scholarly journals “Technology Brings Learning to Life”: Planning Writing Opportunities through Multimodal and Digital Resources

2019 ◽  
Vol 21 (2) ◽  
pp. 52-68
Author(s):  
Carol Doyle-Jones

This paper illustrates how participating elementary teachers plan their literacy-based curriculum and create learning opportunities for writing through multimodal resources and digital technology tools in their classrooms. A theoretical lens of New Literacies (Coiro et al., 2008; Leu et al., 2013) guides this qualitative study. Through comprehensive interviews and an analysis of activity resources and digital tools, how teachers plan and design writing curriculum with a multimodal focus and create opportunities for collaboration and enhancing authorship are discussed.

10.2196/10067 ◽  
2018 ◽  
Vol 5 (4) ◽  
pp. e10067
Author(s):  
Camilla Babbage ◽  
Georgina Margaret Jackson ◽  
Elena Nixon

Background Adaptive coping behaviors can improve well-being for young people experiencing life stressors, while maladaptive coping can increase vulnerability to mental health problems in youth and into adulthood. Young people could potentially benefit from the use of digital technology tools to enhance their coping skills and overcome barriers in help-seeking behaviors. However, little is known about the desired digital technology use for self-management of well-being among young people in the general population. Objective This is a small, qualitative study aimed at exploring what young people desire from digital technology tools for the self-management of their well-being. Methods Young people aged 12-18 years were recruited from the general community to take part in semistructured interviews. Recorded data from the interviews were transcribed and analyzed using inductive thematic analysis. Results In total, 14 participants were recruited and completed the study, with a mean age of 14.6 years (female n=3). None of the participants reported using any digital tools specifically designed to manage well-being. However, as indicated through the emerged themes, young people used digital technology to reduce their stress levels and manage their mood, mainly through games, music, and videos. Overall, identified themes showed that young people were keen on using such tools and desired certain facets and features of an ideal tool for self-management of well-being. Themes related to these facets indicated what young people felt a tool should do to improve well-being, including being immersed in a stress-free environment, being uplifting, and that such a tool would direct them to resources based on their needs. The feature-based themes suggested that young people wanted the tool to be flexible and enable engagement with others while also being sensitive to privacy. Conclusions The young people interviewed in this study did not report engaging with digital technology specialized to improving well-being but instead used media already accessed in their daily lives in order to self-manage their psychological states. As a result, the variety of coping strategies reported and digital tools used was limited to the resources that were already being used for recreational and social purposes. These findings contribute to the scarce research into young people’s preferred use of digital technology tools for the self-management of their well-being. However, this was a small-scale study and the current participant sample is not representative of the general youth population. Therefore, the results are only tentative and warrant further investigation.


2018 ◽  
Author(s):  
Camilla Babbage ◽  
Georgina Margaret Jackson ◽  
Elena Nixon

BACKGROUND Adaptive coping behaviors can improve well-being for young people experiencing life stressors, while maladaptive coping can increase vulnerability to mental health problems in youth and into adulthood. Young people could potentially benefit from the use of digital technology tools to enhance their coping skills and overcome barriers in help-seeking behaviors. However, little is known about the desired digital technology use for self-management of well-being among young people in the general population. OBJECTIVE This is a small, qualitative study aimed at exploring what young people desire from digital technology tools for the self-management of their well-being. METHODS Young people aged 12-18 years were recruited from the general community to take part in semistructured interviews. Recorded data from the interviews were transcribed and analyzed using inductive thematic analysis. RESULTS In total, 14 participants were recruited and completed the study, with a mean age of 14.6 years (female n=3). None of the participants reported using any digital tools specifically designed to manage well-being. However, as indicated through the emerged themes, young people used digital technology to reduce their stress levels and manage their mood, mainly through games, music, and videos. Overall, identified themes showed that young people were keen on using such tools and desired certain facets and features of an ideal tool for self-management of well-being. Themes related to these facets indicated what young people felt a tool should do to improve well-being, including being immersed in a stress-free environment, being uplifting, and that such a tool would direct them to resources based on their needs. The feature-based themes suggested that young people wanted the tool to be flexible and enable engagement with others while also being sensitive to privacy. CONCLUSIONS The young people interviewed in this study did not report engaging with digital technology specialized to improving well-being but instead used media already accessed in their daily lives in order to self-manage their psychological states. As a result, the variety of coping strategies reported and digital tools used was limited to the resources that were already being used for recreational and social purposes. These findings contribute to the scarce research into young people’s preferred use of digital technology tools for the self-management of their well-being. However, this was a small-scale study and the current participant sample is not representative of the general youth population. Therefore, the results are only tentative and warrant further investigation.


Author(s):  
Jerome McGann

Abstract The essay is a study of how critical editions work, whether in paper-based forms or in electronic forms. The first section – more than half the essay – gives a close examination to J. C. C. Mays’s superb recent (Bollingen) edition of Coleridge’s poetry. This analysis establishes the terms for investigating the opportunities that digital technology supplies for scholars pursuing a close study of the socio-historical character of literary works. This investigation pivots around the seminal work of D. F. McKenzie, whose theory of the social-text edition argues for a more comprehensive kind of editorial method. This essay argues that the method can be best realized through digital resources. It concludes with a discussion of The Rossetti Archive as a “proof of concept” experiment to test the social-text approach to editorial method.


