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Hidayat, Z.; Hidayat, Debra – Journal of Educational Media, Memory and Society, 2020
This article addresses ways in which members of Generation Z construct identity as techno-entrepreneurs by using livestreaming applications. Drawing on quantitative and qualitative assessments of surveys, interviews, documents, and observations, the authors show how visual and verbal conduct based on expressions, interaction, communication, and…
Descriptors: Self Concept, Age Groups, Entrepreneurship, Computer Software
Nichols, Sue; Loh, Chin Ee – Changing English: Studies in Culture and Education, 2019
Popular culture images of reading tend to portray readers as solitary individuals deeply immersed in reading a single text in a quiet, undisturbed spot. Yet, in our documentation of adolescent students reading in Singapore secondary schools, we find that there are many ways and modes of reading, much of which is social in nature. Through the use…
Descriptors: Popular Culture, Foreign Countries, Secondary School Students, Reading Habits
Pelletier, Caroline; Burn, Andrew; Buckingham, David – E-Learning and Digital Media, 2010
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible as a game text: how it claims to be literate in the context of an after-school game-making club.…
Descriptors: Creativity, Journalism Education, Popular Culture, Media Literacy
Braley, Susan – E-Learning, 2005
The study "New Media in the Humanities: from metaphors of inevitability to metaphors of possibility," argues that using digital technologies in humanities classrooms (at the post-secondary level) is transformative for both students and professors. It begins by identifying and then allaying the fears that scholars in the humanities…
Descriptors: Internet, Humanities, Educational Technology, Figurative Language