851 resultados para digital age
Resumo:
What contribution can technology make to ensuring that assessment and feedback processes are agile, streamlined and capable of promoting high-quality learning? Effective Assessment in a Digital Age, one in a series of Effective Practice guides, draws on recent JISC reports and case studies depicting different contexts and modes of learning to explore the relationship between technology enabled assessment and feedback practices and meaningful, well-supported learning experiences.
Resumo:
Effective Practice in a Digital Age is designed for those in further and higher education who aim to enhance the student learning experience through apt and imaginative uses of technology. A visually rich publication, Effective Practice in a Digital Age outlines key aspects of designing learning in a technology-rich context and is structured to address the needs of experienced practitioners as well as those new to technology-based learning and teaching – the ten newly researched case studies offer a choice of pathways reflecting the diversity of approaches taken by practitioners in current UK practice.
Resumo:
The creative industries sector faces a constantly changing context characterised by the speed of the development and deployment of digital information systems and Information Communications Technologies (ICT) on a global scale. This continuous digital disruption has had significant impact on the whole value chain of the sector: creation and production; discovery and distribution; and consumption of cultural goods and services. As a result, creative enterprises must evolve business and operational models and practices to be sustainable. Enterprises of all scales, type, and operational model are affected, and all sectors face ongoing digital disruption. Management consultancy practitioners and business strategy academics have called for new strategy development frameworks and toolkits, fit for a continuously changing world. This thesis investigates a novel approach to organisational change appropriate to the digital age, in the context of the creative sector in Scotland. A set of concepts, methods, tools, and processes to generate theoretical learning and practical knowing was created to support enterprises to digitally adapt through undertaking journeys of change and organisational development. The framework is called The AmbITion Approach. It was developed by blending participatory action research (PAR) methods and modern management consultancy, design, and creative practices. Empirical work also introduced to the framework Coghlan and Rashford’s change categories. These enabled the definition and description of the extent to which organisations developed: whether they experienced first order (change), second order (adaptation) or third order (transformation) change. Digital research tools for inquiry were tested by a pilot study, and then embedded in a longitudinal study over two years of twentyone participant organisations from Scotland’s creative sector. The author applied and investigated the novel approach in a national digital development programme for Scotland’s creative industries. The programme was designed and delivered by the author and ran nationally between 2012-14. Detailed grounded thematic analysis of the data corpus was undertaken, along with analysis of rich media case studies produced by the organisations about their change journeys. The results of studies on participants, and validation criteria applied to the results, demonstrated that the framework triggers second (adaptation) and third order change (transformation) in creative industry enterprises. The AmbITion Approach framework is suitable for the continuing landscape of digital disruption within the creative sector. The thesis contributes to practice the concepts, methods, tools, and processes of The AmbITion Approach, which have been empirically tested in the field, and validated as a new framework for business transformation in a digital age. The thesis contributes to knowledge a theoretical and conceptual framework with a specific set of constructs and criteria that define first, second, and third order change in creative enterprises, and a robust research and action framework for the analysis of the quality, validity and change achieved by action research based development programmes. The thesis additionally contributes to the practice of research, adding to our understanding of the value of PAR and design thinking approaches and creative practices as methods for change.
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Cinema, with its passive cinematic apparatus and linear narrative is often characterised as a contrast to new media narrative strategies, yet from Vertov’s Man with a Movie Camera to Mike Figgis’ TimeCode and Wong Kar Wei’s 2046 cinema provides narrative strategies and spatial conceptualisations which prefigure or are contiguous with new media environments. Both our perception of what cyberspace constitutes and the technology that actualises those perceptions arise out of and are driven by fantasy and desire. This paper will explore the metaphors used to represent and understand new media aesthetics through cinematic representations of new media environments. Two key themes relevant to new media aesthetics emerge. Irigaray, Haraway, and Grosz are used to explore the de-essentialising haptic and penetrative potential of new technologies and their ability to collapse the boundary between the body and the machine. The second fantasy, of new media as a liminal space that expresses the memorialising function of technology and its relation to mourning, is analysed using Benjamin, Burgin and Rutsky. These altered spaces and perceptions of the body and memory of the post-cinematic subject are illustrated through an analysis of Gondry’s Eternal Sunshine of the Spotless Mind and Jonze’s Being John Malkovich. [From the Author]
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Online information seeking has become normative practice among both academics and the general population. This study appraised the performance of eight databases to retrieve research pertaining to the influence of social networking sites on the mental health of young people. A total of 43 empirical studies on young people’s use of social networking sites and the mental health implications were retrieved. Scopus and SSCI had the highest sensitivity with PsycINFO having the highest precision. Effective searching requires large
generic databases, supplemented by subject-specific catalogues. The methodology developed here may provide inexperienced searchers, such as undergraduate students, with a framework to define a realistic scale of searching to undertake for a particular literature review or similar project.
