The Electronic Journal of e-Learning provides perspectives on topics relevant to the study, implementation and management of e-Learning initiatives
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Journal Article

Exploring Students use of ICT and Expectations of Learning Methods  pp13-20

Allison Littlejohn, Anoush Margaryan, Gabriele Vojt

© Jan 2010 Volume 8 Issue 1, Editor: Shirley Williams, pp1 - 50

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Abstract

This study investigates changing patterns in students use of electronic tools over a four year period, mapping changes in social communications with expectations in formal learning. The data, collected from 2001 to 2004, reflect the views of 2215 university entrants, the majority of whom were aged between 17 and 20 years across a range of disciplines (Business, Science and Engineering) on their first day at university. Although the data was collected prior to the emergence of the contemporary social technologies, it tests an underlying assertion that students expectations of learning are strongly influenced by their prior experiences. Results show no correlation between the extent of university entrants use of Information and Communications Technologies (ICT) and their expectations of how they will learn. Despite a dramatic increase in students use of ubiquitous technologies over a four‑year period, their expectation of how they might learn at university remained relatively static over the same timeframe.

 

Keywords: ICT use, digital literacy, technology-enhanced learning, e-learning, students expectations of technology use, higher education

 

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Journal Article

"Digital Futures in Teacher Education": Exploring Open Approaches towards Digital Literacy  pp193-206

Anna Gruszczynska, Guy Merchant, Richard Pountney

© Aug 2013 Volume 11 Issue 3, ECEL 2012, Editor: Hans Beldhuis and Koos Winnips, pp168 - 272

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Abstract

Abstract: This paper reports the findings of a project "Digital Futures in Teacher Education" (DeFT) undertaken as part of the third phase of the Joint Information Systems Committee (JISC) UK Open Educational Resources (OER) programme. It builds on previous work (Gruszczynska and Pountney, 2012, 2013) that has addressed attempts to embed OER practice within the teacher education sector, and which has informed practice in teaching and learning in the school system involving digital literacy (Burnett and Merchant, 2011; Davies and Merchant, 2009). A framework for digital literacy is outlined, drawing heavily on socio‑cultural models of digital practice (Merchant, 2011), that has the potential to re‑imagine teachers and teaching, as well as learners and learning and which, at the same time, address the 'why' as well as the 'how' of digital literacy. This framework takes into account current debates (primarily within the UK but of relevance to European perspectives) focusing on issues of ICT, digital literacy and media literacy in the curriculum, which reflect a tension between digital literacy as a set of skills and competencies on the one hand and understandings that arise from socio‑cultural and communicative practices on the other. Current understandings of digital literacy in the context of teacher education and OERs are explored and the potential for digital literac(ies) for openness is examined. This draws on data collected in the context of the DeFT project and includes meanings and perspectives on digital literacies as expressed by project participants. The effectiveness of a methodology that prizes reflexivity and participation is examined including a range of voices, including children's voices, in the meaning‑making process and recommendations on the basis of the findings are made. In terms of a digital future for teacher education the paper highlights the need for practices, learning packages and tools to continue to evolve, in close cooperation with their potential users, and linked directly to classroom and schools as the site of this production.

 

Keywords: Keywords: digital literacy, reflexivity, ICT curriculum, pedagogy, open educational resources

 

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Journal Article

Student experiences and perceptions of digital literacy skills development: engaging learners by design?  pp207-225

Marion Hall, Ingrid Nix, Kirsty Baker

© Aug 2013 Volume 11 Issue 3, ECEL 2012, Editor: Hans Beldhuis and Koos Winnips, pp168 - 272

