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Users in Cyber Behavior

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Abstract

Human behavior in cyber space is extremely complex. Change is the only constant as technologies and social contexts evolve rapidly. This leads to new behaviors in cybersecurity, Facebook use, smartphone habits, social networking, and many more. Scientific research in this area is becoming an established field and has already generated a broad range of social impacts. Alongside the four key elements (users, technologies, activities, and effects), the text covers cyber law, business, health, governance, education, and many other fields. Written by international scholars from a wide range of disciplines, this handbook brings all these aspects together in a clear, user-friendly format. After introducing the history and development of the field, each chapter synthesizes the most recent advances in key topics, highlights leading scholars and their major achievements, and identifies core future directions. It is the ideal overview of the field for researchers, scholars, and students alike.

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The digital divide limits the flow of potential students through the science, technology, engineering, and mathematics (STEM) pipeline and into STEM careers. The digital divide is a dynamic and constantly evolving concept of digital exclusion that encompasses numerous dimensions and levels. The “usage access gap” and the “second-level divide” both account for differences in how digitally divided people actually use technology. In this study, we employ social cognitive theory as a framework to explore the impact of various kinds of technology usage on predominately minority students’ technology and application self-efficacy. Data were gathered over the course of a large-scale computing intervention that took place in an elementary school district in the southeastern United States. Results indicate that usage access gap activities and second-level divide activities, such as playing games or talking to friends online, may actually help increase students’ technology self-efficacy and computer application self-efficacy. Entertainment and social networking activities provide students with positive direct experiences with technology, which may help close this dimension/level of the digital divide over time. Future computing interventions should consider establishing dedicated “computer recess” time to help digitally divided students increase their technology self-efficacy.
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Key social learning occurs during early childhood with lasting effects throughout the lifespan. In the past 10 years, ownership of mobile technology grew rapidly, particularly in households with young children; this has dramatically changed the early learning landscape. With the ubiquity of mobile devices, many have questioned their effect on the social and emotional learning of children. To explore one aspect of this question, we conducted a cross-temporal comparison to compare two cohorts of sixth graders, one measured in 2012 and another in 2017. Each group took tests, one with still photographs of faces (diagnostic analysis of nonverbal accuracy 2 or DANVA2) and one with videotaped vignettes (the child and adolescent social perception measure or CASP), designed to measure their ability to accurately identify nonverbal emotional cues. We sought to explore whether changes in the early learning environment of the 2017 cohort, who grew up with mobile phones and tablets, could be related to participants' ability to read nonverbal emotional cues. We found that sixth-grade students in 2017 performed better than sixth-grade students in 2012 on the DANVA2, but not on the CASP. One possible reason participants improved on the test with still photographs is because mediated communication has become more visual and less text based, and sharing photographs of oneself and others is more common. Accordingly participants may be more accurate at interpreting emotional cues in photographs due to a larger exposure to photographs of faces.
Article
In response to the spread of COVID-19, a new coronavirus, many U.S. schools have implemented remote learning. This approach to education can prevent students from experiencing setbacks during school closures. However, some schools do not have enough resources to provide learning opportunities for students, and not all children have internet access at home. Schools that can implement online learning equitably can improve their approach if they follow the guidelines of reputable organizations such as the International Society for Technology in Education.
Article
Although young people's face‐to‐face and digital social interactions have been frequently examined in relation to their psychological well‐being, few studies have considered how day‐to‐day variations in digital social interactions relate to fluctuations in self‐esteem. To fill this gap, this study used a daily diary method over a five‐day period to examine the same‐day and lagged‐day associations between the quantity and quality of social interactions (i.e., face‐to‐face vs. digital) and self‐esteem in a diverse sample of young adults (N = 219; 51% women, 49% men; M age = 21). Additionally, this study also investigated the moderating role of social anxiety on this relation. Over a five‐day period, participants completed a daily diary checklist at the end of each day and reported on their social interactions (i.e., quantity and quality) and self‐esteem for that day. Results showed that the quality of interactions via face‐to‐face settings and text messaging as well as the quantity and quality of interactions via social media were positively associated with self‐esteem. Only the quality of face‐to‐face interactions on the prior day positively predicted self‐esteem on a given day. Social anxiety moderated the same‐day associations between quality of interactions via face‐to‐face and text messaging, and self‐esteem. Findings suggest that only high‐quality face‐to‐face interactions may be associated with longer lasting gains to psychological well‐being. The implications of these exploratory findings for our understanding of the role of emerging technologies are discussed.
