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This article highlights the experiences of students and educators from a larger sociocultural study of participation and engagement at a senior alternative high school programme in British Columbia, Canada. Drawing on participant observation, active interviews and document analysis, school attendance was remediated as a meaningful social practice as a result of the relationships young people formed with educators and peers, rather than meaningful in and of itself or in relation to academic performance. These findings trouble school attendance policies that locate absenteeism as a problem within individual students and as decontextualised from their lived experiences. Findings also foreground the importance of examining how school attendance may be interpreted by students. For some students, participation in relationships and communities lies behind school attendance, highlighting the necessity of attending to the role of identity and values alongside of the construction of knowledge as central to the work of schools.  相似文献   
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This article discusses the potentiality and risks of applying transmedia storytelling strategies in the realm of education. The empirical approach is used to analyze the experiential education project Robot Heart Stories, developed in 2011 in Canada and the United States. The theoretical framework focuses on the conceptualization of transmedia storytelling in the scope of education and the examination of the implications of gamification in this scenario. The methodological approach of the case study is based on the transmedia project design analytical model and applied to Robot Heart Stories to depict how the project was developed and demonstrate how transmedia strategies can potentially enhance education. The research findings point out that the transmedia strategies in the project placed the students in the center of the learning process and motivated them to learn. As the students were actual characters in the story, they had the opportunity to experience it, instead of just listening or reading it. The project nurtured skills, such as multimodal literacy, critical literacy, digital literacy, media literacy, visual literacy, information literacy, and game literacy, in addition to interpersonal communication skills and experiential learning.  相似文献   
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