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Showing 106 to 120 of 206 results
O'Neill, D. Kevin – Learning, Media and Technology, 2011
This article synthesizes research on social capital, school outcomes, internet use, and volunteering to argue that e-mentoring--which is commonly practiced over long distances--could become a powerful way to build greater cohesiveness in local communities. Realizing this potential will require a larger-scale and more coordinated approach to…
Descriptors: Foreign Countries, Program Design, Mentors, School Effectiveness
Kuter-Luks, Theresa; Heuvelman, Ard; Peters, Oscar – Learning, Media and Technology, 2011
Despite clear European and Dutch policies about media education, there is currently no media education curriculum in Dutch schools. A survey among preadolescents (n = 257) in six primary schools in the Netherlands included questions regarding media access, fears, risks, parental mediation of television and the internet, and the need for media…
Descriptors: Foreign Countries, Journalism Education, Preadolescents, Risk
Blackall, David; Lockyer, Lori; Harper, Barry M. – Learning, Media and Technology, 2011
There are movements internationally towards curricula that incorporate values and citizenship education. In Australia, this movement has been illustrated with the adoption of a national curriculum in values education. This has arisen from the perceived need for citizens to hold values around the rights and responsibilities of functioning within a…
Descriptors: Foreign Countries, National Curriculum, Middle School Students, Citizenship
Maher, Damian – Learning, Media and Technology, 2011
The purpose of the study reported on here was to explore ways in which the interactive whiteboard (IWB) can support students' understanding of texts. A Year 3 and a Year 4 primary school class in New South Wales, Australia, is the focus of the research. A qualitative case study was carried out using multimodal analysis focusing on the use of an…
Descriptors: Foreign Countries, Student Needs, Teaching Methods, Suburban Schools
Elavsky, C. Michael; Mislan, Cristina; Elavsky, Steriani – Learning, Media and Technology, 2011
This article employs a mixed-method approach to examine the outcomes produced by using "Twitter" in a large-lecture course as a means to assess the pedagogical impact and potential of "Twitter's" contribution to large-lecture course dynamics. In doing so, it seeks also to explore the broader relationship between methodologies and outcomes.…
Descriptors: College Instruction, Lecture Method, Social Change, Sociocultural Patterns
Minocha, Shailey; Reeves, Ahmad John – Learning, Media and Technology, 2010
"Second Life" (SL) is a three-dimensional (3D) virtual world, and educational institutions are adopting SL to support their teaching and learning. Although the question of how 3D learning spaces should be designed to support student learning and engagement has been raised among SL educators and designers, there is hardly any guidance or research…
Descriptors: Informal Education, Guidance, Space Utilization, Mail Surveys
Voulgari, Iro; Komis, Vassilis – Learning, Media and Technology, 2010
Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…
Descriptors: Problem Solving, Social Networks, Computers, Games
Doyle, Denise – Learning, Media and Technology, 2010
The "Immersed in Learning" project began in 2007 to evaluate the use of 3D virtual worlds as a teaching and learning tool in undergraduate programmes in digital media at the University of Wolverhampton, UK. A question that the research set out to explore was what were the benefits of integrating 3D immersive learning with face-to-face learning for…
Descriptors: Foreign Countries, Evaluation Methods, Computer Simulation, Teaching Methods
Thomassen, Aukje; Rive, Pete – Learning, Media and Technology, 2010
The theory and lessons of knowledge exchange, in both a physical and virtual environment, suggest a framework for understanding the specific requirements for a digital design class in "Second Life". Through teaching and observing students who were asked to complete a machinima project, our research provided examples of the strengths and the…
Descriptors: Foreign Countries, Virtual Classrooms, Computer Simulation, Role Playing
Moore, Kristen; Pflugfelder, Ehren Helmut – Learning, Media and Technology, 2010
Education in virtual worlds has the potential, it seems, for engaging students in innovative ways and for enabling new discourses on a host of issues. Virtual locations like "Second Life," "Kaneva," or "World of Warcraft," among other multi-user virtual environments (MUVEs), also come with unique challenges for educators as they consider the…
Descriptors: Graduate Students, Virtual Classrooms, Computer Uses in Education, Student Attitudes
Mallan, Kerry; Foth, Marcus; Greenaway, Ruth; Young, Greg T. – Learning, Media and Technology, 2010
Virtual world platforms such as "Second Life" have been successfully used in educational contexts to motivate and engage learners. This article reports on an exploratory workshop involving a group of high school students using "Second Life" for an urban planning project. Young people are traditionally an under-represented demographic when it comes…
Descriptors: Constructivism (Learning), Urban Planning, Workshops, Case Method (Teaching Technique)
Magerko, Brian – Learning, Media and Technology, 2010
This article explores the potential benefits of creating "virtual ecosystems" from real-world data. These ecosystems are intended to be realistic virtual representations of environments that may be costly or difficult to access in person. They can be constructed as 3D worlds rendered from stereo video data, augmented with scientific data, and then…
Descriptors: Field Trips, Cooperation, Computer Simulation, Science Instruction
Thomas, David; Hollander, Justin B. – Learning, Media and Technology, 2010
This study interrogates the idea of using videogames and game-like virtual worlds as a means to advance studio education pedagogy. Looking at a series of case studies of urban planning courses taught using "Second Life," the results describe the potentials, and limits, of this emerging digital media. Key findings are that the virtual worlds…
Descriptors: Urban Planning, Play, Computer Simulation, Computer Uses in Education
Jin, Li; Wen, Zhigang; Gough, Norman – Learning, Media and Technology, 2010
Virtual worlds have been linked with e-learning applications to create virtual learning environments (VLEs) for the past decade. However, while they can support many educational activities that extend both traditional on-campus teaching and distance learning, they are used primarily for learning content generated and managed by instructors. With…
Descriptors: Informal Education, Active Learning, Interpersonal Relationship, Interaction
Jones, Chris; Healing, Graham – Learning, Media and Technology, 2010
This article examines the significance of place and location at a time when mobile and networked technologies allow students access from a diversity of contexts. The article reports a cultural probe exercise. Over a 24-hour period, undergraduate students received SMS text messages and recorded answers to a fixed set of prompt questions using a…
Descriptors: Undergraduate Students, Computer Mediated Communication, Handheld Devices, Information Networks

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