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Power, Kerry – E-Learning and Digital Media, 2019
When conceptualising knowledge gained from tapping into an internet data pool, one may question many things which can include the role of the researcher and the researched, privacy and ethics, intention, authenticity and the vastness of scope. The researcher, regardless of research intention including moral or ethical positions, must acknowledge…
Descriptors: Ethics, Research Problems, Social Media, Researchers
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Prinsloo, Paul – E-Learning and Digital Media, 2017
In the socio-technical imaginary of higher education, algorithmic decision-making offers huge potential, but we also cannot deny the risks and ethical concerns. In fleeing from Frankenstein's monster, there is a real possibility that we will meet Kafka on our path, and not find our way out of the maze of ethical considerations in the nexus between…
Descriptors: Mathematics, Decision Making, Higher Education, Data Collection
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Williamson, Ben – E-Learning and Digital Media, 2017
"Education data science" is an emerging methodological field which possesses the algorithm-driven technologies required to generate insights and knowledge from educational big data. This article consists of an analysis of the Lytics Lab, Stanford University's laboratory for research and development in learning analytics, and the Center…
Descriptors: Educational Theories, Educational Research, Data Collection, Data Analysis
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O'Keeffe, Cormac – E-Learning and Digital Media, 2017
International Large Scale Assessments have been producing data about educational attainment for over 60 years. More recently however, these assessments as tests have become digitally and computationally complex and increasingly rely on the calculative work performed by algorithms. In this article I first consider the coordination of relations…
Descriptors: Achievement Tests, Foreign Countries, Secondary School Students, International Assessment
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Tran, Kelly M. – E-Learning and Digital Media, 2016
In this study, I discuss the need to increase girls' involvement with game design due to the numerous benefits that engaging in this practice might have. In particular, I discuss the tool Twine, an accessible and relatively easy-to-use platform for creating text-based games. I provide an overview of the tool and its potential benefits for…
Descriptors: Elementary School Students, Middle School Students, Preadolescents, Early Adolescents