38,932 research outputs found

    Around the table: Are multiple-touch surfaces better than single-touch for children's collaborative interactions?

    Get PDF
    This paper presents a classroom study that investigated the potential of using touch tabletop technology to support children's collaborative learning interactions. Children aged 7-10 worked in groups of three on a collaborative planning task in which they designed a seating plan for their classroom. In the single-touch condition, the tabletop surface allowed only one child to interact with the digital content at a time. In the multiple-touch condition, the children could interact with the digital content simultaneously. Results showed that touch condition did not affect the frequency or equity of interactions, but did influence the nature of children's discussion. In the multiple-touch condition, children talked more about the task; in the single-touch condition, they talked more about turn taking. We also report age and gender differences

    A Review of the "Digital Turn" in the New Literacy Studies

    Get PDF
    Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century

    Fantastic Educational Gaps and Where to Find Them: LERB – A Model to Classify Inequity and Inequality

    Get PDF
    In today’s world, education is less being considered as an outcome, but more as a journey. As the adventurers, our students are facing more and more complex challenges. Previously, the socio-economic status of a student’s family seemed to be one of the biggest factors among inequality causes. Nowadays, the chaotic situation of today's VUCA world (volatility, uncertainty, complexity, and ambiguity) is generating more and more types of inequity and inequality. Thus, the purpose of the study is to develop LERB - a simple model to classify inequity and inequality, as a stepping-stone to build a gap detection framework. Through a structured literature review, the study identified the interconnection between equity and equality, as well as their transition toward students as an individual or as a group(s) and subgroup(s). The study can also be adapted to examine the correlation between different categories of equity, as well as to brainstorm and propose remedies to tackle those gaps

    An Investigation Of Digital Games Features That Appeal To Young Females And Males

    Get PDF
    This research is part of an attempt to address the well-known problem of female underrepresentation in computer science education and industry. This problem starts between ages 11 to 14 and gets progressively worse in what is often referred to as the “shrinking pipeline effect”. There has been considerable research into the causes of the shrinking pipeline and attempts to halt or reverse it. In spite of this, the causes remain unclear and there is evidence that the problem may be worsening. Digital games are increasingly used in education because of their ability to engage and motivate young learners. Unfortunately, digital games used in the teaching of IT and computer science have been found to appeal less to females than males. This is in spite of the fact that digital games intended for entertainment, as opposed to education, are now very popular with girls. There has been some research into this issue, however more is needed, especially into what game features do and do not appeal to girls at the age that the pipeline starts to shrink. The study reported here aims to identify what characteristics of digital entertainment games appeal to young females and males. The results can be used to guide educators, researchers and game developers and provide criteria for evaluating the suitability of digital educational games for use with specific age groups and genders. We used open card sort with participants aged 11 to 14 to explore their attitude to a range of digital entertainment games. Open card sort allows participants to categorise items in ways that are meaningful to them. There were 32 participants (24 females and 8 males) from four schools in south-east England. They were shown video clips of ten popular games. The participants were then given ten cards, each representing one of the games and asked to sort them into categories based on shared characteristics. This process elicited 131 features (95 from the females and 36 from the males). The data was analysed to identify the features that were a) most significant and b) most appealing to the participants. The findings indicate that there are some gender differences in which game features are perceived as most significant. Some features, such as game action, are significant to the males whereas others, such as game levels, are significant to the females. Interestingly, some features that both genders find significant have different degrees of appeal for example “fun” and “violence”. We are currently using the findings in an experiment with 480 young people. Two digital educational games have been created: one includes features found to appeal to young females and the other includes the opposite or neutral features. The results of this experiment will be used to validate the findings of the initial investigation and form the basis for a framework to facilitate the inclusion of characteristics that appeal to specific groups in educational games and other software

