Cyberkids and cyberworlds: new literacies, identities and communities in formation. Little is known of the online cyberworlds of young Australians. Yet they are the highest users of Information and Communications Technologies (ICTs). This project theorises that these cyberworlds are sites for the development of new forms of literacy, identity and community. This study will achieve a new perspective by utilising a multi-disciplinary approach to produce case studies that examine new literacies an ....Cyberkids and cyberworlds: new literacies, identities and communities in formation. Little is known of the online cyberworlds of young Australians. Yet they are the highest users of Information and Communications Technologies (ICTs). This project theorises that these cyberworlds are sites for the development of new forms of literacy, identity and community. This study will achieve a new perspective by utilising a multi-disciplinary approach to produce case studies that examine new literacies and communities generated online and their consequences for literacy and ICT education practice. Such information is vital in Australia and internationally if education is to produce the highly technologically literate citizens on whom future economic prosperity depends.Read moreRead less
Digital China: From cultural presence to innovative nation. This project aims to investigate how digital platforms and technologies help Chinese culture and ideas reach the world. While China's global cultural presence has increased, it is not seen as an innovative nation. The project examines how the Chinese government’s internet+ strategy changes power dynamics among political institutions, commercially motivated digital companies and online communities. The project will investigate internatio ....Digital China: From cultural presence to innovative nation. This project aims to investigate how digital platforms and technologies help Chinese culture and ideas reach the world. While China's global cultural presence has increased, it is not seen as an innovative nation. The project examines how the Chinese government’s internet+ strategy changes power dynamics among political institutions, commercially motivated digital companies and online communities. The project will investigate internationalisation strategies and consumption of Chinese culture on digital platforms in China, Australia, Hong Kong, Singapore and South Korea. It expects to understand the implications of China's digital ascendency and the lessons for Australia in the post-resources boom era.Read moreRead less
Creative Micro-computing in Australia, 1976-1992. 1980s micro-computers introduced many to the digital age. Despite the importance of early micro-computing to the digital present, this early period is yet to be scrutinised by digital media scholars. This project recovers the local history of this most important media technology in the period 1976-1992, across the spectrum of practices in digital arts and culture. Delving deeply into the history of creative software and hardware practices, seekin ....Creative Micro-computing in Australia, 1976-1992. 1980s micro-computers introduced many to the digital age. Despite the importance of early micro-computing to the digital present, this early period is yet to be scrutinised by digital media scholars. This project recovers the local history of this most important media technology in the period 1976-1992, across the spectrum of practices in digital arts and culture. Delving deeply into the history of creative software and hardware practices, seeking to understand early users and their encounters with computers, and collating metadata on the products of their practice, this project builds the foundation for securing and remembering Australian digital cultural heritage.Read moreRead less
New approaches measuring Australia’s creative workforce: Beyond the Census . This project aims to develop new approaches to measuring Australia’s creative workforce to address increasingly urgent questions about the value of this growing but poorly understood part of the economy and society. It expects to develop and demonstrate novel methods for capturing a range of creative activity currently at the margins of traditional measurement typified by the Census. Expected outcomes, which will benefi ....New approaches measuring Australia’s creative workforce: Beyond the Census . This project aims to develop new approaches to measuring Australia’s creative workforce to address increasingly urgent questions about the value of this growing but poorly understood part of the economy and society. It expects to develop and demonstrate novel methods for capturing a range of creative activity currently at the margins of traditional measurement typified by the Census. Expected outcomes, which will benefit industry partners, the cultural and creative industries, and international scholarship, include new understandings of the scope of creative qualifications, the contribution of creatives working outside the creative industries, the extent of second and other incomes, and the value of volunteering and online entrepreneurship.Read moreRead less
Parent involvement goes online: New ecologies of school-home relations. This project aims to: identify forms of digital exclusion and inclusion impacting on parents’ ability to support their children’s education; produce a new conceptual model of technologically mediated school-home relationships; and provide a comprehensive map of school-home connected digital tools and services. Combining a detailed survey of 500 school leaders with innovative networked case studies across three schools and 18 ....Parent involvement goes online: New ecologies of school-home relations. This project aims to: identify forms of digital exclusion and inclusion impacting on parents’ ability to support their children’s education; produce a new conceptual model of technologically mediated school-home relationships; and provide a comprehensive map of school-home connected digital tools and services. Combining a detailed survey of 500 school leaders with innovative networked case studies across three schools and 18 families, this will be the first national study to comprehensively describe and analyse home-school partnerships in the digital age. It will provide policy and educational leadership with a roadmap for addressing barriers to digital inclusion, as schools advance their integration of digital platforms. Read moreRead less
