3,222 research outputs found

    The importance of ICT: Information and communication technology in primary and secondary schools, 2005/2008

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    Emerging technologies for learning (volume 2)

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    ICT in schools 2008-11 : an evaluation of information and communication technology education in schools in England 2008–11

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    Studying Games in School: a Framework for Media Education

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    This paper explores how media education principles can be extended to digital games, and whether the notion of ‘game literacy’ is an appropriate metaphor for thinking about the study of digital games in schools. Rationales for studying the media are presented, focusing on the importance of setting up social situations that encourage more systematic and critical understanding of games. The value of practical production, or game making, is emphasized, as a way of developing both conceptual understanding and creative abilities. Definitions of games are reviewed to explore whether the study of games is best described as a form of literacy. I conclude that games raise difficulties for existing literacy frameworks, but that it remains important to study the multiple aspects of games in an integrated way. A model for conceptualizing the study of games is presented which focuses on the relationship between design, play and culture

    Designing and Developing Interactive Learning Multimedia Using 3D Game Engine

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    . This study mainly focuses on the process of designing and developing interactive learning media by using Unreal Development Kit, which basically consists of three main parts, i.e., designing 3D objects, designing 2D objects to be used as UI (User Interface), and arranging them into a level in UDK. The next stage is having subjects to test the level and fill out a questionnaire to find out their interest and response towards the use of this new type of learning media. The subjects are randomly-picked, they are 14 ninth-grade students from several junior high schools aged 14 to 15 years old. The results show that: (1) almost all subjects give positive response towards this type of learning media; (2) this new leaning media is rated 76.9 and 64,2 by media and material experts consecutively, meaning that the media is valid to be used; and (3) all subjects would like to use this media in mobile platforms

    Teensites.com: A Field Guide to the New Digital Landscape

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    A 2001 report from the Center for Media Education, provided here as background to work produced by Kathryn Montgomery after coming to American University and CSM (see http://www.centerforsocialmedia.org/resources/publications/ecitizens/index2.htm -- Youth as E-Citizens'), surveys the burgeoning digital media culture directed at -- and in some cases created by -- teens.This report surveys the burgeoning new media culture directed at -- and in some cases created by -- teens. TeenSites.com -- A Field Guide to the New Digital Landscape examines the uniquely interactive nature of the new media, and explores the ways in which teens are at once shaping and being shaped by the electronic culture that surrounds them

    Upgrading IT101 With Handheld Computers

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    This study examines the impact of handheld computers on students in a first year Information Technology course (IT101), measuring IT attitudes, skills, and performance. Students in standard sections used their laptop computers and traditional textbooks. Students in intensive sections used both handheld computers and laptop computers, that is, multiple platforms. Both standard and intensive sections covered the same topics. Although students in both standard and intensive sections became more skilled during the semester, students in the intensive sections improved more in programming and Microsoft Excel skills. Students in intensive sections also scored significantly better than students in the standard sections on the common portion of the final exam. Finally, according to anecdotal evidence, students in the intensive sections gained significantly more skill-based confidence in IT unrelated to handheld computers compared to students in the standard sections. Seven of our ten expectations were supported. While students benefited from the intensive version of IT101, several factors could account for the improvements: a self-selection factor, an active learning vs. textbook learning factor, and possibly an instructor factor. Future research should shed light on the relative weights of these factors

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    Decoding learning: the proof, promise and potential of digital education

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    With hundreds of millions of pounds spent on digital technology for education every year – from interactive whiteboards to the rise of one–to–one tablet computers – every new technology seems to offer unlimited promise to learning. many sectors have benefitted immensely from harnessing innovative uses of technology. cloud computing, mobile communications and internet applications have changed the way manufacturing, finance, business services, the media and retailers operate. But key questions remain in education: has the range of technologies helped improve learners’ experiences and the standards they achieve? or is this investment just languishing as kit in the cupboard? and what more can decision makers, schools, teachers, parents and the technology industry do to ensure the full potential of innovative technology is exploited? There is no doubt that digital technologies have had a profound impact upon the management of learning. institutions can now recruit, register, monitor, and report on students with a new economy, efficiency, and (sometimes) creativity. yet, evidence of digital technologies producing real transformation in learning and teaching remains elusive. The education sector has invested heavily in digital technology; but this investment has not yet resulted in the radical improvements to learning experiences and educational attainment. in 2011, the Review of Education Capital found that maintained schools spent £487 million on icT equipment and services in 2009-2010. 1 since then, the education system has entered a state of flux with changes to the curriculum, shifts in funding, and increasing school autonomy. While ring-fenced funding for icT equipment and services has since ceased, a survey of 1,317 schools in July 2012 by the british educational suppliers association found they were assigning an increasing amount of their budget to technology. With greater freedom and enthusiasm towards technology in education, schools and teachers have become more discerning and are beginning to demand more evidence to justify their spending and strategies. This is both a challenge and an opportunity as it puts schools in greater charge of their spending and use of technolog
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