27,601 research outputs found

    Telling timber tales in higher education: a reflection on my journey with digital storytelling

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    The challenges of the Higher Education landscape are the result of massification and globalisation. The general lack of preparedness in students and lack of academic literacy means that plagiarism is increasingly a challenge in written assignments. In the South African context, this is amplified, as students may be studying in their third or fourth language. Relying on students' affinity for visual learning, digital storytelling was first used as an alternative assessment method (to a written assignment) in 2011. This paper is a reflection on a lecturer's journey with digital storytelling, beginning with the first project in the Industrial Design programme at a University of Technology in South Africa. The short movie clips, known as digital stories, were created with off-the-shelf equipment and techniques, and any open source software available to the students. By evaluating the project using the lens of Authentic Learning, some of the benefits and challenges of using this alternative means of assessment could be identified. The authentic learning, the polished end products, the engagement of students with the material, the decidedly independent learning, and the collaborative practice were recognised as key benefits. The students also saw the visual orientation of the project, the digital literacy-building, and freedom of creative expression as benefits, and revealed their resourcefulness during the student-led project. This paper also acknowledges the two models of digital storytelling, the growth of communities of practice and the possibilities for further research into this growing area of learning in Higher Education

    Investigating situated cultural practices through cross-sectoral digital collaborations: policies, processes, insights

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    The (Belfast) Good Friday Agreement represents a major milestone in Northern Ireland's recent political history, with complex conditions allowing for formation of a ‘cross-community’ system of government enabling power sharing between parties representing Protestant/loyalist and Catholic/nationalist constituencies. This article examines the apparent flourishing of community-focused digital practices over the subsequent ‘post-conflict’ decade, galvanised by Northern Irish and EU policy initiatives armed with consolidating the peace process. Numerous digital heritage and storytelling projects have been catalysed within programmes aiming to foster social processes, community cohesion and cross-community exchange. The article outlines two projects—‘digital memory boxes’ and ‘interactive galleon’—developed during 2007–2008 within practice-led PhD enquiry conducted in collaboration with the Nerve Centre, a third-sector media education organisation. The article goes on to critically examine the processes involved in practically realising, and creatively and theoretically reconciling, community-engaged digital production in a particular socio-political context of academic-community collaboration

    Using digital storytelling as a methodology for the introduction of socially responsible graphic design in a University Bachelor of Computer Graphic Design Programme

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    This paper case studies the pedagogical methodology for a digital storytelling project involving final semester Bachelor of Computer Graphic Design students and students from a community based charitable arts trust. A young artist is paired with a senior tertiary graphic design student to create digital narratives that attempt to remain within the spirit of the original goals of the Digital Storytelling Movement. The project aims to introduce socially responsible graphic design to tertiary computer graphic design students and foundation arts students. Discussion of the learning outcomes of this project, including analysis of the results of the personal breakthroughs made by students as seen in their written accounts in project completion surveys are detailed

    Using tablets for e-assessment of project-based learning

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    Technology is confirmed to be an effective tool for assessment and feedback, in particular for computer-assisted assessment (Irons, 2008; Challis, 2005), producing feedback (Heinrich et al., 2009) and publishing feedback (Bloxham and Boyd, 2007; Denton, 2003; Denton et al., 2008). The arrival of affordable mobile devices has introduced a new means for enhancing the above practices (Fabian and MacLean, 2014; Plimmer and Mason, 2006; Salem, 2013). Student preferences to smart phones and tablet devices steer the technological innovation towards ubiquitous mobile connectivity. Inspired by the benefits of such life and study style, educators have started exploring the use of these technologies. Tablet computers prove to become their preferred choice as they resolve some of the limitations associated with the design, readability and comprehensiveness of the feedback for mobile devices with smaller screens (Strain-Seymour, 2013, Rootman-le Grange and Lutz, 2013). This paper reports how tablets and the Form Connext mobile app have been used for engaging a sample of 300 Business Studies students in in-class online assessment and designing and providing timely comprehensive feedback. The study has followed an action research strategy that is grounded on a continuous and dynamic process of reflection (Carr and Kemmis, 2003) on the effectiveness of assessment of student projects documented electronically through wikis and electronic portfolios. It refines the use of tablets for summative and formative assessment of the project-based learning tasks through three review cycles, each of which incorporated a Reflection and Improvements stage. The experience resulted in enhancement of assessment strategies and contribution to the development of contemporary models of learning through effective assessment and feedback (Carr and Kemmis, 2003). The results of the work confirm that tablet computers are an effective tool in assessing e-materials in larger classes for two primary reasons. Firstly, design of e-forms facilitates rigorous process of reflection and understanding assessment criteria that in turn benefit students when preparing for the assessment. Hence, legible and detailed feedback is produced anytime anywhere with synchronous updates within the marking team. Secondly, students benefit from immediate comprehensive feedback allowing them to reflect on and improve their understanding of subject matters, as well as to engage in discussing specific details of the work that are captured through the form. An unexpected outcome was the enhanced reputation and respect to the tutors amongst students, the triggering of student curiosity and enthusiasm in applying similar approach to their own work. The diffusion for the practice amongst other units and identifying other purposes for which the mobile app could be used are also seen as achievements exceeding the expectations of the project team

    Exploring the importance of reflection in the control room

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    While currently difficult to measure or explicitly design for, evidence suggests that providing people with opportunities to reflect on experience must be recognized and valued during safety-critical work. We provide an insight into reflection as a mechanism that can help to maintain both individual and team goals. In the control room, reflection can be task-based, critical for the 'smooth' day-to-day operational performance of a socio-technical system, or can foster learning and organisational change by enabling new understandings gained from experience. In this position paper we argue that technology should be designed to support the reflective capacity of people. There are many interaction designs and artefacts that aim to support problem-solving, but very few that support self-reflection and group reflection. Traditional paradigms for safety-critical systems have focussed on ensuring the functional correctness of designs, minimising the time to complete tasks, etc. Work in the area of user experience design may be of increasing relevance when generating artefacts that aim to encourage reflection

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    The educational value of student generated podcasts

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    Podcasting is becoming a well established technology in Higher Education (HE). However, most applications tend to use staff-developed content to provide material to supplement lectures. The use of learner-generated podcasts and its impact on the learning of both student producers and listeners are under researched. This paper reports on a pilot study of student-created podcasts. The podcasts were developed by a group of medical students at the University of Leicester who chose to study a genetic module in their second year. The content of the podcasts was entirely generated by students. Their topics covered a range of ethical issues surrounding genetics. Five student-developed podcasts were made available in early 2007 for other medical students to access through the Medical School Virtual Learning Environment (VLE). The study focused on the impact of these student-developed podcasts on student producers’ learning. It demonstrated how podcasting can empower learners and help them become more active and independent learners, and how student developed podcasts can promote engagement and motivation for learning, improve cognitive learning and develop transferable team-working skills among student producers. This paper offers an example of student-generated podcasts from practice and insights on how this practice might be expanded and transferred to other learning contexts with HE sectors

    Transforming Organizational Change through Collaborative Digital Storytelling

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    Planned or unplanned, organizational change can be an arduous, confusing, and lonely endeavor, unless individuals are afforded a platform for making sense of their unique relationship with change. Through the lens of Transformative Learning Theory, which views adult learning as a process of meaning-making, this article demonstrates how contextual facets of digital (online) storytelling may assist individuals, departments, and the organization as-a-whole. Particular, in sharing their storied relationships with change, reflecting upon habits of mind, and coming to consensus on a creative and cohesive path forward
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