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Hagerman, Michelle; Beach, Pamela; Cotnam-Kappel, Megan; Hébert, Cristyne – International Journal of E-Learning & Distance Education, 2020
In this article, we call for Canadian digital literacies researchers to invest in designs and research methods that centralise in-the-moment insights, embrace complexity, and that are informed by a deep commitment to authentic, ethical reciprocity that serves the communities in which our work is placed. We present three cases that offer multiple…
Descriptors: Foreign Countries, Technological Literacy, Educational Research, Research Methodology
Furness, Rachelle K. – ProQuest LLC, 2017
Clarifying the concept of digital college readiness (DCR) can direct pedagogical and policy shifts toward the integration of digital literacies instruction as an essential component of college readiness, especially for educators and researchers in the field of developmental education. Since the 1980s, the demands for digitally mediated literacies…
Descriptors: College Readiness, Case Studies, High School Graduates, Student Attitudes
Coiro, Julie; Sekeres, Diane Carver; Castek, Jill; Guzniczak, Lizabeth – Journal of Education, 2014
This study examined the social and cognitive interaction patterns of third, fourth, and fifth graders as they collaboratively read on the Internet and responded to an inquiry prompt. Data analysis revealed patterns of cognitive strategy use that intersected with social forms and functions of dialogue. Dyads that exhibited higher levels of…
Descriptors: Grade 3, Grade 4, Grade 5, Cognitive Style
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education