The prescribed educational procedure is to embrace the constantly changing technology within the secondary and tertiary educational institutes. While this is seen as forward thinking and beneficial both to student and tutor, is does however lead to certain problems of trying to keep up with what is current and what is good, giving little time to analyse particular platforms. In other words the students and tutors are forced to work with what is on offer and to ascertain if it is worthy; in a lot of cases by hearsay or just working with what is available. Students of today own and use a plethora of digital devices that can store, capture, and transmit information. They use social media sites for communicating on a regular basis for social and educations means. Whilst this idea is good in its functionality, it does however open up a discussion of being the right tool for the job within educational institutes. According to Traxter, (2010) "If institutions chose to work with student-owned devices, they would increase their capacity to deliver inclusion with innovation but would find the transformation challenging" (p. 3). This paper discusses the outcomes of a yearlong research project that looked into the technologies of learning and teaching through the use of digital technologies to enhance the graphic design students learning capabilities. The project looked at new and existing technologies not used in the current field of graphic design and introduced them into the leaning curriculum. The project also looked into what was on offer in terms of an ePortfolio platform that could enhance the students learning community and environment.
|Keywords:||Graphic Design New Technologies, Blended Learning, Digital Publishing, ePortfolios, Digitizing Monitors, Mahara, Enhanced Learning and Teaching, Community of Learning, Blogging, Downloadable Lectures|
Senior Lecturer, School of Art and Design, Auckland University of Technology, Auckland, New Zealand