51 research outputs found
Reservoir hill and audiences for online interactive drama
This paper analyses the interactive experiences constructed for users of the New Zealand online interactive drama Reservoir Hill (2009, 2010), focusing both on the nature and levels of engagement which the series provided to users and the difficulties of audience research into this kind of media content. The series itself provided tightly prescribed forms of interactivity across multiple platforms, allowing forms of engagement that were greatly appreciated by its audience overall but actively explored only by a small proportion of users. The responses from members of the Reservoir Hill audience suggests that online users themselves are still learning the nature of, and constraints on, their engagements with various forms of online interactive media. This paper also engages with issue of how interactivity itself is defined, the difficulties of both connecting with audience members and securing timely access to online data, and the challenges of undertaking collaborative research with media producers in order to gain access to user data
Framing audience prefigurations of The Hobbit: An Unexpected Journey: The roles of fandom, politics and idealised intertexts
Audiences for blockbuster event-film sequels and adaptations often formulate highly developed expectations, motivations, understandings and opinions well before the films are released. A range of intertextual and paratextual influences inform these audience prefigurations, and are believed to frame subsequent audience engagement and response. In our study of prefigurative engagements with Peter Jacksonâs 2012 film, The Hobbit: An Unexpected Journey, we used Q methodology to identify five distinct subjective orientations within the filmâs global audience. As this paper illustrates, each group privileges a different set of extratextual referents â notably J.R.R. Tolkienâs original novels, Peter Jacksonâs The Lord of The Rings film trilogy, highly localised political debates relating to the filmâs production, and the previous associations of the filmâs various stars. These interpretive frames, we suggest, competed for ascendancy within public and private discourse in the lead up to The Hobbitâs international debut, effectively fragmenting and indeed polarising the filmâs prospective global audience
Editorsâ Introduction: Approaching the online audience: new practices, new thinking
Convergence culture, participatory culture, user generated content, interactive media; these are all now familiar terms within contemporary media and communication studies that have risen to distinguish emergent content across digital platforms and particularly internet-based material (whether that is the worldwide web accessed through desktop/laptop machines or increasingly, internet content accessed through mobile devices such as smartphones and tablets)
Leveling the playing field: Exploiting technology to enhance tertiary learning
This paper reports on an on-going case study project to explore ICT/ eLearning across several disciplines and with students from diverse backgrounds at tertiary level in New Zealand. The project has been designed to address issues of tertiary-level pedagogy, epedagogy, and research with the goal of building eLearning capacity, leveraging pedagogical change, and closing participatory gaps for students and lecturers. Initial design decisions, the pedagogy that has informed the case studies, and the challenges and benefits of working across subjects and levels in a multi-disciplinary team are described. We also discuss research knowledge mobilization within our own instructional context and more broadly elsewhere
Software literacy in shaping what we know in a software-saturated society
Todayâs modern societies are increasingly dependent on digital technologies and the software underpinning these technologies in almost every sphere of professional and personal life. These technologies and software are poorly understood as tools that shape our engagement with knowledge, culture and society in the 21st century. None of these tools are âneutral.â They embody social and cultural assumptions about their use and all have particular values embedded in their interfaces and affordances. This paper draws from a funded research project investigating the notion of software literacy (Khoo, Hight, Torrens, & Cowie, 2017). In the project software literacy is defined as the expertise involved in understanding, applying, problem solving and critiquing software when it is used to achieve particular goals. The project team hypothesised there exists three progressive tiers of development towards software literacy in professional contexts. We conducted case studies of engineering and media studies studentsâ learning of an ubiquitous software such as PowerPoint as well as proprietary discipline-specific software to examine how software literacy is understood, developed and applied in a tertiary teaching-learning context. In this contribution we outline the project findings then use the notion of software literacy as the lens to unpack and illustrate through three everyday examples how software literacy would seem to be an essential part of learning and living in the 21st century
Software literacy in shaping what we know in a software-saturated society
Todayâs modern societies are increasingly dependent on digital technologies and the software underpinning these technologies in almost every sphere of professional and personal life. These technologies and software are poorly understood as tools that shape our engagement with knowledge, culture and society in the 21st century. None of these tools are âneutral.â They embody social and cultural assumptions about their use and all have particular values embedded in their interfaces and affordances. This paper draws from a funded research project investigating the notion of software literacy (Khoo, Hight, Torrens, & Cowie, 2017). In the project software literacy is defined as the expertise involved in understanding, applying, problem solving and critiquing software when it is used to achieve particular goals. The project team hypothesised there exists three progressive tiers of development towards software literacy in professional contexts. We conducted case studies of engineering and media studies studentsâ learning of an ubiquitous software such as PowerPoint as well as proprietary discipline-specific software to examine how software literacy is understood, developed and applied in a tertiary teaching-learning context. In this contribution we outline the project findings then use the notion of software literacy as the lens to unpack and illustrate through three everyday examples how software literacy would seem to be an essential part of learning and living in the 21st century
