Дисертації з теми "Online catalogs User education"

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1

Evans, Paul. "A multimedia system to instruct novice users of online library catalogues." View thesis, 1996. http://library.nepean.uws.edu.au/about/staff/thesis.html.

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2

Evans, Paul. "A multimedia system to instruct novice users of online library catalogues." Thesis, View thesis, 1996. http://hdl.handle.net/1959.7/uws:342.

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The research reported here focuses on the application of multimedia to the teaching of information skills in academic libraries. Specifically, the research project has involved the development and evaluation of a multimedia system to instruct novice users of online library catalogues. The research has included an investigation of the characteristics and needs of novice library users. The ways in which novices approach using library-based information technologies which may be applied to any instructional programme for teaching novices how to use library-based information technologies. The research project has involved the development of a comprehensive multimedia system based on the theoretical model. The multimedia system was designed using Macromedia Director v.4.04. The production techniques and operation of the multimedia system are described in some detail. The multimedia system was evaluated and tested using formative evaluation strategies. The evaluation involved the prototype system being reviewed by expert librarians, and multimedia producers, as well as novice users of online library catalogues. The information gathered during the evaluation was used to make suggestions about improvements to the design of the prototype. The results of the evaluation are reported and analysed.
3

Golub, Koraljka. "Subject retrieval in web-based library catalogs." Licentiate thesis, Filozofski fakultet u Zagrebu, Department of Information Science, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-37099.

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This thesis has been motivated by past research, problems and realizations that online library catalog users frequently perform subject searches – using keywords, subject headings and descriptors – and these searches have yielded unsatisfactory results. Web-based catalogs or WebPACs (Web-based Online Public Access Catalogs), belonging to the so-called third generation of online catalogs and providing a wide variety of search options, remain largely underutilized despite the continuous advancement of information retrieval systems. Users still encounter a number of problems, such as those related to translating their concepts to the language of the catalog’s system and cross-references prepared to this purpose. Subject access in online library catalogs can be provided through different access points. To that purpose natural and controlled indexing and retrieval languages are used, and each among them has its advantages and downsides. Natural language indexing is performed by the computer, in which process words from defined fields are automatically extracted. Controlled indexing languages are those in which selection of terms to be assigned to documents is manually performed. These are, for example, classification systems, subject heading languages and thesauri. During the 1970s, a consensus was reached that the best retrieval results are gained when using both types of indexing languages simultaneously. Apart from indexing languages, it is necessary to take into account user search behavior; and while designing user interface one has to allow for the users’ skills and knowledge - ensuring instruction, help and feedback information at every step of the retrieval process. The aim of the research was to determine the variety and quality of subject access to information in WebPACs of British university libraries, including searching by words or classification marks, natural and controlled languages, browsing options, and forming simple and complex queries in order to conclude about existing advancements, offered models and employed methods and compare them to WebPACs of Croatian university libraries.
4

Cameron, Nancy G. "User Experience Design in Online Nursing Education." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/7045.

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5

Zhang, Jing, and Vlad Vamoș. "How does the UX Design of video conferencing software affect student engagement in online education?" Thesis, Jönköping University, JTH, Avdelningen för datateknik och informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53164.

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Even before the spread of COVID-19 video conferencing software has seen a steady rise in use. Due to their convenient way of offering a way of seeing the other participants live while talking to them, it is quite easy to see why this kind of software became more and more used throughout the years. Now, during the pandemic, video conferencing software is more used than ever before, especially in learning environments. Nevertheless, studies show that student engagement is rather low with university students who take part in online learning. Throughout this paper, we venture into discovering the reasons behind this lack of engagement and how it can be improved from a User Experience Design standpoint. With findings resulted from several previous studies and identified student problems and needs from those papers we created a prototype to test which features and design elements affected student engagement.
6

KU, CHENG-HSIN. "Extending the Technology Acceptance Model Using Perceived User Resources in Higher Education Web-Based Online Learning Courses." Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3084.

