The aims of this study were to evaluate the effectiveness of video games when learning multiliteracies competences, study how to use video games on educational contexts, carry through a program with primary school students, and draw recommendations to design similar projects.
In the information age, the ability to read and construct data visualizations becomes as important as the ability to read and write text. However, while standard definitions and theoretical frameworks to teach and assess textual, mathematical, and visual literacy exist, current data visualization literacy (DVL) definitions and frameworks are not comprehensive enough to guide the design of DVL teaching and assessment. This paper introduces a data visualization literacy framework (DVL-FW) that was specifically developed to define, teach, and assess DVL.
This work-in-progress seeks to benchmark the visual literacy skills of undergraduate mechanical engineering students at a small technical university, as well as the faculty’s current efforts to develop students’ visual literacy skills. Visual literacy is accepted as a crucial 21st century for students, professionals, and citizens, yet its definition varies greatly across the literature. In addition, existing assessment tools are too general and are insufficient for measuring visual literacy as it applies to engineering design. Our work seeks to establish a simplified method for assessing the visual literacy skills of graduating seniors in a mechanical engineering program.
The paper describes a study of visual learning in a network environment, which includes a new instructional model, the STILE (situation, tools, interaction, lucubration, evaluation) model which is based on Problem Based Learning (PBL). We describe the process of blended learning through a teaching experiment which offers a good reference to teachers. We then describe how this model can be carried out in a network environment efficiently. The experimental results show that visual learning in a network environment can improve the learning effect, which promotes students’ learning from passive to active and leads to a better communication and reflection.
The proliferation of images and their increased use in academic and everyday information practices has sparked an interest in visual literacy as an area of research and library instruction. Teaching approaches and student learning are examined using theoretical frameworks and a variety of methodological strategies. This paper provides a review of research methodology adopted in empirical studies of visual literacy that were published in academic journals between 2011 and 2017.
This paper presents a brief overview of infographics, together with study which was originated to discover what motivates people to design infographics and what are the components of the creative process. Section 2 provides a literature overview. Section 3 outlines the methodology of experiment. Section 4 presents obtained results. Section 5 presents conclusions and future directions in studies of processes in designing infographics, outlines the important problem for further research.
Theories, methodologies, frameworks, and scholarship have been built around information literacy and libraries worldwide for over fifteen years. In academic libraries, information literacy experiences traditionally include instruction sessions and classes, activities in library learning spaces, and interactions with librarians. Often overlooked but equally as important to augmenting the student experience is employment in academic libraries and its relationship to information literacy in the workplace. This is particularly true with regards to the contribution of special collections and archives, as most scholarship associated with information literacy and special collections has been focused on instruction and teaching with primary sources.
The focus of this discussion revolved around a project conducted in an introductory college course on business statistics. Students used statistics to analyze e-voting data and learned how to visually represent their analysis. Students were introduced to infographic software and visual literacy competencies. Working in small groups, students used infographic software to develop visual analyses. The instructor and librarian instructor established a rubric for students as a framework for their visual representation. Students developed and demonstrated knowledge in all seven skill areas defined in the Visual Literacy Competency Standards for Higher Education
It is essential for the 21st-century generation of students to be equipped with proficient visual skills and the need to use visual methods for teaching design in architectural undergraduate studies cannot be overemphasized. Photographs are used for analytic illustrations and case study presentations mainly in architecture. However, utilizing photographs as a visual reference tool will build a better prospect for students to enhance their creative thinking and design concepts.
Visual literacy is a critical skill that enables individuals to navigate the world of visual media. While research shows multiple benefits of introducing visual literacy early in life, there is a scarcity of visual literacy programs for young children. In an effort to advance development of visual literacy programs for children, we explored techniques for engaging young children in visual literacy instruction using artworks. Our paper reports preliminary study findings and recommendations and outlines directions for future work.
This paper implements a content analysis approach to examine syllabi of existing visual literacy and media literacy courses for themes that meet best practices as established by the ACRL standards. These themes have then been combined into a syllabus template representative of a course that will meet the commonly accepted needs of contemporary students in higher education. The template includes recommended readings and assignments.
