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Showing 1 to 15 of 22 results Save | Export
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Stirling, Eve – Learning, Media and Technology, 2016
Within the range of websites and apps that are part of first-year undergraduates' digital environments, the social network site "Facebook" is perhaps the most popular and prominent. As such, the ubiquitous nature of "Facebook" in the higher education landscape has drawn much attention from scholars. Drawing on data from a…
Descriptors: Social Media, Technology Uses in Education, Educational Technology, Longitudinal Studies
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Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Woods, Will – Learning, Media and Technology, 2012
In the last few years, digital games have become increasingly popular with both "hardcore" and "casual" audiences. At the same time, it has been argued that games can be powerful learning environments, since they are seen to encourage active and critical learning through participation in affinity groups and semiotic domains but…
Descriptors: Foreign Countries, Computer Games, Questionnaires, Informal Education
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Tan, Elaine – Learning, Media and Technology, 2013
The focus of this paper is a project conducted in 2011, exploring the use of "YouTube" in the classroom. The project conducted a number of focus groups for which highlighted a number of issues surrounding independent informal learning environments. The questions posed by this research are concerned with what constitutes learning in these…
Descriptors: Informal Education, Electronic Learning, Video Technology, Social Networks
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Underwood, Charles; Parker, Leann; Stone, Lynda – Learning, Media and Technology, 2013
Digital literacies have fast become indispensable for productive engagement, competency, and citizenship in a rapidly changing world. After-school programs represent an important venue where many young people can develop a mastery of digital literacies, encompassing both the creative and responsible use of a broad range of new media. This paper…
Descriptors: After School Programs, Computer Literacy, Informal Education, School Community Programs
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Voulgari, Iro; Komis, Vassilis – Learning, Media and Technology, 2010
Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…
Descriptors: Problem Solving, Social Networks, Computers, Games
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Masterman, Elizabeth; Shuyska, Jane Alexen – Learning, Media and Technology, 2012
Taught Master's students have been largely overlooked in research into learners' engagement with digital technologies. This article reports work to redress this imbalance, in which an extended email correspondence was conducted with 23 Master's students. Specifically, it investigates (1) the extent to which these students start their courses both…
Descriptors: Foreign Countries, Electronic Learning, Electronic Mail, Computer Literacy
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Merchant, Guy – Learning, Media and Technology, 2012
Despite the widespread popularity of social networking sites (SNSs) amongst children and young people in compulsory education, relatively little scholarly work has explored the fundamental issues at stake. This paper makes an original contribution to the field by locating the study of this online activity within the broader terrain of social…
Descriptors: Foreign Countries, Compulsory Education, Social Environment, Research Needs
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Magerko, Brian – Learning, Media and Technology, 2010
This article explores the potential benefits of creating "virtual ecosystems" from real-world data. These ecosystems are intended to be realistic virtual representations of environments that may be costly or difficult to access in person. They can be constructed as 3D worlds rendered from stereo video data, augmented with scientific data, and then…
Descriptors: Field Trips, Cooperation, Computer Simulation, Science Instruction
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Doyle, Denise – Learning, Media and Technology, 2010
The "Immersed in Learning" project began in 2007 to evaluate the use of 3D virtual worlds as a teaching and learning tool in undergraduate programmes in digital media at the University of Wolverhampton, UK. A question that the research set out to explore was what were the benefits of integrating 3D immersive learning with face-to-face…
Descriptors: Foreign Countries, Evaluation Methods, Computer Simulation, Teaching Methods
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Thomas, David; Hollander, Justin B. – Learning, Media and Technology, 2010
This study interrogates the idea of using videogames and game-like virtual worlds as a means to advance studio education pedagogy. Looking at a series of case studies of urban planning courses taught using "Second Life," the results describe the potentials, and limits, of this emerging digital media. Key findings are that the virtual worlds…
Descriptors: Urban Planning, Play, Computer Simulation, Computer Uses in Education
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Trew, Jennifer L.; Nelsen, Jacqueline L. – Learning, Media and Technology, 2012
Audience response systems (ARS) are effective tools for improving learning outcomes and student engagement in large undergraduate classes. However, if students do not accept ARS and do not find them to be useful, ARS may be less effective. Predicting and improving student perceptions of ARS may help to ensure positive outcomes. The present study…
Descriptors: Foreign Countries, Learner Engagement, Student Attitudes, Prediction
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Waldeck, Jennifer H.; Dougherty, Kathleen – Learning, Media and Technology, 2012
Web-based communication technologies that enable collaboration and sharing of information among users - such as podcasts, wikis, blogs, message boards, and others--are used commonly in contemporary organizations to increase and manage employee learning. In this investigation, we identify which of these collaborative communication technologies are…
Descriptors: Student Attitudes, College Students, College Instruction, Outcomes of Education
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Hoekstra, Angel; Mollborn, Stefanie – Learning, Media and Technology, 2012
This article identifies how clicker use can support or augment existing principles of good teaching across different disciplines in higher education. While many of these principles will be familiar to instructors, the link between student response system (SRS) use and existing pedagogical methods is still often unclear, even for scholars who are…
Descriptors: Higher Education, Active Learning, Teaching Methods, Intellectual Disciplines
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Savin-Baden, Maggi – Learning, Media and Technology, 2010
Whilst there is considerable literature on feedback for students and on the use of audio feedback, literature in the area of podcasting assignment feedback (PAF) remains sparse. Partly, this may be due to a lack of clarity about what counts as feedback, the way in which feedback is located pedagogically and the relationship between feedback…
Descriptors: Feedback (Response), Assignments, Educational Practices, Learning Processes
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Yates, Bradford L.; Adams, Jennifer Wood; Brunner, Brigitta R. – Learning, Media and Technology, 2009
Nearly 700 US journalism and mass communication faculty (all teaching personnel) reported their perceptions of student email use via a web-based survey. This nationwide study focused on the content of email sent by faculty to students, email's effectiveness, and email's effect on student learning. Comparisons were made based on faculty gender,…
Descriptors: Journalism, College Faculty, National Surveys, Teacher Attitudes
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