5,115 research outputs found

    Who Learns from Collaborative Digital Projects? Cultivating Critical Consciousness and Metacognition to Democratize Digital Literacy Learning

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    Collaborative group work is common in writing classrooms, especially ones assigning digital projects. While a wealth of scholarship theorizes collaboration and advocates for specific collaborative pedagogies, writing studies has yet to address the ways in which privilege tied to race, gender, class, and other identity characteristics replicates itself within student groups by shaping the responsibilities individual group members assume, thereby affecting students\u27 opportunities for learning. Such concerns about equity are especially pressing where civically and professionally valuable twenty-first century digital literacies are concerned. This article uses theories of cultural capital and the participation gap to (1) analyze role uptake in case studies of diverse student groups and (2) suggest ways to expand writing studies\u27 current use of metacognition to address such inequities

    Web 2.0 technologies for learning at Key Stages 3 and 4: summary report

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    The research project on Web 2.0 technologies for learning at Key Stages 3 and 4 was a major initiative funded by Becta to investigate the use and impact of such technologies in and out of school. The purpose of this research was to help shape Becta's own thinking and inform policy-makers, schools and local authorities on the potential benefits of Web 2.0 technologies and how their use can be effectively and safely realised. This document is he summary of the reports published for this project

    Garden of Literacies: ICDT Contributing to the Construction of New Realities for Digitally-Excluded Senior Citizens

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    This paper shows how digitally-excluded senior citizens use information and communication technologies (ICT) for the construction of new literacies in the digital convergence culture. The concept of literacies is related to how ICT can be used to expand ways people express themselves through different communication channels. This study lasted three years and involved 16 adults aged between 60 to 78 years. The results showed that they were able to insert themselves into the digital culture with a more critical and creative attitude. Also, during this study it was possible to identify four types of literacies: automatic, functional, conscious and contextual

    Employers' use and awareness of vocational learning approaches

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    Education Departments' Superhighways initiative : group d : home-school links : final report

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    The Toowoomba adult trauma triage tool

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    Since the introduction of the Australasian Triage Scale (ATS) there has been considerable variation in its application. Improved uniformity in the application of the ATS by triage nurses is required. A reproducible, reliable and valid method to classify the illness acuity of Emergency Department patients so that a triage category 3 by one nurse means the same as a triage category 3 by another, not only in the same ED but also in another institution would be of considerable value to emergency nurses. This has been the driving motivation behind developing the Toowoomba Adult Trauma Triage Tool (TATTT). It is hoped the TATTT will support emergency nurses working in this challenging area by promoting standardisation and decreasing subjectivity in the triage decision process

    Modding the Apocalypse: (Re)Making Videogames as Post-Structuralist Free Play

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    This dissertation is about seeing videogames, and videogame design, through the lens of Gregory Ulmer ™s electracy apparatus theory. Videogame modding is emphasized an electrate approach to intervening in existing media. Mods have the potential to make potent rhetorical arguments, but they are little-understood in the field of rhet-comp, and there are numerous obstacles to carving a space for them in academic curricula; nevertheless, they are an increasingly common form of participatory engagement that make use of a broad digital skillset. Modders fit into Gregory Ulmer ™s electracy apparatus as egents ”agents of change in the Internet age ”and their playful appropriation of objects from various archives resembles the electrate genre of MyStory (personal alternative-history). By positioning modding as electrate composition praxis, a new gateway for academic game study and production is opened, one where play is integral to the process of knowledge formation. Fallout 4 (2016) serves as an example of a moddable game whose rhetorical affordances can be adapted to craft MyStories and MEmorials

    Web 2.0 technologies for learning at Ks3 and KS4: summary report

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    Software Support for Creating Digital Health Training Materials in the Field

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    In this paper, we present the design, implementation, and deployment of a tool developed to help rural health trainers to create digital training content for low-literate Community Health Workers (CHWs) in Lesotho, the digital content being mobile videos created from combining images, voice over, and/or video clips. Our results show that when health professionals who are based in rural areas were empowered by the tool to create their own content, they were able to supplement nationally and globally produced health training materials with more locally relevant content that addresses unique information needs within their communities. We discuss other lessons learned from an eight-months deployment of this tool in Lesotho, and conclude with recommendations on how a similar project can be implemented in other developing regions
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