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Digital Literacy Needs for Online Learning Among Peri-Urban, Marginalised Youth in South Africa 南非近郊边缘化青年对在线学习的数字素养需求
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-01 DOI: 10.4018/ijmbl.310940
Tas Adam
As online learning modes become more common, this can exacerbate educational inequalities for learners who do not have the ability to utilise these modes effectively. This has been seen in the COVID-19 crisis where there has been a shift to remote and distance learning modalities despite the limited ability for all learners to benefit equitably. In particular, digital literacy remains a fundamental barrier to benefitting from online and blended learning. This paper reports on a study that investigated the digital literacy needs and preferences of peri-urban, marginalised youth when utilising online and blended learning in South Africa and how online education platforms can be designed to better suit such groups. It is argued that for online courses to truly support marginalised groups, it needs to be ensured that these learners are digitally equipped and digitally literate in terms of accessing, utilising, and benefitting equitably from online learning.
随着在线学习模式变得越来越普遍,对于那些没有能力有效利用这些模式的学习者来说,这可能会加剧教育不平等。这一点在2019冠状病毒病危机中得到了体现,尽管所有学习者公平受益的能力有限,但仍转向了远程学习模式。特别是,数字素养仍然是从在线和混合学习中受益的根本障碍。本文报告了一项研究,该研究调查了南非城郊边缘青年在使用在线和混合学习时的数字扫盲需求和偏好,以及如何设计在线教育平台以更好地适应这些群体。有人认为,在线课程要真正支持边缘化群体,就需要确保这些学习者在访问、利用和公平地从在线学习中受益方面具备数字设备和数字素养。
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引用次数: 1
Photography Education in Resource-Constrained Contexts: Exploring the Potential of Mushfaking 资源受限背景下的摄影教育:探索蘑菇的潜力
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-01 DOI: 10.4018/ijmbl.313974
B. Khoza, N. Tshuma
The history, development, products, and impact of image-making are well-represented in literature. The literature looks extensively at the technological developments and advancements in the field and how photography has contributed to our understanding of historical, political and social tensions. However, the training and preparation of photographers has received less attention in the literature, particularly in photography education in resource-constrained contexts. This paper seeks to present mushfaking as a conceptual framework that addresses the multi-literacies required in photography education. This approach uses inexpensive solutions to aid digital photography's teaching and learning process. Mushfaking is offered as a learning design tool for practice-based teaching and learning. The paper aims to offer a new dimension on how mushfaking can be used as a learning design principle to show how this concept could bring theory and praxis together, facilitating the design of context-based solutions to educational problems.
图像制作的历史、发展、产品和影响在文学中都有很好的体现。该文献广泛关注该领域的技术发展和进步,以及摄影如何有助于我们对历史、政治和社会紧张局势的理解。然而,摄影师的培训和准备在文献中受到的关注较少,特别是在资源有限的背景下的摄影教育。这篇论文试图将“蘑菇”作为一个概念框架来呈现,以解决摄影教育中所需要的多元素养。这种方法使用廉价的解决方案来帮助数码摄影的教学和学习过程。作为一种基于实践的教学和学习的学习设计工具。本文旨在提供一个关于如何将“蘑菇化”作为一种学习设计原则的新维度,以展示这一概念如何将理论和实践结合起来,促进基于情境的教育问题解决方案的设计。
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引用次数: 0
Assessing Rural and Urban Teenagers' Domestication of Technology: The Role of Digital Literacy 评估城乡青少年的技术驯化:数字素养的作用
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-01 DOI: 10.4018/ijmbl.310941
Chikezie E. Uzuegbunam
This paper focuses on a qualitative analysis of the ways in which rural and urban teens domesticate digital technologies that are available to them. The study draws from 16 focus group interviews with teenagers in the southeast and north central parts of Nigeria using a child-centered approach. Anchored on domestication and technological appropriation framework, the paper explores the circumstances whereby technology assumes the meanings and uses assigned to them by the teens. From gaming, social connections, leveraging schoolwork, information and news, family connection, to self-learning and education, the findings foreground the idea of domestication whereby the teens metaphorically tame digital technologies to suit their realities as children in specific contexts. Analysis foregrounds barriers such as digital illiteracy and other factors limiting children's digital development. Recommendations are made on how to improve children's full digital participation in the local context.
