Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 17 |
Descriptor
Source
Author
| Chastine, Jeff | 2 |
| Godwin-Jones, Robert | 2 |
| Ahamer, Gilbert | 1 |
| Amory, Alan | 1 |
| Arya, Ali | 1 |
| Atalay, Ahmet | 1 |
| Bolanle, Ogunyemi Folasade | 1 |
| Chee, Yam San | 1 |
| Craft, Anna | 1 |
| Crain, Daniel E. | 1 |
| Fowler, Allan | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 14 |
| Reports - Research | 7 |
| Reports - Descriptive | 5 |
| Reports - Evaluative | 4 |
| Collected Works - Proceedings | 1 |
| Guides - General | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
| Higher Education | 5 |
| Postsecondary Education | 3 |
| Elementary Secondary Education | 2 |
| Adult Education | 1 |
| Secondary Education | 1 |
Location
| Australia | 2 |
| Austria | 2 |
| Pakistan | 2 |
| Singapore | 2 |
| United Kingdom | 2 |
| Asia | 1 |
| Brazil | 1 |
| Bulgaria | 1 |
| California | 1 |
| China | 1 |
| Connecticut | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
| Multifactor Leadership… | 1 |
What Works Clearinghouse Rating
Knowledge Socialism in the COVID-19 Era: A Collective Exploration of Needs, Forms, and Possibilities
Crain, Daniel E.; Hollings, Stephanie; Kayode, Hazzan Moses; Ogunniran, Moses Oladele; Worapot, Yodpet; Guañuna, Paola; Yasmeen, Tahira; Riaz, Anum; Samilo, Artem; Jiang, Yuhan; Bolanle, Ogunyemi Folasade; Jackson, Liz; Sturm, Sean – Educational Philosophy and Theory, 2022
The inspiration for this collective writing project began with a digital conference entitled 'Knowledge Socialism, COVID-19 and the New Reality of Education' held at Beijing Normal University. In this conference and through this article, multiple researchers spread across six continents have engaged in the collaborative task of outlining emerging…
Descriptors: Foreign Countries, Pandemics, COVID-19, Information Utilization
Atalay, Ahmet; Topuz, Arif Cem – Universal Journal of Educational Research, 2018
In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the…
Descriptors: Telecommunications, Handheld Devices, Athletics, Qualitative Research
Godwin-Jones, Robert – Language Learning & Technology, 2019
It has been repeatedly asserted in recent years that telecollaboration is such a powerful and effective tool for both second language acquisition (SLA) and fostering intercultural communication competence (ICC) that it should be regularly included in foreign language instruction (Çiftçi & Savas, 2018; Lewis & O'Dowd, 2016a; O'Dowd, 2016a;…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Social Media, Teaching Methods
Trieb, Carolin-Anna – International Journal of Information and Learning Technology, 2016
Purpose: Acting in an increasingly complex and dynamic global world requires students to analyze and discuss professionally many of the international challenges that the world is facing due to globalization. The purpose of this paper is to describe and evaluate the implementation of information and learning technologies (ILTs) in the practical…
Descriptors: Foreign Countries, Global Approach, Holistic Approach, Case Studies
Shapiro, Jordan – Joan Ganz Cooney Center at Sesame Workshop, 2018
"Digital Play for Global Citizens" is an introduction to how educators and parents can use a multitude of innovative technology tools to help their students and children learn about, understand, and engage with our increasingly interconnected world. Educating students to become "macro-minded" (habits of mind that are associated…
Descriptors: Educational Technology, Technology Uses in Education, Global Approach, Citizenship Education
Godwin-Jones, Robert – Language Learning & Technology, 2015
Language teachers are working in a world which has changed in the past decades in fundamentally disruptive ways, through profound changes in the role that networked computers play in everyday life and through the social and demographic shifts brought on by an increasingly globalized society, bringing together more than ever before people from…
Descriptors: Language Teachers, Teacher Role, Computer Networks, Global Approach
Garner, Gabrielle – Educational Media and Technology Yearbook, 2013
This essay articulates some of the ways in which a unique form of digital media, online videogames, have shaped and have been shaped by social, technological, and economic influences, which have secured the relative sustainability of specific games in the global marketplace over time. Based on trends observed from a review of previous empirical…
