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NC Digital Media Computing

NC Digital Media Computing. SQA Unit DW7J 11 Social Software Unit Content Russell Taylor Lecturer in Computing & Business Studies. Unit Content. In this Unit, you will learn: What Social Software is and the various types available Locate and review Social Software of various types

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NC Digital Media Computing

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  1. NC Digital Media Computing SQA Unit DW7J 11 Social Software Unit Content Russell Taylor Lecturer in Computing & Business Studies

  2. Unit Content • In this Unit, you will learn: • What Social Software is and the various types available • Locate and review Social Software of various types • How to describe the development of social software and how the various types developed • Use Social Software to perform specific social tasks

  3. Unit Content • Practical and “Hands-on” • Backed up by Theory • Students will learn to an Intermediate level • Unit Assessment is conducted in two ways: • By Multiple Choice Questions (Assessment Outcome 1) • Creating a written description of types of Social Software (Assessment Outcome 2) • Conducting a series of practical tasks and by the creation of a portfolio (Ongoing and Assessment Outcome3)

  4. NC Digital Media Computing SQA Unit DW7J 11 Social Software Historical Context and E-mail Russell Taylor Lecturer in Computing & Business Studies

  5. Historical Context • Gaming company Atari created the first computer game in 1970 called “Pong” (after Ping Pong)! • This was renamed Paddle Battle after the Japanese developers discovered the use of this word in English! • ‘Pong Tournaments’ developed in people’s homes or in bars where these gaming machines were popular. • The game was based on Tennis/Table Tennis, was simple to understand and easy to use.

  6. Historical Context (2) • New developments quickly followed with advent of Personal Computers in mid 1970s onwards: • Sinclair Spectrum, Commodore 64, Acorn’s BBC Computer • New games appeared including one of the world’s most popular – Pacman • Multi-platform game – now even available on Mobile Phones • Pacman was played by individuals – less by groups and gamers started to become isolated

  7. Historical Context (3) • Isolation has persisted until advert of Internet-based gaming in 1990s • Now Multi-player gaming common with 1000s of titles • Early multi-player game – Doom (1993) • Voted greatest game of all time in 2004! • ‘World of Warcraft’ Series now dominates this market with 11.5 million monthly subscribers • A social phenomenon - changed the way that gamers view their activity

  8. Social Software - Birth of E-mail • Indispensible now – but ‘invented’ in 1971 by Ray Tomlinson – he chose the ‘@’ symbol too! • Once only available on a PC • Now accessible using a variety of devices • MP3 Players, Blackberrys, Personal Digital Assistants, Mobile ‘Phones, Handheld PCs • Two main types of E-mail - Dial-up and On-line • Older e-mail ‘clients’ worked on dial-up connections – before birth of ‘Broadband’ • Used ‘Store & Forward’ technology – messages were downloaded onto client for ‘off-line’ reading

  9. Dial-up E-mail • Advantages • Mail can be taken away on laptops for reading / replying later • Messages were text only – short with no pictures, formatting • Disadvantages • Virus-prone • Messages were text only – short with no pictures, formatting • Data could be lost if dial-up connection was unstable

  10. On-line E-mail • On-line E-mail • Usually over Broadband • Server-based • Usually scanned for viruses before viewing • E-mail ‘hoster’ can be different from Internet Service Provider (ISP) – e.g. Hotmail

  11. Advantages/Disadvantages of E-mail • Advantages • Cheap or even free to send / receive • If charged for – same charge for local, national or International • Normally accessible from Internet-connected device • Normally secure – if you do not share password! • Disadvantages • Need to be connected to Internet • Stable connection needed • Can host viruses – even when scanned • SPAM / Junk e-mail is common

  12. Basic Features • From – the e-mail address of the sender. • To – The e-mail address of the intended recipient. • Subject - What the e-mail is about • The Message area – The large box where you type your message.

  13. More Advanced Features • Attachments • Address Book / Contact List • The ‘cc’ Box • The ‘bcc’ Box • - role of as a marketing tool

  14. Activities • Log in to Hotmail – creating account if necessary • Log in to Google Mail - creating account if necessary • Task 1 – Compare Hotmail & Google Mail • Task 2 – Send a short polite message to Lecturer • Task 3 – Send a message to a friend, a group and create a Distribution (Mailing) List

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