本文着重对农村和城市青少年掌握数字技术的方式进行定性分析。该研究采用以儿童为中心的方法,对尼日利亚东南部和中北部地区的青少年进行了16次焦点小组访谈。本文以驯化和技术占有为框架,探讨了技术在何种情况下承担了青少年赋予它们的意义和用途。从游戏,社会关系,利用学校作业,信息和新闻,家庭关系,到自学和教育,研究结果突出了驯化的概念,即青少年隐喻地驯服数字技术,以适应他们作为儿童在特定环境中的现实。分析指出了诸如数字文盲等障碍和其他限制儿童数字发展的因素。就如何改善儿童在当地的全面数字参与提出了建议。
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引用次数: 1
Enablements and Constraints in the Uptake of Digital Technologies for Teaching and Learning 利用数字技术进行教学的能力和制约因素
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-01 DOI: 10.4018/ijmbl.314584
N. Ngcobo
In South African higher education, institutions are exploring pedagogical practices of dealing with a multiple number of emerging technologies. Though the use of educational technologies is an established practice in higher education institutions, its uptake seems to be varied. This chapter draws on a study of educational technologies (EdTechs) in different institutions within the South African higher education context to identify how various academic staff development units (for example, instructional designers in e-learning units) empower academics to integrate technologies in teaching and learning practices. In this chapter, the author analysed data by drawing on Archer's (1995) social realist framework. Data was obtained from an online survey (open-ended questionnaire) and interviews The findings from both data phases reveal a strong call for more theorised approaches in the use of EdTechs to promote digital literacies. In addition, academic development activities were valued as a driver to the uptake of these technologies.
在南非高等教育中,各机构正在探索处理多种新兴技术的教学实践。尽管教育技术的使用是高等教育机构的既定做法,但其应用似乎各不相同。本章借鉴了对南非高等教育背景下不同机构的教育技术(EdTechs)的研究,以确定各种学术人员发展单位(例如电子学习单位的教学设计师)如何使学术人员能够将技术融入教学实践。在本章中,作者借鉴阿彻(1995)的社会现实主义框架对数据进行了分析。数据来自在线调查(开放式问卷)和访谈。两个数据阶段的调查结果都强烈呼吁在使用教育技术促进数字文学方面采取更多理论化的方法。此外,学术发展活动被视为吸收这些技术的驱动因素。
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引用次数: 0
MirrorMe@work: A Theory-Informed Methodology to Support Novice Teachers' Individual and Collective Professional Development at the Workplace MirrorMe@work:支持新教师在工作场所的个人和集体专业发展的理论知情方法
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-01 DOI: 10.4018/ijmbl.304460
E. Rusman, Jeroen Storm
Novice teachers are often discouraged by the problems they encounter in their daily professional practices and they (still) feel unable to cope with. This is also reflected in high drop-out rates in the early stages of teachers’ careers. In this paper a theory-informed methodology to support novice teachers’ individual and collective professional development at the workplace is proposed. This methodology, called MirrorMe@work, strives to reduce teachers professional loneliness, increase their confidence and reduce stress, through technology-enhanced support of self- and co-regulation, (collective) reflection and knowledge co-creation processes, informed by (shared) memorable moments and critical incidents that teachers experience in their practices. Future and further research is needed to determine whether the MirrorMe@work method supports novice teachers as intended and whether this indeed reduces novice teachers’ drop-out rates.
新手教师经常因为在日常专业实践中遇到的问题而感到气馁,他们(仍然)感到无法应对。这也反映在教师职业生涯早期的高辍学率上。本文提出了一种理论指导的方法来支持新教师在工作场所的个人和集体专业发展。这一方法名为MirrorMe@work,旨在通过技术增强对自我和共同监管、(集体)反思和知识共同创造过程的支持,通过教师在实践中经历的(共享的)难忘时刻和关键事件,努力减少教师的职业孤独感,增强他们的信心并减轻压力。未来需要进一步的研究来确定MirrorMe@work方法是否如预期的那样支持新手教师,以及这是否确实降低了新手教师的辍学率。
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引用次数: 0
Actualizing Affordances of Audiobooks for Elective Readings in a University Course 有声读物在大学选修课中的应用
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-01 DOI: 10.4018/ijmbl.304457
Vladena Bätge Jahn, Koen Lombaerts
This study explored actualization of affordances of audiobooks for mobile learning, as well as constraints encountered by students engaging with elective readings in a university course. Participants often tried learning in different situations before settling on a preferred learning practice. Students reported having listened on-the-go as well as in their traditional learning spaces. Some students took advantage of hands-free, eyes-free and screen-free listening along another task, such as a commute, note-taking or a sport activity. Participants also leveraged audiobooks for incidental and intentional learning of second language (L2). Co-listening was identified as an affordance stemming from unique properties of audiobooks and students’ initiative. Some students combined listening and reading to address challenges related to mLearning in L2. Despite having had little or no prior experience of learning with audiobooks, most participants discovered new ways to learn - using audiobooks to customize their mobile learning practice.
