Technology-centred learning processes as digital artistic development: On the reciprocal effects of conceptual models, metaphors and presets

2021 ◽  
Vol 13 (2-3) ◽  
pp. 287-304 ◽  
Author(s):  
Timo Neuhausen ◽  
Carsten Wernicke ◽  
Michael Ahlers

This case study looks at a self-directed learning process of a professional classical-trained musician adopting a previously unknown digital-material musical device. In order to achieve the desired artistic result, the musician has to modify his music-related action in favour of the device’s calls for action, which are shown to him by a preset session. For this purpose, a specific interface relation must be established in the connection between the user and the device. The case study is contrasted with data from its framing research project. Findings include aspects as affirmation or degrees of unfamiliarity and their respective impacts on the subject’s action repertoires. A model of learning in the context of digital media or interfaces is introduced and discussed. It offers a specific potential for identifying particularities of how meaning and functionality of digital-material musical devices are embedded into everyday artistic contexts.

Chapter 5 presents a case study that reports on the assessment of self-directed learning (SDL) in three schools categorized with the local curriculum framework, and three nearby schools with the International Baccalaureate's Primary Years Programme. Results of the investigation indicate that there is a link between curriculum and students' knowledge of, as well as their response to, instruction about SDL. The chapter ends with a discussion of the implications of curriculum emphasis on inquiry for students' SDL, and the opportunities that exist for using the assessment of SDL with local curriculum documents that aim to promote effective learning in primary schools.


Author(s):  
Ronda Cypret-Mahach

This chapter describes transformational experiences of a faculty of teachers during a yearlong action-research case-study of professional development, infused with digital technologies intended to capitalize on self-directed learning strategies, in the use of essential questions specifically designed to target critical thinking in students. Teachers who began to adopt the essence of essential questioning into their teaching practice also began to seek ways to engage in personalized self-directed learning as they looked for avenues to continue development of successful practice. The ability to self-investigate and self-delineate pedagogy was critical for most of participant teachers. The faculty of teachers involved in the action-research case-study demonstrated statistically significant growth on the Measure of Questioning Skills, indicating the experience encouraged teacher growth in questioning abilities. Research data also reflected statistically significant student growth in STAR Reading and STAR Math scores, and an increase in student's Measure of Questioning Skills.


Author(s):  
Teresa J. Carter ◽  
Jeffrey S. Nugent

Twenty-first century information communication technologies are enabling learners to create personal learning networks (PLNs) tailored to individual learning goals, needs, and interests, with implications for self-directed learning in the digital age. New, readily available digital media tools, open courseware, and other Web 2.0 technologies are changing how learners interact online, creating a participatory culture of knowledge sharing and content creation that is very different from early uses of the Web for accessing content. As learners participate in the multiple virtual communities of practice that comprise a PLN, they require new skills that merit reconsideration of the role of the educator in helping learners to become self-directed in both formal and informal learning contexts.


2001 ◽  
Vol 21 (2) ◽  
pp. 103-109 ◽  
Author(s):  
Francine Borduas ◽  
Robert Gagnon ◽  
Yves Lacoursière ◽  
Réjean Laprise

2010 ◽  
Vol 85 (12) ◽  
pp. 1874-1879 ◽  
Author(s):  
Melissa Nothnagle ◽  
Roberta Goldman ◽  
Mark Quirk ◽  
Shmuel Reis

2021 ◽  
Vol 23 (2) ◽  
pp. 51-64
Author(s):  
Karin Langer ◽  
Stefanie Lietze ◽  
Gerd Ch. Krizek

AbstractAfter a discussion about the possibilities and status of augmented reality in education, a good practice example of an augmented reality application is presented. This case study examines the use of an augmented reality app in higher education to support abstract STEM content, such as vectors. Based on this example, the implementation of such apps in didactic concepts and self-directed learning will be discussed. Furthermore, aspects of integration into digital learning and teaching will be addressed.


Author(s):  
Mohammad Amro Mohammad Suleiman ◽  
Mahendran Maniam

The main aim of this study is to help EFL students’ improve their oral communication proficiency out-of-class. To achieve that, video-movie was chosen as a medium for improving the subjects' oral communication proficiency. It was hoped that movie could function as a pseudo-immersion for the students, an accessible and easy alternative to being in the English native countries. Based on that, this study aim has been transformed into this research question ‘what effect does self-directed learning using movies has on the students' perceived oral communication proficiency?’. To answer that, six first year students at the faculty of English language and literature, Ajloun University in Jordan, were selected based on purposive sampling and divided equally into two groups, treatment and control, based on random assignment. The subjects in both groups were asked to take the self-assessment language test twice, once before the beginning of the case study scheme and another after. Likewise, to be interviewed twice, and to fill in the study notes during the case study scheme. Only the treatment group were given eight movies with its guides and asked to self-study with it over eight weeks. The results from the case study indicated that movie could help improve the students' oral communication proficiency with higher post-test scores than pre-test scores. Methodological triangulation from both the interviews and study notes also supports the assertion that movie improved the subjects’ oral communication proficiency. The subjects in the treatment group revealed in the post-interview that movies helped improve their listening skills and two subjects suggested that it could possibly have helped improve their speaking skills as well. Their perception in their study notes also supports the results. In conclusion, it is very likely that self-directed learning using movies has improved the students’ oral communication proficiency. This study has implications for practical applications in language teaching and learning which suggests that movie can be effective out of class. In addition, the results suggest that further larger scale investigations into students' language improvement out of class will be worth carrying out.


2017 ◽  
Vol 4 (4) ◽  
pp. 620
Author(s):  
Linda Katherine Newsome ◽  
Paul Cooper

<em>This qualitative study examined international students’ experiences with Western pedagogy using data collected through case studies and semi-structured, in-depth, informant style interviews. Participants were all international students (n=18), mostly postgraduate from Asian and Far Eastern countries studying at a British University. This paper focuses on students’ engagements with Western pedagogy as they struggle to adjust to what they experience as unfamiliar and alien approaches to teaching and learning. Reported here is a detailed case study of the lives of these students as they engage with specific pedagogical demands, including: academic self-expression and critical argumentation, self-directed learning, class discussions, presentations, and English language proficiency. It also exposes students’ perceptions of the value of the instructional methods of their tutors and their impact on approaches to learning.</em>


2018 ◽  
Vol 2 (3) ◽  
pp. 280
Author(s):  
Ida Ayu Sri Mahadewi ◽  
I. A. N. W. S. Mahayanti ◽  
I. A. M. I. Utami

This study aimed at developing e – CALF as self directed – learning media for teaching English for third grade students of elementary school. This study was conducted at SD LAB UNDIKSHA Singaraja, in which the subjects of this study were the third grade students in III class. This study used ADDIE model. Since it is still a prototype media, there were only three procedure used namely Analysis, Design, and Develop. The data were collected by using observation sheet, teacher’s interview guide, students’ questionnaire, expert judgment rubric and syllabus analysis. The result of this research is a digital game media named e – CALF as self – directed learning media in form of application.  The digital game of e – CALF consists of four topics namely part of body, days, school environment, and animals. To know the quality of the digital media, the result from expert judgments rubric was used. Based on the result of expert judgment rubric, it is find that the digital media of e – CALF is categorized as excellent digital game and also proper to use for learning English for third grade students.


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