The uses of multimedia: three digital literacy case studies

Hartley, John and McWilliam, Kelly and Burgess, Jean E. and Banks, John A. (2008) The uses of multimedia: three digital literacy case studies. Media International Australia incorporating Culture and Policy (128). pp. 59-72. ISSN 1329-878X

Metadata

HTML CitationEndNoteMODSDublin CoreReference Manager

Full text not available from this archive.

Official URL: http://www.uq.edu.au/emsah/mia/resources/128-hartley.pdf

Abstract

We identify some tensions between formal education and informal learning in the uses of popular literacy since the nineteenth century, in order to argue for a ‘demand-led’ model of education in digital literacy. We go on to analyse three case studies — digital storytelling, the Flickr photosharing site and the MMOG (massively multiplayer online game) Fury — to discuss issues arising from demand-led learning, which requires a procedural (not propositional) model of knowledge, a vernacular and informal model of creativity, and a ‘navigator’ and entrepreneurial model of consumer agency. In light of these examples, the article raises the question of how digital literacy can and should be taught.

Item Type:Article (Commonwealth Reporting Category C)
Additional Information:Authors retain copyright.
Uncontrolled Keywords:digital literacy; media literacy; digital literacies; digital storytelling; MMOG; Flickr; education
Fields of Research (FOR2008):08 Information and Computing Sciences > 0806 Information Systems > 080602 Computer-Human Interaction
20 Language, Communication and Culture > 2001 Communication and Media Studies > 200104 Media Studies
20 Language, Communication and Culture > 2002 Cultural Studies > 200212 Screen and Media Culture
Subjects:UNSPECIFIED
Socio-Economic Objective (SEO2008):C Society > 95 Cultural Understanding > 9502 Communication > 950204 The Media
ID Code:7649
Deposited By:
Deposited On:03 May 2010 16:46
Last Modified:10 Feb 2012 10:33

Archive Staff Only: edit this record