Resumo:
This paper discusses the changes brought by the communication revolution in teaching and learning in the scope of LSP. Its aim is to provide an insight on how teaching which was bi-dimensional, turned into a multidimensional system, gathering other complementary resources that have transformed, in a incredibly short time, the ways we receive share and store information, for instance as professionals, and keep in touch with our peers. The increasing rise of electronic publications, the incredible boom of social and professional networks, search engines, blogs, list servs, forums, e-mail blasts, Facebook pages, YouTube contents, Tweets and Apps, have twisted the way information is conveyed. Classes ceased to be predictable and have been empowered by digital platforms, innumerous and different data repositories (TILDE, IATE, LINGUEE, and so many other terminological data banks) that have definitely transformed the academic world in general and tertiary education in particular. There is a bulk of information to be digested by students, who are no longer passive but instead responsible and active for their academic outcomes. The question is whether they possess the tools to select only what is accurate and important for a certain subject or assignment, due to that overflow? Due to the reduction of the number of course years in most degrees, after the implementation of Bologna and the shrinking of the curricula contents, have students the possibility of developing critical thinking? Both teaching and learning rely on digital resources to improve the speed of the spreading of knowledge. But have those changes been effective to promote really communication? Furthermore, with the increasing Apps that have already been developed and will continue to appear for learning foreign languages, for translation among others, will the students feel the need of learning them once they have those Apps. These are some the questions we would like to discuss in our paper.
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The field of classical studies has undergone a radical transformation with the arrival of the digital age, particularly with regard to the editing of ancient texts. As Umberto Eco (2003) pointed out, the digital age may mean the end of the history of variants and of the notion of the "original text." Among the texts of antiquity, the editing of Homer and of the New Testament are more especially susceptible to the effects of digital technology because of their numerous manuscripts. Whereas the "Homer Multitext" project recognizes that the notion of a synthetic critical edition is now seriously brought into question, the prototype of the online Greek New Testament continues to be based on the aim of obtaining a unique text, in the style of a printed critical edition. As it moves from a printed culture to the digital age, the editing of the Greek NT is also confronted by the emergence of non-Western scholarship. For example, the presence is to be noted of Arabic Muslim websites that examine Greek New Testament manuscripts but without directly interacting with Western scholarship.
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Muestra cómo la aplicación de las Tecnologías de la Información y de la Comunicación (TIC) mejoran la enseñanza y el aprendizaje de la lengua inglesa, enriquecen las habilidades de los alumnos e, introducen nuevos métodos educativos. Los estudios de varios colaboradores de Europa, Australia y América del Norte, consideran que tanto la utilización del material audiovisual tradicional: videos, películas, cintas de audio, cómo la de recursos más recientes: juegos de ordenador, recursos en línea, son materiales valiosos para la práctica educativa.
Resumo:
Se estudia la inclusión de las tecnologías digitales en las escuelas, y cómo esta incorporación se convierte en un rasgo distintivo de las escuelas de todo el mundo. Para ello, se estructura en tres partes, en la primera de ellas se describen las posibilidades que las nuevas tecnologías ofrecen y la deficiente implementación real que tiene en las escuelas. La segunda parte se centra en el la relación existente entre la era digital y las políticas educativas desarrolladas especialmente en las escuelas. Por último, se estudia la reconstrucción y el replanteamiento que las escuelas deben llevar a cabo dentro de la era digital para lograr aprovechar al máximo las posibilidades que ofrece la alta tecnología digital.
Resumo:
Manual sobre el papel de la tecnología en la vida de las personas con dislexia, ya sea en la escuela primaria, en la universidad, en el trabajo o en cualquier otro lugar. La tecnología es parte del proceso para minimizar el impacto de la dislexia en los individuos y para ayudarlos en las dificultades que se enfrentan en situaciones cotidianas. Para ello, proporciona marcos de perspectivas teóricas y después la aplicación práctica, incluyendo revisiones de los tipos más comunes de software. Hay consejos prácticos sobre cómo apoyar a las personas con dislexia en el uso de la tecnología, incluida la forma de obtener el máximo provecho de lo que está disponible. Pone de relieve el estado de la tecnología punta, y sugiere lo que todavía queda por hacer para que esta tecnología sea realmente propicia para todos los disléxicos.
Resumo:
Resumen basado en el de la publicaci??n