1,744 research outputs found
The student-produced electronic portfolio in craft education
The authors studied primary school studentsâ experiences of using an electronic portfolio in their craft education over four years. A stimulated recall interview was applied to collect user experiences and qualitative content analysis to analyse the collected data. The results indicate that the electronic portfolio was experienced as a multipurpose tool to support learning. It makes the learning process visible and in that way helps focus on and improves the quality of learning. © ISLS.Peer reviewe
Youth and Digital Media: From Credibility to Information Quality
Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure
Blogs as Infrastructure for Scholarly Communication.
This project systematically analyzes digital humanities blogs as an infrastructure for scholarly communication. This exploratory research maps the discourses of a scholarly community to understand the infrastructural dynamics of blogs and the Open Web. The text contents of 106,804 individual blog posts from a corpus of 396 blogs were analyzed using a mix of computational and qualitative methods. Analysis uses an experimental methodology (trace ethnography) combined with unsupervised machine learning (topic modeling), to perform an interpretive analysis at scale. Methodological findings show topic modeling can be integrated with qualitative and interpretive analysis. Special attention must be paid to data fitness, or the shape and re-shaping practices involved with preparing data for machine learning algorithms. Quantitative analysis of computationally generated topics indicates that while the community writes about diverse subject matter, individual scholars focus their attention on only a couple of topics. Four categories of informal scholarly communication emerged from the qualitative analysis: quasi-academic, para-academic, meta-academic, and extra-academic. The quasi and para-academic categories represent discourse with scholarly value within the digital humanities community, but do not necessarily have an obvious path into formal publication and preservation. A conceptual model, the (in)visible college, is introduced for situating scholarly communication on blogs and the Open Web. An (in)visible college is a kind of scholarly communication that is informal, yet visible at scale. This combination of factors opens up a new space for the study of scholarly communities and communication. While (in)invisible colleges are programmatically observable, care must be taken with any effort to count and measure knowledge work in these spaces. This is the first systematic, data driven analysis of the digital humanities and lays the groundwork for subsequent social studies of digital humanities.PhDInformationUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/111592/1/mcburton_1.pd
Educational Video Game Effects Upon Mathematics Achievement And Motivation Scores: An Experimental Study Examining Differences B
An experimental research study using a mixed-method analysis to was conducted to examine educational video game effects on mathematics achievement and motivation between sexes. This study examined sex difference in a 7th grade mathematics (Mathematics 2/Mathematics 2 Advanced) classroom (n=60) learning algebra. Attributes and barriers relating to educational video game play, preference, and setting characteristics were explored. To examine achievement and motivation outcomes, a repeated-measure (SPSS v14) test was used. The analysis included ethnographic results from both student and teacher interview and observation sessions for data triangulation. Results revealed a statistically significant academic mathematics achievement score increase (F =21.8, df =1, 54, \u3c .05). Although, mathematics class motivation scores did not present significance (F =.79, df =1, 47, p \u3e .05), both sexes posted similar data outcomes with regard to mathematics class motivation after using an educational video game as treatment during an eighteen-week term in conjunction with receiving in-class instruction. Additionally, there was an increase in male variability in standard deviation score (SDmotivationpre=8.76, SDmotivation post=11.70) for mathematics class motivation. Lastly, self-reported differences between the sexes for this limited sample, with regard to game design likes and dislikes and observed female game play tendencies, were also investigated. The data presented customization as a unified, but most requested, game design need between the sexes. Between sex differences were found only to be superficial other than a female delay in game acceptance with regard to time and game play comfort
Educational Video Game Effects Upon Mathematics Achievement and Motivation Scores: An Experimental Study Examining Differences Between the Sexes
An experimental research study using a mixed-method analysis to was conducted to examine educational video game effects on mathematics achievement and motivation between sexes. This study examined sex difference in a 7th grade mathematics (Mathematics 2/Mathematics 2 Advanced) classroom (n=60) learning algebra. Attributes and barriers relating to educational video game play, preference, and setting characteristics were explored. To examine achievement and motivation outcomes, a repeated-measure (SPSS v14) test was used. The analysis included ethnographic results from both student and teacher interview and observation sessions for data triangulation. Results revealed a statistically significant academic mathematics achievement score increase (F =21.8, df =1, 54, p.05), both sexes posted similar data outcomes with regard to mathematics class motivation after using an educational video game as treatment during an eighteen-week term in conjunction with receiving in-class instruction. Additionally, there was an increase in male variability in standard deviation score (SDmotivationpre=8.76, SDmotivation post=11.70) for mathematics class motivation. Lastly, self-reported differences between the sexes for this limited sample, with regard to game design likes and dislikes and observed female game play tendencies, were also investigated. The data presented customization as a unified, but most requested, game design need between the sexes. Between sex differences were found only to be superficial other than a female delay in game acceptance with regard to time and game play comfort
Spontaneous Communities of Learning: Cooperative Learning Ecosystems Surrounding Virtual Worlds
This thesis is the culmination of a five year research project exploring online gamers
and the cultures they engage with, both virtually in the many massively multiplayer
games and virtual worlds online, and in the physical spaces they inhabit in various
play spaces around the world. The primary research questions concerned social
learning in such spaces, i.e. how do players learn from one another what they need
to be successful, and what are the associated norms and practices for doing so?
