Purchase and Use of New Technologies among Young People: Guidelines for Sustainable Consumption Education
Abstract
:1. Introduction
- What presence do technological devices have in young people’s lives?
- What role do young people have in buying technological devices?
- What use do young people make of the virtual world and what types of virtual spaces do they visit?
- Establish a permanent working space for consumer education in Catalonia
- Assist the Catalan student population to access CE
- Facilitate the inclusion of CE in curriculums at different stages of the education system
- Educational workshops: On a daily basis, a team of educators offers activities that let students reflect on and gain greater knowledge of different topics related to daily consumption actions. The ECC’s educational offer involves a series of activities for students from 6 to 18 years old, seminars to train teachers, activities for students with special educational needs, and workshops for families.
- Methodological innovation: The education team studies new ways to introduce CE into the school curriculum. At present, it is working on the role of questions as an engine for learning, adding art to activities, and creating hybrid and interdisciplinary spaces.
- Research on consumer habits: Descriptive research studies aim to deepen knowledge of the consumption habits of the youth in Catalonia, propose or improve upon educational workshops, and advance toward new focuses for teachers to work with CE.
2. Materials and Methods
2.1. Design
2.2. Selection and Participants
2.3. Data Collection Instrument
- Block 1: Issues related to the technological devices that young people have
- Block 2: Purchase characteristics of technological devices
- Block 3: Use of devices in the virtual environment
2.4. Data Analysis
3. Results and Discussion
3.1. What Presence Do Technological Devices Have in Young People’s Lives?
3.1.1. Which Technological Devices Do Young People Have?
3.1.2. How Old Were Young People When They Obtained Their First Mobiles and Computers?
3.1.3. How Many Technological Devices Do Young People Have? (Mobile Replacement Rate)
3.2. What Role Do Young People Have in Buying Technological Devices?
Which Purchase Criteria Are in Play for Technological Devices?
3.3. What Do Young People Do in the Virtual World and What Types of Virtual Spaces Do They Visit?
4. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Boys | Girls |
---|---|
49.8% | 50.2% |
10–11 Years Old | 11–12 Years Old | 12–13 Years Old | 13–14 Years Old | 14–15 Years Old | 15–16 Years Old |
---|---|---|---|---|---|
17.9% | 16.3% | 17.3% | 16.9% | 16.2% | 15.4% |
Category | Description |
---|---|
Technical characteristics | Each of the items that make up the technological device (screen size, memory and storage capacity, operating system, processor, graphics card, resolution, etc.) |
Accessories | Each of the items that complete the device and its functions, but are not essential (Bluetooth, games, type of screen, keyboard and camera, etc.) |
Quality | Issues that help to decide whether the device is good or bad and will be long-lasting and not break |
Aesthetic | Visual appearance, without personal judgement (colour, shape, appearance) |
Weight and size | Issues related to weight and volume |
Tastes | Youth’s subjective opinions |
Need | Personal judgement on how they will use it |
Practicality | Issues related to how the device operates, linked to use in youth’s daily lives |
Price | Cost of product |
Promotions | Offers to induce sales |
Warranty | Issues related to ensuring that the product operates well |
Brand | Issues related to the brand |
Model | Issues related with some precision to each brand’s different ‘versions’ |
Style | Modernity of the device |
Trend | Issues related to the supply and demand linked to social features |
Other people’s opinion | Tips and recommendations from people around them |
Originality | Issues related to how this device is different from others |
Blank | No criterion |
Miscellaneous | Other |
Categories of Web Apps Used | |
---|---|
Web applications | Work/study |
Search for information | |
Videos/series/music | |
Instant messaging | |
Social media | |
Downloads | |
News/current events | |
Online gaming | |
Leisure and entertainment | |
Buying | |
Search engines | |
Purchases | |
Sports | |
Information | |
Games | |
TV and radio | |
Chats | |
Other |
Technological Device | Average Replacement Rate |
---|---|
Computer | 3 |
Mobile | 2 |
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Calafell, G.; Banqué, N.; Viciana, S. Purchase and Use of New Technologies among Young People: Guidelines for Sustainable Consumption Education. Sustainability 2019, 11, 1541. https://doi.org/10.3390/su11061541
Calafell G, Banqué N, Viciana S. Purchase and Use of New Technologies among Young People: Guidelines for Sustainable Consumption Education. Sustainability. 2019; 11(6):1541. https://doi.org/10.3390/su11061541
Chicago/Turabian StyleCalafell, Genina, Neus Banqué, and Salvador Viciana. 2019. "Purchase and Use of New Technologies among Young People: Guidelines for Sustainable Consumption Education" Sustainability 11, no. 6: 1541. https://doi.org/10.3390/su11061541
APA StyleCalafell, G., Banqué, N., & Viciana, S. (2019). Purchase and Use of New Technologies among Young People: Guidelines for Sustainable Consumption Education. Sustainability, 11(6), 1541. https://doi.org/10.3390/su11061541