Digital making with “At-Risk” youth

Digital making with “At-Risk” youth
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与“高危”青年一起进行数字化创作

DOI:
10.1108/ijilt-08-2016-0037
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发表时间:
2017
期刊:
American journal of physiology. Endocrinology and metabolism
影响因子:
--
通讯作者:
J. Hughes
J. Hughes
中科院分区:
--
文献类型:
--
作者:
J. Hughes

文献摘要

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目的 本文的目的是探讨如何一小群青少年在替代护理和治疗计划发展数字识字技能随着时间的推移,而沉浸在丰富的媒体设置。它还探讨了学生如何使用新的媒体工具和启示,以“执行”他们的身份,并提出自己在他们的课堂社区。 设计/方法/方式 这项人种学案例研究涉及加拿大一所另类学校的七名学生,该学校为来自政府批准的护理、治疗、拘留和教养机构的学生提供教育方案。通过综合艺术课程,以社区和身份为主题,学生们使用各种数字化工具和媒体来创作一本“关于我的一切”的书。 结果 学生们使用基于探究的学习和多种表达模式,由数字媒体的多模式,多媒体性质,包括基于屏幕和有形的知识和沟通的重要组成部分促进。在这种干预中采用的制造商策略促进了自我导向学习,以及毅力和自信心的发展。 独创性/价值 在许多工作环境中,个人需要掌握新兴技术的知识,并在工作中运用这种专门知识。教学生如何通过不熟悉的技术导航他们的方式,反思的过程,并有效地沟通,在学术和未来的工作环境都很重要。作者继续与STEAM-3D Maker实验室的这组学生合作,并强调通过发现,设计和发展重要技能(如毅力,故障排除,弹性和协作)来学习。
Purpose The purpose of this paper is to explore how a small group of adolescents in an alternative care and treatment program develop digital literacy skills over time while immersed in a rich media setting. It also explores how the students use new media tools and affordances to “perform” their identities and to present themselves within their classroom community. Design/methodology/approach This ethnographic case study research involved seven students from a Canadian alternative school that provides educational programming for students from government approved care, treatment, custody and correctional facilities. Through an integrated arts-based curriculum, with a thematic focus on community and identity, the students used a variety to digital tools and media to create an “All About Me” book. Findings The students used inquiry-based learning and multiple modes of expression, facilitated by the multimodal, multimedia nature of digital media, including both screen-based and tangibles as essential components of knowing and communicating. The maker pedagogies employed in this intervention facilitated self-directed learning, as well as the development of perseverance and self-confidence. Originality/value In many work environments individuals are required to have knowledge of emerging technologies, and to employ this expertise in their work. Teaching students how to navigate their way through unfamiliar technology, to reflect on the process, and to communicate effectively, are important in both academics and future work environments. The authors continue to work with this group of students in the STEAM-3D Maker Lab and emphasize learning through discovery, design and the development of important skills such as perseverance, troubleshooting, resilience and collaboration.