949 resultados para Literacy in mathematics


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Videogames, and young people's engagement with them, are of growing interest to education. This paper reports on initial find ings from the study: Literacy in the Digital World of the Twenty First Century: Leaming from computer games, focussing on the opportunities offered by studying young people's immersion in game play for understanding more about contemporary forms of  engagement and textuality, new forms of literacy,community and identity multimodality, and the implications of such forms and changes for contemporary literacy and English education. Taking videogames as examples of global, ICT-based popular culture, where meaning is built from muhimodal elements, and where young players have to he actively teaming and involved in order to play, the project asks how English and literacy education might benefit from examining videogames, as rich exemplars of contemporary digital culture, and the ways in which young people make use of them, to improve the teaching of print and multi modal forms of literacy.

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Literacy remains one of the central goals of schooling, but the ways in which it is understood are changing. The growth of the networked society, and the spread of Information and Communications Technologies (ICT), has brought about significant changes to traditional forms of literacy. Older, print based forms now take their place alongside a mix of newer multi-modal forms, where a wide range of elements such as image, sound, movement, light, colour and interactivity often supplant the printed word and contribute to the ways in which meaning is made. For young people to be fully literate in the twenty-first century, they need to have clear understandings about the ways in which these forms of literacy combine to persuade, present a point of view, argue a case or win the viewers’ sympathies. They need to know how to use them themselves, and to be aware of the ways in which others use them. They need to understand how digital texts organise and prioritise knowledge and information, and to recognise and be critically informed about the global context in which this occurs. That is, to be effective members of society, students need to become critical and capable users of both print and multimodal literacy, and be able to bring informed and analytic perspectives to bear on all texts, both print and digital, that they encounter in everyday life.

This is part of schools’ larger challenge to build robust connections between school and the world beyond, to meet the needs of all students, and to counter problems of alienation and marginalisation, particularly amongst students in the middle years. This means finding ways to be relevant and useful for all students, and to provide them with the skills and knowledge they will need in the ICT-based world of the Twentyfirst century. With respect to literacy education, engagement and technology, we urgently need more information as to how this might be best achieved.

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This paper has been prepared to address the issues and questions of the theme ‘access, equity and socio-cultural issues’. Findings from two studies are reported. In the first study gender issues in mathematical learning environments when computers were used were investigated. In the second effective practices for teaching disadvantaged or marginalised students with digital technology are canvassed. Teaching for equity and social justice in the digital age is complex. Teachers need to be aware that their beliefs and classroom practices may exacerbate gender and cultural inequalities in mathematics learning. Approaches that are consistent with social-constructivist and democratic theories need further investigation.

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Literacy in Early Childhood and Primary Education provides a comprehensive introduction to literacy teaching and learning. The book explores the continuum of literacy learning and children's transitions from early childhood settings to junior primary classrooms and then to senior primary and beyond. Reader-friendly and accessible, this book equips pre-service teachers with the theoretical underpinnings and practical strategies to teach literacy. It places the 'reading wars' firmly in the past as it examines contemporary research and practices. The book covers important topics such as assessment, multiliteracies, reading difficulties and diverse classrooms. Each chapter includes learning objectives, reflective questions and definitions of key terms to engage and assist readers. Written by an expert author team and featuring real-world examples from literacy teachers and learners, the book will help pre-service teachers feel confident teaching literacy to diverse age groups and abilities.

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Kunib-dji live in Maningrida, a remote community in the Northern Territory and speak Ndj-bbana as their preferred language of communication. Kunib-dji are one of many groups of Indigenous Australian languages who speak a minority language. Very little has been documented about the social practices of literacy with speakers of such languages, particularly with the texts that mediate these languages. Knowing about the beliefs and attitudes towards enacted by these speakers towards these texts is useful for understanding the process of learning of minority and majority languages. This paper presents a middle approach to literacy as distinct form top-down and bottom-up approaches, that has emerged from the minority Indigenous Australian language context in Maningrida. The proposed middle approach to literacy incorporates non-indigenous intervention in Indigenous social practices and technological transform of Indigenous texts. The methodological aspects of such intervention and transformation together with the implications of a middle approach to literacy are presented in this paper. Throughout the paper references are made to Kunib-dji children's access to digital Ndj-bbana texts and their engagement with these texts in a home environment.

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Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.

The contributors use the interaction between the theoretical frameworks of games as text and games as action to explore a wide of range of issues relevant to the teaching of English and literacy. These include understanding games as media texts, the place of digital culture in young people's lives, the narrative and visual design components of games, exploring concepts of role play and identity in games, the potential for games to engage disengaged students, and issues of gender and social interaction in game playing.

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Deakin University graduate entry medical students come from a varied knowledge base with regard to information research.

Assessment for the learning outcomes of information literacy modules will help to determine effective development of information searching skills for future clinical practice, teaching effectiveness, and identification of skills requiring additional support.

Assessment aims to provide encouragement to engage with the content being taught.