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1517-creating-holistic-technology-enhanced-learning-experiences

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EDITORIAL<br />

presentation, and spreadsheets software applications. She stresses that the<br />

affordance of the technological tools is the most important element to be<br />

considered – how <strong>technology</strong> could help students learn better. She uses Blogs to<br />

disseminate information regarding her mathematics lesson to students and their<br />

parents, collates freely available Internet web resources to be put on the Blogs for<br />

students to get more information or play educational mathematical games to<br />

reinforce what have been taught in her lessons. She also uses the commonly<br />

available presentation software to engage students in their model drawing for<br />

mathematic problem-solving sums and systematically documents how she has<br />

conducted her lessons. She then attempts to objectively evaluate the impacts of her<br />

teaching on her students’ acquisition of mathematical concepts and skills.<br />

In Chapter 4, Wales and Melwani describe how they have designed a series of<br />

English language lessons incorporating drama and digital storytelling. Drama and<br />

digital storytelling are two pedagogies that are recognised for being engaging,<br />

participatory and immersive in nature. Over a period of three weeks, 32 Primary 4<br />

students explored endangered species (e.g., the turtles) through drama and<br />

presented their findings in multiple narratives, including digital stories. The<br />

objective for this series of lessons is to know how well the students have come to<br />

understand the topic of study and develop their technical writing skills for their<br />

reports. In addition, it also evaluates the effectiveness of drama in developing the<br />

students’ understanding of the issues from different perspectives as well as builds<br />

empathy of the endangered species and cultivates better understanding of<br />

conservation. The students were found to be very engaged with the lessons. The<br />

drama activities provided students with opportunities to develop their oral skills<br />

and to embody different points of view. ICT provided students opportunities to<br />

categorise, code and synthesise information. The authors also found that the<br />

students’ third person writing skills had developed significantly.<br />

In Chapter 5, Yusoff, Yu and Chang use ‘concept cartoon’ as a knowledge<br />

building tool for the <strong>learning</strong> of science. This study uses a social constructivist’s<br />

approach and allows students to construct their knowledge collaboratively with<br />

their peers. The authors observed that there was higher level of motivation in the<br />

<strong>learning</strong> of science among students, an increase in students’ participation and a<br />

higher participation rate from less vocal students. The authors also reflected that<br />

more efforts and considerations would be required to facilitate (or explicitly teach)<br />

students’ ability to build on their peer’s ideas. Useful teaching points were<br />

recommended by the authors to better carry out lessons using <strong>technology</strong> from a<br />

social constructivist approach.<br />

In Chapter 6, Lee and Ho use animated digital story to engage students in the<br />

<strong>learning</strong> of English. Students retell a fable by <strong>creating</strong> simple frame-by-frame<br />

animation as a form of digital storytelling through the integration of English<br />

language, art and music. Lee and Ho use multimodality and semiotics theoretical<br />

perspectives in their analysis of students’ use of animated digital storytelling. The<br />

authors reflect that due to the increasing affordances offered by technologies, the<br />

conventional notion of being able to listen, read, speak and write would not be<br />

adequate for students to function in the new media age. They argue that the<br />

ix

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