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Shermak, Jeremy L.; Whipple, Kelsey N. – E-Learning and Digital Media, 2020
We Love Weather is the fan community of The Weather Channel. Launched in 2016, We Love Weather aims to serve so-called "weather geeks" by providing exclusive and specialized weather content, as well as participatory and communal elements. This study proposes that We Love Weather is an "affinity space" where participants create,…
Descriptors: Weather, Discussion Groups, Asynchronous Communication, Popular Culture
Reyna, Jorge; Hanham, Jose; Meier, Peter – E-Learning and Digital Media, 2018
Being literate has traditionally meant being able to read and write using the media of the day. In the 21st century, being literate requires additional skills such as competence with digital media creation. Until recently, those who could afford and use equipment and applications to produce digital media content were typically developers and…
Descriptors: Internet, Web 2.0 Technologies, Media Literacy, Taxonomy
Burwell, Catherine; Miller, Thomas – E-Learning and Digital Media, 2016
This article explores the literacy practices associated with Let's Play videos (or LPs) on YouTube. A hybrid of digital gaming and video, LPs feature gameplay footage accompanied by simultaneous commentary recorded by the player. Players may set out to promote, review, critique or satirize a game. In recent years, LPs have become hugely popular…
Descriptors: Video Games, Literacy, Educational Practices, Educational Games
Cleveland, Simon; Jackson, Barcus C.; Dawson, Maurice – E-Learning and Digital Media, 2016
With the rise of Web 2.0, microblogging has become a widely accepted phenomenon for sharing information. Moreover, the Twitter platform has become the tool of choice for universities looking to increase their digital footprint. However, scant research addresses the viability of microblogging as a tool to facilitate knowledge creation practices…
Descriptors: Web 2.0 Technologies, Privacy, Electronic Publishing, Social Media
Acar, Adam – E-Learning and Digital Media, 2014
This study experimentally manipulated the way students submit their assignments and tested the number of new words that are learned in each condition. The results showed that students who submitted their assignments through Facebook learned as much as those who submitted their assignment in a traditional way. In the light of these findings, we can…
Descriptors: Foreign Countries, Social Networks, Assignments, Intermode Differences
Friesen, Norm; Lowe, Shannon – E-Learning and Digital Media, 2012
Recent years have seen the rise of Internet technologies which facilitate activities that are, above all, social and participatory, allowing children and adults to create and share their own content, and to communicate in a wide range of forums. Correspondingly, there has been great popular and expert interest in the potential of Web 2.0…
Descriptors: Educational Technology, Teaching Methods, Psychology, Phenomenology
Chawinga, Winner Dominic – E-Learning and Digital Media, 2016
It is understood that microblogging (tweeting) which is a form of Web 2.0, has been a centre of attraction in some institutions of higher education. However, despite its hype and pomp as reported by some scholars in developed countries, integration of Twitter in a classroom environment in developing countries is just beginning to flourish. In…
Descriptors: Social Media, Electronic Publishing, Course Content, Foreign Countries
Cordes, Sean – E-Learning and Digital Media, 2012
This article is an exploratory study of student behavior using online tools to do project-based work for a library science course at a mid-sized Midwestern public university. The population was 22 net generation students aged 18-24, who were enrolled in an Introduction to Information Resources course. The study was designed to better understand…
Descriptors: Online Searching, Computer Uses in Education, Computer Mediated Communication, Electronic Publishing
Building Fictional Ethos: Analysing the Rhetorical Strategies of Persona Design for Online Role Play
Doerr-Stevens, Candance – E-Learning and Digital Media, 2011
This article presents a qualitative case study that uses discourse and social semiotic analysis methods in order to examine the rhetorical construction of fictional personas within an online role play used for learning in the college classroom. Of special focus are the differing patterns of semiotic resource use (for example, language and…
Descriptors: Rhetoric, Program Effectiveness, Semiotics, Linguistic Theory