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Exploration of a technology-aligned framework to support 21st century teaching and learning

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dc.contributor.author Amory, Alan
dc.date.accessioned 2013-01-03T09:14:23Z
dc.date.available 2013-01-03T09:14:23Z
dc.date.issued 2012-09
dc.identifier.uri http://hdl.handle.net/10500/8488
dc.description ODL12 Conference paper en
dc.description.abstract The work presented here develops a framework that integrates cultural-historical activity theory (C), authentic learning (A), and six potential roles of technology (T) in teaching and learning. Five individual case studies on the use of technology in teaching and learning are reviewed against the CAT framework. In adventure games, the embedded puzzles and core content acted as the extrinsic mediator and the discussions between players intrinsically mediated their knowledge construction. Artefacts of mass media, such as games, software and other media, supported knowledge production when they functioned as the tools and not as the object of the activity. The Vygotskian concept of social tool-mediated dialogical knowledge construction is therefore an appropriate framework for the use of games/media in teaching and learning. en
dc.format.extent 1 online resource ([12] leaves) : ill.
dc.language.iso en en
dc.subject Cultural-historical activity theory en
dc.subject Authentic learning en
dc.subject Educational technology en
dc.subject Knowledge construction en
dc.subject Mediation
dc.subject.ddc 370.1523
dc.subject.lcsh Cognition and culture
dc.subject.lcsh Educational technology
dc.subject.lcsh Teaching
dc.subject.lcsh Learning
dc.title Exploration of a technology-aligned framework to support 21st century teaching and learning en
dc.type Presentation en


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