    A Rule Set for the Future

    Get PDF
    This volume, Digital Young, Innovation, and the Unexpected, identifies core issues concerning how young people's use of digital media may lead to various innovations and unexpected outcomes. The essays collected here examine how youth can function as drivers for technological change while simultaneously recognizing that technologies are embedded in larger social systems, including the family, schools, commercial culture, and peer groups. A broad range of topics are taken up, including issues of access and equity; of media panics and cultural anxieties; of citizenship, consumerism, and labor; of policy, privacy, and IP; of new modes of media literacy and learning; and of shifting notions of the public/private divide. The introduction also details six maxims to guide future research and inquiry in the field of digital media and learning. These maxims are "Remember History," "Consider Context," "Make the Future (Hands-on)," "Broaden Participation," "Foster Literacies," and "Learn to Toggle." They form a kind of flexible rule set for investigations into the innovative uses and unexpected outcomes now emerging or soon anticipated from young people's engagements with digital media

    The Faculty Notebook, September 2015

    Full text link
    The Faculty Notebook is published periodically by the Office of the Provost at Gettysburg College to bring to the attention of the campus community accomplishments and activities of academic interest. Faculty are encouraged to submit materials for consideration for publication to the Associate Provost for Faculty Development. Copies of this publication are available at the Office of the Provost

    New media practices in India: bridging past and future, markets and development

    Get PDF
    This article provides a review of the academic and popular literature on new media practices in India, focusing on the country’s youth's use of mobile phones and the Internet, as well as new media prosumption. One particular feature of the Indian case is the confluence of commercial exploitation of new media technologies and their application for development purposes in initiatives that aim to bring these technologies to marginalized segments of the Indian population. Technology usage in turn is shaped by the socioeconomic location of the user, especially in regards to gender and caste. The potential of new media technologies to subvert such social stratifications and associated norms has inspired much public debate, which is often carried out on the Internet, giving rise to an online public sphere. In all of the writings reviewed here, the tension surrounding new media technologies as a meeting place of the old and the new in India is paramount

    Perceptions Regarding the Use and Experience of Information and Communication Technology from Female Students in a Catholic Middle School

    Get PDF
    Despite advancements in the search of equity, females still struggle to find acceptance in the field of information and communication technology. Research indicates that differences in perception of ability of ICT use begin to manifest in the middle school level. This mixed methods study explored the experiences and perceptions of 46 middle school females and males to expose possible influential factors about the use of ICT by females. The dissertation study occurred in two phases. The first phase involved a survey that was given to the entire middle school. Data from the survey provided participants for the second phase, which involved a focus group discussion with six female students in grades 7 and 8 to examine influential factors in the use of ICT. Findings indicated statistically significant differences between males and females exist at the study site. Females were more likely to (a) access ICT at the after school program and at a relative’s house; (b) identify a relative as an important influence in ICT; (c) share created media; (d) declare higher experience with Photoshop; (e) seek medicine as potential career and less likely to (f) report building a robot or invention using technology; (d) use ICT to play multi-user online games; (f) express interest in action, competition, and graphics in games (h) know terms such as firewall and torrent; (i) pursue careers as computer programmers, engineers, or computer game designers than their male counterparts. The findings support the need for school leadership establishing or enhancing a technology integration program to consider the difference between males and females as foundational cornerstone in the technology integration program

    Computer Programming Effects in Elementary: Perceptions and Career Aspirations in STEM

    Full text link
    The development of elementary-aged students’ STEM and computer science (CS) literacy is critical in this evolving technological landscape, thus, promoting success for college, career, and STEM/CS professional paths. Research has suggested that elementary- aged students need developmentally appropriate STEM integrated opportunities in the classroom; however, little is known about the potential impact of CS programming and how these opportunities engender positive perceptions, foster confidence, and promote perseverance to nurture students’ early career aspirations related to STEM/CS. The main purpose of this mixed-method study was to examine elementary-aged students’ (N = 132) perceptions of STEM, career choices, and effects from pre- to post-test intervention of CS lessons (N = 183) over a three-month period. Findings included positive and significant changes from students’ pre- to post-tests as well as augmented themes from 52 student interviews to represent increased enjoyment of CS lessons, early exposure, and its benefits for learning to future careers
    corecore