961 resultados para Digital Technology


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The purpose of this study was to create a digital portfolio that was practical and effective for both teachers and parents.

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The creative industries have attracted the attention of academics and policy makers for the complexity surrounding their development, supply-chains and models of production. In particular, many have recognised the difficulty in capturing the role that digital technologies play within the creative industries. Digital technologies are embedded in the production and market structures of the creative industries and are also partially distinct and discernible from it. This paper unfolds the role played by digital technologies focusing on a key aspect of its development: human capital. Using student micro-data collected by the Higher Education Statistical Agency (HESA) in the United Kingdom, we investigate the characteristics and location determinants of digital graduates. The paper deals specifically with understanding whether digital skills in the UK are equally embedded across the creative industries, or are concentrated in other sub-sectors. Furthermore, it explores the role that these graduates play in each sub-sector and their financial rewards. Findings suggest that digital technology graduates tend to concentrate in the software and gaming sub-sector of the creative industries but also are likely to be in embedded creative jobs outside of the creative industries. Although they are more likely to be in full-time employment than part-time or self-employment, they also suffer from a higher level of unemployment.

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In the last decades, research on knowledge economies has taken central stage. Within this broader research field, research on the role of digital technologies and the creative industries has become increasingly important for researchers, academics and policy makers with particular focus on their development, supply-chains and models of production. Furthermore, many have recognised that, despite the important role played by digital technologies and innovation in the development of the creative industries, these dynamics are hard to capture and quantify. Digital technologies are embedded in the production and market structures of the creative industries and are also partially distinct and discernible from it. They also seem to play a key role in innovation of access and delivery of creative content. This chapter tries to assess the role played by digital technologies focusing on a key element of their implementation and application: human capital. Using student micro-data collected by the Higher Education Statistical Agency (HESA) in the United Kingdom, we explore the characteristics and location patterns of graduates who entered the creative industries, specifically comparing graduates in the creative arts and graduates from digital technology subjects. We highlight patterns of geographical specialisation but also how different context are able to better integrate creativity and innovation in their workforce. The chapter deals specifically with understanding whether these skills are uniformly embedded across the creative sector or are concentrated in specific sub-sectors of the creative industries. Furthermore, it explores the role that these graduates play in different sub-sector of the creative economy, their economic rewards and their geographical determinants.

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Scientific expertise and outcomes often give rise to controversy. An educational response that equips students to take part in such discussions is the teaching of socially acute questions (SAQs). With SAQs, the understanding of uncertainty, risk and how knowledge is developed is central. This study explores the way in which students from different disciplines and different continents are brought together via a digital platform to explore SAQs about environmental issues (a green algae outbreak linked to release of fertilisers along the coast of Brittany; the construction of a desalination plant near Melbourne to produce freshwater; and changes in meat consumption on a global scale, with regard to population projections in 2050). We have developed frameworks for looking at the quality of the collective reasoning and at the nature of students’ interactions, so that we can analyse the organisation of the learning communities and the building of collegial expertise. The results show that interdisciplinary discussions, especially on an international scale, foster the understanding of complex situations. In this paper, we discuss the modalities of one didactic scenario to enhance critical thinking and collaborative work, and to provide space for learners to support argumentation.

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This thesis explores aesthetization in general and fashion in particular in digital technology design and how we can design digital technology to account for the extended influences of fashion. The thesis applies a combination of methods to explore the new design space at the intersection of fashion and technology. First, it contributes to theoretical understandings of aesthetization and fashion institutionalization that influence digital technology design. We show that there is an unstable aesthetization in mobile design and the increased aesthetization is closely related to the fashion industry. Fashion emerged through shared institutional activities, which are usually in the form of action nets in the design of digital devices. “Tech Fashion” is proposed to interpret such dynamic action nets of institutional arrangements that make digital technology fashionable and desirable. Second, through associative design research, we have designed and developed two prototypes that account for institutionalized fashion values, such as the concept “outfit-centric accessory.” We call for a more extensive collaboration between fashion design and interaction design.

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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.

