92 resultados para Digital education


Relevância:

30.00% 30.00%

Publicador:

Resumo:

Many early career teachers commence their transition into the teaching profession in rural and remote schools. Separated from existing interpersonal/professional networks of support, early career teachers rely on new colleagues and school leaders in more complex ways than their peers teaching closer to home. Crucially, their emerging identities, resilience and motivations are therefore influenced and reinforced
through professional interactions. This paper explores the critical turning points and narratives of two early career rural teachers. The narratives were collected through reflect.goingok.com, a digital tool created by one of the authors; that enabled the teachers to engage in regular reflections about their transition from university to the classroom. In conclusion some of the implications of the co-narration of teacher identity, and how this informs a systemic approach that supports early career teachers in rural teaching practice is discussed.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

As mobile touch screen digital devices (MTSD) have moved into a more prominent position in classrooms and schools, the development of new policies to address these devices have also emerged at a rapid pace. While policy documents aimed at MTSD usage in schools are evident at range of levels, from school-based to education ministries and departments, there is relatively little research that examines such documents or their impact on teaching and learning. This paper reports on initial analyses of educational digital media and MSTD policies in education departments and schools in Victoria, Australia and Alberta, Canada. We examined these policy documents in relation to implications for resourcing, usage and teaching practice, as a part of a large-scale Canadian-funded comparative research project studying digital tools and practices. Schools must mediate and negotiate complex entangled environments that are all at once enabling and dis-abling of innovation, in relation to digital technologies. These complex environments are made visible through a closer reading of artifacts such as policy documents guiding technology use in schools and classrooms. Our paper will interrogate such documents, across both countries (Canada and Australia) and regions (Victoria and Alberta), in relation to several emergent themes: private vs. school funded ownership, attitudes towards ‘bring your own device' (BYOD) initiatives and "co-contributions", equity and access, and surveillance and control. As well, we will address how hopes and fears and understandings of digital literacy are represented, described and enacted through such policies. Our analyses will also contextualize our data in terms of the broader cultural, political and educational considerations that framing and undergirding policies in both countries, and, finally, we will address the different (and similar) assumptions that are communicated within the digital policy documents.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This paper reports on higher education student engagement with blended learning experiences incorporating located (on campus), cloud based (online e-learning ) and graphically built, socially networked 3D multi user virtual environments (MUVES). Immersion in this environment enabled collaboration between two groups of students enrolled in separate undergraduate art education and public relations units, to identify, develop and participate in an integrated, authentic assessment project. It is contended that immersive blended learning experiences support creative problem solving and encourages synchronous and asynchronous student participation in authentic problem solving and collaborative practice. Interacting with co-learners, students gain knowledge and skills through situated learning, defined as the application of knowledge, learned in one setting and transferred to another and where immersion in a virtual learning experience leads to higher level engagement on the transfer task in a real world setting. In this project, collaborative blended learning involved the creation of a collection of digital artworks by art education students using computer software located in a real world environment. These artworks were curated and exhibited by the students in a virtual gallery they designed and built on Deakin Arts Education island in Second Life. For public relations students, the virtual art exhibition was the focus of a virtual campaign, designed, researched and developed by them to promote the Deakin Virtual Art Gallery on Deakin island in Second Life. The final promotion for the Virtual Gallery was presented by the students at a symposium in both real world and virtual world environments.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

It can be forgotten that it is not simply students who face the challenges of digital equity in higher education. Staff can also face digital challenges, and employment at an institution is not necessarily a safety net to protect staff from the digital divide. This paper attempts to give this voice to this issue. The digital equity challenges that they may face can range from internet accessibility, diversity in skills, or access to the required equipment and software, including necessary upgrades. This process is, however, is compounded when staff are geographically dispersed from the institution, disconnected by time, or where access to technology and Internet connectivity varies greatly between the institution’s sites. Much of these issues can be beyond the control and capacity of staff to alter. However, in terms of a staff-led approach to address such issues and empower others, a robust professional development program on digital technology is but one means to help stem the digital divide between staff ‘haves’ and ‘have nots’.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Since the early 1970s, Problem based Learning (PBL) in small groups is a prominent and innovative didactic approach with multiple facets, good practices and demonstrated effectiveness in many countries, for many different subjects and education/training programs, and in various settings (primary, secondary and higher tertiary education) (see e. g. Edens, 2000, Savery, 2006; Ertmer, Hmelo-Silver, 2015). However, this concept is not so much perceived in distance learning programs even though new technologies allow for better real-time collaboration in virtual classrooms and workspaces, mobile access to electronic learning resources via smart phones, and digital learning content like videos, podcasts or simulation tools. One reason for this might be the lack of conceptual frameworks and appropriate models for PBL in distance education. In this article, one prominent concept for designing PBL learning settings will be presented and its application in practice discussed: the 3C3R-Model of Hung (2006) defines a framework for Content, Context, and Connection (3C), which are interlinked through learner activities such as Researching, Reasoning and Reflecting (3R).Practical implications and examples for the design of appropriate distance learning designs based on this model will be presented and discussed with the audience.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

