Tuesday, October 28, 2008

ECAR Study of Undergraduate Students and Information Technology, 2008

ECAR just published their new report on undergraduate information technology use. Here are the key findings according to OCLC Abstracts (who produced a nice short summary in their 10/27/08 issue):
  • More than 80 percent of respondents own laptops, 53.8 percent own desktops, and one-third own both a laptop and a desktop.
  • Laptop ownership increased from 65.9 percent in 2006 to 82.2 percent in 2008. Freshmen respondents are entering college with new laptops in hand—this year 71.1 percent have a laptop less than one year old.
  • Ownership of Internet-capable cell phones is also on the rise, now owned by 66.1 percent of respondents. Most respondents, however, do not yet take advantage of the Internet capability, citing high cost, slow response and difficulty of use as primary reasons.
  • Despite barriers to use, almost one-fourth of respondents access the Internet from a cell phone or PDA at least monthly, and 17.5 percent do so weekly or more often.
  • Respondents report spending an average 19.6 hours per week actively doing online activities for work, school or recreation, and 7.4 percent spend more than 40 hours per week doing so.
  • Almost all students surveyed use the college or university library Web site (93.4 percent) and presentation software (91.9 percent). Also used by most students are spreadsheets (85.9 percent), social networking sites (85.2 percent), text messaging (83.6 percent) and course management systems (82.3 percent).
  • About one-third of respondents report using audio-creation or video-creation software and 73.9 percent use graphics software (Photoshop, Flash, etc.).
  • Almost one-third engage in online multiuser computer games (World of Warcraft, EverQuest, poker, etc.) and about 1 in 11 respondents (8.8 percent) report using online virtual worlds (Second Life, etc.).
  • Students are interactive on the Web, with more than one-third contributing content to blogs, wikis, and photo and video Web sites.
  • Over 85 percent of respondents report using social networking sites. The striking change over the last two years was in how many respondents now use social networking sites on a daily basis, from 32.8 percent in 2006 to 58.8 percent in 2008.
It looks like the big winners are laptops, cell phones (but not their Internet capabilities), library websites, social networking, and graphics software.

No surprise that Second Life is the big loser.

5 comments:

Meredith Lowe said...

It's interesting, then, that projects like Central Florida Memory are investing so much of their resources in Second Life projects. On the other hand, CFM is much more K-12 oriented, and this survey focuses on freshmen.

Bryan's workshop blog said...

The gaming and virtual world results are consonant with the Pew Internet and American Life research. Games are enormously popular among teens; virtual worlds aren't.

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