本研究探讨了有声读物对移动学习的启示,以及学生在大学课程中选修阅读所遇到的限制。参与者经常在不同的情况下尝试学习,然后才确定自己喜欢的学习方法。学生们报告说,他们在移动中和在传统的学习空间里都听过。一些学生在完成另一项任务时,比如上下班、记笔记或参加体育活动时,利用了免提、免目和无屏幕的听力。参与者还利用有声读物进行偶然和有意的第二语言学习。共同聆听被认为是源于有声读物的独特属性和学生的主动性的一种启示。一些学生将听力和阅读结合起来,以解决与第二语言移动学习相关的挑战。尽管之前很少或根本没有使用有声读物学习的经验,但大多数参与者都发现了新的学习方法——使用有声读物来定制他们的移动学习实践。
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引用次数: 0
Integrating Mobile Mixed Reality to Enhance Learning Before, During, and After Physical Field Trips 整合移动混合现实,在实地考察之前、期间和之后加强学习
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-01 DOI: 10.4018/ijmbl.304456
K. MacCallum, David Parsons
Physical field trips have long been used in education, but virtual field trips are increasingly being used to enhance them. This article focuses on the use of mixed reality to enhance a physical field trip before, during, and after the field experience as part of a project in teacher professional development. The context is a field trip to a landfill site, where students learn about waste management, recycling, and sustainability. Building on several different themes from the literature to create a single model of pre-, intra-, and post-field trip digital learning activities, three scenarios are outlined: One where a virtual field trip is used prior to a physical field trip to prepare students for their visit, a second where an augmented reality experience is used during the physical field trip, and a third where students build on their experience of virtual reality to create their own virtual tours. The article highlights how mobile mixed reality offers new ways to deepen the field trip learning experience through student- and teacher-created digital artifacts.
长期以来,实地考察一直被用于教育中,但虚拟实地考察越来越多地被用于加强教育。本文重点介绍了在教师专业发展项目中,在实地体验之前、期间和之后使用混合现实来增强实地考察。背景是到垃圾填埋场的实地考察,学生们在那里学习废物管理、回收和可持续发展。基于文献中的几个不同主题,创建一个实地考察前、实地考察中和实地考察后数字学习活动的单一模型,概述了三种场景:一种是在实地考察之前使用虚拟实地考察,为学生的访问做准备;第二种是在实地考察期间使用增强现实体验;第三种是学生在虚拟现实体验的基础上创建自己的虚拟考察。这篇文章强调了移动混合现实如何通过学生和教师创建的数字文物提供了加深实地考察学习体验的新方法。
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引用次数: 1
Considerations of Game Dynamics and Mechanics in College Students' Use of Mobile Games for Learning 大学生使用手机游戏学习的游戏动力学和机制思考
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-01 DOI: 10.4018/ijmbl.309739
Pengiran Shaiffadzillah Pengiran Omarali
Mobile phone ownership has grown exponentially over the years with the development of many forms of mobile applications that replicate, if not replace, existing real-world technologies. The mobile games market follows this trend, usurping the video games console and computer games market with mobile game apps offering multiplayer and networked mobility. Educational mobile games have their own niche, but at the same time many games made for self-entertainment can be re-purposed into teaching and learning, provided the game dynamics and mechanics are sufficiently present for active learning to take place. This paper is an early literature review and preliminary study on identifying students' perception of certain game dynamics and game mechanics so that in turn any decision in introducing mobile game apps into learning is able to measure their relevance and appropriateness to the target student user. The study employed factor analysis to construct a six-factor model that can be used in measuring students' preferences for, and aversions to, specific game dynamics and mechanics.