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The purpose of this research was to examine students' acceptance of the World Wide Web Course Tools (WebCT) online learning system. The Perceived Resources and Technology Acceptance Model (PRATAM) was created based on previous research to address the factors of perceived resources, perceived usefulness, perceived ease of use, attitude toward using, behavioral intention to use and actual system use. The aim for this research was to investigate the critical determinants and provide the causal relationships regarding students' acceptance behaviors when using WebCT. While institutions are expecting to adopt online learning to reach more students, there are still many challenges for institutions to retain students in their online courses. The literature review conducted in this research indicated that the Technology Acceptance Model (TAM) has successfully explained students' behaviors when they use educational information systems. In addition, the additional perceived resources variable in the PRATAM also showed a significant influence on the other belief and intention variables. The study analyzed a total of 115 students responses in two surveys administered during two WebCT based courses taught at a large southeastern public university. The beliefs, attitudes, intentions, and behavioral constructs of PRATAM showed significant goodness-of-fit indices and coefficient of determination after analyzing the data in both surveys. However, the results indicated several exceptions on PRATAM's constructs and causal relationships. First, the path coefficient between perceived resources to behavioral intention to use in both pre-test and post-test were insignificant. Second, the path coefficient between behavioral intention to use and actual system use in pre-test was insignificant. Third, the path coefficient between perceived resources and perceived usefulness in post-test were insignificant. In addition, the research also suggested an additional link between perceived ease of use and behavioral intention to use at the pre-test data. Overall, this research validated the influences of PRATAM's constructs factors to students' acceptance behaviors toward WebCT. The findings of this research could provide a guideline for future implementations of online learning systems in higher education.
Ph.D.
Department of Educational Research, Technology and Leadership
Education
Education PhD
7

Robertson, Andrew David. "Massively multi-player online role-playing games in the secondary school classroom." Thesis, University of Canterbury. Education, 2007. http://hdl.handle.net/10092/1943.

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This research suggests applications in an instructional design programme that makes use of Massively-Multiplayer Online Role-playing Games (MMORPGs) in a classroom setting. The report suggests that teaching and learning programmes which use MMORPGs should cross curricula and pedagogical theorems within literacy learning. It hypothesises that without the clear and effective development of instructional design which embodies good planning; the involvement and engagement of students in preparatory work, questioning, rich learning tasks, goal setting and evaluation, and prospective activities, few school programmes will use MMORPGs as powerful and engaging learning instruments.
8

Johansson, Lisa, and Tobiasson Sara A. "Att främja det oväntade : Serendipitet i digitala bibliotekskataloger." Thesis, Uppsala universitet, Institutionen för ABM, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414069.

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Introduction. Studies have been conducted on serendipitous encounters in the physical library environment. In this study, we aimed instead to look at features in the online library catalog that can lead to serendipitous en-counters. The aim was also to see if libraries took active steps to promote serendipity in their online library cata-logs. Method. A heuristic evaluation of four online library catalogs was conducted. The set of heuristics used was based on previous research, with the aim of identifying facets of a serendipitous environment. Semi-structured interviews were also conducted with librarians from three of the researched libraries. The results from the heuristic evaluation and the transcripts of the interviews formed the data for the analysis. Analysis. Thematic analyses were carried out on the data. The data from the heuristic evaluation and the interviews were analyzed and presented separately, leading up to a joint summary. Results. Most of the online library catalogs had features like "Similar items" and book recommendations, which can lead to serendipitous encounters. Librarians often experience a lack of influence over their online library catalogs. Librarians identified problems such as patrons expecting their online library catalog to function more like a web search engine, for example, Google Search. Conclusion. The online library catalogs have features that promote serendipitous encounters but we identified problems in how they are best designed. Using an integrated interface for the online library catalog and the library's website was one way to give the librarians more influence over their interface, which increased their likelihood to provide it with more information and content. We suggest further research with an extensive approach of serendi-pitous encounters not only in the online library catalog but also in other digital library environments such as web-sites, social media, blogs and apps. This is a two years master’s thesis in Library and Information Science.
9

Reeder, Elaine M. "Student Perceptions and Sense of Self-efficacy Regarding Interface Design and Consistency in an Online Learning Environment." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404572/.

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The purpose of this exploratory study was to investigate student perceptions of the design and consistency of the online learning environment in relation to motivation, satisfaction, and self-efficacy. Through surveys, think-aloud observation sessions, and reflection interviews, data were collected concerning student perspectives of design and consistency in the online learning environment. SPSS was used to process the survey data and a multi-step process was used to code the observations and interviews. Nine categories emerged from the analysis: (1) frustration; (2) excitement; (3) feeling of being lost; (4) confusion; (5) disgust; (6) positivity; (7); anxiety; (8) understanding; (9) action. The findings are discussed and recommendations for future research are provided to inform future development of online courses.
10

Van, Staden Corne Johandia. "User experience evaluation of electronic moderation systems : a case study at a private higher education institution in South Africa." Thesis, 2017. http://hdl.handle.net/10500/23586.