Author(s):  
Carol A. Brown

Having the ability to understand and use digital technology is an important skill needed for the 21st century workforce (Goodfellow, 2011). In higher education, Web 2.0 and other collaborative resources impact pedagogy, research methodology, and relationships with colleagues and students. Creative use of digital resources enhances traditional instructional methods such as inquiry-based learning, situated learning, and collaborative project-based learning. Generative learning theory is applied through organizational, integrative, and elaborative strategies, which are supported through a variety of digital tools all within a constructivist environment. Digital resources are best applied using 1) collaborative spaces in cloud computing, 2) digital tools for engaged learning, 3) presentation software for course content, and 4) access to electronic textbooks. Pedagogical decisions associated with use of these tools are an important part of the new literacies for 21st century learning. The relationship between digital resources and pedagogical practices in higher education are explored in this chapter.


Author(s):  
Carol A. Brown

Having the ability to understand and use digital technology is an important skill needed for the 21st century workforce (Goodfellow, 2011). In higher education, Web 2.0 and other collaborative resources impact pedagogy, research methodology, and relationships with colleagues and students. Creative use of digital resources enhances traditional instructional methods such as inquiry-based learning, situated learning, and collaborative project-based learning. Generative learning theory is applied through organizational, integrative, and elaborative strategies, which are supported through a variety of digital tools all within a constructivist environment. Digital resources are best applied using 1) collaborative spaces in cloud computing, 2) digital tools for engaged learning, 3) presentation software for course content, and 4) access to electronic textbooks. Pedagogical decisions associated with use of these tools are an important part of the new literacies for 21st century learning. The relationship between digital resources and pedagogical practices in higher education are explored in this chapter.


2010 ◽  
Vol 49 (3) ◽  
pp. 445-463 ◽  
Author(s):  
Antoine Cordelois

In this article, we use digital technologies (the Subcam and Webdiver) to capture, share and analyze collectively specific user experience. We examine the transition between ‘outside’ and ‘inside’ when people come home, and the steps needed to build the ‘being-at-home’ feeling. Understanding what ‘being at home’ means for the subject is part of our larger project of analyzing the impact of home automation. We provide a model which describes the relation between the home and its inhabitant as instrumental ‘functional coupling’, which, when achieved, provides the ‘at home’ feeling. This article illustrates how digital tools can make the ethnographic approach a collaborative analysis of human experience.


Author(s):  
Katherine Thomson-Jones

Human beings have always made images, and to do so they have developed and refined an enormous range of artistic tools and materials. With the development of digital technology, the ways of making images—whether they are still or moving, 2D or 3D—have evolved at an unprecedented rate. At every stage of image making, artists now face a choice between using analog and using digital tools. Yet a digital image need not look digital; and likewise, a handmade image or traditional photograph need not look analog. If we do not see the artist’s choice between the analog and the digital, what difference can this choice make for our appreciation of images in the digital age? Image in the Making answers this question by accounting for the fundamental distinction between the analog and the digital; by explicating the technological realization of this distinction in image-making practice; and by exploring the creative possibilities that are distinctive of the digital. The case is made for a new kind of appreciation in the digital age. In appreciating the images involved in every digital art form—from digital video installation to net art to digital cinema—there is a basic truth that we cannot ignore: the nature and technology of the digital expands both what an image can be as an image and what an image can be for us.


2020 ◽  
Vol 8 (1) ◽  
pp. 63-83
Author(s):  
Damian Gascoigne

My drawn animation practice has always focused on the gestural mark and messy materiality. This article is about what happened to that practice in the transition from analogue to digital animation, questioning what was lost forever and what might still be worth fighting for. This practitioner’s account of a ‘before digital, after digital’ career describes the experience of making work, as work itself changed forever. Ushered in with little reflection or resistance in the mid-1990s, the new digital doctrine slowly consumed hand-drawn 2D animation production to the point where few but the most determined independent makers keep this vital practice alive. My contention is that a reckoning on why and how we engage with digital technology is long overdue. The article will set out why – after working with digital tools for more than twenty years – I have now abandoned all but the most cursory engagement with new media tools and taken the long walk back to a material analogue practice. The ideas under discussion here can be traced back to one overriding concern – the unsolvable relationship between movement in drawing and drawing for movement. This dichotomy is unique to 2D animation, because freedom of gesture in drawing does not produce continuity of movement in animation. Mining this seam drives my independent animation practice as I try to reconcile the page and the frame.


2020 ◽  
Vol 47 (2) ◽  
pp. 5-26
Author(s):  
Kajsa Kuoljok

Through a story about a reindeer that wandered off from its grazing area, this article explores the emotional effects mediated by digital technology. It concerns the way in which reindeer movements are made visible through the use of digital tools. As reindeer movements are documented by GPS (Global Positional Systems) technology and transformed into inscriptions, the movements become easier to observe. It makes a difference when herders can follow reindeer movements from above, instead of from the ground. New knowledge emerges with increased amounts of information. As GPS data makes reindeer movement visible, it creates a new, partial relation between seeing and knowing. The strong emotional effects that are induced by this relation on the herder are observed and described through a narrative of the reindeer that wandered into another Sámi community.


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