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Yifeng Hu – Communication Teacher, 2025
This assignment is integrated into the generative AI unit of the Emerging Communication Technologies course. It includes step-by-step designs and reflective examples from students, highlighting the evolution of their perceptions of generative AI. The assignment uniquely focuses on understanding and raising awareness of stereotypes present in…
Descriptors: Artificial Intelligence, Stereotypes, Communications, Student Attitudes
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Paula Gil Ruiz – Discover Education, 2024
This research examines the impact of gamification on the development of critical thinking skills to counter misinformation, focusing specifically on students' roles as developers of educational software. Involving 107 university students, this study employs an experimental pretest-posttest methodology. An educational Escape Room was implemented,…
Descriptors: Gamification, Teaching Methods, Social Media, Sustainability
Rachel Guldin – ProQuest LLC, 2022
In the wake of the 2016 and 2020 U.S. presidential elections and the COVID-19 pandemic, increasing public attention has been paid to the ability of citizens to use and understand news media, information, and digital technology. Conversations about media literacy--the ability to critically engage with media--are ongoing in the press, schools, and…
Descriptors: News Media, Literacy Education, Critical Theory, Media Literacy
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Tao Fu – Asia Pacific Journal of Education, 2024
Adopting Oxfam's key elements of education for global citizenship, this case study investigates how digital storytelling, a participatory media practice, is used for citizenship education among Chinese college students. A thematic analysis of in-depth interviews suggests digital storytelling can be used as an effective pedagogical tool as students…
Descriptors: Educational Technology, Story Telling, Citizenship Education, Global Approach
Hinduja, Sameer; Patchin, Justin W. – Corwin, 2023
As social media apps, gaming platforms, and other online environments have given present more opportunities to adolescents to cause harm to their peers, the proportion of youth who have experienced cyberbullying continues to rise. This bestselling guide from the co-directors of the Cyberbullying Research Center provides the tools you need today to…
Descriptors: Prevention, Computer Mediated Communication, Bullying, Social Media
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Howard, Craig D. – TechTrends: Linking Research and Practice to Improve Learning, 2021
Collaborative Video Annotation (CVA) is a kludge where learners annotate video together, experiencing both the video and each other's annotations in a dynamic discussion. Three scenes from small group CVA discussions were selected for analysis from 14 CVA discussions where 8-12 learners interacted via the annotation tool on top of a video. The…
Descriptors: Video Technology, Media Literacy, Undergraduate Students, Semiotics
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Wright, William Terrell – Journal of Adolescent & Adult Literacy, 2021
In this case study, ELA teacher candidates used video editing software to create mash-ups of popular YouTube videos in order to express critical commentaries about a range of educational issues and perspectives. Operating from a critical media literacies framework, candidates researched dissenting ways teaching and school(ing) were represented on…
Descriptors: Language Arts, English Teachers, Preservice Teachers, Computer Software
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Polat, Mustafa; Eristi, Bahadir – Journal of Theoretical Educational Science, 2022
There have been considerable efforts to define, conceptualize and specify the components of 21st century skills in the field of education since the first years of the new millennium. This article presents the results of a broad bibliometric review of educational research on 21st century skills by identifying the volume, growth trajectory, and…
Descriptors: 21st Century Skills, Bibliometrics, Research Reports, Journal Articles
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Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
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Marlatt, Rick; Sulzer, Mark A. – E-Learning and Digital Media, 2021
Set in English Language Arts, this article takes up recent trends in literacy toward investigating ontological notions of digital texts. Two teacher educators recently implemented a series of readings and activities in their methods courses designed to help preservice teachers sophisticate their conceptions of texts beyond autonomous, neutral…
Descriptors: Preservice Teachers, English Instruction, Language Arts, Computation
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Horst, Rachel; James, Kedrick; Morales, Esteban; Takeda, Yuya – Journal of Adolescent & Adult Literacy, 2023
This research paper explores how preservice teachers engaged with the transmodal place-based poetry on PhoneMe, an educational social media platform for sharing poetry and vocal performances about place. This work is situated in literature on digital place-based education and theoretical scholarship exploring transmodality and the shifting…
Descriptors: Phonemes, Social Networks, Place Based Education, Poetry
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Ellen Yeh; Yonty Friesem – The EUROCALL Review, 2023
Many language learners struggle with unequal access and lack of opportunities for active participation in meaningful reflections both inside and outside of the classroom. In this study, 15 international college students engaged in critical media literacy discussions about a myriad of social justice topics through the lens of intercultural…
Descriptors: Social Justice, Foreign Students, Educational Experience, Computer Software
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Mukhtar, Saparuddin; Putri, K. Y. S. – Journal of Social Studies Education Research, 2021
This study aims to analyze the technology integrated into media literacy in higher education. This research uses a qualitative approach. The type of case study in this research is explanatory. Data collection was carried through interviews to analyze integrated technology to help students understand media literacy and student interest in using…
Descriptors: Technological Literacy, Technology Integration, Media Literacy, Social Media
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Knaus, Thomas – Australian Educational Computing, 2020
When "software takes command", people take fright -- a reaction which frequently accompanies change or novelty. Their fears are understandable, but they also cloud people's view of the potentials that digital tools and digital media hold for society and especially educational contexts. Their fears also define societal debates and…
Descriptors: Computer Software, Information Technology, Cooperation, Design
Blumberg, Fran C.; Deater-Deckard, Kirby; Calvert, Sandra L.; Flynn, Rachel M.; Green, C. Shawn; Arnold, David; Brooks, Patricia J. – Society for Research in Child Development, 2019
We document the need to examine digital game play and app use as a context for cognitive development, particularly during middle childhood. We highlight this developmental period as 6- through 12-year olds comprise a large swath of the preadult population that plays and uses these media forms. Surprisingly, this age range remains understudied with…
Descriptors: Cognitive Development, Play, Computer Software, Children
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