40,693 research outputs found

    Designing Spaces for Learning and Living in Schools: perspectives of a 'flaneuse'

    Get PDF
    The design elements of school learning spaces - classrooms, laboratories, libraries, studios - have the potential to position learners and teachers and to prohibit, authorise, situate and regulate the ways in which learning takes place. Approaches to the designing of learning spaces can fail to take into account the changing social, cultural, pedagogical and technological factors impacting on learners and teachers. How can such taken-for-granted spaces accommodate the needs of learners and teachers and respond to the demands of 'rich task' curriculum and 'real world' learning experiences? Acknowledging Donald Schon's (1983) perspective that 'all occupations engaged in converting actual to preferred situations are concerned with design', this paper is linked to a site visit and workshop conducted in the Ken Thamm Information Resource Centre at Immanuel Lutheran College, Buderim as part of the 2005 Australian Curriculum Studies Conference Blurring the Boundaries – Sharpening the Focus

    Social Justice Documentary: Designing for Impact

    Get PDF
    Explores current methodologies for assessing social issue documentary films by combining strategic design and evaluation of multiplatform outreach and impact, including documentaries' role in network- and field-building. Includes six case studies

    Student-Centered Learning: Functional Requirements for Integrated Systems to Optimize Learning

    Get PDF
    The realities of the 21st-century learner require that schools and educators fundamentally change their practice. "Educators must produce college- and career-ready graduates that reflect the future these students will face. And, they must facilitate learning through means that align with the defining attributes of this generation of learners."Today, we know more than ever about how students learn, acknowledging that the process isn't the same for every student and doesn't remain the same for each individual, depending upon maturation and the content being learned. We know that students want to progress at a pace that allows them to master new concepts and skills, to access a variety of resources, to receive timely feedback on their progress, to demonstrate their knowledge in multiple ways and to get direction, support and feedback from—as well as collaborate with—experts, teachers, tutors and other students.The result is a growing demand for student-centered, transformative digital learning using competency education as an underpinning.iNACOL released this paper to illustrate the technical requirements and functionalities that learning management systems need to shift toward student-centered instructional models. This comprehensive framework will help districts and schools determine what systems to use and integrate as they being their journey toward student-centered learning, as well as how systems integration aligns with their organizational vision, educational goals and strategic plans.Educators can use this report to optimize student learning and promote innovation in their own student-centered learning environments. The report will help school leaders understand the complex technologies needed to optimize personalized learning and how to use data and analytics to improve practices, and can assist technology leaders in re-engineering systems to support the key nuances of student-centered learning

    Education vs. Entertainment: A Cultural History of Children's Software

    Get PDF
    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted

    When the street becomes a pedagogue

    Get PDF
    I've long been interested in the way that public space comes to be used to present the ideas of private concerns. I've never quite understood why a fast food chain can blatantly display their ideas in the streetscape, yet graffiti and street art is considered the work of criminals. I've found much of my professional activity, including PhD research, devoted to the exploration of how signage is deployed and appropriated and want to draw on a couple of these research projects to explain how I see the public pedagogical intent of urban signage functioning in the street-scape

    Youth and Digital Media: From Credibility to Information Quality

    Get PDF
    Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure

    Second Life as a Learning and Teaching Environment for Digital Games Education

    Get PDF
    Previous studies show that online virtual worlds can contribute to the social aspects of distance learning, improve student engagement, and enhance students’ experience as a whole [4]; [3]. This paper reviews previous research of using online virtual worlds in teaching and learning, compares Second Life with traditional classroom sessions and the Blackboard, and discusses the benefits and problems of using virtual environments in the post-sixteen education and how they affect students’ learning. It also reports a study of using Second Life as an educational environment for teaching games design at undergraduate level, and investigates the impacts and implications of online virtual environments on learning and teaching processes and their application to digital games education. The sample was 27 first year students of the Computer Games Modelling and Animation course. Students’ views on using Second Life for learning and teaching were collected through a feedback questionnaire. The results suggest that virtual learning environments like Second Life can be exploited as a motivational learning tool. However, problems such as identify issues and lacking of role markers may change student behaviour in virtual classroom. We discuss this phenomenon and suggest ways to avoid it in the preparation stage
    • …
    corecore