971 research outputs found

    Culture-based artefacts to inform ICT design: foundations and practice

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    Cultural aspects frame our perception of the world and direct the many different ways people interact with things in it. For this reason, these aspects should be considered when designing technology with the purpose to positively impact people in a community. In this paper, we revisit the foundations of culture aiming to bring this concept in dialogue with design. To inform design with cultural aspects, we model reality in three levels of formality: informal, formal, and technical, and subscribe to a systemic vision that considers the technical solution as part of a more complex social system in which people live and interact. In this paper, we instantiate this theoretical and methodological view by presenting two case studies of technology design in which culture-based artefacts were employed to inform the design process. We claim that as important as including issues related to culture in the ICT design agenda—from the conception to the development, evaluation, and adoption of a technology—is the need to support the design process with adequate artefacts that help identifying cultural aspects within communities and translating them into sociotechnical requirements. We argue that a culturally informed perspective on design can go beyond an informative analysis, and can be integrated with the theoretical and methodological framework used to support design, throughout the entire design process

    Web 2.0 technologies for learning: the current landscape – opportunities, challenges and tensions

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    This is the first report from research commissioned by Becta into Web 2.0 technologies for learning at Key Stages 3 and 4. This report describes findings from an additional literature review of the then current landscape concerning learner use of Web 2.0 technologies and the implications for teachers, schools, local authorities and policy makers

    The Effects of the COVID-19 Pandemic on the Digital Competence of Educators

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    The Covid-19 pandemic is having an undeniable impact on all the statements of society. Regarding teaching and learning activities, most educational institutions suspended in-person instruction and moved to remote learning during the lockdown of March and April 2020. Although nowadays many countries have progressively re-opened their educational systems, blended learning is a common practice aimed to reduce the spread of the Covid-19 disease. This disruption has supposed an unprecedented acceleration to the digitalization of teaching and learning. Teaching professionals have been forced to develop their digital competence in a short amount of time, getting mastery in the management of information, the creation of audiovisual contents, and the use of technology to keep their students connected. This Special Issue presents contributions regarding the adoption of distance learning strategies, experiences, or lessons learned in this domain

    Web 2.0 technologies for learning: the current landscape : opportunities, challenges and tensions

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    Mediated activity and the role of technology in peer-to-peer learning at the University of Fort Hare

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    Includes bibliographical references.The following calls for research into the ways in which South African university students use technology for peer-to-peer learning (Czerniewicz and Brown, 2005). This study aims to explore the ways in which students mediate one another's learning and the ways in which they use (and don't use) information and communications technology (ICT) to do so. This study provides a snapshot of eleven University of Fort Hare students' peer-to-peer learning strategies. In exploring this phenomenon in context, the social and cultural factors are analysed using Activity Theory, most notably building on the work of Sharples et al (2007). Semi-structured interviews were conducted with students identified as early adopters of ICT for peer-to-peer learning, selected from 375 respondents to the Access and Use Survey questionnaire (Czerniewicz and Brown, 2007). An analytical framework was developed using categories developed from high-level Activity Theory concepts. Sub-categories were developed using key concepts from Sharples, Taylor and Vavoula (2007), Laurillard's (2003) work, as well as, inductively and deductively in relation to the data, following Hardman's (2008) approach. Three key peer-to-peer learning patterns were identified: A group of students preparing for an exam or a test were found to adopt cooperative learning strategies, while students working together towards a tangible output, such as an assignment, adopted collaborative learning strategies. Peer-to-peer tutoring was found to occur where one student is assisted by a moreable peer. Most interviewees' peer-to-peer learning activities were found to occur face-to-face, and the extent and level of interviewees' ICT use was less than anticipated. The findings are not generalisable beyond this small sample, but serve to advance understanding of the processes involved in students' peer-to-peer learning practices

    Elements of a Theory of Design Artefacts: a contribution to critical systems development research. PhD Thesis.

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    The thesis emphasises material mediation in design, use and research by introducing the concept of design artefacts as a unifying perspective. This concept is based on a dialectical materialist approach comprising activity theory as a general perspective (mainly Engestrøm), and specifically the notion of primary, secondary and tertiary artefacts (Wartofsky). This background is complemented with the notion of boundary objects (Star), as mediators in boundary zones. Systems development is understood as a zone where heterogeneous praxes meet to change a given praxis through the construction and introduction of new (computer) artefacts; this zone is mediated by design artefacts, which make different sense to the various praxes (boundary objects). Four main themes are addressed by the thesis: Firstly, the notion of design artefacts as an integrating perspective on systems development research and praxis, is introduced and developed. Secondly, a uniform notion of development tying use and design together, is discussed in relation to designing for development in use, and in relation to the notion of design as the transformation of artefacts. Thirdly, a pragmatic philosophy of science based on the understanding of theories as design artefacts, is proposed. Fourthly, the issue of innovation and creativity, together with the role of the individual is programmatically pointed to
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