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Abstract

Abstract: This paper reports the findings of a project "Digital Futures in Teacher Education" (DeFT) undertaken as part of the third phase of the Joint Information Systems Committee (JISC) UK Open Educational Resources (OER) programme. It builds on previous work (Gruszczynska and Pountney, 2012, 2013) that has addressed attempts to embed OER practice within the teacher education sector, and which has informed practice in teaching and learning in the school system involving digital literacy (Burnett and Merchant, 2011; Davies and Merchant, 2009). A framework for digital literacy is outlined, drawing heavily on socio‑cultural models of digital practice (Merchant, 2011), that has the potential to re‑imagine teachers and teaching, as well as learners and learning and which, at the same time, address the 'why' as well as the 'how' of digital literacy. This framework takes into account current debates (primarily within the UK but of relevance to European perspectives) focusing on issues of ICT, digital literacy and media literacy in the curriculum, which reflect a tension between digital literacy as a set of skills and competencies on the one hand and understandings that arise from socio‑cultural and communicative practices on the other. Current understandings of digital literacy in the context of teacher education and OERs are explored and the potential for digital literac(ies) for openness is examined. This draws on data collected in the context of the DeFT project and includes meanings and perspectives on digital literacies as expressed by project participants. The effectiveness of a methodology that prizes reflexivity and participation is examined including a range of voices, including children's voices, in the meaning‑making process and recommendations on the basis of the findings are made. In terms of a digital future for teacher education the paper highlights the need for practices, learning packages and tools to continue to evolve, in close cooperation with their potential users, and linked directly to classroom and schools as the site of this production.

 

Keywords: Keywords: digital literacy, reflexivity, ICT curriculum, pedagogy, open educational resources

 

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Journal Article

Telling Tales: Towards a new Model of Literacy Development Using e‑Readers in Teacher Education in Chile  pp84-96

Paula Charbonneau-Gowdy

© Feb 2015 Volume 13 Issue 2, ICEL2014, Editor: Paul Griffiths, pp57 - 148

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Abstract

Abstract: Current debates on quality standards in education often look to the levels of an increasingly diverse array of literacies as a measure of that standard. At the same time, while mobile technologies are profoundly changing the way we live, communi cate and learn in our everyday lives, relatively little seems to be known about their potential to influence even basic literacy in formal education sites. Examining the use of practical and affordable emerging technologies in many countries worldwide whe re literacy rates are an issue, seems as yet to have been overlooked. Considering the implication of multiple literacy and communication skills to economic and cultural development and stability in emerging countries and increasingly in developed ones as well, finding immediate answers to challenges in this area is critical. This paper reports on a longitudinal study that examined the power of e‑readers to support change in the literacy habits and ultimately the learning cultures of a group of English as a foreign language (EFL) teachers‑in‑training in Chile. The aim of the study was to determine if access to low‑cost mobile readers and a social‑learning driven, technology‑supported, guided reading program, could reverse their literacy challenges. The s tudy is based on social‑cultural theory in which learner agency, access to funds of knowledge and social interaction are imperative ingredients for developing engaged, life‑long learners and readers. Participatory Action Research (PAR) is used to condu ct the inquiry. Working within a qualitative research paradigm, ethnographic tools and numerical data from pre‑ and post‑test results, helped to uncover how the use of technology influenced both the literacy practices and identities of the teachers‑in‑tra ining. The findings have led to the proposal of a new 21st century model for literacy education for such challenging contexts. This model could have important implications for Chile as well as learners, educators and policy makers elsewhere.

 

Keywords: Keywords: education in Chile, multi-literacies, teacher education, mobile learning, e-books, literacy in challenging contexts

 

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Journal Article

Educational Games in Practice: The challenges involved in conducting a game‑based curriculum  pp122-135

Björn Berg Marklund, Anna-Sofia Alklind Taylor

© Jan 2016 Volume 14 Issue 2, ECGBL 2015, Editor: Robin Munkvold, pp81 - 149

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Abstract

Abstract: The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historicall y, research on digital game‑based learning has focused heavily on the coupling between game designs, previously established learning principles, student engagement, and learning outcomes much to the expense of understanding how games function in their int ended educational contexts and how they impact the working processes of teachers. Given the significant investments of time and resources teachers need to make in order to conduct game‑based learning activities, the foci of past research is problematic as it obfuscates some of the pressing realities that highly affect games viability as tools for teaching and learning. This paper aims to highlight the demands that the implementation and use of an educational game in formal educational settings puts on te achers working processes and skillsets. The paper is based on two case studies in which a researcher collaborated with K‑12 teachers to use MinecraftEdu (TeacherGaming LLC, 2012) as a classroom activity over a five‑month long period. By documenting bot h the working processes involved in implementing the game into the classroom environment, as well as the execution of the actual game‑based classroom activities, the studies identified a wide variety roles that a teacher needs to take on if they are to ma ke games a central part of a school curriculum. Ultimately, the paper highlights the importance of understanding the constraints under which teachers work, and argues that a better understanding of the contexts in which games are to be used, and the roles teachers play during game‑based learning scenarios, is a necessary foundation for improving games viability as educational tools.

