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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

Audience
Teachers1
Showing 181 to 194 of 194 results
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Hayes, Elisabeth R.; Gee, James Paul – E-Learning and Digital Media, 2010
Drawing on the New Literacy Studies, the authors argue that game literacy takes multiple forms and is embedded in different practices associated with particular games and gaming communities. They examine one specific game literacy practice that involves players of "The Sims" creating challenges for other players, and they identify how playing and…
Descriptors: Games, Literacy, Problem Solving, Reader Text Relationship
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Mortensen, Torill Elvira – E-Learning and Digital Media, 2010
Digital game-players devote a large amount of their time to discovering rules hidden in the code and discoverable through empirical study, experiments, and developing or rediscovering the mathematical formulae governing the code. They do this through their own independent play as they test areas, gear and abilities, through data mining using…
Descriptors: Learning Strategies, Play, Internet, Game Theory
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Pelletier, Caroline; Burn, Andrew; Buckingham, David – E-Learning and Digital Media, 2010
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible as a game text: how it claims to be literate in the context of an after-school game-making club.…
Descriptors: Creativity, Journalism Education, Popular Culture, Media Literacy
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Daer, Alice J. – E-Learning and Digital Media, 2010
This article explicates the ways that developers working at an independent game company in New York City organized their development process around a deep concern for how players make meaning from their games. Two designers' descriptions of their processes are used to illustrate the company's commitment to developing games that invite…
Descriptors: Video Games, Computer Software, Computer Assisted Design, Evaluation Methods
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Cheung, Chi-Kim – E-Learning and Digital Media, 2010
The nature of knowledge is being redefined by a new media landscape that allows all participants to be media producers and owners. Without a comprehensive strategy to include Web 2.0 tools and social media practices within schools, powerful new skills will be neither harnessed, nor developed. Despite the challenge to the relationship between…
Descriptors: Epistemology, Teacher Student Relationship, Generational Differences, Technology Education
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Ching, Cynthia Carter; Hursh, Anthony W. – E-Learning and Digital Media, 2010
This article examines a little-discussed phenomenon in the study of both peer-to-peer collaborative networks and teaching with technology: that of teachers caught in the middle between open public networks as teaching resources and highly restrictive school policies regarding internet content and online access. Based on their experiences as…
Descriptors: Elementary Secondary Education, Technology Integration, Educational Technology, Social Networks
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Pegrum, Mark – E-Learning and Digital Media, 2010
Networks have emerged as the dominant organizational structures of our time. In the networked era, social networks underpinned by the internet are crucial to obtaining and filtering information as well as reaching audiences and collaborators. To remain relevant in this era, educational institutions must foster "network literacy," teaching students…
Descriptors: Schools, Audiences, Social Networks, Internet
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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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Giest, Hartmut – E-Learning and Digital Media, 2010
Analyzing the contradictory relation between a media-theoretical and a media-pedagogical point of view, some basic problems regarding a new learning culture using Web 2.0 online tools are discussed. Against this background, data and findings from an empirical investigation (evaluation of an in-service teacher training e-learning project…
Descriptors: Electronic Learning, Constructivism (Learning), Teacher Education, Information Technology
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Ondercin, David J. – E-Learning and Digital Media, 2010
The university's role in the nation's economy is to increase its ability to transfer research to industry, generate new inventions and patents, and spin-off its technology in the form of startup companies. As such, there has been a movement in the USA and around the world to make universities "engines of innovation", and to enhance their ability…
Descriptors: Higher Education, Open Education, Schools, Innovation
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Karasavvidis, Ilias – E-Learning and Digital Media, 2010
Research has indicated that the integration of wikis in higher education is very challenging. The present article focuses on the tensions emerging from the integration of a wikibook as a required assignment in an undergraduate course. Drawing on data from a case study, the article uses Activity Theory as a theoretical framework in order to…
Descriptors: Higher Education, Models, Web Sites, Editing
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Rawlings, Tomas – E-Learning and Digital Media, 2010
The purpose of this article is to explore the development of new methodological approaches that draw on ideas and concepts from natural sciences and apply them within the humanities. The main research example this article looks at is the re-application of a palaeontological process; it looks though the geological layers of sediment for fossilised…
Descriptors: Computer Software, Natural Sciences, Educational Technology, Educational Environment
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Armstrong, Chandler – E-Learning and Digital Media, 2010
Collaborative learning must prompt collaborative behavior among students. Once initiated, collaboration then must facilitate awareness between students of each other's activities and knowledge. Collaborative scripts provide explicit framework and guidance for roles and activities within student interactions, and are one method of fulfilling the…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Models, Educational Environment
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Kini, Shwetha – E-Learning and Digital Media, 2010
CoLab is a collaborative tool for peer review of software programs for providing constructive feedback to first-time programmers. It targets two kinds of users: a trainer (who is the facilitator) and a trainee (whose programming skills have to be assessed and, if needed, improved). The tool provides real-time information on the reviewing ability…
Descriptors: Feedback (Response), Computer Software, Programming, Peer Evaluation
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