scholarly journals The Digital Media Lab: A Library Creative Space for Multimodal Learning among Students in Tertiary Institutions in Nigeria

2020 ◽  
Vol 8 (1) ◽  
Author(s):  
Nse Emmanuel Akwang
Author(s):  
Natalia Balyasnikova ◽  
Kedrick James

In this paper we explore how place-based poetry mediated online enabled community self-representation. Located in the urban core of a large cosmopolitan Canadian city, the PhoneMe project brought together academic researchers and community members into a collaborative educational creative space. Community members created poems about specific places within their neighbourhood, dialed a designated phone number, and recorded the poem by leaving a voice message. Upon receiving the message, the academic team geotagged it on an interactive map, uploaded the poem’s text, featured a Google Streetview image of the location, and shared the post via social media. As the result, a new vision for this distinctive physical space emerged and reached the wider audiences via engagement with the poetic digital media.


Author(s):  
James Okolie-Osemene

Recent events in Nigeria have shown that the country cannot move forward without considering peace education in primary, secondary and tertiary institutions. To make this realistic, it is crucial, if a wider audience is to be reached, that new digital media technologies are utilized in the processes of peace education teaching and learning. This article examines the possibilities of utilizing digital media technologies in promoting peace education in Nigeria based on primary and secondary sources of literature relevant to the issues. With the help of new digital media technologies, peace education will improve the public’s sense of security in Nigeria. The study advocates for immediate use of new digital media in peace education teaching and learning. The argument this article presents is that using new digital media in peace education must be seen as a core national project and therefore taken seriously by stakeholders because peace is synonymous with development.


2021 ◽  
Vol 4 (2) ◽  
Author(s):  
Ryan Shand

When teenagers are given access to digital media equipment, their teachers and film club leaders may hope that they will take the opportunity to make films of personal significance. Instead, young people often choose to engage in a parodic dialogue with popular culture, in a process which feels more familiar and/or comfortable to them, providing as it does a creative space unburdened by expectations of sincere expression. From a survey of numerous short films made in Scotland, it is evident that the use of pastiche and parody facilitates both progressive and reactionary perspectives, often within the same film. Exploring a series of detailed case studies of films made by young people in Scotland in the early 2000s, this article argues that parody can provide for young people an aesthetic distance from personal expression, which, ironically, is unexpectedly revealing of generalised teenage sociocultural attitudes.


2018 ◽  
Vol 79 (2) ◽  
pp. 58
Author(s):  
David Free

Birch Aquarium has teamed up with the Digital Media Lab at the University of California-San Diego (UCSD) Library to create what is believed to be the first 3-D-printed brace for a sea turtle’s shell. The Loggerhead Sea Turtle was rescued from a New Jersey power plant in 2013 with a large gap in the bottom right part of her shell. This gap, along with an abnormal curve of her spine and paralysis of her back flippers, is likely due to trauma experienced in the wild before she was rescued.


1996 ◽  
Vol 11 (2) ◽  
pp. 181-184 ◽  
Author(s):  
Linda Skinner

This article describes the background and early steps undertaken to establish a Media Lab at the University of the West of England. The Media Lab is an industry-related research and development facility for creative technology projects involving new media; for example, interactive storytelling in virtual reality, distributed media production, visualisation of the environment, automatic set design and the development of digital media devices and services. The project is described under the headings: background, project activities, implementation issues, impact on the local economy, and lessons learned.


2021 ◽  
Vol 1 (2) ◽  
pp. 96-113
Author(s):  
Cecilia Kikilia Tsoukala ◽  

The present article aims to underline the role of multimodal educational material in STEM Integrated early childhood education. Through social semiotics assumption that meaning arises in action and interaction, we argue that robotics, digital media, haptic materials, toys, books, tablets, actions, and artifacts have an active and dynamic role in multimodal learning and construct meaning in young children's STEM educational process. The literature review has revealed a research gap concerning combined multimodal aspects in STEM concepts for young children. We adopted a mixed-method collective case study design based on four case studies in which children interact with multimodal STEM educational material. Due to the principles for effective STEM teaching and the perspectives of integrated STEM education, our findings illustrate that MmEM in STEM concepts, through play-based, model-based, inquiry-based teaching practices (among other open-ended), may provide to children multimodal learning environments, engage them in authentic and meaningful learning, promote teamwork, communication and social skills, challenge and motivate them to make meaning of their learning.


PsycCRITIQUES ◽  
2007 ◽  
Vol 52 (24) ◽  
Author(s):  
Isidro Maya Jariego
Keyword(s):  

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