This paper provides an overview of how to reach the millennial generation, primarily at the higher education level. However, it does address an audience of K12 teachers, higher education faculty, researchers, administrators, and practitioners, who not only teach the higher education population of students, but who prepare students who will one day attain a postsecondary education. Currently used practices that have been grounded in theory are presented along with evidence of curricular integration of visual and media literacy skills. The skills are in alignment with the standards of the Association of Colleges and Research Libraries (ACRL), the definition of visual literacy from the International Visual Literacy Association (IVLA), and the definition of media literacy from the National Association of Media Literacy Education (NAMLE).
This paper reports changes in the Technion technology/mechanics teacher education courses aimed to enhance students’ knowledge and skills in teaching digital design and manufacturing. The two major changes are: (1) equipping the departmental laboratory of technology with modern computer aided design software tools (Creo, Mathcad) and 3D printer, and (2) upgrading the courses to meet the conceive-design-implement-operate (CDIO) approach. Our ongoing study indicates that the CDIO approach can be applied to balance learning pedagogical fundamentals, training technological skills, and teaching practice. The study provides indications that learning activities in the courses facilitate development of visual literacy skills.
The University of South Africa (Unisa), is an open and distance learning institution in a developing country. Technological development provides a wide range of distance learning technologies as a means of addressing the educational needs of distance learning users. This paper reflects on the importance of visual literacy for instructional design, as well as for teaching and learning strategies used in the Department of Geography at Unisa. The reflection aims at creating new opportunities for the development of visual literacy.
This paper reports on a pilot study conducted at a medium–sized state university in California. An information literacy instructional method which incorporated instruction in argument analysis using both text and image-based material was used in two sections of a two unit quarter length first year information literacy course. The course was part of a first year experience cluster program that included several linked general education courses, including instruction in writing and reasoning. The information literacy course required an argument and research paper. The instruction consisted of: an analysis of an article’s argument components, a topic analysis worksheet; news photo, advertisement, political cartoon and infographic assignments, emphasizing various elements of argument and alternative perspectives. Results of the pre and post-tests and of a sampling of research papers are reported and discussed.
Mini-documentary video projects are short factual videos that can be created by students. The mini-documentary video is generally suitable for entry level skill sets and online distribution. Multiple interrelated competencies can be attained while researching a topic, collecting media assets, recording original content, composing, editing, and producing a mini-documentary video project. This paper outlines a conceptual framework for learning through mini-documentary production, which is based on experiences working with adult students in an online course featuring video editing for YouTube. Three interrelated areas where learning can occur are discussed: (1) visual and media literacy, (2) copyright and fair use, and (3) educational video design. Strategies that have worked in past iterations of the course are described as well as problems or issues to be aware of prior to implementing projects like this in the classroom.
An architect’s education requires a broad mastery of visual skills. Particularly in design courses, students must demonstrate the skills necessary for the use and production of images to achieve a competitive academic performance. However, the development of these skills in students and the evaluation of their work by faculty members are based mostly on subjective criteria supported by the faculty’s experience. The research used digital photography as an object of research to understand the processes of learning in architectural design. The results help to establish new educational strategies for the development of visual skills to be used during the design process. The collaboration between faculty members and librarians of the School of Architecture at the University of Puerto Rico presented new partnerships that have enriched the planning process of different pedagogical activities for the advancement of knowledge with the development of visual literacy skills in students.
“Considering some deficiency of college students’ innovative project construction and general lack of innovation incubation platform, this paper puts forward a framework of Blackboard-based multimedia innovation practice platform. Logically, the platform contains three correlated layers: the multimedia literacy layer (foundation), incubation layer (core) and innovation practice layer (goal). From the perspective of multimedia literacy, the function of the platform is designed. Several years of practices have proved that the building of the platform is helping and motivating more and more college students to step on the way of innovation practice.”
“This paper aims to report early findings of the second iteration of an implicit student-generated mobile learning project that promotes visual literacy and peer mediated learning. The first iteration was conducted with first year health science students at the University of Queensland, Australia, in 2013. We found that while the video assessment task may have aided learning for each student around their specific chosen topic, overall course learning outcomes did not improve. This was perhaps due to a failure of the peer mediated learning aspect of the learning activity. Furthermore, the labour intensive nature of the task may have attenuated overall performance in the course. Acting on these findings, we adjusted the visually based, peer-to-peer mobile learning activity accordingly.”
“This paper makes a case for a direct relationship between digital literacy and nonlinear thinking styles, articulates a demand for nonlinear thinking styles in education and the workplace, and states implications for a connection between nonlinear thinking styles visual literacy, and intuitive artistic practice.”