50 research outputs found

    AN ENACTIVE APPROACH TO TECHNOLOGICALLY MEDIATED LEARNING THROUGH PLAY

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    This thesis investigated the application of enactive principles to the design of classroom technolo- gies for young children’s learning through play. This study identified the attributes of an enactive pedagogy, in order to develop a design framework to accommodate enactive learning processes. From an enactive perspective, the learner is defined as an autonomous agent, capable of adapta- tion via the recursive consumption of self generated meaning within the constraints of a social and material world. Adaptation is the parallel development of mind and body that occurs through inter- action, which renders knowledge contingent on the environment from which it emerged. Parallel development means that action and perception in learning are as critical as thinking. An enactive approach to design therefore aspires to make the physical and social interaction with technology meaningful to the learning objective, rather than an aside to cognitive tasks. The design framework considered in detail the necessary affordances in terms of interaction, activity and context. In a further interpretation of enactive principles, this thesis recognised play and pretence as vehicles for designing and evaluating enactive learning and the embodied use of technology. In answering the research question, the interpreted framework was applied as a novel approach to designing and analysing children’s engagement with technology for learning, and worked towards a paradigm where interaction is part of the learning experience. The aspiration for the framework was to inform the design of interaction modalities to allow users’ to exercise the inherent mechanisms they have for making sense of the world. However, before making the claim to support enactive learning processes, there was a question as to whether technologically mediated realities were suitable environments to apply this framework. Given the emphasis on the physical world and action, it was the intention of the research and design activities to explore whether digital artefacts and spaces were an impoverished reality for enactive learning; or if digital objects and spaces could afford sufficient ’reality’ to be referents in social play behaviours. The project embedded in this research was tasked with creating deployable technologies that could be used in the classroom. Consequently, this framework was applied in practice, whereby the design practice and deployed technologies served as pragmatic tools to investigate the potential for interactive technologies in children’s physical, social and cognitive learning. To understand the context, underpin the design framework, and evaluate the impact of any techno- logical interventions in school life, the design practice was informed by ethnographic methodologies. The design process responded to cascading findings from phased research activities. The initial fieldwork located meaning making activities within the classroom, with a view to to re-appropriating situated and familiar practices. In the next stage of the design practice, this formative analysis determined the objectives of the participatory sessions, which in turn contributed to the creation of technologies suitable for an inquiry of enactive learning. The final technologies used standard school equipment with bespoke software, enabling children to engage with real time compositing and tracking applications installed in the classrooms’ role play spaces. The evaluation of the play space technologies in the wild revealed under certain conditions, there was evidence of embodied presence in the children’s social, physical and affective behaviour - illustrating how mediated realities can extend physical spaces. These findings suggest that the attention to meaningful interaction, a presence in the environment as a result of an active role, and a social presence - as outlined in the design framework - can lead to the emergence of observable enactive learning processes. As the design framework was applied, these principles could be examined and revised. Two notable examples of revisions to the design framework, in light of the applied practice, related to: (1) a key affordance for meaningful action to emerge required opportunities for direct and immediate engagement; and (2) a situated awareness of the self and other inhabitants in the mediated space required support across the spectrum of social interaction. The application of the design framework enabled this investigation to move beyond a theoretical discourse

    Teacher Education Futures: Developing learning and teaching in ITE across the UK

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    A selection of papers from the Teacher Education Futures conference 2006

    Nordic Childhoods in the Digital Age

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    "This book adds to the international research literature on contemporary Nordic childhoods in the context of fast-evolving technologies. It draws on the workshop program of the Nordic Research Network on Digital Childhoods funded by the Joint Committee for Nordic research councils in the Humanities and Social Sciences (NOS-HS) during the years 2019–2021. Bringing together researchers from Finland, Norway, Sweden, Denmark and Iceland, the book addresses pressing issues around children’s communication, learning and education in the digital age. The volume sheds light on cultural values, educational policies and conceptions of children and childhood, and child–media relationships inherent in Nordic societies. The book argues for the importance of understanding local cultures, values and communication practices that make up contemporary digital childhoods and extends current discourses on children’s screen time to bring in new insights about the nature of children’s digital engagement. This book will appeal to researchers, graduate students, educators and policy makers in the fields of childhood education, educational technology and communication.

    A Systematic Literature Review: The Modalities, Pedagogies, Benefits, and Implications of Storytelling Approaches in Early Childhood Education Classroom

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    Abstract The purpose of this systematic literature review was to investigate and synthesize several aspects of storytelling in the reviewed scholarly research, providing a holistic summary and potential insights for early childhood educators. The study asked: (1) What are the various forms, modes and media, and involved pedagogies that storytelling in early childhood education can take? (2) What are the reported benefits of storytelling in early childhood education? (3) Based on the literature, what understandings and pedagogical implications are enriched for early childhood educators to utilize storytelling in their pedagogies? Using a theoretical framework based in multimodal literacy and sociocultural theory, data for the study were derived from 33 screened articles that had been published in the last 10 years. The findings showcase that educators use diverse storytelling approaches with multimodal ensembles in early childhood education, and storytelling was found to provide children a variety of different opportunities to make meaning of the world and express it. By being immersed in storytelling, children were documented in the literature as benefiting from considerable immediate and long-term effects. This study offers understandings of a diversity of forms of storytelling and instructional implications for engaging children through multimodal participation. Additionally, this study may provide baseline knowledge for teacher education to improve storytelling strategies and corresponding multimodal scaffolding feedback, which may provide insights into supporting young children’s storytelling experiences

    Being clouds, pulling teeth and using their breadloaves : a multimodal micro-analysis of instantiations of child-to-child interaction in classroom contexts.

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    This study examines the ways in which children communicate and collaborate with one another whilst working on curriculum tasks in an educational setting. It uses an approach to methodology founded on Linguistic Anthropology and Linguistic Ethnography and informed by a social-semiotic theory of communication, drawing upon field notes and video-recorded data from a class of nine and ten year olds at a Sheffield primary school. A framework informed by sociolinguistic theory and multimodal analyses of communication has been devised to analyse the data in such a way that the many and varied modes of meaning-making employed by the children are considered. The purpose of the study is to gain a deeper understanding of the ways in which children creatively employ semiotic resources in their face-to-face spontaneous interactions. The main findings of the study are that modes of meaning-making are integral to the communicative activity and work in coordination with each other. Features which have been noted in linguistic studies of interaction can be seen in this multimodal study and could be classed as features of multimodal communication rather than linguistic features. In addition, child-to-child classroom meaning-making is intersubjective and collaborative. Knowledge can be presented through any chosen mode and can be developed collaboratively through multiple modes. The study has implications for pedagogy in that educationalists need to be aware of the multimodal nature of children's interactions, recognise the value of the semiotic work of pupils and ensure opportunities for meaning-making using multiple modes are planned for. The implications for future research are that methodological approaches need to take account of the use of all modes in interactions in order to gain a thicker description of what is taking place than could be achieved with a language-dominant approach

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference
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