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The transformation of a manual paper-based moderation process into an electronic moderation (eModeration) process poses unique challenges. These challenges concern academic processes, people and the user experience of interactive systems. eModeration can improve the user experience of assessment processes while lowering the risk of delaying the process or losing scripts. Despite the benefits associated with optimising assessment procedures, particularly examination procedures, the use of eModeration in South Africa is limited. There are several possible reasons for a lack of eModeration adoption ranging from infrastructure and technical issues through to organisational and human factors. The focus of this study is on the human factors involved in eModeration. Since no User Experience Evaluation Framework for eModeration existed at the time of this research, an in-depth study was conducted based on the experiences of eModeration users in the context of private higher education institutions. The study focused on identifying the most important user experience constructs for the evaluation of an eModerate system within the context of private higher education institutions in South Africa towards proposing a framework. The study was based in the fields of Information Systems and Human-Computer Interaction with eModeration being the application domain. The research used a Design Science Research methodology, which involved the development and testing of a User Experience Evaluation Framework for eModeration. The data generation methods included interviews with deans, eModerators and management, as well as a survey that included responses from both moderators and deans. The research was conducted at Midrand Graduate Institute and evaluated at Monash University. The study makes a validated contribution towards identifying the most important user experience constructs. The identified constructs were utilised in the design and development of the User Experience Evaluation Framework for eModeration, which can be used along with the evaluation criteria tool to evaluate eModerate systems.
Information Science
D. Litt. et Phil. (Information Systems)
11

Choonoo, Pearl. "A comparative study of concept-based and procedural teaching methods in user instruction of the OPAC at the M.L. Sultan Technikon." Thesis, 1999. http://hdl.handle.net/10413/5767.

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The purpose of this research was firstly to compare the differences in online performance between two groups trained to use the Online Public Access Catalogue at the M L Sultan Technikon using two different types of instruction, namely the teaching methods of concept-based and procedural instruction. Secondly, the objective of the research was to compare these two teaching methods in relation to first year students at the M L Sultan Technikon with differing levels of library experience, computer experience and English language experience. To meet the objectives of the research, literature was reviewed and analysed from various sources. Original research was conducted using the method of a quasi-experiment. A random sample of 120 students were split between two teaching conditions, with sixty participants in a concept-based teaching condition and sixty participants in a procedural teaching condition. Research instruments used were a background questionnaire to collect demographic information, a pre-and post test to evaluate significant differences between the teaching methods, an evaluation questionnaire to collect affective responses, direct observation, and transaction log monitoring of the searches conducted. In a one-hour lecture the concept-based group were taught general search concepts using model-based instruction techniques and the procedural lecture demonstrated methods of searching in a step-by-step fashion. Data analysis made use of Microsoft Access 97 and Excell 97 software to code and verify the data, and the Statistical Package for the Social Sciences (SPSS), v9.0 to conduct statistical analysis. The research found that first year students were generally inexperienced in the use of the online information retrieval system. The majority of the participants in the study did not have any computer experience, and made use of English as a second language. Others, although not in the majority were found to have low levels of library experience. Performance on pre-tests were generally low for these participants while those who had experience in the use of libraries, computers and who regarded English as a first language were able to make fair use of the system for simple tasks such as author and title. This suggested that prerequisite competencies needed for online searching were, library literacy, computer literacy and some proficiency in the use of English. Performance on search tasks found no significant differences on simple tasks between the teaching conditions. However, variances in performance as a result of individual differences were found. On difficult tasks participants fared better with concept-based instruction resulting in significant differences in performance. The findings of this research supported the need for online instruction to novice end-users, taking cognisance of the need for suitable venues equipped with adequate hardware, provision of staff, and allocation of sufficient time for such instruction. The research proposes that model-based teaching be encouraged, especially for difficult tasks. In the decisions made however, instruction must take note of the background of participants. Further proposals for instruction and other related aspects are discussed in the research.
Thesis (Ph.D.)-University of Natal, Pietermaritzburg, 1999.
12

Puttapithakporn, Somporn. "A qualitative analysis of user error in searching an online public catalog system." 1994. http://catalog.hathitrust.org/api/volumes/oclc/36454268.html.

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Thesis (Ph. D.)--Indiana University, 1994.
Includes vita and abstract. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 185-199).
13

Applegate, Rachel. "User satisfaction with information services a test of the disconfirmation-satisfaction model with a library OPAC /." 1995. http://catalog.hathitrust.org/api/volumes/oclc/33290031.html.

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Thesis (Ph. D.)--University of Wisconsin--Madison, 1995.
Typescript. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 196-214).
14

Kim, Mi-hyeon. "Influence of several screen design variables on the usability of an OPAC (online public access catalog) an empirical investigation /." 1996. http://catalog.hathitrust.org/api/volumes/oclc/36626492.html.