What sorts of peripheral skills are gained, and are they applicable to physical world
contexts? Finally, what does participation in such spaces mean for individuals who
may have lacked other mechanisms for social learning, and what impacts might such
findings have on existing educational structures?
I anticipate that this thesis will generate as many questions as it will answer, and I
hope, that as a snapshot of a gaming culture in time, will be looked upon as a
monograph in the classic ethnographic tradition
Connected Learning In School: Making Identities In Youth-Led Affinity Spaces
This visual ethnographic account explores how students at an urban high school cultivated their own youth-led affinity spaces: a youth activism group, a dance team, and a film club. My research examines how and why these youth-led spaces emerged, the kinds of making students did within the spaces, and how their identities shifted or changed over time both within and outside of these spaces. My research responds to discourses that seek to reimagine school through interest-driven learning. The Maker Movement and Connected Learning are two such movements that argue that studentsâ interests should be an integral part of their school learning experiences. These movements argue for students\u27 learning and participation in school to be active and authentic, to build on studentsâ out of school literacies, and to position students as creative agents. In urban districts, students are often subjected to test prep and didactic approaches that limit how youth express and demonstrate learning and are disconnected from their own interests or affinities. In creating youth-led affinity spaces, students were exercising agency, engaging in leadership, and pursuing their interests. Thus far, there has not been an examination of interest-driven learning, schooling, and identity. My examination of youth-making can create opportunities for youth to cultivate dialogic relationships with peers and adults, draw on their out of school literacies and media knowledge to influence their making, and perform new identities â within the institutional boundary of school
Semiotic machines : software in discourse
Includes abstract.Includes bibliographical references (p. 245-259).This study develops new theoretical and methodological approaches to the study of software as a medium of communication. This study analyses voting software, educational software, search engines, and combat and narrative in digital games. In each case it investigates how proprietary software affords discourse, and suggests a way of characterising usersâ experience of this discourse. These affordances constitute the rules of communication, or ârules of speakingâ, ârules of seeingâ, and âwriting-rightsâ which proprietary software makes available to users, situating them within specific power-relations in the process
Media ethnography
Contents
Editorial
Thematic Focus: Media Ethnography
Media Ethnography and Participation in Online Practices / David Waldecker, Kathrin Englert, Wolfgang Ludwig-Mayerhofer, Oliver Schmidtke
The Story is Everywhere. Dispersed Situations in a Literary Role Play Game / Wolfgang ReiĂmann
Co-operation and/as Participant Observation: Reflections on Ethnographic Fieldwork in Morocco / Simon Holdermann
Ethnomethodological Media Ethnography: Exploring Everyday Digital Practices in Families with Young Children / Clemens Eisenmann, Jan Peter, Erik Wittbusch
Cooperation and Difference. Camera Ethnography in the Research Project âEarly Childhood and Smartphoneâ / Bina E. Mohn, Pip Hare, Astrid Vogelpohl, Jutta Wiesemann
Reports
Coordinations, or Computing is Work / Sebastian GieĂman
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