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Günes, Gökhan – Early Child Development and Care, 2022
This study sought an answer to the question whether the digitalization of play is technological mutation or digital evolution. To this end, 14 studies published over the last five years were reviewed and discussed under four themes, namely digital technology and children, parents', and teachers' perceptions of digital technology, screen effects,…
Descriptors: Play, Young Children, Early Childhood Education, Video Games
Fichten, Catherine S.; Asuncion, Jennison; Scapin, Rafael – Journal of Postsecondary Education and Disability, 2014
This article briefly reviews the history of assistive technologies in American and Canadian postsecondary education starting in the 1990s, discusses the accessibility of e-learning and information and communication technologies (ICTs) currently popular in postsecondary education, and highlights emerging trends. Increasing use of universal design…
Descriptors: Educational Technology, Postsecondary Education, College Students, Disabilities
Schwartz, Adam; Rubinstein-Avila, Eliane – Journal of Adolescent & Adult Literacy, 2006
The authors introduce manga to educators, inspired by the comics' explosive entry into U.S. popular culture. The word "manga" refers specifically to printed, Japanese-style comics found in graphic-novel format--not to be confused with "anime" (animated Japanese cartoons, including moving images on television, movies, video…
Descriptors: Cartoons, Reading Materials, Literacy, Popular Culture
Hall, Alex – Journal of Technology Studies, 2009
Although technology was once viewed literally as a means of bringing about utopian society, its means to that end was exhausted in the minds of many when it fostered the nuclear attacks on Japan in 1945. Since then, not only has technology lost its utopian verve, but it also has been viewed by some quite pessimistically. Nevertheless, technology…
Descriptors: Units of Study, Reader Response, Audiences, Foreign Countries