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Yanan Shen; Habibah Ab Jalil; Rahimah Jamaluddin – Educational Technology & Society, 2025
Digital gameplay and digital multimodal composition (DMC) are promising multimodal literacy practices. Nevertheless, research on their incorporation in literacy classrooms to foster students' multimodal literacy skills is lacking. This qualitative case study explored how two groups of Chinese adolescents used multimodal literacy in digital…
Descriptors: Foreign Countries, Adolescents, Multiple Literacies, Digital Literacy
Ahson, Kemal; Kumpulainen, Kristiina; Gray, Shirley; Camacho Miñano, Maria José; Rich, Emma – Learning, Media and Technology, 2023
The potential for technologies to transform health and physical education (HPE) has received increasing international attention in both policy and academic contexts. However, what is absent from much of this work is a lack of appreciation of the spatial dimension that recognises the relationship between "how" young people use digitised…
Descriptors: Health Education, Physical Education, Technology Integration, Influence of Technology
Olipas, Cris Norman P.; Dela Cruz, Arnold P. – Online Submission, 2022
The research has been conducted to examine the feasibility of offering a Bachelor of Science in Entertainment and Multimedia Computing, one of the Commission on Higher Education (CHED) priority courses according to [1] and in keeping with the University's mission and vision. In Nueva Ecija, questionnaires were delivered to senior high school…
Descriptors: Bachelors Degrees, Multimedia Instruction, Multimedia Materials, Computer Science Education
Ehret, Christian; Ciklovan, Luka – Discourse: Studies in the Cultural Politics of Education, 2020
This article reports on a speculative design experiment, wherein the authors produced a critical remix video as intervention into the spread of toxic technocultural discourse on Twitch.tv (Twitch), an online platform in which content creators stream live content alongside a live chat audience. It focuses on the authors' development of a…
Descriptors: Educational Research, Research Methodology, Discourse Analysis, Video Technology
Rahmawati, Anis – Journal of Turkish Science Education, 2018
This study aimed to design an innovative learning media (i.e., Macromedia Flash program) for Structural Analysis subjects at Secondary Vocational Building Engineering School to improve students' learning outcomes. In the design process, the current study included such stages as defination, design, expert validation, pilot-test, and dissemination.…
Descriptors: Computer Games, Educational Games, High School Students, Vocational Education
Xodabande, Ismail – International Journal of Education and Literacy Studies, 2018
In recent years, increasing availability of digital technologies and internet connection for the majority of global population has affected almost every aspect of modern life including education and language learning. As a result, the face of language learning is changing both inside and outside the classroom and there is an ever growing need to…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Preferences
Martinez, Cristobal M.; Ingram-Goble, Adam; Twist, Kade L.; Chacon, Raven – Educational Technology, 2016
This article reviews the design and implementation of a game as an instrument for dialogue, both as a social tool and a shared interface for music performance. Beyond describing the design of "Game Remains," the article shares the details of an impact story of how an installation in Guelph's Musagetes Boarding House Arts in Canada has…
Descriptors: Play, Educational Games, Computer Games, Educational Technology
Reyna, Jorge; Hanham, Jose; Meier, Peter – E-Learning and Digital Media, 2017
The notion of students as co-creators of content in higher education is gaining popularity, with an ever-increasing emphasis on the development of digital media assignments. In a separate paper, the authors introduced the Digital Media Literacies Framework, which is composed of three interrelated domains: (1) conceptual, (2) functional, and (3)…
Descriptors: Taxonomy, Multimedia Materials, Electronic Publishing, Student Developed Materials
Fisch, Shalom M. – New Directions for Child and Adolescent Development, 2013
It is increasingly common for an educational media project to span several media platforms (e.g., TV, Web, hands-on materials), assuming that the benefits of learning from multiple media extend beyond those gained from one medium alone. Yet research typically has investigated learning from a single medium in isolation. This paper reviews several…
Descriptors: Educational Media, Multimedia Materials, Educational Technology, Comparative Analysis
Fan, Kuo-Kuang; Xiao, Peng-wei; Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2015
This study aims to discuss the correlations among learning styles, meaningful learning, and learning achievement. Directed at the rather difficult to comprehend human blood circulation unit in the biology materials for junior high school students, a Mobile Meaningful Blood Circulation Learning System, called MMBCLS gamification learning, was…
Descriptors: Health Education, Cognitive Style, Correlation, Multimedia Materials
Allen, Pamela; Withey, Paul; Lawton, Deb; Aquino, Carlos Tasso – Journal of Educational Technology, 2016
The aim of this study was to provide a reflection of current trends in higher education, identify some of the changes in student behavior, and potential identification of non-traditional classroom facilitation with the purpose of strengthening active learning and use of technology in the classroom. Non-traditional teaching is emerging in the form…
Descriptors: Andragogy, Teaching Methods, Nontraditional Students, Learner Engagement
Vangsnes, Vigdis; Gram Okland, Nils Tore; Krumsvik, Rune – Computers & Education, 2012
This article focuses on the didactical implications when commercial educational computer games are used in Norwegian kindergartens by analysing the dramaturgy and the didactics of one particular game and the game in use in a pedagogical context. Our justification for analysing the game by using dramaturgic theory is that we consider the game to be…
Descriptors: College Students, Computer Games, Preschool Children, Kindergarten
Winters, Kari-Lynn; Vratulis, Vetta – Journal of Early Childhood Literacy, 2013
Drawing on case illustrations of a six-year-old child as he "assembles" a digital world using Webkinz[TM], this paper proposes an approach that researchers and educators might use to understand, analyse and critique multimodality. This multidisciplinary theoretical framework integrates new literacies, social semiotics and critical…
Descriptors: Young Children, Critical Literacy, Concept Formation, Semiotics
Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei – Educational Technology, 2015
Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…
Descriptors: Educational Games, Educational Technology, Instructional Effectiveness, Time on Task
Anderson, Neil – Australian and International Journal of Rural Education, 2012
This paper outlines a project to develop and track "design thinking" skills within groups of students in late primary and early secondary years of schooling in order to strengthen their creative skills and innovative mindsets. The outcome of the research will be the development of a model for the broad-based implementation of design…
Descriptors: Innovation, Rural Education, Multimedia Instruction, Computer Games