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A Case Study of Middle Schools Teachers' Perceptions of the Use of Classroom WebsitesMau, Deborah 01 January 2016 (has links)
Research has confirmed the benefits of incorporating technology, such as course websites, within public school classrooms to enhance student learning. However, many teachers do not incorporate technology or class websites. The purpose of this case study was to investigate technology integration within classroom websites to enhance student learning. Guided by the theory of constructivism, the concerns-based adoption model, and the technological pedagogical content knowledge framework, the research questions focused on teachers' perceptions of how a classroom website influences teaching practices and the key benefits of technology integration. Data were collected from 12 certified teachers in 2 middle schools who were identified as utilizing well-developed websites in their instruction. Interviews and websites were used to collect data, which were coded using inductive analysis of categories recorded on a matrix and reviewed for common themes. The participants indicated that technology integration within a classroom website benefited teaching practices and enhanced student learning through communication, personalized learning, and the development of 21st-century skills. The findings from this study were used to create a 3-day professional development for the local district to provide technology integration support for middle school teachers. Implications for social change include helping educators integrate technology through the development and use of classroom websites to enhance student learning.
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Developing an integrated e-learning culture: a model grounded in the Australian Army experienceNewton, Diane Unknown Date (has links)
Understanding the influences on e-learning effectiveness in workplaces is a necessary, but contentious task. The transfer of knowledge about e-learning from higher education to workplace situations has resulted in discursive tensions between expectations and practice. Measurement of the aspects of e-learning effectiveness is often discussed in the literature in terms of discrete economic, pedagogical and technological criteria. Few studies have investigated e-learning use in terms of the complexity of factors in a workplace environment and there is a scarcity of relevant substantive models of e-learning effectiveness factors in workplace contexts. This study aimed to improve understanding of the factors influencing e-learning effectiveness, particularly in large, dispersed workplaces and to develop a model based on the understanding of these factors. This study represents the first external research into the Australian Army’s e-learning projects. The Army was selected as a large, dispersed workplace organisation with ten years experience in designing and using multimedia rich CD-ROM learning materials. The Army had undertaken trialing and evaluation of its e-learning courses prior to providing substantial infrastructure for implementation in training centres. These evaluations indicated e-learning effectiveness in terms of training efficiencies and learning outcomes that at least matched traditional face-to-face classroom instruction. That is, that e-learning fitted with the training requirements. The study was aimed at the understanding of how the Army’s workplace environment was influencing the effectiveness of e-learning courses from multiple perspectives.Using an inductive Grounded Theory approach provided an established analytical method for developing a substantive model. While the field-based research was limited to a single organisation, it included multiple sites across Australia and a cross-section of e-learning activities and respondents throughout the organisational hierarchy. The main data source was 101 open-ended interviews conducted with respondents at Army bases or by phone. Where interviewing was not possible due to Army operational concerns, questionnaires were used (129 responses). Other data sources included Army documents and the researcher’s observations and participation in e-learning classes.While the Army’s internal evaluation processes had justified the adoption of e-learning courses, it was evident in the study that the interaction of factors within the Army’s culture was influencing perceptions and experiences of e-learning effectiveness. An Integrated E-learning Culture Model (IECM) based on the analysis of stakeholder perspectives in the Army is presented. The IECM is based on the four factors that emerged as influencing e-learning effectiveness, which were organisational priorities, the learning environment, the instructor’s role and learners’ needs. The main concern for respondents was to manage tensions associated with these four factors by integrating e-learning into the organisational culture. That is, e-learning effectiveness was discussed in terms of a process of alignment of the e-learning culture with the organisational culture.Comparison of the IECM with some empirical studies of e-learning use in other large, dispersed workplaces indicates its relevance outside the Army context. An E-learning Comparative Alignment Framework (ECAF) for using the IECM in other research was developed in this study. Further comparison of the ECAF with alignment theories from related research disciplines suggests areas for further theoretical research. This thesis proposes that by adopting the perspective that e-learning environments are not value-free, it is possible to identify and align the competing priorities and discourses that influence how e-learning effectiveness is constructed and experienced in an organisation.
