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One Size Does Not Fit All Users
Digital literacy does not determine a “one-size-fits-all” perspective.   Technology creates technical opportunities for users to express individual thoughts, ideas, theories, applying one’s critical thinking and knowledge base skillsets.  Digital literacy encompasses social communities, independent studies, peer-to-peer or one-to-one interactions, and global connectivity, creating new or defining ideas and concepts. 
 
Data mining and data aggregation intermingles into our everyday life.  Technologies use aggregate data and identify real-time data-specific input and social interaction.  Individual actions influence a decision-making process.  For example, “Let us go for dinner, just a second, let me access YELP for reviews.”
 
Big data analytic trends into cloud analytics, data lakes, noSQL, and artificial intelligence (Mitchell, 2014).  Data mining and data aggregation technology captures individual user choices and combines learner analytics reflecting and identifying social networks, decision patterns, and choices.
2014 IMB Introduces Cognitive Computing
2015 IBM Introduces Watson interprets linguistics and creates a response, performs an analysis and proposes a hypothesis.

Reference

IBM Watson. [IBM Watson]. (2014, October 7).

IBM Watson: How it Works [Video file]. Retrieved from https://www.youtube.com/watch?v=_Xcmh1LQB9I

2015 Virtual Zoo Experience
A patron exhibits various behaviors and reactions focusing on one’s individual visual and digital literacy interpretation.

Reference

INDE Appshaker. [INDE Appshaker]. (2015, September 20).

INDE's Air, Land & Sea Augmented Reality with NatGeo at Toronto Zoo on Space Channel [Video file]. Retrieved from https://vimeo.com/138973417

Apperly & Walsh (2012) HUG (right model)  explains , "The heuristic provides a substantiated metalanguage for connecting out-of-school digital gameplay with school-based literacy practices. The heuristic offersan informed explication of digital games on their
own merit that provides teachers and practitioners with a coherent and legitimate way of talking about digital games with pupils" (p.117).
A Heuristic for Understanding Gaming (HUG)

Reference

Apperley, T., & Walsh, C. (2012). [Online illustration explaining gaming  literacy]. Figure 1.HUG: a heuristic for understanding gaming.

Mashable considers and discusses the top five social games: 
  1. Farmville
  2. Zuma Blitz
  3. Words with Friends
  4. Mafia Wars
  5. World of Warcraft

Digital Literacy Future

University of North Texas mSemeniuk 2015 ©  email mSemeniuk

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