Collaborative research and methodological decolonization with video cameras

Note: I am thankful to have received an email from Dr. Juan Carlos Sandoval today letting me know about this recently published paper. I look forward to learning about more of his research! Cheers, Mark This article reports the development of a collaborative research through the use of a participatory […]

Video games and Indigenous education: Let’s bridge the ‘epistemology gap’

There are clear challenges posed by rural and remote education in Australia. These challenges are caused both by physical and material factors, but more importantly epistemological divisions that have created a separation between Indigenous and non-Indigenous worlds. Video games have the potential to bridge this epistemological gap by explicating the […]

The Use of ICTs and E-learning in Indigenous Education

Excerpt With the increase in land claim agreements, renegotiation of treaty rights and local control of resource development, many Indigenous communities are engaging in the use of new media and information technologies in the process of self-determination. This direct control and involvement leads to issues of preservation and sustainable development […]

Digital Storytelling as Arts-Inspired Inquiry for Engaging, Understanding, and Supporting Indigenous Youth

In this paper we examine digital storytelling as a mode of arts-inspired inquiry: in particular we consider digital storytelling as a powerful arts-inspired approach that can help researchers, practitioners, and communities understand and support indigenous and marginalized youth. Our two-fold focus is on: (1) a digital storytelling initiative that engaged […]

Social media and digital technology use among Indigenous young people in Australia: a literature review

The use of social media and digital technologies has grown rapidly in Australia and around the world, including among Indigenous young people who face social disadvantage. Given the potential to use social media for communication, providing information and as part of creating and responding to social change, this paper explores […]

Adinkra Mathematics: A Study of Ethnocomputing in Ghana

This paper details the development and evaluation of software that allows middle school students to explore the mathematical aspects of Ghanaian Adinkra symbols. We tested the effectiveness of this simulation in a Ghanaian junior high school by conducting a randomized quasi-experiment. We begin this paper by framing culturally responsive math […]

Constructing Sustainable Digital Learning Environments for Remote Rural Children of Sarawak

In the late 70s, a US television program for children called the Big Blue Marble aired on a Malaysian local television channel and it provided children in the country the opportunity to learn about the lives and activities of children from other parts of the world. There was also a […]

Telling our Stories: Aboriginal young people in Victoria and Digital Storytelling

This project worked with Aboriginal youth under the age of 25 – an age group that forms the majority of the Aboriginal population in Victoria and is among the highest users of mobile phones, actively engaging in social media and other online platforms. With the advent of Web 2.0 technologies, Aboriginal […]

Cultural gaming: Iñupiat stories come alive in “Never Alone (Kisima Inŋitchuŋa)”

“A clear question, then, is can this powerful new medium be harnessed as a new platform for passing along wisdom from generation to generation in a culturally appropriate, engaging format?” Young people of every generation – to some degree – pull away from the mores, ideals, and traditions of their […]

Creating a Social Serious Game: an interdisciplinary experience among computer scientists and artists from UNLP faculties

This article describes the interdisciplinary work carried out by teachers and students of the Faculties of Fine Arts and Informatics in La Plata city, to develop a serious game for social networks related with Argentine native peoples. The game presented is a serious video game, innovative for social sciences, which […]