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Playing ethnography : a study of emergent behaviour in online games and virtual worldsPearce, Celia January 2006 (has links)
This study concerns itself with the relationship between game design and emergent social behaviour in massively multiplayer online games and virtual worlds. This thesis argues for a legitimisation of the study of ‘communities of play’, alongside communities perceived as more ‘serious’, such as communities of interest or practice. It also identifies six factors that contribute to emergent social behaviour and investigates the relationship between group and individual identity, and the emergent ways in which these arise from and intersect with the features and mechanics of the game worlds themselves. Methodology: Under the rubric of ‘design research’, this study was conducted as an ethnographic intervention, an anthropological investigation that deliberately privileged the online experience whilst acknowledging the performative nature of both game play and the research process itself. The research was informed by years of professional practical experience in game design and playtesting, as well as by qualitative methods derived from the fields of Anthropology, Sociology, Computermediated Communications and the emerging field of Game Studies. The process of conducting the eighteen-month ethnographic study followed the progress of a sub-set of members of the ‘Uru Diaspora,’ a group of 10,000 players who were made refugees when the massively multiplayer game ‘Uru: Ages Beyond Myst’ was closed in February of 2004. Uru refugees immigrated into other virtual worlds, using their features and capabilities to create ethnic communities that emulated the culture, artefacts and environments of the original Uru world. Over time, players developed ‘hybrid’ cultures, integrating the Uru culture with that of their new homes, and eventually creating entirely new Uru and Myst-inspired content. The outcome is the identification of six factors that serve as ‘engines for emergence’ and discusses their relationship to each other, to game design, and to emergent behaviour. These include: • Play Ecosystems: Fixed-Synthetic vs. Co-Created Worlds: Online games and virtual worlds exist along a spectrum, with environments entirely authored by the designer at one end, and those comprised primarily of player-created content and assets on the other, with a range of variations between. The type of world will impact the sort of emergent behaviour that occurs, and worlds that include player-created content will be more inclined to promote emergent behaviour. • Communities of Play: Distributed groups formed around play demonstrate distinct characteristics based on shared values and play styles. The study describes in detail one such play community, and analyses the ways in which its characteristic play styles drove its emergent behaviours. • The Social Construction of Avatar Identity: Individual avatar identity is constructed through an emergent process engaging social feedback. • Intersubjective Flow: A social reading of the psychological notion of ‘flow’ that describes the way in which flow dynamics occur in a social context through play. • Productive Play: Countering the traditional contention that play is inherently ‘unproductive’ as some scholars suggest, the thesis argues that play can be seen as a form of cultural production, as well as fulcrum for creative activity. • Porous Magic Circles and the ‘Ludisphere’: The magic circle, which bounds play activities, is more porous than game scholars had previously believed. The term ‘ludisphere' is used to describe the larger context of aggregated play space via the Internet. Also identified are leakages between ‘virtual worlds’ and ‘real life’. By identifying these factors and attempting to trace their roots in game design, the study aims to contribute a new approach to the making and analysis of user experience and creativity ‘in game’. The thesis posits that by achieving a deeper cultural understanding of the relationship between design and emergent behaviour, it is possible to make steps forward in the study of ‘emergence’ itself as a design material.
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The translocal event and the polyrhythmic diagramDoruff, Sher January 2006 (has links)
This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/ expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal “jamming” that transduces the lived experience of a “biogram,” a synaesthetic hinge-dimension. The emerging aesthetics are processual – intuitive, diagrammatic and transversal.
