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Showing 286 to 300 of 318 results Save | Export
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Kapitzke, Cushla; Dezuanni, Michael; Iyer, Radha – E-Learning and Digital Media, 2011
This article examines the role of copyrights in contemporary media literacies. It argues that, provided they are ethical, young people's engagement with text should occur in environments that are as free from restriction as possible. Discussion of open culture ecologies and the emergent education commons is followed by a theorisation of both…
Descriptors: Teacher Education Programs, Copyrights, Foreign Countries, Media Literacy
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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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Herrera, Linda; Peters, Michael A. – E-Learning and Digital Media, 2011
The year 2010 was named the Year of Social Media, a technology of communication and for creating and exchanging "User Generated Content". The year 2010 also marked the start of the Arab revolts where, in Tunisia and Egypt, social media served as a critical platform for expressing dissent, organizing, and providing citizen media accounts…
Descriptors: Foreign Countries, Technology Education, Social Networks, Internet
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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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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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Games, Alex – E-Learning and Digital Media, 2010
This article examines the language and literacy practices of middle-school children as they worked toward constructing their own computer games using "Gamestar Mechanic," a game intended to teach them key ways of thinking and communicating germane to the discourse of game designers. It examines the changes that took place in what previous work…
Descriptors: Educational Games, Protocol Analysis, Familiarity, Discourse Analysis
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