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Thesis (Ph. D.)--Florida State University, 1996.
"This study was conducted in the computer laboratory of the College of Education, at Florida State University using Macintosh computers"--P. 52. Includes vita. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 140-148).
15

Lester, Marilyn A. "Coincidence of user vocabulary and Library of Congress subject headings experiments to improve subject access in academic library online catalogs /." 1989. http://books.google.com/books?id=c93gAAAAMAAJ.

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Thesis (Ph. D.)--University of Illinois--Urbana-Champaign, 1989.
Vita. Typescript (photocopy). eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 288-310).
16

Cheng, Tze-Chi, and 鄭子琦. "The Preliminary Study of Online Multi-User Learning System for Civil Engineering Education." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/20142062512005077553.

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Анотація:
碩士
淡江大學
土木工程學系
90
Due to the popularity of Internet, online games are growing fast in the meantime. They not only bring revolution to the game market but also successfully attract enormous attentions from the publics. The purpose of the thesis is to study the possibility of using online games as learning systems for Civil Engineering education. The attractive natural of online games can promote the use of the learning system and keep users interested, which can increase learning efficiency. Traditional interactive learning systems are better than one-way teaching media. However they are still communication between human and machine, nothing like the face-to-face interaction between teacher and student in the classroom. Because of program design, it is very difficult to keep users engrossed over a long period of time. Therefore, it is possible to improve computer assisted instruction with the unique group culture and peer interaction environment of online games. To investigate the suitable architecture of the learning system, a prototype system was implemented using DirectX and Visual Basic. The operation of the system is primarily based on the model of massive multiple online role-playing games. Each student plays a certain role in the virtual environment, answers questions and acquires knowledge immersed in the adventures of the game. The questions are stored in a database. The types of questions are designed to be compatible with the fast pace of the game and appropriate for random sampling of the question database. A web browser interface is provided for the teachers to enter new problems and manage the database, which makes the system possess much more diversity and convenience.
17

TSAI, YU-WEI, and 蔡有為. "A Study of Factors Related to User Loyalty Prediction in Online Education Platform." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/96867017706920412574.

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Анотація:
碩士
輔仁大學
統計資訊學系應用統計碩士在職專班
105
This study adopted the user registration data and user activity data of the first 30 days from Junyi Academy database to predict whether the user will remain visiting the website after 12 months. Collecting information of users who signed-up from March 2014 to April 2016, total 26 months of data to build both logistic regresion and random forest prediction models. One model for each single month based on the independent variables of each month of user registration and dependent variable generated from the data of the month after 1 year. And then cross test every month’s data and models to choose the best models based on the accuracy. The result shows the logistic models built by data of 12 month ago has the best accuracy, and the average accuracy of logistic regression for the recent 6 months (2015/11~2016/04) reach 0.67. The odds ratio for each independent variables of logistic regression and the importance indices for each independent variables of random forest might also help Junyi Academy and other MOOC organizations to improve marketing event efficiency and provide the reference for software and content developments.
18

Kramer, Stefan. "Pattern of online library resource usage per user in a distributed graduate education environment." 2006. http://hdl.handle.net/10150/105849.

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The frequency distribution on online library resource usage by individual users (mostly students) at a distributed education graduate school is notably skewed, with a relatively small number of users showing frequent usage, and a large number of users showing infrequent usage.
19

Yang, Chin-Yun, and 楊景元. "A Study on User Satisfaction of Education Department New Taipei City Government e-Book Online service." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/40352180767025356348.

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碩士
淡江大學
資訊與圖書館學系數位出版與典藏數位學習碩士在職專班
103
In this study, take the "Education Department New Taipei City Government e-Book Online service” as a case study for the user satisfaction by questionnaire. Expected to provide a more convenient user interface and enhance the quality of Education Department New Taipei City Government e-Book Online service. Conclusions of this study are summarized as follows: 1. Most user use Education Department New Taipei City Government e-Book Online service "less than one hour per week". 2. The main purpose is "read e-books". 3. The main e-book type for user likes to read is "environmental protection and natural ecology". 4. Most users have ever read 1-5 e-books. 5. The satisfaction of the remoted school students are higher than the general school students. 6. Most users satisfy with "login mode"in the use of platform. 7. Most users satisfy with "electronic online reading function”in the capabilities of platform. 8. Most user satisfy with "e-book content and course content have a relationship" in the information of platform 9. Most users satisfy with "electronic system operating procedures" in the service of platform. Overall user satisfy with the information and services, would like to use Education Department New Taipei City Government e-Book Online service to read more e-books and recommend to other people.
20

Lam, Margaret. "Online Music Knowledge: The Case of the Non-musician." Thesis, 2011. http://hdl.handle.net/1807/31291.