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Since the late 1980s, when authors began to deliver typescripts to their publishers on disk, the process of editing and publishing books has been in an almost constant state of change. Not only has digital technology enabled a conflation of book production processes, but books themselves are increasingly available in a wider choice of delivery modes. From traditional hard cover and paperback books, to digital files formatted for printing on desktop printers, to files specifically prepared for delivery via hand-held electronic book-reading devices, to text designed to be read on screen (incorporating hyperlinks that facilitate the reader's ability to navigate around the text and between texts), the consumer now has potential myriad choices for delivery of their chosen content. And the publisher, it seems, has myriad ways to deliver content and to seek and satisfy new markets. As well as opportunities, these changes have caused disruption to the traditional supply chain.

This paper focuses on changes to the role of the editor caused by the digitisation of the publishing industry.

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Learning a digital tool is often a hidden process. We tend to learn new tools in a bewildering range of ways. Formal, informal, structured, random, conscious, unconscious, individual, group strategies, may all play a part, but are often lost to us in the complex and demanding processes of learning. But when we reflect carefully on the experience, some patterns and surprising techniques emerge. This monograph presents the thinking of seven students in MDN642, Digital Pedagogies, where they have deliberately reflected on the mental processes at work as they learnt a digital technology of their choice.

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This paper examines three functions of music technology in the study of music. Firstly, as a tool, secondly, as an instrument and, lastly, as a medium for thinking. As our societies become increasingly embroiled in digital media for representation and communication, our philosophies of music education need to adapt to integrate these developments while maintaining the essence of music. The foundation of music technology in the 1990s is the digital representation of sound. It is this fundamental shift to a new medium with which to represent sound that carries with it the challenge to address digital technology and its multiple effects on music creation and presentation. In this paper I suggest that music institutions should take a broad and integrated approach to the place of music technology in their courses, based on the understanding of digital representation of sound and these three functions it can serve. Educators should reconsider digital technologies such as synthesizers and computers as music instruments and cognitive amplifiers, not simply as efficient tools.

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This article gives an overview of copyright law in the United Arab Emirates (UAE) and critically evaluates its operation in the digital era, providing suggestions for reform.

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How will the digital technology revolution impact the movie business? Hollywood developed a highly successful industrial system that has functioned well for almost a century in the sense that it enabled the Major film studios to largely control and dominate the industry. However, the new digital technology may now be propelling Hollywood toward the biggest technological transition since the creation of the studio system almost a century ago. For example, Major Hollywood studios are already beginning to provide video-on-demand (VOD) digital distribution of movies over the Internet. This article examines what is happening, and why. It sets out the background and the incipient changes already occurring. It makes an argument regarding the fundamental strategic dynamics, that acetate film was the key to the control of the Hollywood system, and speculates about how a shift away from acetate film to digital video may transform that system. The focus is on the impact on how the Major studios release and market their movies, and how new market and marketing opportunities for the low-budget independent filmmaking sector may arise.

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New technologies have the potential to both expose children to and protect them from television news footage likely to disturb or frighten. The advent of cheap, portable and widely available digital technology has vastly increased the possibility of violent news events being captured and potentially broadcast. This material has the potential to be particularly disturbing and harmful to young children. But on the flipside, available digital technology could be used to build in protection for young viewers especially when it comes to preserving scheduled television programming and guarding against violent content being broadcast during live crosses from known trouble spots. Based on interviews with news directors, parents and a review of published material two recommendations are put forward: 1. Digital television technology should be employed to prevent news events "overtaking" scheduled children's programming and to protect safe harbours placed in the classifications zones to protect children. 2. Broadcasters should regain control of the images that go to air during "live" feeds from obviously volatile situations by building in short delays in G classification zones.

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Learning a digital tool is often a hidden process. We tend to learn new tools in a bewildering range of ways. Formal, informal, structured, random, conscious, unconscious, individual, group strategies, may all play a part, but are often lost to us in the complex and demanding processes of learning. But when we reflect carefully on the experience, some patterns and surprising techniques emerge. This monograph presents the thinking of four students in MDN642, Digital Pedagogies, where they have deliberately reflected on the mental processes at work as they learnt a digital technology of their choice.