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50 Years of ERIC
50 Years of ERIC
The Education Resources Information Center (ERIC) is celebrating its 50th Birthday! First opened on May 15th, 1964 ERIC continues the long tradition of ongoing innovation and enhancement.

Learn more about the history of ERIC here. PDF icon

Showing 1 to 15 of 17 results
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Bommarito, Dan – E-Learning and Digital Media, 2014
The concept of affinity spaces, a theoretical construct used to analyze literate activity from a spatial perspective, has gained popularity among scholars of literacy studies and, particularly, video-game studies. This article seeks to expand current notions of affinity spaces by identifying key assumptions that have limited researchers'…
Descriptors: Educational Environment, Models, Space Utilization
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Apperley, Tom; Beavis, Catherine – E-Learning and Digital Media, 2013
This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on…
Descriptors: Critical Literacy, Computer Games, Video Games, Teaching Methods
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Sherratt, Cathy – E-Learning and Digital Media, 2012
This article reports research into online learning in a part-time postgraduate programme in clinical education, which is delivered by means of supported online learning. The aim of this study is to obtain insights into the perceptions and experiences of tutors and students regarding the role of the tutor within the context of the online learning…
Descriptors: Foreign Countries, Tutors, Role, Visual Aids
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Turvey, Keith – E-Learning and Digital Media, 2012
This article argues that to understand how new technologies and media can become co-agents in the process of pedagogical change, we first need to understand teachers' complex relationship with new technologies and media in both their personal and their professional lives. A conceptual framework is delineated for constructing a complex narrative…
Descriptors: Foreign Countries, Elementary Education, Cognitive Processes, Educational Technology
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Heron, John – E-Learning and Digital Media, 2012
This article on peer learning was originally prepared for the Committee of the Institute for the Development of Human Potential (IDHP) in 1985. It outlines the history, structure and ideology of seventeen IDHP courses with their two primary dimensions--confluent and political. A holistic conceptual model is presented for each of these dimensions,…
Descriptors: Ideology, Models, Psychology, Social Change
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Lee, Richard; Faulkner, Margaret – E-Learning and Digital Media, 2011
Despite its proliferation in higher learning institutions, e-learning has been criticised as being nothing more than trivial online conversations, or a mere means of delivering class materials electronically. If e-learning is to address such criticisms and become an effective pedagogical platform, educators need to identify elements critical to…
Descriptors: Electronic Learning, Models, Inquiry, Educational Principles
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Casey, Leo; Bruce, Bertram C. – E-Learning and Digital Media, 2011
This article elaborates on the Inquiry Cycle as an appropriate model of learning for the digitally enhanced classroom. Its goal is to provide a useful link between theory and pedagogic practice. This involves taking a new look at the concept of digital literacy. The authors propose a conceptual framework connecting classroom practices and elements…
Descriptors: Educational Strategies, Class Activities, Learning Activities, Classrooms
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Brabazon, Tara – E-Learning and Digital Media, 2011
This is an article of activism, application and intervention. It offers new models and modes of teaching and learning by aligning information literacy, media literacy and multiliteracy. The priority is on learning outcomes rather than technological choices, and social justice rather than transferable skills. These are not--obviously--"either/or"…
Descriptors: Expertise, Social Justice, Media Literacy, Information Literacy
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Carroll, Fiona; Kop, Rita – E-Learning and Digital Media, 2011
The design of experiences and, in particular, educational experiences is a complex matter and involves not only using effective technologies and applying cognitive triggers, but there is a need to "think outside the box" in order to also design for the affective dimension of human experiences; the impressions, feelings and interactions that a…
Descriptors: Research and Development, Action Research, Educational Technology, Learning Experience
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Merkel, Liz; Sanford, Kathy – E-Learning and Digital Media, 2011
In 2007, the authors' ethnographic research study of 11 adolescent gamers began in a response to social concern regarding adolescent (dis)engagement in school literacy practices. Since then, the authors' ongoing research has revealed the importance of understanding and knowing more about individual gamers' ways of knowing, and also about the…
Descriptors: Ethnography, Literacy, Learner Engagement, Video Games
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Westbrook, Nalova – E-Learning and Digital Media, 2011
This article offers a conceptualization of media literacy pedagogy in light of National Education Technology Plan efforts, which name teaching as one of five essential areas to build an education system that can increase as well as sustain the United States' economic growth and prosperity in the global economy. In particular, two distinct…
Descriptors: Constructivism (Learning), Technology Planning, Models, Global Approach
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Rose, Raymond M. – E-Learning and Digital Media, 2011
The National Educational Technology Plan (NETP) calls for the revolutionary transformation of the American educational system. The plan correctly points to the decisions of the late 1800s that still direct educational policy today, and correctly calls the school change efforts evolutionary tinkering. The author, a pioneer in online education…
Descriptors: Technology Planning, Educational Change, Educational Technology, Models
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DeVane, Ben; Durga, Shree; Squire, Kurt – E-Learning and Digital Media, 2010
Over the past several years, educators have been exploring the potential of immersive interactive simulations, or video games for education, finding that games can support the development of disciplinary knowledge, systemic thinking, the production of complex multimodal digital artifacts, and participation in affinity spaces or sites of collective…
Descriptors: Demand Occupations, Labor Needs, Leadership, Thinking Skills
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Duncan, Sean C. – E-Learning and Digital Media, 2010
This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive d/Discourse present within online forums around three video game series, video games, or game platforms, and key design practices engaged upon by gamers in these spaces. It is…
Descriptors: Video Games, Discourse Analysis, Computer Assisted Design, Media Research
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Martin, Crystle; Steinkuehler, Constance – E-Learning and Digital Media, 2010
This article explores the forms of information literacy that arise in commercial entertainment games like "World of Warcraft." Using examples culled from eight months of online ethnographic data, the authors detail the forms of information literacy that arise as a regular part of in-game social interaction, emphasizing (ironically) the…
Descriptors: Ethnography, Interaction, Information Literacy, Library Services
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