In the digital technology era, mobile devices have an important rule to deploy a copy of data and information through the network. An electronic reader (eReader) allows readers to read written materials in an electronic manner that is available in many models. The objective of this study is to evaluate the usage of eReader by higher education students. We firstly identified the most frequently used eReader by surveying higher education students. The survey results showed that Apple iPad, Amazon Kindle, and Samsung Tablet are the most popular eReader devices used by higher education students. We presented these results, and then we analyzed the surveyed results in detail in order to develop an evaluation metric of the eReader in a mobile platform that clearly allows the selection of the most suitable eReader for higher education students. The main contribution of this paper is the development of a set of criteria that can be used by students in the selection of an eReader that matches their specific needs and requirements.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Open educational resources (OER) have become new buzzwords in the glocalization of education. While OER are often espoused as enabling educational equity, the reality is not always the case. Looking only at the positives of new educational methods can mask perpetuating challenges, which makes the open aspect of OER a misnomer. Taking an alternative stance, this article critically evaluates the broader notion of OER through the lens of equity. It contends that while equity reasons often underpin the provision of OER, challenges continue to be experienced by some in accessing open digital materials for learning. This article explores some of these issues and argues that equity considerations are fundamental in OER design.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This chapter is a critical synthesis of research related to the transformations that take place when digital technologies are incorporated into teaching and learning practices. In developing this synthesis, research from all levels of education was reviewed with a focus on the opportunities digital technologies offer for cognitive, pedagogical, affective and professional change. The chapter is structured in alignment with Pierce and Stacey’s (Pierce and Stacey, Int J Comput Math Learn 15(1):1–20 2010) map of pedagogical opportunities in which three dimensions for educational transformation were identified: tasks, classroom, and subject. A discussion of future directions for research into technology enhanced mathematics education concludes the review.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The capacity of video games to engage and challenge players through increasingly complex and demanding stages and the range of cognitive, linguistic, and sociocultural practices generated by games and game play have led to increased interest in the use and study of video games in schools. Views of digital games as “hard fun” or “serious play” have important implications for education, problematizing assumptions about what students can and might be asked to do, about teaching and learning, and about the ways in which curriculum is resourced and organized. To fully capitalize on games’ potential to enrich learning, the nature of play, the kinds of play entailed in playing games of varying genres, the experience of game play in and out of school, and the relationship between them all need to be carefully considered and explored.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

There is significant interest in the potential of digital games for Twenty first century pedagogy and curriculum in schools. However, developing an informed and granular understanding of the challenges facing 'everyday' teachers in introducing work with digital games in a range of schools, across diverse subject areas, age groups and system requirements, is not straightforward. This paper reports on the initial stages of a three-year research project investigating the introduction and use of games in a variety of contexts, and discusses some of the challenges entailed in introducing teacher participants to working with games in critical and productive ways.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This chapter focus on the question of literacy education itself-on how this is to be understood in the current and emerging age, how it is changing, and what it is for. It also engages the other key question here, that of what constitutes 'new media,' or rather, as Levinson puts it, 'new new media'-media forms emerging on the scene more or less constantly, and each time ever newer. Increasingly, literacy guidelines in many parts of the world call on teachers to incorporate attention to multimodal and electronic texts into their classrooms and curriculum. Curriculum guidelines addressing the 'new literacies' are structured around an expanded view of literacy that recognizes the changing and dynamic nature of text and textual forms, and call on research into the textual, communicative and cultural practices of young people as they engage with online popular culture and the digital world.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Politicians, newspaper reporters and parents alike seem to need to classify young people’s work as either screen-based or social; as either virtual or ‘real’; as either digital or print. This provocation uses classroom video footage to demonstrate the imbrication of digital- and print-based literacies that is supported when expert literacy teachers use mobile touch screen devices with their students. The aim is to expose the nonsense of dichotomous thinking in relation to teaching and curriculum practices.Provocation: The notional distinction between digital- and print-based is easily troubled when we look at practice, but clearly this distinction serves some agendas well, particularly in terms of the ‘fit’ with, and reproduction of, established practices for managing resources and knowledge. If this distinction is largely a fiction, what might the public relations ‘spin’ be that would speak productively to stakeholders in literacy education?

Relevância:

30.00% 30.00%

Publicador:

Resumo:

CmyView is a research project that investigates how mobile technologies have the potential to facilitate new ways to share, experience and understand the connections that people have with places. The aim of the project is to theorise and develop a tool and a methodology that addresses the reception of architecture and the built environment using mobile digital technologies that harness ubiquitous everyday practices, such as photography and walking. While CmyView is primarily focused on evidencing the reception of places, this chapter argues that these activities can also make a contribution to the core pedagogy of architectural education, the design studio. This chapter presents findings of an initial pilot study with four students at an Australian university that demonstrates how CmyView offers a valuable contribution to the educational experience in the design studio.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

BACKGROUND: Australian farming communities have up to twice the suicide rate of the general population. Men, particularly, demonstrate debilitating self- and perceived-stigma associated with an experience of suicide. The Ripple Effect is aimed to reduce suicide stigma within the social, cultural, geographical and psychological contexts in which it occurs.

METHODS: A mixed-method design with multi-level evaluation will be effected following the development and delivery of a personalised website experience (combining shared stories, education, personal goal setting and links to resources) to farming men, aged 30-64 years, with an experience of suicide. Pre- and post-surveys will be used to assess changes in self- and perceived-stigma and suicide literacy. Online feedback from participants and semi-structured interviews during follow-up will be thematically analysed.

DISCUSSION: This project will provide information about increasingly accessible, innovative approaches to reducing the debilitating health and wellbeing effects of suicide stigma on a population of Australia's farmers.

TRIAL REGISTRATION: This research protocol was registered with the Australian New Zealand Clinical Trials Registry (ANZCTR) (ACTRN: ACTRN12616000289415 ) on 7(th) March, 2016.