article is based on several surveys: (1) “Cultural Universals in Academic Environment”, (2) “Fundamental transformations in media and communication systems and its reflections in society”, DN 05-11 2016/2019, team leader D. Peicheva; (3) “Digital Media Literacy in the context of “Knowledge Society”: state and challenges” KП-06-H25/4, team leader V. Milenkova. Students, who are respondents in surveys indicated that they use the Internet anywhere and feel confident in creating different digital content and on-line products. They are aware of the new dangers of emerging hybrid media wars and see the role of the digital media education and literacy in this direction.
Article
Full-text available
The digital transformation of society in the 21st century presents tremendous opportunities and challenges to be agreed upon and bridged by the field of youth. This reflection paper seeks to explore our understanding of social inclusion, the opportunities and challenges for the social inclusion of young people in the digital age, as well as the opportunities and challenges for youth policy, youth research and youth workers in both confronting digitalisation and applying digitalisation to realise social inclusion of young people today and in the future. The principle aim is to sensitise readers to some of the key concepts, range of issues and applied practices that draw on digitalisation in seeking to address the social inclusion of young people. Thus, this reflection paper is meant as an initial prompt for thought, discussion and debate for this year’s symposium. It is hoped that the symposium will further enrich this discussion and debate by stimulating the formulation of key problems and issues, and by reaching a consensus around how to tackle some of these core issues. In this paper, we particularly focus on conditions for social inclusion, including young peoples’ capacities such as the “human capital” (or competencies) needed by young people today in order to access and negotiate digital technologies. We note the salient issue of trust when thinking about social inclusion and recommend closer attention to how digitalisation can be drawn on in order to directly and indirectly engender trust by young people. The paper argues that digitalisation is both a necessary response to the current and future socio-political-economic climate of Europe, and an opportunity to increase the reach, relevance and impact of youth-focused policy, research and practice. We conclude with some recommendations for thinking about how the youth policy field is moving forward in addressing the breadth of challenges.
Article
Full-text available
The present article analyzes media socialization as one of the key factors for the formation of a digital society, involving the participation of individuals and communities. The objectives of the article are: to justify the impact of family educational institutions and community environments as contributing to the development of digital skills, attitudes and media literacy. The analysis is based on three rounds of European Social Survey (ESS) -national representative surveys carried out in 2006, 2009, 2012/2013, and 2012/2013 that analyzes the participation of the Bulgarian population in the social and political life of the country. In addition, the results of empirical studies conducted at the South-West University “N. Rilski”, Blagoevgrad, Bulgaria for the period 2003-2017 are presented. The main conclusion of the article is that media socialization, based on media ecology information is important, because people acquire a clearer perspective as to how to evaluate a situation and to the increased opportunities for personal realization and development.
ResearchGate has not been able to resolve any references for this publication.