多年来,随着各种形式的移动应用程序的发展,移动电话的拥有量呈指数级增长,这些应用程序即使不能取代,也可以复制现有的现实世界技术。手机游戏市场也遵循这一趋势,通过提供多人游戏和网络移动性的手机游戏应用,占领了视频游戏机和电脑游戏市场。教育类手机游戏有自己的细分市场,但与此同时,许多自娱自乐的游戏也可以被重新用于教学和学习,前提是游戏动态和机制足以让主动学习发生。本文是一篇早期文献综述和初步研究,旨在确定学生对某些游戏动态和游戏机制的感知,从而在学习中引入手机游戏应用的任何决策都能够衡量它们对目标学生用户的相关性和适当性。该研究采用因素分析构建了一个六因素模型,可用于衡量学生对特定游戏动态和机制的偏好和厌恶。
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引用次数: 0
Digital Media Ethics: Benefits and Challenges in School Education 数字媒体伦理:学校教育的利益与挑战
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-01 DOI: 10.4018/ijmbl.304459
Torbjörn Ott, Marco Tiozzo
Digital media and connected technologies have brought about some new ethical challenges to the surface. Digital media ethics is the scientific and systematic study of ethical attitudes and problems in relation to the use of digital media. This paper discusses the role of digital media ethics in modern school education. First, it is argued that digital media ethics is best perceived as a dimension of digital competence more generally. Since the development of students’ digital competence is one of the central ambitions in modern school education, there is good reason to teach digital media ethics in school. Then, the authors go on to argue that there are at least three potential benefits from teaching digital media ethics: (i) students will increase their digital competence; (ii) students will develop their ability to use digital and connected technologies such as mobile phones for learning; and (iii) students will be helped in living a good life. Finally, the authors offer some reflections on challenges that might arise when digital media ethics is integrated in school education.
数字媒体和互联技术带来了一些新的伦理挑战。数字媒体伦理是对与使用数字媒体有关的伦理态度和问题的科学和系统的研究。本文探讨了数字媒体伦理在现代学校教育中的作用。首先,有人认为,数字媒体伦理最好被视为更普遍的数字能力的一个维度。由于学生数字能力的发展是现代学校教育的中心目标之一,因此有充分的理由在学校教授数字媒体伦理。然后,作者继续认为,教授数字媒体伦理至少有三个潜在的好处:(i)学生将提高他们的数字能力;(ii)学生将发展他们使用数字和连接技术(如移动电话)进行学习的能力;(三)帮助学生过上美好的生活。最后,作者对数字媒体伦理融入学校教育时可能出现的挑战提出了一些思考。
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引用次数: 1
Evaluating Students' Experiences of a Weekly "Hour of Code": Cookies or Cake? 评估学生每周“编程一小时”的体验:饼干还是蛋糕?
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-01 DOI: 10.4018/ijmbl.304458
Marguerite Koole, Kaleigh Elian
In the Winter semester of 2020 during a multimedia design and production class for pre-service teachers, the students were introduced to basic computer coding concepts such as variables, conditional statements, various expressions, logic, and syntax. For their final project, the students were asked to create an interactive instructional app using MIT App Inventor for their own future students in their teaching subjects (such as social studies, mathematics, science, and language arts). They were expected to integrate technical skills and knowledge of interface design, instructional design, and pedagogical strategies. The instructors examined exit tickets submitted at the end of each hour-of-code lesson and course evaluations at the end of the semester for evidence of threshold concepts, students’ learning experiences, and motivation. This brief qualitative study provides a description of the course, coding and computational thinking processes, and the student evaluations. The paper concludes with commentary on lessons learned for teaching coding to pre-service teacher candidates.
2020年冬季学期,在为职前教师开设的多媒体设计与制作课上,向学生们介绍了基本的计算机编码概念,如变量、条件语句、各种表达式、逻辑和语法。在他们的期末项目中,学生们被要求使用MIT app Inventor为他们未来的学生在他们的教学科目(如社会研究、数学、科学和语言艺术)中创建一个交互式教学应用程序。他们被期望整合界面设计、教学设计和教学策略的技术技能和知识。教师们检查了每个小时的代码课结束时提交的退场票和学期结束时的课程评估,以证明阈值概念、学生的学习经历和动机。这个简短的定性研究提供了课程的描述,编码和计算思维过程,以及学生的评价。文章最后对对职前教师候选人进行编程教学的经验教训进行了评述。
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引用次数: 0
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International Journal of Mobile and Blended Learning
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