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George Veletsianos; Shandell Houlden – Learning, Media and Technology, 2024
The educational technology industry includes numerous learning providers and platforms offering cohort-based courses. In this paper, we examine, analyze, and critique one such platform called Maven. We focus our analysis on Maven because this specific platform describes itself as building 'the university of the future' and has recently received…
Descriptors: Educational Technology, Learning Management Systems, Role Theory, Risk
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Decuypere, Mathias – Learning, Media and Technology, 2019
Apps are becoming increasingly important in education. However, critical educational research has hardly ever undertaken up-close analyses of educational apps. This article provides an extensive analysis of one 'learning to code' app called Grasshopper. Drawing from the field of Science and Technology Studies, the article adopts a theoretical…
Descriptors: Computer Software, Educational Technology, Coding, Web Sites
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Kucirkova, Natalia; Littleton, Karen – Learning, Media and Technology, 2017
Massive open online courses (MOOCs) are online courses aimed at global unlimited participation, originally conceptualised to carry no fee and offer no formal accreditation to the students (McAuley et al. 2010). Although their pedagogies vary, the most popular MOOC providers (e.g., Coursera, FutureLearn and EdX) are turning towards what Rodriguez…
Descriptors: Online Courses, Models, Educational Practices, Educational Methods
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García Carrasco, Joaquín; Hernández Serrano, María Jose; Martín García, Antonio Victor – Learning, Media and Technology, 2015
This article examines the emerging literature on the need for a synergy between neuroscience and educational sciences, identifying several differences in approach and methods that hinder the connecting processes between these two disciplines. From this review a transdisciplinary framework is presented which is based on the systemic and lifelong…
Descriptors: Neurosciences, Interdisciplinary Approach, Experiential Learning, Educational Research
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Ludvigsen, Sten R. – Learning, Media and Technology, 2012
In this article, I develop a perspective on learning as multilayered phenomena. I take a socio-genetic approach in order to understand human activity and to show how categories are a fundamental part of learning in a specific type of institutional practice. In the empirical section, student dialogue is analysed in relation to a set of categories…
Descriptors: Foreign Countries, Secondary School Students, Science Education, Inquiry
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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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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills