Contemporary Music Students and Mobile Technology

2012 ◽  
pp. 1390-1414 ◽  
Author(s):  
Thomas Cochrane

Five billion songs, and counting, have been downloaded (completely legally) through Apple Computer’s online iTunes Store. The iTunes University links free educational content from over seventy tertiary institutions worldwide, and is now available to New Zealand tertiary institutions. The Internet has revolutionised the delivery and access of media and education – making access to a worldwide audience or market merely a Google (or iTunes Store) search away! But, what are the real-world practicalities of this for contemporary music students and teachers today? How can these tools be utilised to facilitate personalised learning environments. Within this context, this chapter presents and evaluates a mobile learning case study at Unitec in the Diploma of Contemporary Music on the Waitakere campus.

Author(s):  
Thomas Cochrane

Five billion songs, and counting, have been downloaded (completely legally) through Apple Computer’s online iTunes Store. The iTunes University links free educational content from over seventy tertiary institutions worldwide, and is now available to New Zealand tertiary institutions. The Internet has revolutionised the delivery and access of media and education – making access to a worldwide audience or market merely a Google (or iTunes Store) search away! But, what are the real-world practicalities of this for contemporary music students and teachers today? How can these tools be utilised to facilitate personalised learning environments. Within this context, this chapter presents and evaluates a mobile learning case study at Unitec in the Diploma of Contemporary Music on the Waitakere campus.


2019 ◽  
pp. 1066-1082 ◽  
Author(s):  
Kathryn MacCallum ◽  
Heather R. Bell

This chapter discusses the findings of an ethnographic case study investigating the implementation of mobile learning at an early childhood centre in Hawkes Bay, New Zealand. The study describes how mobile technology is being used to support children's learning and communication. The findings show that the devices are an integral part of the learning culture of the centre. The devices are being used to actively engage children in the learning environment and support teaching inquiry. As one of the early studies to investigate how mobile technology is being used in early childhood education, the current study provides pedagogically sound examples and insight on how mobile technology can be embedded into early childhood. The study is seen as a starting place for more in-depth investigations into the impact of mobile learning on young children's learning.


Author(s):  
Sammy Elzarka ◽  
Valerie Beltran ◽  
Jessica C. Decker ◽  
Mark Matzaganian ◽  
Nancy T. Walker

The purposes of this chapter are threefold: to explore the research on and relationships among metacognition, reflection, and self-regulated learning; to analyze students' experiences with metacognition, reflection, and self-regulated learning activities in computer-based learning (CBL) courses; and to provide strategies that can be used in a CBL environment to promote students' metacognition, reflection, and self-regulation. A review of underlying frameworks for and prior study findings in metacognition and reflection are presented. Case study findings are also described and form the basis for the suggested strategies. The value and implications of using such strategies are also offered. Finally, future research should address the teaching of metacognition and reflection in CBL environments with an emphasis on real world application.


Author(s):  
Stavroula Kalogeras

Transmedia (cross-media/cross-platform/multi-platform) storytelling edutainment involves the use of narratives as a critical-creative approach to learning. The storytelling framework is a viable solution to engage a universal audience in both seated and online environments. The inherent interactivity of the internet and interaction with story is a method that can reach learners with both focused and short attention spans in media-rich environments. An e-module case study and slide presentation is offered to demonstrate narrative practice.


First Monday ◽  
2019 ◽  
Author(s):  
Bunty Avieson

When a major global news event occurs, such as the Easter bombings in Sri Lanka or the March shootings in New Zealand, Wikipedia contributors from around the world come together in a virtual newsroom to craft a narrative, followed closely by readers seeking the latest information. In any given month, the site’s most popular articles — both in number of views and number of edits — are those reporting breaking news. Wikipedia’s protocols of ‘no original research’ mean the contributors must draw on the work of journalists, collating and re-purposing what has been published online. Taking as a case study the 2014 Sydney hostage crisis this paper analyzes Wikipedia’s breaking news practices and the ways the Internet is changing perceptions of news.


2021 ◽  
pp. 016555152110413
Author(s):  
Ebru Yilmaz İnce ◽  
Murat İnce

The use of personalised learning environments (PLEs) and adaptive learning environments (ALEs) in education has increased during the COVID-2019 pandemic. Thus, the need of effective and high-quality PLEs and ALEs has emerged but developing such learning environments has some difficulties such as the need for a huge number of qualified e-contents. Generation of e-contents for these systems is a time-consuming and costly process. Moreover, presenting the same e-content for each student is not effective because each student can have different intelligence type. To overcome these problems, low cost, reusable and dynamic e-contents can be used for PLE and ALE systems. For this purpose, fuzzy analytic hierarchy process (FAHP) was used to provide sequenced e-contents for PLE and ALE systems. This proposed system was used in a case study to investigate its impact on learning process. The performance of the proposed study was compared with analytical hierarchy process (AHP), which is another multi-criteria decision-making (MCDM) method, also further statistical analyses were investigated. The results showed that 84.6% of students showed interest in the proposed system, so the FAHP method can be used for presenting personalised e-content effectively.