 

Keywords: Keywords: computers in classroom, distraction, gaming literacy, student diversity, teacher roles, challenges of game-based learning

 

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Journal Article

Going on Safari: The Design and Development of an Early Years Literacy iPad Application to Support Letter‑Sound Learning  pp16-29

Sophie McKenzie, Aaron Spence, Maria Nicholas

© Feb 2018 Volume 16 Issue 1, Editor: Rikke Ørngreen and Karin Levinsen, pp1 - 79

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Abstract

This paper explores the design, development and evaluation of an early childhood literacy iPad application, focusing on the English Alphabet, called ‘A to Z Safari’ trialled in Australian classrooms. A to Z Safari was designed to assist students in the early years of schooling with learning the alphabet and building on their knowledge of letter‑sounds. This paper details the process that led to the design and development of A to Z Safari and evaluates the success of the application (also known as 'app'), using the Technology Acceptance Model (TAM), from a classroom trial in 2015. Quantitative data from the app statistics gathered on student use, and qualitative interviews with classroom teachers explores how students and teachers received A to Z Safari. It was found that the design of A to Z Safari exhibited ease of use and usefulness for the target cohort in regards to gameplay and teacher support, however a number of updates need to be made to the app’s functionality to satisfy future, larger scale use. Suggestions for those designing similar apps for use in classroom environments have been provided.

 

Keywords: Games, literacy, digital application, design, phonics, iPad

 

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Journal Article

Mastering Digital Literacy  pp431-432

Miles Harvey

© Oct 2015 Volume 13 Issue 5, Editor: Rikke Ørngreen and Karin Levinsen, pp317 - 445

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Abstract

Book review

 

Keywords: Mastering Digital Literacy

 

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Journal Article

Exploring Media Literacy and Computational Thinking: A Game Maker Curriculum Study  pp111-121

Jennifer Jenson, Milena Droumeva

© Jan 2016 Volume 14 Issue 2, ECGBL 2015, Editor: Robin Munkvold, pp81 - 149

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Abstract

Abstract: While advances in game‑based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically impo rtant development that focuses on â game construction⠒ pedagogy as a vehicle for enhancing computational literacy in middle and high school students. Essentially, game construction‑based curriculum takes the central question ⠜do children learn from p laying games⠀ to the next stage by asking ⠜(what) can children learn from constructing games?⠀ Founded on Seymour Papert⠒s constructionist learning model, and developed over nearly two decades, there is compelling evidence that game construction can increase student confidence and build their capacity towards ongoing computing science involvement and other STEM subjects. Our study adds to the growing body of literature on school‑based game construction through comprehensive empirical methodology and evidence‑based guidelines for curriculum design. There is still debate as to the utility of different software tools for game construction, models of scaffolding knowledge, and evaluation of learning outcomes and knowledge transfer. In this paper, we present a study we conducted in a classroom environment with three groups of grade 6 students (60+ students) using Game Maker to construct their own games. Based on a quantitative analysis and a qualitative discussion we organize results around several core themes that speak to the field of inquiry: levels of computational literacy based on pre‑ and post‑tests; gender‑based attitutdes to computing science and programming based on a pre‑ and post‑survey; and the relationship between existing media liter acy and performance in programming as part of the game construction curriculum. Significant results include some gender differences in attitudes towards computers and programming with boys demonstrating slightly higher confidence and performance. We discu ss the complex reasons potentially contributing

 

Keywords: Keywords: game making, STEM, coding, Game Maker, digital literacy

 

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