本科教育学生利用 Canva 的生活体验中的视觉素养

Q3 Social Sciences
Mark Joreez A. Catubig, Ronnel Victor B. Kilat, Mia E. Laurito, Trisha Marie T. Patoc, Lislee C. Valle
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引用次数: 0

摘要

在 21 世纪的教育中,高度发达技术的出现导致了软件和应用程序等技术创新的整合,从而提高了效率和生产力。图形设计平台 Canva 作为教学媒介在学术界的应用就是一个很好的例子。本定性研究旨在形成一套理论,以了解学生使用 Canva 的生活体验及其提高视觉素养的能力。研究采用三元编码程序:开放式编码、轴向编码和选择性编码,并基于基础理论进行理论生成,以揭示 Canva 对学生视觉素养的重要影响。在对学生使用平面设计平台的生活经验进行深入分析后,在核心类别下产生了四个基本主题,即:(1)评估大学生对 Canva 的熟悉程度;(2)研究 Canva 作为视觉交流工具的有效性;(3)视觉设计对学习成果的影响;(4)视觉交流及其在数字时代的意义。通过对基本主题的进一步完善,本研究最后提出了 Ritoca 理论,该理论解释了 Canva 的普遍影响。Ritoca 理论可分为三个部分:从熟悉平面设计平台到了解其效率,最后到发现创造能力,这三个部分依次进行。 收到:2024 年 3 月 6 日 / 已接受:2024 年 6 月 30 日 / 出版:2024 年 7 月 5 日
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Visual Literacy in the Lived Experiences of BSED Students in Utilizing Canva
In the 21st century education, the advent of highly developed technology resulted in integrating technological innovations such as software and applications that promote efficiency and productivity. An exemplification of this is the utilization of the graphic design platform Canva as a medium of instruction in the academe. This qualitative study aims to formulate a theory on understanding students' lived experiences of using Canva and its ability to improve visual literacy. The research uses a triadic coding procedure: open, axial, and selective coding and theory generation based on a grounded theory to uncover the significant impact of Canva on the student's visual literacy. After a thorough analysis of the lived experiences of the students on using the graphic design platform, four essential themes emerged under the core category, namely: (1) Assessing college students' familiarity with Canva; (2) Investigating the effectiveness of Canva as a visual communication tool; (3) The influence of visual design on learning outcomes; (4) Visual communication and its significance in the digital age. With further refinement of the essential themes, the study concludes with the emergence of Ritoca's Theory which explains the general influence of Canva. Ritoca's Theory can be divided into three parts: Familiarity, Efficiency, and Creativity, which follow a sequential pattern from being familiar with the graphic design platform to unveiling its efficiency and, lastly, discovering the ability to be creative.   Received: 6 March 2024 / Accepted: 30 June 2024 / Published: 5 July 2024
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来源期刊
Journal of Educational and Social Research
Journal of Educational and Social Research Social Sciences-Social Sciences (miscellaneous)
CiteScore
1.20
自引率
0.00%
发文量
165
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