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Lim, Fei Victor; Toh, Weimin – Learning, Media and Technology, 2020
This paper explores the implications of children's out-of-school digital multimodal composing practices on learning and teaching in the formal educational context. It adopts a case study approach where publicly accessible "YouTube" video productions of three children around the world are examined. Applying a multimodal discourse analysis…
Descriptors: Teaching Methods, Learning Processes, Multiple Literacies, Case Studies
Dahya, Negin – Learning, Media and Technology, 2017
This paper offers a critical discussion on voice and representation in youth digital media production in educational settings. The paper builds on existing calls from digital media and visual studies scholars to approach youth-made media with greater attention to context in production practices. In this discussion, the author addresses the…
Descriptors: Educational Technology, Technology Uses in Education, Student Participation, Case Studies
Edstrand, Emma – Learning, Media and Technology, 2016
Problems concerning carbon dioxide emissions and other climate change-related issues are on the global political agenda and constantly debated in media. Such issues are important for individuals to enable active participation in society. This study has a particular interest in the use of carbon footprint calculators (tools for calculating carbon…
Descriptors: Environmental Education, Computation, Secondary School Students, Foreign Countries
Dobson, Elizabeth; Littleton, Karen – Learning, Media and Technology, 2016
Music education is supported by an increasing range of digital technologies that afford a remarkable divergence of opportunities for learning within the classroom. Musical creativities are not, however, limited to classroom situations; all musicians are engaged in work that traverses multiple social and physical settings. Guided by sociocultural…
Descriptors: Music Education, Educational Technology, Technology Uses in Education, Musical Composition
Pyles, Damiana Gibbons – Learning, Media and Technology, 2017
An ethics of youth media production is the interplay of identities, media literacy, and modality that shape the environment within which young people produce media, yet how "voice" is fostered and/or constrained in these environments could still be explored more fully. This paper stems from a larger qualitative study of how youth created…
Descriptors: Semiotics, Video Technology, Power Structure, Films
Silseth, K.; Arnseth, H. C. – Learning, Media and Technology, 2016
In this article, we examine the relationship between how students are positioned in social encounters and how this influences learning in a technology-supported science project. We pursue this topic by focusing on the participation trajectory of one particular learner. The analysis shows that the student cannot be interpreted as one type of…
Descriptors: Technology Uses in Education, Educational Technology, Science Instruction, Student Participation
Prins, Esther – Learning, Media and Technology, 2017
Previous research on digital storytelling (DST) has focused chiefly on children and youth, but we know little about how it is used in non-formal adult education. This article analyzes a DST class in rural Ireland, which was organized by a family literacy program and offered for parents at an elementary school. Data sources included fieldnotes,…
Descriptors: Foreign Countries, Multimedia Materials, Story Telling, Adult Education
Thibaut, Patricia; Curwood, Jen Scott; Carvalho, Lucila; Simpson, Alyson – Learning, Media and Technology, 2015
With the introduction of digital tools and online connectivity in primary schools, the shape of teaching and learning is shifting beyond the physical classroom. Drawing on the architecture of productive learning networks framework, we examine the affordances and limitations of an upper primary learning network and focus on how the digital and…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Teaching Methods
Charmaraman, Linda – Learning, Media and Technology, 2013
This case study explored how adolescents were empowered through afterschool media production activities and, in the process, re-imagined themselves as active and engaged citizens within their community. Through analyzing interviews, participant observations, and media artifacts of 14 participants (aged 15-19) over a period of 18 months, three main…
Descriptors: Case Studies, Adolescents, Social Change, Student Empowerment
Stoddard, Jeremy D. – Learning, Media and Technology, 2012
This collective case study of teachers and students in two ninth-grade US history classes examines the role that films can play as a "thoughtful" medium for teaching history. Specifically, the study focuses on the nature and range of authentic intellectual work that students are engaged in with film in the classroom (Newmann, F., B.…
Descriptors: Video Technology, Empathy, History Instruction, Grade 9
Blackall, David; Lockyer, Lori; Harper, Barry M. – Learning, Media and Technology, 2011
There are movements internationally towards curricula that incorporate values and citizenship education. In Australia, this movement has been illustrated with the adoption of a national curriculum in values education. This has arisen from the perceived need for citizens to hold values around the rights and responsibilities of functioning within a…
Descriptors: Foreign Countries, National Curriculum, Middle School Students, Citizenship
Cheng, Gary; Chau, Juliana – Learning, Media and Technology, 2009
The ability to self-reflect is widely recognized as a desirable learner attribute that can induce deep learning. Advances in computer-mediated communication technologies have led to intense interest in higher education in exploring the potential of digital tools, particularly digital video, for fostering self-reflection. While there are reports…
Descriptors: Feedback (Response), College Students, Second Language Learning, English (Second Language)
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