Adoption of innovative e-learning support for teaching: A multiple case study at the University of Waikato
In response to recent social, economic, and pedagogical challenges to tertiary-level teaching and learning, universities are increasingly investigating and adopting elearning as a way to engage and motivate students. This paper reports on the first year of a two-year (2009-2010) qualitative multiple case study research project in New Zealand. Using perspectives from activity theory and the scholarship of teaching, the research has the overall goal of documenting, developing, and disseminating effective and innovative practice in which e-learning plays an important role in tertiary teaching. A âsnapshotâ of each of the four 2009 cases and focused findings within and across cases are provided. This is followed by an overall discussion of the context, âwithinâ and âacrossâ case themes, and implications of the research
Software literacy as a framework for tertiary educators
Software permeates and impact almost every aspect of our lives today. However not much is understood in terms of how software shapes the teaching and learning of disciplinary knowledge in formal learning contexts. This paper reports on the findings from a two-year funded longitudinal study examining how the notion of software literacy is understood, developed and applied in tertiary teaching-learning contexts. We explore the relationship between student success in acquiring software literacy and their broader engagement and understanding of knowledge across different disciplines. A qualitative interpretive methodology framed the study involving two case studies of media studies and engineering studentsâ learning to use discipline-specific software. Student data were collected through class observations, online surveys and focus group interviews. Findings indicate that a majority of students consider themselves as early adopters of technology, knowledgeable in the affordances and constraints of their disciplinary software, and preferred informal learning strategies to supplement their formal learning of disciplinary software. There was, however, a lack of student critical awareness of the role of software in shaping their learning of disciplinary knowledge. The findings provide insights into practices relating to tertiary teaching and learning involving software and highlight the significance which programming code may have in the shaping and application of disciplinary knowledge in educational contexts. Implications are offered in terms of tertiary educatorsâ practice and the provision of student learning support
Response to Martin Barker's 'Rise of the Qualiguants'
In what follows, we respond to Martin Barkerâs (2018a) review essay entitled âRise of the Qualiquants,â published in the previous issue of this journal (15:1). In his review, Barker offers an admittedly not disinterested assessment of our recent book Fans, Blockbusterisation, and the Transformation of Cinematic Desire: Global Receptions of The Hobbit Film Trilogy (Michelle, Davis, Hardy and Hight, 2017), and raises a number of questions relating to our ontological commitments and methodological approach, along with a critique of Q methodology more generally. We wish to express our sincere thanks to Martin for such a detailed and thoughtful review â evidently the first in what is to become a new section in Participations dedicated to much-needed debates on methodological, epistemological, and ontological issues in audience research. His essay generously draws attention to the contribution and significance of our project, and introduces our theoretical and methodological approach to a wider audience. The issues and questions he raises are certainly worthy of further clarification, discussion, and debate, and we are fortunate to have access to a highly suitable forum for this in Participations. We also fully share his commitment to the advancement of audience and reception research
Software literacy and student learning in the tertiary environment: PowerPoint and beyond
In this paper, we explore the relationship between student success in acquiring software literacy and studentsâ broader engagement and understanding of knowledge across different disciplines. We report on the first phase of a project that examines software literacies associated with Microsoft PowerPoint as a common software package encountered and used by most students at tertiary level. Student data was collected through an online survey and focus-group interviews. One hundred and seventy-nine first-year Engineering and Media Studies students from a New Zealand university responded to the survey. A majority of students considered themselves to be confident and comfortable in engaging with new technologies, had access to mobile-based technologies or laptops, and relied on this hardware and related software for electronic forms of communication and information access in their university courses. On the whole, students expressed a preference for informal strategies (including trial and error) when learning about PowerPoint, expected it to be used in their university coursework, and could identify its related affordances and constraints, and how those affected their learning. Despite their familiarity with PowerPoint, students fell short in their ability to critique the ways the software shaped their understanding of disciplinary knowledge. Implications are discussed in terms of university teaching, including the nature of support services.
Keywords: Â ICT; software literacy; PowerPoint; presentation software; teaching and learning; university student
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