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Issues Vital to Address
This book unpicks how the growing role of technology in learning, particularly tools and machines designed to solve real-world problems, is impacting thinking and expression. Discussed are processes, which must be understood to apply technology tools successfully; practices, to determine how to implement effective technology support to assist thinking, communication, and collaboration; performance, in terms of student experiences of technology; and predictions, to outline and analyze current technology trends.

Abstract

In this short piece I am going to reflect on my reaction to a commercial video and advertisement campaign by my university in Tokyo, Japan. The campaign 帝京生のリアル [The daily life of Teikyo students] ran in April 2023 (www.teikyo-u.ac.jp/campus_for_life/photo_project). The following is a translation of the Japanese voiceover from the cm which includes the voice of a concerned parent, the voice of a high school student, who is unsure about which course, which university, and which career to pursue.

Open Access
In: Video Journal of Education and Pedagogy
Author:

Abstract

This article describes the relationships between cruelty, schooling and the possibilities that the school offers as a refuge in the face of the inexorable circumstances that seal the fates of a large part of the population living in conditions marked by intensifying inequalities. The work is based on a multiple design which included an audiovisual production workshop in 2022 and 2023 involving students and teachers from a high school in the Buenos Aires metropolitan region and the university. Through the biographical-narrative method, students have carried out in-depth interviews, collaborative work and activities shared in the same school with one of the teachers for over three years. Research results express how, as perceived by high school students and teachers, the school serves as a space that saves others and themselves, a place of support, as well as transmission and education, even amidst instances of cruelty in their daily experiences.

Open Access
In: Video Journal of Education and Pedagogy

Abstract

As part of the international “Wash from the Start” omep (World Organization for Early Childhood Education) project, researchers shared time with children in three early childhood centre communities in the South Island of Aotearoa New Zealand – Te Wai Pounamu. The research explored young children’s engagement with local conditions of water through fieldwork annotations and photographic visual methods. The video article presented here is a photo essay that spans the researcher teams’ experiences in their encounters with the children and teachers they had the privilege to spend time with over a sunny week in Autumn 2022.

Open Access
In: Video Journal of Education and Pedagogy

Abstract

Chinese can be considered as one of the more challenging languages to learn for many non-native learners. Its complicated visual script, the Chinese characters, demands that teachers be proficient in utilizing diverse visual pedagogical approaches, coupled with different digital visual tools, to enhance their teaching effectiveness. Adopting a descriptive qualitative analysis method, interview transcripts from fourteen cfl teachers were examined. There were five online teachers, four university teachers and five pre-service teachers. The findings revealed that: 1) all the teachers use various visual pedagogical approaches, such as pictures, videos, Chinese character digital image files, Chinese character studying applications, and websites, to enhance the effectiveness of Chinese character learning, as well as motivate and engage learners; 2) teachers choose different pedagogical approaches to help students visualise characters as a whole unit or as several separate radical components; 3) the use of Pinyin to input characters on digital devices has been widely taught in class; and 4) online teachers, and some pre-service teachers, have replaced traditional handwriting methods with digital character input methods, whereas university teachers have not made this shift. The ways in which these perspectives relate to the form of Chinese characters and developing teaching practices are discussed.

Open Access
In: Video Journal of Education and Pedagogy
Author:

Abstract

School in postmedia society falls prey to “systemic stupidity” (), while the teacher-cum-coach heeds what is considered the new divine calling for education. In this framework, this video-article looks to elements from research that the author believes might serve as a roadmap for work with words and images in schools that lie beyond that stupidity. Through the audiovisual narratives of students in secondary schools located in a slum in the Buenos Aires Metropolitan Area, the author explores possible approaches to the question of the audiovisual narrative in school and how school is or, rather, can continue to be the repository of the hopes that critical thought harbors. More specifically, the author asks whether audiovisual narratives can contribute to more complex conceptions of the world that help us go beyond the binary logics and infantilization.

Open Access
In: Video Journal of Education and Pedagogy

Abstract

The authors discuss findings from an educational research study carried out in a secondary school of the Buenos Aires Metropolitan Region based on creative research methods and on a collaborative audiovisual project. They inquire into the forms education takes in a postmedia society and they explore the possibilities of the school as time-space to reflect upon the world by means of experimenting with diverse languages and techniques. Here the authors analyze audiovisual materials produced by students and suggest three analytic categories—the scream, the testimony and the singular experience—which are related by an incident that took place in the students’ neighborhood, known as the “Carcova Massacre”. The authors hypothesize that when this event is narrated in the first person by the students—who witnessed the death of their two young neighbors—, the story reported by the media as a police incident becomes a minor story, making it a lived story.

Open Access
In: Video Journal of Education and Pedagogy
Volume Editors: and
In the last decade, programming and computational thinking (CT) have been introduced on a large scale in school curricula and standards all over the world. In countries such as the UK, a new school subject—computing—was created, whereas in countries such as Sweden, programming was included in existing subjects, notably mathematics and technology education. The introduction of programming and CT in technology education implies a particular relationship between programming and technology. Programming is usually performed with technological artefacts—various types of computers—and it can also be seen as a specific branch of engineering.

This book analyses the background to and current implementation of programming and computational thinking in a Swedish school technology context, in relation to international developments. The various chapters deal with pertinent issues in technology education and its relation to computers and computing, for example, computational thinking and literacy, teachers’ programming competence, and computational thinking, programming, and learning in technology education. The book includes examples from educational research that could also be used as inspiration for school teaching, teacher education and curriculum development.
Volume Editor:
Esports is a global phenomenon that has attracted the attention of multiple interested parties—from investors to K-12 schools and universities. This text chronicles the multitude of ways that people are making meaning within and around the esports ecosystem. Literacies that occur in the esports ecosystem are the result of a collision of diverse experiences, actions, peoples, games, software, hardware, and roles. These literacies are multifaceted, multilayered, and multifarious. By acknowledging the call that these literacies hold, stakeholders can argue for their appreciation at all levels of the ecosystem. Literacies of the Esports Ecosystem answers this call.

Contributors are: Anthony Betrus, Andrew Cochran, Luis E. Pérez Cortés, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney.

Abstract

Esports, as a form of digital competition, has the potential to be leveraged for STEM skills development through game based culturally relevant activities within living learning communities. Traditional living learning communities (LLC s) are residential communities that embed a shared academic or thematic focus rooted in curricular structure, reimagine roles of faculty and students, and codesign implementations of program activities to provide opportunities for peer leadership. As a knowledge production tool, there are positive connections between the living learning community and the formation of participatory esports ecosystems. Our Creative Media Factory (CMF) junior research team utilized successful aspects of previous CMF events to develop an engaging and educational LLC for two 6-day long summer camps. The current chapter examines how LLC s can merge with esports communities and cultures, particularly when framed through a Culturally Relevant Computing (CRC) lens. The current chapter is framed through the primary elements of Culturally Relevant Computing we crystallized as social connections, cultural asset-building, and self-reflection towards narrating the learner’s meaning-making processes. Preliminary findings demonstrate esports as a viable tool to positively impact youths’ attitudes, awareness, and motivation towards STEM careers. The foundation of knowledge and inquiry developed through ESportsU becomes a strong foundation for success of at-risk youths to pursue STEM higher education and careers.

In: The Literacies of the Esports Ecosystem