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Developing an integrated e-learning culture: a model grounded in the Australian Army experienceNewton, Diane Unknown Date (has links)
Understanding the influences on e-learning effectiveness in workplaces is a necessary, but contentious task. The transfer of knowledge about e-learning from higher education to workplace situations has resulted in discursive tensions between expectations and practice. Measurement of the aspects of e-learning effectiveness is often discussed in the literature in terms of discrete economic, pedagogical and technological criteria. Few studies have investigated e-learning use in terms of the complexity of factors in a workplace environment and there is a scarcity of relevant substantive models of e-learning effectiveness factors in workplace contexts. This study aimed to improve understanding of the factors influencing e-learning effectiveness, particularly in large, dispersed workplaces and to develop a model based on the understanding of these factors. This study represents the first external research into the Australian Army’s e-learning projects. The Army was selected as a large, dispersed workplace organisation with ten years experience in designing and using multimedia rich CD-ROM learning materials. The Army had undertaken trialing and evaluation of its e-learning courses prior to providing substantial infrastructure for implementation in training centres. These evaluations indicated e-learning effectiveness in terms of training efficiencies and learning outcomes that at least matched traditional face-to-face classroom instruction. That is, that e-learning fitted with the training requirements. The study was aimed at the understanding of how the Army’s workplace environment was influencing the effectiveness of e-learning courses from multiple perspectives.Using an inductive Grounded Theory approach provided an established analytical method for developing a substantive model. While the field-based research was limited to a single organisation, it included multiple sites across Australia and a cross-section of e-learning activities and respondents throughout the organisational hierarchy. The main data source was 101 open-ended interviews conducted with respondents at Army bases or by phone. Where interviewing was not possible due to Army operational concerns, questionnaires were used (129 responses). Other data sources included Army documents and the researcher’s observations and participation in e-learning classes.While the Army’s internal evaluation processes had justified the adoption of e-learning courses, it was evident in the study that the interaction of factors within the Army’s culture was influencing perceptions and experiences of e-learning effectiveness. An Integrated E-learning Culture Model (IECM) based on the analysis of stakeholder perspectives in the Army is presented. The IECM is based on the four factors that emerged as influencing e-learning effectiveness, which were organisational priorities, the learning environment, the instructor’s role and learners’ needs. The main concern for respondents was to manage tensions associated with these four factors by integrating e-learning into the organisational culture. That is, e-learning effectiveness was discussed in terms of a process of alignment of the e-learning culture with the organisational culture.Comparison of the IECM with some empirical studies of e-learning use in other large, dispersed workplaces indicates its relevance outside the Army context. An E-learning Comparative Alignment Framework (ECAF) for using the IECM in other research was developed in this study. Further comparison of the ECAF with alignment theories from related research disciplines suggests areas for further theoretical research. This thesis proposes that by adopting the perspective that e-learning environments are not value-free, it is possible to identify and align the competing priorities and discourses that influence how e-learning effectiveness is constructed and experienced in an organisation.
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Developing an integrated e-learning culture: a model grounded in the Australian Army experienceNewton, Diane Unknown Date (has links)
Understanding the influences on e-learning effectiveness in workplaces is a necessary, but contentious task. The transfer of knowledge about e-learning from higher education to workplace situations has resulted in discursive tensions between expectations and practice. Measurement of the aspects of e-learning effectiveness is often discussed in the literature in terms of discrete economic, pedagogical and technological criteria. Few studies have investigated e-learning use in terms of the complexity of factors in a workplace environment and there is a scarcity of relevant substantive models of e-learning effectiveness factors in workplace contexts. This study aimed to improve understanding of the factors influencing e-learning effectiveness, particularly in large, dispersed workplaces and to develop a model based on the understanding of these factors. This study represents the