Descriptors: Video Games, Social Influences, Economic Factors, Sustainability
O'Connell, Judy – International Journal for Educational Integrity, 2016
A new multi-disciplinary degree program in education and information studies was developed to uniquely facilitate educators' capacity to be responsive to the demands of a digitally connected world. Charles Sturt University's Master of Education (Knowledge Networks and Digital Innovation) aims to develop agile leaders in new cultures of digital…
Descriptors: Online Courses, Masters Programs, Teaching Methods, Computer Games
Milne, Catherine – Cultural Studies of Science Education, 2012
In this issue, I draw together two sets of papers, with apparently different agendas. Most of the original papers in this issue use various learning perspectives and research approaches to explore the challenges and affordances of digital games for learning science. Associated forum papers challenge the authors and us to critically examine our own…
Descriptors: Educational Games, Research Methodology, Play, Global Approach
Ahamer, Gilbert – Campus-Wide Information Systems, 2012
Purpose: This paper seeks to argue that global change calls for training in intercultural, interdisciplinary and interparadigmatic professional behaviour. Thus a concrete web-based five-level training procedure "Surfing global change" (SGC) is to be proposed that includes reflection of game players' own knowledge, views and values. Rules…
Descriptors: Foreign Countries, Higher Education, Web Based Instruction, Role Playing
Arya, Ali; Chastine, Jeff; Preston, Jon; Fowler, Allan – International Journal of Game-Based Learning, 2013
This paper reports the results of an online survey done by Global Game Jam (GGJ) participants in January 2012. This is an expansion of an earlier survey of a local game jam event and seeks to validate and extend previous studies. The objectives of this survey were collecting demographic information about the GGJ participants, understanding their…
Descriptors: Educational Games, Global Approach, Learning Processes, Online Surveys
Shoon, Ming Hui; Chee, Yam San – International Association for Development of the Information Society, 2012
Given the current international context of instability and uncertainty, we were driven by the desire to utilize a digital game to cut across the complexity of public policy, so as to educate our young with the experience and deep learning to be appreciative, accountable and proactive citizens of a globalized world. Having developed a curriculum…
Descriptors: Foreign Countries, Computer Games, Public Policy, Foreign Policy
Amory, Alan – Interactive Learning Environments, 2012
It is argued that against the background of a neo-managerial and market-driven global education system, the production and use of technology to support teaching and learning perpetuates hegemonic behaviorist values. Activity theory, as a lens, is used to explore the power relations that are integral to the development and use of Reusable Learning…
Descriptors: Blended Learning, Video Games, Educational Technology, Ideology
Preston, Jon A.; Chastine, Jeff; O'Donnell, Casey; Tseng, Tony; MacIntyre, Blair – International Journal of Game-Based Learning, 2012
Game jams are events that allow game designers to develop innovative games in a time-constrained environment, typically within a 48-hour period during a weekend. Jams provide participants an opportunity to improve their skills, collaborate with their peers, and advance research and creativity in the field of game design. Having coordinated…
Descriptors: Educational Games, Computer Games, Global Approach, Instructional Design
Craft, Anna – London Review of Education, 2012
The early twenty-first century is characterised by rapid change. Commentators note how permeating digital technologies engage increasing numbers of children, young people and adults as consumers and also producers. In the shifting technological landscape, childhood and youth are changing. Connectivity around the clock, with a parallel existence in…
Descriptors: Social Change, Technological Advancement, Technological Literacy, Economic Climate
Previous Page | Next Page »
Pages: 1 | 2
Peer reviewed
Direct link
