8,142 research outputs found

    Loā€tech tools as episteme: rethinking student engagement in the writing process and beyond

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    In this paper, five teacherā€scholars describe pedagogical inquiry into the use of ā€˜loā€techā€™ tools and what we discovered about the affordances of these tools. These include but are not limited to technologies like sticky notes that help students to organize written thoughts and physically move them around, crayons that allow students to highlight, trace, and categorize different types of thoughts on their paper, and index cards that they can use in a variety of interactive ways for their own writing and to write collaboratively. We found that the use of loā€tech tools complemented our work with digital technology, engaging the kinesthetic learners in our classrooms and encouraging a spirit of play in students and teachers alike. We also discuss how teachers can encourage the use of loā€tech tools epistemologically to help students process information, create knowledge, and to come to their own understandings or demonstrate understandings of course content ā€ with no product in mind other than knowledgeā€making

    The Economics of Bouncy Balls (Chapter in Just Moms: Conveying Justice in an Unjust World)

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    Excerpt: The fight ignites. One minute, my sons are chattering nonsense in the car\u27s back seat, and the next, I can hear the thwack of fist against winter coat, then a barrage of retaliatory hits. Both boys stretch arms across the Subaru, seatbelts restraining them from a full-on war. Before I can even slow the car to intervene, Benjamin and Samuel are crying, each injured by flying limbs, jabs to the eye, well-placed kicks. What in the world? I speak into the rearview mirror, guiding my car to the curb. What in the heck is going on back there? (I may not say heck. I don\u27t know.) Turning into the darkened back seat, I can just barely see my sobbing sevenyear- aids, holding their wounds. Discarded between them is the subject of their battle: a broken paddle-ball game, sold for less than a dollar at any discount store

    Scenes From A Friendly\u27s Restaurant

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    In lieu of an abstract, below is the essay\u27s first paragraph. Somehow, when you observe people all your life, it becomes a sort of art. Each individual is distinctly different, a mystery within itself. What intrigues me though is looking for their story: where are they going, who are they looking for, what troubles them--the list is endless. If I possessed the ability to look into each person\u27s mind I would block it out. For the whole purpose of observing others is to use your imagination, make up a story, add other characters--there are countless possibilities. Jason, a close friend of mine, is an excellent player. His mind is in constant overdrive. He has the ability to recite people\u27s lives as if they personally handed him the script

    Product placement

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    The exhibition brought together a range of artists and product designers who share an interest in how objects are made, displayed / marketed and sold in contemporary culture. The exhibition questioned issues surrounding the production, technology and marketing of commodities, but on a wider scale, how (and by whom) participation in consumer activity is structured or framed. Each artist and product designer was ā€˜pairedā€™ in order to produce a new object, multiple or edition for exhibition. Via this cross-disciplinary collaboration, new working processes were to be found and explored, as well as allowing a re-appraisal of the conceptual elements of their practices. The resulting polymorphic objects (often neither product or artwork) were placed in an installation developed for the exhibition. Through an architectural re-working of the gallery, the space becomes a parody of 'catalogue' stores - mimicking their structure of experience with catalogue kiosks, service point (with uniformed assistant) and market hall/storage space. Merging this structure into the space intended to amplify the functional similarities and behavioral prompts of gallery, retail and warehouse spaces

    a*gap*e: selfless love

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    Digital Finger Painting: A Qualitative Exploration of the Tablet Computer and its Artistic Implications in an Early Childhood Setting

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    The purpose of this study was to better understand the implications of the tablet computer for learning and, specifically, in the art classroom. A qualitative study was designed following grounded theory measures for data analysis in order to explore timely questions regarding the tablet computer and how young children react to such technology as a drawing tool. An early childhood center was accessed for this research, and 30 children between the ages of three and five years old consented to participate. Four educators and 35 parents were also enlisted in an effort to elicit substantive perspectives regarding the tablet and its artistic potential. Children were observed as they drew on an iPadĀ® tablet and digital drawings created were compared to those made with crayons on paper. Additionally, collaborative art making with the tablet computer was encouraged, and children completed digital drawings in pairs. Semi-structured interviews shed light on what children enjoyed about the tablet computer as well as what they disliked about the technology. Parent and educator perceptions regarding the tablet computer as a learning and drawing tool were gathered through brief survey data and one-on-one interviews. Findings have been detailed through participantsā€™ stories and documented thematically

    Collaborative Learning

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    Professors and students learn together in the lab, at the fire station, behind a camera. A look at six projects that combine faculty and student learning in creative and challenging ways

    'Weā€™re just gonna scribble it': The affective and social work of destruction in childrenā€™s art-making with different semiotic resources

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    In this paper I explore childrenā€™s destruction of their artwork as it occurs on paper or digitally via the interactive whiteboard (IWB). Social semiotics offers a theoretical lens for understanding childrenā€™s acts of destruction as meaningful and how different semiotic resources shape the meaning-making involved in destruction differently. To explore this further, I consider two episodes of art-making: firstly, an episode of child-parent art-making that ended in the five year old child scribbling over a drawing on paper with a black crayon, and secondly, an episode of a five year old child using touch to cover over the drawing she had made on the classroom IWB during free-flow activity time. A comparison between these two episodes is used to explore how digital and paper-based semiotic resources may impact differently on the experience of destruction and the affective and relational work that it can achieve
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