22,076 research outputs found

    Rethinking affordance

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    n/a – Critical survey essay retheorising the concept of 'affordance' in digital media context. Lead article in a special issue on the topic, co-edited by the authors for the journal Media Theory

    Affordances for learning in a non-linear narrative medium

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    A multimedia CD makes an impressive resource for the scholar-researcher, but students unfamiliar with the subject-matter may not always work so effectively with such a resource. Without any narrative structure, how does the novice cope? The paper describes how we are investigating the design features that 'afford' activities that generate learning: What are the design features that encourage students to practise the role of the scholar? What encourages them to explore, but also to reflect on their analysis of the data they find? What kind of learning takes place when students are allowed to explore at will? The paper goes on to compare the learning experiences of students using commercial CDs with those using material with contrasting designs, in an attempt to identify the design features that afford constructive learning activities. It concludes with an interpretation of the findings, comparing them with work in related educational media, and situating the findings in the context of a conversational framework for learning

    Affordances and the new political ecology

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    Research into literacy and technology in primary classrooms: an exploration of understandings generated by recent studies

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    Whilst much has been written about the implications for ‘literacy’ for practices surrounding digital technologies (Gee, 2000a; Luke and Carrington, 2002; Snyder, 1998), there has been surprisingly little research investigating new literacies in primary classrooms (Andrews, 2003; Labbo and Reinking, 2003: Lankshear and Knobel, 2003). This review examines the kinds of understandings that have been generated through studies of primary literacy and technology reported during the period 2000-2006. It uses Green’s distinction between ‘operational’, ‘cultural’ and ‘critical’ dimensions of primary literacy (Lankshear and Bigum, 1999; Snyder, 2001) to investigate the focus and methodology of 38 empirical studies. It explores ways in which research may be informed by assumptions and practices associated with print literacy, but also highlights the kinds of studies which are beginning to investigate the implications of digital texts for primary education. The paper concludes by arguing for further ethnographic and phenomenological studies of classroom literacy practices in order to explore the complex contexts which surround and are mediated by digital texts

    An illustrated framework for the analysis of Web2.0 interactivity

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    An analysis of persistent non-player characters in the first-person gaming genre 1998-2007: a case for the fusion of mechanics and diegetics

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    This paper describes the results of an analysis of persistent non-player characters (PNPCs) in the first-person gaming genre 1998-2007. Assessing the role, function, gameplay significance and representational characteristics of these critical important gameplay objects from over 34 major releases provides an important set of baseline data within which to situate further research. This kind of extensive, genre-wide analysis is under-represented in game studies, yet it represents a hugely important process in forming clear and robust illustrations of the medium to support understanding. Thus, I offer a fragment of this illustration, demonstrating that many of the cultural and diegetic qualities of PNPCs are a product of a self-assembling set of archetypes formed from gameplay requirements

    What is an affordance and can it help us understand the use of ICT in education?

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    This paper revisits the concept of affordance and explores its contribution to an understanding of the use of ICT for teaching and learning. It looks at Gibson‟s original idea of affordance and at some of the difficulties long associated with the use of the word. It goes on to describe the translation of the concept of affordance into the field of design through the work, in particular, of Norman. The concept has since been translated into research concerning ICT and further opportunities and difficulties emerge. The paper locates key points of divergence within the usage of „affordance‟, as involving direct perception, invariant properties and complementarity. It concludes by arguing that affordance offers a distinctive perspective on the use of ICT in education because of its focus on possibilities for action

    Studying web 2.0 interactivity: a research framework and two case studies

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    With more than one third of the world’s population being online, the Internet has increasingly become part of modern living, giving rise to popular literature that often takes a teleological and celebratory perspective, heralding the Internet and Web 2.0 specifically, as an enabler of participation, democracy, and interactivity. However, one should not take these technological affordances of Web 2.0 for granted. This article applies an interaction framework to the analysis of two Web 2.0 websites viewed as spaces where interaction goes beyond the mere consultation and selection of content, i.e., as spaces supporting the (co)creation of content and value. The authors’ approach to interactivity seeks to describe websites in objective, structural terms as spaces of user, document, and website affordances. The framework also makes it possible to talk about the websites in subjective, functional terms, considering them as spaces of perceived inter-action, intra-action and outer-action affordances. Analysis finds that both websites provide numerous user, document, and website affordances that can serve as inter-action or social affordances

    Processing mathematics through digital technologies: A reorganisation of student thinking?

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    This article reports on aspects of an ongoing study examining the use of digital media in mathematics education. In particular, it is concerned with how understanding evolves when mathematical tasks are engaged through digital pedagogical media in primary school settings. While there has been a growing body of research into software and other digital media that enhances geometric, algebraic, and statistical thinking in secondary schools, research of these aspects in primary school mathematics is still limited, and emerging intermittently. The affordances of digital technology that allow dynamic, visual interaction with mathematical tasks, the rapid manipulation of large amounts of data, and instant feedback to input, have already been identified as ways mathematical ideas can be engaged in alternative ways. How might these, and other opportunities digital media afford, transform the learning experience and the ways mathematical ideas are understood? Using an interpretive methodology, the researcher examined how mathematical thinking can be seen as a function of the pedagogical media through which the mathematics is encountered. The article gives an account of how working in a spreadsheet environment framed learners' patterns of social interaction, and how this interaction, in conjunction with other influences, mediated the understanding of mathematical ideas, through framing the students' learning pathways and facilitating risk taking

    Designing electronic collaborative learning environments

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    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues
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