first external research into the Australian Army’s e-learning projects. The Army was selected as a large, dispersed workplace organisation with ten years experience in designing and using multimedia rich CD-ROM learning materials. The Army had undertaken trialing and evaluation of its e-learning courses prior to providing substantial infrastructure for implementation in training centres. These evaluations indicated e-learning effectiveness in terms of training efficiencies and learning outcomes that at least matched traditional face-to-face classroom instruction. That is, that e-learning fitted with the training requirements. The study was aimed at the understanding of how the Army’s workplace environment was influencing the effectiveness of e-learning courses from multiple perspectives.Using an inductive Grounded Theory approach provided an established analytical method for developing a substantive model. While the field-based research was limited to a single organisation, it included multiple sites across Australia and a cross-section of e-learning activities and respondents throughout the organisational hierarchy. The main data source was 101 open-ended interviews conducted with respondents at Army bases or by phone. Where interviewing was not possible due to Army operational concerns, questionnaires were used (129 responses). Other data sources included Army documents and the researcher’s observations and participation in e-learning classes.While the Army’s internal evaluation processes had justified the adoption of e-learning courses, it was evident in the study that the interaction of factors within the Army’s culture was influencing perceptions and experiences of e-learning effectiveness. An Integrated E-learning Culture Model (IECM) based on the analysis of stakeholder perspectives in the Army is presented. The IECM is based on the four factors that emerged as influencing e-learning effectiveness, which were organisational priorities, the learning environment, the instructor’s role and learners’ needs. The main concern for respondents was to manage tensions associated with these four factors by integrating e-learning into the organisational culture. That is, e-learning effectiveness was discussed in terms of a process of alignment of the e-learning culture with the organisational culture.Comparison of the IECM with some empirical studies of e-learning use in other large, dispersed workplaces indicates its relevance outside the Army context. An E-learning Comparative Alignment Framework (ECAF) for using the IECM in other research was developed in this study. Further comparison of the ECAF with alignment theories from related research disciplines suggests areas for further theoretical research. This thesis proposes that by adopting the perspective that e-learning environments are not value-free, it is possible to identify and align the competing priorities and discourses that influence how e-learning effectiveness is constructed and experienced in an organisation.
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Ambient poetics and critical posthumanism in expanded cinemaDoing, Karel Sidney January 2017 (has links)
Posthumanism is a contested term, seen by some as leading towards a merging of human bodies and technology and by others, more critically, as a renewal of the ethical debate regarding human exceptionalism. Through a study of this critical approach and its potential relation to expanded cinema, a set of propositions is formulated. New knowledge emerges through the application of these propositions towards the expression of critical posthumanism. By looking at formal, conceptual and methodological underpinnings, existing tendencies in expanded cinema are analysed and reviewed. Firstly, aided by Timothy Morton's 'ambient poetics', environmental orientations in artist film and expanded cinema are investigated. Secondly, conceptual ideas 'beyond the human' in this field are discussed. Finally, the environmental footprint of moving image production is considered. Central to this investigation is the desire to change prevailing narratives regarding nature and environment. Instead of regarding environment as a subject outside the cultural domain, environmental immanence and shared consciousness are regarded as central cultural values within a productive posthuman debate. This theoretical approach is set in motion through a practice-based project in which organic processes are applied to generate images on discarded and outdated 35mm film. By using plants, mud and salt in conjunction with alternative photochemistry, images are 'grown' on motion picture film. Moreover, digital images are gathered using a camera extension that allows a point of view beyond the human. Background and foreground are reversed in order to reveal the prominence of natural elements in an urban setting. These images are used in a performative or spatial context that places the viewer within the work. By bringing together theory and practice a conclusion emerges, opening up further possibilities to develop and apply the newly found knowledge, not only in expanded cinema but also to other fields.
