Archive for the “K-12 student samples” Category

skypeThere are some wonderful creative examples of ICT use in UK Education at Stephen Heppell’s Be Very Afraid site . Common themes seem to be authentic, project-based learning, audience, ownership and media literacy. I also noticed that almost every student interviewed had developed great interest & a sense of value of the specific topics discussed  (in History, Science, Music etc.). For example, these Year 5 students developed a real interest in Vikings and their place in their local history. Like this writing class, their project involved an initial excursion to develop ‘real-world’ links. The use of mobile phones to capture media as part of the interesting Year 8 and 9 multiculturalism project at Lampton HS also emphasised ‘authenticity’, involving ‘life like’ tasks which require decision making and exposure to real world information, and also allow students to generate their own problems to solve (CTGV, 1990).  Other projects, such as the ‘100 faces in 100 places’ project, followed a more participatory model of authenticity (Radinsky et al., 1998), involving real community members and activities that potentially become an integral part of the community.

CTGV (Cognition and Technology Group at Vanderbilt) (1990). Technology and the design of generative learning environments. Educational Technology, 31(5), 34-40.

Radinsky, J. et al (1998). A framework for authenticity: Mutual benefits partnerships. Paper presented at the annual meeting of the American Educational Research Association, San Diego, CA.

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I recently revisited the term ‘bricoleur’ while reading Brown (2000). The metaphor seems most suitable for thinking about the type of new media activities some children are participating in. As well as reading, critiquing and listening to new media, these young people are typically creating, ‘mashing’, publishing and ‘talking around’ personally and culturally meaningful artefacts. In this sense, they become digital ‘bricoleurs’, developing an ability to find something and use it in a new way to build further unique artefacts they value. There are especially high levels of ownership with these media creations, and there is often a strong ‘re-mix’ culture, where young people re-use others’ artefacts and expressions (Hsi 2007). User-friendly and accessible collaboration tools, such as those found in Web2.0 spaces, enable young people to actively participate in tasks, giving them a ‘voice’ and a strong sense of audience as they explore, share and interact with others. Examples can be seen in the growing number of outlets for young people’s digital video creations. For example, their digital videos can be displayed to a wide audience using a variety of new tools (or see here ) or perhaps via local or more global contests.
Brown, J. (2000). Growing up digital: How the web changes work, education, and the ways people learn. Change, March/April, 11-20.
Hsi, S. (2007). Conceptualizing learning from the everyday activities of digital kids.
International Journal of Science Education, 29:12, 1509 – 1529

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