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Five cases of ‘non-musicians’ learning how to make music were used to explore the information practice of users in the domain of music to support the design of music information systems and platforms. In all five cases, the use of online music knowledge was situated within a larger process of self-directed learning, as well as the larger socio-musical world of the non-musicians. Effective access to and use of available resources is paradoxically predicated on a non-musician’s ability to articulate their information needs using terms with which they are not yet familiar. The findings articulate the information practice of non-musicians as being characterized by the emergent nature of their information needs and the exploratory nature of their information practice. In particular, the user’s socio-musical world, learning or knowledge trajectories, as well as their modes of learning offer an innovative approach to understanding and anticipating music information needs.
21

(11173440), Cassandra M. McCormack. "Information Architecture and Cognitive User Experience in Distributed, Asynchronous Learning: A Case Design of a Modularized Online Systems Engineering Learning Environment." Thesis, 2021.

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Systems engineering (SE) is an increasingly relevant domain in an increasingly interconnected world, but the demand for SE education is impeded by the challenges of effectively teaching interdisciplinary material that emphasizes the development of a mentality over specific skills. A modularized, asynchronous, distributed course configuration may provide an advantageous alternative to more traditional hybrid course designs. Online courses have been a topic in the educational field since the establishment of the internet. However, the widespread disruptions to higher education due to the COVID-19 pandemic highlighted the demand for and difficulty of developing deliberate and robust learning environments designs that consider a variety of traditional and non-traditional students. This thesis presents a case design of a learning environment for an interdisciplinary-focused, introductory graduate-level systems course that has previously been designed for, and taught in, a hybrid environment. The case design will emphasize the information architecture (IA) and user experience (UX) prototype design of the learning environment as informed by user-centric principles, cognitive theories and analyses, the IA literature, and existing course content. This focus on learner knowledge development (“beyond-the-screen”) factors rather than the direct user interface (“at-the-screen”) provides design recommendations and insights that are robust to changing user interface trends and preferences. A distribution of learners with varying backgrounds, learning needs, and goals associated with the material will be identified. These individual differences can dramatically impact the effectiveness of potential interventions, particularly when different types of learners have directly conflicting needs. Thus, the online learning environment will utilize adaptable interfaces to move away from a “one-size-fits-all” design approach. Content modularization and non-sequential, tag-based navigation were utilized to address the challenges of teaching highly interdisciplinary material. This thesis emphasizes a learning environment design that aims to teach highly interdisciplinary systems subject matter to a variety of learners with a variety of characteristics in an asynchronous, online format while making use of existing course material.

22

Burwell, Catherine. "The Politics and Pedagogy of Young People's Digital Media Participation." Thesis, 2011. http://hdl.handle.net/1807/31702.

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In this thesis I survey the terrain of digital interactions between youth, corporations and pop culture texts in order to complicate current visions of participatory culture. I argue that popular images of the empowered young users of a new digital democracy need to be complicated by asking questions about the politics of digital participation: about whose voices are heard, about where attention is centred, about how interactivity is defined, about who is rewarded for creative labour. The opening chapter introduces key issues within a critical examination of digital participation, including commodification, user agency and intellectual property. It also outlines my methodologies and my choice of research site – namely internet television, and the proliferation of corporate and youth practices around digitized television texts. The next two chapters provide case studies that identify and evaluate not only the interactions between corporate producers and young users, but also the power relations between the two. First, I analyze young women‘s video remixes of the program Gossip Girl. I consider the remixes as gendered texts that contribute new aesthetics and concerns, even as they reproduce dominant interpretations of contemporary girlhood. I also consider the distribution of the videos on YouTube, noting how their circulation simultaneously challenges corporate ownership and creates profit and promotion for those same corporate owners. Next, I examine interactions around the The Colbert Report. Focusing on the program‘s official discussion boards, I demonstrate how young fans have taken up Stephen Colbert‘s invitation to join in the parody by creating a vibrant, dialogic and rowdy community that has frequently come into conflict with Comedy Central producers. In their attempts to address these conflicts and create alternative spaces of their own, these young people gesture towards larger tensions over the control of public digital dialogue. The final chapter draws on my research and experience as a teacher to consider how these case studies might help us to frame our own educational projects. I call for a digital literacy curriculum that provides both a place for students to reflect on their daily activities within mediated environments and the opportunity to experiment with digital production.

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