Article
Now is the time to think about climate change within the broader context of what your school wants to achieve through its teaching. Alan Kinder offers some advice
Article
Understanding digital supports for early learning is paramount for school readiness and later mathematics learning. We present results from a randomized control trial evaluating a digital app (Measure Up!) and a parent companion app (Super Vision) designed to teach children measurement concepts, a skill that many teachers do not feel comfortable teaching. Ninety-nine 4- and 5-year-old children were randomly assigned to one of three conditions: Measure Up!, Super Vision + Measure Up!, or a control game. Analyses revealed a statistically significant effect of being in the treatment group (Measure Up! or Measure Up! + Super Vision) on children's posttest scores (about two additional questions correct), controlling for the pretest and demographic characteristics (gender, SES). In particular, gains were made for children's understanding of pan balances. There was no significant difference between the two treatment groups. Results suggest that apps can be designed to help children learn important mathematics skills; however, more research needs to be done to understand how parent supports can be better designed. Implications for evaluation and design of game-based learning tools are discussed.
Article
This study conceptualizes "digital divide" among school children. The concept of digital divide is elaborated on the basis of the layers of technology adoption such as "access", "effective use" and "the social envelope" around children's use of home computers. In this study, a theoretical framework of "digital divide" is proposed consisting of social, economic, individual and cultural aspects of the digital divide among children. This theoretical framework suggests that socio-economic status effect goes beyond ownership and extends into meaningful education use of home computers. We argue that inequalities among children can strongly be affected by the economic/social/cultural environment around home computing i.e. parents’ computing practices at home and the home learning environment. As a result, we argue that access to a supportive ‘social envelope’ is the area in which most digital inequalities exist rather than the physical access to the hardware or even usage time.
Article
The promise of digital tools and devices for spurring new discoveries in adolescence research is enticing. Notably, this special section draws attention to many of the advantages that mobile and wearable devices offer for ambulatory assessment research, which have now been realized. Despite such progress, digital tools have not yet delivered on their predicted revolution of adolescent health research. I offer four reasons for why digital devices have fallen short of this predicted promise. For each barrier, I suggest parallel strategies for ensuring adolescent research benefits from Ambulatory Assessment advances. To avoid being left behind, adolescence scholarship must develop in time with innovations in digital devices and platforms, which are moving forward to support basic science and interventions in mental health.
Article
Youth use a variety of digital tools to initiate, develop, and maintain a dating relationship. By doing so, youth become more accessible and vulnerable to interpersonal intrusiveness, which can promote certain forms of victimization, such as Cyber Dating Abuse (CDA). The present study provides a systematic review aimed to identify the studies that have been developed on youth CDA, describing their methodology, main objectives and findings, as well the constructs used. We identified 44 studies that met our inclusion criteria. Research on CDA has less than a decade and has mainly been developed in North America. Studies focused on the prevalence rates, the relation between CDA and other variables, and on developing and validating measures. Prevalence rates were variable, which was mainly due to the different methodological characteristics of the studies, such as the measure, participants' demographics, and the time lag of assessment. Nine tools were validated with, in general, diverse factor solutions. CDA was related to a wide range of individual variables and others types of interpersonal violence (e.g., offline dating violence, cyberbullying), but it is unknown if these variables are risk factors or consequences of CDA, since the majority of the studies used cross-sectional designs.
Conference Paper
This paper presents the characteristics of the digital divide (DD)in the Latin American countries on the example of: Bolivia, Brazil; Dominican Republic; Ecuador; Finland; Guatemala; Poland. The purpose of the text is to show the scale of the phenomenon, the most vulnerable groups (including the DD determinants)and practices facilitating digital inclusion. The comparison and exchange of good practices help to understand more fully the DD characteristics (regardless of the location of the people affected by DD)and to promote good practices. The paper is part of the activities within the SELI project.
Article
Although much is known about adults’ ability to orient by means of cognitive maps (mental representations of the environment), it is less clear when this important ability emerges in development. In the present study, 97 seven‐ to 10‐year‐olds and 26 adults played a video game designed to investigate the ability to orient using cognitive maps. The game required participants to reach target locations as quickly as possible, necessitating the identification and use of novel shortcuts. Seven‐ and 8‐year‐olds were less effective than older children and adults in using shortcuts. These findings provide clear evidence of a distinct developmental change around 9 years of age when children begin to proficiently orient and navigate using cognitive maps.