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Patton, Ryan Matthew – ProQuest LLC, 2011
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Descriptors: Activity Units, Art History, Social Systems, Play
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Gaydos, Matthew J.; Squire, Kurt D. – Cultural Studies of Science Education, 2012
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called "Citizen…
Descriptors: Science and Society, STEM Education, Predictor Variables, Use Studies
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Hytch, Tony – English in Australia, 2008
This article discusses a unit of work, developed by this author, that encouraged students to "express themselves" by using language to make a difference (i.e., to protest an issue of particular concern.) While the culminating task for this unit was a spoken task requiring students to reflect upon what they had done and how successful…
Descriptors: Student Participation, Learning Experience, Activity Units, Transformative Learning
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Corby, Patricia – English in Australia, 2008
The author was keen to look at advertising with her online classes, both in Business Enterprise (looking at how businesses operate, target marketing, language used in business etc) and in Creative Writing as she felt that this was a topic which worked in both areas and was an important one due to the huge impact and the big intrusion that…
Descriptors: Advertising, Creative Writing, Online Courses, Case Method (Teaching Technique)