Author(s):  
Chris Bradbeer

AbstractImplicit within the design of many Innovative Learning Environments (ILEs) in New Zealand primary schools is the intention of a group of co-located teachers working together with an ‘up-scaled’ community of students. To some these socio-spatial settings are suggestive of pedagogical and spatial freedom, of high levels of professional and student agency, and a transformation away from routines established in previous traditional classroom environments. The shift into ILEs may therefore encourage possibilities for novel approaches, the utilisation of individual strengths and opportunities for teachers to determine together how facets of learning, time and space are organised. However, the level of structure required by teams to successfully and collaboratively achieve this presents as a complex, and time-consuming task, with teachers often finding themselves in a space between practicality and potential. This paper draws on observational and interview data from one primary school ILE—part of a wider case study of teacher collaboration in six New Zealand schools. It considers the role of pedagogical and organisational structures alongside levels of autonomy experienced by teachers on adapting to new spaces. The findings indicate that while the occupation and ongoing inhabitation of Innovative Learning Environments may well present opportunities for teachers, tensions may be felt between predominating or created structures, and aspired or idealised practice.


2021 ◽  
Author(s):  
◽  
Fatimah Mohammed Alsaif

<p>Learning environments are important spaces because these are where primary school children spend many hours. These environments can vary from single cell classrooms to modern open plan learning studios. As the design of these learning environments can affect the learning outcomes of students, their design and the design process behind them are important fields of investigation. Involving the users of learning environments in the design process is an important factor to be considered. Studies overseas stress the importance of involving teachers and students in the design process of learning environments. However, studies about learning environments in New Zealand show less consideration for the internal layout of classrooms and the involvement of users in their design process. Thus, this thesis studies and compares the design process behind learning environments in New Zealand with those overseas and the effect of this involvement on the design of primary school internal learning spaces, specifically classrooms. The aim of this thesis is create an understanding of the design process behind primary school classroom learning environments in New Zealand.  To achieve the aim, this thesis undertakes five phases of study. The first phase is surveying primary school teachers and architects who design educational spaces, about the design and design process of learning environments in New Zealand. The survey results show that both teachers and architects support participatory design in schools and wish for more student user involvement. The second phase is a trial using social media to encourage more teacher and student participation in designing learning environments. Wordpress and Facebook groups were used for this experiment and teachers and students of primary schools in New Zealand were invited to participate. The trial result appears to indicate that social media does not work in encouraging students and teachers in thinking about the design of learning environments in general without having a specific project as a focus. The third phase is a workshop gathering five teachers and one architect to discuss the detail of the design process behind learning environments in New Zealand. The workshop result suggests that again participants support participatory design but suggest the need for guidance on how to do this, possibly from the Ministry of Education. The fourth phase is a case study of the early stages of a re‐build project for Thorndon Primary School in Wellington city. The case study included interviews, focus groups, observations, and collecting documentation. The main conclusion from the case study is that all parties to the project were in support of participatory design but would have benefitted from guidance as the whole design process and user involvement in it is unclear. The last phase is also case studies but here the focus is on the design process for rearranging the internal layout of two classrooms in two primary schools in Wellington city. The case studies covered observing the involvement of students in the design process, some classroom and brainstorming sessions, and interviews with teachers. The main result of this phase is the observation that students enjoy working on the design of their own environments and that they are able and ready to work as part of such a design process.  The key conclusions of this thesis are that all parties involved in this research supported user participation in the design process, but in all the cases investigated there is almost no proper participatory design; students enjoy designing their learning environments and that enjoyment makes them belong and connect to these more; and proper preliminary guidelines for participatory design in learning environments could improve and encourage user involvement in designing learning environments in New Zealand.</p>


Author(s):  
Kathryn MacCallum ◽  
Heather R. Bell

This chapter discusses the findings of an ethnographic case study investigating the implementation of mobile learning at an early childhood centre in Hawkes Bay, New Zealand. The study describes how mobile technology is being used to support children's learning and communication. The findings show that the devices are an integral part of the learning culture of the centre. The devices are being used to actively engage children in the learning environment and support teaching inquiry. As one of the early studies to investigate how mobile technology is being used in early childhood education, the current study provides pedagogically sound examples and insight on how mobile technology can be embedded into early childhood. The study is seen as a starting place for more in-depth investigations into the impact of mobile learning on young children's learning.


Author(s):  
Len Webster ◽  
Patricie Mertova ◽  
Kim Styles ◽  
Lindsay Smith

This chapter provides a case study outlining strategies which represent a starting point in the development of a personalised learning environment (PLE). The initial strategies focus on student engagement in two units run by the Faculty of Information Technology at Monash University, Australia. The case study looks at changing the approach to a more personalised learning environment in the respective IT units, and it also outlines how the changes were made based on a meta-analysis research of the Australian Course Experience Questionnaire (CEQ).


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