Legal and social dynamics of eBook lending in Australia’s public libraries. Legal and social dynamics of eBook lending in Australia’s public libraries. This project aims to develop an evidence base of quantitative and qualitative data about how eBooks are used in libraries. EBooks have tremendous beneficial potential, particularly for Australians in remote areas and those with impaired mobility or vision. However, libraries’ rights to acquire and lend them are more restricted than for physical b ....Legal and social dynamics of eBook lending in Australia’s public libraries. Legal and social dynamics of eBook lending in Australia’s public libraries. This project aims to develop an evidence base of quantitative and qualitative data about how eBooks are used in libraries. EBooks have tremendous beneficial potential, particularly for Australians in remote areas and those with impaired mobility or vision. However, libraries’ rights to acquire and lend them are more restricted than for physical books. Libraries and legal, social and data science researchers will investigate eBook lending practices and understand their social impacts. The project will identify ways of reforming policy, law, and practice to help libraries fulfil their public interest missions. This project is expected to enable libraries to extract more value from existing public investments.Read moreRead less
Play it again: creating a playable history of Australasian digital games, for industry, community and research purposes. This project provides a unique account of the role played by computer games in familiarising the public to new technologies. The computer game industry grosses billions of dollars each year, and yet game technology is quickly superseded. This project redresses this gap by writing histories of the early digital age, and preserving key artefacts.
Play it again: preserving Australian videogame history. This project aims to demonstrate and evaluate the emulation of obsolete operating systems and programs in a cloud-based environment to document, preserve, and exhibit digital cultural heritage. The challenge of preserving and accessing complex digital cultural heritage such as software is one that collecting institutions worldwide are facing. This project will address this challenge by recovering the history of Australian made videogames of ....Play it again: preserving Australian videogame history. This project aims to demonstrate and evaluate the emulation of obsolete operating systems and programs in a cloud-based environment to document, preserve, and exhibit digital cultural heritage. The challenge of preserving and accessing complex digital cultural heritage such as software is one that collecting institutions worldwide are facing. This project will address this challenge by recovering the history of Australian made videogames of the 1990s, preserving significant local digital game artefacts currently at risk, and investigating how these can be exhibited as playable software using the newest emulation techniques. The project expects to generate new knowledge needed by government, museums and industry to inform future strategy and infrastructure investment aimed at making a range of digital cultural heritage available to the public.Read moreRead less
Data analytics-based tools and methods to enhance self-regulated learning. This project aims to develop student self-regulated learning skills by harnessing the potential of Big Data analytics. The project expects to generate new knowledge at the intersection of learning analytics, educational technology, learning sciences and teaching practice resulting from novel data collection and analysis tools and methods. The outputs are expected to include insights into metacognitive, motivational, and t ....Data analytics-based tools and methods to enhance self-regulated learning. This project aims to develop student self-regulated learning skills by harnessing the potential of Big Data analytics. The project expects to generate new knowledge at the intersection of learning analytics, educational technology, learning sciences and teaching practice resulting from novel data collection and analysis tools and methods. The outputs are expected to include insights into metacognitive, motivational, and technical issues facing analytics-based personalised feedback. The outcomes are intended to offer benefits for developing pedagogical and the design of educational technology. The outcomes can result in improved student learning outcomes in higher education to ensure graduates are prepared for the digital economy.Read moreRead less
Archiving Australian Media Arts: Towards a method and national collection. The early years of Australian digital media arts heritage are at risk. Australians were significant contributors to the development of media arts internationally, as well as making and exhibiting work nationally, yet only a tiny portion of the digital artwork by Australian artists has made it into institutional collections. Deteriorating disks and reliance on obsolete hardware and software mean that innovative digital pre ....Archiving Australian Media Arts: Towards a method and national collection. The early years of Australian digital media arts heritage are at risk. Australians were significant contributors to the development of media arts internationally, as well as making and exhibiting work nationally, yet only a tiny portion of the digital artwork by Australian artists has made it into institutional collections. Deteriorating disks and reliance on obsolete hardware and software mean that innovative digital preservation and access solutions are needed if these artworks are to be saved. Working with key cultural institutions, this project will conserve key media art case studies from the archives of media arts organisations, and develop a best practice method for the preservation of our digital media arts heritage.Read moreRead less