(2008). 1960-1969 technology and gadgets. Retrieved December 12, 2008, from Multimedia Sixties Web site: http://www.sixties60s.com/1960gadgets.htm
This website lists and describes the technological advances of the 1960s, ranging from the Pill to popular toys. The time line ends with the moon landing and the first artificial heart transplant. The site provides links to other sites that can further research on a specific event mentioned.
History of information science technology 1960s. Retrieved December 12, 2008, from CHRONOLOGY OF INFORMATION SCIENCE AND TECHNOLOGY Web site: http://www.libsci.sc.edu/BOB/istchron/ISCNET/ISC1960.HTM
This website offers the history of major 1960s technological advances. It is broken down into two pages: events from 1960-1964 and events from 1965-1969. It also offers links and citations to events that are well known and some that are precursors to more significant developments.
Sipress, A., & Diaz, S. (2007). To Build Audience, Facebook Enhanced Coverage Linking Facebook; Users Take the Wheel. The Washington Post, Retrieved December 12, 2008, from https://www.lexisnexis.com/us/lnacademic/results/docview/docview.do?docLinkInd=true&risb=21_T5375383402&format=GNBFI&sort=RELEVANCE&startDocNo=1&resultsUrlKey=29_T5375383405&cisb=22_T5375383404&treeMax=true&treeWidth=0&selRCNodeID=82&nodeStateId=411en_US,1,79&docsInCategory=17&csi=8075&docNo=5.
This Washington Post article discusses the influence of social networking sites such as Facebook and Myspace. Questions are put into perspective such as how these sites make a profit. The article also talks about other, smaller, social networking sites that are available. These sites allow people to connect to others with similar interests, occupations, and hobbies allowing full control over what is known about the user.
Kemp, J.W., & Haycock, K. (2008). Immersive Learning Environments in Parallel Universes: Learning through Second Life. San Jose State University School of Library and Information Science, 14, Retrieved December 12, 2008, from http://simteach.com/14_2kemp_haycock.pdf
Second life is a interactive computer game that allows its members to create avatars and complete missions. While this is intended as a game, there are also educational values within the structure. It also serves as a form of community and social networking. The article suggests that education will only be aided by using Second Life in multiple forms.
Friday, December 12, 2008
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