magistrsko delo
Anja Knežević (Author), Matija Čufer (Author), Irena Nančovska Šerbec (Mentor), Polona Gradišek (Co-mentor)

Abstract

Spletna družbena omrežja so se začela pojavljati ob koncu devetdesetih let prejšnjega stoletja, od leta 2003 pa so v velikem porastu; največja družbena omrežja imajo danes več kot milijardo uporabnikov. S povečevanjem števila uporabnikov se veča tudi dobičkonosnost takšnih omrežij, saj večja komercialna družbena omrežja služijo na račun uporabnikov, njihovega časa in podatkov. Zato poskušajo ustanovitelji uporabnike čim bolj pritegniti k aktivni uporabi, kar jim glede na raziskave o porabljenem času mladostnikov na družbenih omrežjih tudi uspeva. Družbena omrežja imajo lahko tudi dobre lastnosti. Opazili smo, da mladostniki uporabljajo spletna družbena omrežja tudi za namene organiziranja prostega časa, ob tem pa zaradi zasvojitvenih elementov na njih preživijo več časa, kot bi ga sicer. Poskušali smo najti spletno omrežje, preko katerega bi lahko mladostniki komunicirali, se povezovali med seboj in znotraj interesnih skupin ter se dogovarjali za druženje v živo. Hkrati pa takšno omrežje ne bi smelo imeti zasvojitvenih elementov, na račun katerih bi mladostniki preživeli več časa za ekranom. Ker omrežja, ki bi zadostilo takšnim kriterjem, nismo našli, sva ustvarila spletno aplikacijo GoOff. Aplikacijo GoOff smo preskusili v osnovni šoli, kjer smo ugotavljali, kako bodo učenci devetega razreda osnovne šole aplikacijo uporabljali in ustvarili družbeno omrežje. Pri opazovanju njihovega vedenja na spletnem družbenem omrežju smo upoštevali tudi prijateljske vezi med učenci in njihovo družabnost ter zadovoljstvo z odnosi z vrstniki, ki smo jih ocenili brez uporabe aplikacije. Ugotovili smo, da so se bolj družabni učenci udeleževali več dogodkov, organiziranih s pomočjo aplikacije. Iz raziskave je tudi razvidno, da je bila igrafikacija omrežja, tj. nagrajevanje aktivnosti uporabnikov s točkami, dodatna spodbuda za druženje iz oči v oči pri učencih, ki so aplikacijo aktivno uporabljali. Kot ključni dejavnik za aktivno uporabo aplikacije pa smo prepoznali interes uporabnikov za dogajanje v aplikaciji. V aplikacijo smo vključili tudi nekaj videoposnetkov, s katerimi smo želeli osveščati uporabnike o varni rabi spleta, vendar se ti posnetki niso izkazali za učinkovit način osveščanja. Čeprav udeleženci niso uporabljali aplikacije v tolikšni meri, kot smo pričakovali, da jo bodo, se je pokazalo, da je aplikacija smiselno oblikovana in da omogoča doseganje cilja, s katerim smo jo oblikovali – povezovanje uporabnikov in organiziranje dogodkov za druženje v živo.

Keywords

spletna družbena omrežja;druženje;stiki v živo;učenci;mladostniki;

Data

Language: Slovenian
Year of publishing:
Typology: 2.09 - Master's Thesis
Organization: UL PEF - Faculty of Education
Publisher: [A. Knežević, M. Čufer]
UDC: 004.7(043.2)
COBISS: 12356169 Link will open in a new window
Views: 657
Downloads: 88
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Other data

Secondary language: English
Secondary title: Web application to encourage face to face communication
Secondary abstract: Social media appeared at the end of the 1990s, and they have been in vast increase since 2003. Nowadays, the biggest social media have more than a billion users. Due to the increase in the number of users, the profitability of such media has risen as well, because commercial social media earn on account of the users, their time and data. Thus, the founders are trying to engage the users extremely more towards active usage, which - according to the research regarding youths’ time spend on social media - they are also succeeding. Social media can also have good attributes. We have noticed that youths use social media for organizing their free time as well, however due to the addictive elements they spend more time on them as they would otherwise. We have tried to find a social media, which youths could communicate on, connect with each other and within interest groups and arrange to socialize face to face. At the same time, such a social media should not have addictive elements, at the expense of which youths would spend more time in front of a screen. Not finding a social media that would meet such criteria, we have created an online application GoOff. We tested the application GoOff in a primary school, where we were finding out how nine graders of a primary school would use this application and start a social media. By observing their behaviour on social media, we took into account friendships among students and their degree of loneliness, we assessed without using application. During our research we noticed some differences regarding the factor of loneliness and the use of the application GoOff as well. In this research we have learnt that the lonelier students participated in fewer events and that the gamification of this social media was an additional encouragement for socializing face to face with the students who used this application actively. We included some video to raise awareness of safe internet use, however they didn’t turn out to be efficient. The students who did not use browsers adapted for this application, were less active due to the poorer user experience. The available time of the students to socialize and have additional activities had the biggest impact on the attendance at events. That was what limited the use of this application the most; because as a reason for not using it, the students listed exactly this most often.
Secondary keywords: computer science;računalništvo;
File type: application/pdf
Type (COBISS): Master's thesis/paper
Thesis comment: Univ. v Ljubljani, Pedagoška fak., Poučevanje, Predmetno poučevanje
Pages: XII, 121 str.
ID: 11076183
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