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Graphic design /graphic dissent: Towards a cultural economy of an insular professionSoar, Matthew Alan 01 January 2002 (has links)
This dissertation is an exploration of the realm of cultural production associated with graphic design. Graphic design is a ubiquitous, yet largely invisible, professional practice that nevertheless contributes substantially to the make-up of our visual culture. Drawing on emergent strands of enquiry associated with the critical cultural studies and especially with ethnographic approaches to the study of cultural production, Graphic Design/Graphic Dissent investigates the ideological limits to agency of graphic designers by focusing on calls for greater social responsibility emanating from within this milieu. It begins by drawing on Richard Johnson's model of the circuit of culture (Johnson 1986/87), a conceptual schema intended to represent the production and reproduction of meanings and values within culture. A modification of this model—called the “short circuit”—is proposed as a way to account more fully for the rarefied habitus (Bourdieu 1984) associated with the cultural intermediaries. Graphic designers, then, like ad creatives (Soar 1996; 2000a), fashion designers (McRobbie 1998), and radio (Henderson 1999) and television (Dornfeld 1998) producers, embody a series of contradictory impulses, which are both institutional and subjective. Graphic Design/Graphic Dissent also reviews the body of critical, historical, and journalistic writing emanating from within graphic design culture, evaluating it for both its advancements and limitations; a key strand of debate within this discourse relates to the politics of feminism and professional practice. Chief among the graphic design interventions explored here are: culture jamming and Adbusters magazine; and, the First Things First Manifesto 2000 (a formal call for greater social and professional responsibility among designers). Also discussed are the following groups and individuals: Gran Fury, Queer Nation, RTMark, Women's Design and Research Unit (WD+RU), We Interrupt the Programme, Jan van Toorn and Sheila Levrant de Bretteville. It is ultimately argued that a formal distinction must be made between the notions of “politics” associated with high-profile, even spectacular, interventions, and those relating to more modest, local, and marginal initiatives.
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Middle School Teachers' Technology IntegrationNoonan, Andrea 01 January 2018 (has links)
Although school districts have invested heavily in technology for teachers and students, the problem of inconsistent technology integration permeated a local school district. In order to create a 21st century learning environment for students, teachers must integrate technology with curriculum and evidence-based teaching practices. The purpose of this case study was to investigate current middle school teachers' technology integration in a suburban school district in North Dakota, Midwest Public Schools (pseudonym). Technological Pedagogical Content Knowledge (TPACK) was used as a conceptual framework to guide the study. This study focused on exploration of current teacher practice in regard to technology integration and the perceived support they currently receive to do so. A case study research design was used, and data collection included interviews and classroom observations of 10 middle school teachers to determine current technology integration practices and explore the barriers for integration and teachers' perceived support in this endeavor. The 10 participants were chosen based on content area, grade level, and years of experience. The data were analyzed using thematic coding followed by an open coding process based on the TPACK framework constructs. Teachers are using technology in their instruction at varying levels. Overall, the case showed a strong indication of TCK and lower results in the area of student technology use. The results provided information for administrators in the district regarding additional training for teachers based on their current technology integration and perceived barriers of implementation in the classroom. Social change implications for this study involve an increased awareness of technology integration for teachers and administrators. Classroom teachers in this local district as well as districts across the nation could benefit from improved practice using technology to be able to learn and work in the complex school and work environments.
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Primary Teachers' Perspectives on iPad Integration: Barriers, Challenges, and SuccessesCampbell, Richard Cory 01 January 2016 (has links)
Despite the rapid expansion of mobile technologies in K-12 schools, recent research has shown that many teachers are ill prepared to take advantage of these new tools. This study was designed to address the problem of lack of effective iPad integration in primary classrooms at an international school in South Korea. The purpose of this case study was to examine primary teachers' perceptions of the implementation of an iPad initiative begun in 2012. Framed by Koehler and Mishra's technological pedagogical content knowledge model (TPACK), the study was guided by research questions that involved teachers' perceptions of the barriers, challenges, and successes regarding iPad implementation in the primary classroom. A purposeful sample of 5 K-2 teachers who use iPads in the classroom was chosen. The case study design entailed semi-structured interviews, classroom observations of each participant, and examination of teachers' lesson plans. Data were coded and analyzed using inductive analysis based on components of a conceptual logic model. Credibility and trustworthiness were ensured through member checking and triangulation of data. Results showed lack of experience, collegial support, and iPad-specific training as barriers and future preparation for teachers as a challenge. Successes were demonstrated through formative assessments and digital portfolios. The resulting project was a comprehensive professional development plan to provide primary teachers with the knowledge and skills to implement technology in the classroom and ongoing support to develop a professional technology learning network. In terms of broad social change, this research and project might provide insight to better prepare educators to make the best use of integrated learning technologies for efficient and effective teaching and learning in classrooms.
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